A method, device, and system for enhancing positive emotions.

By displaying emotion value points on smart devices, recognizing and scoring user-inputted text sentences, and combining interactive operations with feature materials, the problem of the inability to quantify emotions in existing technologies is solved, achieving intelligent management of emotions and the enhancement of positive emotions.

CN115455137BActive Publication Date: 2025-11-14FOSHAN POLYTECHNIC
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Patent Information

Application Number
CN202210965938.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-12
Publication Date
2025-11-14
Estimated Expiration
2042-08-12

AI Technical Summary

Technical Problem

Existing methods for enhancing positive emotions cannot quantify emotional states, making it difficult for users to effectively perceive and improve their positive emotions.

Method used

By displaying the emotion value points corresponding to the user's identity, obtaining the text sentences entered by the user and performing keyword recognition, counting the number of keywords and assigning scores, updating the emotion value points to reflect the user's emotional changes, and combining interactive operations with feature materials to enhance positive emotions.

Benefits of technology

It enables intelligent recording and display of users' emotions, helping users to understand and enhance positive emotions in a timely manner, and promoting physical and mental health.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a method, apparatus, and system for enhancing positive emotions. The method includes: displaying emotion value points corresponding to a user's identity; acquiring a first click event of the user in a first set area; jumping to an input interface based on the first click event; acquiring the text sentence entered by the user in the input interface; performing keyword recognition on the text sentence according to a preset keyword library, counting the number of first-level keywords, second-level keywords, and third-level keywords, and obtaining first-level keyword scores, second-level keyword scores, and third-level keyword scores; adding the first-level keyword scores, second-level keyword scores, and third-level keyword scores to obtain a target score; updating the emotion value points based on the target score and displaying them. This invention intelligently identifies "positive events" entered by the user, thereby recording and displaying the user's emotions in the form of emotion value points. This invention is mainly used in the field of mental health technology.
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Description

Technical Field

[0001] This invention relates to the field of mental health technology, specifically a method, device, and system for enhancing positive emotions. Background Technology

[0002] Positive emotions refer to feelings of pleasure that arise when an individual experiences stimuli, both internal and external, or when events satisfy their needs. Research shows that expressing positive emotions can promote mental health and increase subjective well-being. Existing methods for enhancing positive emotions generally rely on a subjective understanding of the current emotional state and cannot quantify it. Therefore, they are not conducive to users perceiving emotions in order to enhance positive emotions. Summary of the Invention

[0003] The present invention provides a method, apparatus and system for enhancing positive emotions to solve one or more technical problems existing in the prior art, and at least provides a beneficial option or creates conditions.

[0004] Firstly, it provides a method to enhance positive emotions, including:

[0005] Step 1: Display the emotion value points corresponding to the user's identity;

[0006] Step 2: Obtain the user's first click event in the first defined area;

[0007] Step 3: Based on the first click event, navigate to the input interface;

[0008] Step 4: Obtain the text sentence entered by the user in the input interface;

[0009] Step 5: Based on the preset keyword library, perform keyword recognition on the text sentences, and count the number of first-level keywords, second-level keywords, and third-level keywords;

[0010] Step 6: Calculate the first-level keyword score based on the number of first-level keywords, the second-level keyword score based on the number of second-level keywords, and the third-level keyword score based on the number of third-level keywords; add the first-level keyword scores, second-level keyword scores, and third-level keyword scores together to obtain the target score.

[0011] Step 7: Convert the target score into new emotion value points, add the new emotion value points to update the existing emotion value points, and display the updated emotion value points.

[0012] Furthermore, this method for enhancing positive emotions also includes: acquiring a second click event from the user in a second designated area, and navigating to a selection interface based on the second click event.

[0013] The selection interface has multiple option buttons. The third click event of the user on one of the option buttons is obtained, and the first feature material corresponding to the attribute of the option button is output according to the third click event.

[0014] Obtain the current emotion value, get the corresponding first unit emotion value based on the attribute of the option button, subtract the current emotion value from the first unit emotion value to update, and display the updated emotion value.

[0015] Furthermore, this method for enhancing positive emotions also includes: acquiring the user's drag event on the first feature material, and moving the first feature material following the drag trajectory of the drag event.

[0016] Furthermore, this method for enhancing positive emotions also includes: when the drag event ends and the first feature material enters the set placement area, determining the position of the first feature material in the placement area, the position being recorded as the target position, querying the second feature material corresponding to the first feature material based on the attributes of the first feature material, canceling the display of the first feature material, and displaying the second feature material in the target position.

[0017] Furthermore, this method for enhancing positive emotions also includes: judging based on the current emotion value point; when the current emotion value point exceeds the set emotion value point threshold, querying the corresponding stage based on the emotion value point threshold, obtaining the corresponding feature material based on the stage and the attributes of the second feature material, the feature material being recorded as the third feature material, and replacing the second feature material with the third feature material.

[0018] Secondly, an apparatus that provides a method for enhancing positive emotions includes:

[0019] processor;

[0020] Memory, used to store computer-readable programs;

[0021] When the computer-readable program is executed by the processor, the processor implements the method for enhancing positive emotions as described in any of the above technical solutions.

[0022] Thirdly, a system that provides a method for enhancing positive emotions includes:

[0023] The display module is used to display the emotion value points corresponding to the user's identity;

[0024] The first acquisition module is used to acquire the user's first click event in the first set area;

[0025] The jump module is used to jump out of the input interface based on the first click event;

[0026] The second acquisition module is used to acquire the text sentences entered by the user in the input interface;

[0027] The statistics module is used to identify keywords in the text sentences according to a preset keyword library, and count the number of first-level keywords, second-level keywords and third-level keywords;

[0028] The scoring module is used to obtain a score for first-level keywords based on the number of first-level keywords, a score for second-level keywords based on the number of second-level keywords, and a score for third-level keywords based on the number of third-level keywords. The target score is obtained by adding the scores for first-level keywords, second-level keywords, and third-level keywords together.

[0029] The update module is used to convert the target score into new emotion value points, add the new emotion value points to update the emotion value points, and display the updated emotion value points.

[0030] The present invention has at least the following beneficial effects: On the one hand, the present invention intelligently identifies "positive events" input by the user, thereby recording and displaying the user's emotions in the form of emotion value points. This helps users understand their own emotional state in a timely manner, so as to improve their positive emotions and promote physical and mental health. On the other hand, the present invention provides an apparatus and system for performing a method for improving positive emotions. The beneficial effects of the apparatus and system are similar to those of the method for improving positive emotions, and will not be described again here. Attached Figure Description

[0031] The accompanying drawings are provided to further understand the technical solutions of the present invention and constitute a part of the specification. They are used together with the embodiments of the present invention to explain the technical solutions of the present invention, and do not constitute a limitation on the technical solutions of the present invention.

[0032] Figure 1 This is a flowchart outlining the steps to improve positive emotions.

[0033] Figure 2 This is a schematic diagram of the system for enhancing positive emotions. Detailed Implementation

[0034] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the invention.

[0035] It should be noted that although functional modules are divided in the system diagram and the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in a different order than the module division in the system or the order in the flowchart. The terms "first," "second," etc., in the specification, claims, and the aforementioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence.

[0036] Firstly, reference Figure 1 This paper provides a method for enhancing positive emotions. This method can be applied to and executed through smart devices. The smart device can be a smartphone, and this method for enhancing positive emotions can be installed on the smartphone as a WeChat mini-program or mobile application. The method for enhancing positive emotions includes: Step 1, displaying the emotion value points corresponding to the user's identity.

[0037] Emotional value points refer to string values ​​used to evaluate a user's current emotional state. When a user registers, a correspondence is established between the user's identity and their emotional value points. The user's emotional value points can be found through their identity. When this method for improving positive emotions is implemented through a WeChat mini-program, a human-computer interaction interface will be created within the mini-program. This interface can display the emotional value points. After completing step 1, you can proceed to step 2.

[0038] Step 2: Obtain the user's first click event in the first set area.

[0039] Step 2 aims to acquire the user's first click event within the first designated area. When a user needs to establish an "active event," they must notify the smart device through a trigger. A typical triggering method is via touchscreen click. The user can generate a trigger by clicking a specific area of ​​the smart device. This specific area is defined by the smart device in the human-computer interaction interface; this area is called the first designated area. The first designated area can respond to triggers occurring within its area, forming a first click event, which is then acquired.

[0040] After completing step 2, you can proceed to step 3.

[0041] Step 3: Jump to the input interface based on the first click event.

[0042] Step 3 serves to create an input interface for the user to input "positive events." After receiving the first click event, the smart device assumes the user needs to input a "positive event." Therefore, it redirects to the input interface within the human-computer interaction interface to allow the user to input the "positive event."

[0043] After completing step 4, you can proceed to step 4.

[0044] Step 4: Obtain the text sentence entered by the user in the input interface.

[0045] Step 4 involves acquiring the text sentence input by the user. After the smart device displays an input interface on its human-computer interaction interface, the user can input a text sentence describing the "positive event." The user can describe the "positive event" using text sentences. After the user completes the input of the "positive event," the input interface can acquire the text sentence describing the "positive event."

[0046] After completing step 4, you can proceed to step 5.

[0047] Step 5: Based on the preset keyword library, perform keyword recognition on the text sentences and count the number of first-level keywords, second-level keywords, and third-level keywords.

[0048] To evaluate "positive events," step 5 uses a pre-defined keyword library to determine the user's emotional level corresponding to the "positive event" by querying keywords. The keyword library categorizes keywords into three levels, each representing a different level of user emotion. For example, the keyword library might include keywords like: "good," "great weather," "good air," "great mood," "discovered the weather was good," and "became in a good mood." Based on established rules, "good" is considered a first-level keyword, "good air" and "great mood" are considered second-level keywords, and "discovered the weather was good" and "became in a good mood" are considered third-level keywords. These keywords are pre-stored in the keyword library in a hierarchical manner. The keyword library can then be used to identify keywords in given text sentences. For instance, given the sentence "I woke up today to find the weather was great, ate chocolate, and became in a good mood," the keyword library would identify the following keywords: "good," "great weather," "great mood," "discovered the weather was good," and "became in a good mood." Statistical analysis of the keyword levels shows two first-level keywords, two second-level keywords, and two third-level keywords.

[0049] After completing step 5, which involves counting the number of primary, secondary, and tertiary keywords, the entire text sentence can be scored based on the statistical results. The score is then used to evaluate the level of user emotion corresponding to the "positive event".

[0050] Step 6: Calculate the first-level keyword score based on the number of first-level keywords, the second-level keyword score based on the number of second-level keywords, and the third-level keyword score based on the number of third-level keywords; add the first-level keyword scores, second-level keyword scores, and third-level keyword scores together to obtain the target score.

[0051] In step 6, the smart device has already obtained the number of primary, secondary, and tertiary keywords by executing step 5. The unit score values ​​for primary, secondary, and tertiary keywords are pre-set and can be directly accessed. In this specific embodiment, the unit score value for primary keywords is 20 points, for secondary keywords it is 50 points, and for tertiary keywords it is 100 points. Since the "positive event" has two primary keywords, its primary keyword score is 40 points. The "positive event" has two secondary keywords, so its secondary keyword score is 100 points. The "positive event" has two tertiary keywords, so its tertiary keyword score is 200 points. Adding the primary, secondary, and tertiary keyword scores yields the total score for the "positive event," which is the target score. The target score describes the user's emotional level corresponding to the "positive event" input by the user. In this specific embodiment, the target score for the "positive event" is 340 points.

[0052] After completing step 6, you can proceed to step 7.

[0053] Step 7: Convert the target score into new emotion value points, add the new emotion value points to update the existing emotion value points, and display the updated emotion value points.

[0054] After obtaining the target score through step 6, the smart device can convert the target score into new emotion points. By accumulating these new emotion points with the current user's emotion points, the user's emotion points can be updated. The conversion relationship between the target score and the new emotion points is pre-set. In this specific embodiment, the conversion ratio is 1:1. That is, in this specific embodiment, the target score can be converted into 340 new emotion points. Assuming the current user has 200 emotion points, after updating the user's emotion points, the user now has 540 emotion points. The smart device will display the updated emotion points on the human-computer interaction interface so that the user can be aware of them promptly.

[0055] This invention intelligently identifies "positive events" input by the user, recording and displaying the user's emotions as emotion points. This helps users understand their emotional state in a timely manner, enabling them to cultivate positive emotions and promote physical and mental health.

[0056] In some preferred embodiments, the method for enhancing positive emotions further includes: acquiring a second click event from a user in a second designated area, and exiting a selection interface based on the second click event. The selection interface has multiple option buttons; acquiring a third click event from the user on one of the option buttons; outputting first feature material corresponding to the attribute of the option button based on the third click event; acquiring the current emotion value point; obtaining a corresponding first unit emotion value point based on the attribute of the option button; subtracting the current emotion value point from the first unit emotion value point to update the current emotion value point; and displaying the updated emotion value point.

[0057] The specific application scenario corresponding to this embodiment is as follows: A smart device has a second designated area set on its human-computer interaction interface. To further help users improve their positive emotions, a virtual farm can be set up on the human-computer interaction interface, allowing users to plant crops to improve their positive emotions. The plant seeds can be obtained by exchanging emotional points. When a user needs to exchange plant seeds, they can click on the second designated area set on the human-computer interaction interface. This second designated area has interactive elements. It can respond to triggers occurring within its area, forming a second click event, which is then captured. After the smart device captures the second click event, it knows that the user needs to exchange plant seeds. Therefore, a selection interface will appear, displaying information about different plant seeds and their corresponding emotional points. Each plant seed has a corresponding option button. The user can then select the corresponding plant seed to exchange using the option button. For example, the emotional points for exchanging rose seeds are set to 200. Users can trigger a "redeeming rose seeds" event by clicking the option button below the rose seed; this event is also called the third click event. After the third click event occurs, to ensure users are promptly aware of their rose seed redemption, the smart device retrieves corresponding feature material based on the redemption information; this feature material is called the first feature material. The redemption information (rose seed) is recorded as an attribute on its corresponding option button; therefore, the redemption information can be determined by accessing the option button's attributes. The feature material retrieved here is the image of the "rose seed." After displaying the first feature material, the current emotion value needs to be updated again. Specifically: the current emotion value is obtained; the corresponding first unit emotion value is obtained based on the option button's attributes; the current emotion value is subtracted from the first unit emotion value to update the current emotion value; and the updated emotion value is then displayed.

[0058] In some preferred embodiments, the method for enhancing positive emotions further includes: acquiring a user's drag event on a first feature material, and moving the first feature material following the drag trajectory of the drag event.

[0059] The specific application scenario corresponding to this embodiment is as follows: After the smart device displays "rose seed," the user can move the "rose seed." This facilitates the user moving the "rose seed" to the virtual farm. The user triggers a drag event by dragging the first feature material. The smart device controls the first feature material to move along the drag trajectory corresponding to the drag event based on the drag event.

[0060] In some preferred embodiments, the method for enhancing positive emotions further includes: when the drag event ends and the first feature material enters the set placement area, determining the position of the first feature material in the placement area, the position being recorded as the target position, querying the second feature material corresponding to the first feature material according to the attributes of the first feature material, canceling the display of the first feature material, and displaying the second feature material in the target position.

[0061] The specific application scenario for this embodiment is as follows: Users can plant "rose seeds" in a virtual garden. Users drag the rose seeds to move them. When the drag ends, if the "rose seed" falls into the virtual garden, its position is used as the landing point, and the "rose seed" is planted at that landing point. To achieve this function, the smart device marks the position of the first feature material in the placement area after receiving the drag event. The placement area is the virtual garden. The marked position is the target position. Since the "rose seed" needs to be planted, the first feature material needs to be changed into a second feature material. Specifically, the access method for the corresponding second feature material is recorded in the attributes of the first feature material, and the corresponding second feature material is found through this access method. In this specific embodiment, the second feature material is the image of the "rose seed" being buried in the soil. After obtaining the second feature material, the first feature material can be hidden, and the second feature material can be displayed at the target position.

[0062] In some preferred embodiments, the method for enhancing positive emotions further includes: judging based on the current emotion value point; when the current emotion value point exceeds a set emotion value point threshold, querying the corresponding stage based on the emotion value point threshold; obtaining the corresponding feature material based on the stage and the attributes of the second feature material; the feature material is denoted as the third feature material; and replacing the second feature material with the third feature material.

[0063] The specific application scenario corresponding to this embodiment is as follows: a "rose seed" buried in the soil will grow according to its current emotional value. The specific implementation method is as follows: an emotional value threshold is set, and the emotional value threshold is limited to stages. When the current emotional value exceeds the set emotional value threshold, the corresponding stage is queried according to the emotional value threshold. Based on the stage and the attributes of the second feature material, the corresponding feature material is obtained, and this feature material is denoted as the third feature material. The third feature material replaces the second feature material. The third feature material represents the image of the "rose seed" after it has grown.

[0064] Secondly, the present invention provides an apparatus for a method of enhancing positive emotions, comprising: a processor and a memory, wherein the memory is used to store a computer-readable program. When the computer-readable program is executed by the processor, the processor causes the processor to implement the method of enhancing positive emotions as described in any of the above specific embodiments.

[0065] It will be understood by those skilled in the art that all or some of the steps and systems in the methods disclosed above can be implemented as software, firmware, hardware, and suitable combinations thereof. Some or all of the physical components can be implemented as software executed by a processor, such as a central processing unit, digital signal processor, or microprocessor, or as hardware, or as an integrated circuit, such as an application-specific integrated circuit. Such software can be distributed on a computer-readable medium, which can include computer storage media (or non-transitory media) and communication media (or transient media). As is known to those skilled in the art, the term computer storage media includes volatile and non-volatile, removable and non-removable media implemented in any method or technology for storing information (such as computer-readable instructions, data structures, program modules, or other data). Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory module technologies, CD-ROM, digital versatile disc (DVD) or other optical disc storage, magnetic cartridges, magnetic tape, disk storage or other magnetic storage devices, or any other medium that can be used to store desired information and is accessible to a computer. Furthermore, as is known to those skilled in the art, communication media typically contain computer-readable instructions, data structures, program modules, or other data in modulated data signals such as carrier waves or other transmission mechanisms, and may include any information delivery medium.

[0066] refer to Figure 2 A system that provides a method for enhancing positive emotions includes: a display module, a first acquisition module, a jump module, a second acquisition module, a statistics module, a rating module, and an update module.

[0067] The display module is used to display the emotion value points corresponding to the user's identity. The first acquisition module is used to acquire the user's first click event in a first set area; the jump module is used to jump to the input interface based on the first click event; the second acquisition module is used to acquire the text sentence entered by the user in the input interface; the statistics module is used to perform keyword recognition on the text sentence according to a preset keyword library, and count the number of first-level keywords, second-level keywords, and third-level keywords; the scoring module is used to obtain a first-level keyword score based on the number of first-level keywords, a second-level keyword score based on the number of second-level keywords, and a third-level keyword score based on the number of third-level keywords, and add the first-level keyword score, second-level keyword score, and third-level keyword score to obtain the target score; the update module is used to convert the target score into new emotion value points, update the emotion value points by adding the new emotion value points, and display the updated emotion value points.

Claims

1. A method for enhancing positive emotions, characterized in that, include: Step 1: Display the emotion value points corresponding to the user's identity; Step 2: Obtain the user's first click event in the first designated area; Step 3: Based on the first click event, navigate to the input interface; Step 4: Obtain the text sentence entered by the user in the input interface; Step 5: Based on the preset keyword library, perform keyword recognition on the text sentences, and count the number of first-level keywords, second-level keywords, and third-level keywords; Step 6: Calculate the first-level keyword score based on the number of first-level keywords, the second-level keyword score based on the number of second-level keywords, and the third-level keyword score based on the number of third-level keywords; add the first-level keyword scores, second-level keyword scores, and third-level keyword scores together to obtain the target score. Step 7: Convert the target score into new emotion value points, add the new emotion value points to update the emotion value points, and display the updated emotion value points; It also includes: by setting up a virtual farm in the human-computer interaction interface, users can plant in the virtual farm to help improve their positive emotions. The plant seeds can be obtained by exchanging emotional points. When users need to exchange for plant seeds, they can click on the second setting area set in the human-computer interaction interface. The system acquires a second click event from a user in a second designated area. Based on this second click event, a selection interface is displayed, which includes multiple option buttons. The system acquires a third click event from the user on one of these option buttons and outputs a first feature material corresponding to the attribute of that option button based on the third click event. The selection interface displays information about different plant seeds and the emotional value points they can be exchanged for. Each plant seed has a corresponding option button below it. The user can then select and exchange for the corresponding plant seed using these option buttons. Based on the exchange information, the system retrieves the corresponding feature material, referred to as the first feature material, which is an image. The first feature material is displayed and output in the human-computer interaction interface. Obtain the current emotion value, get the corresponding first unit emotion value based on the attribute of the option button, subtract the current emotion value from the first unit emotion value to update, and display the updated emotion value.

2. The method for enhancing positive emotions according to claim 1, characterized in that, Also includes: Obtain the user's drag event on the first feature material, and move the first feature material following the drag trajectory of the drag event.

3. The method for enhancing positive emotions according to claim 2, characterized in that, Also includes: When the drag event ends and the first feature material enters the set placement area, the position of the first feature material in the placement area is determined and recorded as the target position. The second feature material corresponding to the first feature material is queried according to the attributes of the first feature material, the first feature material is canceled from display, and the second feature material is displayed in the target position.

4. The method for enhancing positive emotions according to claim 1, characterized in that, Also includes: The judgment is made based on the current emotion value. When the current emotion value exceeds the set emotion value threshold, the corresponding stage is queried according to the emotion value threshold. The corresponding feature material is obtained according to the stage and the attributes of the second feature material. The feature material is recorded as the third feature material and the third feature material replaces the second feature material.

5. An apparatus for enhancing positive emotions, characterized in that, include: processor; Memory, used to store computer-readable programs; When the computer-readable program is executed by the processor, the processor implements the method for enhancing positive emotions as described in any one of claims 1-4.

6. A system for enhancing positive emotions, characterized in that, include: The display module is used to display the emotion value points corresponding to the user's identity; The first acquisition module is used to acquire the user's first click event in the first set area; The jump module is used to jump out of the input interface based on the first click event; The second acquisition module is used to acquire the text sentences entered by the user in the input interface; The statistics module is used to identify keywords in the text sentences according to a preset keyword library, and count the number of first-level keywords, second-level keywords and third-level keywords; The scoring module is used to obtain a score for first-level keywords based on the number of first-level keywords, a score for second-level keywords based on the number of second-level keywords, and a score for third-level keywords based on the number of third-level keywords. The target score is obtained by adding the scores for first-level keywords, second-level keywords, and third-level keywords together. The update module is used to convert the target score into new emotion value points, add the new emotion value points to update the emotion value points, and display the updated emotion value points. It also includes: by setting up a virtual farm in the human-computer interaction interface, users can plant in the virtual farm to help improve their positive emotions. The plant seeds can be obtained by exchanging emotional points. When users need to exchange for plant seeds, they can click on the second setting area set in the human-computer interaction interface. The system acquires a second click event from a user in a second designated area. Based on this second click event, a selection interface is displayed, which includes multiple option buttons. The system acquires a third click event from the user on one of these option buttons and outputs a first feature material corresponding to the attribute of that option button based on the third click event. The selection interface displays information about different plant seeds and the emotional value points they can be exchanged for. Each plant seed has a corresponding option button below it. The user can then select and exchange for the corresponding plant seed using these option buttons. Based on the exchange information, the system retrieves the corresponding feature material, referred to as the first feature material, which is an image. The first feature material is displayed and output in the human-computer interaction interface. Obtain the current emotion value, get the corresponding first unit emotion value based on the attribute of the option button, subtract the current emotion value from the first unit emotion value to update, and display the updated emotion value.

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