Psychological virtual space management system performed by the user's first-person perspective.

KR1020260138148APending Publication Date: 2026-09-18이헌주
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Patent Information

Application Number
KR1020250031222
Authority / Receiving Office
KR · KR
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-11
Publication Date
2026-09-18

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Abstract

The present invention is a psychological virtual space management system performed by a control server having a database and computational functions, wherein the virtual space (10) is implemented from the first-person perspective of the user, and the virtual space (10) is provided with a plurality of underground floor space sections (100) and a plurality of above-ground floor space sections (200) that allow movement between floors according to pre-set rules, wherein the underground floor space section (100) is provided with a virtual space for inner elements expressing the user's past records or deep psychology, and the above-ground floor space section (200) is provided with a virtual space for outward elements including the user's future schedule or topics of interest.
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Description

Technology Field

[0001] The present invention relates to a psychological virtual space management system. Specifically, it relates to a psychological virtual space management system performed from the user's first-person perspective. Background Technology

[0002] Although we do not view the world from a third-person perspective because we participate in that world in some form while living, various conventional technologies regarding metaverse systems, virtual space systems, etc. are composed of a third-person perspective.

[0003] In this case, it is composed of 'me' watching from outside the space rather than 'me' who has entered the virtual space. There is a problem in that it lacks an actual first-person point of view.

[0004] Furthermore, conventional technology is generally designed to emphasize 'relationships' with others. However, as an expert in the field of psychological counseling and coaching, the inventor realized through clinical interactions with various individuals that, beneath the desire to relate, people require a private space—a space where they can rest, regain vitality, and reflect on their inner selves. The inventor discovered that there is a greater need for internet spaces, which are often perceived as "fast food" environments where people find comfort in viewing the empty photos and writings of others, to function as spaces for inner reflection.

[0005] Furthermore, in the case of cloud-based memo applications, while useful for organizing materials, a problem may be raised regarding the lack of features such as introspection. Prior art literature

[0006] (Reference 1) Korean Registered Patent Publication No. 10-2568366 (Aug. 14, 2023) The problem to be solved

[0007] The psychological virtual space management system performed from the user's first-person perspective according to the present invention has the following problems to be solved.

[0008] First, allow movement through the virtual space from the user's first-person perspective.

[0009] Second, it aims to imbue psychological meaning to the user as they move up and down within the virtual space.

[0010] Third, during vertical movement, we aim to imbue psychological meaning into the user's achievement through sequential movement and carryover movement.

[0011] The problems solved by the present invention are not limited to those mentioned above, and other problems not mentioned will be clearly understood by those skilled in the art from the description below. means of solving the problem

[0012] The present invention is a psychological virtual space management system performed by a control server having a database and computational functions, wherein the virtual space is implemented from the first-person perspective of a user, and the virtual space is provided with a plurality of underground floor spaces and a plurality of above-ground floor spaces that allow movement between floors according to pre-set rules, wherein the underground floor spaces are provided with a virtual space for inner elements expressing the user's past records or deep psychology, and the above-ground floor spaces are provided with a virtual space for extroverted elements including the user's future schedule or topics of interest.

[0013] In the present invention, the virtual space is capable of moving between floors according to a preset rule, and a plurality of underground floor spaces may be provided as a first basement floor, a second basement floor, and a third basement floor, and a plurality of above-ground floor spaces may be provided as a first above-ground floor, a second above-ground floor, and a third above-ground floor.

[0014] In the present invention, the user enters the virtual space through the entrance of the first floor above ground, and the user who has entered the first floor above ground can only move sequentially downward to the first basement floor through the exit of the first floor above ground.

[0015] In the present invention, a user who has entered the first basement level can move sequentially downward to the second basement level or move sequentially upward to the first floor above ground.

[0016] In the present invention, a user who has entered the second basement level can move sequentially downward to the third basement level, move upward to the first floor above ground, and move upward to the second floor above ground.

[0017] In the present invention, a user who has entered the third basement level can move sequentially upward to the second basement level and move upward to the first floor above ground.

[0018] In the present invention, a user who has entered the second floor above ground can move sequentially downward to the first floor above ground and sequentially downward to the third floor above ground.

[0019] In the present invention, a user who has entered the third floor above ground can move sequentially downward to the second floor above ground and move downward to all other floors.

[0020] In the present invention, movement between floors in a virtual space can be performed by any one of stairs, a ladder, or an elevator.

[0021] In the present invention, one can exit the virtual space from each layer of the virtual space.

[0022] In the present invention, the first basement level is provided to display past records including the user's works or photographs, and when a user who has entered the first basement level adds or modifies their records, the user can move according to pre-set rules.

[0023] In the present invention, a past question character is placed in the second basement level, and the past question character asks at least one pre-set question to a user who has entered the second basement level, and if the user answers at least one correct answer, the user can move according to a pre-set rule.

[0024] In the present invention, when a user answers a question correctly in the second basement level, a list is presented asking whether the user has completed the achievement rituals they have written down, and tree seeds may be given to the user for the number of rituals that the user has marked as completed.

[0025] In the present invention, a space for growing trees is provided on the exterior of the second basement level, and a user can move to the exterior of the second basement level while holding a tree seed and plant the seed in the tree growing space, and the seed planted in the tree growing space grows into a tree, and the user can move upward to each floor of the ground floor space through the tree.

[0026] In the present invention, a resting space for a user who has entered is provided in the third basement level, and the user can enter the resting space in the third basement level and perform at least one of listening to music, watching a bonfire, listening to an audiobook, or reading an e-book, and the resting space is equipped with a desk and a diary so that the user can perform journaling about events that happened to him in the diary.

[0027] In the present invention, a plurality of schedules for a user are provided in a plurality of locations on the first floor above ground, and when a user performs input regarding compliance with the schedule or input of modifications to the schedule for at least one of the schedules, the user can move according to a pre-set rule.

[0028] In the present invention, as the plurality of schedules, a daily schedule, a weekly schedule, a monthly schedule, and an annual schedule may be sequentially spaced apart in a clockwise direction.

[0029] In the present invention, a future question character is placed on the second floor above ground, and the future question character asks a user who has entered the second floor above ground a pre-set question, and if the user inputs an answer with more than a pre-set number of characters, the user can move according to a pre-set rule.

[0030] In the present invention, the user can set the facial expression and attire of the past question character or the future question character.

[0031] In the present invention, on the third floor above ground, each exit is provided according to at least one topic of interest of the user, and when the user goes out through the selected exit, an interaction space may be provided where the user can meet other users who have entered by selecting the same topic of interest.

[0032] In the present invention, in the above-mentioned interaction space, a user's character is provided so as to be able to interact with another person's character.

[0033] In the present invention, on the third floor above ground, the user can set up their own character, but can only see their own character through a provided mirror. Effects of the invention

[0034] The psychological virtual space management system performed from the user's first-person perspective according to the present invention has the following effects.

[0035] First, by moving the virtual space to the user's first-person perspective, the user cannot see themselves, which has the effect of making the user more psychologically immersed.

[0036] Second, moving up and down through the virtual space has the effect of expressing the user's psychology, such as extroversion and inner self, and future and past.

[0037] Third, during vertical movement, sequential movement and carryover movement have the effect of imbuing psychological meaning to the user's achievement.

[0038] The effects of the present invention are not limited to those mentioned above, and other unmentioned effects will be clearly understood by those skilled in the art from the description below. Brief explanation of the drawing

[0039] FIG. 1 is a schematic diagram of a virtual space according to the present invention, showing an embodiment in which the above-ground and underground parts are each provided with three layers. Figure 2 summarizes the items performed in each layer based on the embodiment of Figure 1. FIG. 3 is a schematic diagram of the first floor above ground, which is an embodiment in which daily, weekly, monthly, and annual schedules are arranged in a clockwise direction. FIG. 4 is a schematic diagram of the first floor above ground, showing an embodiment configured to resemble the user's own realistic room. FIG. 5 is a schematic diagram of the first basement level, which is an embodiment in which past records including the user's works or photographs are displayed. FIG. 6a is an example of a staircase leading down to the first basement level, FIG. 6b is an example of a display of my past photographs, and FIG. 6c is an example of my autobiography graph. FIG. 7 is a schematic diagram of the second basement level, in which a past question character is placed to ask at least one pre-set question to a user who has entered, and the user who answers correctly is given seeds stored in the seed storage. FIG. 8a is an embodiment in which a passageway opens when a user receives a seed on the second basement level. FIG. 8b is an embodiment in which a beach appears when exiting the passageway. FIG. 8c is an embodiment in which a forest appears when exiting the passageway. FIG. 9 is a schematic diagram of the third basement level, which is an example of a resting space provided to an incoming user, and illustrates a journaling space, a learning space, a healing space, and a reading space. FIG. 10a is an example of a Learning Space on the third basement level, where one can pursue various forms of learning, such as language, hobbies, and lifelong education, while listening to various video lectures and audio. FIG. 10b is an example of a Healing Space on the third basement level, where one can listen to ASMR, fire gazing, meditation, and music, and the music or sounds may continue to play even if one moves to another location. FIG. 10c is an example of a Library Space on the third basement level, where one can read e-books and audiobooks. FIG. 10d is an example of a Journaling Space on the third basement level, where one can write one's own text, and all such text can be compiled into a book. FIG. 11 is a schematic diagram of the second floor above ground, showing an embodiment in which a future question character is placed and asks a pre-set question to a user who has entered. FIG. 12 is a schematic diagram of the third floor above ground, showing an embodiment in which each exit is equipped according to topics of interest regarding movies, travel, restaurants, and exhibitions. FIG. 13 shows an example in which a user who comes out of the exit for the three-story section above ground sees characters of other people with the same interest and interacts with them. Specific details for implementing the invention

[0040] Hereinafter, embodiments of the present invention are described with reference to the attached drawings so that those skilled in the art can easily implement the present invention. As will be easily understood by those skilled in the art, the embodiments described below may be modified in various forms without departing from the concept and scope of the present invention. Where possible, identical or similar parts are indicated using the same reference numerals in the drawings.

[0041] The technical terms used in this specification are intended merely to refer to specific embodiments and are not intended to limit the invention. The singular forms used herein include plural forms unless phrases clearly indicate otherwise.

[0042] As used in this specification, the meaning of “comprising” specifies certain characteristics, regions, integers, steps, actions, elements, and / or components, and does not exclude the existence or addition of other specific characteristics, regions, integers, steps, actions, elements, components, and / or groups.

[0043] All terms used herein, including technical and scientific terms, have the same meaning as generally understood by those skilled in the art to which the present invention pertains. Terms defined in advance are further interpreted to have meanings consistent with relevant technical literature and the present disclosure, and are not interpreted in an ideal or highly formal sense unless otherwise defined.

[0044] Expressions regarding direction used in this specification, for example, expressions of front / back / left / right, expressions of up / down, and expressions of longitudinal / transverse directions, may be interpreted by referring to the directions disclosed in the drawings.

[0046] Meanwhile, Virtual Reality (VR) refers to a specific environment or situation that is similar to reality but is not real, or the technology itself, created using artificial technology such as computers.

[0047] In virtual reality (VR) and game design, vertical movement carries significance beyond simple spatial movement. The experience of a user moving up one floor at a time in a virtual space can be seen as a metaphorical expression of a change in psychological state regarding the future, while the experience of moving down can be seen as a metaphorical expression of self-reflection or inner exploration.

[0049] This invention analyzes the impact of upward or downward movement on a user's cognitive and emotional experience through psychological concepts, and aims to utilize the principle that such vertical movement enhances immersion.

[0050] In addition, considering that it is a virtual engine, we intend to emphasize realism as much as possible by making it basic to move upward or downward one floor at a time 'sequentially' like in reality, but we also intend to utilize psychological effects further by adding a rule to move by 'carrying over' directly to a specific floor.

[0051] The movement rule according to the present invention corresponds to a technical configuration that utilizes the psychological meaning of the user. The psychological meaning of 'upward movement' signifies extroversion, sociability, the future, and an open attitude. The psychological meaning of 'downward movement' is used as a metaphor representing the inner self, the past, the depths, and psychology. It demonstrates a deep cognitive connection between inner exploration and the 'downward direction'.

[0052] Therefore, the setting of descending into the basement floor by floor in a virtual space can induce deep emotional immersion or the recall of memories by naturally turning the user's gaze toward themselves and the past. A virtual basement space decorated with quiet, dim lighting and objects that evoke the past (photos, diaries, etc.) can evoke nostalgia or create a calm emotional state, helping the user focus on their inner voice.

[0053] In fact, Carl Jung referred to introversion as the shadow and archetype in analytical psychology, and referred to extraversion, order, and sociability as the ego-ideal.

[0054] Meanwhile, floor-by-floor progression—going down or up one level at a time—can enhance immersion by presenting step-by-step tasks and goals. Furthermore, this floor-by-floor progression can be combined with various gamification elements. For instance, the ability to ascend to the second floor above ground upon reaching the second basement level and completing a certain level of tasks can serve as a special reward. For instance, while a dream is the most introverted, it can become the ultimate ideal once it is planted as a seed, grows into a tree, and bears fruit. For example, the second basement level (inner dream) could symbolize ascending to the second floor above ground (ego ideal) via the tree, much like the fairy tale Jack and the Beanstalk, once the tree grows and bears fruit.

[0056] Accordingly, the present invention aims to provide a psychological virtual space in a virtual space on the internet, such as a metaverse platform space, where one reflects on one's inner self through one's past and plans the future from a first-person perspective, and to provide a system for managing such a psychological virtual space.

[0057] The psychological virtual space management system according to the present invention, which is performed from the first-person perspective of a user, can be operated in the form of a paid or free service, allowing each user to access and use the virtual space.

[0058] In the present invention, the meaning of the first-person perspective is that one cannot see the virtual character (or avatar) that represents oneself. However, one can see one's character through a mirror. Of course, others can see one's character.

[0061] The present invention will be described below with reference to the drawings. For reference, the drawings may be partially exaggerated to illustrate the features of the present invention. In such cases, it is preferable to interpret them in light of the entire intent of this specification.

[0063] FIG. 1 is a schematic diagram of a virtual space according to the present invention, showing an embodiment in which the above-ground and underground parts are each provided with three layers. FIG. 2 is a summary of the matters performed on each layer based on the embodiment of FIG. 1.

[0065] The present invention is a psychological virtual space management system performed by a control server having a database and computational functions, wherein the virtual space (10) is implemented from the first-person perspective of the user, and the virtual space (10) is provided with a plurality of underground floor space sections (100) and a plurality of above-ground floor space sections (200) that allow movement between floors according to pre-set rules, wherein the underground floor space section (100) is provided with a virtual space for inner elements expressing the user's past records or deep psychology, and the above-ground floor space section (200) is provided with a virtual space for outward elements including the user's future schedule or topics of interest.

[0067] In the present invention, the virtual space (10) is capable of moving between floors according to a preset rule, and the plurality of underground floor spaces (100) are provided as a first underground floor (110), a second underground floor (120), and a third underground floor (130), and the plurality of above-ground floor spaces (200) are provided as a first above-ground floor (210), a second above-ground floor (220), and a third above-ground floor (230).

[0070] Hereinafter, the movement rules according to the present invention will be explained.

[0071] The user enters the virtual space (10) through the entrance of the ground floor (210), and the user who has entered the ground floor (210) can only move sequentially downward to the basement floor (110) through the exit of the ground floor (210).

[0073] Users who have entered the first basement level (110) can move sequentially downward to the second basement level (120) or move sequentially upward to the first ground level (210).

[0075] Users who have entered the second basement level (120) can move sequentially downward to the third basement level (130), move upward to the first floor above ground (210), and move upward to the second floor above ground (220).

[0077] Users who have entered the third basement level (130) can move sequentially upward to the second basement level (120) and carry upward to the first floor above ground (210).

[0079] Users who have entered the second floor (220) can move sequentially downward to the first floor (210) and sequentially downward to the third floor (230).

[0081] Users who have entered the third floor (230) can move sequentially downward to the second floor (220) and carry over downward to all other floors.

[0083] In the present invention, movement between floors in a virtual space may be performed by any one of stairs, a ladder, or an elevator. However, it is not limited thereto, and movement between floors may be performed by various means.

[0085] In the above, entry into virtual space and movement between floors have been explained.

[0086] Meanwhile, you can also exit the virtual space from each floor of the virtual space.

[0089] Below, virtual space management performed in each floor of the underground space section (100) is described.

[0090] First, the first basement level (110) is equipped to display past records including the user's works or photos, and when a user who has entered the first basement level (110) adds or modifies their records, the user can move according to pre-set rules.

[0091] FIG. 5 is a schematic diagram of the first basement level, which is an example in which past records including the user's works or photographs are displayed. FIG. 6a is an example of stairs leading down to the first basement level, FIG. 6b is an example in which my past photographs are displayed, and FIG. 6c is an example of my autobiography graph.

[0092] For example, the first basement level can be accessed via a ladder located on the first floor. As shown in Fig. 6b, it can be configured to resemble an exhibition, much like a museum or art gallery. In the first basement level, one can display their artwork, albums, etc., by placing them in frames. Additionally, as shown in Fig. 6c, the artwork or albums can be arranged in a graph from the past to the present through an autobiography graph. Like the graph in Fig. 6c, one can view their life at a glance, seeing which schools they attended, who they met, and what achievements they made from the past to the present. Furthermore, access to the second basement level can be restricted to uploading or modifying at least one photo.

[0095] Next, a past question character is placed in the second basement level (120), and the past question character asks at least one pre-set question to a user who has entered the second basement level (120), and if the user answers at least one correct answer, the user can move according to a pre-set rule.

[0096] For example, a small boy or girl character may be placed as a past question character on the second basement level, which corresponds to the user's childhood self. In other words, the user's childhood self asks questions to the user. It is desirable for the questions of the past question character to come from a question bank that the user has saved and collected so far. The questions can be exemplified as shown in Table 1 below.

[0097] (Examples of questions from the past question character) 1. What is the most clicked travel destination? 2. What is something you must accomplish in November? 3. Who appears most often in my photo album besides myself?

[0099] If you answer the question presented by the past question character correctly, two passages (doors) may be created in the second basement level. One passage leads down to the third basement level, and the other passage leads to the outside of the second basement level.

[0101] When the user answers the question correctly in the second basement level (120), a list is presented asking whether the user has completed the achievement rituals they have written down, and tree seeds may be given to the user for the number of rituals that the user has marked as completed.

[0102] If the above question is answered correctly, a list can be generated to check whether the user has completed the achievement rituals they previously wrote down. For example, an achievement ritual can be written down when the user has checked it at least 3 days ago and has completed it at least 3 times. The scope of achievement rituals can be defined in various ways, such as studying, learning, reading, exercising, English, habits, and organizing, and rituals within that category can be selected and performed. Rituals can be performed simultaneously. Table 2 is an example of an achievement ritual.

[0103] (Examples of achievement rituals) - Waking up at 7 AM and reading for 1 hour (one week) - My writing 7 times - My drawing - My tennis class - My English conversation 7 times

[0105] One seed may be awarded each time a ritual is completed. If you possess a seed and exit to the outside of the second basement level, the area will suddenly become bright, allowing you to exit to the beach in Fig. 8b or the forest in Fig. 8c. Additionally, even without a ritual, you can exit if the correct answer to the past question character's question is presented. The user can choose either the beach or the forest as the external location. If the beach is selected as the external location, you can hear the sounds of seagulls, waves, and wind. Furthermore, writings that the user briefly drew on the sand may also remain visible. In other words, a private beach of the user's own is constructed. In this way, it is appropriate to allow sounds to be heard and swimming to create the feeling of a real beach, and to make fish or starfish visible within the beach.

[0107] A space for growing trees is provided on the outside of the second basement level (120), and the user can move to the outside of the second basement level (120) while holding a tree seed and plant the seed in the tree growing space, and the seed planted in the tree growing space grows into a tree, and the user can move upward to each floor of the ground floor space through the tree.

[0108] FIG. 7 is a schematic diagram of the second basement level, which is an embodiment in which a past question character is placed to ask at least one pre-set question to an incoming user, and to give a seed stored in a seed storage to the user who answers correctly. FIG. 8a is an embodiment in which a passageway opens when the user receives a seed in the second basement level. FIG. 8b is an embodiment in which a beach appears when exiting the passageway. FIG. 8c is an embodiment in which a forest appears when exiting the passageway.

[0110] If you plant a seed on the exterior of the second basement level, it can suddenly grow into a tree and grow rapidly, and you can also give the tree a name. As the tree grows, the desolate forest quickly transforms into a lush forest, which is accomplished through a series of rituals. You can group three 3-day rituals together and change them into large trees, forests, or various landscaping elements (rocks, flowers, waterfalls, etc.) in that unit. The user can move directly upward to the ground level, such as the second basement level, through trees grown from planted seeds or existing trees, much like in the fairy tale Jack and the Beanstalk. Additionally, the user can move downward sequentially from the second basement level to the third basement level.

[0112] Next, the third basement level (130) is equipped with a resting space for the user who has entered, and the user can enter the resting space of the third basement level (130) and perform at least one of listening to music, watching a bonfire, listening to audiobooks, or reading e-books, and the resting space is equipped with a desk and a diary so that the user can perform journaling about events that happened to him in the diary.

[0113] FIG. 9 is a schematic diagram of the third basement level, illustrating an example of a resting space provided to an entrant user, and includes examples of a journaling space, a learning space, a healing space, and a reading space. FIG. 10a is an example of a learning space on the third basement level, where users can pursue various learning activities such as language, hobbies, and lifelong education while listening to various video lectures and audio. FIG. 10b is an example of a healing space on the third basement level, where users can listen to ASMR, fire gazing, meditation, and music, and such music or sounds may continue to play even if the user moves to another location. FIG. 10c is an example of a library space on the third basement level, where users can read e-books and audiobooks. FIG. 10d is an example of a journaling space on the third basement level, where users can write their own text, and all such text can be compiled into a book.

[0115] In one embodiment, the third basement level is equipped with a sofa and a healing set. When seated there, music (available for free and paid purchase), fire gazing (a neologism referring to staring blankly at a fire), ASMR (autonomous sensory meridian response), a meditation set, an E-BOOK, and an audiobook are available. It can be linked with YouTube and other music apps. There is a desk in the third basement level space, so when seated, a diary is visible, allowing for personal journaling. Various desks, windows, avatars, and decorations can be provided to decorate this resting space (hideout).

[0118] Below, virtual space management performed in each floor of the ground floor space section (200) is described.

[0119] First, on the first floor (210) above ground, a plurality of schedules for the user are provided in a plurality of locations, and when the user performs input regarding compliance with the schedule or input modifications to the schedule for at least one of the schedules, the user can move according to a pre-set rule. As for the plurality of schedules, a daily schedule, a weekly schedule, a monthly schedule, and an annual schedule may be sequentially spaced apart in a clockwise direction.

[0120] FIG. 3 is a schematic diagram of the first floor above ground, showing an embodiment in which daily, weekly, monthly, and yearly schedules are arranged in a clockwise direction. FIG. 4 is a schematic diagram of the first floor above ground, showing an embodiment configured to resemble the user's own realistic room.

[0121] In the case of Fig. 4, for example, a realistic actual room can be filmed while rotating it 360 degrees, and a similar virtual space (e.g., a metaverse environment) can be created. By basing it on realism in this way, the user's sense of immersion can be increased.

[0124] Next, a future question character is placed on the second floor (220) above ground, and the future question character asks a user who has entered the second floor (220) a pre-set question, and if the user enters an answer with more than the pre-set number of characters, the user can move according to a pre-set rule. The user can set the facial expression and clothing of the past question character or the future question character.

[0125] FIG. 11 is a schematic diagram of the second floor above ground, showing an embodiment in which a future question character is placed and asks a pre-set question to a user who has entered.

[0127] The second floor above ground can be provided at a considerably high position. From here, one can see at a glance how the trees from the seeds one has planted are growing. On the second floor above ground, a future version of oneself 10 years from now (future question character) is placed, and the user who enters can ask the question in Table 3. The user must write an answer of at least 100 characters as an example, and a means (such as an elevator) to ascend to the third floor above ground can be provided.

[0128] (Examples of questions from the Future Question Character) 1. What is the value you consider truly important deep down? 2. Is there anything you need to prepare in secret? 3. What is the worry I haven't been able to tell anyone? 4. Who is my role model at this very moment? 5. If I were told by a doctor that I only have three years to live, how would I want to live from now on? 6. What is the most precious value in my life? 7. If the best days continue, what will I look like 10 years from now? 8. What is something you are harboring for the second half of your life? 9. Is there something you have given up on but still hold in your heart? 10. If you were to face death in three days, what would you want to say to your children? 11. What do you love, and what does that mean to you? 12. What do you truly desire? 13. If you could travel back in time in a time machine, is there a past time you would want to return to? 14. If I were an eagle looking down from the open sky, what would I see? 15. What is the reason I haven't started something yet, even though I consider it important? 16. If I were to die right now, what would I be most proud of in my life? 17. If I were to die, what would I regret the most? 18. At my funeral, my precious family is reading a letter I wrote. What did I write before I died? 19. When was the time you shone the brightest? 20. In a new future, your biography has finally been released as a movie. What is the theme of that movie? 21. You, at 80 years old, are telling your life story to your grandchildren. How would you say you overcame the challenges you are currently facing? 22. Is there anything you really want to get your hands on within one year? 23. What is something you have always dreamed of but have not yet achieved? 24. What kind of person do I hope to become? 25. I have earned a lot of money and achieved financial freedom.I went on a trip for six months and got a good rest. Now that I have returned, what is something I would like to do?

[0131] Next, on the third floor (230) above ground, each exit is provided according to at least one of the user's interests, and when the user exits through the selected exit, an interaction space may be provided where the user can meet other users who have entered by selecting the same interest. In the interaction space, the user's character is provided so that the user can interact with other people's characters.

[0133] When the user goes up to the third floor, there is a space of their own. This space is where they can save information on various topics of interest, such as restaurants, travel destinations, exhibitions, and movies.

[0134] If a user selects the movie 'Avatar' as today's topic of interest, a movie-themed exit is created on the 3rd floor, and if the user goes outside through this exit, they will enter a community of other people besides themselves. When exiting through the movie-themed exit, the user enters a community themed around movies, and in this community, the user can converse with others who have also selected movies as their topic of interest.

[0136] On the third floor (230) above ground, the user can set up their avatar, but can only see their avatar through a provided mirror.

[0137] FIG. 12 is a schematic diagram of the third floor above ground, showing an embodiment in which each exit is equipped according to themes of interest regarding movies, travel, restaurants, and exhibitions. FIG. 13 shows an embodiment in which characters of other people with the same theme of interest are seen and interact with by a user who comes out of the exit according to themes of interest on the third floor above ground.

[0140] Meanwhile, the present invention may be implemented as a computer program. Furthermore, it may be implemented in the form of a program readable through various computer means and recorded on a computer-readable recording medium. Here, the recording medium may include program instructions, data files, data structures, etc., either individually or in combination. The program instructions recorded on the recording medium may be those specifically designed and configured for the present invention, or they may be those known and available to those skilled in the art of computer software. For example, the recording medium includes magnetic media such as hard disks, floppy disks, and magnetic tapes; optical recording media such as CD-ROMs and DVDs; magneto-optical media such as floptical disks; and hardware devices specifically configured to store and execute program instructions, such as ROM, RAM, and flash memory. Examples of program instructions may include machine language, such as that generated by a compiler, as well as high-level languages ​​that can be executed by a computer using an interpreter, etc. Such hardware devices may be configured to operate as one or more software modules to perform the operation of the present invention, and vice versa.

[0142] The embodiments described in this specification and the accompanying drawings are merely illustrative of a part of the technical concept included in the present invention. Accordingly, since the embodiments disclosed in this specification are intended to explain, not limit, the technical concept of the present invention, it is obvious that the scope of the technical concept of the present invention is not limited by these embodiments. All variations and specific embodiments that can be easily deduced by a person skilled in the art within the scope of the technical concept included in the specification and drawings of the present invention should be interpreted as being included within the scope of the rights of the present invention. Explanation of the symbols

[0143] 100 : Basement space 110: Basement 1st floor 120: Basement 2nd floor 130: 3rd basement level 200 : Ground floor space 210: Ground floor 220 : 2nd floor above ground 230: 3rd floor above ground

Claims

Claim 1 A psychological virtual space management system performed by a control server having a database and computational functions, wherein the virtual space is implemented from the first-person perspective of a user, and the virtual space is provided with a plurality of underground floor spaces and a plurality of above-ground floor spaces that allow movement between floors according to pre-set rules, wherein the underground floor spaces are provided with a virtual space for inner elements expressing the user's past records or deep psychology, and the above-ground floor spaces are provided with a virtual space for extroverted elements including the user's future schedule or topics of interest. Claim 2 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 1, the virtual space allows for inter-floor movement according to preset rules, wherein a plurality of underground floor spaces are provided as a first-basement floor, a second-basement floor, and a third-basement floor, and a plurality of above-ground floor spaces are provided as a first-ground floor, a second-ground floor, and a third-ground floor. Claim 3 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 2, the user enters the virtual space through the entrance of the first floor above ground, and the user who has entered the first floor above ground is only able to move sequentially downward to the first basement floor through the exit of the first floor above ground. Claim 4 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 2, a user who has entered the first basement level can move sequentially downward to the second basement level or sequentially upward to the first floor above ground. Claim 5 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 2, a user who has entered the second basement level can move sequentially downward to the third basement level, move upward forward to the first floor above ground, and move upward forward to the second floor above ground. Claim 6 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 2, a user who has entered the third basement level can move sequentially upward to the second basement level and move upward in a carryover to the first floor above ground. Claim 7 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 2, a user who has entered the second floor above ground can move sequentially downward to the first floor above ground and sequentially downward to the third floor above ground. Claim 8 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 2, a user who has entered the third floor above ground can move sequentially downward to the second floor above ground and move downward to all other floors. Claim 9 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 1, inter-floor movement in the virtual space is performed by means of any one of stairs, a ladder, or an elevator. Claim 10 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 1, the user can exit the virtual space from each layer of the virtual space. Claim 11 A psychological virtual space management system performed from the first-person perspective of a user, characterized in that, in claim 2, the first basement level is provided to display past records including the user's works or photographs, and when a user who has entered the first basement level adds or modifies their records, the user can move according to pre-set rules. Claim 12 A psychological virtual space management system performed from the first-person perspective of a user, characterized in that, in claim 2, a past question character is placed in the second basement level, and the past question character asks at least one pre-set question to a user who has entered the second basement level, and if the user answers at least one correct answer, the user can move according to a pre-set rule. Claim 13 A psychological virtual space management system performed from the first-person perspective of a user, characterized in that, in the second basement level, when the user answers a question correctly, a list is presented asking whether the user has completed the achievement rituals they have written, and tree seeds are given to the user according to the number of rituals marked as completed by the user. Claim 14 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 13, a space for growing trees is provided outside the second basement level, and the user can move to the outside of the second basement level while holding a tree seed and plant the seed in the tree growth space, and the seed planted in the tree growth space grows into a tree, and the user can move upward through the tree to each floor of the ground floor space. Claim 15 A psychological virtual space management system performed from the first-person perspective of a user, characterized in that, in claim 2, a resting space for a user who has entered is provided in the third basement level, and the user can enter the resting space in the third basement level and perform at least one of listening to music, looking at a bonfire, listening to an audiobook, or viewing an e-book, and the resting space is equipped with a desk and a diary, so that the user can perform journaling about events that happened to them in the diary. Claim 16 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in the first floor above ground, a plurality of user schedules are provided in a plurality of locations, and when the user performs input regarding compliance with or modification of at least one of the schedules, the user can move according to a preset rule. Claim 17 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in the plurality of schedules according to claim 16, a daily schedule, a weekly schedule, a monthly schedule, and an annual schedule are each sequentially spaced apart in a clockwise direction. Claim 18 A psychological virtual space management system performed from the first-person perspective of a user, characterized in that, in claim 2, a future question character is placed on the second floor above ground, and the future question character asks a user who has entered the second floor above ground a pre-set question, and if the user inputs an answer of more than a pre-set number of characters, the user can move according to a pre-set rule. Claim 19 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in claim 12 or claim 18, the user can set the facial expression and attire of a past question character or a future question character. Claim 20 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in the third floor above ground, each exit is provided according to at least one topic of interest of the user, and when the user exits through the selected exit, an interaction space is provided where the user can meet other users who have entered by selecting the same topic of interest. Claim 21 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in the interaction space according to claim 20, a user's character is provided so as to be able to interact with another person's character. Claim 22 A psychological virtual space management system performed from a user's first-person perspective, characterized in that, in the third floor above ground, the user can set up their own character, but can only view their own character through a provided mirror.