Interaction method and system and electronic equipment
By generating and displaying personalized cartoon characters, the lack of interactivity in smart electronic devices is solved, enabling emotion regulation and feedback, and improving the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2026-03-20
AI Technical Summary
Existing smart electronic devices lack interactivity and cannot meet users' diverse emotional regulation needs, especially in terms of emotion detection and feedback.
By generating and displaying personalized cartoon characters that can represent users' emotions, and supporting users to interact with these cartoon characters, emotion regulation can be achieved and interactivity can be improved.
It effectively promotes social exploration and emotional regulation among users, provides feedback to regulate users' emotions, and improves user experience.
Smart Images

Figure CN121704680A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of terminal technology, and in particular to an interaction method, system and electronic device. Background Technology
[0002] With the rapid development of terminal technology, more and more smart electronic devices (such as smartwatches, smart bracelets, and other wearable devices) are entering users' lives. However, these electronic devices currently lack interactivity and cannot meet users' diverse needs (such as the need for electronic devices to help users regulate their emotions). Summary of the Invention
[0003] This application provides an interactive method, system, and electronic device that can generate and display personalized cartoon characters that can represent user emotions, and support users in regulating their emotions by interacting with the cartoon characters, thereby improving interactivity.
[0004] In a first aspect, embodiments of this application provide an interaction method applied to a communication system including a first electronic device and a second electronic device. The method includes: the first electronic device detecting the emotion of a first user; the first electronic device sending a first message to the second electronic device, the first message instructing the second electronic device to display a first virtual avatar in a first emotion, the first emotion being the emotion of the first user detected by the first electronic device; the second electronic device displaying a first interface, the first interface including the first virtual avatar in the first emotion; the second electronic device detecting a first operation by the second user on the first virtual avatar; in response to the first operation, the second electronic device sending a second message to the first electronic device; the first electronic device receiving the second message and performing a first function based on the second message; wherein performing the first function includes one or more of the following: outputting a second interface, outputting first audio, running an AI chat, and running a first game.
[0005] The second electronic device can be a remote device, and the first electronic device can be a local device (i.e., the emotion detection device). The first interface can be an interface displaying the first virtual avatar, which can be displayed in full screen or not (e.g., in the form of cards). The first virtual avatar can be the virtual avatar corresponding to the first user. The first user can be a user of the first electronic device, and the second user can be a user of the second electronic device. The second interface can be an interface for playing videos / animations / mindfulness exercises to regulate the user's emotions. The first audio can be audio used to regulate the user's emotions, and the first game can be a game used to regulate the user's emotions (e.g., the aforementioned games such as striking a wooden fish or playing with prayer beads). The second interface and the first audio can be determined based on the first operation; they can be preset soothing interfaces / soothing audio or temporarily generated soothing interfaces / soothing audio.
[0006] By implementing the method provided in the first aspect, the virtual avatar displayed on the local device can be displayed on the remote device, which can effectively promote users' social exploration needs. Furthermore, users on the remote device can provide feedback to users on the local device by interacting with the virtual avatar, thereby regulating the emotions of users on the local device and facilitating effective care and communication between different users.
[0007] In one possible implementation, the first operation is an operation performed on the first virtual image; or, the first operation is an operation performed on the functional controls included in the first interface.
[0008] In one possible implementation, the first emotion is a negative emotion, the first operation is an operation used to appease the first user, and the second interface is an interface used to appease the first virtual avatar.
[0009] In this way, if the second user discovers that the first user is in a negative mood, the second user can provide appropriate feedback to the first user by performing a soothing operation on the virtual avatar corresponding to the first user, thereby achieving the purpose of regulating the first user's emotions.
[0010] In one possible implementation, the second interface includes a first virtual image in a first state, which corresponds to the first operation.
[0011] In one possible implementation, after the first electronic device performs a first function based on a second message, the method further includes: the first electronic device sending a third message to the second electronic device; the second electronic device displaying a third interface based on the third message, the third interface including a first virtual avatar, the first virtual avatar being in a second emotion, the second emotion being the emotion of the first user detected by the first electronic device after performing the first function.
[0012] In this way, after the first user's emotion changes from the first emotion to the second emotion, the first electronic device can notify the second electronic device so that the second electronic device can update the display of the first virtual avatar.
[0013] In one possible implementation, the first virtual avatar is generated based on first data, which is physiological data of a first user used to determine the emotion; or, the first virtual avatar is generated based on first data and second data, where the second data is personalized information of the first user, which includes one or more of the following: environmental information of the first user, exercise and health data, event information related to the generation of the first emotion, and personal information of the first user.
[0014] In other words, the first virtual avatar can be generated solely based on the user's emotions, or it can be generated based on multiple factors (such as the user's emotions, environmental information, exercise and health data, event information related to the current emotions, the user's personality type, etc.).
[0015] In one possible implementation, the first interface is displayed in full screen, or the first interface is displayed in the form of a card.
[0016] In this way, the first interface can be presented in multiple forms.
[0017] In one possible implementation, before the second electronic device displays the first interface, the method further includes: the first electronic device detecting an operation by which the first user grants the second electronic device permission to display the first virtual avatar.
[0018] In this way, only when the first user authorizes the first electronic device can other electronic devices (i.e., remote devices) display the first virtual avatar.
[0019] In one possible implementation, the first electronic device sending a first message to the second electronic device includes: in response to a first triggering event, the first electronic device sending a first message to the second electronic device; wherein the first triggering event includes one or more of the following: a change in the emotion detection result of the first user satisfies a first preset condition; a change in the environmental information of the first user satisfies a second preset condition; a change in the exercise and health data of the first user satisfies a third preset condition; and the associated event information corresponding to the first user satisfies a fourth preset condition.
[0020] Secondly, embodiments of this application provide an interaction method applied to a second electronic device. The method includes: the second electronic device receiving a first message sent by a first electronic device; in response to the first message, the second electronic device displaying a first interface, the first interface including a first virtual image in a first emotion, the first emotion being an emotion of a first user detected by the first electronic device; the second electronic device detecting a first operation by a second user on the first virtual image; in response to the first operation, the second electronic device sending a second message to the first electronic device, the second message instructing the first electronic device to perform a first function; wherein performing the first function includes one or more of the following: outputting a second interface, outputting first audio, running an AI chat, and running a first game.
[0021] In one possible implementation, the first operation is an operation performed on the first virtual image; or, the first operation is an operation performed on the functional controls included in the first interface.
[0022] In one possible implementation, the first emotion is a negative emotion, the first operation is an operation used to appease the first user, and the second interface is an interface used to appease the first virtual avatar.
[0023] In one possible implementation, the second interface includes a first virtual image in a first state, which corresponds to the first operation.
[0024] In one possible implementation, after the second electronic device sends a second message to the first electronic device, the method further includes: the second electronic device receiving a third message sent by the first electronic device; the second electronic device displaying a third interface based on the third message, the third interface including a first virtual avatar, the first virtual avatar being in a second emotion, the second emotion being the emotion of the first user detected by the first electronic device after performing the first function.
[0025] In one possible implementation, the first virtual avatar is generated based on first data, which is physiological data of a first user used to determine the emotion; or, the first virtual avatar is generated based on first data and second data, where the second data is personalized information of the first user, which includes one or more of the following: environmental information of the first user, exercise and health data, event information related to the generation of the first emotion, and personal information of the first user.
[0026] In one possible implementation, the first interface is displayed in full screen, or the first interface is displayed in the form of a card.
[0027] In one possible implementation, the second electronic device is granted permission to display the first virtual avatar.
[0028] In one possible implementation, the permission to display the first virtual avatar specifically includes: the permission to display the first virtual avatar on a fourth interface, the fourth interface including one or more of the following: the negative one screen interface, the lock screen interface, the desktop, the always-on display interface, and the application interface; and / or, the permission to display the first virtual avatar during a first time period.
[0029] In this way, the first user can independently set which interfaces and time periods the first virtual avatar will be displayed on the remote device.
[0030] Thirdly, embodiments of this application provide an interaction method applied to a first electronic device. The method includes: the first electronic device detecting the emotion of a first user; the first electronic device sending a first message to a second electronic device, the first message instructing the second electronic device to display a first virtual image in a first emotion, the first emotion being the emotion of the first user detected by the first electronic device; the first electronic device receiving a second message sent by the second electronic device; and the first electronic device performing a first function based on the second message; wherein performing the first function includes one or more of the following: outputting a second interface, outputting first audio, running an artificial intelligence chat, and running a first game.
[0031] In one possible implementation, the second interface includes a first virtual avatar in a first state, which is determined based on a second message.
[0032] In one possible implementation, before the first electronic device sends a second message to the second electronic device, the method further includes: the first electronic device acquiring first data and generating a first virtual avatar based on the first data, wherein the first data is physiological data of a first user used to determine the emotion; or, the first electronic device acquiring first data and second data and generating a first virtual avatar based on the first data and second data, wherein the second data is personalized information of the first user, wherein the personalized information of the first user includes one or more of the following: environmental information of the first user, sports and health data, event information related to the generation of the first emotion, and personal information of the first user.
[0033] In one possible implementation, before the first electronic device sends the first message to the second electronic device, the method further includes: the first electronic device detecting an operation by which the first user grants the second electronic device permission to display the first virtual avatar.
[0034] In one possible implementation, the first electronic device detects an operation by which the first user grants the second electronic device permission to display the first virtual avatar, specifically including: the first electronic device detecting an operation by which the first user grants the second electronic device permission to display the first virtual avatar on a first interface, the first interface including one or more of the following: a negative one screen interface, a lock screen interface, a desktop, an always-on display interface, and an application interface; and / or, the first electronic device detecting an operation by which the first user grants the second electronic device permission to display the first virtual avatar during a first time period.
[0035] In one possible implementation, the method further includes: a first electronic device acquiring third data, the third data including one or more emotions generated by the first user during a second time period, and factors associated with one or more emotions, the factors including one or more of the first user's activity trajectory, schedule information, body movements, facial expressions, and frequency of speech; the first electronic device determining the first user's personality type based on the third data.
[0036] In one possible implementation, the method further includes: a first electronic device displaying a first virtual avatar in a second emotion, the second emotion being an emotion detected by the first electronic device for a first user; the first electronic device detecting a first operation performed by the first user on the second virtual avatar; in response to the first operation, the first electronic device executing a second function based on a first emotion regulation strategy, the first emotion regulation strategy being determined from multiple emotion regulation strategies based on a first condition, the first condition including one or more of the following: the first emotion regulation strategy is effective for the first user, the first user's personality type is a first personality type, and the first user is in a first scenario; wherein, the effectiveness includes: after executing the second function, the first electronic device detecting that the first user's emotion changes to a third emotion, the third emotion being a positive emotion relative to the second emotion.
[0037] In one possible implementation, the first emotion regulation strategy includes one or more of the following: outputting a soothing interface, outputting soothing audio, running an AI chat, or running a game.
[0038] In one possible implementation, the method further includes: a first electronic device anticipating that a first event will occur at a first moment, wherein the first event is a factor that triggers the first user to generate a fourth emotion; the first electronic device outputting a first prompt message, the first prompt message being used to prompt the first user to regulate their emotions.
[0039] In this way, when an event is about to occur, users' emotions can be predicted, and relevant reminders can be given to users in advance so that they can adjust their emotions in time.
[0040] In one possible implementation, the first electronic device sending a first message to the second electronic device includes: in response to a first triggering event, the first electronic device sending a first message to the second electronic device; wherein the first triggering event includes one or more of the following: a change in the emotion detection result of the first user satisfies a first preset condition; a change in the environmental information of the first user satisfies a second preset condition; a change in the exercise and health data of the first user satisfies a third preset condition; and the associated event information corresponding to the first user satisfies a fourth preset condition.
[0041] Fourthly, this application provides an emotion display method, comprising: a first electronic device detecting the state of a first user; when a first triggering condition is met, the first electronic device displays a first interface, the first interface including a first virtual image in a first state; the first virtual image in the first state is used to indicate the first user's first emotion when the first triggering condition is met; when a second triggering condition is met, the first electronic device displays a second interface, the second interface including a first virtual image in a second state; the first virtual image in the second state is used to indicate the first user's second emotion when the second triggering condition is met. The first and second triggering conditions occur at different times, and the content of these two triggering conditions can be the same or different. For example, both triggering conditions could be wrist-raise to wake the screen, or one could be wrist-raise to wake the screen while the other is pressing the crown to wake the screen or detecting a change in the user's emotion. Based on the user's emotion, the electronic device can dynamically display a virtual image representing the user's current emotion.
[0042] In one possible implementation, the first interface displays a first color corresponding to the first emotion; the second interface displays a second color corresponding to the second emotion. When displaying a virtual avatar, the electronic device can use the color corresponding to the displayed emotion as the color of the virtual avatar or the background color, so that the user can more clearly see the emotion represented by the virtual avatar by seeing the color.
[0043] In one possible implementation, when the first emotion differs from the second emotion, the first state differs from the second state; or, when the first emotion differs from the second emotion, the first color differs from the second color. When the user is in different emotions, the virtual avatar displayed on the electronic device has a different state, or the displayed interface has a different color.
[0044] Fifthly, embodiments of this application provide a chip system, including: a processor coupled to a memory, the memory being used to store programs or instructions, and when the program or instructions are executed by the processor, causing the chip system to perform the method described in any of the possible implementations of the second, third, or fourth aspects described above.
[0045] In a sixth aspect, embodiments of this application provide an electronic device including one or more processors and one or more memories; wherein the one or more memories are coupled to the one or more processors, and the one or more memories are used to store computer program code, the computer program code including computer instructions, which, when the one or more processors execute the computer instructions, cause the electronic device to perform the method described in any of the possible implementations of the second, third, or fourth aspects described above.
[0046] In a seventh aspect, embodiments of this application provide a computer storage medium storing a computer program, the computer program including program instructions that, when executed on an electronic device, cause the electronic device to perform the method described in any of the possible implementations of the second, third, or fourth aspects described above.
[0047] Eighthly, embodiments of this application provide a computer program product that, when run on a computer, causes the computer to perform the method described in any of the possible implementations of the second, third, or fourth aspects described above. Attached Figure Description
[0048] Figure 1 This is a schematic diagram of the architecture of a communication system provided in an embodiment of this application;
[0049] Figure 2A This is a flowchart illustrating a method for generating an emotional cartoon character according to an embodiment of this application;
[0050] Figure 2B This is a schematic diagram illustrating the generation of an emotional cartoon character according to an embodiment of this application;
[0051] Figure 2C This is a schematic diagram illustrating another method for generating emotional cartoon characters, provided in an embodiment of this application.
[0052] Figures 3A-3H This is a schematic diagram of a set of generated emotional cartoon characters provided in the embodiments of this application;
[0053] Figure 4A This is a flowchart illustrating a method for displaying an emotional cartoon character according to an embodiment of this application;
[0054] Figure 4B This is a schematic diagram illustrating a cartoon character displaying emotions, provided in an embodiment of this application.
[0055] Figures 5A-5K These are schematic diagrams of a user interface involved in setting the display of an emotional cartoon character, provided in the embodiments of this application.
[0056] Figures 6A-6H This is a schematic diagram of the user interface involved when a set of emotional cartoon characters provided in this application are displayed on different devices;
[0057] Figure 7A This is a flowchart illustrating a method for personality type prediction, emotion prediction, and regulation provided in an embodiment of this application.
[0058] Figure 7BThis is a schematic diagram of a personality type prediction, emotion prediction, and emotion regulation method provided in an embodiment of this application;
[0059] Figure 8A This is a flowchart illustrating a personalized emotion regulation strategy generation method provided in an embodiment of this application;
[0060] Figure 8B This is a schematic diagram illustrating a personalized emotion regulation strategy provided in an embodiment of this application;
[0061] Figure 8C This is a schematic diagram of a personalized emotion regulation strategy provided in an embodiment of this application;
[0062] Figures 9A-9C These are schematic diagrams of a set of user interfaces for mood regulation through video / animation playback, provided in embodiments of this application.
[0063] Figures 10A-10B This is a set of user interface diagrams for mood regulation through audio playback provided in the embodiments of this application;
[0064] Figures 11A-11B This is a set of user interface diagrams for emotion regulation through conversation and expression, provided in an embodiment of this application.
[0065] Figures 12A-12D This is a set of user interface diagrams for emotion regulation through mindfulness practice provided in the embodiments of this application;
[0066] Figures 13A-13D This is a set of user interface diagrams for emotion regulation through mini-games provided in the embodiments of this application;
[0067] Figure 14 This is a schematic diagram of a user interface providing emotion regulation services according to an embodiment of this application;
[0068] Figures 15A-15G This is a set of user interface diagrams provided in the embodiments of this application for performing emotion regulation for users of remote devices;
[0069] Figure 16 This is a schematic diagram of an interaction method provided in an embodiment of this application;
[0070] Figures 17A-17H This is a schematic diagram of another emotion display and interaction method provided in an embodiment of this application;
[0071] Figure 18 This is a schematic diagram of the structure of an electronic device 100 provided in an embodiment of this application;
[0072] Figure 19This is a schematic diagram of the software structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0073] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. In the description of the embodiments of this application, unless otherwise stated, " / " means "or," for example, A / B can mean A or B; "and / or" in the text is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. Furthermore, in the description of the embodiments of this application, "multiple" refers to two or more than two.
[0074] It should be understood that the terms "first," "second," etc., in the specification, claims, and drawings of this application are used to distinguish different objects, not to describe a specific order. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or apparatus that includes a series of steps or units is not limited to the listed steps or units, but may optionally include steps or units not listed, or may optionally include other steps or units inherent to these processes, methods, products, or apparatuses.
[0075] In this application, the reference to "embodiment" means that a specific feature, structure, or characteristic described in connection with an embodiment may be included in at least one embodiment of this application. The appearance of this phrase in various places throughout the specification does not necessarily refer to the same embodiment, nor is it a mutually exclusive, independent, or alternative embodiment. It will be explicitly and implicitly understood by those skilled in the art that the embodiments described in this application can be combined with other embodiments.
[0076] The term "user interface (UI)" used in the following embodiments of this application refers to the medium interface through which an application or operating system interacts and exchanges information with the user. It realizes the conversion between the internal form of information and the form that the user can accept. The user interface is source code written in a specific computer language such as Java or Extensible Markup Language (XML). The interface source code is parsed and rendered on the electronic device, ultimately presenting content that the user can recognize. A common form of user interface is the graphical user interface (GUI), which refers to a user interface related to computer operation displayed graphically. It can be visible interface elements such as text, icons, buttons, menus, tabs, text boxes, dialog boxes, status bars, navigation bars, and widgets displayed on the screen of an electronic device.
[0077] Currently, many smart electronic devices (such as smartwatches, smart bracelets, and other wearable devices) display unchanging or rotating content on their watch faces, themes, and service cards. This lack of interactivity in their interface design fails to meet diverse user interaction needs. For example, when users are unknowingly immersed in negative emotions, electronic devices cannot effectively remind or intervene to help them regulate their emotions. Furthermore, in deep social scenarios such as parent-child relationships, romantic relationships, and friendships, users cannot use electronic devices to perceive the other person's emotions, thus hindering effective communication based on those emotions.
[0078] To address the aforementioned issues, this application provides an interaction method. The electronic device 100 can perform emotion detection based on the user's physiological data, generate emotion detection results, and, optionally, combine these results with the user's personalized information (such as environmental information, exercise and health data, related event information, and personal information) to generate a personalized virtual avatar that represents the user's emotions. This virtual avatar can be displayed on the electronic device 100 itself, or on the user's other devices (i.e., other devices logged into the same account as the local device) or on other people's devices. This effectively promotes the user's social exploration needs, facilitating self-care and care for others. Furthermore, the electronic device 100 can support user interaction with the virtual avatar, providing different feedback based on different emotional states. This effectively regulates the user's emotions and improves the user experience.
[0079] The above methods can be applied to various scenarios. For example, in the automotive scenario, the driver's emotions can be detected during driving, and negative or high-stress emotions can be alleviated in a timely manner, improving driving safety. In the smart home scenario, users can be guided to regulate their emotions by using home appliances such as massage chairs and treadmills based on their emotions. Furthermore, the changes in users' emotions before and after use can be compared to evaluate the effect of emotion improvement. In the gaming scenario, the player's emotions can be detected in real time, and the game difficulty can be automatically adjusted based on the player's emotions. In the scenario of children's education and emotional support, the emotional state of children or the elderly can be detected, and psychological counseling can be provided when necessary. In the scenario of digital human emotional companionship, it can be online 24 hours a day, providing human-like chat and offering emotional healing services when users are detected to be in a bad mood. In the scenario of caring for people in high-pressure industries, the emotional trends of people in high-pressure industries can be monitored in real time, and psychological counseling can be provided when necessary; and so on.
[0080] It should be noted that the virtual image (also called a character image) mentioned in the embodiments of this application can be of various types, such as a cartoon image. This cartoon image can be, for example, a pet image, a human image, a plant image, etc. The embodiments of this application do not limit the specific type of virtual image. Virtual images can be different; for example, a virtual image can be a panda or a puppy. It is understood that pandas and pandas are different virtual images.
[0081] For ease of understanding, some related concepts involved in the embodiments of this application are explained below.
[0082] 1. Emotions (or emotional states)
[0083] Emotion is a psychological activity mediated by the subject's desires and needs. Emotions typically consist of three components: unique subjective experience, external expression, and physiological arousal.
[0084] 2. Emotion Model Classification
[0085] Commonly used emotion models are mainly divided into two categories: continuous emotion models and discrete emotion models.
[0086] The continuous emotion model can be understood from the perspective of dimensionality. The continuous emotion model is based on multidimensional theory and classifies emotions across multiple dimensions or scales.
[0087] Continuous emotion models can describe emotions as points in a multidimensional emotion space, where each dimension corresponds to a psychological attribute of the emotion. Almost all emotions can find a corresponding mapping point in this emotion space.
[0088] The dimensional space model of emotions can be divided into different types such as two-dimensional and three-dimensional.
[0089] A commonly used continuous emotion model is a two-dimensional emotion representation model, in which the horizontal and vertical axes represent valence and arousal, respectively.
[0090] Among them, pleasure (or valence) can represent the degree of pleasure of an emotion (or the degree of positive or negative emotion). It is easy to understand that when a person's needs are met, positive emotions (or positive feelings) are usually generated, and a person's activity level (or motivation) increases; when a person's needs are not met, negative emotions (or negative feelings) are usually generated, and a person's activity level decreases.
[0091] Arousal level can represent the intensity of an emotion. The intensity of an emotion can range from strong to weak, for example, from pleasure to ecstasy, or from mild annoyance to rage.
[0092] For example, in the above two-dimensional emotion representation model, happiness can be represented by high pleasure and high arousal, and sadness can be represented by low pleasure and low arousal.
[0093] Discrete emotion models can be understood from a categorical perspective. Based on basic emotion theory, discrete emotion models label emotions as discrete categories.
[0094] Discrete emotion models can describe emotions as discrete (basic) adjective labels, such as joy, anger, pity, happiness, grief, fear, surprise, etc.
[0095] 3. Emotion detection
[0096] Emotion detection refers to assessing and measuring an individual's emotional state through one or more methods.
[0097] There are many ways to detect emotions. For example, emotions can be detected by acquiring features of physiological signals (or physiological data); or by acquiring features of facial expressions or voice signals; and so on.
[0098] Since changes in human emotions are usually accompanied by changes in physiological signals, the advantage of physiological signals over facial expressions or voice signals is that physiological signals can better reflect a person's true emotions. Facial expressions and voice signals are not subtle enough in representing emotions, are easy to fake, and involve a high level of user privacy.
[0099] In this embodiment of the application, emotion detection can be performed based on the collected physiological signals of the user.
[0100] Physiological signals typically used for emotion detection include electrocardiogram (ECG), electroencephalogram (EEG), electromyography (EMG), eye movement (EMG), respiration, skin conductance, blood pressure, blood oxygen saturation, and pulse.
[0101] For example, when performing emotion detection, raw electrocardiogram (ECG) signals of users can be collected using PPG sensors, ECG sensors, etc., and heart rate interval (R-R interval, RRI) data of users over a period of time can be obtained based on the ECG signals. Furthermore, the RRI data can be processed to obtain features such as heart rate variability (HRV), sympathetic activity index (SAI), and parasympathetic activity index (PAI), and a valence model can be built based on these features to obtain emotion classification results, thereby determining the user's current emotion.
[0102] In this embodiment of the application, emotion detection is performed using electrocardiogram (ECG) signals as the collected physiological signal, which should not be construed as limiting the scope of this application. In other embodiments of this application, other methods may also be used for emotion detection.
[0103] 4. Emotional regulation
[0104] Emotion regulation refers to the process of managing and changing an individual's emotional state through certain strategies and mechanisms, thereby causing certain changes in the individual's emotions in physiological activities, subjective experiences, facial expressions, and behaviors.
[0105] There are many ways to regulate emotions. For example, at the relaxation level, emotions can be regulated through breathing exercises and mindfulness meditation; at the lifestyle level, emotions can be regulated through exercise, sleep, a balanced diet, and adequate sunlight exposure; at the physical stimulation level, emotions can be regulated through aromatherapy, massage, enjoying delicious food, listening to music, appreciating art, watching videos, playing games, traveling, doing puzzles, coloring, raising fish, and making ceramics; at the cognitive level, emotions can be regulated through talking and confiding, sending messages in bottles, learning about psychology, receiving inspirational quotes, and writing in a journal; and so on.
[0106] The following describes a communication system provided by an embodiment of this application.
[0107] Figure 1 An exemplary embodiment of the communication system provided in this application is shown.
[0108] like Figure 1 As shown, the communication system may include: electronic device 100 (local device) and electronic device 200 (remote device).
[0109] In this embodiment, both electronic device 100 and electronic device 200 are smart terminal devices, which can be of various types, and this application does not limit them.
[0110] For example, electronic device 100 can be a wearable device such as a watch or a wristband.
[0111] In this embodiment, the electronic device 100 can be used to generate and display an emotional cartoon image that can represent the user's emotions; it can also be used to share the emotional cartoon image with the user's devices across all scenarios or other people's devices via short-range communication or cloud communication, so that the emotional cartoon image can also be displayed on the user's devices across all scenarios or other people's devices; it can also be used to provide different feedback results to the user based on different emotional states through the emotional cartoon image; and so on.
[0112] For example, electronic device 200 can be a mobile phone, large screen, tablet, personal computer, car infotainment system, watch, wristband, etc.
[0113] Among them, electronic device 200 can be a full-scene device of the user of electronic device 100, or it can be a device of other people, such as the device of the user of electronic device 100's contacts (such as family members, friends, etc.).
[0114] In this embodiment of the application, the electronic device 200 can be used to receive and display the emotional cartoon image shared by the electronic device 100.
[0115] Electronic devices 100 and 200 in this communication system can connect by logging into the same account. For example, they can log into the same Huawei account and remotely connect and communicate through a server. The account can be a mobile phone number, email address, a custom username, a username assigned by an APP server, or a username used to log in to an APP on the electronic device, etc.
[0116] Electronic devices 100 and 200 in this communication system can also log in to different accounts. In some examples, they can be connected through binding. After an electronic device logs in to an account, it can bind other electronic devices logged in with different accounts or not logged in to the device management application. These electronic devices can then communicate with each other through the device management application. For example, these electronic devices can be multiple devices belonging to family members or multiple devices belonging to a group of friends / relatives. In other examples, electronic device 200 can also be a device belonging to another contact of the user of electronic device 100. The embodiments of this application do not limit the accounts in each embodiment; for example, the account can be independent of the mobile phone number / device identifier, or it can be an account bound to the mobile phone number / device identifier, or it can directly use the mobile phone number / device identifier as the account.
[0117] Multiple electronic devices in this communication system can also establish connections through scanning QR codes, near field communication (NFC) tap-to-connect, searching for Bluetooth devices, etc., without any restrictions.
[0118] In general, the communication connection established between electronic device 100 and electronic device 200 in the communication system may include, but is not limited to: mobile network connection (e.g., 4G, 5G, etc.), short-range connection such as Bluetooth (BT) connection, wireless local area network (WLAN) such as wireless fidelity point-to-point (Wi-Fi P2P) connection, near field communication (NFC) connection, infrared (IR) technology connection, or wired connection, etc.
[0119] Furthermore, electronic devices 100 and 200 in this communication system can also be connected and communicate in combination with any of the above methods, and this application embodiment does not limit this.
[0120] It should be understood that Figure 1 This is merely a schematic diagram of the communication system architecture and should not be construed as limiting this application. The embodiments of this application do not limit the number of electronic devices 100 and 200 included in the communication system.
[0121] Example 1: Generation of Emotional Cartoon Characters
[0122] Figures 2A-2C The specific process of an emotional cartoon character generation method provided by an embodiment of this application is illustrated by way of example.
[0123] See Figures 2A-2C This method can be applied to electronic device 100. The specific steps of this method are described in detail below:
[0124] S201, Electronic device 100 collects the user's physiological data (e.g., inter-heart rate RRI data), and performs emotion detection based on the collected physiological data to generate emotion detection results.
[0125] In the embodiments of this application, emotion detection can be performed based on the user's physiological data, which should not be construed as limiting the application. In some embodiments of this application, emotion detection can also be performed based on the user's facial expressions, etc. The aforementioned physiological data may include, but is not limited to, electrocardiogram data, electroencephalogram data, electromyogram data, eye movement data, respiratory data, skin conductance data, blood pressure data, blood oxygen saturation, and pulse data.
[0126] For example, the electronic device 100 may include a photoplethysmography (PPG) sensor (or PPG module). The PPG sensor can collect the user's physiological data, such as inter-heart rate rhythm (RRI) data. After the data is collected, it can be input into an emotion detection algorithm model for processing. After processing, the emotion detection algorithm model can output an emotion detection result, which can be used to indicate the user's emotional state. Taking electrocardiogram (ECG) data as an example, after user 1 wears electronic device 100, electronic device 100 can periodically collect user 1's ECG data. For example, electronic device 100 can collect 90-second heart rate interval (R-R interval, RRI) data every 10 minutes. Based on this RRI data, multiple features required for emotion detection can be obtained (e.g., through autonomic neural sequence decomposition algorithms), such as heart rate variability (HRV) frequency domain features, HRV time domain features, sympathetic sequence, and parasympathetic sequence. Based on these multiple features, a valence model or arousal model can be established to obtain the emotion detection result (e.g., three-category positive emotion (e.g., pleasure), negative emotion (e.g., unpleasantness), and neutral emotion (e.g., calmness)).
[0127] In some examples, prior to performing step S201 above, the electronic device 100 may also receive a user operation that grants the electronic device 100 permission to perform emotion detection.
[0128] It should be noted that the above-mentioned emotion detection process can be performed on the electronic device 100 or on the server, and this application embodiment does not limit it in this way.
[0129] It should be noted that, in the embodiments of this application, the emotion detection result may include the emotion category to which the user's emotional state belongs. The emotion category may be obtained by classifying the emotion in N dimensions using the aforementioned continuous emotion model (where N can be a positive integer greater than 1, such as N = 3, 5, or 7, i.e., classifying the emotion into three, five, or seven categories), or it may be obtained by labeling the emotion into discrete categories such as joy, anger, sorrow, happiness, grief, fear, and surprise using the aforementioned discrete emotion model. The embodiments of this application do not limit this.
[0130] S202, Electronic device 100 generates an emotional cartoon character 1 based on the emotion detection results.
[0131] Among them, the aforementioned emotional cartoon character 1 can be a cartoon character that can represent the user's emotional state.
[0132] In this embodiment of the application, a default emotional cartoon character can be generated based on the emotion detection results.
[0133] In one possible implementation, a mapping table can be stored, in which each emotion can correspond to one or more default emotion cartoon characters. First, the user's emotion can be determined based on the emotion detection result. Then, the corresponding emotion cartoon character can be found from the mapping table. Taking an electronic device 100 as a smartwatch as an example, assuming the emotion detection result shows the user's emotion as calm, see [reference needed]. Figure 3A , Figure 17D or Figure 17E As shown, the emotional cartoon character can be the aforementioned emotional cartoon character 1, that is, a default emotional cartoon character in a calm emotional state generated based on the emotion detection results. For example, when the user's emotion is pleasant, the electronic device 100 can display... Figure 17B or Figure 17C The interface shown. When the user's mood is unpleasant, the electronic device 100 can display... Figure 17F or Figure 17H The interface shown in (1).
[0134] In another possible implementation, emotions can be represented by a virtual image and color together. For example, yellow or orange represents joy, green represents calm, and blue or purple represents displeasure. When the electronic device 100 generates the emotional cartoon image 1 based on the emotion detection result in step S202, it can generate a cartoon image with a color corresponding to the emotion detection result, or set the background color of the cartoon image to correspond to the emotion detection result, or display the cartoon image with a background color corresponding to the emotion detection result in subsequent displays. For example: Figure 17B or Figure 17C The interface can be displayed in yellow or orange; Figure 3A , Figure 17D or Figure 17E The interface can be displayed in green; Figure 17F or Figure 17H The interface shown in (1) can be blue or purple; Figure 17G (2)-(8), Figure 17H One or more of (2)-(6) can be yellow or orange, or green.
[0135] It should be noted that the process of generating the emotional cartoon character 1 described above can be performed on the electronic device 100 or on a server, and this application embodiment does not limit it in this way.
[0136] In this application embodiment, the emotional cartoon image is generated based on the results of real emotion detection. In some examples, the electronic device 100 can also support users to manually input their own emotions and generate an emotional cartoon image based on those emotions. Alternatively, it can support users to manually change the results of the real emotion detection and generate an emotional cartoon image based on the changed results.
[0137] S203, Electronic device 100 acquires personalized information of the user (such as environmental information, sports and health data, related event information, personal information of the user, etc.).
[0138] The personalized information of the aforementioned users may include, but is not limited to, one or more of the following: environmental information of the user, sports and health data, related event information, and personal information of the user.
[0139] The aforementioned environmental information may include one or more of the following: weather, time, holidays, location, etc.
[0140] The aforementioned sports and health data may include one or more of the following: sleep data (e.g., sleep onset and wake-up data), exercise data (e.g., data on hundreds of types of sports), breathing training data (e.g., breathing guidance data), and health data (e.g., heart rate, blood oxygen, body temperature, blood pressure, etc.).
[0141] The aforementioned related event information may include one or more of the following: social activity data (e.g., work, study, housework, dating), personality and hobby data (e.g., fitness, travel, spending time alone), interpersonal relationship data (e.g., partner, neighbors, friends, family), and daily life data (e.g., listening to music, eating, drinking milk tea, playing games, driving, taking public transportation, exercising). In this embodiment, the aforementioned related event information can be obtained in various ways, such as manually entered by the user or obtained through device data (e.g., schedule data or application data). This embodiment does not limit the specific methods used.
[0142] The aforementioned user's personal information may include one or more of the following: age, gender, interests, user profile, etc. In one possible implementation, this personal information may be obtained based on the user's account information.
[0143] In some examples, the user's personal information may also include the user's appearance characteristics (such as one or more of the following: clothing, accessories, body shape, facial features, etc.). In one possible implementation, the user's appearance characteristics may be extracted or generated from photos taken by the user or images uploaded to a gallery.
[0144] In other examples, the user's personal information may also include the user's personality type information. In one possible implementation, the user's personality type can be represented by an animal image, such as panda, tiger, peacock, etc.
[0145] In some examples, before performing step S203 above, optionally, the electronic device 100 may receive a user operation that grants the electronic device 100 permission to obtain the user's personalized information.
[0146] It should be noted that, in this embodiment, if the electronic device 100 is not granted permission to obtain the user's personalized information, then the electronic device 100 can simply generate the aforementioned emotional cartoon character 1 (i.e., the default emotional cartoon character), without needing to execute steps S203 and S204. Alternatively, if the electronic device 100 is only granted permission to obtain a portion of the user's personalized information, then the granted partial personalized information and emotional information can be used to generate the emotional cartoon character 1, for example... Figure 2B As shown, some personalized information may refer to user information and generated images / photos. The emotional cartoon character 1 may be generated based on user information, generated images / photos, and emotion detection results.
[0147] It should be noted that the execution order of steps S201-S202 and steps S203 in this embodiment of the application is not limited. For example, steps S201-S202 may be executed before or after steps S203; or steps S201-S202 and steps S203 may be executed simultaneously.
[0148] S204. Electronic device 100 generates emotional cartoon character 2 based on emotional cartoon character 1 and user's personalized information, or based on emotion detection results and user's personalized information.
[0149] Among them, the aforementioned emotional cartoon character 2 (also known as the emotional cartoon character that is linked to the superimposed scene) can be a cartoon character that can represent the user's emotional state and the user's personalized characteristics.
[0150] In one possible implementation, for example Figure 2C As shown, the aforementioned emotional cartoon character 2 can be generated based on the generated emotional cartoon character 1, combined with one or more of the user's personalized information, including the user's environmental information, sports and health data, related event information, and the user's personal information.
[0151] In another possible implementation, step S202 can be omitted, and instead, an emotional cartoon character 2 can be generated directly based on the emotion detection results generated in step S201 and the user's personalized information obtained in step S203.
[0152] The following example illustrates an emotional cartoon character generated by combining information about the user's environment, exercise and health data, or related event information.
[0153] 1. Combined with the user's environmental information
[0154] For example, see Figure 3B Taking weather information as an example, in some cases, the background of the emotional cartoon character 2 can reflect the weather at the user's current location. For instance, if the weather at the user's current location is raining, then the background of the emotional cartoon character 2 could be... Figure 3B The background shown is a rainy day. In other examples, the main body of the emoticon 2 can also reflect the weather at the user's current location. For example, if the weather at the user's current location is raining, then the emoticon 2 can, for example... Figure 3B As shown, holding an umbrella, or wearing a raincoat, etc.
[0155] For example, see Figure 3C Taking location information as an example, in some examples, the background of the emotional cartoon character 2 can reflect the user's current location. For instance, if the user's current location is their own home, then the background of the emotional cartoon character 2 could be... Figure 3C The background shown is the living room or bedroom, or the cartoon character 2 can be dressed in pajamas, etc.
[0156] 2. Combining sports and health data
[0157] For example, see Figure 3D Taking sports and health data as sleep data as an example, suppose the sleep data shows that the user usually falls asleep at a certain time, but the user is not asleep when that time arrives. Then, for example, it can generate... Figure 3D The cartoon character shown is depicting a sleeping figure, serving as a sleep prompt for the user.
[0158] For example, see Figure 3E Taking sports and health data as an example, assuming the sports data shows that the user is in a state of exercise, then, for example, it can generate... Figure 3EThe example shown is a cartoon character 2 depicting a user in motion. In some examples, the location information of the user's exercise can also be obtained, and the type of exercise the user is performing can be determined based on this location information. This allows for the generation of a cartoon character 2 that more closely reflects the user's actual exercise situation. For example, if the obtained location is a basketball court, a cartoon character 2 depicting a user playing basketball can be generated; or if the obtained location is a swimming pool, a cartoon character 2 depicting a user swimming can be generated.
[0159] For example, see Figure 3F Taking exercise and health data as body temperature data as an example, assuming the body temperature data shows that the user's body temperature exceeds the normal body temperature value, then, for example, data can be generated. Figure 3F The cartoon character shown is in a feverish state.
[0160] 3. Combine related event information
[0161] For example, see Figure 3G Taking the everyday event of eating as an example, based on the associated event information, it can be determined that the user is eating. Therefore, it is possible to generate, for example... Figure 3G The cartoon character shown is eating with a knife and fork.
[0162] For example, see Figure 3H Taking work as an example of a daily life event, if we can determine that a user is working based on the associated event information, then we can generate, for example... Figure 3H The cartoon character shown is using a computer to perform work tasks.
[0163] In some examples, the aforementioned emotional cartoon character 2 can also be generated by combining at least two of the following: the user's environmental information, exercise and health data, and associated event information. For example, if the user's environmental information shows that the user is at the beach, and the exercise and health data shows that the user is running, then the aforementioned emotional cartoon character 2 could be an image of someone running at the beach. Another example is if the user's environmental information shows that the weather is sunny and the user is in a park, and the associated event information shows that the user is listening to music, then the aforementioned emotional cartoon character 2 could be an image of someone listening to music in a park on sunny weather. Yet another example is if the exercise and health data shows that the user is running, and the associated event information shows that the user is listening to music, then the aforementioned emotional cartoon character 2 could be an image of someone running while listening to music. Finally, another example is if the user's environmental information shows that the user is at home, the exercise and health data shows that the user is doing yoga, and the associated event information shows that the user is listening to music, then the aforementioned emotional cartoon character 2 could be an image of someone doing yoga while listening to music at home.
[0164] It should be noted that the process of generating the emotional cartoon character 2 described above can be performed on the electronic device 100 or on a server, and this application embodiment does not limit it in this way.
[0165] It should be noted that, in the embodiments of this application, the generated emotional cartoon characters (such as the emotional cartoon character 1 and the emotional cartoon character 2 mentioned above) can be displayed in various forms, such as animation, images, etc., and the embodiments of this application do not limit this.
[0166] By implementing Figure 2A The method provided in the illustrated embodiment can generate personalized cartoon images that can represent user emotions based on emotion detection results and user's personalized information (also known as contextual factors). Compared with boring curves or fixed diagrams, flexible and varied emotional cartoon images can not only more vividly reflect user emotions, but also significantly enhance the fun of using the device and provide users with a better device user experience.
[0167] Example 2: Display of Emotional Cartoon Characters
[0168] After generating the emotional cartoon character, it can be displayed. This emotional cartoon character can be displayed on the local device or on a remote device (such as the user's device in any scenario or another person's device).
[0169] In one possible implementation, after generating the emotional cartoon character, the emotional cartoon character can be saved on the local device and can be displayed directly on the local device.
[0170] In another possible implementation, after generating the emotional cartoon character, it can be uploaded to a server (or data platform), where both the local and remote devices can display it. In some examples, the remote device can only display the emotional cartoon character if the user on the local device grants the remote device permission to do so.
[0171] In another possible implementation, the local device can also send an emotional cartoon image to a remote device so that the emotional cartoon image can be displayed on the remote device.
[0172] The following is combined with Figure 4A This document provides an example of the specific process for displaying an emotional cartoon character on a remote device.
[0173] Figure 4A The specific process of a method for displaying an emotional cartoon character provided by an embodiment of this application is illustrated by way of example.
[0174] See Figure 4AThis method can be applied to communication systems including electronic device 100 (local device) and electronic device 200 (remote device). The specific steps of this method are described in detail below:
[0175] S401, Electronic device 100 detects a user's setting operation, which is used to configure how the emotional cartoon character is displayed on electronic device 200.
[0176] S402, Electronic device 100 sends message 1 to electronic device 200 based on the above settings operation. Message 1 includes information about the above-mentioned emotional cartoon character.
[0177] S403, Electronic device 200 displays the aforementioned emotional cartoon image based on message 1.
[0178] Optionally, in some examples, before S401 or S402, the method may further include: establishing a communication connection between electronic device 100 and electronic device 200. In one possible implementation, the communication connection may be a short-range communication connection based on Bluetooth, WiFi, etc., through which electronic device 100 can perform near-field data transmission with electronic device 200. In a near-field communication scenario, the device may be discovered first, and then the establishment of a communication connection between electronic device 100 and electronic device 200 may be triggered by executing step S401.
[0179] In one possible implementation, the aforementioned communication connection can be a remote communication connection established based on logging into the same account (e.g., a Huawei account), through which electronic device 100 can perform cloud data transmission with electronic device 200.
[0180] In another possible implementation, electronic device 100 may also send the aforementioned message 1 to electronic device 200 via a mobile network.
[0181] In another possible implementation, electronic device 100 can send the aforementioned message 1 to electronic device 200 via cloud communication. For example, if user 1 of electronic device 100 and user 2 of electronic device 200 are in the same group, such as a home space, then electronic device 100 can send the aforementioned message 1 to the group, so that the user of electronic device 200 in the group can receive the aforementioned message 1.
[0182] In some examples, before performing step S402 above, the method further includes: the electronic device 100 detecting that a trigger condition is met; and in response to the trigger condition, the electronic device 100 performing step S402. A description of the trigger condition can be found below. Figure 16 The relevant description of step S1602 in the illustrated embodiment.
[0183] By implementing Figure 4A The method provided in the illustrated embodiment can display the emotional cartoon image shown on the local device on a remote device. This allows for a seamless experience when the remote device is the user's device across all scenarios, enabling users to understand their emotions in different situations. For example, in a car, the emotional cartoon image can be displayed on the in-vehicle infotainment system; in a sports setting, it can be displayed on wearable devices such as watches; and in a home setting, it can be displayed on mobile phones or tablets. Furthermore, when the remote device is someone else's device, it effectively promotes the user's social exploration needs, facilitating effective care and communication between users and others.
[0184] In one possible implementation, see [reference] Figure 4B After generating an emotional cartoon character, the character can be displayed on the local device or uploaded to a data platform. The user's own devices or other people's devices can retrieve the emotional cartoon character from the data platform and download it. After downloading, the emotional cartoon character can be displayed on one or more applications or interfaces (such as the negative one screen, lock screen, desktop, always-on display, application interface, etc.). The user's own devices can include, but are not limited to, watches, mobile phones, tablets, computers, and in-vehicle systems, while other people's devices can include, but are not limited to, watches, mobile phones, tablets, and computers.
[0185] In this embodiment, the electronic device 100 can support user settings for the display of the emotional cartoon character. These display settings can refer to how the emotional cartoon character is displayed on the local device or a remote device. A series of user interfaces will be described below as examples.
[0186] 1. Local device display settings
[0187] For example, see Figure 5A The electronic device 100 can detect a user's action on the "local display" option (e.g., a click), and in response to this action, the electronic device 100 can display... Figure 5B An example user interface is shown.
[0188] In this embodiment of the application, the emotional cartoon character can be displayed in full screen on the electronic device 100 or not in full screen. In the case of not displaying in full screen on the electronic device 100, the emotional cartoon character can be displayed on the electronic device 100 in the form of a service card, but is not limited to.
[0189] For example, see Figure 5B , Figure 5BThe user interface shown may include a "full-screen" option and a "card" option. The "full-screen" option can be used to display the emotional cartoon character in full-screen mode on the electronic device 100, while the "card" option can be used to display the emotional cartoon character on the electronic device 100 as a service card. The electronic device 100 can detect the user's operation on the "full-screen" option (e.g., a click operation), and in response to this operation, the electronic device 100 can display the emotional cartoon character in full-screen mode; or, the electronic device 100 can detect the user's operation on the "card" option (e.g., a click operation), and in response to this operation, the electronic device 100 can display the emotional cartoon character as a service card.
[0190] It should be noted that when the emotional cartoon image is displayed in full screen on the electronic device 100, the emotional cartoon image will not affect the display of other information (such as time information). In one possible implementation, the emotional cartoon image can be displayed in full screen on the electronic device 100 as the background of other information.
[0191] 2. Remote device display settings
[0192] As is easy to understand, the process of setting up remote device display can refer to the process by which a user grants a remote device (such as the user's device across all scenarios or another person's device) permission to display an emotional cartoon image.
[0193] For example, see [link to relevant documentation] Figure 5A The electronic device 100 can detect the user's action on the "Display on other devices" option (e.g., a click), and in response to this action, the electronic device 100 can display... Figure 5C An example user interface is shown.
[0194] See Figure 5C , Figure 5C The user interface shown may include a "same account device" option and a "different account device" option. The "same account device" option can be used to trigger settings on how the emotional cartoon character is displayed on devices with the same account (i.e., the user's devices across all scenarios on electronic devices 100). The "different account device" option can be used to trigger settings on how the emotional cartoon character is displayed on devices with different accounts (i.e., other users' devices, or other people's devices).
[0195] First, let's take "devices with the same account" as an example. (Continue reading...) Figure 5C The electronic device 100 can detect user actions (such as clicks) on the "same account device" option, and in response to this action, the electronic device 100 can display... Figure 5D An example user interface is shown.
[0196] See Figure 5D , Figure 5D The user interface shown may include one or more options corresponding to devices logged into the same account as electronic device 100 (e.g., "My Phone," "My Tablet," "My Car System," etc.). These options can be used to trigger settings on how the emotional cartoon character is displayed on the corresponding device. Taking "My Phone" as an example, electronic device 100 can detect user actions on the "My Phone" option (e.g., a click), and in response to this action, electronic device 100 can display... Figure 5E An example user interface is shown.
[0197] See Figure 5E , Figure 5E The user interface shown may include one or more settings options (such as "Display Interface Settings" option, "Display Time Settings" option, etc.). The "Display Interface Settings" option can be used to trigger the setting of which interfaces the emotional cartoon character is displayed on, and the "Display Time Settings" option can be used to trigger the setting of the time period during which the emotional cartoon character is displayed.
[0198] For example, see "Display Interface Settings". Figure 5E The electronic device 100 can detect user actions (such as clicks) on the "Display Interface Settings" option, and in response to these actions, the electronic device 100 can display... Figure 5F An example user interface is shown.
[0199] See Figure 5F , Figure 5F The user interface shown may include one or more options (such as "minus one screen interface", "lock screen interface", "desktop", "always-on display interface", "application interface"), which can be used to determine which interface(s) the emoticon cartoon character should be displayed on. For example, electronic device 100 can detect a user's action on the "minus one screen interface" option (such as a click), and in response to this action, electronic device 100 can grant the corresponding device permission to display the emoticon cartoon character on the minus one screen interface, so that the corresponding device can display the emoticon cartoon character on the minus one screen interface.
[0200] Continue reading Figure 5F The electronic device 100 can detect user actions (such as clicks) on "application interface" options, and in response to these actions, the electronic device 100 can display... Figure 5G An example user interface is shown.
[0201] See Figure 5G , Figure 5GThe user interface shown may include one or more options (such as the "Health & Fitness" option, the "Connect" option, etc.), which can be used to determine which application(s) the emoticon cartoon character should be displayed on. For example, electronic device 100 can detect a user's action on the "Health & Fitness" option (such as a click), and in response to this action, electronic device 100 can grant the corresponding device permission to display the emoticon cartoon character on the interface of the Health & Fitness application. In this way, the corresponding device can display the emoticon cartoon character on the interface of the Health & Fitness application.
[0202] For example, see "Display Time Settings". Figure 5E The electronic device 100 can detect the user's action on the "display time setting" option (e.g., a click), and in response to this action, the electronic device 100 can display... Figure 5H An example user interface is shown.
[0203] See Figure 5H , Figure 5H The user interface shown can be used to set the time period during which the emoticon cartoon character is displayed. Electronic device 100 can support user... Figure 5H Enter the corresponding time in the time period input boxes shown (including the start time input box and the end time input box), for example, Figure 5H The start time shown is 8:00 AM and the end time is 8:00 PM, meaning the period for displaying the emotional cartoon character is from 8:00 AM to 8:00 PM. In some examples, the electronic device 100 can also allow users to set the date type applied to the above time period (e.g., weekdays, public holidays, all date types, custom date types, etc.).
[0204] After completing the relevant settings for the corresponding device (e.g., "My Phone") (such as display interface settings, display time settings), the electronic device 100 can display... Figure 5I The exemplary user interface is shown in the reference. Figure 5I , Figure 5I The user interface shown may include a "Settings complete and apply" option. The electronic device 100 can detect the user's action on the "Settings complete and apply" option (e.g., a click). In response to this action, the electronic device 100 can save the aforementioned setting data and notify the corresponding device that it has been granted permission to display the emotional cartoon image based on the aforementioned settings. Furthermore, the device can acquire and display the emotional cartoon image.
[0205] It should be noted that the above explanation only uses "My Phone" as an example of the display settings process for the emotional cartoon character on the same account device, which is easy to understand. Other devices with the same account are similar to "My Phone", and will not be described in detail here.
[0206] Taking "devices with different accounts" as an example, please refer to the following: Figure 5C The electronic device 100 can detect user actions (such as clicks) on the "Device with Different Account" option, and in response to this action, the electronic device 100 can display... Figure 5J An example user interface is shown.
[0207] See Figure 5J , Figure 5J The user interface shown can be used to find devices logged into different accounts than electronic device 100. There are multiple search methods available, for example, in... Figure 5J Enter account-related information (such as the mobile phone number linked to your Huawei account) in the input box shown. Alternatively, you can... Figure 5J The "Near Field Search Detection" option shown can be operated (e.g., clicked) to trigger the electronic device 100 to detect nearby devices; for example, it can be activated by targeting... Figure 5J The “Contacts” option shown is operated (e.g., clicked) to trigger the electronic device 100 to search for the corresponding contact in the contact list.
[0208] In one possible implementation, the aforementioned Figure 5D One or more devices with the same account shown can also be accessed via... Figure 5J It was found in the way shown.
[0209] Taking "device with a different account" as an example, where the device is user Lily's device, electronic device 100 can... Figure 5K The exemplary user interface displays options for one or more of user Lily's devices (e.g., "Lily's phone," "Lily's tablet," "Lily's car infotainment system," etc.). These options can be used to trigger settings on how the emotional cartoon character is displayed on the corresponding device. The specific setting process is similar to the aforementioned process for setting how the emotional cartoon character is displayed on devices under the same account; please refer to the relevant content above, and it will not be repeated here.
[0210] In one possible implementation, the electronic device 100 detecting the user's setting operation in step S401 may specifically include: the electronic device 100 detecting that the user has completed, for example... Figures 5C-5I Such a series of settings can be used to configure how the emotional cartoon character is displayed on the electronic device 200.
[0211] See Figures 6A-6H , Figures 6A-6H It is a series of exemplary user interfaces involved in displaying emotional cartoon characters on different devices.
[0212] Taking electronic device 100 (local device) as an example, which is a smartwatch, please refer to... Figure 6A , Figure 6A The exemplary user interface shown is a user interface in which an emotional cartoon character is displayed in full screen on an electronic device 100.
[0213] Taking electronic device 100 (local device) as an example, which is a smartwatch, please refer to... Figure 6B , Figure 6B The exemplary user interface shown is a non-full-screen display of an emotional cartoon character on an electronic device 100, such as a user interface displayed on an electronic device 100 in the form of a service card.
[0214] Taking electronic device 200 (remote device) as an example, which is a foldable screen phone, please refer to... Figure 6C , Figure 6C The exemplary user interface shown is one where the emotional cartoon character is displayed on the outer screen of the foldable screen of the electronic device 200. For example, the emotional cartoon character corresponding to the user of the electronic device 100 (e.g., user 1) can be displayed full-screen on the outer screen of the foldable screen of the electronic device 200. In this embodiment, the aforementioned emotional cartoon character can also be displayed on the inner screen of the foldable screen of the electronic device 200.
[0215] Taking electronic device 200 (remote device) as an example, which is a mobile phone, please refer to... Figure 6D , Figure 6D The exemplary user interface shown is a user interface on the negative one screen of an electronic device 200, where an emotional cartoon character is displayed.
[0216] Taking electronic device 200 (remote device) as an example, which is a mobile phone, please refer to... Figure 6E , Figure 6E The exemplary user interface shown is the user interface displayed when the emotional cartoon character is in a screen-off state on the electronic device 200 (i.e., the user interface involved when the emotional cartoon character is displayed on the screen-off display interface).
[0217] Taking electronic device 200 (remote device) as an example, which is a mobile phone, please refer to... Figure 6F , Figure 6F The exemplary user interface shown is the user interface for displaying an emotional cartoon character in an application (e.g., a fitness and health application) on an electronic device 200. From Figure 6F As can be seen, the emotional cartoon character can be displayed floating above the application interface in the form of a service card, or displayed within the application interface. This application embodiment does not limit the display position of the emotional cartoon character on the application interface. In some examples, the electronic device 200 can also support users to move the display position of the emotional cartoon character by dragging. In some examples, see [further details omitted]. Figure 6F , Figure 6FThe example shown is a user interface for a home space, where, when authorized, the electronic device 200 can support users in viewing the emotional cartoon image corresponding to each user in the home space.
[0218] Taking electronic device 200 (remote device) as an example, which is a tablet, please refer to... Figure 6G , Figure 6G The exemplary user interface shown is one where an emoticon cartoon character is displayed on the desktop of an electronic device 200. From Figure 6G As can be seen, the emotional cartoon image can be displayed floating on the desktop in the form of a service card, or displayed in the desktop.
[0219] Taking electronic device 200 (remote device) as an example, which is a vehicle-mounted system, please refer to... Figure 6H , Figure 6H The exemplary user interface shown is a user interface where an emotional cartoon character is displayed on an electronic device 200. This emotional cartoon character can be displayed full-screen or partially full-screen on the electronic device 200.
[0220] It should be noted that, in the above Figures 6C-6H In this context, the interface displaying the emoticon cartoon character can show the user's information (e.g., username) so that users on remote devices can identify which user the emoticon belongs to. For example, if the emoticon is for user 1, then the interface can display that user's information (e.g., username "User 1"). In some examples, the emoticon might be strongly associated with a particular user, allowing remote users to immediately identify which user the emoticon belongs to. In this case, the interface may not need to display the user's information. For example: Figures 6C-6H In the middle, the text "User 1" can be omitted.
[0221] In some examples, after electronic device 100 updates the displayed emoticon cartoon image, electronic device 100 authorizes remote devices displaying the emoticon cartoon image to also synchronously update and display the emoticon cartoon image. This allows users on remote devices to be aware of the user's status on electronic device 100 in real time.
[0222] Example 3: Personality Type Prediction, Emotion Prediction, and Regulation
[0223] Figure 7A and Figure 7B The following is an exemplary illustration of the specific process of a personality type prediction, emotion prediction and regulation method provided in an embodiment of this application.
[0224] See Figure 7A This method can be applied to electronic device 100. The specific steps of this method are described in detail below:
[0225] S701, Electronic device 100 collects emotional data, including the user's emotional detection results over a period of time and the corresponding emotional correlation factors.
[0226] The aforementioned emotion detection results may include the emotion category to which the user's emotional state belongs. The emotion category may be obtained by classifying emotions in N dimensions using the aforementioned continuous emotion model (where N can be a positive integer greater than 1), or by labeling emotions into discrete categories such as joy, anger, sorrow, happiness, grief, fear, and surprise using the aforementioned discrete emotion model. This application embodiment does not limit this.
[0227] Among them, see Figure 7B The aforementioned emotion-related factors may include, but are not limited to: environmental information (such as location, activity trajectory, etc.), related event information (such as social activities, daily life events, etc.), and user behavior information (such as speaking frequency, body language, facial expressions, etc.). In the embodiments of this application, the aforementioned related event information can be obtained in various ways, such as being manually entered by the user or obtained through device data (such as schedule data or application data), and this embodiment of the application does not limit this.
[0228] It should be noted that the above step S701 can be executed on the electronic device 100 or on the server, and this application embodiment does not limit it in this way.
[0229] After completing step S701, the electronic device 100 can continue to perform steps S702-S703 to predict personality type, or it can continue to perform steps S704-S705 to predict and regulate emotions.
[0230] S702, Electronic device 100 infers the user's personality type based on the above emotional data.
[0231] Specifically, see Figure 7BAfter collecting data over a period of time or acquiring sufficient data, the electronic device 100 can analyze the emotion-related factors included in the aforementioned emotion data and classify these factors. For example, they can be categorized into social, activity, and hobby categories. Social categories may include dinners, parties, and dances; activity categories may include speeches and performances; and hobby categories may include spending time alone, reading, writing, and group sports. Furthermore, the electronic device 100 can also count the frequency of occurrence of the related factors in each of the above categories and infer the user's personality type based on the categorized related factors and their frequency of occurrence.
[0232] Among them, the user's personality type can be, for example, extroverted or introverted; or, the user's personality type can also be, for example, various animal types (such as peacock type, panda type, tiger type, etc.).
[0233] For example, if the associated factor of "being alone" appears frequently (i.e., the user enjoys being alone), then it can be inferred that the user's personality type is introverted.
[0234] For example, if the "social" category appears frequently (i.e., the user is enthusiastic about socializing), then it can be inferred that the user's personality type is extroverted.
[0235] For example, if activity-related factors such as "speech" and "performance" appear frequently (i.e., the user is keen to show themselves), then it can be inferred that the user's personality type is Peacock.
[0236] It is easy to understand that since a user's personality type may change periodically with time or event triggers, the above emotional data can be statistical data over a period of time in order to automatically infer the user's personality type during that period.
[0237] In some examples, the user's personality type inferred above can be used to generate subsequent personalized emotion regulation strategies.
[0238] S703, Electronic device 100 generates an emotional cartoon image corresponding to the user's personality type.
[0239] In this embodiment of the application, the user's personality type can be represented by an animal image, and the animal-represented personality type can be used as an optional input to generate an emotional cartoon image, thereby enhancing the fun.
[0240] For example, assuming the user's personality type is panda, then the aforementioned emotional cartoon character could be a panda cartoon character that can represent the user's emotions.
[0241] It should be noted that the above steps S702-S703 can be executed on the electronic device 100 or on the server, and this application embodiment does not limit this.
[0242] S704. After S701, the electronic device 100 detects that event 1 will occur after a preset time period, wherein event 1 is an event determined by the electronic device 100 based on the above-mentioned emotion data that is associated with the user experiencing a specific emotion.
[0243] S705, the electronic device 100 determines the user's expected emotion when event 1 occurs based on the above-mentioned emotion data, and provides the user with corresponding reminders and emotion regulation strategies based on the expected emotion.
[0244] Since the aforementioned emotion data includes the user's emotion detection results over a period of time and their corresponding emotion-related factors (such as related event information), the aforementioned event 1 can be an event A among the related events. Therefore, the user's emotion detection results when event A occurred can be found, and the user's emotion at that time can be determined from the emotion detection results. This emotion can be considered as the user's expected emotion when event 1 occurs again, thereby completing the emotion prediction.
[0245] For example, assuming that the above event 1 is a traffic congestion event, when it is detected that event 1 will occur after a preset time, the electronic device 100 can provide the user with a corresponding reminder (e.g., "We are about to enter a traffic congestion section, please be prepared"), and can also provide the user with emotion regulation strategies (e.g., if the user has negative emotions when the traffic congestion event occurs, then some encouraging feedback can be provided to the user).
[0246] For example, assuming event 1 is a driver behavior event such as searching for a parking lot / gas station / charging station, if the electronic device 100 detects that event 1 will occur after a preset time, it can provide the user with a corresponding reminder (e.g., "Approaching the destination, need to find parking, please prepare"). It can also provide the user with emotion regulation strategies (e.g., if the user experiences negative emotions when searching for parking, such as anxiety or anger when no parking is found nearby, then encouraging feedback can be provided). In one possible implementation, the triggering of event 1 (e.g., searching for a parking lot / gas station / charging station, etc.) after a preset time can be determined by vehicle status (e.g., vehicle speed, fuel level, battery level).
[0247] For example, assuming event 1 involves a user attending a class that the user dislikes, upon detecting that event 1 will occur after a preset time, the electronic device 100 can provide the user with a corresponding reminder (e.g., "The XX course is about to begin, please prepare"), and can also provide the user with emotion regulation strategies (e.g., if the user experiences negative emotions when starting a course they dislike, they can be given encouraging feedback). In one possible timing method, the occurrence of event 1 (e.g., the user attending a class) after a preset time can be determined through the user's schedule information.
[0248] In some examples, a mapping table can be pre-stored, which can be used to reflect the mapping relationship between scenes and emotions. A scene can correspond to a preset emotion. For example, the preset emotion corresponding to a party scene is a positive emotion. Then, in a party scene, if the electronic device 100 detects that the user's emotion is not a positive emotion, the electronic device 100 can provide the user with corresponding reminders and emotion adjustment strategies in order to adjust the user's emotion to a positive emotion.
[0249] It should be noted that the reminders and emotion regulation strategies provided to users can be conveyed to users through emotional cartoon characters (e.g., through emotional cartoon characters in the form of voice / action / expression), or they can be conveyed to users through traditional voice or text display forms instead of emotional cartoon characters. This application embodiment does not limit this.
[0250] It should be noted that the above-mentioned emotion prediction process can be carried out on the electronic device 100 or on the server, and this application embodiment does not limit it in this way.
[0251] By implementing Figure 7A and Figure 7B The method provided in the illustrated embodiment can infer a user's personality type and generate a corresponding emotional cartoon image based on the user's personality type to enhance the fun. In addition, it can predict emotions based on statistical emotional data and provide users with corresponding reminders and emotion regulation strategies, thereby effectively regulating the user's emotions.
[0252] Example 4: Generation of Personalized Emotion Regulation Strategies
[0253] Figure 8A The specific process of a personalized emotion regulation strategy generation method provided in an embodiment of this application is illustrated by way of example.
[0254] See Figure 8A This method can be applied to electronic device 100. The specific steps of this method are described in detail below:
[0255] S801, Electronic device 100 detects that the user's current emotion is emotion A.
[0256] S802, Electronic device 100 detects the user's behavior when in emotion A.
[0257] In S802, user behavior can refer to actions taken by the user to implement emotion regulation interventions, or it can refer to some of the user's daily behaviors. (See also...) Figure 8B The aforementioned behaviors may include, but are not limited to: mindfulness practices (such as breathing exercises, meditation, etc.), various sports (such as yoga, strength training, etc.), physical stimulation (such as listening to music, eating delicious food, watching videos, playing games, massage, etc.), and behavioral interventions (such as social interaction, sunbathing, sleeping, reading, etc.).
[0258] In some examples, the aforementioned emotion regulation interventions may be derived from system-preset / default emotion regulation recommendation strategies. When the electronic device 100 detects that the user is experiencing emotion A, it can recommend emotion regulation interventions to the user. For example, it can recommend these interventions through pop-ups, floating ball prompts, or other means, allowing the user to quickly access the corresponding content. Alternatively, the user can also proactively engage in behaviors (not based on emotion detection results) that objectively influence the user's emotions, i.e., behaviors that are the same as or similar to the emotion regulation interventions.
[0259] S803, the electronic device 100 detects that the user's emotion after performing a corresponding behavior or action is emotion B, and evaluates the effectiveness of the emotion regulation intervention based on the change in the user from emotion A to emotion B.
[0260] For example, suppose emotion A is a negative emotion, and emotion B after implementing emotion regulation intervention measures is still a negative emotion. In this case, the above emotion regulation intervention measures can be considered ineffective.
[0261] For example, assuming emotion A is negative, and emotion B after implementing emotion regulation intervention is neutral or positive, then the aforementioned emotion regulation intervention can be considered effective. It is easy to understand that the effectiveness of the aforementioned emotion regulation intervention is higher when emotion B is positive, compared to when emotion B is neutral.
[0262] It should be noted that the above examples only demonstrate the effectiveness of emotion regulation interventions when they adjust a user's emotions from negative to neutral or positive. This should not be construed as limiting the scope of this application. In other embodiments of this application, emotions can be more finely categorized / graded, thereby allowing for a more detailed grading of the effectiveness of emotion regulation interventions. For example, if both emotion A and emotion B are negative, but the degree of negativity in emotion A is greater than that in emotion B, then the emotion regulation intervention can still be considered effective.
[0263] S804, Electronic device 100 generates a personalized emotion regulation strategy based on the effectiveness of the above-mentioned emotion regulation intervention measures (optionally, combined with user personality type, contextual factors, etc.).
[0264] In one possible implementation, the effectiveness of all emotion regulation interventions used by the user can be ranked to determine the priority of each intervention. It is easy to understand that the higher the effectiveness of an emotion regulation intervention, the higher its priority will be in the generated personalized emotion regulation strategy. When a user needs to regulate their emotions, higher-priority emotion regulation interventions can be recommended to the user.
[0265] In another possible implementation, the effectiveness of emotion regulation interventions and user personality types can be comprehensively analyzed to generate personalized emotion regulation strategies. For example, if two emotion regulation interventions are equally effective, but one is more aligned with the user's personality type, then that intervention can have a higher priority in the generated personalized emotion regulation strategy. When the user needs emotion regulation, this intervention can be recommended to them first.
[0266] In another possible implementation, the effectiveness of emotion regulation interventions and contextual factors (such as event, time, and location) can be comprehensively analyzed to generate personalized emotion regulation strategies. For example, if two emotion regulation interventions are equally effective, but one is more suitable for the user's current situation, then the generated personalized emotion regulation strategy can prioritize that intervention. When the user needs emotion regulation, this intervention can be recommended first. For instance, in a driving scenario, two emotion regulation interventions are watching videos and listening to music. Since their effectiveness is equal, it's easy to understand that listening to music is more suitable for a driving scenario. Therefore, when the user needs emotion regulation, listening to music can be recommended first.
[0267] In another possible implementation, see [link / reference] Figure 8B This system can comprehensively analyze the effectiveness of emotion regulation interventions, user personality types, and contextual factors to generate personalized emotion regulation strategies. For example, weights can be assigned to the effectiveness of emotion regulation interventions, user personality types, and contextual factors to further determine the total score of each intervention. It's easy to understand that the higher the total score of an emotion regulation intervention, the higher its priority in the generated personalized emotion regulation strategy. When a user needs emotion regulation, higher-priority emotion regulation interventions can be recommended to them first.
[0268] In some examples, more granular personalized emotion regulation strategies can also be generated. For instance, the domain can be subdivided. For example, even though emotion regulation is done through exercise, the appropriate exercise intensity may vary depending on the emotional state. The system can suggest the appropriate exercise intensity based on the user's current emotional state (e.g., high-intensity exercise is not suitable when in a bad mood). Similarly, even though emotion regulation is done through music, the appropriate music type may vary depending on the emotional state. The system can suggest the appropriate music type based on the user's current emotional state (e.g., listening to light music is suitable when in a bad mood).
[0269] In this embodiment of the application, after generating the above-mentioned personalized emotion regulation strategy, refer to... Figure 8B It can provide feedback to optimize the system's preset / default emotion regulation recommendation strategies, so as to provide users with more effective emotion regulation strategies.
[0270] By implementing Figure 8A The method provided in the illustrated embodiment can comprehensively analyze the effectiveness of emotion regulation intervention measures, user personality type, and contextual factors to generate personalized emotion regulation strategies. This not only ensures the effectiveness of the emotion regulation strategies but also ensures that the strategies are consistent with the user's personality type and the user's current situation (i.e., recommending appropriate emotion regulation strategies at the right time and place).
[0271] Example 5: Emotional regulation through interaction with emotional cartoon characters
[0272] In this embodiment of the application, the electronic device 100 can support users to interact with emotional cartoon characters, thereby providing different feedback to users based on different emotional states. This can effectively regulate users' emotions and improve user experience.
[0273] In the embodiments of this application, see Figure 8CThere are many ways to regulate a user's emotions, such as playing videos / animations (i.e., video / animation feedback), playing audio (i.e., audio feedback), talking and sharing (i.e., voice or text communication), mindfulness practice (or mindfulness guidance), mini-games, etc.
[0274] The above methods will be illustrated below with examples of various user interfaces.
[0275] 1. Play videos / animations
[0276] In this embodiment of the application, the electronic device 100 can regulate the user's emotions by playing videos / animations, and different emotional states can provide different types of video / animation feedback (such as encouraging, comforting, etc.).
[0277] For example, see Figure 9A When the electronic device 100 detects that the user is currently in an emotional state of XX, it can display... Figure 9A The example prompt message indicates whether the user needs to regulate their emotions by playing a video / animation. If the user agrees (e.g., the user clicks...), the prompt message will be displayed. Figure 9A If the "Yes" option is selected, the electronic device 100 can play corresponding videos / animations based on the user's current emotional state. For example, if the user feels a sense of accomplishment after completing a challenging task and is in a positive emotional state, then encouraging feedback can be provided, such as playing [video / animation]. Figure 9B Examples include encouraging videos / animations (such as videos / animations of cartoon characters giving a thumbs-up); and comforting feedback, such as playing [a video / animation], when a user is in a sad emotional state. Figure 9C Examples of comforting videos / animations include (e.g., videos / animations of emotional cartoon characters hugging). Alternatively, for example, it could be as follows: Figure 17G (2)-(8), or Figure 17H As shown in (2)-(6), play comforting videos / animations.
[0278] In some examples, the electronic device 100 may not display the aforementioned information before playing the video / animation. Figure 9A Instead of displaying the prompt information shown, the system can play corresponding videos / animations based on the user's current emotional state after detecting that the user has interacted with the emotional cartoon character displayed on the electronic device 100 (e.g., clicked). Alternatively, it can directly play videos / animations when it detects that the user is in a certain preset emotional state, actively adjusting the user's emotions. For example, it can directly play corresponding videos / animations based on the negative emotional state when it detects that the user is in a negative emotional state. Or, it can directly play videos / animations to actively adjust the user's emotions with the user's prior authorization. And so on.
[0279] 2. Play audio
[0280] In this embodiment of the application, the electronic device 100 can regulate the user's emotions by playing audio, and different emotional states can provide different types of audio feedback (such as upbeat songs, R&B, light music, etc.).
[0281] For example, see Figure 10A When the electronic device 100 detects that the user is currently in an emotional state of XX, it can display... Figure 10A The example message prompts the user whether they want to regulate their mood by playing music. If the user agrees (e.g., the user clicks...), the message indicates whether they wish to do so. Figure 10A If the "Yes" option is selected, the electronic device 100 can play corresponding audio based on the user's current emotional state. For example, when the user is in a positive emotional state, upbeat music can be played; when the user is in a neutral emotional state, R&B music can be played; when the user is in a negative or highly stressed emotional state, light music can be played; and so on.
[0282] Optionally, the electronic device 100 may display [something] while playing music. Figure 10B An example of a singing cartoon character.
[0283] In some examples, the electronic device 100 may not display the aforementioned information before playing audio. Figure 10A The prompts shown can be as follows. For example, with prior user authorization, audio can be played directly to proactively adjust the user's emotions; or, in preset scenarios (such as home or car scenarios), audio can be played directly to proactively adjust the user's emotions; and so on.
[0284] 3. Conversation and expression (i.e., voice or text communication)
[0285] In this embodiment of the application, the electronic device 100 can regulate the user's emotions through conversation and expression. In this case, the electronic device 100 can transform into an artificial intelligence chatbot to guide the user in conversation and expression.
[0286] For example, see Figure 11A When the electronic device 100 detects that the user is currently in an emotional state of XX, it can display... Figure 11A The example message prompts the user whether they need to regulate their emotions through conversation. If the user agrees (e.g., the user clicks...), the message indicates their willingness to engage in conversation. Figure 11A If the "Yes" option is selected, the electronic device 100 can transform into an AI chatbot to guide the user in conversation. For example, the electronic device 100 can display... Figure 11BAn example of a cartoon character in a chat state is shown. The electronic device 100 can support users to communicate with it via voice or text.
[0287] In some examples, the content guiding the user to talk and express their feelings can be related to the events that caused the user's current emotions. For example, if a user has negative emotions due to work, the content output by the electronic device 100 to guide the user to talk and express their feelings can be work-related (e.g., "Was work not going well today? Tell me about it").
[0288] In some examples, the electronic device 100 may not display the aforementioned information before the conversation begins. Figure 11A The prompts shown are as follows. For example, with prior user authorization, electronic device 100 can transform into an AI chatbot to guide the user in conversation and proactively regulate the user's emotions; or, in a preset scenario (such as a home scenario), electronic device 100 can transform into an AI chatbot to guide the user in conversation and proactively regulate the user's emotions; and so on.
[0289] 4. Mindfulness practice (or mindfulness guidance)
[0290] In this embodiment of the application, the electronic device 100 can improve the user's concentration through mindfulness practice, thereby achieving the purpose of regulating the user's emotions.
[0291] For example, see Figure 12A When the electronic device 100 detects that the user is currently in an emotional state of XX, it can display... Figure 12A The example prompt message suggests whether the user needs to regulate their emotions through mindfulness practice. If the user agrees (e.g., the user clicks...), the prompt will be displayed. Figure 12A If the "Yes" option is selected, then the electronic device 100 can display... Figure 12B The exemplary user interface may include one or more options (such as a "breathing training" option or a "meditation training" option), which may be used to trigger the electronic device 100 to play a video / animation to guide the user in mindfulness practice.
[0292] For example, electronic device 100 can detect user targeting Figure 12B The operation of the "breathing training" option shown (e.g., a click operation), in response to this operation, allows the electronic device 100 to play, for example... Figure 12C An example video / animation is shown to guide a user through breathing exercises.
[0293] For example, electronic device 100 can detect user targeting Figure 12BThe operation of the "Meditation Training" option shown (e.g., a click operation), in response to which the electronic device 100 can play, for example... Figure 12D An example video / animation is shown to guide users through meditation training.
[0294] In some examples, the electronic device 100 may not display the aforementioned information before mindfulness practice. Figure 12A The prompts shown are as follows. For example, with prior user authorization, the electronic device 100 can directly play videos / animations to guide the user in mindfulness practice, proactively regulating the user's emotions; or, in a preset scenario (such as a home scenario), the electronic device 100 can directly play videos / animations to guide the user in mindfulness practice, proactively regulating the user's emotions; and so on.
[0295] 5. Mini-games
[0296] In this embodiment of the application, the electronic device 100 can use mini-games to divert the user's attention, thereby achieving the purpose of regulating the user's emotions.
[0297] For example, see Figure 13A When the electronic device 100 detects that the user is currently in an emotional state of XX, it can display... Figure 13A The example message prompts the user whether they want to regulate their emotions through a mini-game. If the user agrees (e.g., the user clicks...), the message indicates their willingness to participate. Figure 13A If the "Yes" option is selected, then the electronic device 100 can display... Figure 13B The exemplary user interface may include one or more mini-game options (such as "knocking on a wooden fish" or "playing with prayer beads"), which may be used to trigger the electronic device 100 to display the corresponding mini-game interface.
[0298] For example, electronic device 100 can detect user targeting Figure 13B The operation of the "knocking on the wooden fish" mini-game option shown (e.g., a click operation), in response to the operation, the electronic device 100 can display, for example... Figure 13C The "Knocking on the Wooden Fish" mini-game interface shown as an example allows the electronic device 100 to support users in regulating their emotions by playing this mini-game.
[0299] For example, electronic device 100 can detect user targeting Figure 13B The operation of the "Playing with Buddhist Beads" mini-game option shown (e.g., a click operation), in response to this operation, the electronic device 100 can display, for example... Figure 13DThe "Playing with Buddhist Beads" mini-game interface shown as an example allows the electronic device 100 to support users in regulating their emotions by playing this mini-game.
[0300] In some examples, the electronic device 100 may not display the aforementioned information before running the mini-game. Figure 13A The displayed prompts can be as follows. For example, with prior user authorization, the electronic device 100 can directly display recommended mini-games to the user, proactively recommending corresponding mini-games to regulate the user's mood; or, in a preset scenario (such as a home scenario), the electronic device 100 can directly display recommended mini-games to the user, proactively recommending corresponding mini-games to regulate the user's mood; and so on.
[0301] It should be noted that, since various methods can be used to regulate the user's emotions in this application embodiment, there are multiple ways to determine which method to use to regulate the user's emotions, and this application embodiment does not limit this.
[0302] In one possible implementation, the method to regulate the user's emotions can be determined based on the personalized emotion regulation strategy generated in the aforementioned embodiment four. For example, the method with the highest priority can be used to regulate the user's emotions.
[0303] In another possible implementation, the method used to regulate the user's emotions can be determined based on the user's choice. For example, see [link to relevant documentation]. Figure 14 Users can actively trigger the electronic device to display 100. Figure 14The exemplary user interface may include one or more options corresponding to emotion regulation methods (e.g., "video / animation," "audio," "voice / text communication," "mindfulness practice," and "mini-games"). The electronic device 100 can support user actions (e.g., clicking) on any of these options. After the action, the electronic device 100 can provide corresponding feedback to the user to regulate their emotions. For example, the electronic device 100 can detect the user's action on the "video / animation" option, and in response, play the corresponding video / animation based on the user's current emotional state. Similarly, the electronic device 100 can detect the user's action on the "audio" option, and in response, play the corresponding audio based on the user's current emotional state. Furthermore, the electronic device 100 can detect the user's action on the "voice / text communication" option, and in response, act as an AI chatbot to guide the user in conversation. Finally, the electronic device 100 can detect the user's action on the "mindfulness practice" option, and in response, display, for example... Figure 12B The user interface shown further allows users to interact with the "Breathing Training" or "Meditation Training" options to trigger the electronic device 100 to play videos / animations guiding the user in mindfulness practice. For example, the electronic device 100 can detect user interaction with the "Mini-Games" option, and in response, the electronic device 100 can display, for example... Figure 13B The user interface shown further allows users to interact with the "knocking on the wooden fish" or "playing with prayer beads" mini-game options to trigger the electronic device 100 to display the corresponding mini-game interface.
[0304] It should be noted that the above descriptions of methods for regulating user emotions, such as playing videos / animations, playing audio, engaging in conversation (i.e., voice or text communication), practicing mindfulness (or guided mindfulness), and playing mini-games, all use the regulation of the user's own emotions on the electronic device 100 as an example. In some examples, since the electronic device 100 can also display cartoon images of other users' emotions (e.g., family, friends), the electronic device 100 can also allow the user to regulate the emotions of other users by interacting with the cartoon images of other users' emotions displayed on the electronic device 100. The emotion regulation methods used can also be those mentioned above. Examples are provided below.
[0305] See Figure 15AAssuming the cartoon image of an emotion displayed by electronic device 100 is a cartoon image of the emotion of the user of electronic device 200, then in one possible implementation, electronic device 100 could display options for triggering and regulating the emotion of the user of electronic device 200 (e.g., Figure 15A (As exemplified by the heart-shaped option), the electronic device 100 can detect the user's action on the option (e.g., a click action), and in response to the action, the electronic device 100 can display... Figure 14 The exemplary user interface may include one or more options corresponding to emotion regulation methods (e.g., "video / animation" option, "audio" option, "voice / text communication" option, "mindfulness practice" option, "mini-game" option), which allow the user to choose which method to use to regulate the user's emotions on the electronic device 200.
[0306] Taking video / animation as an example, electronic device 100 can detect user targeting... Figure 14 The operation of the "Video / Animation" option shown indicates that, in response to this operation, the electronic device 100 can display... Figure 15B The exemplary user interface may include one or more options corresponding to a video / animation (e.g., "like," "hug," "pat on the head," "slap," "scold"), which can trigger an emotional cartoon character to perform a corresponding action. This action can be used to instruct the user of electronic device 100 (e.g., user XXX) to perform an action on the user of electronic device 200, thereby regulating the user's emotions through this action. For example, electronic device 100 can detect the user's actions towards... Figure 15B The "like" option shown (e.g., a click) triggers a feedback message from electronic device 100 to electronic device 200. This feedback message may include information about the cartoon character performing the "like" action. Upon receiving this feedback message, electronic device 200 can display [the desired content]. Figure 15C An example video / animation shows a cartoon character giving a thumbs-up. Optionally, see [link to video / animation]. Figure 15C The electronic device 200 can also output relevant prompts in the form of voice, text, etc. (such as a voice prompt "User XXX gave you a thumbs up") to indicate who wants to adjust the user's emotions through video / animation feedback.
[0307] Taking audio as an example, electronic device 100 can detect user input... Figure 14The operation of the "Audio" option, as shown, allows electronic device 100 to send feedback to electronic device 200 in response to the operation. This feedback can be used to indicate to the user of electronic device 100 (e.g., user XXX) that they want to regulate their mood by listening to music. After receiving this feedback, electronic device 200 can output... Figure 15D The example message prompts the user to regulate their mood by listening to music. If the user agrees (e.g., the user clicks...), the message will be displayed. Figure 15D If the "Yes" option is selected, the electronic device 200 can provide corresponding audio feedback to the user based on the user's emotional state. The specific process can be referred to in the aforementioned textual description of the emotional regulation method of playing audio, which will not be repeated here.
[0308] Taking conversation and expression as an example, electronic devices 100 can detect what the user is referring to. Figure 14 The operation of the "Voice / Text Communication" option, as shown, allows electronic device 100 to send feedback to electronic device 200 in response to this operation. This feedback can be used to indicate to the user of electronic device 100 (e.g., user XXX) that they wish to regulate the user's emotions through conversation. After receiving this feedback, electronic device 200 can output... Figure 15E The example message prompts the user to regulate their emotions through conversation. If the user agrees (e.g., the user clicks...), the message will be displayed. Figure 15E If the "Yes" option is selected, the electronic device 200 can transform into an artificial intelligence chatbot to guide the user in conversation and expression. The specific process can be referred to in the aforementioned textual description of the emotional regulation method of conversation and expression, which will not be repeated here.
[0309] Taking mindfulness practice as an example, electronic device 100 can detect the user's focus on mindfulness practice. Figure 14 The operation of the "Mindfulness Practice" option, as shown, allows electronic device 100 to send feedback to electronic device 200 in response to this operation. This feedback can be used to indicate to the user of electronic device 100 (e.g., user XXX) that they want to regulate the emotions of the user of electronic device 200 through mindfulness practice. After receiving this feedback, electronic device 200 can output... Figure 15F The example prompt message suggests that the user should regulate their emotions through mindfulness practice. If the user agrees (e.g., the user clicks...), the prompt message will be displayed. Figure 15F If the "Yes" option is shown, the electronic device 200 can provide the user with one or more mindfulness practice items so that the user can regulate emotions through mindfulness practice. The specific process can be referred to the aforementioned textual description of mindfulness practice as a way of regulating emotions, which will not be repeated here.
[0310] Taking mini-games as an example, electronic device 100 can detect user targeting... Figure 14 The operation of the "Mini-game" option, as shown, allows electronic device 100 to send feedback to electronic device 200 in response to this operation. This feedback can be used to indicate to the user of electronic device 100 (e.g., user XXX) that they want to regulate the user's emotions through a mini-game. After receiving this feedback, electronic device 200 can output... Figure 15G The example prompt message encourages users to regulate their emotions through a mini-game. If the user agrees (e.g., the user clicks...), the prompt message will be displayed. Figure 15G If the "Yes" option is shown, the electronic device 200 can provide the user with one or more mini-games so that the user can regulate their emotions by playing the mini-games. The specific process can be referred to in the aforementioned textual description of mini-games as a way to regulate emotions, and will not be repeated here.
[0311] It should be noted that the above example only illustrates how electronic device 100, as the local device, and electronic device 200, as the remote device, can regulate the emotions of other users by having the user interact with the emotional cartoon images of other users displayed on electronic device 100. It is understandable that for the user of electronic device 200, electronic device 200 is the local device, and electronic device 100 is the remote device. In this case, electronic device 200 can also display the emotional cartoon image of the user of electronic device 100; that is, the emotional cartoon image generated by electronic device 100 can be sent to electronic device 200 for display. Furthermore, electronic device 200 can also support user interaction with the emotional cartoon image of the user of electronic device 100 displayed on electronic device 200 to trigger electronic device 200 to send feedback results to electronic device 100 to regulate the emotions of the user of electronic device 100. The specific process is similar to the aforementioned process of user interaction with the emotional cartoon images of other users displayed on electronic device 100 to regulate the emotions of other users, and can be referred to the aforementioned related text descriptions.
[0312] It should be noted that in the above embodiment five, emotion regulation is carried out through user interaction with the emotional cartoon character. However, it is not limited to this. In some examples, the emotion regulation process may also be unrelated to the emotional cartoon character. For example, the electronic device 100 can detect the user's emotions in real time and provide the user with corresponding reminders and emotion regulation strategies based on the emotion detection results.
[0313] Figure 16 An exemplary schematic diagram of an interaction method provided in an embodiment of this application is shown.
[0314] like Figure 16 As shown, the method may include:
[0315] S1601, Electronic device 100 detects the emotions of user 1. Specifically, electronic device 100 can collect physiological data of user 1, and perform emotion detection on user 1 based on the physiological data of user 1, obtain emotion detection results, and generate an emotional cartoon image in the first emotion based on the emotion detection results or based on the emotion detection results and the user's personalized information, or it can be called a first virtual image in the first emotion.
[0316] The steps for generating emotional cartoon characters can be found in [link to documentation]. Figure 2A , Figure 2B , Figure 2C The description in the illustrated embodiment. In one possible implementation, the first virtual avatar in a first emotion may be generated based on first data, which is physiological data of a first user used to determine the emotion; or, the first virtual avatar in a first emotion may be generated based on first data and second data, the second data including personalized information for the user, such as one or more of the following: environmental information of the user, exercise and health data, event information associated with the generation of the first emotion, and the user's personality type.
[0317] In other words, the first virtual avatar can be generated solely based on the user's emotions, or it can be generated based on multiple factors (such as the user's emotions, information about the user's environment, exercise and health data, information about events related to the current emotions, the user's personality type, etc.).
[0318] In one possible implementation, after step S1601, the electronic device 100 can display the generated emotional cartoon image based on certain triggering conditions. For example, the display of the emotional cartoon image can be triggered when the electronic device 100 screen is turned on, or at a specific time, during a specific event, or by clicking a specific physical or virtual button. The triggering conditions can refer to those in S1602, and may include, for example, specific user actions, specific events, specific wake words, changes in emotion detection results satisfying a first preset condition, changes in the user's environmental information satisfying a second preset condition, or changes in the user's exercise and health data satisfying a third preset condition.
[0319] The electronic device 100 can periodically execute the above step S1601, or it can trigger the execution of the above step S1601 based on changes in physiological data or emotion detection results, or it can trigger the execution of the above step S1601 based on changes in some user's personalized information (such as environmental information, sports and health status, or related events).
[0320] S1602, electronic device 100 sends message 1 to electronic device 200, message 1 instructing electronic device 200 to display a first virtual avatar in a first emotion. The first emotion is the emotion of user 1 detected by electronic device 100 in S1601.
[0321] Electronic device 200 and electronic device 100 can reside in the same home space or group, or electronic device 200 can be a contact device of electronic device 100. For information on the relationship and communication methods between electronic devices 100 and 200, please refer to [link to relevant documentation]. Figure 4A , Figure 4B The description in the illustrated embodiment.
[0322] S1602 can be executed when a triggering condition is met. This triggering condition can be user-defined; for example, the user can set the aforementioned cartoon character to be displayed on certain devices, on certain interfaces of a device, or during certain time periods, etc. The specific setup process can be referred to the preceding text. Figure 4A , Figure 4B , Figures 5A-5K The description in the related embodiments shown.
[0323] In this application embodiment, the triggering conditions may include, but are not limited to, one or more of the following: a specific user action, a specific event, a specific wake word, a change in emotion detection results that meets a first preset condition, a change in the user's environmental information that meets a second preset condition, or a change in the user's exercise and health data that meets a third preset condition.
[0324] Among them, the aforementioned specific user actions may include, but are not limited to, one or more of the following: the user shaking the arm wearing the electronic device 100, the user clicking or swiping on the screen, the user pressing the crown, the user raising their wrist, etc.
[0325] For example, taking the action of a user shaking the arm wearing the electronic device 100 as an example, the user can wear the electronic device 100 on one of their arms. After wearing it, the user can shake the arm. After the electronic device 100 detects the user's shaking arm action (for example, shaking the arm two or three times), the electronic device 100 can display a cartoon image of a head shaking and send the above message 1 to the electronic device 200.
[0326] The specific events mentioned above may include, but are not limited to, one or more of the following: a specific scenario, a specific point in time, or a specific time period.
[0327] In specific scenarios, according to this embodiment, the electronic device 100 can display an emotional cartoon image associated with the scenario when it detects that the user is in a specific scenario, and send the aforementioned message 1 to the electronic device 200. The specific scenario (or activity) may include one or more of the following: working, studying, attending class, exercising, traveling, listening to music, dining, drinking milk tea, playing games, driving, riding in a car, exercising, and sleeping. In this embodiment, the electronic device 100 can identify scenarios through one or more of the following methods: sensor identification, application information, and preset modes. For example, in sports scenario identification, it can identify whether the user is exercising using accelerometers, gyroscopes, etc., or it can identify whether the user is exercising based on sports and health applications, or it can identify whether the user is exercising based on a preset time period. Similarly, in sleep scenario identification, it can identify whether the user is sleeping based on sleep data from sports and health applications, or it can identify whether the user is sleeping based on a preset time period. Furthermore, in dining scenario identification, it can identify whether the user is in a restaurant based on location data from navigation applications, thereby determining whether the user is dining, or it can identify whether the user is dining based on a preset time period. Furthermore, in some possible implementations, the electronic device 100 can determine the emotional cartoon character based on data collected by sensors. It is understood that the data collected by the sensors is associated with a specific scenario in which the user is located. That is, after determining the specific scenario in which the user is located, the emotional cartoon character can be determined based on the data collected by the sensors that is associated with that specific scenario.
[0328] For a specific point in time or a specific time period, electronic device 100 may display an emotional cartoon image associated with that time (e.g., displaying an emotional cartoon image with the current time background) and send message 1 to electronic device 200 when it detects that the current point in time has reached that specific point in time, or when it detects that the current point in time is within that specific time period. In some examples, when it detects that the current point in time is within that specific time period, electronic device 100 may display the emotional cartoon image and send message 1 to electronic device 200 after detecting a specific user action. For example, upon detecting a user's wrist raise action, electronic device 100 will turn on its screen before displaying the emotional cartoon image and sending message 1 to electronic device 200.
[0329] The specific wake-up word mentioned above can be a fixed wake-up word preset by the system of the electronic device 100, or a custom wake-up word (or preset wake-up word) set by the user. This application embodiment does not limit this. For example, the user can input a specific wake-up word to the electronic device 100 by voice. After the electronic device 100 detects the specific wake-up word input by the user, the electronic device 100 can display an emotional cartoon image and send the aforementioned message 1 to the electronic device 200.
[0330] In one possible implementation, the triggering condition may specifically include: the electronic device 100 detecting a user's setting operation, which authorizes the aforementioned emotional cartoon character to be displayed on the electronic device 200 for a certain period of time. In this case, the electronic device 200 may display the emotional cartoon character only when the start time of the authorized period arrives.
[0331] In another possible implementation, the triggering condition can specifically include: the electronic device 100 detects a change in the user 1's emotion detection result that satisfies a first preset condition. The first preset condition can refer to a change in the type of the user 1's emotion. For example, if the emotion type includes positive emotions (e.g., pleasure), neutral emotions (e.g., calmness), and negative emotions (e.g., displeasure), satisfying the first preset condition can specifically include: the user's emotion changing from a positive emotion to a neutral / negative emotion, or the user's emotion changing from a neutral emotion to a positive / negative emotion, or the user's emotion changing from a negative emotion to a neutral / positive emotion.
[0332] In another possible implementation, the triggering condition can specifically include: the electronic device 100 detects a change in the environmental information of user 1 that satisfies a second preset condition. The second preset condition can include one or more of the following: the weather at the user's current location has changed; or the user's current location has changed. Specifically, satisfying the second preset condition can include: the weather at the user's current location changes from sunny / cloudy / overcast to rainy / snowy, or the weather at the user's current location changes from rainy / snowy to sunny / cloudy / overcast; and / or, the user's current location changes from location 1 to location 2 (e.g., from the living room to the bedroom, from home to the office, from one city to another, etc.).
[0333] In another possible implementation, the triggering condition can specifically include: the electronic device 100 detects a change in user 1's exercise and health data that satisfies a third preset condition. This third preset condition can include one or more of the following: user 1's sleep data has changed, user 1's exercise data has changed, or user 1's health data has changed. Specifically, satisfying the third preset condition can include: user 1 changing from a state of falling asleep to a state of waking up, or user 1 changing from a state of waking up to a state of waiting to fall asleep; and / or user 1 changing from a state before exercise to a state of exercise, or user 1 changing from a state of exercise to a state of completed exercise; and / or the value of changes in user 1's heart rate, body temperature, blood pressure, blood sugar, etc., exceeds a certain preset threshold.
[0334] S1603, Electronic device 200 displays interface 1 based on message 1, which includes the aforementioned cartoon image of the first emotion; then electronic device 200 detects user 2's operation 1 on the aforementioned cartoon image of the emotion, and in response to the operation 1, electronic device 200 sends message 2 to electronic device 100.
[0335] The process by which the electronic device 200 displays the aforementioned cartoon image of emotion can be found in [reference needed]. Figures 6A-6H The description in the illustrated embodiment is as follows. For example, the above-mentioned emotional cartoon character can be displayed in full screen, or it can be displayed in a non-full screen format, such as displaying the emotional cartoon character in the form of a card.
[0336] In this context, User 2 can be a member of User 1's family space or a contact of User 1.
[0337] Wherein, the above-mentioned operation 1 may be an operation performed on the above-mentioned emotional cartoon character; or, the above-mentioned operation 1 may be an operation performed on the functional controls included in the interface displaying the above-mentioned emotional cartoon character.
[0338] In the case where operation 1 is applied to the aforementioned emotional cartoon character, operation 1 can be, for example, touching or patting it. For instance, user 2 can perform actions such as... Figures 6C-6H Operate on the cartoon character shown. Or, in response to user 2's actions, such as... Figures 6C-6H The operation shown on the cartoon character can be displayed on the electronic device 200 as follows: Figure 14 The multiple options shown allow user 2 to perform further actions on these options. In response to further actions performed by user 2, electronic device 200 sends message 2 to electronic device 100.
[0339] When the above operation 1 is an operation performed on the options of the functional controls included in the interface displaying the above-mentioned emotional cartoon image, the above operation 1 can be an operation where the user clicks, for example... Figure 15A The heart-shaped options shown are for actions; or, the user clicks, for example... Figure 15A The heart-shaped option shown triggers the display. Figure 14 The mood regulation service offers multiple options; clicking on options such as video / animation triggers a display. Figure 15B The user can then select one of the video / animation feedback options shown; or, the user can select, for example... Figure 15A After the heart-shaped option is displayed, multiple options are shown (such as pat, touch, audio, voice / text communication, mindfulness practice, mini-games, etc.), and the user can then click on one of the options.
[0340] In one possible implementation, the electronic device 200 displays the aforementioned emotional cartoon image based on message 1. Specifically, this may include: the electronic device 200 directly displays the aforementioned emotional cartoon image based on message 1 after receiving message 1, or the electronic device 200 does not display the aforementioned emotional cartoon image immediately after receiving message 1, but displays the aforementioned emotional cartoon image only after detecting the user's operation of viewing the aforementioned emotional cartoon image.
[0341] In one possible implementation, before the electronic device 200 displays interface 1 in S1603, the method may further include: the electronic device 100 detecting an operation in which the user grants the electronic device 200 permission to display the first virtual avatar. Thus, only when the user 1 authorizes the display on the electronic device 100 can other electronic devices (i.e., remote devices) display the first virtual avatar.
[0342] In one possible implementation, the permission to display a virtual avatar may include: the permission to display the virtual avatar on a specific interface, and / or the permission to display the virtual avatar during a first time period. The specific interface may include one or more of the following: the negative one screen, the lock screen, the desktop, the always-on display, and the application interface.
[0343] S1604, Electronic device 100 receives message 2 and performs the corresponding function based on message 2.
[0344] The functions described above include, but are not limited to, one or more of the following: outputting an interface including video / animation, outputting audio, running AI chat, mindfulness practice (or mindfulness guidance), and running mini-games. For specific functions related to emotion regulation, please refer to Example 5.
[0345] Based on message 2, electronic device 100 can directly execute corresponding functions, such as directly displaying... Figure 9B , Figure 9C The image shown, or directly as Figure 10B Play the corresponding music as shown, or directly as shown. Figure 11B As shown, start communicating with User 1, or, as Figures 12B-12D , Figures 13B-13D The system guides the user from the beginning. When performing its functions, the electronic device 100 can also display information related to the user; for example, in addition to displaying… Figure 9B The animation shown can also display text information: User 2 gives you a thumbs up; or, the virtual image displayed in the electronic device 100 can be the virtual image of User 2, thus intuitively representing User 2's feedback to User 1, such as a thumbs up or a hug.
[0346] Alternatively, based on message 2, electronic device 100 can first prompt user 1 whether to perform the corresponding function, and then perform the corresponding function after receiving confirmation from user 1. Similar to... Figure 9A , Figure 10A , Figure 11A , Figure 12A or Figure 13A As shown, electronic device 100 can first prompt user 1, and Figure 9A , Figure 10A , Figure 11A , Figure 12A or Figure 13A The difference is that, in response to message 2, when displaying a prompt, electronic device 100 can show that the prompt is based on feedback from user 2. For example: similar Figure 9A Electronic device 100 can display: "Received user 2's concern, would you like to play a video / animation?" or "User 2 has requested XXX video / audio for you, would you like to watch?"
[0347] The aforementioned video / animation may be a video / animation used to regulate user 1's emotions.
[0348] In some examples, the aforementioned video / animation or the interface including the aforementioned video / animation may display the aforementioned emotional cartoon character in a certain state, which may include, but is not limited to: performing an action, being performed an action, or being in a certain posture. This state may correspond to the aforementioned operation 1. Specifically, when user 1's primary emotion is negative, user 2's operation 1 may be an operation to soothe user 1; the corresponding interface including the aforementioned video / animation may be an interface for soothing the emotional cartoon character. For example, if operation 1 is a "like" operation performed on the aforementioned emotional cartoon character, then the aforementioned video / animation may display the emotional cartoon character performing the "like" action; as another example, if operation 1 is a "touch" (or "hug") operation performed on the aforementioned emotional cartoon character, then the aforementioned video / animation may display the emotional cartoon character being touched (or hugged); as yet another example, if the aforementioned emotional cartoon character is in a negative emotion, and operation 1 is an operation to click an emotion adjustment option such as the "relax" option, then the aforementioned video / animation may display the aforementioned emotional cartoon character in a relaxed state (e.g., lying relaxed in bed).
[0349] In other examples, the video / animation described above may display an interface to guide user 1 in mindfulness practice.
[0350] The aforementioned audio can be used to regulate user 1's emotions. Different emotional states can output different types of audio. For example, when user 1 is in a positive emotional state, upbeat music can be played; when user 1 is in a neutral emotional state, R&B music can be played; when user 1 is in a negative or highly stressed emotional state, light music can be played; and so on.
[0351] The aforementioned operation of AI chat can refer to electronic device 100 transforming into an AI chatbot to guide user 1 in conversation and expression, thereby regulating user 1's emotions.
[0352] The aforementioned running of mini-games can refer to electronic devices 100 running games designed to regulate the emotions of user 1 (such as the aforementioned games of tapping a wooden fish or playing with prayer beads), in order to divert the attention of user 1 through mini-games and thereby regulate the emotions of user 1.
[0353] Optionally, in one possible implementation, after the electronic device 100 performs the corresponding function based on message 2, i.e. after S1604, the method may further include: the electronic device 100 sending message 3 to the electronic device 200, message 3 being used to instruct the electronic device 200 to display a virtual avatar in a second emotion; the electronic device 200 displaying a third interface based on message 3, the third interface including the virtual avatar in the second emotion; wherein, the second emotion is the emotion of user 1 detected by the electronic device 100 after performing S1604.
[0354] Thus, after detecting that user 1's emotion has changed from the first emotion to the second emotion, electronic device 100 can notify electronic device 200 so that electronic device 200 can update the displayed virtual avatar.
[0355] In one possible implementation, the method further includes: electronic device 100 acquiring third data, which includes one or more emotions experienced by user 1 during a second time period, and factors associated with these emotions, including one or more of user 1's activity trajectory, schedule information, body language, facial expressions, and frequency of speech; electronic device 100 determining user 1's personality type based on the third data. Thus, user personality type can be inferred by analyzing user emotions and factors associated with those emotions.
[0356] In one possible implementation, the method further includes: after detecting that the user's emotion is a third emotion, the electronic device 100 can display a virtual avatar in the third emotion. The third emotion can be either the aforementioned first or second emotion. The electronic device 100 detects a second operation by the user 1 on the virtual avatar; in response to the second operation, the electronic device 100 can execute a second function according to a first emotion regulation strategy. The first emotion regulation strategy is determined from multiple emotion regulation strategies based on a first condition, which includes one or more of the following: the first emotion regulation strategy is effective for the user, the user's personality type is a first personality type, and the user is in a first scenario. The first emotion regulation strategy includes one or more of the following: outputting a soothing interface, outputting soothing audio, running an AI chat, and running a game. Effectiveness includes: after executing the second function, the electronic device 100 detects that the user 1's emotion has changed to a fourth emotion, which is a positive emotion relative to the third emotion. That is, after detecting the user's emotion, the electronic device 100 can display a corresponding virtual avatar based on the detected emotion, and in response to the user's operation on the virtual avatar, the electronic device 100 can soothe or respond to the user's emotion.
[0357] In one possible implementation, the method further includes: the electronic device 100 anticipating that a first event will occur at a specific time, wherein the first event is a factor triggering the user 1 to experience a fifth emotion; and the electronic device 100 outputting a first prompt message to prompt the user 1 to regulate their emotions. In this way, when an event is about to occur, the user's emotions can be predicted, and relevant reminders can be given in advance to allow for timely emotional regulation.
[0358] Figures 17A-17H Another emotion display and interaction method provided by an embodiment of this application is illustrated by way of example. As shown in the figure, the method may include:
[0359] S1701, Electronic device 100 detects the user's emotions.
[0360] See the descriptions in other embodiments of this application, for example... Figure 2A , Figure 2B , Figure 2C In the illustrated embodiment, the electronic device 100 can detect a user's emotions through physiological data, etc. Specifically, the electronic device 100 can periodically or conditionally detect and update the user's emotions, and can record the user's emotions at a specific point in time or over a period of time, as well as record changes in the user's emotions. Based on the detection by the electronic device 100, the user's emotions are detected and recorded in real time or periodically.
[0361] S1702. When trigger condition 1 is met, the electronic device 100 displays interface A, wherein interface A includes a first virtual image in state 1. The first virtual image in state 1 is used to indicate the user's mood at the current moment.
[0362] Among them, the triggering condition 1 can be the aforementioned Figure 16 The triggering conditions described in S1602 of the illustrated embodiment. For example, triggering condition 1 may include: when the electronic device is triggered to turn on the screen (such as when the screen is turned on by raising the wrist, pressing the crown to trigger the screen to turn on, or receiving a message notification to turn on the screen, etc.), or when the electronic device detects that the user's emotion has changed, such as from a positive emotion (pleasure) to a negative emotion (unpleasantness), etc.
[0363] When trigger condition 1 is met, the electronic device 100 displays a virtual avatar representing the user's current emotion. The state of this virtual avatar can represent the user's current emotion. Here, the user's current emotion refers to the user's emotion at the moment trigger condition 1 is met; it can be the user's emotion detected in real time at that moment 1, or it can be the emotion detection result most recently detected at that moment 1. When the user's current emotion is pleasant, the virtual avatar can display pleasant actions, expressions, or animations, such as... Figure 17B The animation shown depicts a panda happily rolling around; or as... Figure 17C As shown, the panda is happily listening to music. When the user's current mood is calm, the virtual avatar can display calm actions, expressions, or animations, such as... Figure 17D or Figure 17E As shown, the panda is depicted calmly perched on a branch or eating bamboo. When the user's current mood is unpleasant, the virtual avatar can display unpleasant actions, expressions, or animations, such as... Figure 17F As shown.
[0364] Furthermore, when displaying interface A, the electronic device 100 can, in addition to displaying a virtual avatar corresponding to the current state, also determine the color of interface A based on the user's current mood. Different colors can represent different emotions, such as yellow or orange for pleasure, green for calm, and blue or purple for displeasure. For example: Figure 17B , Figure 17C The interface shown can display a background color of yellow or orange; Figure 17D , Figure 17E The interface shown can display a green background. Figure 17F The interface shown can display a blue or purple background color.
[0365] S1703. When trigger condition 2 is met, electronic device 100 displays interface B, wherein interface B includes a first virtual image in state 2. The first virtual image in state 2 is used to indicate the user's mood at the current moment.
[0366] The triggering condition 2 can also be... Figure 16 The triggering conditions described in S1602 of the illustrated embodiment. Triggering condition 2 and triggering condition 1 occur at different times, but these two triggering conditions can be the same or different. It should be noted that there can be other steps between S1702 and S1703. For example, between these two steps, the user can normally use the electronic device 100, such as turning the screen off, on, viewing messages, making payments, etc.
[0367] When trigger condition 2 is met, the virtual image displayed by the electronic device 100 in state 2 represents the user's emotion at moment 2 when trigger condition 2 is met. For example, it could be the user's emotion detected in real time at moment 2, or it could be the emotion detection result closest to moment 2. The virtual image displayed by the electronic device 100 in state 2 based on the user's emotion can also be found in [reference needed]. Figures 17B-17F As shown.
[0368] Furthermore, similar to display interface A, when displaying interface B, electronic device 100 can also determine the color of interface B based on the user's current mood.
[0369] It should be noted that when the user's emotion corresponding to the fulfillment of trigger condition 2 (time 2) is different from that corresponding to the fulfillment of trigger condition 1 (time 1), the virtual image displayed by the electronic device 100 will have a different state; that is, state 2 is different from state 1. Furthermore, the background colors of interface B and interface A will also be different. For example, at time 1, if the user's emotion is pleasant, the electronic device 100 can display as follows: Figure 17B , Figure 17C The interface; at time 2, if the user's mood is unpleasant, the electronic device 100 can display as follows: Figure 17F The interface shown.
[0370] Furthermore, the method may also include:
[0371] S1704. After the electronic device 100 displays interface A or interface B, it can display a corresponding interface to adjust the user's mood according to the user's current mood.
[0372] For example, when the user's mood is unpleasant, the electronic device 100 can display... Figure 17G (1); then, based on the user's current mood, the electronic device can continue to display Figure 17G The animations shown in (2)-(8) depict a panda rolling over and facing the user with a cute expression, which can serve to comfort the user. Alternatively, when the user is in an unpleasant mood, the electronic device 100 can display... Figure 17H (1); then, based on the user's current mood, the electronic device can continue to display Figure 17H The animations shown in (2)-(6) depict the panda mother comforting the panda cub, which can help regulate the user's emotions.
[0373] Alternatively, as described in the foregoing embodiments, electronic device 100 can send an instruction to electronic device 200, causing electronic device 200 to display a virtual avatar representing user 1's emotions. After receiving an operation from user 2 on the virtual avatar, electronic device 200 can return an instruction to electronic device 100, and electronic device 100 displays a corresponding interface based on the returned instruction, which may represent user 2's attempt to soothe or comfort user 1's emotions. For example, when the user's emotion is unpleasant, electronic device 100 sends an instruction to electronic device 200, causing electronic device 200 to display a virtual avatar representing user 1's emotions. Figure 17G (1) or Figure 17H The interface shown in (1) is then displayed; electronic device 200 returns an instruction to electronic device 100 based on the user 2's operation, and electronic device 100 displays the returned instruction. Figure 17G (2)-(8) or Figure 17H The interface shown in (2)-(6) represents user 2's reassurance to user 1.
[0374] The following is a schematic diagram of the structure of an electronic device 100 provided in an embodiment of this application.
[0375] Figure 18 An exemplary embodiment of an electronic device 100 provided in this application is shown.
[0376] like Figure 18 As shown, the electronic device 100 may include: a processor 110, a memory 120, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna, a wireless communication module 160, an audio module 170, a sensor module 180, buttons 190, a motor 191, an indicator 192, a camera 193, a display screen 194, etc. The sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, a PPG sensor 180C, an accelerometer sensor 180D, a proximity sensor 180E, a proximity light sensor 180F, a touch sensor 180G, etc.
[0377] It is understood that the structures illustrated in the embodiments of this application do not constitute a specific limitation on the electronic device 100. In other embodiments of this application, the electronic device 100 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0378] Processor 110 may include one or more processing units, such as: application processor (AP), modem processor, graphics processing unit (GPU), image signal processor (ISP), controller, memory, video codec, digital signal processor (DSP), baseband processor, and / or neural network processing unit (NPU), etc. Different processing units may be independent devices or integrated into one or more processors.
[0379] The controller can be the nerve center and command center of the electronic device 100. The controller can generate operation control signals according to the instruction opcode and timing signals to complete the control of fetching and executing instructions.
[0380] The processor 110 may also include a memory for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory can store instructions or data that the processor 110 has just used or that are used repeatedly. If the processor 110 needs to use the instruction or data again, it can retrieve it directly from the memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
[0381] In some embodiments, the processor 110 may include one or more interfaces. Interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, and / or a universal serial bus (USB) interface, etc.
[0382] The I2C interface is a bidirectional synchronous serial bus, including a serial data line (SDA) and a serial clock line (SCL). In some embodiments, the processor 110 may include multiple I2C buses. The processor 110 can couple to the touch sensor 180G, charger, flash, camera 193, etc., through different I2C bus interfaces. For example, the processor 110 can couple to the touch sensor 180G through the I2C interface, enabling the processor 110 and the touch sensor 180G to communicate through the I2C bus interface, thereby realizing the touch function of the electronic device 100.
[0383] The UART interface is a universal serial data bus used for asynchronous communication. This bus can be a bidirectional communication bus. It converts the data to be transmitted between serial and parallel communication. In some embodiments, the UART interface is typically used to connect the processor 110 and the wireless communication module 160. For example, the processor 110 communicates with the Bluetooth module in the wireless communication module 160 via the UART interface to implement Bluetooth functionality. In some embodiments, the audio module 170 can transmit audio signals to the wireless communication module 160 via the UART interface to enable music playback through Bluetooth headphones.
[0384] USB port 130 is a USB standard compliant interface, specifically a Mini USB port, Micro USB port, USB Type-C port, etc. USB port 130 can be used to connect a charger to charge electronic device 100, and can also be used for data transfer between electronic device 100 and peripheral devices. It can also be used to connect headphones for audio playback. This interface can also be used to connect other terminal devices, such as AR devices.
[0385] It is understood that the interface connection relationships between the modules illustrated in the embodiments of this application are merely illustrative and do not constitute a structural limitation on the electronic device 100. In other embodiments of this application, the electronic device 100 may also employ different interface connection methods or combinations of multiple interface connection methods as described in the above embodiments.
[0386] The wireless communication module 160 can provide solutions for wireless communication applications on the electronic device 100, including wireless local area networks (WLANs) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), and infrared (IR) technologies. The wireless communication module 160 can be one or more devices integrating at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via an antenna, performs frequency modulation and filtering of the electromagnetic wave signals, and sends the processed signal to the processor 110. The wireless communication module 160 can also receive signals to be transmitted from the processor 110, perform frequency modulation and amplification, and convert them into electromagnetic waves for radiation via the antenna.
[0387] Electronic device 100 implements display functions through a GPU, a display screen 194, and an application processor. The GPU is a microprocessor for image processing, connected to the display screen 194 and the application processor. The GPU is used to perform mathematical and geometric calculations and for graphics rendering. Processor 110 may include one or more GPUs, which execute program instructions to generate or modify display information.
[0388] Display screen 194 is used to display images, videos, etc. Display screen 194 includes a display panel. The display panel may be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a miniature LED, a microLED, a quantum dot light-emitting diode (QLED), etc. In some embodiments, electronic device 100 may include one or N displays 194, where N is a positive integer greater than 1.
[0389] Electronic device 100 can perform shooting functions through ISP, camera 193, video codec, GPU, display 194 and application processor.
[0390] Camera 193 is used to capture still images or videos. An object is projected onto a photosensitive element by generating an optical image through the lens. The photosensitive element can be a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the light signal into an electrical signal, which is then passed to an ISP for conversion into a digital image signal. The ISP outputs the digital image signal to a DSP for processing. The DSP converts the digital image signal into image signals in standard RGB, YUV, or other formats. In some embodiments, the electronic device 100 may include one or N cameras 193, where N is a positive integer greater than 1.
[0391] Electronic device 100 can implement audio functions, such as music playback and recording, through audio module 170 and application processor.
[0392] The audio module 170 is used to convert digital audio information into analog audio signals for output, and also to convert analog audio input into digital audio signals. The audio module 170 can also be used for encoding and decoding audio signals. In some embodiments, the audio module 170 may be located in the processor 110, or some functional modules of the audio module 170 may be located in the processor 110.
[0393] Pressure sensor 180A is used to sense pressure signals and convert them into electrical signals. In some embodiments, pressure sensor 180A can be disposed on display screen 194. There are many types of pressure sensors 180A, such as resistive pressure sensors, inductive pressure sensors, and capacitive pressure sensors. A capacitive pressure sensor may include at least two parallel plates with conductive material. When force is applied to pressure sensor 180A, the capacitance between the electrodes changes. Electronic device 100 determines the pressure intensity based on the change in capacitance. When a touch operation is applied to display screen 194, electronic device 100 detects the intensity of the touch operation based on pressure sensor 180A. Electronic device 100 can also calculate the touch position based on the detection signal from pressure sensor 180A. In some embodiments, touch operations applied to the same touch position but with different touch operation intensities can correspond to different operation commands. For example, when a touch operation with an intensity less than a first pressure threshold is applied to the SMS application icon, a command to view an SMS is executed. When a touch operation with an intensity greater than or equal to the first pressure threshold is applied to the SMS application icon, a command to create a new SMS is executed.
[0394] The gyroscope sensor 180B can be used to determine the motion attitude of the electronic device 100. In some embodiments, the gyroscope sensor 180B can determine the angular velocity of the electronic device 100 about three axes (i.e., the x, y, and z axes). The gyroscope sensor 180B can be used for image stabilization. For example, when the shutter is pressed, the gyroscope sensor 180B detects the angle of the shake of the electronic device 100, calculates the distance that the lens module needs to compensate based on the angle, and allows the lens to counteract the shake of the electronic device 100 by moving in the opposite direction, thus achieving image stabilization. The gyroscope sensor 180B can also be used in navigation and motion-sensing game scenarios.
[0395] The PPG sensor 180C (also known as a PPG module) can be used to collect users' physiological data (such as heart rate, blood oxygen, respiratory rate, blood pressure, blood glucose, muscle oxygen, vascular resistance, brain oxygen, etc.). In this embodiment, the electronic device 100 can detect the user's emotions based on the collected physiological data.
[0396] The 180D accelerometer sensor can detect the magnitude of acceleration of electronic device 100 in various directions (typically three axes). When electronic device 100 is stationary, it can detect the magnitude and direction of gravity. It can also be used to identify the posture of electronic device 100, and can be applied to applications such as screen orientation switching and pedometers.
[0397] A distance sensor 180E is used to measure distance. The electronic device 100 can measure distance using infrared or laser. In some embodiments, during a shooting scene, the electronic device 100 can utilize the distance sensor 180E to measure distance for rapid focusing.
[0398] The proximity sensor 180F may include, for example, a light-emitting diode (LED) and a light detector, such as a photodiode. The LED may be an infrared LED. The electronic device 100 emits infrared light outward through the LED. The electronic device 100 uses the photodiode to detect infrared reflected light from a nearby object. When sufficient reflected light is detected, it can be determined that an object is near the electronic device 100. When insufficient reflected light is detected, the electronic device 100 can determine that no object is near the electronic device 100.
[0399] Touch sensor 180G, also known as a "touch panel," can be located on display screen 194. The touch sensor 180G and display screen 194 together form a touchscreen, also known as a "touch screen." Touch sensor 180G detects touch operations applied to or near it. The touch sensor can transmit the detected touch operation to the application processor to determine the type of touch event. Visual output related to the touch operation can be provided through display screen 194. In other embodiments, touch sensor 180G may also be located on the surface of electronic device 100, in a different position than display screen 194.
[0400] Buttons 190 include a power button, volume buttons, etc. Buttons 190 can be mechanical buttons or touch-sensitive buttons. Electronic device 100 can receive button input and generate key signal inputs related to user settings and function control of electronic device 100.
[0401] Motor 191 can generate vibration feedback. Motor 191 can be used for touch vibration feedback. For example, touch operations applied to different applications (such as taking photos, playing audio, etc.) can correspond to different vibration feedback effects. Touch operations applied to different areas of the display screen 194 can also correspond to different vibration feedback effects from motor 191. Different application scenarios (such as time reminders, receiving messages, alarm clocks, games, etc.) can also correspond to different vibration feedback effects. Touch vibration feedback effects can also be customized.
[0402] Indicator 192 can be an indicator light, which can be used to indicate charging status, power changes, or to indicate messages, notifications, etc.
[0403] It should be understood that, Figure 18 The electronic device 100 shown is merely an example, and the electronic device 100 may have more than Figure 18 The more or fewer components shown can be combined into two or more components, or they can have different component configurations. Figure 18 The various components shown can be implemented in hardware, software, or a combination of hardware and software, including one or more signal processing and / or application-specific integrated circuits.
[0404] The structure of electronic device 200 may be the same as or similar to that of electronic device 100. For details regarding the structure of electronic device 200, please refer to [link / reference needed]. Figure 18 The textual description of the structure of the electronic device 100 shown will not be repeated here.
[0405] The following describes the software structure of an electronic device 100 provided in an embodiment of this application.
[0406] Figure 19 The software structure of an electronic device 100 provided in an embodiment of this application is illustrated by way of example.
[0407] like Figure 19 As shown, the software system of electronic device 100 can adopt a layered architecture, event-driven architecture, microkernel architecture, microservice architecture, or cloud architecture. This application embodiment uses the layered architecture Android system as an example to exemplify the software structure of electronic device 100.
[0408] A layered architecture divides software into several layers, each with a clear role and function. Layers communicate with each other through software interfaces. In some embodiments, the Android system is divided into four layers, from top to bottom: the application layer, the application framework layer, the system libraries, and the kernel layer.
[0409] The application layer can include a series of application packages.
[0410] like Figure 19 As shown, the application package can include applications such as clock, mood, calendar, call, map, settings, WLAN, Bluetooth, music, video, and SMS.
[0411] Among them, the emotion application is an application installed on the electronic device 100 for emotion detection and emotion regulation.
[0412] In this embodiment of the application, the emotion application can be used to monitor and detect the user's emotions based on the results of detection by various sensors, and can classify emotions into multiple categories (e.g., positive emotions, neutral emotions, negative emotions, etc.) to generate emotion detection results.
[0413] It is understood that the emotion detection results generated by the emotion application can be used as parameters for generating a virtual avatar. In one possible implementation, the virtual avatar can be used to indicate the emotion detection results. It is understood that the description of the virtual avatar here can refer to the descriptions in the foregoing embodiments.
[0414] In this embodiment, the emotion application can also display a virtual avatar representing the user's emotions. That is, in response to the user opening the emotion application, a virtual avatar can be displayed on the electronic device 100. In one possible implementation, the emotion application can generate and display the virtual avatar. In another possible implementation, for example, the virtual avatar representing the user's emotions can be generated in a virtual avatar generation module, whereby the emotion application can obtain information about the virtual avatar and display it based on that information.
[0415] In this embodiment, the emotion application can also provide emotion regulation strategies so that users can regulate their emotions through these strategies. These emotion regulation strategies may include, but are not limited to, videos / animations, audio, AI chat, mindfulness exercises, and mini-games. Specifically, the emotion regulation strategies can be referred to the descriptions in the foregoing embodiments, and will not be repeated here.
[0416] It should be noted that the name of the emotion application is only a word used in the embodiments of this application, and its meaning has been recorded in the embodiments of this application. Its name does not constitute any limitation on the embodiments of this application.
[0417] The application framework layer provides application programming interfaces (APIs) and a programming framework for applications in the application layer. The application framework layer includes some predefined functions.
[0418] like Figure 19 As shown, the application framework layer may include a window manager, content provider, view system, phone manager, resource manager, notification manager, etc.
[0419] The window manager is used to manage windowed applications. It can retrieve screen size, determine the presence of a status bar, lock the screen, and capture screenshots, among other things.
[0420] Content providers store and retrieve data, making that data accessible to applications. This data may include videos, images, audio, made and received phone calls, browsing history and bookmarks, phone books, etc.
[0421] A view system includes visual controls, such as controls for displaying text and controls for displaying images. View systems can be used to build applications. A display interface can consist of one or more views. For example, a display interface including a text notification icon could include views for displaying text and views for displaying images.
[0422] The phone manager is used to provide communication functions for electronic device 100. For example, it manages call status (including connection and disconnection).
[0423] The file explorer provides applications with various resources, such as localized strings, icons, images, layout files, video files, and more.
[0424] The notification manager allows applications to display notifications in the status bar. These notifications can be used to deliver informational messages and can disappear automatically after a short pause, requiring no user interaction. For example, the notification manager can be used to notify users of completed downloads or message alerts. The notification manager can also display notifications as icons or scrolling text in the top status bar, such as notifications from background applications, or as dialog boxes on the screen. Examples include displaying text messages in the status bar, emitting sounds, vibrating electronic devices, and flashing indicator lights.
[0425] The core library consists of two parts: one part is the functionalities that need to be called by the Java language, and the other part is the Android core library.
[0426] The application layer and application framework layer run in a virtual machine. The virtual machine executes the Java files of the application layer and application framework layer as binary files. The virtual machine is used to perform functions such as object lifecycle management, stack management, thread management, security and exception management, and garbage collection.
[0427] The system library can include multiple functional modules. For example: surface manager, media libraries, 3D graphics processing libraries (e.g., OpenGL ES), 2D graphics engines (e.g., SGL), virtual avatar generation modules, etc.
[0428] The Surface Manager is used to manage the display subsystem and provides the blending of 2D and 3D layers for multiple applications.
[0429] The media library supports playback and recording of various common audio and video formats, as well as still image files. It supports multiple audio and video encoding formats, such as MPEG4, H.264, MP3, AAC, AMR, JPG, and PNG.
[0430] The 3D graphics processing library is used to implement 3D graphics drawing, image rendering, compositing, and layer processing.
[0431] A 2D graphics engine is a graphics engine for 2D drawing.
[0432] The virtual avatar generation module can generate virtual avatars. Specifically, the module can acquire one or more parameters and generate a virtual avatar based on those parameters. For example, it can retrieve emotion detection results from an emotion application and generate a corresponding virtual avatar based on the results and the aforementioned prompts. The state of this virtual avatar can indicate the notification message and the user's emotion. The module can also receive notification messages from a notification manager and generate a corresponding virtual avatar based on those messages. The state of this virtual avatar can also indicate the notification message.
[0433] In some examples, the avatar generation module can also generate avatars based solely on emotion detection results obtained from an emotion application.
[0434] In other examples, the avatar generation module can also generate a avatar based on emotion detection results obtained from the emotion application, as well as the user's personalized information (such as the user's environment, sports and health data, related event information, and the user's personal information).
[0435] The virtual avatar generation module can also be used to generate a virtual avatar when preset conditions are met. For example, the virtual avatar generation module can generate a virtual avatar when the triggering conditions (or triggering events) described in the foregoing embodiments are met; the virtual avatar generation module can also be used to update the state of the virtual avatar after the user interacts with the virtual avatar; it can also be used to obtain emotion regulation strategies from the emotion application, and determine an emotion regulation strategy that matches the current scenario based on the emotion regulation strategy, so as to prompt the user to use the emotion regulation strategy to regulate their emotions; and so on.
[0436] After the virtual avatar generation module generates the corresponding virtual avatar, the display driver in the kernel layer can be activated, allowing the virtual avatar to be displayed on the screen, and / or content related to emotion regulation strategies to be displayed. See the previous description for details, which will not be repeated here.
[0437] The kernel layer is the layer between hardware and software. The kernel layer includes at least the display driver, camera driver, Bluetooth driver, and sensor driver.
[0438] This application provides a chip system including: a processor coupled to a memory for storing programs or instructions, wherein when the program or instructions are executed by the processor, the chip system implements the methods described in any of the above method embodiments.
[0439] Optionally, the chip system may contain one or more processors. These processors can be implemented in hardware or software. When implemented in hardware, the processor can be a logic circuit, an integrated circuit, etc. When implemented in software, the processor can be a general-purpose processor, implemented by reading software code stored in memory.
[0440] Optionally, the chip system may contain one or more memories. The memory may be integrated with the processor or disposed separately from it; this application embodiment does not limit this. For example, the memory may be a non-transient processor, such as a read-only memory (ROM), which may be integrated with the processor on the same chip or disposed separately on different chips. This application embodiment does not specifically limit the type of memory or the arrangement of the memory and processor.
[0441] For example, the chip system may be a field programmable gate array (FPGA), an application-specific integrated circuit (ASIC), a system on chip (SoC), a central processor (CPU), a network processor (NP), a digital signal processor (DSP), a microcontroller unit (MCU), a programmable logic device (PLD), or other integrated chips.
[0442] It should be understood that each step in the above method embodiments can be completed by integrated logic circuits in the processor hardware or by instructions in software form. The method steps disclosed in the embodiments of this application can be directly manifested as being executed by a hardware processor, or being executed by a combination of hardware and software modules in the processor.
[0443] In the above embodiments, implementation can be achieved, in whole or in part, through software, hardware, firmware, or any combination thereof. When implemented in software, it can be implemented, in whole or in part, as a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the processes or functions described in this application are generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another. For example, the computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, digital subscriber line) or wireless (e.g., infrared, wireless, microwave, etc.) means. The computer-readable storage medium can be any available medium accessible to a computer or a data storage device such as a server or data center that integrates one or more available media. The available medium can be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid-state disk (SSD)).
[0444] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. This program can be stored in a computer-readable storage medium, and when executed, it can include the processes described in the above method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as ROM or random access memory (RAM), magnetic disks, or optical disks.
[0445] The above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit it. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.
Claims
1. An interaction method applied to a communication system including a first electronic device and a second electronic device, characterized in that, The method includes: The first electronic device detects the emotions of the first user; The first electronic device sends a first message to the second electronic device, the first message being used to instruct the second electronic device to display a first virtual image in a first emotion, the first emotion being the emotion of the first user detected by the first electronic device; The second electronic device displays a first interface, which includes the first virtual avatar in the first emotion state; The second electronic device detects the first operation performed by the second user on the first virtual avatar; In response to the first operation, the second electronic device sends a second message to the first electronic device; The first electronic device receives the second message and performs the first function based on the second message; The execution of the first function includes one or more of the following: outputting a second interface, outputting first audio, running an AI chat, and running a first game.
2. The method according to claim 1, characterized in that, The first operation is an operation performed on the first virtual image; or, The first operation is an operation performed on the functional controls included in the first interface.
3. The method according to claim 1 or 2, characterized in that, The first emotion is a negative emotion, the first operation is an operation used to soothe the first user, and the second interface is an interface used to soothe the first virtual avatar.
4. The method according to any one of claims 1-3, characterized in that, The second interface includes the first virtual image in a first state, which corresponds to the first operation.
5. The method according to any one of claims 1-4, characterized in that, After the first electronic device performs the first function based on the second message, the method further includes: The first electronic device sends a third message to the second electronic device; The second electronic device displays a third interface based on the third message. The third interface includes the first virtual avatar, which is in a second emotion. The second emotion is the emotion of the first user detected by the first electronic device after executing the first function.
6. The method according to any one of claims 1-5, characterized in that, The first virtual avatar is generated based on first data, which is the physiological data of the first user used to determine emotions; or, The first virtual avatar is generated based on the first data and the second data. The second data is the personalized information of the first user. The personalized information of the first user includes one or more of the following: environmental information of the first user, sports and health data, event information related to the generation of the first emotion, and personal information of the first user.
7. The method according to any one of claims 1-6, characterized in that, The first interface is displayed in full screen, or the first interface is displayed in the form of a card.
8. The method according to any one of claims 1-7, characterized in that, Before the second electronic device displays the first interface, the method further includes: The first electronic device detects the operation by which the first user granted the second electronic device permission to display the first virtual avatar.
9. The method according to any one of claims 1-8, characterized in that, Sending a first message from the first electronic device to the second electronic device includes: in response to a first triggering event, the first electronic device sending a first message to the second electronic device; wherein the first triggering event includes one or more of the following: Specific user actions; Specific scenarios; A specific moment or time period; Specific wake words; The change in the emotion detection result of the first user satisfies the first preset condition; The change in the environmental information of the first user satisfies the second preset condition; The changes in the first user's exercise and health data meet the third preset condition.
10. An interaction method applied to a second electronic device, characterized in that, The method includes: The second electronic device receives the first message sent by the first electronic device; In response to the first message, the second electronic device displays a first interface, which includes a first virtual image in a first emotion, the first emotion being the emotion of the first user detected by the first electronic device; The second electronic device detects the first operation performed by the second user on the first virtual avatar; In response to the first operation, the second electronic device sends a second message to the first electronic device, the second message being used to instruct the first electronic device to perform the first function; The execution of the first function includes one or more of the following: outputting a second interface, outputting first audio, running an AI chat, and running a first game.
11. The method according to claim 10, characterized in that, The first operation is an operation performed on the first virtual image; or, The first operation is applied to the options of the functional controls included in the first interface.
12. The method according to claim 10 or 11, characterized in that, The first emotion is a negative emotion, the first operation is an operation used to soothe the first user, and the second interface is an interface used to soothe the first virtual avatar.
13. The method according to any one of claims 10-12, characterized in that, The second interface includes the first virtual image in a first state, which corresponds to the first operation.
14. The method according to any one of claims 10-13, characterized in that, After the second electronic device sends a second message to the first electronic device, the method further includes: The second electronic device receives a third message sent by the first electronic device; The second electronic device displays a third interface based on the third message. The third interface includes the first virtual avatar, which is in a second emotion. The second emotion is the emotion of the first user detected by the first electronic device after executing the first function.
15. The method according to any one of claims 10-14, characterized in that, The first virtual avatar is generated based on first data, which is the physiological data of the first user used to determine emotions; or, The first virtual avatar is generated based on the first data and the second data. The second data is the personalized information of the first user. The personalized information of the first user includes one or more of the following: environmental information of the first user, sports and health data, event information related to the generation of the first emotion, and personal information of the first user.
16. The method according to any one of claims 10-15, characterized in that, The first interface is displayed in full screen, or the first interface is displayed in the form of a card.
17. The method according to any one of claims 10-16, characterized in that, The second electronic device is granted permission to display the first virtual avatar.
18. The method according to claim 17, characterized in that, The permission to display the first virtual avatar specifically includes: The permissions for displaying the first virtual avatar are shown on the fourth interface, which includes one or more of the following: the negative one screen interface, the lock screen interface, the desktop, the always-on display interface, and the application interface. And / or, The permissions of the first virtual avatar are displayed during the first time period.
19. An interaction method applied to a first electronic device, characterized in that, The method includes: The first electronic device detects the emotions of the first user; The first electronic device sends a first message to the second electronic device, the first message being used to instruct the second electronic device to display a first virtual image in a first emotion, the first emotion being the emotion of the first user detected by the first electronic device; The first electronic device receives the second message sent by the second electronic device; The first electronic device performs the first function based on the second message; The execution of the first function includes one or more of the following: outputting a second interface, outputting first audio, running an AI chat, and running a first game.
20. The method according to claim 19, characterized in that, The second interface includes the first virtual avatar in a first state, which is determined based on the second message.
21. The method according to claim 19 or 20, characterized in that, Before the first electronic device sends the second message to the second electronic device, the method further includes: The first electronic device acquires first data and generates the first virtual avatar based on the first data, wherein the first data is physiological data of the first user used to determine emotions; or, The first electronic device acquires the first data and the second data, and generates the first virtual image based on the first data and the second data. The second data is the personalized information of the first user. The personalized information of the first user includes one or more of the following: environmental information of the first user, sports and health data, event information related to the generation of the first emotion, and personal information of the first user.
22. The method according to any one of claims 20-21, characterized in that, Before the first electronic device sends the first message to the second electronic device, the method further includes: The first electronic device detects the operation by which the first user granted the second electronic device permission to display the first virtual avatar.
23. The method according to claim 22, characterized in that, The first electronic device detects the operation of the first user granting the second electronic device permission to display the first virtual avatar, specifically including: The first electronic device detects the operation by which the first user grants the second electronic device permission to display the first virtual avatar on the first interface, the first interface including one or more of the following: negative one screen interface, lock screen interface, desktop, always-on display interface, and application interface; And / or, The first electronic device detects the operation by which the first user granted the second electronic device permission to display the first virtual avatar during a first time period.
24. The method according to any one of claims 21-23, characterized in that, The method further includes: The first electronic device acquires third data, which includes one or more emotions generated by the first user during a second time period, as well as factors associated with the one or more emotions. The factors include one or more of the first user's activity trajectory, schedule information, body movements, facial expressions, and frequency of speech. The first electronic device determines the personality type of the first user based on the third data.
25. The method according to any one of claims 19-24, characterized in that, After the first electronic device performs the first function based on the second message, the method further includes: The first electronic device detected that the first user's emotion had changed to a second emotion; The first electronic device sends a third message to the second electronic device; the third message is used to instruct the second electronic device to display a first virtual image in a second mood.
26. The method according to any one of claims 19-25, characterized in that, The method further includes: The first electronic device displays the first virtual avatar in a third emotion, the third emotion being the emotion of the first user detected by the first electronic device; The first electronic device detects the second operation performed by the first user on the first virtual avatar; In response to the second operation, the first electronic device performs a second function, the execution of the second function being based on a first emotion regulation strategy, the first emotion regulation strategy being determined from multiple emotion regulation strategies based on a first condition, the first condition including one or more of the following: the first emotion regulation strategy is effective for the first user, the first user's personality type is a first personality type, and the first user is in a first scenario; The effectiveness includes: after executing the second function, the first electronic device detects that the first user's emotion changes to a fourth emotion, which is a positive emotion relative to the third emotion.
27. The method according to claim 26, characterized in that, The first emotion regulation strategy includes one or more of the following: outputting a soothing interface, outputting soothing audio, running an AI chat, and running a game.
28. The method according to any one of claims 19-27, characterized in that, The method further includes: The first electronic device anticipates that the first event will occur at a certain time, wherein the first event is the factor that triggers the first user to generate the fourth emotion; The first electronic device outputs a first prompt message, which is used to prompt the first user to adjust their emotions.
29. The method according to any one of claims 19-28, characterized in that, Sending a first message from the first electronic device to the second electronic device includes: in response to a first triggering event, the first electronic device sending a first message to the second electronic device; wherein the first triggering event includes one or more of the following: Specific user actions; Specific scenarios; A specific moment or time period; Specific wake words; The change in the emotion detection result of the first user satisfies the first preset condition; The change in the environmental information of the first user satisfies the second preset condition; The changes in the first user's exercise and health data meet the third preset condition.
30. A method for displaying emotions, characterized in that, include: The first electronic device detects the status of the first user; When a first triggering condition is met, the first electronic device displays a first interface, which includes a first virtual image in a first state; the first virtual image in the first state is used to indicate the first user's first emotion when the first triggering condition is met. When the second triggering condition is met, the first electronic device displays a second interface, which includes a first virtual image in a second state. The first virtual avatar in the second state is used to indicate the second emotion of the first user when the second triggering condition is met.
31. The method according to claim 30, characterized in that: The first interface displays a first color corresponding to the first emotion; The second interface displays a second color corresponding to the second emotion.
32. The method according to claim 30 or 31, characterized in that: When the first emotion is different from the second emotion, the first state is different from the second state; or When the first emotion is different from the second emotion, the first color is different from the second color.
33. An electronic device, characterized in that, The electronic device includes one or more processors and one or more memories; wherein the one or more memories are coupled to the one or more processors, and the one or more memories are used to store computer program code, the computer program code including computer instructions, which, when executed by the one or more processors, cause the electronic device to perform the method as described in any one of claims 10-32.
34. A computer storage medium, characterized in that, The computer storage medium stores a computer program, which includes program instructions that, when executed on an electronic device, cause the electronic device to perform the method as described in any one of claims 10-32.
35. A computer program product, when run on a computer, causes the computer to perform the method as described in any one of claims 10-32.