Method and system for optimizing virtual behavior of participants in meta universe
By determining the context and user behavior in the metacosmic electronic device, classifying and adjusting virtual behavior, the problem of users being unconfident in the virtual world is solved, and a more confident and dignified virtual performance is achieved, improving user experience and interactive security.
Patent Information
- Application Number
- CN202380059438.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-09-12
- Filing Date
- 2023-07-28
- Publication Date
- 2025-03-28
AI Technical Summary
The existing metacosmic electronic devices cannot effectively suppress users' unconfident behavior characteristics and quirks in the virtual world, resulting in users appearing nervous and unconfident in the virtual environment.
The metacosmic context and user's real-world behavior are determined through electronic devices, classified as compliant or non-compliant behavior, and enhance compliance behavior while suppressing non-compliant behavior, thereby optimizing user's virtual behavior.
It realizes providing users with more confident and dignified virtual behaviors in the metaverse, improves user experience and creates a safe interactive environment.
Smart Images

Figure CN119731703A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an electronic device, and more particularly to a method and system for optimizing the virtual behavior of participants in a metaverse. This application is based on and claims priority to Indian provisional application No. 202241051988 filed on September 12, 2022 and Indian full application No. 202241051988 filed on February 6, 2023, the disclosures of which are incorporated herein by reference. Background Art
[0002] The Metaverse is generally considered to be a network of three-dimensional (3D) virtual worlds where users can interact, conduct commerce, and form social connections using their virtual "avatars." Within the Metaverse, users can make friends, raise virtual pets in the Metaverse, design virtual fashion items, buy virtual real estate, attend events, create and sell digital art, and more. The Metaverse has suddenly become a big business for companies to create their own virtual worlds or Metaverse environments. Virtual reality platforms, games, machine learning, blockchain, 3-D graphics, digital currencies, sensors, and (in some cases) VR-enabled headsets are all being used in the Metaverse.
[0003] In existing metaverses / electronic devices, there is a direct translation of user behavior traits and user characteristics / quirks from the real world to the virtual world. As a result, the user's shortcomings are also reflected in the virtual world, which is one of the drawbacks of existing electronic devices. For example, a user may exhibit behavior traits and user characteristics / quirks such as nervousness when speaking in public (1), stuttering / stuttering when speaking (2), trembling voice (3), frequent nose scratching (4), etc., as shown in Figure 1. Figure 1 As shown. Some of the user behavior characteristics and user characteristics / quirks make the user appear unconfident / nervous / anxious / weird / etc. Due to direct conversion, most of the user behavior characteristics and user characteristics / quirks will be visible in the virtual world. The user may not be satisfied with the direct conversion and do not want others to see some of the user's behavior characteristics and user characteristics / quirks, which make the user appear unconfident / nervous / anxious / weird / etc.
[0004] Existing electronic devices provide solutions that allow users to change and improve the appearance of an avatar as desired. Similar enhancements to the personality / behavioral characteristics / characteristics / quirks of a user associated with an avatar are not possible in existing electronic devices. Existing electronic devices are not able to enhance the personality of an avatar in a virtual world based on context. While existing electronic devices provide avatar behavior modification and process user voice and motion independently, existing electronic devices do so without the intent to improve specific behavioral characteristics.
[0005] For example, consider that a user is attending a corporate meeting in the metaverse by utilizing an electronic device such as a VR-enabled headset. The behavioral characteristics and traits of the user exhibited in the real world (such as nail biting and stuttering) are applied to the user's virtual "avatar" in the metaverse. Subsequently, the user may appear unconfident during the corporate meeting in the metaverse, which may not be in the user's best interest.
[0006] It would therefore be desirable to address the above-noted deficiencies or other drawbacks, or at least provide a useful alternative for presenting a user's enhanced personality in the metaverse. Summary of the invention
[0007] The main purpose of the embodiments of this document is to provide a method for optimizing the virtual behavior of a user in a metaverse (virtual world). The method includes determining the metaverse context, modal cues (e.g., auditory, visual, etc.), and real-world user behavior (e.g., behavioral characteristics or quirks) when the user is immersed in the metaverse. Subsequently, the method includes classifying the real-world user behavior as compliant behavior or non-compliant behavior, and enhancing the compliant behavior while suppressing the non-compliant behavior. Therefore, other metaverse users can only see the optimized virtual behavior of the user in the metaverse, which provides a better user experience and also creates a safe environment within the metaverse for user interaction.
[0008] The present invention provides a method for optimizing the virtual behavior of at least one participant in a metaverse, the method comprising: determining, by an electronic device, at least one context of the metaverse; identifying, by the electronic device, the real-world behavior of the at least one participant when the at least one participant is immersed in the metaverse; generating, by the electronic device and based on the at least one context, a virtual behavior corresponding to the real-world behavior; and rendering, by the electronic device and based on the virtual behavior, an avatar of the at least one participant in the metaverse.
[0009] The present invention also provides an electronic device for optimizing the virtual behavior of at least one participant in a metaverse, wherein the electronic device includes: a memory; a processor; and a metaverse personality controller coupled to the memory, wherein the processor is configured to: determine at least one context of the metaverse, identify the real-world behavior of the at least one participant, generate the virtual behavior corresponding to the real-world behavior based on the at least one context, and render the avatar of the at least one participant in the metaverse based on the virtual behavior.
[0010] In addition, embodiments of the present invention disclose a method for optimizing the virtual behavior of a participant in a metaverse. The method includes determining, by an electronic device, a context of the metaverse including the participant. In addition, the method includes determining, by the electronic device, a real-world behavior of the participant. In addition, the method includes generating, by the electronic device, a virtual behavior of the participant based on the context of the metaverse and the real-world behavior of the participant. In addition, the method includes rendering, by the electronic device, an avatar of the participant as having the virtual behavior of the participant in the metaverse.
[0011] In an embodiment, determining the real-world behavior of the participant by the electronic device includes determining, by the electronic device, a plurality of modal cues associated with the participant in the metaverse; and determining, by the electronic device, the real-world behavior of the participant based on the plurality of modal cues.
[0012] In an embodiment, wherein, generating the virtual behavior of the participant by the electronic device based on the context of the metaverse and the real-world behavior of the participant includes detecting, by the electronic device, an inappropriate morphological clue from the multiple modal clues by comparing the real-world behavior of the participant with the context of the metaverse. In addition, the method includes replacing the inappropriate morphological clue with a appropriate morphological clue from the multiple modal clues by the electronic device. In addition, the method includes generating, by the electronic device, the virtual behavior of the participant with the appropriate morphological clue for rendering in the metaverse.
[0013] In an embodiment, the method includes detecting, by the electronic device, real-world user actions of the participant in the metaverse. Additionally, the method includes determining, by the electronic device, behavioral traits and / or behavioral quirks of the participant corresponding to the real-world user actions. Additionally, the method includes determining, by the electronic device, a behavioral score corresponding to the behavioral traits and / or behavioral quirks of the participant. Additionally, the method includes retrieving, by the electronic device, an optimal globally accepted behavioral score for the behavioral traits and / or behavioral quirks based on the context of the metaverse, wherein the optimal globally accepted behavioral score is retrieved by utilizing a global behavioral repository of the electronic device. Additionally, the method includes generating, by the electronic device, a corrective action for the real-world user action by adjusting the behavioral traits and / or behavioral quirks using the optimal globally accepted behavioral score to optimize the virtual behavior of the participant in the metaverse.
[0014] In an embodiment, wherein determining, by the electronic device, the plurality of modal cues associated with the participant in the metaverse comprises determining, by the electronic device, low-level modal information associated with the participant, wherein the low-level modal information is determined by using a modality-specific sensor of the electronic device. Additionally, the method comprises generating, by the electronic device, high-level multimodal information based on the determined low-level modal information, wherein the high-level multimodal information includes, but is not limited to, nail biting, nose scratching, worried facial expressions, trembling voice, and staring eyes. Additionally, the method comprises determining, by the electronic device, the plurality of modal cues associated with the participant in the metaverse based on the generated high-level multimodal information.
[0015] In an embodiment, wherein detecting, by the electronic device, the out-of-scale modal cue from the plurality of modal cues by comparing the real-world behavior of the participant with the context of the metaverse comprises determining, by the electronic device, a delta score associated with the behavior score and the optimal globally accepted behavior score. Additionally, the method comprises determining, by the electronic device, whether the delta score indicates an increment or decrement required to achieve the optimal globally accepted behavior score. Additionally, the method comprises increasing the behavior score in response to determining that the delta score indicates an increment required to achieve the optimal globally accepted behavior score; or decreasing the behavior score in response to determining that the delta score indicates a decrement required to achieve the optimal globally accepted behavior score. Additionally, the method comprises assigning, by the electronic device, a modal cue score based on a user-defined strategy and / or a modal cue with the greatest potential to achieve the optimal globally accepted behavior score. Additionally, the method comprises detecting, by the electronic device, the out-of-scale modal cue from the plurality of modal cues based on the assigned modal cue score and the delta score.
[0016] In an embodiment, the electronic device replaces the inappropriate modal clue with the appropriate modal clue among the plurality of modal clues to indicate performing a corrective action associated with the avatar of the participant.
[0017] In an embodiment, wherein, generating, by the electronic device, a corrective action for the real-world user action by adjusting the behavioral traits and / or behavioral quirks using the optimal globally accepted behavioral score to optimize the virtual behavior of the participant in the metaverse comprises determining, by the electronic device, the corrective action based on a global action repository, a delta score, and a behavioral score corresponding to the behavioral traits and / or behavioral quirks of the participant. Additionally, the method comprises generating, by the electronic device, the corrective action for the real-world user action by applying the determined corrective action on the avatar of the participant to optimize the virtual behavior of the participant in the metaverse.
[0018] In an embodiment, the method includes displaying, by the electronic device on a screen of the electronic device, a message to perform the corrective action associated with the avatar of the participant in the metaverse.
[0019] In an embodiment, the context of the metaverse includes the type of virtual environment occasions generated for the avatar of the user in the metaverse, and the type of virtual environment occasions include but are not limited to public speeches, company meetings, impromptu gatherings, social events and private meetings.
[0020] In an embodiment, the behavioral characteristics and the behavioral quirks indicate the user's personality, and the personality includes but is not limited to confidence, nervousness, professionalism, normality, dignity, joy, friendliness and politeness.
[0021] In an embodiment, wherein the plurality of modal cues include auditory cues and / or visual cues, the auditory cues including but not limited to speech fluency and lack of speech fluency, and the visual cues including but not limited to appropriate gestures, offensive gestures, appearance, sweating, and nail biting.
[0022] Therefore, embodiments herein disclose an electronic device for optimizing the virtual behavior of a participant in a metaverse. The electronic device includes a metaverse personality controller coupled to a processor and a memory. The metaverse personality controller determines a context of the metaverse including the participant. The metaverse personality controller determines a real-world behavior of the participant. The metaverse personality controller generates a virtual behavior of the participant based on the context of the metaverse and the real-world behavior of the participant. The metaverse personality controller renders the avatar of the participant as having the virtual behavior of the participant in the metaverse.
[0023] A method for optimizing the virtual behavior of a participant in a metaverse. The method includes determining, by an electronic device, a context of the metaverse including the participant, and identifying, by the electronic device, the real-world behavior of the participant while immersed in the metaverse. The method also includes detecting, by the electronic device, out-of-scale morphological cues by comparing the real-world behavior of the participant while immersed in the metaverse with the context of the metaverse. In addition, the method includes replacing, by the electronic device, the out-of-scale morphological cues with morphological cues, and generating, by the electronic device, the virtual behavior of the participant in the metaverse with the morphological cues in the morphological cues.
[0024] When considered in conjunction with the following description and the accompanying drawings, these and other aspects of the embodiments herein will be better appreciated and understood. However, it should be understood that the following description, although indicating preferred embodiments and many of their specific details, is provided by way of illustration and not limitation. Many changes and modifications may be made within the scope of the embodiments herein, and the embodiments herein include all of these modifications. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] Embodiments are shown in the accompanying drawings, and the same reference numerals indicate corresponding parts in the various figures throughout the accompanying drawings. The embodiments of the present invention will be better understood from the following description with reference to the accompanying drawings, wherein:
[0026] Figure 1 Showing problem scenarios in existing metaverse systems / electronic devices according to the prior art;
[0027] Figure 2 A block diagram showing an electronic device for enhancing a user's virtual behavior in a metaverse according to an embodiment disclosed herein;
[0028] Figure 3 is a flow chart illustrating a method for optimizing virtual behavior associated with an avatar of a user in a metaverse according to embodiments disclosed herein;
[0029] Figure 4 is an example scenario illustrating improvements to a plurality of behavioral characteristics associated with a user's avatar when attending an interview in a metaverse according to embodiments disclosed herein;
[0030] Figure 5 is an example scenario illustrating improvement in speaking fluency associated with an avatar of a user in a metaverse according to embodiments disclosed herein;
[0031] Figure 6 is an example scenario illustrating behavioral training of a user in a metaverse according to an embodiment disclosed herein;
[0032] Figure 7is an example scenario illustrating corrective actions associated with a user's avatar for preventing misunderstandings in the metaverse according to embodiments disclosed herein; and
[0033] Figure 8 is another example scenario illustrating corrective actions associated with a user's avatar by detecting a child-safe area in the metaverse according to embodiments disclosed herein. DETAILED DESCRIPTION
[0034] The embodiments of the present invention and their various features and advantageous details are explained more fully with reference to the non-limiting embodiments shown in the accompanying drawings and described in detail in the following description. Descriptions of well-known components and processing techniques are omitted so as not to unnecessarily obscure the embodiments of the present invention. In addition, the various embodiments described herein are not necessarily mutually exclusive, because some embodiments can be combined with one or more other embodiments to form new embodiments. Unless otherwise stated, the term "or" used herein refers to a non-exclusive or. The examples used herein are intended only to facilitate understanding of the manner in which the embodiments of the present invention can be practiced, and further enable those skilled in the art to practice the embodiments of the present invention. Therefore, the examples should not be interpreted as limiting the scope of the embodiments of the present invention.
[0035] As traditional in the art, embodiments can be described and illustrated according to the block of performing one or more functions described.These blocks, which may be referred to as units or modules, etc. in this article, are physically implemented by analog or digital circuits (such as logic gates, integrated circuits, microprocessors, microcontrollers, memory circuits, passive electronic components, active electronic components, optical components, hard-wired circuits, etc.), and may be optionally driven by firmware.The circuit may, for example, be implemented in one or more semiconductor chips, or implemented on substrate supports such as printed circuit boards, etc. The circuit constituting the block may be implemented by dedicated hardware, or implemented by a processor (for example, one or more programmed microprocessors and associated circuits), or by a combination of dedicated hardware that performs some functions of the block and a processor that performs other functions of the block.Without departing from the scope of the embodiment, each block of the embodiment may be physically divided into two or more interactive and discrete blocks.Similarly, without departing from the scope, the block of the embodiment may be physically combined into more complex blocks.
[0036] The accompanying drawings are used to help easily understand various technical features, and it should be understood that the embodiments presented herein are not limited by the accompanying drawings. Therefore, in addition to those specifically set forth in the accompanying drawings, the present disclosure should be interpreted as extending to any changes, equivalents and substitutes.
[0037] Throughout this disclosure, the terms "context of the metaverse" and "metaverse context" are used interchangeably and mean the same thing.
[0038] Therefore, embodiments of the present invention disclose a method for optimizing the virtual behavior of a participant in a metaverse. The method includes determining, by an electronic device, a context of a metaverse including a participant. In addition, the method includes determining, by an electronic device, a real-world behavior of a participant. In addition, the method includes generating, by an electronic device, a virtual behavior of a participant based on the context of the metaverse and the real-world behavior of the participant. In addition, the method includes rendering, by an electronic device, an avatar of a participant as having the virtual behavior of the participant in the metaverse.
[0039] Therefore, embodiments herein disclose an electronic device for optimizing the virtual behavior of a participant in a metaverse. The electronic device includes a metaverse personality controller coupled to a processor and a memory. The metaverse personality controller determines a context of a metaverse including a participant. The metaverse personality controller determines a real-world behavior of the participant. The metaverse personality controller generates a virtual behavior of the participant based on the context of the metaverse and the real-world behavior of the participant. The metaverse personality controller renders an avatar of the participant as having the virtual behavior of the participant in the metaverse.
[0040] In conventional methods and systems, the user's behavior in the real world (such as biting nails) (which creates an impression of the user's lack of confidence) is directly projected into the metaverse. There is no mechanism that allows the user to enhance the user's preferred behavioral features and suppress the user's unpreferred behavioral features. Therefore, in situations such as virtual company meetings, the user may appear nervous and unconfident, which may not be in the user's best interest.
[0041] In conventional methods and systems, electronic devices recognize and manage specific actions of users. However, fine-tuning and scaling of actions are not available. Therefore, conventional methods and systems cannot achieve fine control and easy scalability through appropriate parameterization and mapping of user actions.
[0042] Unlike existing methods and systems, the proposed method allows an electronic device to determine a metaverse context (such as a virtual company meeting) while the user is immersed in the metaverse, determine modal cues associated with the user while the user is immersed in the metaverse (e.g., auditory, visual, etc.), and determine real-world user behavior (e.g., biting nails). In addition, the electronic device classifies real-world user actions as compliant or non-compliant actions for a given metaverse context, and enhances compliant actions and suppresses non-compliant actions. As a result, other metaverse users can only see the user's optimized virtual behavior in the metaverse, which provides a way of presenting the user as confident and dignified for the context.
[0043] Unlike existing methods and systems, the proposed method allows an electronic device to perform corrective actions associated with an avatar of a user in the metaverse based on a metaverse context to enhance virtual behavior. The corrective actions are based on globally accepted behaviors that conform to the metaverse context. Thus, the proposed method ensures that the user's avatar is provided to other users in the metaverse in the best possible manner.
[0044] Referring now to the drawings, and more particularly to Figures 2 to 8 , wherein like reference numerals are used throughout to illustrate preferred embodiments of the attached Figure 1 The corresponding features are indicated consistently.
[0045] Figure 2 A block diagram of an electronic device (100) for enhancing a user's virtual behavior in a metaverse according to an embodiment disclosed herein is shown. The electronic device (100) may be, for example, but not limited to, a smart phone, a laptop computer, a desktop computer, a smart watch, a smart TV, an augmented reality device (AR device), a virtual reality device (VR device), an Internet of Things (IoT) device, etc.
[0046] In an embodiment, the electronic device (100) includes a memory (110), a processor (120), a communicator (130), a display (140), and a Metaverse personality controller (150).
[0047] In an embodiment, the memory (110) stores metaverse contexts (e.g., public speeches, corporate meetings, etc.), modal cues associated with users (e.g., auditory cues, visual cues, etc.), user behavior traits / quirks (e.g., confidence, professionalism, normalcy, dignity, joy, friendliness, etc.), low-level modal information associated with users when they are immersed in the metaverse, high-level multimodal information (e.g., nail biting, nose scratching, worried facial expressions, trembling voice, staring eyes, etc.), optimal globally accepted behavior scores, behavior scores associated with the user's behavior traits / quirks, delta scores, and global actions. The memory (110) includes a global behavior repository (111) and a global action repository (112).
[0048] The memory (110) stores instructions to be executed by the processor (120). The memory (110) may include a non-volatile storage element. Examples of such non-volatile storage elements may include a magnetic hard disk, an optical disk, a floppy disk, a flash memory, or a form of an electrically programmable memory (EPROM) or an electrically erasable programmable (EEPROM) memory. In addition, in some examples, the memory (110) may be considered a non-transitory storage medium. The term "non-transitory" may indicate that the storage medium is not implemented in a carrier wave or a propagating signal. However, the term "non-transitory" should not be interpreted as the memory (110) being non-removable. In some examples, the memory (110) may be configured to store a larger amount of information than internal memory. In some instances, the non-transitory storage medium may store data that may change over time (e.g., in a random access memory (RAM) or a cache). The memory (110) may be an internal storage unit, or it may be an external storage unit of the electronic device (100), a cloud storage, or any other type of external storage.
[0049] The processor (120) communicates with the memory (110), the communicator (130), the display (140), and the metaverse personality controller (150). The processor (120) is configured to execute instructions stored in the memory (110) and perform various processes. The processor (120) may include one or more processors, which may be a general-purpose processor (such as a central processing unit (CPU), an application processor (AP), etc.), a graphics processing unit (such as a graphics processing unit (GPU), a visual processing unit (VPU), and / or an artificial intelligence (AI) dedicated processor (such as a neural processing unit (NPU)).
[0050] The communicator (130) is configured to communicate internally between internal hardware components and with external devices (e.g., eNodeB, gNodeB, server, etc.) via one or more networks (e.g., radio technologies). The communicator (130) includes electronic circuits dedicated to implementing standards for wired or wireless communication.
[0051] The display (140) may be a liquid crystal display (LCD), a light emitting diode (LED), an organic light emitting diode (OLED), or another type of display that may also accept user input. Touch, swipe, drag, gesture, voice command, and other user input are examples of user input.
[0052] The Metaverse Personality Controller (150) is implemented by processing circuitry such as logic gates, integrated circuits, microprocessors, microcontrollers, memory circuits, passive electronic components, active electronic components, optical components, hard-wired circuits, etc., and may optionally be driven by firmware. The circuitry may, for example, be implemented in one or more semiconductor chips, or on a substrate support such as a printed circuit board.
[0053] In an embodiment, the Metaverse Personality Controller (150) includes a Metaverse Context Generator (151), a Behavioral Characteristics Controller (152), a Compliance Engine (153), a Corrective Action and Avatar Rendering Controller (154), and an AI Engine (155).
[0054] The metaverse context generator (151) determines the context of the metaverse including the participant. The context of the metaverse includes the type of virtual environment occasion generated for the avatar of the participant in the metaverse, and the type of virtual environment occasion includes but is not limited to public speeches, company meetings, impromptu gatherings, social events, and private meetings. In addition, different metaverse contexts will use different values for the same feature. Different metaverse contexts, such as public speeches, company meetings, and social events. Such relationship scores are learned from participants. Examples of behavioral feature scores are shown in Table 1.
[0055]
Table 1
[0056]
[0057]
[0058] The behavior characteristic controller (152) determines the real-world behavior of the participant. The behavior characteristic controller (152) determines a plurality of modal cues associated with the participant in the metaverse. The plurality of modal cues may be based on historical knowledge. The behavior characteristic controller (152) determines the real-world behavior of the participant based on the plurality of modal cues.
[0059] The behavioral characteristic controller (152) determines low-level modal information associated with the participant. The low-level modal information is determined by using modality-specific sensors. The modality-specific sensors can be, for example, facial expression detection using a camera, a body posture detector, a speech fluency detection sensor, an eye gaze detector, etc. The low-level modal information includes, for example, facial expressions, body postures, speech fluency, and eye gaze direction. The behavioral characteristic controller (152) generates high-level multimodal information based on the determined low-level modal information. The high-level multimodal information includes, but is not limited to, biting nails, scratching the nose, worried facial expressions, trembling voices, and staring eyes. The behavioral characteristic controller (152) determines multiple modal cues associated with the participants in the metaverse based on the generated high-level multimodal information.
[0060] The behavior characteristic controller (152) determines the real-world user actions (e.g., conversations) of the participants in the metaverse. The behavior characteristic controller (152) determines the behavior characteristics or behavior quirks of the participants corresponding to the real-world user actions. The behavior characteristic controller (152) determines the behavior scores corresponding to the behavior characteristics or behavior quirks of the participants. The behavior characteristic controller (152) retrieves the optimal globally accepted behavior scores for the behavior characteristics and behavior quirks based on the context of the metaverse. When the context of the metaverse is a company virtual meeting, a behavior score may be provided, for example, indicating confidence, professionalism, normality, etc. When the context of the metaverse is, for example, a virtual family function, a behavior score may be provided, for example, indicating warmth, happiness, emotion, etc. The optimal globally accepted behavior score is retrieved by utilizing the global behavior warehouse (111) of the electronic device (100), each behavior characteristic / behavior score being affected by one or more modalities. The global behavior warehouse (111) includes, for example, a plurality of globally accepted behavior characteristics stored in the electronic device (100). For example, confidence as shown in Table 2.
[0061]
Table 2
[0062]
[0063]
[0064] The compliance engine (153) detects inappropriate morphological cues from multiple modal cues by comparing the real-world behavior of the participant with the context of the metaverse. The compliance engine (153) replaces the inappropriate morphological cues with appropriate morphological cues from the multiple modal cues. For example, when the context of the metaverse is a virtual family function and the compliance engine (153) detects inappropriate morphological cues of a user in the metaverse (such as the user sleeping), then that may create a very negative impression of the user among family members. Therefore, the inappropriate morphological cues of the user sleeping may be replaced with appropriate morphological cues of the user greeting other users in the metaverse. Replacing the inappropriate morphological cues with appropriate morphological cues from the multiple modal cues indicates to perform a corrective action associated with the participant's avatar.
[0065] The compliance engine (153) determines a delta score associated with a behavior score and an optimal globally accepted behavior score. The compliance engine (153) determines whether the delta score indicates an increment or decrement required to achieve the optimal globally accepted behavior score. The compliance engine (153) increases the behavior score in response to determining that the delta score indicates an increment required to achieve the optimal globally accepted behavior score. The compliance engine (153) decreases the behavior score in response to determining that the delta score indicates a decrement required to achieve the optimal globally accepted behavior score. The compliance engine (153) assigns a modality cue score based on a user-defined policy and a modality cue with the greatest potential to achieve the optimal globally accepted behavior score. The compliance engine (153) detects an out-of-scale modality cue from a plurality of modality cues based on the assigned modality cue score and the delta score.
[0066] The corrective action and avatar rendering controller (154) generates the virtual behavior of the participant based on the context of the metaverse and the real-world behavior of the participant. The corrective action and avatar rendering controller (154) renders the participant's avatar to have the participant's virtual behavior in the metaverse.
[0067] The corrective action and avatar rendering controller (154) determines the corrective action based on the global action repository (112), the difference score, and the behavior score corresponding to the behavior characteristics and / or behavior quirks of the participant. The global action repository (112) includes a plurality of globally accepted compliance actions stored, for example, in the electronic device (100). The corrective action and avatar rendering controller (154) generates a corrective action for the real-world user action by applying the determined corrective action to the participant's avatar to optimize the participant's virtual behavior in the metaverse.
[0068] The corrective action and avatar rendering controller (154) displays a message on the screen (ie, display (140)) of the electronic device (100) to perform a corrective action associated with an avatar of a participant in the metaverse.
[0069] Functions associated with the AI engine (155) may be performed by non-volatile memory, volatile memory, and a processor (120). One or more processors control the processing of input data in accordance with predefined operating rules or AI models stored in non-volatile memory and volatile memory. The predefined operating rules or AI models are provided by training or learning. Here, providing by learning means making predefined operating rules or AI engines (155) of desired characteristics by applying a learning algorithm to a plurality of learning data. Learning may be performed in the device itself in which the AI according to the embodiment is executed, and / or may be implemented by a separate server / system. A learning algorithm is a method for training a predetermined target device (e.g., a robot) using a plurality of learning data to prompt, allow, or control the target device to decide or predict. Examples of learning algorithms include, but are not limited to, supervised learning, unsupervised learning, semi-supervised learning, or reinforcement learning.
[0070] The AI engine (155) may include multiple neural network layers. Each layer has multiple weight values, and the layer operation is performed by the calculation of the previous layer and the operation of the multiple weights. Examples of neural networks include, but are not limited to, convolutional neural networks (CNNs), deep neural networks (DNNs), recurrent neural networks (RNNs), restricted Boltzmann machines (RBMs), deep belief networks (DBNs), bidirectional recurrent deep neural networks (BRDNNs), generative adversarial networks (GANs), and deep Q networks.
[0071] although Figure 2 Various hardware components of the electronic device (100) are shown, but it should be understood that other embodiments are not limited thereto. In other embodiments, the electronic device (100) may include fewer or greater numbers of components. In addition, the labels or names of the components are for illustrative purposes only and do not limit the scope of the embodiments. One or more components may be combined to perform the same or substantially similar functions to optimize the virtual behavior of users in the metaverse.
[0072] Figure 3 300 is a flowchart illustrating a method for optimizing virtual behaviors associated with an avatar of a user in a metaverse according to an embodiment disclosed herein. An electronic device (100) performs various steps (301 to 304) to optimize virtual behaviors associated with an avatar of a user in a metaverse.
[0073] At step 301, the method includes determining a context of a metaverse that includes a participant. At step 302, the method includes determining a real-world behavior of the participant. At step 303, the method includes generating a virtual behavior of the participant based on the context of the metaverse and the real-world behavior of the participant. At step 304, the method includes rendering an avatar of the participant to have the virtual behavior of the participant in the metaverse.
[0074] The various actions, behaviors, blocks, steps, etc. in the flowchart (300) may be performed in the order presented, in a different order, or simultaneously. Additionally, in some embodiments, some of the actions, behaviors, blocks, steps, etc. may be omitted, added, modified, skipped, etc. without departing from the scope of the embodiments.
[0075] Figure 4 is an example scenario illustrating improvements in multiple behavioral characteristics associated with a user's avatar when attending an interview in a metaverse according to embodiments disclosed herein.
[0076] In an example scenario, a user (Ileana) of the electronic device (100) is attending a job interview in the metaverse. In the real world, she appears nervous. Her nervousness is manifested in her unusual behavior (such as nail biting, facial expression of worry, eye staring, and trembling voice). Typically, the virtual world reflects the same behavior. However, using the implemented solution or proposed method, her virtual character (avatar) shows an improved increase in confidence. A step-by-step (401-407) process for improving multiple behavioral characteristics associated with the user's avatar is provided below.
[0077] In steps 401-402, a user / participant (Ileana) needs to attend a job interview in a metaverse (e.g., a virtual environment). Since she is not present in person, she may not be aware of her behavioral traits / quirks, which may lead to a failed interview. To avoid this, while the user is immersed in the metaverse, the metaverse context generator (151) determines the metaverse context of the metaverse (i.e., a company interview). The metaverse context generator (151) then sends information associated with the context of the metaverse to the behavioral trait controller (152).
[0078] In steps 403-404, the behavior characteristic controller (152) determines multiple modal cues associated with the participants in the metaverse (e.g., nail biting, worried facial expression, eye gaze, trembling voice, etc.), and retrieves the optimal globally accepted behavior score by utilizing the global behavior warehouse (111) of the electronic device (100). The optimal globally accepted behavior score is determined based on the context of the metaverse, as shown in Table 3.
[0079]
Table 3
[0080] Optimal globally accepted behavior (feature) Fraction confidence 0.9 Smooth 0.95 clear 0.94 Body language 1.0
[0081] The behavior characteristic controller (152) determines behavior scores associated with the determined plurality of modality cues associated with the participants in the metaverse, as shown in Table 4.
[0082]
Table 4
[0083] Behavior (characteristics) Fraction confidence 0.2 Smooth 0.4 clear 0.5 Body language 0.8
[0084] The behavioral characteristics controller (152) then sends information associated with the behavioral score and the determined plurality of modality cues to the compliance engine (153).
[0085] In steps 405-406, the compliance engine (153) determines a differential score associated with the behavior score and the optimal globally accepted behavior score, as shown in Table 5. The score value depends on the calculation method or subroutine that calculates the difference between the globally accepted score and the currently determined behavior score. The scores given are only reference numbers.
[0086]
Table 5
[0087]
[0088] The compliance engine (153) then assigns modality cue scores based on user-defined policies and / or modality cues with the greatest potential to achieve optimal globally accepted behavior scores, as shown in Table 6.
[0089]
Table 6
[0090]
[0091] The compliance engine (153) detects inappropriate modal cues and / or appropriate modal cues from the plurality of modal cues based on the assigned modal cues scores and delta scores. The compliance engine (153) then sends information associated with the assigned modal cues scores and delta scores to the corrective action and avatar rendering controller (154).
[0092] In step 407, the compliance engine (153) suppresses the modal cues completely or partially. In case of complete suppression, the avatar will behave like an ideal person without flaws. In case of partial suppression, the natural characteristics of the user are proportionally preserved in the avatar. The weighted modal cues in this case indicate the importance of the action of correcting / correcting and rendering the modal cues to improve the personality of the avatar. A score of "0" indicates that the modal cues in optimizing the avatar are ignored because it may not significantly improve the personality of the avatar. A score of "1" indicates that the modal cues are completely suppressed to improve the personality of the avatar.
[0093] For example, the compliance engine (153) replaces inappropriate morphological cues (e.g., worried facial expressions, eye gaze, etc.) with appropriate morphological cues from among multiple modal cues (e.g., nail biting, trembling voice, etc.). The compliance engine (153) then generates a virtual behavior of the participant with appropriate morphological cues for rendering in the metaverse, and / or the compliance engine (153) then generates a corrective action for the real-world user action by adjusting the behavioral characteristics and / or behavioral quirks using the global action repository (112), the differential score, the behavioral score corresponding to the participant's behavioral characteristics and / or behavioral quirks, and the assigned modality clue score. Therefore, other metaverse participants only see the optimized virtual behavior of the user / participant in the metaverse, which provides a better user experience.
[0094] Figure 5 is an example scenario illustrating improvement in speaking fluency associated with an avatar of a user in a metaverse according to embodiments disclosed herein.
[0095] In an example scenario, where a user (John) stutters when he speaks, giving the impression that he is not confident (even though he is confident). He has a book report due in his metaverse classroom. He does not want his stuttering to interfere with his speech, so he allows / enables the proposed method of correcting speech disfluencies to be used. A step-by-step (501-507) process for improving the behavioral characteristic (speech fluency) associated with the user's avatar is provided below.
[0096] In steps 501-502, a user / participant needs to provide a speech in a metaverse (e.g., a virtual environment). Since he stutters when speaking, he gives the impression that he is not confident. To avoid this, when the user is immersed in the metaverse, the metaverse context generator (151) determines the metaverse context of the metaverse (i.e., speech). The metaverse context generator (151) then sends information associated with the context of the metaverse to the behavior feature controller (152).
[0097] In steps 503-504, the behavior characteristic controller (152) determines multiple modal cues (e.g., smiles, gestures, trembling voices, etc.) associated with the participants in the metaverse, and retrieves the optimal globally accepted behavior score by utilizing the global behavior repository (111) of the electronic device (100). The optimal globally accepted behavior score is determined based on the context of the metaverse, as shown in Table 7.
[0098]
Table 7
[0099] Optimal globally accepted behavior (feature) Fraction normal 0.8 confidence 0.7
[0100] The behavior characteristic controller (152) determines behavior scores associated with the determined plurality of modality cues associated with the participants in the metaverse, as shown in Table 8.
[0101]
Table 8
[0102] Behavior (characteristics) Fraction normal 0.2 confidence 0.1
[0103] The behavioral characteristics controller (152) then sends information associated with the behavioral score and the determined plurality of modality cues to the compliance engine (153).
[0104] At steps 505-506, the compliance engine (153) determines a delta score associated with the behavior score and the optimal globally accepted behavior score, as shown in Table 9.
[0105]
Table 9
[0106]
[0107] The compliance engine (153) then assigns modality cue scores based on user-defined policies and / or modality cues with the greatest potential to achieve optimal globally accepted behavior scores, as shown in Table 10.
[0108]
Table 10
[0109] Multiple modal cues Weighted modality cues / assigned cue scores Smile 0.7 gesture 0.5 Trembling sound 1.0
[0110] The compliance engine (153) detects inappropriate modal cues and / or appropriate modal cues from the plurality of modal cues based on the assigned modal cues scores and delta scores. The compliance engine (153) then sends information associated with the assigned modal cues scores and delta scores to the corrective action and avatar rendering controller (154).
[0111] In step 507, the compliance engine (153) suppresses the modal cues completely or partially. In case of complete suppression, the avatar will behave like an ideal person without flaws. In case of partial suppression, the natural characteristics of the user are proportionally preserved in the avatar. The weighted modal cues in this case indicate the importance of the action of correcting / correcting and rendering the modal cues to improve the personality of the avatar. A score of "0.5" indicates that the modal cues in optimizing the avatar are partially ignored because it may not significantly improve the personality of the avatar. A score of "1" indicates that the modal cues are completely suppressed to improve the personality of the avatar.
[0112] For example, the compliance engine (153) replaces inappropriate morphological cues (e.g., worried facial expression, normality, dignified, etc.) with appropriate morphological cues (e.g., trembling voice) from among the plurality of modal cues. The compliance engine (153) then generates the participant's virtual behavior with appropriate morphological cues for rendering in the metaverse, and / or the compliance engine (153) then generates corrective actions for the real-world user's actions by adjusting the behavioral characteristics and / or behavioral quirks using the global action repository (112), the delta score, the behavioral score corresponding to the participant's behavioral characteristics and / or behavioral quirks, and the assigned modality clue score. As a result, other metaverse participants only see the user / participant's optimized virtual behavior in the metaverse, which provides a better user experience.
[0113] Figure 6 is an example scenario illustrating behavioral training for users in a metaverse according to an embodiment disclosed herein.
[0114] In an example scenario, wherein a user (John) picks his nose very frequently, which makes him look unprofessional in work-related situations. Typically, the virtual world reflects the same behavior. However, with the implemented solution / proposed method, the user removes this behavioral quirk and / or trains himself for this behavioral quirk. A step-by-step (601-607) process for improving multiple behavioral features associated with a user's avatar is provided below.
[0115] In steps 601-602, a user / participant needs to attend a job interview in a metaverse (e.g., a virtual environment). Since she is not present in person, she may not be aware of her behavioral traits / quirks, which may lead to a failed interview. To avoid this, while the user is immersed in the metaverse, the metaverse context generator (151) determines the metaverse context of the metaverse (i.e., a company interview). The metaverse context generator (151) then sends information associated with the context of the metaverse to the behavioral trait controller (152).
[0116] In steps 603-604, the behavior characteristic controller (152) determines multiple modal cues associated with the participants in the metaverse (e.g., nail biting, worried facial expression, eye gaze, trembling voice, etc.), and retrieves the optimal globally accepted behavior score by utilizing the global behavior warehouse (111) of the electronic device (100). The optimal globally accepted behavior score is determined based on the context of the metaverse, as shown in Table 11.
[0117]
Table 11
[0118] Optimal globally accepted behavior (feature) Fraction major 1 confidence 0.7
[0119] The behavior characteristics controller (152) determines behavior scores associated with the multiple modal cues determined to be associated with the participants in the metaverse, as shown in Table 12.
[0120]
Table 12
[0121] Behavior (characteristics) Fraction major 0.1 confidence 0.3
[0122] The behavioral characteristics controller (152) then sends information associated with the behavioral score and the determined plurality of modality cues to the compliance engine (153).
[0123] At steps 605-606, the compliance engine (153) determines a delta score associated with the behavior score and the optimal globally accepted behavior score, as shown in Table 13.
[0124]
Table 13
[0125]
[0126] The compliance engine (153) then assigns modality cue scores based on user-defined policies and / or modality cues with the greatest potential to achieve optimal globally accepted behavior scores, as shown in Table 14.
[0127]
Table 14
[0128] Multiple modal cues Weighted modality cues / assigned cue scores Smile 0.5 Hand gesture (picking nose while talking) 1
[0129] The compliance engine (153) detects inappropriate modal cues and / or appropriate modal cues from the plurality of modal cues based on the assigned modal cues scores and delta scores. The compliance engine (153) then sends information associated with the assigned modal cues scores and delta scores to the corrective action and avatar rendering controller (154).
[0130] In step 607, the compliance engine (153) suppresses the modal cues completely or partially. In case of complete suppression, the avatar will behave like an ideal person without flaws. In case of partial suppression, the natural characteristics of the user are proportionally preserved in the avatar. The weighted modal cues in this case indicate the importance of the action of correcting / correcting and rendering the modal cues to improve the personality of the avatar. A score of "0.5" indicates that the modal cues in optimizing the avatar are partially ignored because it may not significantly improve the personality of the avatar. A score of "1" indicates that the modal cues are completely suppressed to improve the personality of the avatar.
[0131] For example, the compliance engine (153) replaces an inappropriate morphological clue (e.g., a smile) with an appropriate morphological clue (e.g., a gesture) from among the plurality of modal clues. The compliance engine (153) then generates a virtual behavior of the participant with appropriate morphological clues for rendering in the metaverse, and / or the compliance engine (153) then generates a corrective action for the real-world user action by adjusting the behavioral characteristics and / or behavioral quirks using the global action repository (112), the differential score, the behavioral score corresponding to the participant's behavioral characteristics and / or behavioral quirks, and the assigned modality clue score. Therefore, other metaverse participants only see the optimized virtual behavior of the user / participant in the metaverse, which provides a better user experience.
[0132] Figure 7 is an example scenario illustrating corrective actions associated with a user's avatar for preventing misunderstandings in the metaverse according to embodiments disclosed herein.
[0133] Since the Metaverse enables people from all over the world to interact with each other, universal rules for what is considered offensive may not be feasible. For example, a user (Sam) is in a Metaverse work environment with a diverse set of colleagues from all over the world, and Sam is speaking to a colleague from a Middle Eastern country, where a thumbs-up gesture is considered offensive. A step-by-step (701-707) process for correcting actions associated with a user's avatar to prevent misunderstandings in the Metaverse is provided below. The applied corrective action may be visible to one or more people. For example, if the group contains one Middle Eastern person and the rest are Westerners, the corrective action will only be visible to the Middle Eastern person. All other people to whom the action may not be offensive will see the original feature.
[0134] In steps 701-702, a user / participant needs to attend a job interview in a metaverse (e.g., a virtual environment). Since he is not present in person, he may not be aware of his behavioral traits / quirks, which may lead to misunderstandings. To avoid this, while the user is immersed in the metaverse, the metaverse context generator (151) determines the metaverse context of the metaverse (i.e., a meeting with a company in a Middle Eastern country). The metaverse context generator (151) then sends information associated with the context of the metaverse to the behavioral trait controller (152).
[0135] In steps 703-704, the behavior characteristic controller (152) determines multiple modal cues (e.g., smile, thumbs-up gesture, etc.) associated with the participant in the metaverse, and retrieves the optimal globally accepted behavior score by utilizing the global behavior repository (111) of the electronic device (100). The optimal globally accepted behavior score is determined based on the context of the metaverse, as shown in Table 15.
[0136]
Table 15
[0137] Optimal globally accepted behavior (feature) Fraction major 1 confidence 0.7
[0138] The behavior characteristics controller (152) determines behavior scores associated with the multiple modal cues determined to be associated with the participants in the metaverse, as shown in Table 16.
[0139]
Table 16
[0140] Behavior (characteristics) Fraction major 0.1 confidence 0.3
[0141] The behavioral characteristics controller (152) then sends information associated with the behavioral score and the determined plurality of modality cues to the compliance engine (153).
[0142] At steps 705-706, the compliance engine (153) determines a delta score associated with the behavior score and the optimal globally accepted behavior score, as shown in Table 17.
[0143]
Table 17
[0144]
[0145]
[0146] The compliance engine (153) then assigns modality cue scores based on user-defined policies and / or modality cues with the greatest potential to achieve optimal globally accepted behavior scores, as shown in Table 18.
[0147]
Table 18
[0148] Multiple modal cues Weighted modality cues / assigned cue scores Smile 0.5 Thumbs up hand gesture 1
[0149] The compliance engine (153) detects inappropriate modal cues and / or appropriate modal cues from the plurality of modal cues based on the assigned modal cues scores and delta scores. The compliance engine (153) then sends information associated with the assigned modal cues scores and delta scores to the corrective action and avatar rendering controller (154).
[0150] In step 707, the compliance engine (153) suppresses the modality cues completely or partially. In case of complete suppression, the avatar will behave like an ideal person without flaws. In case of partial suppression, the natural characteristics of the user are proportionally retained in the avatar. The weighted modality cues in this case indicate the importance of correcting / correcting actions and rendering modality cues for improving the personality of the avatar. A score of "0.5" indicates that the modality cues in optimizing the avatar are partially ignored because it may not significantly improve the personality of the avatar. A score of "1" indicates that the modality cues are completely suppressed to improve the personality of the avatar. The globally accepted behavior score can be that of any popular person (such as an actor, entrepreneur, etc.). In case of complete suppression, the avatar ideally imitates a person whose behavior score exists in the DB. In addition, the globally accepted score is learned from various popular people who are popular in the context. For example, Elon Musk, Jeff Bezos are popular as entrepreneurs. Therefore, the globally accepted behavioral features are the average feature scores of these people.
[0151] For example, the compliance engine (153) replaces an inappropriate morphological clue (e.g., a smile) with an appropriate morphological clue (e.g., a thumbs-up gesture) from a plurality of modal clues. The compliance engine (153) then generates a virtual behavior of the participant with appropriate morphological clues for rendering in the metaverse, and / or the compliance engine (153) then generates a corrective action for the real-world user action by adjusting the behavioral characteristics and / or behavioral quirks using the global action repository (112), the differential score, the behavioral score corresponding to the participant's behavioral characteristics and / or behavioral quirks, and the assigned modal clue score. Therefore, other metaverse participants only see the optimized virtual behavior of the user / participant in the metaverse, which provides a better user experience. If the situation requires, compliance cues can also be negative behavioral characteristics. For example, if the user wants to communicate with a social group in a social setting, we may want to enhance the use of offensive words based on group interactions.
[0152] Figure 8 is another example scenario illustrating corrective actions associated with a user's avatar by detecting a child-safe area in the metaverse according to embodiments disclosed herein.
[0153] In an example scenario, wherein a user utilizes / enables a child-safe area in a metaverse. For example, a user (John) and Gina are in a "child-safe" metaverse store with their nephew. They are talking about the content of last night's game, and the user says something offensive / bad, swears, and forgets that his nephew is nearby. During this time, the proposed method / electronic device (100) for detecting obscene language is installed and child-safe. A step-by-step (801-807) process for correcting actions associated with a user's avatar in the metaverse is provided below.
[0154] In steps 801-802, a user / participant talks to his friends about last night's game, and the user says offensive / bad things, swears, and forgets that his nephew is nearby. To avoid this, while the user is immersed in the Metaverse, the Metaverse Context Generator (151) determines the Metaverse context of the Metaverse (i.e., company interview). The Metaverse Context Generator (151) then sends information associated with the context of the Metaverse to the Behavior Characteristics Controller (152).
[0155] In steps 803-804, the behavior characteristic controller (152) determines a plurality of modal cues (e.g., smile) associated with a participant in the metaverse, and retrieves an optimal globally accepted behavior score by utilizing the global behavior repository (111) of the electronic device (100). The optimal globally accepted behavior score is determined based on the context of the metaverse, as shown in Table 19. The optimal globally accepted behavior score may also be referred to as a predetermined score.
[0156]
Table 19
[0157] Optimal globally accepted behavior (feature) Fraction Obscene 0.1
[0158] The behavior characteristics controller (152) determines behavior scores associated with the multiple modal cues determined to be associated with the participants in the metaverse, as shown in Table 20.
[0159]
Table 20
[0160] Behavior (characteristics) Fraction Obscene 0.7
[0161] The behavioral characteristics controller (152) then sends information associated with the behavioral score and the determined plurality of modality cues to the compliance engine (153).
[0162] In steps 805-806, the compliance engine (153) determines a delta score associated with the behavior score and the optimal globally accepted behavior score, as shown in Table 21. To distinguish from the predetermined score (optimal globally accepted behavior score), the score associated with the participant and his avatar may be referred to as a first score.
[0163]
Table 21
[0164]
[0165] The compliance engine (153) then assigns modality cue scores based on user-defined policies and / or modality cues with the greatest potential to achieve optimal globally accepted behavior scores, as shown in Table 22.
[0166]
Table 22
[0167] Multiple modal cues Weighted modality cues / assigned cue scores Smile 0.5
[0168] The compliance engine (153) detects inappropriate modal cues and / or appropriate modal cues from the plurality of modal cues based on the assigned modal cues scores and delta scores. The compliance engine (153) then sends information associated with the assigned modal cues scores and delta scores to the corrective action and avatar rendering controller (154).
[0169] In step 807, the compliance engine (153) suppresses the modal cues completely or partially. In case of complete suppression, the avatar will behave like an ideal person without flaws. In case of partial suppression, the natural characteristics of the user are proportionally preserved in the avatar. The weighted modal cues in this case indicate the importance of the action of correcting / correcting and rendering the modal cues to improve the personality of the avatar. A score of "0" indicates that the modal cues in the optimization avatar are ignored because it may not significantly improve the personality of the avatar. A score of "1" indicates that the modal cues are completely suppressed to improve the personality of the avatar.
[0170] For example, in Figure 8 In 801, a first person is using a first augmented reality (AR) device and an avatar is visible on a second AR device worn by a second person. Rendering the avatar includes sending a digital representation of the avatar to a second person meeting with the first person, the avatar being displayed on the second AR device. At 801, the first person has used unacceptable language (or gestures) and the avatar has been modified to avoid the language (or gestures). In some embodiments (not shown), the first person receives a message on their screen and may make adjustments based on this feedback. Subsequently, the embodiment generates a second avatar based on the first person's response to the message, and the second avatar is generated and sent to the second person.
[0171] For example, the compliance engine (153) replaces an inappropriate morphological clue (e.g., a smile) with an appropriate morphological clue from among the plurality of modal clues. The compliance engine (153) then generates a virtual behavior of the participant with appropriate morphological clues for rendering in the metaverse, and / or the compliance engine (153) then generates a corrective action for the real-world user action by adjusting the behavioral characteristics and / or behavioral quirks using the global action repository (112), the differential score, the behavioral score corresponding to the participant's behavioral characteristics and / or behavioral quirks, and the assigned modality clue score. Therefore, other metaverse participants only see the optimized virtual behavior of the user / participant in the metaverse, which provides a better user experience.
[0172] In a virtual world, existing metaverse / electronic devices eliminate or replace offensive words, filler words, and phrases of users. Existing metaverse / electronic devices also modify independent speaking parameters such as speech rate, pitch, etc. However, existing metaverse / electronic devices perform such processing regardless of the situational context of the virtual world. Although the proposed method / electronic device (100) eliminates / replaces / enhances speaking parameters / filler words / offensive words or phrases based on the metaverse context. For example, a user who casually uses some offensive words among close friends does not need it to be suppressed. However, in a corporate environment, the same situation must be avoided, which is managed by the proposed method / electronic device (100).
[0173] In addition, the proposed method / electronic device (100) changes multiple modes simultaneously to enhance the user's virtual behavior / personality. For example, in a company interview, the proposed method / electronic device (100) eliminates tension by suppressing trembling voice and physical behavior of biting nails. In addition, the proposed method / electronic device (100). In addition, the proposed method / electronic device (100) controls different behavioral characteristics simultaneously. For example, in a public speech, in addition to giving the user confidence through a non-trembling voice, the proposed method / electronic device (100) also improves body language by suppressing non-compliant actions and enhancing compliant actions.
[0174] The present application discloses, among other things, a method and apparatus for digital signal processing. The digital signal processing is in the form of generating an avatar. The avatar is the interface between a participant in the metaverse and other people they are meeting. The avatar is in the metaverse. The avatar is generated and sent based on an electronic device, and the avatar can be visible with the aid of an AR device worn by a second person. The sending can be performed wired or wirelessly. The embodiment improves the interface, and in addition, as an example, a message can be provided to the participant about the corrective action that is taking place on their avatar. Based on the message, the participant can modify their physical behavior, such as language or gestures, which will in turn be processed by digital signal processing, and this will update the avatar seen by the second person.
[0175] The embodiments disclosed herein may be implemented using at least one hardware device and performing a network management function to control elements.
[0176] The foregoing description of specific embodiments will so fully reveal the general nature of the embodiments herein that others can readily modify and / or adapt such specific embodiments for various applications without departing from the general concepts by applying current knowledge, and therefore, such adaptations and modifications should and are intended to be understood as being within the meaning and scope of equivalents of the disclosed embodiments. It should be understood that the wording or terminology employed herein is for descriptive and not limiting purposes. Therefore, although the embodiments herein have been described according to preferred embodiments, those skilled in the art will recognize that the embodiments herein may be practiced by modification within the scope of the embodiments as described herein.
Claims
1. A method for optimizing the virtual behavior of at least one participant in a metaverse, the method comprising: determining, by an electronic device, at least one context of the metaverse; identifying, by the electronic device, real-world behavior of the at least one participant while the at least one participant is immersed in the metaverse; generating, by the electronic device and based on the at least one context, a virtual behavior corresponding to the real-world behavior; as well as An avatar of the at least one participant in the metaverse is rendered by the electronic device and based on the virtual behavior.
2. The method of claim 1, wherein: Determining the real-world behavior includes: determining, by the electronic device, a plurality of modality cues, wherein the plurality of modality cues are associated with the at least one participant; and The real-world behavior of the at least one participant is determined by the electronic device and based on the plurality of modality cues.
3. The method of claim 2, wherein: Generating the virtual behavior includes: detecting, by the electronic device, at least one inappropriate modality cue among the plurality of modality cues by comparing the real-world behavior to the at least one context; replacing, by the electronic device, the at least one inappropriate morphological clue with at least one appropriate morphological clue; and The virtual behavior is generated by the electronic device, wherein the virtual behavior includes the at least one conforming morphological cue.
4. The method of claim 1, further comprising: detecting, by the electronic device, at least one real-world user action of the at least one participant; determining, by the electronic device, at least one of a behavioral characteristic or a behavioral quirk corresponding to the at least one real-world user action; determining, by the electronic device, a first behavior score corresponding to at least one of the behavior characteristic and the behavior quirk of the at least one participant; retrieving, by the electronic device, a predetermined behavior score for at least one of the behavior characteristic and the behavior quirk from a global behavior repository of the electronic device based on the at least one context; as well as At least one corrective action is generated, by the electronic device, for the at least one real-world user action by adjusting at least one of the behavioral characteristic or the behavioral quirk using the predetermined behavioral score.
5. The method of claim 2, wherein: Determining the plurality of modality cues comprises: determining, by the electronic device, low-level modality information associated with the at least one participant using at least one modality-specific sensor; generating, by the electronic device, high-level multimodal information based on the low-level modality information; and The plurality of modality cues associated with the at least one participant are determined, by the electronic device and based on the high-level multimodal information.
6. The method of claim 3, wherein: Detecting the at least one inappropriate morphological clue comprises: determining, by the electronic device, a delta score associated with the behavior score and a predetermined behavior score; determining, by the electronic device, whether the differential score indicates an increase or decrease required to achieve the predetermined behavior score; The electronic device performs one of the following: In response to determining that the delta score indicates that an increment is needed, increasing the behavior score, or reducing the behavior score in response to determining that the difference score indicates a need for reduction; assigning, by the electronic device, at least one modality cue score based on a user-defined strategy and a modality cue having the greatest potential for achieving the predetermined behavior score; and The at least one out-of-scale modal cue is detected by the electronic device based on the at least one modal cue score and the delta score.
7. The method of claim 3, wherein: The replacing corresponds to performing at least one corrective action associated with the avatar.
8. The method of claim 4, wherein: Generating, by the electronic device, the at least one corrective action comprises: determining, by the electronic device, the at least one corrective action based on at least one of a global action repository, a delta score, and the first behavior score, and Wherein generating the at least one corrective action comprises applying the at least one corrective action to the avatar.
9. The method of claim 1, wherein: The method includes displaying, by the electronic device, at least one message on a screen of the electronic device, wherein the at least one message is configured to indicate at least one corrective action associated with the avatar.
10. The method of claim 1, wherein: The at least one context of the metaverse includes a type of virtual environment setting generated for the avatar, and the type of virtual environment setting includes at least one of a public speech, a company meeting, a casual gathering, a social event, and a private meeting.
11. The method of claim 4, wherein: At least one of the behavioral characteristics or the behavioral quirks indicates a personality of the at least one participant, and the personality includes at least one of confidence, nervousness, professionalism, amateurism, normality, dignity, joy, friendliness, and politeness.
12. The method of claim 2, wherein: The plurality of modality cues include at least one of auditory cues and visual cues.
13. An electronic device for optimizing the virtual behavior of at least one participant in a metaverse, wherein: The electronic device comprises: Memory; Processor; and a metaverse personality controller, coupled to the memory, Wherein, the processor is configured to: determining at least one context of the metaverse, identifying real-world behavior of the at least one participant, generating the virtual behavior corresponding to the real-world behavior based on the at least one context, and An avatar of the at least one participant in the metaverse is rendered based on the virtual behavior.
14. The electronic device as claimed in claim 13, wherein: The processor is further configured to: detecting at least one inappropriate modality cue from among a plurality of modality cues by comparing the real-world behavior to the at least one context; replacing the at least one inappropriate morphological clue with at least one appropriate morphological clue; as well as The virtual behavior is generated with the at least one suitable morphological cue.
15. The electronic device as claimed in claim 14, wherein: The processor is further configured to render the avatar of the at least one participant using the virtual behavior.