Interaction method, toy, cloud and interaction system
By introducing customized activity planning and situation matching technology based on parental educational goals and children's personal characteristics in interactive toys, the problem of lack of flexibility and adaptability of existing interactive toys is solved, and a more efficient and personalized educational interactive experience is achieved. .
Patent Information
- Application Number
- CN202411601644.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-11
- Publication Date
- 2025-02-21
AI Technical Summary
Existing interactive toys lack flexibility and adaptability, and cannot dynamically adjust the interactive content based on parents' educational goals and children's personal characteristics, limiting their in-depth application in the field of education.
Through an interactive method, toys can generate customized activity plans based on the educational goals set by parents and the personal characteristics of the children, perform corresponding interactive information in combination with current situation information, and collect interaction effects and feedback to parents.
It improves the pertinence and naturalness of educational content, enhances the effectiveness of learning experience, improves the educational value and frequency of use of toys, and provides parents with a basis for understanding their children's learning status.
Smart Images

Figure CN119488712A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of toys, and more specifically, to an interactive method, a toy, a cloud, and an interactive system. Background Art
[0002] Most of the interactive toys on the market today are limited to preset functions and can only perform passive interaction. When operating, such toys often respond according to established procedures and instructions, lacking flexibility and adaptability. However, in the actual family education environment, parents' educational needs for toys are diverse, and these needs are often closely related to the specific scenarios in which their children are.
[0003] For example, when a child is in the stage of learning new knowledge or developing a certain skill, parents may want toys to provide more targeted interactive content. However, existing interactive toys often cannot be dynamically adjusted according to the actual needs of these parents, thus limiting their in-depth application in the field of education.
[0004] There is currently no effective technical solution to the above problems. Summary of the invention
[0005] The purpose of this application is to provide an interactive method, a toy, a cloud and an interactive system, which can generate targeted interactive content based on the needs of parents, so that the toy can achieve different forms of interactive education to meet the personalized needs of different children.
[0006] In a first aspect, the present application provides an interactive method, which is applied to a toy for educational interaction, and the interactive method comprises the following steps: Acquire an activity plan, where the activity plan is generated based on the educational goal and the interactive object label, and the activity plan includes interactive scenario information and corresponding interactive information; Acquire current scene information of the toy, and execute corresponding interaction information when the current scene information matches the interaction scene information; Collect information about the interactive effects of the interactive objects and provide feedback to parents.
[0007] Compared with traditional interactive toys with preset functions, the interactive method of the present application can generate customized activity plans based on the educational goals set by parents and the personal characteristics of children, effectively improving the targeted nature of educational content. It can not only adapt to the personalized needs of different children, but also dynamically adjust the interactive content according to actual scenarios, thereby enhancing the naturalness and effectiveness of the learning experience, thereby greatly improving the educational value and frequency of use of the toy.
[0008] The interactive method, wherein the interactive scenario information includes one or more of time information, location information, emotion information and behavior information.
[0009] The interactive method of the present application uses these refined interactive scenario information, so that the toy can more accurately judge whether the current scenario is consistent with the interactive scenario information in the activity plan, so as to more appropriately execute the corresponding interactive information. This processing method effectively improves the pertinence and effectiveness of the interaction, makes the educational interaction more personalized and situational, and helps to achieve better educational results.
[0010] In the interactive method, the interactive object label includes one or more of gender information, age information, personality trait information, and interest information.
[0011] In this example, the interactive object label includes multi-dimensional information such as gender information, age information, personality trait information, interest information, etc., which can comprehensively describe the personalized characteristics of the interactive object, so that the interactive method of the present application can more accurately understand the personalized needs and learning characteristics of the interactive object, so as to provide a more personalized and targeted educational interactive experience for interactive objects with different characteristics when generating activity plans.
[0012] The interactive method further comprises the following steps: When the interaction effect information is greater than expected, the preset reward interaction mode is triggered.
[0013] In a second aspect, the present application further provides a toy equipped with a toy terminal for educational interaction, wherein the toy terminal includes: A communication component, used to obtain an activity plan, wherein the activity plan is generated based on an educational goal and an interactive object label, and the activity plan includes interactive scenario information and corresponding interactive information; The perception component is used to obtain the current situation information of the toy; An interactive component, configured to execute corresponding interactive information when the current scenario information matches the interactive scenario information; The perception component is further used to collect interaction effect information of the interactive object regarding the interaction information, and the communication component is further used to feed back the interaction effect information to the parents.
[0014] Compared with traditional educational toys, the toys of this application can provide personalized and contextualized educational interactions based on specific educational goals, children's personal characteristics, and real-time environmental conditions. This method greatly improves the effectiveness and fun of education. At the same time, by collecting and feeding back the interactive effects in real time, it provides parents with intuitive data support, enabling parents to better participate in and guide their children's learning process. This not only improves the educational effect, but also enhances the interactivity of family education.
[0015] The toy, wherein the toy end further comprises: The emotional AI component is used to obtain the emotional state of the interactive object through the perception component, and determine the emotional response method based on the emotional state to adjust the interactive form of the interactive component.
[0016] In this example, emotion-based interaction adjustments can not only improve the effectiveness of educational interaction, but also enhance the fun and attractiveness of the interaction, enabling the toy to better understand and respond to the emotional needs of the interactive object, thereby establishing a deeper emotional connection and increasing the interactive object's participation and learning enthusiasm.
[0017] The toy, wherein the process of obtaining the emotional state of the interactive object through the sensing component comprises: Continuously acquire audio information to analyze and acquire tone information of the interactive object, and / or continuously acquire image information to analyze and acquire expression information of the interactive object; The emotional state of the interactive object is determined according to the tone information and / or the expression information.
[0018] The toy, wherein the toy end further comprises: The message reminder light is used to remind the toy end that there is a message that can be broadcasted through the interactive component.
[0019] In a third aspect, the present application further provides an interactive method for conducting educational interaction, the interactive method comprising the following steps: Obtain educational objectives and interactive object labels; Generate an activity plan according to the educational goal and the interactive object label, wherein the activity plan includes interactive scenario information and corresponding interactive information; The activity plan is sent to the toy end, so that when the current situation information of the toy end matches the interaction situation information, the corresponding interaction information is executed, and the interaction effect information of the interaction object on the interaction information is collected and fed back to the parents.
[0020] The interactive method of the present application realizes personalized customization of educational activities by combining educational goals, interactive object labels that represent the characteristics of interactive objects and activity planning, realizes intelligent triggering of interaction through scenario matching on the toy side, and improves the situational adaptability of educational activities. At the same time, an interactive effect feedback mechanism is established on the toy side, providing a basis for continuous improvement of educational strategies.
[0021] The interactive method, wherein the step of obtaining the educational goal comprises: Obtain the educational intention input by parents through the client; The educational intent is identified based on a preset language processing model to obtain the educational goal.
[0022] This interactive process not only improves the accuracy of obtaining educational goals, but also enhances the adaptability of the system, which can handle the diverse inputs of different parents and effectively solves the problem of accurately obtaining educational goals. First, by obtaining direct input from parents through the client, it ensures that the source of educational intentions is accurate and reliable, while overcoming the problem of unclear expressions or lack of professional knowledge that parents may have, so as to more accurately capture the essence of educational needs.
[0023] The interactive method, wherein the interactive information includes an interactive mode and interactive content, and the interactive content is multimedia digital data crawled and generated from Internet applications based on the educational objectives, or story data generated according to the educational objectives based on a preset story model.
[0024] In the interactive method, the Internet application includes a social new media application and / or a self-media application, and the step of generating an activity plan according to the educational goal and the interactive object tag includes: Using the educational goal as a query condition, crawling and acquiring solutions from the social new media application and / or self-media application; Filter the solution according to the interactive object label; Extracting the interactive scenario information and execution means according to the screened solutions; An interactive mode and interactive content are generated according to the execution means and the interactive function type of the toy end to form the activity plan.
[0025] The interactive method further comprises the following steps: The activity plan is adjusted according to the interactive effect information feedback of the interactive object regarding the interactive information.
[0026] In a fourth aspect, the present application further provides a cloud for educational interaction, the cloud comprising: An acquisition module, used to obtain educational objectives and interactive object labels; A generation module, used to generate an activity plan according to the educational goal and the interactive object label, wherein the activity plan includes interactive scenario information and corresponding interactive information; The communication module is used to send the activity plan to the toy end so that the corresponding interactive information is executed when the current situation information of the toy end matches the interactive situation information, and collect the interactive effect information of the interactive object about the interactive information to feed back to the parents.
[0027] The cloud of this application realizes personalized customization of educational activities by combining educational goals, interactive object tags that represent the characteristics of interactive objects and activity plans, and uses a communication module to send activity plans to the toy end, so as to realize intelligent triggering of interaction through scenario matching on the toy end, thereby improving the situational adaptability of educational activities. At the same time, the toy end establishes an interactive effect feedback mechanism, which provides a basis for continuous improvement of educational strategies.
[0028] In a fifth aspect, the present application further provides an interactive system for educational interaction, the interactive system comprising: The client is used to provide user input to set educational goals and interactive object labels; The cloud is used to obtain educational goals and interactive object labels, generate activity plans according to the educational goals and interactive object labels, and push the activity plans to the toy end, wherein the activity plans include interactive scenario information and corresponding interactive information; The toy end is mounted on the toy and is used to obtain the current situation information of the toy, and when the current situation information matches the interactive situation information, execute the corresponding interactive information, and collect the interactive effect information of the interactive object about the interactive information, and feed it back to the client through the cloud.
[0029] Compared with traditional educational toys, the interactive system of the present application can formulate personalized learning plans according to the specific circumstances of each child. It not only solves the problem of how to generate personalized education plans according to user needs, but also realizes educational interactions at appropriate times and provides an effective feedback mechanism, which enables parents to fully understand their children’s education situation, discover and solve problems in a timely manner, integrate learning into daily life interactions, make education more natural and interesting, and help cultivate children’s learning interests and habits.
[0030] In the interactive system, the cloud is also used to remove inappropriate educational targets according to the interactive object labels and send warning prompt information to the client.
[0031] From the above, it can be seen that the present application provides an interactive method, a toy, a cloud and an interactive system. Among them, compared with traditional interactive toys with preset functions, the interactive method of the present application can generate customized activity plans according to the educational goals set by parents and the personal characteristics of children, effectively improving the pertinence of educational content. It can not only adapt to the personalized needs of different children, but also dynamically adjust the interactive content according to actual scenarios, thereby enhancing the naturalness and effectiveness of the learning experience, thereby greatly improving the educational value and frequency of use of toys; in addition, through continuous data collection and analysis, this method can also help parents better understand their children’s learning status, provide parents with comprehensive and objective learning evaluations, and provide strong support for the formulation of long-term education strategies. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] Figure 1 A flowchart of the interactive method in some embodiments provided for the first aspect of the present application.
[0033] Figure 2 Flowcharts of interactive methods in other embodiments provided for the first aspect of the present application.
[0034] Figure 3 This is a schematic diagram of the electrical structure of the toy provided in an embodiment of the present application.
[0035] Figure 4 A flowchart of the interactive method in some embodiments provided for the third aspect of the present application.
[0036] Figure 5 Flowcharts of interactive methods in other embodiments provided for the third aspect of the present application.
[0037] Figure 6 is a detailed flow chart of step B2.
[0038] Figure 7 A schematic diagram of the electrical structure of the cloud provided in an embodiment of the present application.
[0039] Figure 8 A schematic diagram of the structure of an interactive system provided in an embodiment of the present application.
[0040] Figure numerals: 100, cloud; 200, toy end; 300, client; 101, acquisition module; 102, generation module; 103, communication module; 201, communication component; 202, perception component; 203, interaction component; 204, emotional AI component; 205, reward component; 206, message prompt light. DETAILED DESCRIPTION
[0041] The technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0042] It should be noted that similar reference numerals and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. At the same time, in the description of this application, the terms "first", "second", etc. are only used to distinguish the description and cannot be understood as indicating or implying relative importance.
[0043] First, please refer to Figure 1 and Figure 2 Some embodiments of the present application provide an interactive method, which is applied to a toy for educational interaction. The interactive method includes the following steps: A1. Obtaining activity planning. The activity planning is generated based on educational objectives and interactive object labels. The activity planning includes interactive scenario information and corresponding interactive information. A2. Obtain the current situation information of the toy, and when the current situation information matches the interactive situation information, execute the corresponding interactive information; A3. Collect information about the interaction effects of the interactive objects and provide feedback to parents.
[0044] Specifically, in the process of generating activity plans, educational goals may include multiple dimensions, such as cognitive development, language ability, mathematical thinking, etc. They can be objective clear instruction goals, such as going to bed early and getting up early, or they can be subjective, conceptual training goals, such as enhancing self-confidence, etc. They can be set by parental input, or determined by parents based on preset classification goals, or determined by comprehensive analysis of multiple training factors input by parents. The interactive object label may contain information such as age, gender, interests and hobbies, which is a personalized feature used to define the type of interactive object. The interactive object is a child who needs to use the corresponding toy for educational interaction. In an embodiment of the present application, the activity plan generated based on the educational goal and the interactive object label can enable the child corresponding to the interactive object label to interact with the toy accordingly to achieve the educational goal.
[0045] More specifically, the interactive scenario information is equivalent to the execution condition of the corresponding interactive information. Only when the interactive scenario information matches the current scenario information of the toy, will the toy trigger the execution of the corresponding interactive information and interact with the corresponding child to achieve the educational goal; wherein, the interactive scenario information corresponds to the data type contained in the current scenario information, the interactive scenario information is equivalent to the setting data, and the current scenario information is the collected data. The interactive method of the embodiment of the present application can compare the similarity between the setting data and the collected data to determine whether the two are consistent. Among them, the interactive scenario information may include factors such as scene type, time, child's expression and behavior, which are used to determine the specific scenario state. The corresponding current scenario information can be collected through a combination of cameras, microphones and other sensors for analysis and determination; for example, if the activity plan includes a math game suitable for a quiet environment, the toy will start the game only when it detects that the environment is quiet and the child is in a focused state. This scenario matching mechanism ensures that the interactive content is consistent with the actual scenario of the child, greatly improving the pertinence and adaptability of the interaction.
[0046] More specifically, the interaction effect information can be collected data about the interaction process, such as interactive videos, audios, etc., or it can be analysis conclusion data about the interaction process, such as children's participation and concentration, etc. It can also be specific statistical data, such as the accuracy and reaction speed of a certain type of interactive game. The latter two data can also be processed and converted into charts and text reports and sent to parents' smart devices via the Internet, so that parents can fully understand their children's interaction.
[0047] Step A3 collects information about the interactive effects of the interactive objects and feeds this information back to parents, so that parents can understand their children's educational and learning progress in a timely manner and adjust educational goals or interactive methods as needed. At the same time, these data can also be used to optimize the generation algorithm of activity planning, so that the system can continue to improve with use and provide more and more personalized and effective interactive content.
[0048] More specifically, by organically combining educational goals, interactive object labels that characterize the characteristics of interactive objects, and actual scenarios, the interactive method of the embodiment of the present application realizes a dynamically adaptive educational interaction model, which can provide corresponding interactive content in appropriate contexts based on the educational needs of parents and the personalized characteristics of children, thereby significantly improving the pertinence and effectiveness of educational interaction. At the same time, by collecting and feedbacking information on interactive effects, it provides parents with a basis for evaluating and adjusting educational strategies, thereby achieving more scientific and personalized family education.
[0049] More specifically, compared with traditional interactive toys with preset functions, the interactive method of the embodiment of the present application can generate customized activity plans based on the educational goals set by parents and the personal characteristics of the children, effectively improving the pertinence of educational content. It can not only adapt to the personalized needs of different children, but also dynamically adjust the interactive content according to the actual scenario, thereby enhancing the naturalness and effectiveness of the learning experience, thereby greatly improving the educational value and frequency of use of the toy; in addition, through continuous data collection and analysis, this method can also help parents better understand their children’s learning status, provide parents with a comprehensive and objective learning assessment, and provide strong support for the formulation of long-term education strategies.
[0050] In some preferred embodiments, the interactive context information includes one or more of time information, location information, emotion information, and behavior information.
[0051] Specifically, setting interactive scenario information formed by different data combinations can effectively enhance the accuracy and adaptability of the interactive method. Among them, time information can help toys interact at appropriate times, such as greeting in the morning or saying goodnight in the evening. Location information enables toys to adjust the interactive content according to the environment, such as in the bedroom or living room. Emotional information allows toys to recognize and respond to the emotional state of the interactive object, providing a more intimate interactive experience. Behavioral information enables toys to respond accordingly based on the current behavior of the interactive object.
[0052] More specifically, the interactive method of the embodiment of the present application uses these refined interactive scenario information, so that the toy can more accurately determine whether the current scenario is consistent with the interactive scenario information in the activity plan, thereby more appropriately executing the corresponding interactive information. This processing method effectively improves the pertinence and effectiveness of the interaction, makes the educational interaction more personalized and situational, and helps to achieve better educational results.
[0053] It should be noted that the composition of the interactive scenario information can be preset, or determined based on the analysis of the demand characteristics of the educational goal, or determined by a comprehensive analysis of the demand characteristics of the educational goal and the collection function type of the toy.
[0054] More specifically, through this multi-dimensional scenario definition, the toy can more accurately match the current scenario and execute the most suitable interactive information, effectively improving the accuracy, adaptability and personalization of the interaction.
[0055] In some preferred implementations, the interactive object tag includes one or more of gender information, age information, personality trait information, and interest information.
[0056] Specifically, the interactive object label includes multi-dimensional information such as gender information, age information, personality trait information, interest information, etc., which can comprehensively describe the personalized characteristics of the interactive object, so that the interactive method of the embodiment of the present application can more accurately understand the personalized needs and learning characteristics of the interactive object, so that when generating activity plans, it can provide a more personalized and targeted educational interactive experience for interactive objects with different characteristics. This processing method not only improves the effect of educational interaction, but also enables the toy to better adapt to the needs of different interactive objects and enhance its application value in the field of education; this information can be input by parents on the client, or gradually learned and updated through the toy's perception components during the interaction process.
[0057] More specifically, the interactive object labels in this application can be implemented and applied in a variety of ways. For example, gender information can be simply divided into male and female; age information can be accurate to the age, or it can be divided into approximate age groups such as infants (0-3 years old), preschool children (3-6 years old), and elementary school students (6-12 years old); personality trait information can include dimensions such as introversion / extroversion, active / quiet, independent / dependent, etc.; interest information can cover multiple fields such as music, painting, science, and sports; these label information do not exist in isolation, but are interrelated and influence each other. For example, age information will affect the difficulty of suitable interactive content, while personality traits may affect the choice of interactive methods.
[0058] More specifically, the interactive method of the embodiment of the present application combines the interactive object label with the activity plan. While taking into account the interactive scenario information such as time and place, it also fully takes into account the personal characteristics of the interactive object, so that the generated activity plan not only fits the specific situation, but can also be personalized for specific interactive objects, thereby greatly improving the effectiveness and pertinence of educational interaction.
[0059] It should be noted that during the interaction, the toy can continuously collect the reactions and effects of the interaction object. If it finds that the interaction effect information is not as expected, the toy may adjust the activity content or difficulty in real time. For example, if a child originally marked as "extrovert" is found to be shy in a certain interaction, the system may temporarily adjust to a gentler interaction method.
[0060] In some preferred embodiments, the interactive method further comprises the following steps: A4. When the interactive effect information is greater than expected, the preset reward interactive mode is triggered.
[0061] Specifically, by triggering the execution of the preset reward interaction mode when the interactive effect information is greater than expected, the interactive object can be further motivated and its enthusiasm for participating in the interaction can be enhanced. This reward mechanism can promptly affirm the good performance of the interactive object and give positive feedback, thereby strengthening its learning behavior. Specifically, when the system detects that the interactive effect information exceeds the expected level, it will automatically trigger the pre-set reward interaction mode. This reward may include but is not limited to voice praise, virtual rewards, unlocking new interactive content, etc. Through timely reward feedback, the interactive object can feel a sense of accomplishment and enhance its motivation to continue to participate in the interaction.
[0062] More specifically, in the specific implementation, the reward interaction mode can be implemented in a variety of ways. For example, the interaction method of the embodiment of the present application can set an interaction effect score threshold, and when the performance of the interactive object exceeds this threshold, the reward mechanism is triggered.
[0063] More specifically, this reward mechanism is closely integrated with the aforementioned interactive method to form a dynamically adaptive educational interactive system. The system first generates activity plans based on educational goals and interactive object labels, and then executes corresponding interactive information based on current situational information. On this basis, by real-time monitoring of interactive effect information, when the effect exceeds expectations, the reward mode is immediately activated to further enhance the learning effect. This method can not only provide customized learning content based on the personalized characteristics of the interactive object, but also provide timely feedback and incentives based on its real-time performance, thereby more comprehensively improving the effect of educational interaction.
[0064] Second, please refer to Figure 3 Some embodiments of the present application further provide a toy equipped with a toy terminal for educational interaction, the toy terminal comprising: The communication component 201 is used to obtain an activity plan, which is generated based on the educational goal and the interactive object label, and includes interactive scenario information and corresponding interactive information; A sensing component 202 is used to obtain current situation information of the toy; Interaction component 203, used to execute corresponding interaction information when the current scenario information matches the interaction scenario information; The perception component 202 is also used to collect the interaction effect information of the interaction object about the interaction information, and the communication component 201 is also used to feed back the interaction effect information to the parents.
[0065] Specifically, the toy realizes the educational interactive function by being equipped with a toy end, and the toy end cooperates with the communication component 201, the perception component 202 and the interactive component 203 to jointly complete the educational interactive process.
[0066] It should be noted that the toy end can be mounted in the toy by being embedded in the toy or integrated in the control end of the toy, or it can be embedded in the toy accessories or integrated in the control end of the toy accessories and mounted in the toy by wearing the toy accessories in the toy, such as being integrated in the control end of a smart glasses accessory that can be worn on the toy.
[0067] More specifically, in an embodiment of the present application, the communication component 201 is responsible for obtaining an activity plan, which is generated based on educational objectives and interactive object labels, and includes interactive scenario information and corresponding interactive information, which enables the toy to perform personalized interactions based on specific educational objectives and characteristics of the interactive object; the perception component 202 is responsible for obtaining the current scenario information of the toy, which enables the toy to perceive the surrounding environment and provide a basis for subsequent interactions; the interactive component 203 executes the corresponding interactive information when the current scenario information matches the interactive scenario information, thereby realizing the function of timely interaction based on actual conditions; the perception component 202 is also responsible for collecting interactive effect information of the interactive object, and the communication component 201 feeds back these effects to parents so that parents can understand the effect of the interaction and their children's learning situation.
[0068] More specifically, the communication component 201 can obtain the activity plan in a variety of ways. For example, the communication component 201 can communicate with the cloud server through a wireless network (such as Wi-Fi, Bluetooth or cellular network) to obtain the latest activity plan regularly or in real time. This information can be input by parents through a mobile application, or automatically generated and updated through long-term use of the toy.
[0069] More specifically, the sensing component 202 may include a variety of electronic components, such as a camera, a microphone, a temperature sensor, a light sensor, an accelerometer, a GPS module, a clock, an image recognition module, etc. These electronic components can collect environmental information around the toy, such as light intensity, ambient temperature, sound intensity, the position of the toy, time, and posture, etc. One or more of these information together constitute the current situation information. For example, through a camera and image recognition technology, the toy can identify whether it is in a child's room; through a microphone and sound analysis, it can determine whether there are children talking around; and through a light sensor, it can determine whether it is daytime or nighttime.
[0070] More specifically, the interactive component 203 may include a sound device, a display screen, a motion mechanism, etc. When the perceived current situation information matches the interactive situation information in the activity plan, the interactive component 203 will execute the corresponding interactive information.
[0071] More specifically, the perception component 202 continuously collects the responses of the interactive object during the interaction process, such as voice answers, body movements, emotional expressions, etc., and these information are processed to form interactive effect information. The communication component 201 is responsible for transmitting these data to the parent's mobile device or cloud server, so that the parent can understand the child's learning situation and interactive effect in a timely manner.
[0072] Compared with traditional educational toys, the toys of the embodiments of the present application can provide personalized and contextualized educational interactions based on specific educational goals, the child's personal characteristics, and real-time environmental conditions. This method greatly improves the effectiveness and fun of education. At the same time, by collecting and feeding back the interactive effects in real time, it provides parents with intuitive data support, enabling parents to better participate in and guide their children's learning process. This not only improves the educational effect, but also enhances the interactivity of family education.
[0073] In some preferred embodiments, the toy end further comprises: The emotional AI component 204 is used to obtain the emotional state of the interactive object through the perception component 202, and determine the emotional response method according to the emotional state to adjust the interactive form of the interactive component 203.
[0074] Specifically, the emotional AI component 204 can obtain the emotional state of the interactive object through the perception component 202, and has independent data analysis functions, such as including an identification component for comprehensively analyzing the child's emotional state based on the video captured by the camera and the voice captured by the microphone in the perception component 202, and can determine the appropriate emotional response method based on the acquired emotional state, and adjust the interactive form of the interactive component 203 accordingly. This process enables the toy to adjust its behavior and reaction according to the real-time emotional state of the interactive object, so that the toy can better adapt to the interactive objects in different emotional states and provide a more personalized and emotional interactive experience; for example, when the interactive object is detected to be depressed, the toy may adopt a gentler and more comforting interactive method; and when the interactive object is detected to be excited, the toy may provide more active and stimulating interactive content; this emotion-based interaction adjustment can not only improve the effect of educational interaction, but also enhance the fun and attractiveness of the interaction, so that the toy can better understand and respond to the emotional needs of the interactive object, thereby establishing a deeper emotional connection and improving the participation and learning enthusiasm of the interactive object.
[0075] More specifically, the emotional AI component 204 can be implemented in a variety of ways; one possible implementation is an emotional recognition model based on deep learning, which can identify the emotional state of the interactive object from the audio and image information collected by the perception component 202 through training with a large amount of labeled data. Another implementation can be a rule-based emotional analysis system that determines the emotional state through preset emotional features and corresponding judgment rules; after obtaining the emotional state, the emotional AI component 204 will select an appropriate response method based on the preset emotional response strategy library. For example, when the toy communicates and interacts with the educational object through the voice sound mode, the emotional AI component 204 can determine the tone characteristics (such as speech speed) according to the emotional state as the corresponding emotional response method to adjust the voice sound mode.
[0076] More specifically, the interactive component 203 is responsible for executing the response method determined by the emotional AI component 204. The interactive component 203 may include a speech synthesis module, an action control module, etc. The speech synthesis module can adjust the pitch and speed of the speech according to the emotional state, so that the speech output of the toy is more in line with the current emotional atmosphere. The action control module can adjust the amplitude and speed of the toy's movements to match the emotional expression; the emotional AI component 204 is mainly used to determine the adjustment direction of these modules.
[0077] In some preferred embodiments, the process of acquiring the emotional state of the interactive object through the perception component 202 includes: Continuously acquire audio information to analyze and acquire tone information of the interactive object, and / or continuously acquire image information to analyze and acquire expression information of the interactive object; Determine the emotional state of the interactive object based on tone information and / or expression information.
[0078] Specifically, the technical solution continuously acquires audio and image information through the perception component 202, analyzes the tone and expression of the interactive object, and thus accurately judges its emotional state. This processing method has the advantages of real-time, multi-dimensional analysis and non-contact, and provides accurate emotional state input for the emotional AI component 204, enabling the toy to adjust the interaction form according to the real-time emotions of the interactive object, thereby improving the pertinence and effectiveness of educational interaction.
[0079] More specifically, in terms of audio analysis, this application can use speech emotion recognition technology. First, preprocess the audio, including noise reduction, framing and other operations. Then extract audio features such as fundamental frequency, energy, resonance peaks, etc. Finally, use machine learning models such as support vector machines (SVM) or deep neural networks (DNN) to classify these features and obtain emotion categories; in terms of image analysis, this application can use facial expression recognition technology. First, perform face detection and key point positioning, and then extract facial features such as the position and shape changes of eyebrows and mouth corners. Finally, use deep learning models such as convolutional neural networks (CNN) to classify these features and obtain expression categories.
[0080] More specifically, the present application can more accurately judge the emotional state of the interactive object by combining the results of voice emotion recognition and facial expression recognition; if there is an inconsistency between the two, such as calm voice but tense facial expression, the emotional AI component 204 will perform a weighted analysis of the two results to comprehensively determine the emotional state of the educational object; in addition, the emotional AI component 204 can also identify more complex emotional states by continuously monitoring the trend of emotional changes. For example, if it is detected that the emotion of the interactive object gradually changes from excitement to calmness, and then to slightly tired, the system can determine that the interactive object may need to rest or change the type of activity. This dynamic emotion analysis capability enables the toy to adjust the interaction strategy more accurately and provide educational content that better fits the needs of the interactive object.
[0081] The technical solution of this application provides key input for the toy's interactive decision-making through real-time, multi-dimensional emotion recognition. This enables the toy to perceive and respond to the emotional changes of the interactive object at any time, just like a keen educator; this emotion-based adaptive interaction not only improves the educational effect, but also cultivates the emotional intelligence of the interactive object. By observing how the toy adjusts the interaction method according to its own emotions, the interactive object can subtly learn emotion management and interpersonal communication skills. At the same time, this technology also provides parents with a window to understand their children's emotional state, which helps parents better pay attention to and understand their children's emotional needs.
[0082] In some preferred embodiments, the toy end further comprises: The reward component 205 is used to trigger the interaction component 203 to execute a preset reward interaction mode when the interaction effect information is greater than expected.
[0083] Specifically, in this embodiment, the reward component 205 can be implemented by a data comparator, which is used to compare the size relationship between the feature data of the interaction effect information and the expected feature data, so as to selectively trigger the interaction component 203 to execute a preset reward interaction mode.
[0084] In some preferred embodiments, the toy end further comprises: The message reminder light 206 is used to remind the toy end that there is a message that can be broadcasted through the interactive component 203.
[0085] Specifically, the message is stored in the form of audio data, which can be stored in an additional memory configured in the toy end, or in a storage device of the interactive component 203; parents can enter messages through the toy end or the client end, and store them in the toy end, so that parents can leave personalized messages through the toys of the embodiment of the present application, and remind children that there are messages stored in the toy end through the message prompt light 206.
[0086] More specifically, the message reminder light 206 can be on or flashing to remind the child that the toy terminal has a message that can be broadcasted through the interactive component 203, so as to prevent the child from missing the message.
[0087] More specifically, the message reminder light 206 can set a reminder time through a timer to remind that there is a message in a corresponding time period, or it can provide continuous reminders when there are messages that have not been broadcast on the toy end, or it can provide trigger reminders when the perception component 202 recognizes that the child is near the toy and there are messages that have not been broadcast on the toy end.
[0088] More specifically, the child can control the interactive component 203 to broadcast the message through relevant control devices on the toy end (such as message broadcast button, display screen), or can call up the interactive component 203 to broadcast the message through voice interaction. The message prompt light 206 is turned off after the message is broadcast.
[0089] It should be noted that when the interactive component 203 broadcasts the message, the interactive component 203 terminates the ongoing interactive behavior involving audio playback.
[0090] In some preferred embodiments, the toy end in the toy of the embodiment of the present application is used to execute the interactive method provided in the first aspect above.
[0091] Third, please refer to Figure 4-Figure 6 Some embodiments of the present application also provide an interactive method for educational interaction, the interactive method comprising the following steps: B1. Obtaining labels of educational objectives and interactive objects; B2. Generate activity plans based on educational goals and interactive object labels. The activity plans include interactive scenario information and corresponding interactive information. B3. Send the activity plan to the toy end so that the corresponding interactive information is executed when the current situation information of the toy end matches the interactive situation information, and collect the interactive effect information of the interactive object on the interactive information to feed back to the parents.
[0092] Specifically, the core of the interactive method of the embodiment of the present application is that it can dynamically generate interactive content according to specific educational needs and children's characteristics. It can trigger interaction at the right time through scenario matching, thereby improving the pertinence and effectiveness of educational activities. At the same time, by collecting the interactive effects through the toy end and feeding back to parents, a closed-loop educational interaction system is established, which provides the possibility for continuous optimization of educational strategies.
[0093] More specifically, in practical applications, obtaining educational objectives and interactive object labels can be achieved in a variety of ways.
[0094] More specifically, the generation of activity plans is a key step in this application, which can select appropriate templates from a preset activity template library based on educational objectives and interactive object labels, and then adjust and optimize them according to specific circumstances.
[0095] More specifically, after the activity plan is sent to the toy, the toy needs to be able to perceive the current situation information. When the current situation detected by the toy matches the situation in the plan, the corresponding interactive information will be triggered.
[0096] The interactive method of the embodiment of the present application realizes personalized customization of educational activities by combining educational goals, interactive object labels that characterize the characteristics of interactive objects, and activity planning. It realizes intelligent triggering of interaction through scenario matching on the toy side, improves the situational adaptability of educational activities, and at the same time, establishes an interactive effect feedback mechanism on the toy side, providing a basis for continuous improvement of educational strategies. These innovations together constitute an intelligent and adaptable educational interactive system, which significantly improves the effect and experience of family education and provides an effective technical solution to solve the problem of lack of flexibility and adaptability of traditional interactive toys.
[0097] In some preferred embodiments, the step of obtaining the educational goal includes: B11. Obtain the educational intention input by the parents through the client; B12. Identify educational intentions and obtain educational goals based on the preset language processing model.
[0098] Specifically, obtaining the educational intentions input by parents through the client can be achieved in a variety of ways. For example, a dedicated mobile application or web interface can be designed for parents to input their educational intentions. This interface can include a text input box, a selection menu, or a voice input function to accommodate the preferences of different parents. The client can also provide some preset educational goal categories for parents to choose from, such as "improving reading ability", "cultivating mathematical thinking", or "enhancing social skills", while allowing parents to freely input more specific or personalized educational intentions.
[0099] More specifically, the preset language processing model can adopt a variety of advanced natural language processing technologies. For example, deep learning-based models such as BERT (Bidirectional Encoder Representations from Transformers) or GPT (Generative Pre-trained Transformer) series models can be used, which are able to understand complex language structures and semantics. A hybrid model combining rule-based methods and machine learning can also be used to improve the accuracy and efficiency of recognition. The language processing model can be pre-trained with a large amount of education-related corpus to better understand the professional terms and expressions in the field of education.
[0100] More specifically, the parent input obtained by the client is directly used as the input of the language processing model, and the output of the language processing model becomes the specific educational goal understood and implemented by the system. This interactive process not only improves the accuracy of obtaining educational goals, but also enhances the adaptability of the system, which can handle the diverse inputs of different parents and effectively solves the problem of accurately obtaining educational goals. First, obtaining direct input from parents through the client ensures that the source of educational intentions is accurate and reliable, while overcoming the problem of unclear expressions or lack of professional knowledge that parents may have, so as to more accurately capture the essence of educational needs.
[0101] In some preferred embodiments, the interactive information includes interactive modes and interactive content. The interactive content is multimedia digital data crawled from Internet applications based on educational objectives, or story data generated according to educational objectives based on preset story models.
[0102] Specifically, in the above-mentioned implementation mode, interactive content can be obtained from two channels: one is to crawl and generate multimedia digital data from Internet applications based on educational goals, and the other is to generate story data according to educational goals based on preset story models; multimedia digital data crawled from Internet applications can provide rich, timely and diverse content, making educational interaction closer to real life and the latest information, while story data generated based on preset story models can provide more structured and targeted content, which is suitable for the needs of specific educational goals; among them, the first method can obtain more suitable for contemporary children. Effective interactive content to achieve educational goals from a wider range of information channels, and the second method can be used as a bottom-line measure to achieve educational interaction. For example, in some implementation modes, the interactive method of the embodiment of the present application can trigger the second method to generate story data as interactive content when the first method fails to obtain effective interactive content, so that the toy end can interact through storytelling.
[0103] More specifically, this flexible content generation method enables the interactive method to generate personalized and targeted activity plans based on different educational goals and interactive object labels. By combining interactive modes and rich interactive content, a more attractive and effective educational interactive experience can be created, which can improve the participation and learning effect of interactive objects.
[0104] More specifically, in the implementation of this application, the interactive mode may include but is not limited to voice interaction, motion interaction, touch interaction and other forms. These different interactive modes can be flexibly selected and combined according to the characteristics of educational goals and interactive objects to provide the most suitable interactive experience; among them, the interactive mode is linked to the interactive function type of the toy end. For example, if the interactive component on the toy end only has a speaker as an interactive device, then the interactive mode only involves project modes related to audio output, such as playing music, telling stories, voice communication, voice text games, etc. If the interactive component on the toy end also has a display screen as an interactive device, then the interactive mode can also involve project modes related to video output.
[0105] It should be noted that the type of interaction mode defines the range of available types of corresponding interactive content.
[0106] More specifically, for multimedia digital data generated by crawling from Internet applications, this application can adopt a variety of crawling strategies. For example, it can use keyword matching, semantic analysis, machine learning and other technologies to obtain content related to educational goals from social media, educational websites, news platforms and other channels. The crawled content can include text, pictures, audio, video and other forms to provide rich materials for interaction; when processing crawled data, this application can use natural language processing, image recognition, speech recognition and other technologies to clean, classify and annotate the original data to ensure the quality and applicability of the content. For example, for text content, sentiment analysis can be performed to filter out positive and positive content; for pictures and videos, content review can be performed to filter out content that is not suitable for children.
[0107] More specifically, in the process of generating story data based on a preset story model, the present application can adopt a variety of story generation techniques. For example, rule-based story generation, template-based story generation, or deep learning-based story generation models can be used. These models can automatically generate story content that meets the requirements based on input parameters such as educational objectives, role settings, plot structure, etc.; in order to improve the quality and diversity of stories, the present application can establish a database containing a variety of story elements, such as characters, scenes, events, emotions, etc. When generating stories, the system can select appropriate elements from this database, and combine and change them according to educational objectives to create unique and meaningful stories.
[0108] The interactive method of the embodiment of the present application greatly expands the scope and depth of the content by combining the two methods of Internet crawling and story model generation. This can not only provide a richer and more interesting interactive experience, but also can be precisely customized according to the characteristics of educational goals and interactive objects, thereby significantly improving the effect and attractiveness of educational interaction; in addition, the interactive method of the embodiment of the present application also has good scalability and adaptability. With the continuous updating of Internet applications and the optimization of story models, the interactive content can be continuously enriched and improved, so that educational interaction always remains fresh and practical. This dynamic update feature enables the interactive method of the embodiment of the present application to maintain its educational value for a long time and meet the ever-changing educational needs.
[0109] In some preferred implementations, the Internet application includes a social new media application and / or a self-media application, and the step of generating an activity plan according to the educational goal and the interactive object tag includes: B21. Use educational objectives as query conditions to crawl and obtain solutions from social new media applications and / or self-media applications; B22. Filter solutions based on interactive object labels; B23. Extract interactive scenario information and implementation methods based on the screened solutions; B24. Generate interactive modes and interactive contents based on the execution means and the interactive function types of the toy end to form an activity plan.
[0110] Specifically, step B21 utilizes social new media applications (such as Tik Tok, Xiaohongshu, Zhihu, etc.) and self-media applications (such as Weibo, Tieba, WeChat public accounts, etc.) as data sources, and crawls solutions with educational goals as query conditions, so as to obtain a large number of the latest and diversified solutions related to educational goals; step B22 filters solutions according to the interactive object labels, and can select the most suitable solutions according to the characteristics of the interactive objects, thereby improving the pertinence of activity planning; step B23 extracts interactive scenario information and execution means from the screened solutions, and converts the solutions into specific and actionable content; step B24 generates interactive modes and interactive content according to the execution means and the interactive function type of the toy side, ensuring that the generated activity plan can match the function of the toy, thereby improving the feasibility and fun of the interaction; among them, the execution means are the behaviors that need to be executed by the solution, such as telling stories, playing nursery rhymes, etc.
[0111] More specifically, in the actual implementation, there are many ways to crawl and obtain solutions from social new media applications and self-media applications using educational goals as query conditions. For example, keyword matching, semantic analysis or machine learning algorithms can be used to identify content related to educational goals. The scope of crawling can include popular social media platforms such as Weibo, WeChat public accounts, Zhihu, Xiaohongshu, as well as self-media channels such as educational blogs and online education platforms.
[0112] More specifically, when filtering solutions based on interactive object labels, multiple dimensions of labels can be considered, such as age, hobbies, learning ability level, personality traits, etc. The screening process can adopt a weighted scoring system to set different weights for different labels, so as to select the most suitable solution.
[0113] More specifically, when extracting interactive scenario information and execution means, natural language processing techniques, such as named entity recognition and relationship extraction, can be used to extract key information from the screened solutions.
[0114] More specifically, when generating interactive modes and interactive content based on the means of execution and the types of interactive functions on the toy side, it is necessary to establish a toy function library to classify and describe the interactive functions of each toy. For example, for toys that can make sounds, modes of voice dialogue or music interaction can be generated; for toys that can move, modes of chasing games or dance interactions can be generated. The interactive content can include specific dialogue scripts, music tracks, action instructions, etc. This method can not only generate richer and more novel activity plans, but also be customized according to the characteristics of the interactive objects. By combining the real-time and diversity of Internet resources, activity planning can promptly reflect the latest educational concepts and methods. At the same time, the automated crawling, screening and generation process greatly improves the efficiency of activity planning and reduces the burden on educators.
[0115] More specifically, this processing method has obvious advantages over traditional preset activity plans: first, it can obtain the latest educational concepts and methods in real time, avoiding outdated and repetitive content; second, through multi-dimensional label screening, activity planning more accurately matches the characteristics of the interactive objects, thereby improving the educational effect; third, by combining online resources with physical toys, a new educational interaction model that integrates online and offline is created, which enhances the fun and participation of education; finally, the automated process greatly improves the efficiency of activity planning, allowing parents and educators to more conveniently obtain high-quality educational activity plans.
[0116] In some preferred embodiments, the interactive method further comprises the following steps: B4. Adjust activity planning based on the interactive effect information feedback from the interactive objects.
[0117] Specifically, this step realizes the dynamic optimization of the educational interaction process by collecting the interactive objects' feedback on the interactive effects of the interactive information and adjusting the activity plan based on the feedback, so that the activity plan is more in line with the actual needs and reactions of the interactive objects, and the pertinence and effectiveness of the educational interaction can be improved. Through this feedback adjustment mechanism, the interactive method of the embodiment of the present application can continuously optimize the activity plan to make it more in line with the learning characteristics and needs of the interactive objects.
[0118] More specifically, the interactive method of the embodiment of the present application can be implemented in a variety of ways according to the interactive effect feedback of the interactive object on the interactive information. First, the interactive method of the embodiment of the present application can set a feedback collection module for real-time or regular collection of interactive effect information of the interactive object uploaded from the toy end; secondly, the interactive method of the embodiment of the present application can set a data analysis module for processing and analyzing the collected interactive effect information. This module may use machine learning algorithms, such as decision trees or neural networks, to identify patterns and trends in interactive effect information; finally, the interactive method of the embodiment of the present application can set an adjustment module to adjust the activity plan according to the results of data analysis. This adjustment may involve multiple aspects: adjusting the content of the activity (such as increasing or decreasing a certain type of activity), adjusting the difficulty of the activity, adjusting the order of the activity, adjusting the duration of the activity, etc., and it can also be adjusting the model parameters for generating the activity plan. The collaboration between these modules forms a closed-loop adjustment system, which continuously optimizes the activity plan and can personalize the educational experience according to the unique needs and reactions of each interactive object, thereby improving the educational effect. Compared with fixed activity planning, this dynamic adjustment method can better adapt to the learning characteristics and progress of different interactive objects, thereby achieving more personalized and efficient educational interaction.
[0119] In some preferred embodiments, the step of extracting the interactive scenario information and the execution means according to the screened solution and the step of generating the interactive mode and the interactive content according to the execution means and the interactive function type of the toy end further includes: BA. Reconstruct the execution means according to the extracted interactive scenario information. The reconstruction process includes: combining the execution means and / or configuring the priority of the execution means and / or deleting the execution means with high similarity.
[0120] Specifically, this step introduces the reconstruction step of the execution means. The reconstruction process includes three possible operations: combining execution means, configuring the priority of execution means, and deleting execution means with high similarity. These practices help optimize the original execution means obtained from Internet applications. Among them, combining execution means can create richer and more comprehensive interaction methods; configuring the priority of execution means can ensure that the most important or most suitable interaction methods are given priority; deleting execution means with high similarity can avoid duplication and improve the efficiency and diversity of activity planning.
[0121] More specifically, the above-mentioned reconstruction process can make more precise adjustments to the execution means according to the extracted interactive scenario information, thereby generating interactive modes and contents that are more suitable for specific scenarios and more suitable for interactive object labels and toy functions that characterize the characteristics of interactive objects. This not only improves the quality and pertinence of activity planning, but also enhances the flexibility and adaptability of the entire interactive system.
[0122] More specifically, based on these reconstructed execution means, the interactive method of the embodiment of the present application can generate more suitable interactive modes and content. For example, the system may design an interactive game in which toys play different animal roles and have conversations with children, encouraging children to describe the characteristics of the "animals" (toys) they see and imitate the sounds and movements of animals. This interactive method not only meets the educational goals, but also fully considers the interests and age characteristics of children.
[0123] In some preferred implementations, the activity plan sent to the toy is the activity plan confirmed or modified by the parent through the client.
[0124] Specifically, the interactive method of the embodiment of the present application ensures that the activity content meets the expectations and requirements of the parents by allowing the parents to confirm or modify the activity plan through the client, while also preventing inappropriate or potentially harmful content from being pushed to toys and children; the above-mentioned processing method solves the safety and appropriateness issues in the educational interaction process by increasing the parental participation link. Specifically, the interactive method of the embodiment of the present application first generates a preliminary activity plan based on the educational goals and interactive object tags, and then sends this activity plan to the parent's client. Parents can view, confirm or modify this activity plan. Only the activity plan confirmed or modified by the parents will be pushed to the toy end for execution.
[0125] More specifically, in some implementations, parents can participate in and control activity planning in the following ways, but not limited to: 1. Direct confirmation: If parents think that the generated activity plan fully meets the requirements, they can directly click the "Confirm" button and then immediately push the plan to the toy end.
[0126] 2. Partial modification: Parents can modify certain parts of the activity plan. For example, adjust the difficulty level of an interactive module, change the theme of a story, or adjust the order of activities. The client will provide an intuitive editing interface so that parents can easily make these modifications.
[0127] 3. Complete reconstruction: If parents think that the generated activity plan is not suitable, they can choose to completely redesign the activity plan. The client will provide a series of preset interactive modules and content for parents to choose from. Parents can combine these modules according to their own educational philosophy and the specific situation of their children.
[0128] 4. Setting restrictions: Parents can set some restrictions for activity planning, such as total duration, difficulty range, theme restrictions, etc. The interactive method of the embodiment of the present application will automatically follow these restrictions when generating and executing activity planning.
[0129] 5. Real-time intervention: During the activity, parents can also monitor the progress of the activity in real time through the client and intervene when necessary, such as pausing, skipping a certain link, or ending the activity early.
[0130] More specifically, this design enables parents to flexibly participate in the educational interaction process according to their own time and willingness. For parents who have ample time and want to participate deeply, they can choose to completely reconstruct the activity plan; for parents with limited time, they can also ensure the appropriateness of the activity through simple confirmation or fine-tuning. This design cleverly balances automatic generation and manual intervention, ensures the scientific nature and pertinence of activity planning, ensures that the activity content meets the expectations and requirements of parents, and also avoids inappropriate or potentially harmful content from being pushed to toys and children, providing children with a safer, more effective, and personalized educational experience.
[0131] In some preferred implementations, the interactive content is executable content generated by calling a corresponding processing model based on an interactive mode according to an execution means.
[0132] Specifically, the processing method clarifies the method for generating interactive content, so that the interactive method of the embodiment of the present application can flexibly select a suitable processing model according to different interactive modes, and generate customized executable content in combination with specific execution means.
[0133] It should be noted that the feedback adjustment process of the aforementioned step B4 may include the process of optimizing the adjustment processing model, the process of optimizing the adjustment data crawling rules, the process of optimizing the screening of solutions, and the process of optimizing the reconstruction of the execution means.
[0134] More specifically, in the specific implementation of this application, the interactive mode may include multiple types, such as question-and-answer mode, game mode, story mode, etc. Each interactive mode corresponds to one or more processing models. These processing models may be models trained based on machine learning algorithms, such as natural language processing models, image generation models, etc. The execution means refers to the specific actions or functions that the toy can perform, such as voice playback, body movements, lighting effects, etc.
[0135] More specifically, in the process of generating interactive content, the interactive method of the embodiment of the present application first selects an appropriate processing model according to the current interactive mode, and then passes the execution means as input parameters into the model, so that the processing model will generate corresponding executable content according to these input parameters. The generated executable content usually includes two parts: one is the specific instructions that the toy needs to execute, and the other is the multimedia content (such as audio, video, etc.) that matches the instructions. Such a design ensures that the generated content can be directly executed by the toy without additional conversion or processing steps.
[0136] More specifically, the interactive method system of the embodiment of the present application can select the most appropriate content generation method for different types of interactive scenarios. This method improves the pertinence and adaptability of content generation, making the generated content more suitable for the current interactive situation. Secondly, the processing method of generating executable content according to the execution means enables the generated content to be directly executed by the toy, which can effectively improve the real-time and fluency of the interaction. In addition, the interactive method of the embodiment of the present application also has good scalability. It can continuously improve the quality and diversity of content generation by updating or adding processing models without replacing hardware equipment. This software upgrade method greatly extends the product life cycle and improves the user experience.
[0137] In some preferred embodiments, the interactive method further comprises the following steps: BB. After the executable content is generated, the parents' ratings of the executable content are obtained to adjust the calling logic of the processing model based on the ratings and optimize the generation effect of the processing model.
[0138] Specifically, the above steps introduce a parent rating mechanism to optimize the processing model, which obtains parents' ratings of the generated executable content and adjusts the calling logic of the processing model and optimizes its generation effect based on these rating feedbacks; this processing method can continuously improve the processing model according to actual usage, thereby improving the quality and relevance of the generated content.
[0139] More specifically, in the embodiments of the present application, obtaining the parent's rating of the executable content can be achieved in a variety of ways. For example, a rating interface can be set in the client application to allow parents to give scores through star ratings or sliding bars. Another way is to provide a text feedback box to allow parents to enter detailed evaluation opinions, and then convert these opinions into quantitative ratings through natural language processing technology.
[0140] More specifically, the scoring can be divided into multiple dimensions, such as the educational value, fun, age-appropriateness of the content, etc. The scoring range for each dimension can be 1-5 points or 1-10 points. This can capture parents' feedback more comprehensively and provide more detailed guidance for model optimization.
[0141] More specifically, the call logic of the processing model can be adjusted based on the parent rating. For example, a priority sorting mechanism can be used to put models with higher ratings at the front of the call queue and use these models to generate content first. At the same time, a dynamic threshold can be set. If the average rating of a model is lower than this threshold, it will be temporarily removed from the call queue until it reaches the threshold again after optimization.
[0142] More specifically, the generation effect of the optimization processing model can be achieved through a variety of machine learning techniques. For example, using a reinforcement learning algorithm, the parent's rating is used as a reward signal, and the model parameters are continuously adjusted to maximize the cumulative reward. Another method is to use transfer learning to transfer the features of high-scoring content to low-scoring models to improve their performance. In addition, this application can also introduce an adaptive learning rate mechanism. When a model continuously obtains high scores, its learning rate can be reduced to maintain stability; for models with lower scores, the learning rate is increased to accelerate improvement. This mechanism can focus on optimizing models that need to be improved while maintaining the overall performance of the system.
[0143] More specifically, the interactive method of the embodiment of the present application establishes a closed-loop feedback system for the processing model by introducing a parent rating mechanism. This system can continuously capture the needs and preferences of parents and feed this information back to the model retrieval and optimization process in real time, which not only improves the quality of generated content, but also enhances the adaptability and personalization of the system.
[0144] More specifically, step BB is preferably performed after step B24.
[0145] In some preferred embodiments, the interaction effect information includes the degree of interaction participation and / or the degree of completion of educational goals and / or the emotional changes of the target object.
[0146] Specifically, the specific composition of the interactive effect information defines the specific content of the interactive effect and provides multi-dimensional indicators for evaluating the interactive effect. These indicators can comprehensively reflect the quality and effect of the interactive process. Interactive participation can reflect the degree of involvement of the interactive object in the activity, the degree of completion of the educational goal can directly measure the educational effect of the activity, and the emotional changes of the target object can evaluate the impact of the activity on the psychological and emotional level of the interactive object. Through the comprehensive evaluation of these three dimensions, the effect of the interactive activity can be understood more comprehensively and accurately. This multi-dimensional evaluation method helps parents and educators better understand the actual effect of the interactive activity, thereby providing a more comprehensive and reliable basis for adjusting activity planning and optimizing interactive methods. For example, if it is found that the interactive participation is high but the completion of the educational goal is low, it may be necessary to adjust the activity content to make it more in line with the educational goal; if the target object's emotional changes are positive but the participation is not high, it may be necessary to improve the interactive method to increase the attractiveness. In this way, the technical solution can more accurately evaluate the interactive effect, provide strong support for the continuous improvement and optimization of the interactive method, and thus improve the overall quality and effect of educational interaction. The innovation of this multidimensional evaluation method lies in that it not only focuses on the achievement of educational goals, but also takes into account the quality of the interaction process and the emotional impact on the interaction objects, reflecting a more comprehensive and humane educational concept.
[0147] More specifically, the interactive effect evaluation method proposed in this application includes three main dimensions: interactive participation, degree of completion of educational goals, and emotional changes of target objects. These three dimensions can be achieved in a variety of ways: Interaction engagement can be measured in the following ways: (1) Interaction duration: record the total time the interaction object and the toy interact. (2) Interaction frequency: count the number of interactions between the interaction object and the toy per unit time. (3) Interaction initiative: analyze the proportion of the interaction object actively initiating interaction. (4) Interaction completeness: evaluate whether the interaction object has completed the preset interaction process.
[0148] The degree of completion of educational goals can be evaluated in the following ways: (1) Test questions: Design corresponding test questions according to the educational goals, and evaluate the degree of goal completion through the answers of the interactive subjects. (2) Task completion: Set specific tasks related to the educational goals and observe the completion of the interactive subjects. (3) Knowledge application: Observe whether the interactive subjects can correctly apply the learned knowledge or skills in subsequent interactions. (4) Long-term tracking: Through regular evaluation, understand the progress of the interactive subjects in related fields.
[0149] The target object’s emotional changes can be monitored in the following ways: (1) Expression recognition: Use visual technology to analyze the interaction object’s facial expression changes. (2) Voice emotion analysis: Use voice recognition technology to analyze the interaction object’s speech tone and emotional tendency. (3) Physiological indicator monitoring: If conditions permit, emotional state can be inferred by monitoring physiological indicators such as heart rate and skin electricity. (4) Self-report: Ask the interaction object to report his or her emotional experience regularly.
[0150] More specifically, in the implementation method where the interactive effect information includes the above three dimensions at the same time, the evaluation results of these three dimensions can be combined by weighted average or other algorithms to obtain an overall interactive effect score. For example, the weights of interactive participation can be set to 30%, educational goal completion to 50%, and emotional change to 20%. The specific weights can be adjusted according to different educational goals and interactive scenarios.
[0151] More specifically, the interactive method of the embodiment of the present application obtains educational goals and interactive object labels, generates targeted activity plans, and then combines multi-dimensional interactive effect evaluation to form a closed-loop educational interactive optimization system. This optimization system can not only provide personalized educational content, but also monitor the interactive effect in real time, and continuously adjust and optimize the interactive method based on the evaluation results.
[0152] Compared with the prior art, the multi-dimensional interactive effect evaluation method adopted by the interactive method of the embodiment of the present application has significant advantages. Traditional interactive toys usually only focus on the completion of the interaction, or only evaluate the educational effect through simple tests. This single-dimensional evaluation method is difficult to fully reflect the quality and effect of the interaction. The interactive method of the embodiment of the present application not only considers the achievement of educational goals, but also pays attention to the quality of the interactive process and the impact on the psychological emotions of the interactive objects. This comprehensive evaluation method can more accurately reflect the actual effect of the interaction, thereby providing a more reliable basis for optimizing the interactive method.
[0153] Fourth, please refer to Figure 7 Some embodiments of the present application further provide a cloud for educational interaction, the cloud comprising: An acquisition module 101 is used to acquire educational objectives and interactive object labels; A generating module 102, for generating an activity plan according to the educational goal and the interactive object label, wherein the activity plan includes interactive scenario information and corresponding interactive information; The communication module 103 is used to send the activity plan to the toy end 200, so that when the current situation information of the toy end 200 matches the interactive situation information, the corresponding interactive information is executed, and the interactive effect information of the interactive object about the interactive information is collected to be fed back to the parents.
[0154] Specifically, the cloud in the embodiment of the present application may refer to a cloud server or a cloud parser deployed in the server.
[0155] More specifically, this technical solution achieves an efficient and personalized educational interactive experience through intelligent processing in the cloud and collaboration with the toy end 200. The cloud generates activity plans based on educational goals and interactive object tags that characterize the characteristics of interactive objects. The toy end 200 performs interactions based on actual situations and collects feedback information. This approach not only improves the pertinence and effectiveness of educational interactions, but also provides parents with timely and accurate feedback by collecting and analyzing interactive effects, which helps to continuously optimize educational strategies.
[0156] The cloud of the embodiment of the present application realizes personalized customization of educational activities by combining educational goals, interactive object tags that characterize the characteristics of interactive objects, and activity planning, and uses the communication module 103 to send the activity planning to the toy end 200, so as to realize intelligent triggering of interaction through scenario matching on the toy end 200, thereby improving the situational adaptability of educational activities. At the same time, the toy end 200 establishes an interactive effect feedback mechanism, which provides a basis for continuous improvement of educational strategies. These innovations together constitute an intelligent and adaptable educational interaction system, which significantly improves the effect and experience of family education, and provides an effective technical solution to solve the problem of lack of flexibility and adaptability of traditional interactive toys.
[0157] In some preferred implementations, the generation module 102 is further configured to adjust the activity plan according to the interaction effect information feedback from the interactive object regarding the interaction information.
[0158] In some preferred implementations, the cloud in the embodiments of the present application is used to execute the interactive method provided in the third aspect above.
[0159] Fifth, please refer to Figure 8 Some embodiments of the present application also provide an interactive system for educational interaction, the interactive system comprising: Client 300, used to provide user input for setting educational goals and interactive object labels; The cloud 100 is used to obtain educational goals and interactive object labels, generate activity plans according to the educational goals and interactive object labels, and push the activity plans to the toy end 200, where the activity plans include interactive scenario information and corresponding interactive information; The toy end 200 is mounted on the toy and is used to obtain the current situation information of the toy, and when the current situation information matches the interactive situation information, execute the corresponding interactive information, and collect the interactive effect information of the interactive object about the interactive information, and feed it back to the client 300 through the cloud 100.
[0160] Specifically, the interactive system includes three main components: client 300, cloud 100 and toy 200, which play the following roles in solving educational interaction problems: client 300 allows users to set educational goals and interactive object labels, providing personalized input parameters for the entire system. As the core of the system, cloud 100 is responsible for processing user input information and generating activity plans. It converts educational goals and interactive object labels into specific interactive scenario information and interactive information, and provides execution guidance for toy 200. As the interface for actual interaction with users, toy 200 can perceive the current environment and perform interaction in appropriate scenarios. It can also collect interactive effects and feedback them to client 300 through cloud 100, forming a complete interactive closed loop.
[0161] More specifically, the client 300 can be a mobile application or a web interface that allows parents or educators to input educational goals and interactive object labels. The cloud 100 is the core processing unit of the system. It uses artificial intelligence algorithms to analyze educational goals and interactive object labels, generate suitable activity plans, and continuously optimize activity plans based on historical interaction data to improve educational results. The toy end 200 is an intelligent module mounted on a physical toy. It contains necessary sensors, processors, and actuators. It is also equipped with a data collection module for recording various data during the interaction process, such as interaction duration, accuracy, reaction speed, etc. These data are transmitted back to the client 300 through the cloud 100 for parents or educators to analyze their children's learning situation.
[0162] In practical applications, this system can be used in combination with the methods and devices described in the above content to further enhance the effect of educational interaction. For example, combined with the emotional AI component, the toy can more accurately identify the child's emotional state, thereby providing a more personalized interactive experience.
[0163] Compared with traditional educational toys, the interactive system of the embodiment of the present application can formulate personalized learning plans according to the specific circumstances of each child. It not only solves the problem of how to generate personalized education plans according to user needs, but also realizes educational interactions at appropriate times and provides an effective feedback mechanism, which enables parents to fully understand their children’s education situation, discover and solve problems in a timely manner, integrate learning into daily life interactions, make education more natural and interesting, and help cultivate children’s learning interests and habits.
[0164] In some preferred embodiments, the cloud 100 is also used to remove inappropriate educational targets according to the interactive object tags and send a warning message to the client 300.
[0165] Specifically, the interactive system of the embodiment of the present application removes inappropriate educational goals according to the interactive object tags through the cloud 100 and sends a warning prompt message to the client 300, thereby solving the problem of avoiding inappropriate educational goals from being set.
[0166] More specifically, the cloud 100 uses the interactive object labels (such as gender, age, personality traits, interests, etc.) to determine which educational goals may not be suitable for specific interactive objects. For example, some complex or advanced educational goals may not be suitable for younger children; for another example, some elements in some educational goals may have psychological effects on children, such as telling horror stories to improve psychological tolerance.
[0167] More specifically, the cloud 100 filters out inappropriate educational goals in this way to ensure that the generated activity plan is more suitable for the interactive object. At the same time, the cloud 100 sends a warning message to the client 300 to promptly remind the user (such as a parent or educator) that an inappropriate educational goal has been set. This can help users better understand and adjust educational goals and ensure the educational effect of the interactive system.
[0168] More specifically, the cloud 100 can achieve the removal of inappropriate educational goals in a variety of ways. One possible implementation method is to use a preset rule base, which contains suitable and inappropriate educational goal types corresponding to labels such as different age groups, genders, and personality traits. The cloud 100 can query the rule base based on the received interactive object labels to filter out inappropriate educational goals. Another implementation method is to use a machine learning algorithm to establish a model that can predict the suitability of educational goals through training with a large amount of historical data. This model can output the fitness score of each educational goal based on the input interactive object label, thereby achieving the removal of inappropriate educational goals.
[0169] More specifically, in the process of removing inappropriate educational targets, the cloud 100 can set different filtering levels. For example, educational targets can be divided into three levels: "completely unsuitable", "probably unsuitable" and "suitable". For "completely unsuitable" educational targets, the system will directly delete them; for "probably unsuitable" educational targets, the system will retain them but mark them with warnings; for "suitable" educational targets, the system will retain them normally. This hierarchical processing can provide users with more flexible selection space.
[0170] More specifically, the warning information can be sent in a variety of ways. The cloud 100 can send warnings to the client 300 in the form of push notifications, emails, text messages, or in-app messages. In order to improve the effectiveness of warnings, the system can design a hierarchical warning mechanism. For example, for educational goals that are "completely unsuitable", the system will send a high-level warning, requiring the user to confirm or change; for educational goals that are "probably unsuitable", the system will send a medium-level warning to remind the user to pay attention and suggest a review.
[0171] More specifically, in this embodiment, the cloud 100 can not only generate activity plans based on educational goals and interactive object tags, but also actively identify and filter inappropriate educational goals in the process, thereby avoiding potential negative impacts at the source. At the same time, by sending warning information to the client 300, this solution achieves timely communication with users, allowing users to better participate in the process of setting and adjusting educational goals. This dual protection mechanism greatly improves the security and effectiveness of the entire interactive system.
[0172] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The embodiments of the toy side, cloud side, and interactive system described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some communication interface, device or unit, which can be electrical, mechanical or other forms.
[0173] In addition, the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0174] Furthermore, the functional modules in the various embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
[0175] In this document, relational terms such as first and second, etc. are used merely to distinguish one entity or operation from another entity or operation, but do not necessarily require or imply any such actual relationship or order between these entities or operations.
[0176] The above description is only an embodiment of the present application and is not intended to limit the protection scope of the present application. For those skilled in the art, the present application may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. An interactive method, applied in a toy, for educational interaction, characterized in that: The interactive method comprises the following steps: Acquire an activity plan, where the activity plan is generated based on the educational goal and the interactive object label, and the activity plan includes interactive scenario information and corresponding interactive information; Acquire current scene information of the toy, and execute corresponding interaction information when the current scene information matches the interaction scene information; Collect information about the interactive effects of the interactive objects and provide feedback to parents.
2. The interactive method according to claim 1, characterized in that: The interactive context information includes one or more of time information, location information, emotion information and behavior information.
3. The interactive method according to claim 1, characterized in that: The interactive object label includes one or more of gender information, age information, personality characteristic information, and interest information.
4. The interactive method according to claim 1, characterized in that: The interactive method further comprises the following steps: When the interaction effect information is greater than expected, the preset reward interaction mode is triggered.
5. A toy equipped with a toy end for educational interaction, characterized in that: The toy end comprises: A communication component, used to obtain an activity plan, wherein the activity plan is generated based on an educational goal and an interactive object label, and the activity plan includes interactive scenario information and corresponding interactive information; The perception component is used to obtain the current situation information of the toy; An interactive component, configured to execute corresponding interactive information when the current scenario information matches the interactive scenario information; The perception component is further used to collect interaction effect information of the interactive object regarding the interaction information, and the communication component is further used to feed back the interaction effect information to the parents.
6. The toy according to claim 5, characterized in that: The toy end also includes: The emotional AI component is used to obtain the emotional state of the interactive object through the perception component, and determine the emotional response method based on the emotional state to adjust the interactive form of the interactive component.
7. The toy according to claim 6, characterized in that: The process of obtaining the emotional state of the interactive object through the perception component includes: Continuously acquire audio information to analyze and acquire tone information of the interactive object, and / or continuously acquire image information to analyze and acquire expression information of the interactive object; The emotional state of the interactive object is determined according to the tone information and / or the expression information.
8. The toy according to claim 5, characterized in that: The toy end also includes: The message reminder light is used to remind the toy end that there is a message that can be broadcasted through the interactive component.
9. An interactive method for educational interaction, characterized in that: The interactive method comprises the following steps: Obtain educational objectives and interactive object labels; Generate an activity plan according to the educational goal and the interactive object label, wherein the activity plan includes interactive scenario information and corresponding interactive information; The activity plan is sent to the toy end, so that when the current situation information of the toy end matches the interaction situation information, the corresponding interaction information is executed, and the interaction effect information of the interaction object on the interaction information is collected and fed back to the parents.
10. The interactive method according to claim 9, characterized in that: The steps of obtaining the educational objectives include: Obtain the educational intention input by parents through the client; The educational intent is identified based on a preset language processing model to obtain the educational goal.
11. The interactive method according to claim 9, characterized in that: The interactive information includes interactive mode and interactive content. The interactive content is multimedia digital data crawled from Internet applications based on the educational objectives, or story data generated according to the educational objectives based on a preset story model.
12. The interactive method according to claim 11, characterized in that: The Internet application includes a social new media application and / or a self-media application, and the step of generating an activity plan according to the educational goal and the interactive object tag includes: Using the educational goal as a query condition, crawling and acquiring solutions from the social new media application and / or self-media application; Filter the solution according to the interactive object label; Extracting the interactive scenario information and execution means according to the screened solutions; An interactive mode and interactive content are generated according to the execution means and the interactive function type of the toy end to form the activity plan.
13. The interactive method according to claim 9, characterized in that: The interactive method further comprises the following steps: The activity plan is adjusted according to the interactive effect information feedback of the interactive object regarding the interactive information.
14. A cloud for educational interaction, characterized in that: The cloud comprises: An acquisition module, used to obtain educational objectives and interactive object labels; A generation module, used to generate an activity plan according to the educational goal and the interactive object label, wherein the activity plan includes interactive scenario information and corresponding interactive information; The communication module is used to send the activity plan to the toy end so that the corresponding interactive information is executed when the current situation information of the toy end matches the interactive situation information, and collect the interactive effect information of the interactive object about the interactive information to feed back to the parents.
15. An interactive system for educational interaction, characterized in that: The interactive system comprises: The client is used to provide user input to set educational goals and interactive object labels; The cloud is used to obtain educational goals and interactive object labels, generate activity plans according to the educational goals and interactive object labels, and push the activity plans to the toy end, wherein the activity plans include interactive scenario information and corresponding interactive information; The toy end is mounted on the toy and is used to obtain the current situation information of the toy, and when the current situation information matches the interactive situation information, execute the corresponding interactive information, and collect the interactive effect information of the interactive object about the interactive information, and feed it back to the client through the cloud.
16. The interactive system according to claim 15, characterized in that: The cloud is also used to remove inappropriate educational targets according to the interactive object labels and send warning information to the client.
Citation Information
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