Emotion excitation method based on wearable device and related device
By monitoring user location and data through wearable devices, identifying activity events, and playing appropriate motivational voice messages, the problem of low mood when users lack encouragement from others is solved, achieving effective emotional motivation and strengthening of will.
Patent Information
- Application Number
- CN202410235306.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-03-01
- Publication Date
- 2026-02-13
AI Technical Summary
Without encouragement from others, users are prone to becoming negative, making it difficult to persevere in completing difficult, tedious, or arduous tasks.
By monitoring the user's location and related data through wearable devices, the system can determine the type of user's activity events and play appropriate motivational audio at key moments, such as the remaining distance to the summit, travel information, or the beneficial effects of sports activities, and use textual information such as poems and songs to evoke the user's emotions.
It effectively motivates users, helps them maintain a positive mood and a firm will, and prevents them from giving up halfway.
Smart Images

Figure CN121512436A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of emotion control technology, and more specifically, to an emotion stimulation method and related equipment based on wearable devices. Background Technology
[0002] When faced with difficult, tedious, or arduous tasks or setbacks, people's emotions tend to become negative and they may give up halfway through their work if they lack encouragement from others. Although emotions can be soothed by encouragement from others, it is impossible to receive encouragement from others at all times in reality. Therefore, there is an urgent need for a method that can provide encouragement at all times to boost one's morale and enable one to persevere. Summary of the Invention
[0003] The purpose of this invention is to provide an emotion-enhancing method and related equipment based on wearable devices, which plays appropriate motivational voice messages in a timely manner according to the actual events that happen to the user, so that the user receives the best and most effective motivation, thereby enabling the user to have positive emotions and a firm will.
[0004] In a first aspect, the present invention provides an emotion stimulation method based on a wearable device, applied to the control system of the wearable device, comprising the following steps: S1. Control the wearable device to obtain the user's current location, and selectively enable some monitoring functions based on the location to obtain corresponding monitoring data; S2. Determine the event type of the user's current activity based on the monitoring data and report it to the server; S3. Obtain the text information sent by the server to the wearable device according to the event type; S4. Control the wearable device to play the text message to stimulate the user's emotions.
[0005] The present invention provides an emotion-enhancing method based on wearable devices. By analyzing data, the method determines the motivating voice that matches the user's actual situation and provides voice encouragement to the user at the appropriate time, thereby mobilizing the user's positive emotions and strengthening the user's will.
[0006] Furthermore, the monitoring data includes altitude and user heart rate; the event type includes mountain climbing; and the text information includes a first text. The specific steps in step S1 include: S1A1. When the location is in a mountainous area, control the wearable device to monitor the altitude and the user's heart rate; The specific steps in step S2 include: S2A1. When the altitude gradually increases, determine that the event type is mountain climbing, and control the wearable device to report the location and the event type to the server; The specific steps in step S3 include: S3A1. After the server determines that the event type is mountain climbing and obtains the mountain height according to the location, it obtains the mountain height sent by the server and the first text pre-stored in the server; The specific steps in step S4 include: S4A1. When the altitude does not reach the height of the mountain peak, the rate of increase in altitude decreases to a preset first threshold, and the user's heart rate rises to a preset second threshold, control the wearable device to play the first text.
[0007] Controlling wearable devices to play the first text allows for voice encouragement to users at crucial moments, thereby alleviating negative emotions and helping users regain their beliefs and persevere.
[0008] Furthermore, the specific steps in step S3A1 include: S3A11. Control the wearable device to obtain the user's current grade information; S3A12. After the server filters out the poems and texts that describe the mountain peaks corresponding to the grade information from the preset database and uses them as the first text, the server sends the first text.
[0009] Poems and songs describing mountains are relevant to the user's current situation. By connecting the poems with the actual environment, users can better understand the artistic conception of the poems, which can soothe their emotions and inspire their fighting spirit.
[0010] Furthermore, the user data includes navigation routes and movement speed; the event type includes hiking tours; and the text information includes second text. The specific steps in step S1 include: S1B1. When the location is outside the usual area, control the wearable device to monitor the navigation route and the movement speed; the usual area is the area where the user frequently appears; The specific steps in step S2 include: S2B1. When the moving speed is less than a preset third threshold, determine that the event type is hiking, and control the wearable device to report the navigation route and the event type to the server; The specific steps in step S3 include: S3B1. After the server determines that the event type is hiking and obtains tourism information of each tourist point along the navigation route as the second text, the server sends the second text. The specific steps in step S4 include: S4B1. Using each of the tourist spots as target locations, control the wearable device to prioritize playing the tourist information in the second text corresponding to the target location that is closest to the location.
[0011] As the user's journey progresses, information about the nearest tourist destination to the user's current location is played to stimulate the user's interest, eliminate negative emotions caused by fatigue, and thus motivate the user to persevere.
[0012] Furthermore, the specific steps in step S3B1 include: S3B11. Control the wearable device to obtain the user's interests and hobbies; S3B12. After the server filters out all the travel information of the tourist destinations that match the stated interests from the preset database and uses it as the second text, the server sends the second text.
[0013] Furthermore, the monitoring data includes user actions; the event type includes motion; and the text information includes third-party text. The specific steps in step S1 also include: S1C1. When the location is within the frequent area, control the wearable device to monitor the user's actions; the frequent area is the area where the user frequently appears; The specific steps in step S2 also include: S2C1. When the user's action contains continuous and regular action characteristics, determine that the event type is motion, and control the wearable device to report the event type to the server and monitor the amount of motion; The specific steps in step S3 also include: S3C1. After the server determines that the event type is motion, obtain the third text pre-stored in the server; The specific steps in step S4 also include: S4C1. When the amount of exercise increases to a preset fourth threshold, control the wearable device to play the third text.
[0014] Furthermore, the specific steps in step S2C1 also include: S2C11. Determine the sport based on the described motion characteristics; S2C12. Control the wearable device to report the sports activity to the server; The specific steps in step S3C1 also include: S3C11. After the server filters out the beneficial effects related to the sports project from the preset database and uses them as the third text, the server sends the third text. The specific steps in step S4C1 also include: S4C11. Set different fourth thresholds according to different sports.
[0015] Secondly, the present invention provides an emotion stimulation device based on a wearable device, applied to a control system of the wearable device, comprising: The first control module is used to control the wearable device to obtain the user's current location and selectively enable some monitoring functions to obtain corresponding monitoring data based on the location. The judgment module is used to determine the event type of the user's current activity based on the monitoring data and report it to the server; The acquisition module is used to acquire text information sent by the server to the wearable device according to the event type; The second control module is used to control the wearable device to play the text information to stimulate the user's emotions.
[0016] The emotion-enhancing device based on wearable devices provided by this invention can determine the user's current activity events and then play appropriate motivational voice messages for the user in a targeted manner, ensuring that the motivational method is correct and conducive to achieving the best and most effective motivational effect.
[0017] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing computer-readable instructions that, when executed by the processor, perform the steps of the method provided in the first aspect above.
[0018] Fourthly, the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, performs the steps of the method provided in the first aspect above.
[0019] As can be seen from the above, the emotional motivation method based on wearable devices provided by the present invention uses the monitoring data of wearable devices to analyze and judge the actual events that happen to the user, and then uses different text information to give voice motivation to the user for different events. Since the motivational voice is in line with the actual situation of the user, it can better cater to the user's thoughts and give the user the best and most effective motivation, thereby making the user's emotions more positive and the will more determined, and avoiding giving up halfway.
[0020] Other features and advantages of the invention will be set forth in the following description, and will be apparent in part from the description, or may be learned by practicing embodiments of the invention. The objects and other advantages of the invention may be realized and obtained by means of the structures particularly pointed out in the written description and the accompanying drawings. Attached Figure Description
[0021] Figure 1 This is a flowchart of an emotion stimulation method based on wearable devices provided in an embodiment of the present invention.
[0022] Figure 2 This is a schematic diagram illustrating how a wearable device plays the first text based on the difference between the user's current altitude and the mountain's height, as described in an embodiment of the present invention.
[0023] Figure 3 This is a schematic diagram illustrating the determination of event types based on location and resident area level in an embodiment of the present invention.
[0024] Figure 4 This is a map displaying various detailed information in an embodiment of the present invention.
[0025] Figure 5 This is the first map in this embodiment of the invention after hiding other map information unrelated to tourist attractions that are of interest.
[0026] Figure 6 This is a second map in this embodiment of the invention after hiding other map information unrelated to tourist attractions that are of interest.
[0027] Figure 7 This is a schematic diagram of a wearable device-based emotion stimulation device provided in an embodiment of the present invention.
[0028] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention.
[0029] Label Explanation: 100. First control module; 200. Judgment module; 300. Acquisition module; 400. Second control module; 13. Electronic device; 1301. Processor; 1302. Memory; 1303. Communication bus. Detailed Implementation
[0030] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without inventive effort are within the scope of protection of the present invention.
[0031] It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. Furthermore, in the description of this invention, terms such as "first," "second," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0032] Please refer to Figure 1 , Figure 1 This is a flowchart of an emotion stimulation method based on wearable devices. This emotion stimulation method, applied to the control system of a wearable device, includes the following steps: S1. Control the wearable device to obtain the user's current location, and selectively enable some monitoring functions to obtain corresponding monitoring data based on the location; S2. Determine the event type of the user's current activity based on the monitoring data and report it to the server; S3. Obtain the text information sent by the server to the wearable device based on the event type; S4. Control wearable devices to play text messages to motivate users' emotions.
[0033] Existing wearable devices generally integrate multiple monitoring functions, such as monitoring body data, such as heart rate, blood oxygen, body temperature, blood pressure, and sleep quality; monitoring exercise data, such as steps, calorie consumption, exercise type, and training level; and monitoring environmental data, such as altitude and location.
[0034] In practical applications, if wearable devices unconditionally enable all monitoring functions around the clock, the increased power consumption will lead to poor battery life. Therefore, this embodiment only controls the wearable device to monitor the user's location around the clock, and uses changes in location as a condition for enabling some monitoring functions. This ensures that necessary monitoring data can be obtained when needed, thereby achieving the required function. In addition, conditionally controlling the start and stop of monitoring functions can avoid uploading a large amount of useless data to the server, which would affect the transmission of useful data and reduce the server's data processing speed.
[0035] In real life, changes in user location are always purposeful. For example, if a user moves from within a province to outside the province, their purpose might be business or travel; if they are on campus, their purpose might be attending school or taking classes; if they are in a shopping mall, their purpose might be shopping or dining; and if they are in a stadium, their purpose might be exercising. Therefore, this embodiment selectively activates some monitoring functions based on the user's location. Based on the corresponding monitoring data, the user's purpose can be predicted more accurately, thereby determining the user's current activity and then playing appropriate motivational voice messages to ensure the motivational method is correct, thus achieving the best and most effective motivational effect.
[0036] In some embodiments, the monitoring data includes altitude and user heart rate; the event type includes mountain climbing; and the text information includes a first text. The specific steps in step S1 include: S1A1. When the location is in a mountainous area, control the wearable device to monitor altitude and user heart rate; The specific steps in step S2 include: S2A1. As the altitude gradually increases, the event type is determined to be mountain climbing, and the wearable device is controlled to report the location and event type to the server; The specific steps in step S3 include: S3A1. After the server determines that the event type is mountain climbing and obtains the mountain height based on the location, obtain the mountain height sent by the server and the first text pre-stored in the server; The specific steps in step S4 include: S4A1. When the altitude has not reached the peak height and the rate of increase in altitude has decreased to a preset first threshold and the user's heart rate has risen to a preset second threshold, control the wearable device to play the first text.
[0037] In this embodiment, when the user's location is in a mountainous area, such as the Three Mountains and Five Sacred Mountains region, the user's purpose may be mountain climbing, sightseeing, or simply passing through. At this time, the wearable device is controlled to activate the altitude monitoring function. Based on changes in altitude, the user's actual purpose is further determined. For example, when the altitude gradually increases, it can be determined that the user is climbing. At this time, the wearable device is controlled to activate the heart rate monitoring function (which can also be activated simultaneously with the altitude monitoring function). Based on the user's heart rate and the mountain height obtained from the server, the timing for playing the first text is determined. Specifically, for example, when the rate of altitude increase decreases and the user's heart rate rises to a second threshold, the user is likely in a state of fatigue. If the current altitude has not yet reached the mountain peak, i.e., the user has not reached the summit, intense fatigue is most likely to cause negative emotions, causing the user to lose the initial enthusiasm for climbing. At this point, the user's belief is shaken, and they are likely to give up halfway. Therefore, in this embodiment, the wearable device is controlled to play the first text at this moment, providing encouragement to the user through voice at a crucial moment, thereby alleviating the user's negative emotions and helping the user regain their belief and persevere to the end.
[0038] Furthermore, a large amount of text data can be pre-stored in a database on the server. The text data includes a first text. The following are specific examples regarding the first text: In some embodiments, the first text may be, for example, the difference between the user's current altitude and the height of the mountain peak. This difference reflects the user's distance from the target mountaintop, and playing this distance often lets the user know that the target is within reach.
[0039] Specifically, the server calculates the aforementioned difference in real time. When the server receives a request to send the first text to the wearable device, if the difference is greater than a preset fifth threshold, it sends the preset sixth threshold (which can be the fifth threshold) as the first text to the wearable device and controls the wearable device to periodically receive and play the updated first text at a first frequency until the difference is less than or equal to the fifth threshold. If the difference is less than or equal to the fifth threshold, it sends the difference as the first text to the wearable device and controls the wearable device to periodically receive and play the first text at a second frequency (which is less than the first frequency).
[0040] In this embodiment, refer to the appendix. Figure 2In practical applications, the fifth threshold can be set as 10%-20% of the mountain's height or a specific value (such as 300 meters or 500 meters). During mountain climbing, fatigue and the inability to determine the distance to the summit often lead to frustration due to the inability to reach the target. This embodiment sets a fifth threshold as a boundary; when the boundary is reached, the user is informed of the distance to the summit via voice, thus clearly knowing that the target is within reach and strengthening their resolve. Specifically, for example, if the mountain's height is 2km, the fifth threshold is set to 300m. When the difference between the user's current altitude and the mountain's height equals 300m, the wearable device plays the voice message: "300 meters to the summit." The voice message is periodically updated and played based on changes in the user's location; for example, when the difference between the user's current altitude and the mountain's height equals 200m, the wearable device plays the voice message: "200 meters to the summit."
[0041] However, there are times when a user is in a negative emotional state but their location has not reached the preset limit. Even if the wearable device plays the actual distance between the user and the mountaintop, it may not be able to encourage the user, and may even have the opposite effect. Based on the above example, if the difference between the user's current altitude and the mountain's altitude is 1km, and the wearable device plays the voice message "1 kilometer away from the mountaintop," the user may be discouraged and become more frustrated. In this case, this embodiment misrepresents the actual distance by playing a distance value that is more likely to motivate the user (e.g., 500m, 450m, 400m, 350m, 300m, etc. as a sixth threshold, but not limited to this; when the user's location has indeed reached the preset 300m limit, the voice message is played according to the actual distance). This helps to achieve the best and most effective motivational effect.
[0042] It should be noted that if the true distance is frequently misrepresented, users are likely to notice something is wrong. Therefore, wearable devices are generally controlled to play voice messages at a lower update and broadcast frequency. For example, every time the user moves 200m forward, the first text is updated and played as if the user has moved 100m forward.
[0043] In some preferred embodiments, the specific steps in step S3A1 include: S3A11. Control the wearable device to obtain the user's current grade information; S3A12. After the server selects the corresponding grade information and the poem text describing the mountain from the preset database and uses it as the first text, obtain the first text sent by the server.
[0044] Compared to using distance values to motivate users, this embodiment uses poems and songs describing mountains as audio playback to users. Since the poems and songs describing mountains are in line with the user's current scene, users can experience the artistic conception of the poems in combination with the actual environment, which makes it easier to soothe the user's emotions and inspire the user's fighting spirit.
[0045] Furthermore, for student users, poetry texts are filtered based on their grade level. This allows the played poems to be tailored to the student's academic ability, serving both as preview and review exercises. It also motivates students, broadens their knowledge, and deepens their understanding of poetry, thus supporting their learning. Specifically, student grade information, including but not limited to grade, semester, and learning progress, can be pre-entered into the server or wearable device. Then, suitable poetry texts are selected from a pre-set database, and the wearable device is controlled to play them at appropriate times.
[0046] In some embodiments, user data includes navigation routes and movement speed; event types include hiking tours; and text information includes second text. The specific steps in step S1 include: S1B1. When the location is outside the usual area, control the wearable device to monitor the navigation route and movement speed; the usual area is the area where the user frequently appears; The specific steps in step S2 include: S2B1. When the moving speed is less than the preset third threshold, determine that the event type is hiking, and control the wearable device to report the navigation route and event type to the server; The specific steps in step S3 include: S3B1. After the server determines that the event type is hiking and obtains the tourism information of each tourist point along the navigation route as the second text, obtain the second text sent by the server; The specific steps in step S4 include: S4B1. Using each tourist spot as the target location, control the wearable device to prioritize playing the tourist information in the second text corresponding to the target location that is closest to the location.
[0047] In this embodiment, the user's permanent residence area can be actively set by the user, such as by setting up an electronic fence to define areas like schools, companies, residences, and shopping malls. Alternatively, locations with high frequency of occurrence can be designated as permanent residence areas based on historical data. The permanent residence area can be a building. Further, the attributes of each building can be determined based on the time the user appears or stays in each building. For example, if the user is found to be primarily residing in building A from 7 AM to 6 PM and primarily residing in building B from 10 PM to 5 AM the following day, and this pattern continues for several months or years, then building A can be determined to be an office or school, and building B to be a residence. Similarly, if the user is found to be in building A from Monday to Friday, and only in building B on Saturdays and Sundays, and this pattern continues for several weeks or months, then building A can also be determined to be an office or school, and building B to be a residence. Furthermore, based on pre-entered user information, such as age, identity, or grade level, the attribute of building A can be determined more accurately. Beyond these examples, the permanent residence area can also be the town, city, provincial capital, or even the country where the user resides.
[0048] In practical applications, when users leave their usual area to travel to an unfamiliar area, their purpose is likely to be tourism, and they often use navigation software. Therefore, this embodiment controls the wearable device to obtain the navigation route and the user's current movement speed. Furthermore, based on the movement speed, it can be determined whether the user is hiking or traveling by transportation (here, transportation is not limited to public transportation and private transportation, but specifically includes bicycles, electric vehicles, cars, trains, subways, airplanes, ships, etc.). In real life, hiking is more tiring than traveling by transportation. Therefore, the fatigue brought about by long-term hiking often wears down the user's patience, leading to a significant decrease in the interest in the trip, and may eventually cause the user to lose patience and have an emotional breakdown. In this embodiment, for hiking, tourism information of various tourist spots along the route is obtained based on the navigation route and sent as a second text to the wearable device. Then, as the user's journey progresses, tourism information of the tourist spot closest to the user's current location is played, thereby stimulating the user's interest, eliminating the negative emotions brought about by fatigue, and thus achieving the effect of encouraging the user to persevere.
[0049] Furthermore, the specific settings of the permanent location can affect the accuracy of event type judgment. Therefore, the specific settings of the permanent location can be used as one of the reference conditions for controlling wearable devices to enable some monitoring functions.
[0050] For details, please refer to the appendix. Figure 3The system can classify permanent residence areas into different levels, so that each permanent residence area has a corresponding level. The level can be defined based on the area of the permanent residence area. For example, a permanent residence area that is a single building with a small area is classified as level three; a permanent residence area that is a town or urban area with a large area is classified as level two; and a permanent residence area that is a provincial capital or national capital with a huge area is classified as level one.
[0051] Based on this, in some embodiments, the specific steps in step S1B1 may include: When the moving speed is less than the preset third threshold and the location is outside the permanent area with a preset seventh threshold level, the event type is determined to be hiking, and the wearable device is controlled to report the navigation route and event type to the server.
[0052] Based on the above examples, in real life, compared to leaving level 3 and level 2 permanent residence areas, people are more likely to leave level 1 permanent residence areas (i.e., leaving the province and going abroad) for tourism or business trips. Therefore, in this embodiment, when judging the event type, the level of the permanent residence area left by the user is further considered, which helps to improve the accuracy of the judgment and achieve a more accurate judgment of the actual event that the user has experienced. This allows for the provision of appropriate incentive voices to the user, ensuring the best and most effective incentive effect.
[0053] Furthermore, to accurately determine whether a user's purpose is tourism or business trip, the destination in the navigation route can be used as one of the reference conditions for controlling wearable devices to enable certain monitoring functions.
[0054] Based on this, in some embodiments, the specific steps in step S1B1 may include: When the moving speed is less than the preset third threshold and the location is outside the permanent area with a preset seventh threshold, if the destination of the navigation route is a tourist attraction, the event type is determined to be hiking, and the wearable device is controlled to report the navigation route and event type to the server.
[0055] In this embodiment, the type of destination often reveals the purpose of the user's trip. Wearable devices can obtain the destination when monitoring the navigation route. Based on the name of the destination and the names of surrounding buildings, facilities, etc., it can be determined whether the destination is a tourist attraction, thereby making a more accurate judgment on the type of event.
[0056] Specifically, for example, the seventh threshold is set to 1, meaning that the event type will only be determined as hiking if the location is outside the primary permanent area, the movement speed is less than the preset third threshold, and the destination is a tourist attraction.
[0057] In some embodiments, the specific steps in step S3B1 include: S3B11. Control wearable devices to obtain users' interests and hobbies; S3B12. After the server filters out travel information for all tourist destinations that match the user's interests from the preset database and uses it as the second text, retrieve the second text sent by the server.
[0058] In this embodiment, targeted playback of tourist information about selected tourist destinations based on the user's interests helps ensure that the played audio content enhances the user's interest in the trip, thereby stimulating positive emotions and achieving the best and most effective incentive effect.
[0059] Furthermore, step S3B12 includes the following: S3B13. Mark all tourist attractions that match the user's interests along the navigation route on the map and hide other map information that is not related to the tourist attractions.
[0060] In this embodiment, refer to the appendix. Figure 4 Wearable devices generally require navigation software to obtain navigation routes, but existing navigation software lacks location information. Figure 1 Typically, various detailed information is displayed, such as nearby building names, road names, bus stops, and subway stations. However, due to different user purposes, most of this information is often not what the user wants to focus on. For example, if a user needs to go to a bus stop, then a subway station is not the information the user needs to focus on; or if a user needs to go to a tourist destination, then the names of some office buildings, residential areas, shops, etc. along the way are not the information the user needs to focus on. This information fills the limited screen area, which obviously affects the user's ability to obtain the information they want to focus on. In order to make it easier for users to obtain the information they want to focus on during their journey, this embodiment filters tourist destinations and controls the navigation software to display all tourist destinations that match their interests on the map, while hiding some irrelevant information. This results in a simplified map, which is especially suitable for wearable devices with small screens.
[0061] For details, please refer to the appendix. Figure 5 The navigation software can mark tourist attractions that match users' interests on the map using its own search function. For example, if a user's interest is animals, they can search for keywords such as "zoo," "ocean park," or "cat and dog themed cafe" and use the navigation software's marking function to find the target location. Or, if a user's interest is desserts, they can search for and mark dessert shops.
[0062] For details, please refer to the appendix. Figure 6Controlling navigation software to hide other map information unrelated to tourist attractions on the map does not necessarily mean only retaining tourist attractions that match the user's interests. For example, if a user's interest is Ocean Park, the location of Ocean Park and the name of the road segment leading to Ocean Park can be retained; or if a user's interest is taking transportation and Ocean Park, the location of Ocean Park, subway station locations, subway lines, bus station locations, and bus lines can be retained.
[0063] It should be noted that the tourist spots described in this invention include not only tourist attractions but also non-socially recognized tourist attractions such as ordinary parks, shops, streets, and residences. Therefore, the definition of "tourist spot" in this invention is simply "a place that users want to go," and it is actually unrelated to whether the place is socially recognized or well-known.
[0064] Furthermore, when navigation software marks tourist attractions that match users' interests on the map, it can use specific photos of the actual items as markers. For example, a dessert shop could be marked with pictures of the desserts displayed by the shop owner or photos of the shop's products. Compared to traditional navigation software that uses thumbtacks as markers, using images as markers can more directly and effectively increase user interest visually, and when combined with voice prompts, it can further enhance the motivating effect.
[0065] Specifically, in some embodiments, the specific steps in step S3B13 include: When there are corresponding photos of tourist attractions that match your interests, mark the tourist attractions that match your interests on the map along the navigation route using the corresponding photos. When there are no corresponding physical photos of tourist spots that match the interests, AI images generated from the intelligent model based on the interests will be used as corresponding physical photos to mark the tourist spots that match the interests along the navigation route on the map. Hide other map information unrelated to tourist attractions that are not your interests or hobbies.
[0066] In this embodiment, when it is impossible to obtain physical images such as those shown by merchants or photos of sellers' advertisements, the user's interests and hobbies can be used as keywords to generate AI images as physical photos of the tourist destination, which are then displayed as markers on the map. Specifically, the intelligent model can be the existing ChatGPT artificial intelligence model.
[0067] Furthermore, the specific steps in step S4 include: S4B2. Based on the distance between the location and the target location, control the zoom in or out of the real-world photos on the map.
[0068] The size of the real-life photos displayed on the map is adjusted according to distance to highlight key points, attract user attention, and facilitate user viewing. In addition, reducing the size of real-life photos of distant tourist attractions can also prevent multiple large images from filling the limited screen space and affecting the display of navigation routes.
[0069] In some embodiments, the monitoring data includes user actions; the event type includes motion; and the text information includes third-party text. The specific steps in step S1 also include: S1C1. When the location is within a frequently visited area, control the wearable device to monitor the user's actions; the frequently visited area is the area where the user often appears; The specific steps in step S2 also include: S2C1. When a user's actions contain continuous and regular motion characteristics, the event type is determined to be motion, and the wearable device is controlled to report the event type to the server and monitor the amount of motion. The specific steps in step S3 also include: S3C1. After the server determines that the event type is motion, retrieve the third text pre-stored on the server; The specific steps in step S4 also include: S4C1. When the amount of exercise increases to a preset fourth threshold, control the wearable device to play a third text.
[0070] In real life, the intense fatigue and weakness brought about by exercise often lead to irritability, lack of confidence, and even cynicism. As a result, people are very likely to develop resistance and negative emotions, making it difficult to persevere and ultimately giving up halfway.
[0071] This embodiment addresses the event of exercise. Considering that most users choose to exercise in fixed places or areas, such as running along a familiar riverbank, working out at a regular gym, or doing morning exercises in a nearby park, such regular activities make it easier for wearable devices to set up a permanent area. Therefore, whenever the location is within this permanent area, the wearable device is controlled to activate the motion monitoring function to monitor the user's movements.
[0072] Furthermore, considering that most sports have fixed movement patterns, such as the continuous alternating swinging of arms and legs during running, the continuous alternating straightening and bending of arms during pull-ups, and the continuous S-shaped movement of hands during swimming, this embodiment can accurately determine the user's exercise state based on such continuous and regular movements. Subsequently, it predicts the user's fatigue level based on the amount of exercise and controls the wearable device to play the content of the third text when the amount of exercise exceeds the fourth threshold. In this way, the user is encouraged by voice at critical moments, thereby alleviating the user's negative emotions and helping the user regain their belief and persevere to the end.
[0073] Furthermore, the fourth threshold can be set based on the user's physical information. Specifically, the user's physical information can be entered into the server or wearable device. The physical information includes, but is not limited to, age, weight, and daily routine. Based on the different physical information of different users, the exercise limit when the user reaches fatigue can be more accurately determined and used as the fourth threshold.
[0074] Furthermore, a large amount of text data can be pre-stored in a database on the server. This text data includes third-party text. Specific examples of third-party text are listed below: In some embodiments, the third text is, for example, a specific food equivalent to the current amount of exercise. Specifically, the server accumulates the user's exercise in real time and obtains the name of the food equivalent to the calories consumed by the exercise. Then, the food name is played to the user as the third text. For example, if the user has consumed 130 calories, it is equivalent to consuming a bowl of white rice. At this time, the wearable device is controlled to play the voice message: "A bowl of white rice has been consumed".
[0075] Furthermore, in some embodiments, food names that are equivalent to exercise intensity can be removed based on the user's favorite foods. For example, if the user's favorite food is beef, to avoid arousing the user's appetite during exercise and thus undermining the user's will, beef should be removed and replaced with other equivalent food names. For example, the wearable device can be controlled to play "1kg of beef has been consumed" instead of "10 bowls of white rice have been consumed".
[0076] It should be noted that monitoring user actions is a function inherent in existing wearable devices, and the logic and methods for action judgment will not be elaborated here.
[0077] In some embodiments, the specific steps in step S2C1 further include: S2C11. Determine the sport based on movement characteristics; S2C12. Controls wearable devices to report sports activities to the server; The specific steps in step S3C1 also include: S3C11. After the server filters out beneficial effects related to sports from the preset database and uses them as third text, obtain the third text sent by the server; The specific steps in step S4C1 also include: S4C11. Set different fourth thresholds according to different sports.
[0078] Compared to motivating users by using the calories burned during exercise, this embodiment determines the user's current exercise based on movement characteristics and uses the corresponding beneficial effects of that exercise as targeted motivational speech. This approach is more conducive to ensuring that the motivational speech matches the user's current situation, thereby ensuring that the user receives the best and most effective motivation.
[0079] Specifically, for example, if a wearable device detects that a user's hands and feet are swinging rhythmically and continuously, this movement characteristic can be used to determine that the user is running, i.e., the exercise is running. At this point, the server retrieves beneficial effects related to running from the database, such as improved cardiopulmonary function and weight loss, and controls the wearable device to play a voice message such as, "Cardiopulmonary function has improved; endurance now surpasses 80% of peers." Similarly, if the wearable device detects that the user's arms are rhythmically and continuously straightening and bending, this movement characteristic can be used to determine that the user is doing pull-ups, i.e., the exercise is pull-ups. The wearable device can then play a voice message such as, "Upper limb muscles such as biceps and triceps have been strengthened; now you can easily lift a 20 kg dumbbell." This targeted motivation based on the user's current exercise activity makes it easier to mobilize the user's positive emotions and achieve the best and most effective motivational effect.
[0080] Furthermore, since different sports train different body parts, and different body parts can withstand different amounts of exercise—for example, leg muscles are more developed than arm muscles, so the legs can withstand higher levels of training; similarly, back muscles generate more power than abdominal muscles, so the back can withstand higher levels of training—to more accurately determine whether a user is fatigued, different fourth thresholds can be set for different sports. This allows for verbal encouragement at key moments. For example, for running, which primarily trains the legs, the fourth threshold can be the amount of exercise the legs can withstand. For pull-ups, which primarily train the arms, back, and chest, the fourth threshold can be the minimum amount of exercise the legs can withstand. This avoids situations where users are fatigued but do not receive timely and effective encouragement due to incorrect judgment, ensuring effective encouragement and helping to mobilize positive emotions and strengthen the user's willpower.
[0081] It should be noted that for exercises that train the whole body muscles, such as swimming and push-ups, the minimum amount of exercise that each body part can withstand can be used as the fourth threshold. For example, the amount of exercise that the hand can withstand can be used as the fourth threshold.
[0082] It should also be noted that, since everyone's physical condition is different, in order to determine the fourth threshold more accurately, the user's physical examination data can be pre-entered into the server or wearable device. Based on the physical examination data, the amount of exercise that each part of the user's body can withstand can be accurately determined, thereby improving the setting accuracy of the fourth threshold and further improving the accuracy of judging the user's fatigue state.
[0083] Please refer to Figure 7 , Figure 7 This invention provides an emotion-stimulating device based on a wearable device, as described in some embodiments. The device is applied to the control system of the wearable device and is integrated into a backend control device in the form of a computer program. The device includes: The first control module 100 is used to control the wearable device to obtain the user's current location and selectively enable some monitoring functions to obtain corresponding monitoring data based on the location. The judgment module 200 is used to determine the event type of the user's current activity based on the monitoring data and report it to the server; The acquisition module 300 is used to acquire text information sent by the server to the wearable device according to the event type; The second control module 400 is used to control the wearable device to play text information to stimulate the user's emotions.
[0084] In some embodiments, the monitoring data includes altitude and user heart rate; the event type includes mountain climbing; and the text information includes a first text. The first control module 100 executes the following when controlling the wearable device to obtain the user's current location and selectively enabling some monitoring functions to obtain corresponding monitoring data based on the location: S1A1. When the location is in a mountainous area, control the wearable device to monitor altitude and user heart rate; The judgment module 200 executes the following when determining the event type of the user's current activity event based on the monitoring data and reporting it to the server: S2A1. As the altitude gradually increases, the event type is determined to be mountain climbing, and the wearable device is controlled to report the location and event type to the server; The acquisition module 300 executes when acquiring text information sent by the server to the wearable device based on the event type: S3A1. After the server determines that the event type is mountain climbing and obtains the mountain height based on the location, obtain the mountain height sent by the server and the first text pre-stored in the server; The second control module 400 executes when controlling the wearable device to play text messages to motivate the user's emotions: S4A1. When the altitude has not reached the peak height and the rate of increase in altitude has decreased to a preset first threshold and the user's heart rate has risen to a preset second threshold, control the wearable device to play the first text.
[0085] In some embodiments, when the difference between the mountain peak height and the altitude is greater than a preset fifth threshold, a preset sixth threshold is used as the first text; When the difference between the mountain peak height and the altitude is less than or equal to a preset fifth threshold, the fifth threshold is used as the first text; the sixth threshold is less than the difference between the mountain peak height and the altitude but greater than or equal to the fifth threshold.
[0086] In some embodiments, the acquisition module 300 is executed when, after the server determines that the event type is mountain climbing and obtains the mountain height based on the location, it acquires the mountain height sent by the server and the first text pre-stored in the server: S3A11. Control the wearable device to obtain the user's current grade information; S3A12. After the server selects the corresponding grade information and the poem text describing the mountain from the preset database and uses it as the first text, obtain the first text sent by the server.
[0087] In some embodiments, user data includes navigation routes and movement speed; event types include hiking tours; and text information includes second text. The first control module 100 executes the following when controlling the wearable device to obtain the user's current location and selectively enabling some monitoring functions to obtain corresponding monitoring data based on the location: S1B1. When the location is outside the usual area, control the wearable device to monitor the navigation route and movement speed; the usual area is the area where the user frequently appears; The judgment module 200 executes the following when determining the event type of the user's current activity event based on the monitoring data and reporting it to the server: S2B1. When the moving speed is less than the preset third threshold, determine that the event type is hiking, and control the wearable device to report the navigation route and event type to the server; The acquisition module 300 executes when acquiring text information sent by the server to the wearable device based on the event type: S3B1. After the server determines that the event type is hiking and obtains the tourism information of each tourist point along the navigation route as the second text, obtain the second text sent by the server; The second control module 400 executes when controlling the wearable device to play text messages to motivate the user's emotions: S4B1. Using each tourist spot as the target location, control the wearable device to prioritize playing the tourist information in the second text corresponding to the target location that is closest to the location.
[0088] In some embodiments, the first control module 100 controls the wearable device to monitor navigation routes and movement speed when the location is outside the usual area; the usual area is an area where the user frequently visits. When the moving speed is less than the preset third threshold and the location is outside the permanent area with a preset seventh threshold level, the event type is determined to be hiking, and the wearable device is controlled to report the navigation route and event type to the server.
[0089] In some embodiments, the first control module 100 controls the wearable device to monitor navigation routes and movement speed when the location is outside the usual area; the usual area is an area where the user frequently visits. When the moving speed is less than the preset third threshold and the location is outside the permanent area with a preset seventh threshold, if the destination of the navigation route is a tourist attraction, the event type is determined to be hiking, and the wearable device is controlled to report the navigation route and event type to the server.
[0090] In some embodiments, the acquisition module 300 is executed when acquiring the second text sent by the server after the server determines that the event type is hiking and acquires tourism information of various tourist spots along the navigation route as the second text: S3B11. Control wearable devices to obtain users' interests and hobbies; S3B12. After the server filters out travel information for all tourist destinations that match the user's interests from the preset database and uses it as the second text, retrieve the second text sent by the server.
[0091] In some embodiments, the acquisition module 300 performs the following steps after the server has filtered out travel information for all tourist destinations matching the user's interests from a preset database and generated it as second text: S3B13. Mark all tourist attractions that match the user's interests along the navigation route on the map and hide other map information that is not related to the tourist attractions.
[0092] In some embodiments, the acquisition module 300 performs the following steps when marking all tourist attractions on the map that match the user's interests along the navigation route and hiding other map information unrelated to the tourist attractions: When there are corresponding photos of tourist attractions that match your interests, mark the tourist attractions that match your interests on the map along the navigation route using the corresponding photos. When there are no corresponding physical photos of tourist spots that match the interests, AI images generated from the intelligent model based on the interests will be used as corresponding physical photos to mark the tourist spots that match the interests along the navigation route on the map. Hide other map information unrelated to tourist attractions that are not your interests or hobbies.
[0093] In some embodiments, the second control module 400 is executed when controlling the wearable device to play text information to motivate the user's emotions: S4B2. Based on the distance between the location and the target location, control the zoom in or out of the real-world photos on the map.
[0094] In some embodiments, the monitoring data includes user actions; the event type includes motion; and the text information includes third-party text. The first control module 100 executes the following when controlling the wearable device to obtain the user's current location and selectively enabling some monitoring functions to obtain corresponding monitoring data based on the location: S1C1. When the location is within a frequently visited area, control the wearable device to monitor the user's actions; the frequently visited area is the area where the user often appears; The judgment module 200 executes the following when determining the event type of the user's current activity event based on the monitoring data and reporting it to the server: S2C1. When a user's actions contain continuous and regular motion characteristics, the event type is determined to be motion, and the wearable device is controlled to report the event type to the server and monitor the amount of motion. The acquisition module 300 executes when acquiring text information sent by the server to the wearable device based on the event type: S3C1. After the server determines that the event type is motion, retrieve the third text pre-stored on the server; The second control module 400 executes when controlling the wearable device to play text messages to motivate the user's emotions: S4C1. When the amount of exercise increases to a preset fourth threshold, control the wearable device to play a third text.
[0095] In some embodiments, the name of a specific food equivalent to the current amount of exercise is used as a third text.
[0096] In some embodiments, the names of foods other than the user's favorite foods from the specific foods that are equivalent to the current amount of exercise are used as third text.
[0097] In some embodiments, the determination module 200 is executed when, when a user's action contains continuous and regular motion characteristics, it determines that the event type is motion, controls the wearable device to report the event type to the server, and monitors the amount of motion: S2C11. Determine the sport based on movement characteristics; S2C12. Controls wearable devices to report sports activities to the server; The acquisition module 300 is executed when it retrieves third-party text pre-stored on the server after the server determines that the event type is motion: S3C11. After the server filters out beneficial effects related to sports from the preset database and uses them as third text, obtain the third text sent by the server; The second control module 400 executes the following when controlling the wearable device to play third text when the amount of exercise increases to a preset fourth threshold: S4C11. Set different fourth thresholds according to different sports.
[0098] The second control module 400 executes the following when setting different fourth thresholds for different sports: The minimum amount of exercise that each body part can withstand during training for different sports is used as the fourth threshold.
[0099] Please refer to Figure 8 , Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. The present invention provides an electronic device 13, including: a processor 1301 and a memory 1302. The processor 1301 and the memory 1302 are interconnected and communicate with each other through a communication bus 1303 and / or other forms of connection mechanism (not shown). The memory 1302 stores computer-readable instructions executable by the processor 1301. When the electronic device is running, the processor 1301 executes the computer-readable instructions to execute the emotion stimulation method based on a wearable device in any optional implementation of the above embodiments, so as to achieve the following functions: controlling the wearable device to obtain the user's current location and selectively enabling some monitoring functions to obtain corresponding monitoring data according to the location; determining the event type of the user's current activity event according to the monitoring data and reporting it to the server; obtaining text information sent by the server to the wearable device according to the event type; and controlling the wearable device to play the text information to stimulate the user's emotions.
[0100] This invention provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it performs the emotion-stimulating method based on a wearable device in any optional implementation of the above embodiments to achieve the following functions: controlling the wearable device to obtain the user's current location and selectively enabling some monitoring functions to obtain corresponding monitoring data based on the location; determining the event type of the user's current activity based on the monitoring data and reporting it to the server; obtaining text information sent by the server to the wearable device according to the event type; and controlling the wearable device to play the text information to stimulate the user's emotions.
[0101] The computer-readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read Only Memory (EPROM), Programmable Red-Only Memory (PROM), Read-Only Memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk.
[0102] In the embodiments provided by this invention, it should be understood that the disclosed apparatus and method can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0103] Furthermore, the units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0104] Furthermore, the functional modules in the various embodiments of the present invention can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.
[0105] In this document, relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation, without necessarily requiring or implying any such actual relationship or order between these entities or operations.
[0106] The above description is merely an embodiment of the present invention and is not intended to limit the scope of protection of the present invention. For those skilled in the art, the present invention can have various modifications and variations. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.
Claims
1. An emotion stimulation method based on wearable devices, applied to the control system of wearable devices, characterized in that, Includes the following steps: S1. Control the wearable device to obtain the user's current location, and selectively enable some monitoring functions based on the location to obtain corresponding monitoring data; S2. Determine the event type of the user's current activity based on the monitoring data and report it to the server; S3. Obtain the text information sent by the server to the wearable device according to the event type; S4. Control the wearable device to play the text message to stimulate the user's emotions.
2. The emotion stimulation method based on wearable devices according to claim 1, characterized in that, The monitoring data includes altitude and user heart rate; the event type includes mountain climbing; the text information includes a first text. The specific steps in step S1 include: S1A1. When the location is in a mountainous area, control the wearable device to monitor the altitude and the user's heart rate; The specific steps in step S2 include: S2A1. When the altitude gradually increases, determine that the event type is mountain climbing, and control the wearable device to report the location and the event type to the server; The specific steps in step S3 include: S3A1. After the server determines that the event type is mountain climbing and obtains the mountain height according to the location, it obtains the mountain height sent by the server and the first text pre-stored in the server; The specific steps in step S4 include: S4A1. When the altitude does not reach the height of the mountain peak, the rate of increase in altitude decreases to a preset first threshold, and the user's heart rate rises to a preset second threshold, control the wearable device to play the first text.
3. The emotion stimulation method based on wearable devices according to claim 2, characterized in that, The specific steps in step S3A1 include: S3A11. Control the wearable device to obtain the user's current grade information; S3A12. After the server filters out the poems and texts that describe the mountain peaks corresponding to the grade information from the preset database and uses them as the first text, the server sends the first text.
4. The emotion stimulation method based on wearable devices according to claim 1, characterized in that, The user data includes navigation routes and movement speed; the event type includes hiking tours; the text information includes second text. The specific steps in step S1 include: S1B1. When the location is outside the usual area, control the wearable device to monitor the navigation route and the movement speed; the usual area is the area where the user frequently appears; The specific steps in step S2 include: S2B1. When the moving speed is less than a preset third threshold, determine that the event type is hiking, and control the wearable device to report the navigation route and the event type to the server; The specific steps in step S3 include: S3B1. After the server determines that the event type is hiking and obtains tourism information of each tourist point along the navigation route as the second text, the server sends the second text. The specific steps in step S4 include: S4B1. Using each of the tourist spots as target locations, control the wearable device to prioritize playing the tourist information in the second text corresponding to the target location that is closest to the location.
5. The emotion stimulation method based on wearable devices according to claim 4, characterized in that, The specific steps in step S3B1 include: S3B11. Control the wearable device to obtain the user's interests and hobbies; S3B12. After the server filters out all the travel information of the tourist destinations that match the stated interests from the preset database and uses it as the second text, the server sends the second text.
6. The emotion stimulation method based on wearable devices according to claim 1, characterized in that, The monitoring data includes user actions; the event types include motion; the text information includes third-party text. The specific steps in step S1 also include: S1C1. When the location is within the frequent area, control the wearable device to monitor the user's actions; the frequent area is the area where the user frequently appears; The specific steps in step S2 also include: S2C1. When the user's action contains continuous and regular action characteristics, determine that the event type is motion, and control the wearable device to report the event type to the server and monitor the amount of motion; The specific steps in step S3 also include: S3C1. After the server determines that the event type is motion, obtain the third text pre-stored in the server; The specific steps in step S4 also include: S4C1. When the amount of exercise increases to a preset fourth threshold, control the wearable device to play the third text.
7. The emotion stimulation method based on wearable devices according to claim 6, characterized in that, The specific steps in step S2C1 also include: S2C11. Determine the sport based on the described motion characteristics; S2C12. Control the wearable device to report the sports activity to the server; The specific steps in step S3C1 also include: S3C11. After the server filters out the beneficial effects related to the sports project from the preset database and uses them as the third text, the server sends the third text. The specific steps in step S4C1 also include: S4C11. Set different fourth thresholds according to different sports.
8. An emotion-stimulating device based on a wearable device, applied to the control system of the wearable device, characterized in that, include: The first control module is used to control the wearable device to obtain the user's current location and selectively enable some monitoring functions to obtain corresponding monitoring data based on the location. The judgment module is used to determine the event type of the user's current activity based on the monitoring data and report it to the server; The acquisition module is used to acquire text information sent by the server to the wearable device according to the event type; The second control module is used to control the wearable device to play the text information to stimulate the user's emotions.
9. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-readable instructions, which, when executed by the processor, perform the steps of the emotion stimulation method based on a wearable device as described in any one of claims 1-7.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it performs the steps of the emotion stimulation method based on wearable devices as described in any one of claims 1-7.