Avatar display device

JP2025042580APending Publication Date: 2025-03-27SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024109999
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-14
Filing Date
2024-07-09
Publication Date
2025-03-27

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  • Figure 2025042580000001_ABST
    Figure 2025042580000001_ABST
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Abstract

To provide an avatar display device capable of taking appropriate actions.SOLUTION: An avatar display device according to an embodiment comprises a control unit configured to analyze the emotions of a user and the emotions of another user, determine an action to be taken by an avatar in accordance with the emotions of the user and the emotions of the another user, and control a control target on the basis of the determined action to be taken by the avatar.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The disclosed embodiments relate to an avatar display device. [Background technology]

[0002] Conventionally, a technology for determining an appropriate behavior of a robot for a user's state has been disclosed (for example, see Patent Document 1). Patent Document 1 discloses that a robot recognizes a user's reaction when the robot executes a specific action, and if the robot's action for the recognized user's reaction cannot be determined, the robot updates its action by receiving information about an action appropriate for the recognized user's state from a server. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6053847 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the conventional technology has room for improvement in terms of executing appropriate actions in response to user actions.

[0005] The present invention has been made in consideration of the above, and has an object to provide an avatar display device that is capable of performing appropriate actions. [Means for solving the problem]

[0006] An avatar display device in one aspect of an embodiment includes a control unit that analyzes a user's emotions and the emotions of other users, determines an avatar behavior corresponding to the user's emotions and the emotions of the other users, and controls a control object based on the determined avatar behavior. Effect of the Invention

[0007] According to one aspect of the embodiment, relationships between users can be improved. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a control system according to the present embodiment. [Diagram 2] FIG. 2 is a diagram illustrating a schematic functional configuration of the avatar display device. [Diagram 3] FIG. 3 is a diagram illustrating an example of an operational flow relating to an operation for determining an action in the avatar display device. [Figure 4] FIG. 4 is a diagram illustrating an example of a hardware configuration of an avatar display device and a computer functioning as a server. [Diagram 5] FIG. 5 is a diagram showing an emotion map onto which a plurality of emotions are mapped. [Figure 6] FIG. 6 is a diagram showing another example of the emotion map. [Figure 7] FIG. 7 is a diagram illustrating an example of an emotion table. [Figure 8] FIG. 8 is a diagram illustrating an example of an emotion table. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] The present invention will be described below through embodiments, but the following embodiments do not limit the scope of the invention according to the claims. In addition, not all of the combinations of features described in the embodiments are necessarily essential to the solution of the invention.

[0010] FIG. 1 is a diagram illustrating an example of a control system 1 according to the present embodiment. As illustrated in FIG. 1, the control system 1 includes an avatar display device 100, a plurality of avatars 500, a linked device 400, and a server 300. The plurality of avatars 500 are managed by respective users. The avatar display device 100 is a device that enables display of the avatars 500. For example, FIG. 1 illustrates an example in which the avatar display device 100 displays the avatars 500 on a display monitor, but is not limited thereto. For example, in the present embodiment, the device on which the avatar display device 100 displays the avatars 500 may include a monitor, a display unit of a notebook PC or a mobile terminal, a wearable terminal device related to augmented reality, virtual reality, mixed reality, or the like, such as VR / AR goggles, VR / AR glasses, and other wearable devices that provide information perceived by the five senses of a user.

[0011] The appearance of the avatar may be a human figure like avatar 500, or a character. For example, avatar 500, an avatar dressed as a counselor, provides counseling by nodding and listening to the client like a real counselor, thereby providing emotional support to businesspeople with labor issues, appropriate ways to deal with worries and stress in the workplace, and self-care methods. For example, avatar 500, having a character appearance, is considered to be easily familiar to children in particular.

[0012] The avatar 500 converses with the user and provides the user with a video image. At this time, the avatar 500 cooperates with the server 300 and the like that can communicate with the avatar 500 via the communication network 20 to converse with the user and provide the user with a video image and the like. For example, the avatar 500 not only learns appropriate conversation by itself, but also cooperates with the server 300 to learn how to have a more appropriate conversation with the user. The avatar 500 also records captured video data of the user in the server 300, and requests the video data and the like from the server 300 as necessary to provide the data to the user.

[0013] Furthermore, the avatar display device 100 has emotion values ​​that represent the types of emotions of the avatar 500. For example, the avatar 500 has emotion values ​​that represent the strength of each of the emotions of "joy", "anger", "sorrow", "pleasure", "discomfort", "relief", "anxiety", "sadness", "excitement", "concern", "relief", "fulfillment", "emptiness", and "neutral". For example, when the avatar 500 converses with the user in a state where the emotion value of excitement is high, the avatar 500 utters voice at a fast speed. In this way, the avatar 500 can express its own emotions through actions.

[0014] Furthermore, avatar 500 may be configured to determine an action of avatar 500 corresponding to the user's emotion by matching a sentence generation model (so-called an AI (Artificial Intelligence) chat engine) with an emotion engine. Specifically, avatar display device 100 may be configured to recognize a user's action, determine the user's emotion with respect to the user's action, and determine an action of avatar 500 corresponding to the determined emotion.

[0015] More specifically, when the avatar display device 100 recognizes a user's action, it automatically generates an action content that the avatar 500 should take in response to the user's action, using a preset sentence generation model. The sentence generation model may be interpreted as an algorithm and calculation for automatic dialogue processing using text. The sentence generation model is described in, for example, JP2018-081444A and chatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ), this is well known, and detailed description thereof will be omitted. Such a sentence generation model is configured by a large language model (LLM: Large Language Model). As described above, in this embodiment, by combining a large language model with an emotion engine, it is possible to reflect the emotions of the user and the avatar 500, and various linguistic information, in the behavior of the avatar 500. In other words, according to this embodiment, a synergistic effect can be obtained by combining a sentence generation model with an emotion engine.

[0016] The avatar display device 100 also has a function of recognizing the user's actions. The avatar display device 100 recognizes the user's actions by analyzing the user's face image acquired by the camera function and the user's voice acquired by the microphone function. The avatar display device 100 determines the action to be performed by the avatar 500 based on the recognized user's actions, etc.

[0017] The avatar display device 100 stores rules that define actions to be taken by the avatar 500 based on the emotions of the user, the emotions of the avatar 500, and the actions of the user, and performs various actions in accordance with the rules.

[0018] Specifically, the avatar display device 100 has reaction rules for determining the behavior of the avatar 500 based on the user's emotion, the emotion of the avatar 500, and the user's behavior. For example, the reaction rules define the behavior of the avatar 500 as "laughing" when the user's behavior is "laughing". The reaction rules also define the behavior of the avatar 500 as "apologizing" when the user's behavior is "getting angry". The reaction rules also define the behavior of the avatar 500 as "answering" when the user's behavior is "asking a question". The reaction rules also define the behavior of the avatar 500 as "calling out" when the user's behavior is "getting sad".

[0019] When the avatar display device 100 recognizes the user's behavior as "getting angry" based on the reaction rules, it selects the behavior of "apologizing" defined in the reaction rules as the behavior to be performed by the avatar 500. For example, when the avatar 500 selects the behavior of "apologizing", it performs the motion of "apologizing" and outputs a sound representing the words "apologize".

[0020] In addition, when the emotion of avatar 500 is "normal" (i.e., "happy" = 0, "anger" = 0, "sad" = 0, "happy" = 0) and the condition that the user's state is "alone and looks lonely" is met, it is defined that avatar 500's emotion will change to "worried" and the action of "calling out" can be executed.

[0021] When the avatar display device 100 recognizes that the current emotion of the avatar 500 is "normal" and that the user is alone and seems lonely based on the reaction rules, the avatar display device 100 increases the emotion value of "sadness" of the avatar 500. Furthermore, the avatar display device 100 selects the action of "calling out" defined in the reaction rules as the action to be performed on the user. For example, when the avatar display device 100 selects the action of "calling out", the avatar display device 100 converts the words "What's wrong?", which express concern, into a worried voice of the avatar 500 and outputs it.

[0022] Furthermore, the avatar display device 100 transmits user reaction information, which indicates that this action has elicited a positive reaction from the user, to the server 300. The user reaction information includes, for example, the user action of "getting angry," the avatar 500 action of "apologizing," the fact that the user reaction was positive, and the user attributes.

[0023] The server 300 stores the user reaction information received from each avatar 500. Then, the server 300 analyzes the user reaction information from each avatar 500 and updates the reaction rules.

[0024] The avatar display device 100 receives the updated reaction rules from the server 300 by inquiring about the updated reaction rules from the server 300. The avatar display device 100 incorporates the updated reaction rules into the reaction rules stored in the avatar display device 100. This allows the avatar display device 100 to incorporate reaction rules acquired by other avatar display devices 100 into its own reaction rules. When the reaction rules are updated, they may be automatically transmitted from the server 300 to the avatar display device 100.

[0025] Furthermore, the avatar 500 can perform actions in cooperation with the linked devices 400. The linked devices 400 are, for example, karaoke machines, wine cellars, refrigerators, terminal devices (such as PCs (Personal Computers), smartphones, and tablets), washing machines, automobiles, cameras, toilet equipment, electric toothbrushes, televisions, displays, furniture (such as closets), medicine boxes, musical instruments, lighting equipment, and exercise toys (such as unicycles). These linked devices 400 are communicatively connected to the avatar display device 100 via the communication network 20, and transmit and receive information to and from the avatar display device 100. With this configuration, the linked devices 400 control themselves and converse with the user according to instructions from the avatar 500.

[0026] In this disclosure, an example is described in which the avatar display device 100 analyzes the emotions of the user and other users, determines behavior of the avatar 500 corresponding to the emotions of the user and other users, and controls the control target based on the determined behavior of the avatar 500.

[0027] For example, avatar 500 analyzes that the user's emotion is "anger" and the other user's emotion is "confusion," and in order to calm the analyzed user's emotion of "anger," avatar 500 responds to the other user's emotion of "confusion" by providing the other user with information and advice (for example, how to resolve a misunderstanding or how to express an apology) that is presumed to be the cause of the user's emotion of "anger" in response to the other user's emotion of "confusion,".

[0028] Furthermore, the avatar display device 100 determines actions to improve the interpersonal skills of other users based on the user's emotions and the emotions of other users. For example, when the user's emotion is "joy" and the other user's emotion is "boredom," the avatar 500 advises the other user on behavior that shows empathy with the user's emotion "joy," and allows the other user to learn an appropriate response. For example, the avatar 500 advises the other user on gestures, body language, etc. that show empathy with the user's emotion "joy."

[0029] In addition, the avatar display device 100 determines an action to teach other users how to behave in a way that will increase the user's emotional value. For example, when the user's emotional state is "sadness," the avatar 500 advises other users to take actions that will increase the user's emotional value, such as listening quietly and encouraging the other users.

[0030] Furthermore, the avatar display device 100 determines actions to improve relationships between the user and other users based on the user's emotions and the emotions of the other users. For example, the avatar 500 analyzes the causes of the anger of both users and what they find unforgivable based on the user's emotion "anger" and the other user's "anger," and provides advice for solving the problem, such as sharing the analysis results and presenting communication hints.

[0031] Furthermore, the avatar display device 100 determines an action that allows the user or other users to understand one or more of the user's emotions and the emotions of other users. For example, when the user's emotion is "anger" and the other user's emotion is "joy" and the other user is not aware of the user's emotion "anger", the avatar 500 gently conveys the user's emotion to the other user. Also, when the user's emotion is "sad" and the other user's emotion is "anger", the avatar 500 conveys that the user feels sad and what the other user is angry about in a manner that the other user who is in an "angry" state can accept.

[0032] In addition, the avatar display device 100 analyzes the user's emotions and the emotions of other users who live in places that are a predetermined distance away from the user's residence. For example, the avatar 500 analyzes the user's emotions and the emotions of other users who live in places that are far away from the user's residence and who are in a romantic relationship with the user, and provides advice for maintaining and strengthening the romantic relationship. For example, the avatar 500 predicts problems (such as a fight) that may occur from the emotion of "lonely" of the user in a long-distance relationship and the emotion of "happy" of the other user, and acts to mediate between the two parties, such as by understanding and sharing the emotions, in order to prevent the occurrence of problems.

[0033] Furthermore, the avatar display device 100 determines a behavior of providing predetermined information to other users based on the user's emotion, information about the user, and the emotions of other users. For example, the avatar 500 conveys what kind of present the user is expecting in a form that encourages other users who are in an "anxious" state, based on the user's emotion of "expectation," the user's interests and hobbies, and the emotion of other users of "anxiety."

[0034] Furthermore, the avatar display device 100 determines, as an action, to provide predetermined information to other users based on at least one of the user's past information, interests, concerns, hobbies, tastes, orientations, and predetermined anniversaries as information about the user. For example, the avatar 500 proposes a gift that will make the user feel affection based on the user's emotion of "boredom," the user's past information of "the trigger for deepening a relationship with another user," and the other user's emotion of "indecision," and communicates the suggestion in a way that allows the other user who is in a "indecision" state to make a decision.

[0035] In this manner, in the present disclosure, avatar 500 can enhance relationships between users.

[0036] 2 is a diagram illustrating a schematic functional configuration of the avatar display device 100. The avatar display device 100 is configured by a control unit having a sensor unit 200, a sensor module unit 210, a storage unit 220, a user state recognition unit 230, an emotion determination unit 232, a behavior recognition unit 234, a behavior determination unit 236, a memory control unit 238, a behavior control unit 250, a control target 252, and a communication processing unit 280.

[0037] The control target 252 includes a display device 2521 and a speaker 2522. The display device 2521 displays the avatar 500 itself and images related to the avatar 500. The speaker 2522 outputs sounds related to the conversation of the avatar 500 and the actions of the avatar 500.

[0038] The sensor unit 200 includes a microphone 201, a 3D depth sensor 202, a 2D camera 203, a distance sensor 204, an acceleration sensor 205, a thermosensor 206, and a touch sensor 207. The microphone 201 continuously detects sound and outputs sound data. The microphone 201 may be provided on a dummy head, a simulator, or the like, and may have a function of performing binaural recording. The 3D depth sensor 202 detects the contour of an object by continuously irradiating an infrared pattern and analyzing the infrared pattern from infrared images continuously captured by an infrared camera. The 2D camera 203 is an example of an image sensor. The 2D camera 203 captures an image with visible light and generates video information of visible light. The contour of the object may be detected from the video information generated by the 2D camera 203. The distance sensor 204 detects the distance to the object by irradiating, for example, a laser or ultrasonic waves. In addition, the sensor unit 200 may also include a clock, a gyro sensor, a touch sensor, and the like.

[0039] The storage unit 220 includes a reaction rule 221 and history data 222. The history data 222 includes the user's past emotion value and behavior history. The emotion value and behavior history are recorded for each user, for example, by being associated with the user's identification information. At least a part of the storage unit 220 is implemented by a storage medium such as a memory. A person DB for storing the user's face image, user's attribute information, and the like may be included. The person DB may also include information on the user, such as the user's past information, interests, concerns, hobbies, tastes, orientations, and predetermined anniversaries. Note that the functions of the components of the avatar display device 100 shown in FIG. 2, except for the control target 252, the sensor unit 200, and the storage unit 220, can be realized by a CPU operating based on a program. For example, the functions of these components can be implemented as the operation of a CPU by an operating system (OS) and a program operating on the OS.

[0040] The sensor module unit 210 includes a voice emotion recognition unit 211, a speech understanding unit 212, a facial expression recognition unit 213, and a face recognition unit 214. Information detected by the sensor unit 200 is input to the sensor module unit 210. The sensor module unit 210 analyzes the information detected by the sensor unit 200, and outputs the analysis result to the user state recognition unit 230.

[0041] The voice emotion recognition unit 211 of the sensor module unit 210 analyzes the user's voice detected by the microphone 201 to recognize the user's emotion. For example, the voice emotion recognition unit 211 extracts feature quantities such as frequency components of the voice and recognizes the user's emotion based on the extracted feature quantities. The speech understanding unit 212 analyzes the user's voice detected by the microphone 201 and outputs text information representing the contents of the user's utterance.

[0042] The facial expression recognition unit 213 recognizes the facial expression and emotion of the user from the image of the user captured by the 2D camera 203. For example, the facial expression recognition unit 213 recognizes the facial expression and emotion of the user based on the shape, positional relationship, etc. of the eyes and mouth. For example, the facial expression recognition unit 213 recognizes the facial expression and emotion of the user who has received the words and actions of other users. In addition, for example, the facial expression recognition unit 213 recognizes the facial expression and emotion of other users who have received the words and actions of the user.

[0043] The face recognition unit 214 recognizes the face of the user. The face recognition unit 214 recognizes the user by matching a face image stored in a person DB (not shown) with a face image of the user captured by the 2D camera 203.

[0044] The user state recognition unit 230 recognizes the state of the user based on the information analyzed by the sensor module unit 210. For example, the user state recognition unit 230 mainly performs processing related to perception using the analysis results of the sensor module unit 210. For example, the user state recognition unit 230 generates perception information such as "the user is talking to another user", "the user is laughing", "there is XX% probability that the user is enjoying the conversation", and performs processing to understand the meaning of the generated perception information. For example, the user state recognition unit 230 generates semantic information such as "the user is laughing while listening to the other user's story and seems to be enjoying the conversation".

[0045] The emotion determination unit 232 determines an emotion value indicating the user's emotion based on the information analyzed by the sensor module unit 210 and the user's state recognized by the user state recognition unit 230. For example, the information analyzed by the sensor module unit 210 and the recognized user's state are input to a pre-trained neural network to obtain an emotion value indicating the user's emotion.

[0046] Here, the emotion value indicating the user's emotion is a value indicating the positive or negative emotion of the user. For example, if the user's emotion is a cheerful emotion accompanied by a sense of pleasure or comfort, such as "joy", "pleasure", "pleasure", "relief", "excitement", "relief", and "fulfillment", the value indicates a positive value, and the more cheerful the emotion, the larger the value. If the user's emotion is an unpleasant emotion, such as "anger", "sorrow", "discomfort", "anxiety", "sorrow", "worry", and "emptiness", the value indicates a negative value, and the more unpleasant the emotion, the larger the absolute value of the negative value. If the user's emotion is none of the above ("neutral"), the value indicates 0.

[0047] Furthermore, the emotion determining unit 232 determines an emotion value indicating the emotion of the avatar 500 based on the information analyzed by the sensor module unit 210 and the state of the user recognized by the user state recognizing unit 230 .

[0048] The emotion value of the avatar 500 includes emotion values ​​for each of a plurality of emotion categories, and is, for example, a value (0 to 5) indicating the strength of each of "happiness," "anger," "sorrow," and "happiness."

[0049] Specifically, the emotion determination unit 232 determines an emotion value indicating the emotion of the avatar 500 in accordance with a rule for updating the emotion value of the avatar 500, which rule is determined in correspondence with the information analyzed by the sensor module unit 210 and the state of the user recognized by the user state recognition unit 230.

[0050] For example, when the user state recognition unit 230 recognizes that the user looks lonely, the emotion determination unit 232 increases the emotion value of "sadness" of the avatar 500. Also, when the user state recognition unit 230 recognizes that the user is smiling, the emotion determination unit 232 increases the emotion value of "joy" of the avatar 500.

[0051] The emotion determination unit 232 may determine the emotion value indicating the emotion of the avatar 500 by further considering the state of the avatar 500. For example, when the surrounding environment of the avatar 500 is pitch black, the emotion value of "sadness" of the avatar 500 may be increased. Furthermore, when a user continues to talk to the avatar 500 despite the surrounding environment being pitch black, the emotion value of "anger" may be increased.

[0052] The behavior recognition unit 234 recognizes the user's behavior based on the information analyzed by the sensor module unit 210 and the user's state recognized by the user state recognition unit 230. For example, the information analyzed by the sensor module unit 210 and the recognized user's state are input to a pre-trained neural network, the probability of each of a plurality of predetermined behavior classifications (e.g., "laughing," "getting angry," "asking a question," "getting sad") is obtained, and the behavior classification with the highest probability is recognized as the user's behavior. For example, the behavior recognition unit 234 recognizes user behaviors such as "talking," "listening," and "skinship" performed between the user and another user.

[0053] As described above, in this embodiment, the avatar display device 100 identifies the user and acquires the user's speech content. When acquiring and using the speech content, the avatar display device 100 obtains the necessary consent in accordance with laws and regulations from the user, and the behavior control system for the avatar 500 in this embodiment takes into consideration the protection of the user's personal information and privacy.

[0054] The behavior determining unit 236 determines a behavior corresponding to the behavior of the user recognized by the behavior recognizing unit 234 based on the current emotion value of the user determined by the emotion determining unit 232, the history data 222 of past emotion values ​​determined by the emotion determining unit 232 before the current emotion value of the user was determined, and the emotion value of the avatar 500. In this embodiment, the behavior determining unit 236 uses one most recent emotion value included in the history data 222 as the user's past emotion value, but the disclosed technology is not limited to this aspect. For example, the behavior determining unit 236 may use a plurality of most recent emotion values ​​as the user's past emotion value, or may use an emotion value from a unit period ago, such as one day ago. In addition, the behavior determining unit 236 may determine a behavior corresponding to the user's behavior by further considering not only the current emotion value of the avatar 500 but also the history of the past emotion values ​​of the avatar 500. The behavior determined by the behavior determining unit 236 includes a gesture performed by the avatar 500 or the content of the speech of the avatar 500.

[0055] The behavior determining section 236 according to this embodiment determines the behavior of the avatar 500 as a behavior corresponding to the user's behavior, based on a combination of the user's past emotion value and current emotion value, the emotion value of the avatar 500, the user's behavior, and the reaction rules 221. For example, when the user's past emotion value is a positive value and the current emotion value is a negative value, the behavior determining section 236 determines, as a behavior corresponding to the user's behavior, a behavior for changing the user's emotion value to positive.

[0056] The behavior determining unit 236 may determine a behavior corresponding to the user's behavior based on the emotion of the avatar 500. For example, when the avatar 500 is verbally abused by the user or when the user is arrogant (i.e., when the user's reaction is poor), when the surrounding noise is loud and the user's voice cannot be detected, and when the emotion value of "anger" or "sorrow" of the avatar 500 increases, the behavior determining unit 236 may determine a behavior corresponding to the user's behavior according to the increase in the emotion value of "anger" or "sorrow". Also, when the user's reaction is good, and when the emotion value of "joy" or "pleasure" of the avatar 500 increases, the behavior determining unit 236 may determine a behavior corresponding to the user's behavior according to the increase in the emotion value of "joy" or "pleasure". Furthermore, the behavior determining unit 236 may determine a behavior for a user who has increased the emotional values ​​of "joy" or "pleasure" of the avatar 500 to be different from the behavior for a user who has increased the emotional values ​​of "anger" or "sorrow" of the avatar 500. In this way, the behavior determining unit 236 may determine different behaviors depending on not only the emotion of the avatar 500 itself or the user's behavior but also how the user has changed the emotion.

[0057] Reaction rules 221 prescribe a combination of the user's past emotion value and current emotion value, the emotion value of avatar 500, and the behavior of avatar 500 according to the user's behavior. For example, when the user's past emotion value is a positive value, the current emotion value is a negative value, and the user's behavior is sadness, a combination of gestures and speech content when asking a question to encourage the user with gestures is predefined as the behavior of avatar 500.

[0058] For example, the reaction rule 221 defines behaviors of the avatar 500 for all combinations of emotion value patterns of the avatar 500 (1296 patterns, which are the fourth power of six values, i.e., "joy", "anger", "sorrow", and "pleasure", i.e., "0" to "5"); combination patterns of the user's past emotion values ​​and current emotion values; and behaviors of the user. That is, for each pattern of emotion values ​​of the avatar 500, behaviors of the avatar 500 are defined according to the behavior patterns of the user for each of a plurality of combinations of the user's past emotion values ​​and current emotion values, such as negative values ​​and negative values, negative values ​​and positive values, positive values ​​and negative values, positive values ​​and positive values, negative values ​​and normal values, and normal values ​​and normal values. Note that the behavior determining unit 236 may transition to an operation mode in which the behavior of the avatar 500 is determined using the history data 222, when the user makes an utterance intending to continue a conversation from a past topic, such as "I want to talk about that topic we talked about last time."

[0059] Note that reaction rules 221 may define at least one of a gesture and a statement as the behavior of avatar 500 for each of the emotion value patterns (1296 patterns) of avatar 500. Alternatively, reaction rules 221 may define at least one of a gesture and a statement as the behavior of avatar 500 for each group of emotion value patterns of avatar 500.

[0060] The strength of each gesture included in the behavior of avatar 500 defined in reaction rules 221 is determined in advance. The strength of each speech included in the behavior of avatar 500 defined in reaction rules 221 is determined in advance.

[0061] For example, the reaction rules 221 define the behavior of the avatar 500 corresponding to behavioral patterns such as when the user is speaking, when the user is listening, and when the user makes a request (such as "liven up" or "calm down").

[0062] The memory control unit 238 determines whether or not to store data including the user's behavior in the history data 222, based on the predetermined behavior strength for the behavior determined by the behavior determination unit 236 and the emotion value of the avatar 500 determined by the emotion determination unit 232.

[0063] Specifically, when a total intensity value, which is the sum of the sum of the emotion values ​​for each of the multiple emotion classifications of the avatar 500, the predetermined intensity for the gesture included in the behavior determined by the behavior determination unit 236, and the predetermined intensity for the speech content included in the behavior determined by the behavior determination unit 236, is equal to or greater than a threshold value, it is decided to store data including the user's behavior in the history data 222.

[0064] When the memory control unit 238 decides to store data including the user's behavior in the history data 222, it stores in the history data 222 the behavior determined by the behavior determination unit 236, information analyzed by the sensor module unit 210 from the present time up to a certain period of time ago (e.g., all peripheral information such as data on the sound, images, smells, etc. of the scene), and the user's state recognized by the user state recognition unit 230 (e.g., the user's facial expression, emotions, etc.).

[0065] The behavior control unit 250 controls the control target 252 based on the behavior determined by the behavior determination unit 236. For example, when the behavior determination unit 236 determines an behavior including speaking, the behavior control unit 250 outputs a sound from a speaker included in the control target 252. At this time, the behavior control unit 250 may determine the speaking speed of the sound based on the emotion value of the avatar 500. For example, the behavior control unit 250 determines a faster speaking speed as the emotion value of the avatar 500 increases. In this way, the behavior control unit 250 determines the execution form of the behavior determined by the behavior determination unit 236 based on the emotion value determined by the emotion determination unit 232.

[0066] For example, the behavior control unit 250 determines its own behavior corresponding to the user's emotion and the emotion of the other user, and controls the control target based on its own determined behavior. For example, when the analyzed emotion of the user is "anger" and the emotion of the other user is "confusion", the behavior control unit 250 advises the other user on information and responses (e.g., how to resolve a misunderstanding or how to convey an apology) that are estimated to be the cause of the user's emotion "anger" in response to the emotion of the other user "confusion" in order to calm the analyzed emotion of "anger".

[0067] Furthermore, the behavior control unit 250 determines behaviors that improve the interpersonal skills of other users based on the user's emotions and the emotions of other users. For example, when the user's emotion is "joy" and the other user's emotion is "boredom," the behavior control unit 250 advises the other user on behaviors that show empathy with the user's emotion "joy," and allows the other user to learn appropriate responses. For example, the behavior control unit 250 advises the other user on gestures, body language, etc. that show empathy with the user's emotion "joy."

[0068] In addition, the behavior control unit 250 determines a behavior to teach other users how to behave in a way that will increase the user's emotional value. For example, when the user's emotion is "sadness," the behavior control unit 250 advises other users to take actions that will increase the user's emotional value, such as listening quietly and encouraging the other users.

[0069] In addition, the behavior control unit 250 determines behaviors that improve relationships between the user and other users based on the user's emotions and the emotions of other users. For example, the behavior control unit 250 analyzes the causes of anger and unforgivable feelings of both users from the user's emotion "anger" and the other user's "anger," and provides advice for solving problems, such as sharing the analysis results and presenting communication hints.

[0070] The behavior control unit 250 also determines behaviors that allow the user or other users to understand at least one of the user's emotions and the emotions of other users. For example, when the user's emotion is "anger" and the other user's emotion is "joy" and the other user is not aware of the user's emotion "anger", the behavior control unit 250 gently conveys the user's emotion to the other user. Also, for example, when the user's emotion is "sad" and the other user's emotion is "anger", the behavior control unit 250 conveys that the user feels sad and what the other user is angry about in a manner that the other user in the "anger" state can accept.

[0071] In addition, the behavior control unit 250 analyzes the user's emotions and the emotions of other users who live in places that are a predetermined distance away from the user's residence. For example, the behavior control unit 250 analyzes the user's emotions and the emotions of other users who live in places that are far away from the user's residence and who are in a romantic relationship with the user, and provides advice to maintain and strengthen the romantic relationship. For example, the behavior control unit 250 predicts problems (such as a fight) that may occur from the emotion "lonely" of a user in a long-distance relationship and the emotion "happy" of the other user, and acts to mediate between the two parties, such as understanding and sharing the emotions, in order to prevent the occurrence of problems.

[0072] In addition, the behavior control unit 250 determines a behavior to provide predetermined information to other users based on the user's emotion, information about the user, and the emotion of other users. For example, the behavior control unit 250 conveys what kind of present the user is expecting in a form that encourages other users who are in an "anxious" state, based on the user's emotion of "expectation," the user's interests and hobbies, and the emotion of other users of "anxiety."

[0073] The behavior control unit 250 also determines the behavior of providing predetermined information to other users based on at least one of the user's past information, interests, concerns, hobbies, tastes, orientations, and predetermined anniversaries as information about the user. For example, the behavior control unit 250 proposes a gift that will make the user feel affection based on the user's emotion of "boredom," the user's past information of "the trigger for deepening a relationship with another user," and the other user's emotion of "indecision," and communicates the proposal in a way that allows the other user who is in a "indecision" state to make a decision.

[0074] The behavior control unit 250 may also recognize a change in the user's emotion in response to the execution of the behavior determined by the behavior determination unit 236. For example, the change in emotion may be recognized based on the user's voice or facial expression. In addition, the change in the user's emotion may be recognized based on the detection of an impact by the touch sensor included in the sensor unit 200. When an impact is detected by the touch sensor included in the sensor unit 200, the user's emotion may be recognized as having worsened, and when the detection result of the touch sensor included in the sensor unit 200 indicates that the user's reaction is laughing, happy, or the like, the user's emotion may be recognized as having improved. Information indicating the user's reaction is output to the communication processing unit 280.

[0075] Furthermore, after the behavior control unit 250 executes the behavior determined by the behavior determination unit 236 in the execution mode determined according to the emotion of the avatar 500, the emotion determination unit 232 further changes the emotion value of the avatar 500 based on the user's reaction to the execution of the behavior. Specifically, the emotion determination unit 232 increases the emotion value of "happiness" of the avatar 500 when the user's reaction to the behavior determined by the behavior determination unit 236 being performed on the user in the execution mode determined by the behavior control unit 250 is not bad. Furthermore, the emotion determination unit 232 increases the emotion value of "sadness" of the avatar 500 when the user's reaction to the behavior determined by the behavior determination unit 236 being performed on the user in the execution mode determined by the behavior control unit 250 is bad.

[0076] Furthermore, the behavior control unit 250 expresses the emotion of the avatar 500 based on the determined emotion value of the avatar 500. For example, when the behavior control unit 250 increases the emotion value of "happiness" of the avatar 500, the behavior control unit 250 controls the control object 252 to make the avatar 500 perform a happy gesture. When the behavior control unit 250 increases the emotion value of "sadness" of the avatar 500, the behavior control unit 250 controls the control object 252 to make the avatar 500 assume a drooping posture.

[0077] The communication processing unit 280 is responsible for communication with the server 300. As described above, the communication processing unit 280 transmits user reaction information to the server 300. In addition, the communication processing unit 280 receives updated reaction rules from the server 300. When the communication processing unit 280 receives the updated reaction rules from the server 300, it updates the reaction rules 221. The communication processing unit 280 can transmit and receive information to and from the linked device 400.

[0078] The server 300 communicates between each avatar display device 100 and the server 300, receives user reaction information transmitted from the avatar display device 100, and updates the reaction rules based on the reaction rules that include actions that have received positive reactions.

[0079] 3 is a diagram illustrating an example of an operation flow relating to an operation for determining an action of the avatar 500. The operation flow illustrated in FIG. 3 is repeatedly executed. At this time, it is assumed that information analyzed by the sensor module unit 210 is input. Note that "S" in the operation flow indicates a step to be executed.

[0080] First, in step S101, the user state recognition unit 230 recognizes the state of the user based on the information analyzed by the sensor module unit 210. The user state recognition unit 230 generates perception information such as "the user is talking to another user", "the user is laughing", "there is XX% probability that the user is enjoying the conversation", and performs processing to understand the meaning of the generated perception information. For example, the user state recognition unit 230 generates semantic information such as "the user is laughing while listening to another user's story and seems to be enjoying the conversation".

[0081] In step S102, the emotion determining unit 232 determines an emotion value indicating the emotion of the user based on the information analyzed by the sensor module unit 210 and the state of the user recognized by the user state recognizing unit 230.

[0082] In step S103, the emotion determination unit 232 determines an emotion value indicating the emotion of the avatar 500, based on the information analyzed by the sensor module unit 210 and the state of the user recognized by the user state recognition unit 230. The emotion determination unit 232 adds the determined emotion value of the user to the history data 222.

[0083] In step S104, the behavior recognition unit 234 recognizes a behavior classification of the user based on the information analyzed by the sensor module unit 210 and the user's state recognized by the user state recognition unit 230. For example, the behavior recognition unit 234 recognizes user behaviors such as "speaking," "listening," and "skinship."

[0084] In step S105, the behavior determination unit 236 determines the behavior of the avatar 500 based on a combination of the user's current emotion value determined in step S102 and the past emotion values ​​included in the history data 222, the emotion value of the avatar 500, the user's behavior recognized by the behavior recognition unit 234, and the reaction rules 221.

[0085] In step S106, the behavior control unit 250 controls the control target 252 based on the behavior determined by the behavior determination unit 236. For example, the behavior control unit 250 performs a behavior that improves the relationship between the user and other users.

[0086] In step S107, the memory control unit 238 calculates a total intensity value based on the predetermined action intensities for the actions determined by the action determining unit 236 and the emotion value of the avatar 500 determined by the emotion determining unit 232.

[0087] In step S108, the storage control unit 238 determines whether the total intensity value is equal to or greater than the threshold. If the total intensity value is less than the threshold, the process ends without storing data including the user's behavior in the history data 222. On the other hand, if the total intensity value is equal to or greater than the threshold, the process proceeds to step S109.

[0088] In step S109, the behavior determined by the behavior determination unit 236, the information analyzed by the sensor module unit 210 from the present time up to a certain period of time ago, and the user's state recognized by the user state recognition unit 230 are stored in the history data 222.

[0089] As described above, avatar 500 includes a control unit that analyzes the user's emotions and the emotions of other users, determines its own behavior corresponding to the user's emotions and the emotions of other users, and controls the control target based on its own determined behavior. In this way, avatar 500 can determine the behavior corresponding to the user's emotions and the emotions of other users, and improve the relationship between users.

[0090] Furthermore, the control unit of the avatar display device 100 determines actions to improve the interpersonal skills of the other users based on the emotions of the user and the other users, so that the avatar 500 can advise the other users on words and actions corresponding to the emotions of the user and the other users, and can improve the interpersonal skills of the other users by teaching them appropriate responses.

[0091] Furthermore, the control unit of the avatar display device 100 determines an action to teach other users how to behave in a way that increases the emotional value of the user. This allows the avatar 500 to advise other users on words and actions that will increase the emotional value of the analyzed user, and to help the other users learn appropriate responses, thereby improving relationships between users.

[0092] Furthermore, the control unit of the avatar display device 100 determines an action to be taken to improve the relationship between the user and other users based on the emotions of the user and other users. This allows the avatar 500 to use the emotions of the user and other users to give advice to other users who wish to become closer to the user, in accordance with their respective emotions, thereby improving the relationship between the users.

[0093] Furthermore, the control unit of the avatar display device 100 determines an action that allows the user or another user to understand at least one of the user's emotions and the emotions of the other user. This allows the avatar 500 to allow the user or another user to understand the emotions of the other user or its own emotions, thereby improving the relationship between the users.

[0094] Furthermore, the control unit of the avatar display device 100 analyzes the emotions of the user and the emotions of other users residing at a location a predetermined distance away from the user's residence. This allows the avatar 500 to analyze the emotions of users in a long-distance relationship, for example, and maintain the relationship by taking actions to prevent problems that may arise from the analyzed emotions, or to improve the relationship by taking actions to further enhance the analyzed emotions.

[0095] Furthermore, the control unit of the avatar display device 100 determines, as an action, to provide predetermined information to other users based on the user's emotions, information about the user, and the emotions of the other users. As a result, when preparing a surprise gift for a favorite person or partner, the avatar 500 can suggest the most suitable gift using the other person's emotions and attribute information, etc., and provide support that is considerate to the user using the emotions of both users, thereby improving the relationship between the users.

[0096] Furthermore, the control unit of the avatar display device 100 determines, as an action, to provide predetermined information to other users based on at least one of the user's past information, interests, concerns, hobbies, tastes, orientations, and predetermined anniversaries as information about the user. In this way, when the avatar 500 prepares a surprise present for a loved one or partner, it can suggest the most suitable present using the other person's emotions and information on the other person's past information, hobbies, tastes, anniversaries, etc., and provide support that is considerate to the user using the emotions of both users, thereby improving the relationship between the users.

[0097] In the above embodiment, the avatar display device 100 recognizes a user by using a face image of the user, but the disclosed technology is not limited to this. For example, the avatar display device 100 may recognize a user by using a voice uttered by the user, the user's email address, the user's SNS ID, or an ID card with a built-in wireless IC tag that the user possesses.

[0098] The avatar display device 100 is an example of an electronic device equipped with a behavior control system. The application of the behavior control system is not limited to the avatar display device 100, and the behavior control system can be applied to various electronic devices. The functions of the server 300 may be implemented by one or more computers. At least a part of the functions of the server 300 may be implemented by a virtual machine. At least a part of the functions of the server 300 may be implemented in the cloud.

[0099] 4 is a diagram illustrating an example of a hardware configuration of a computer 1200 functioning as the avatar display device 100 and the server 300. A program installed in the computer 1200 can cause the computer 1200 to function as one or more "parts" of the device according to the present embodiment, or cause the computer 1200 to execute operations or one or more "parts" associated with the device according to the present embodiment, and / or cause the computer 1200 to execute a process or steps of the process according to the present embodiment. Such a program can be executed by the CPU 1212 to cause the computer 1200 to execute specific operations associated with some or all of the blocks of the flowcharts and block diagrams described herein.

[0100] The computer 1200 according to this embodiment includes a CPU 1212, a RAM 1214, and a graphic controller 1216, which are connected to each other by a host controller 1210. The computer 1200 also includes input / output units such as a communication interface 1222, a storage device 1224, a DVD drive, and an IC card drive, which are connected to the host controller 1210 via an input / output controller 1220. The DVD drive may be a DVD-ROM drive, a DVD-RAM drive, etc. The storage device 1224 may be a hard disk drive, a solid state drive, etc. The computer 1200 also includes input / output units such as a ROM 1230 and a keyboard, which are connected to the input / output controller 1220 via an input / output chip 1240.

[0101] The CPU 1212 operates according to a program stored in the ROM 1230 and the RAM 1214, thereby controlling each unit. The graphic controller 1216 retrieves image data generated by the CPU 1212 into a frame buffer or the like provided in the RAM 1214 or into itself, and causes the image data to be displayed on the display device 1218.

[0102] The communication interface 1222 communicates with other electronic devices via a network. The storage device 1224 stores programs and data used by the CPU 1212 in the computer 1200. The DVD drive reads programs or data from a DVD-ROM or the like and provides them to the storage device 1224. The IC card drive reads programs and data from an IC card and / or writes programs and data to an IC card.

[0103] The ROM 1230 stores therein a boot program or the like that is executed by the computer 1200 upon activation, and / or a program that depends on the hardware of the computer 1200. The input / output chip 1240 may also connect various input / output units to the input / output controller 1220 via a USB port, a parallel port, a serial port, a keyboard port, a mouse port, and the like.

[0104] The programs are provided by a computer-readable storage medium such as a DVD-ROM or an IC card. The programs are read from the computer-readable storage medium, installed in the storage device 1224, the RAM 1214, or the ROM 1230, which are also examples of computer-readable storage media, and executed by the CPU 1212. Information processing described in these programs is read by the computer 1200, and brings about cooperation between the programs and the various types of hardware resources described above. An apparatus or method may be constructed by implementing operations or processing of information according to the use of the computer 1200.

[0105] For example, when communication is performed between the computer 1200 and an external device, the CPU 1212 may execute a communication program loaded in the RAM 1214 and instruct the communication interface 1222 to perform communication processing based on the processing described in the communication program. Under the control of the CPU 1212, the communication interface 1222 reads transmission data stored in a transmission buffer area provided in the RAM 1214, the storage device 1224, a DVD-ROM, or a recording medium such as an IC card, and transmits the read transmission data to the network, or writes reception data received from the network to a reception buffer area or the like provided on the recording medium.

[0106] Furthermore, the CPU 1212 may cause all or a necessary portion of a file or database stored in an external recording medium such as the storage device 1224, a DVD drive (DVD-ROM), an IC card, etc. to be read into the RAM 1214, and perform various types of processing on the data on the RAM 1214. The CPU 1212 may then write back the processed data to the external recording medium.

[0107] Various types of information, such as various types of programs, data, tables, and databases, may be stored in the recording medium and undergo information processing. The CPU 1212 may perform various types of processing on the data read from the RAM 1214, including various types of operations, information processing, conditional judgment, conditional branching, unconditional branching, information search / replacement, etc., as described throughout this disclosure and specified by the instruction sequence of the program, and write back the results to the RAM 1214. The CPU 1212 may also search for information in a file, database, etc. in the recording medium. For example, when a plurality of entries each having an attribute value of a first attribute associated with an attribute value of a second attribute are stored in the recording medium, the CPU 1212 may search for an entry whose attribute value of the first attribute matches a specified condition from among the plurality of entries, read the attribute value of the second attribute stored in the entry, and thereby obtain the attribute value of the second attribute associated with the first attribute that satisfies a predetermined condition.

[0108] The above-mentioned programs or software modules may be stored in a computer-readable storage medium on the computer 1200 or in the vicinity of the computer 1200. In addition, a recording medium such as a hard disk or a RAM provided in a server system connected to a dedicated communication network or the Internet can be used as a computer-readable storage medium, thereby providing the programs to the computer 1200 via the network.

[0109] The blocks in the flowcharts and block diagrams in the present embodiment may represent stages of a process in which an operation is performed or "parts" of an apparatus responsible for performing the operation. Particular stages and "parts" may be implemented by dedicated circuitry, programmable circuitry provided with computer-readable instructions stored on a computer-readable storage medium, and / or a processor provided with computer-readable instructions stored on a computer-readable storage medium. The dedicated circuitry may include digital and / or analog hardware circuits, and may include integrated circuits (ICs) and / or discrete circuits. The programmable circuitry may include reconfigurable hardware circuits, such as, for example, field programmable gate arrays (FPGAs), programmable logic arrays (PLAs), and the like, including AND, OR, XOR, NAND, NOR, and other logical operations, flip-flops, registers, and memory elements.

[0110] A computer-readable storage medium may include any tangible device capable of storing instructions that are executed by a suitable device, such that a computer-readable storage medium having instructions stored thereon comprises an article of manufacture that includes instructions that can be executed to create means for performing the operations specified in the flowcharts or block diagrams. Examples of computer-readable storage media may include electronic storage media, magnetic storage media, optical storage media, electromagnetic storage media, semiconductor storage media, and the like. More specific examples of computer-readable storage media may include floppy disks, diskettes, hard disks, random access memories (RAMs), read-only memories (ROMs), erasable programmable read-only memories (EPROMs or flash memories), electrically erasable programmable read-only memories (EEPROMs), static random access memories (SRAMs), compact disk read-only memories (CD-ROMs), digital versatile disks (DVDs), Blu-ray disks, memory sticks, integrated circuit cards, and the like.

[0111] The computer readable instructions may include either assembler instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or either source code or object code written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk®, JAVA®, C++, etc., and conventional procedural programming languages ​​such as the “C” programming language or similar programming languages.

[0112] Computer readable instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus, or to a programmable circuit, either locally or over a local area network (LAN), a wide area network (WAN), such as the Internet, etc., to cause the processor of the general purpose computer, special purpose computer, or other programmable data processing apparatus, or to a programmable circuit, to execute the computer readable instructions to generate means for performing the operations specified in the flowcharts or block diagrams. Examples of processors include computer processors, processing units, microprocessors, digital signal processors, controllers, microcontrollers, etc.

[0113] The emotion determining unit 232 may determine the emotion of the user according to a specific mapping. Specifically, the emotion determining unit 232 may determine the emotion of the user according to an emotion map (see FIG. 5), which is a specific mapping.

[0114] FIG. 5 is a diagram showing an emotion map 700 on which multiple emotions are mapped. In the emotion map 700, emotions are arranged in concentric circles radiating from the center. The closer to the center of the concentric circles, the more primitive emotions are arranged. The more outside the concentric circles, the more emotions that represent states and actions that arise from a state of mind are arranged. Emotions are a concept that includes emotions and mental states. On the left side of the concentric circles, emotions that are generally generated from reactions that occur in the brain are arranged. On the right side of the concentric circles, emotions that are generally induced by situational judgment are arranged. On the upper and lower sides of the concentric circles, emotions that are generally generated from reactions that occur in the brain and are induced by situational judgment are arranged. In addition, on the upper side of the concentric circles, emotions of "pleasure" are arranged, and on the lower side, emotions of "discomfort" are arranged. In this way, in the emotion map 700, multiple emotions are mapped based on the structure in which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.

[0115] (1) For example, if the emotion engine, which is the emotion determination unit 232 of the avatar display device 100, detects emotions in about 100 msec, the frequency of the determination of the reaction action of the avatar 500 (e.g., a backchannel) may be set to at least the same timing as the emotion engine's detection frequency (100 msec), or may be set to an earlier timing. The emotion engine's detection frequency may be interpreted as a sampling rate.

[0116] Emotions are detected in about 100 msec, and a reaction action (e.g., a backchannel) is performed immediately in tandem, eliminating unnatural backchannels and enabling a natural, well-read dialogue. The reaction action (backchannel, etc.) is performed according to the directionality and degree (strength) of the mandala in the emotion map 700 of the avatar 500. Note that the detection frequency (sampling rate) of the emotion engine is not limited to 100 ms, and may be changed according to the situation (e.g., when playing sports), the age of the user, etc.

[0117] (2) The direction of the emotion and its intensity may be preset in accordance with emotion map 700, and the movement of the interjection and the strength of the interjection may be set. For example, if avatar 500 feels a sense of stability, security, etc., avatar 500 may nod and continue listening. If avatar 500 feels anxious, confused, or suspicious, avatar 500 may tilt its head or stop shaking its head.

[0118] These emotions are distributed in the three o'clock direction of emotion map 700 and usually fluctuate between relief and anxiety. In the right half of emotion map 700, situational awareness dominates over internal sensations, resulting in a sense of calm.

[0119] (3) If the avatar 500 feels good after being praised, the filler "ah" may precede the line, and if the avatar 500 feels pain after receiving harsh words, the filler "ugh!" may precede the line. Also, a physical reaction such as the avatar 500 crouching down while saying "ugh!" may be included. These emotions are distributed around 9 o'clock on the emotion map 700.

[0120] (4) In the left half of the emotion map 700, internal sensations (reactions) are more important than situational awareness. This can give the impression that the person is reacting unconsciously.

[0121] When the avatar 500 feels a favorable feeling in its situational awareness while having an internal feeling (reaction) of a sense of satisfaction, the avatar 500 may nod deeply while looking at the other person, or may say "uh-huh." In this way, the avatar 500 may generate a behavior that shows a balanced favorable feeling toward the other person, that is, tolerance and tolerance toward the other person. Such emotions are distributed around 12 o'clock on the emotion map 700.

[0122] Conversely, even when avatar 500 is aware of the situation while experiencing an internal sensation (reaction) of discomfort, avatar 500 may shake its head when it feels disgust, or turn the LEDs in its eyes red and glare at the other person when it feels hatred. These types of emotions are distributed around 6 o'clock on emotion map 700.

[0123] (5) The inside of emotion map 700 represents what is going on in one's mind, while the outside of emotion map 700 represents behavior. Therefore, the further out on the outside of emotion map 700 you go, the more visible the emotions become (the more they are expressed in behavior).

[0124] (6) When listening to someone while feeling a sense of security, which is distributed around the 3 o'clock area of ​​emotion map 700, avatar 500 may lightly nod its head and say "hmm," but when it comes to love, which is distributed around 12 o'clock, it may nod vigorously, nodding its head deeply.

[0125] The emotion determination unit 232 inputs the information analyzed by the sensor module unit 210 and the recognized state of the user into a pre-trained neural network, obtains emotion values ​​indicating each emotion shown in the emotion map 700, and determines the emotion of the user. This neural network is pre-trained based on a plurality of learning data that are combinations of the information analyzed by the sensor module unit 210 and the recognized state of the user, and emotion values ​​indicating each emotion shown in the emotion map 700. In addition, this neural network is trained so that emotions that are arranged close to each other have similar values, as in the emotion map 900 shown in FIG. 6. FIG. 6 is a diagram showing another example of an emotion map. FIG. 6 shows an example in which multiple emotions, such as "peace of mind," "calm," and "encouraging," have similar emotion values.

[0126] Furthermore, the emotion determination unit 232 may determine the emotion of the avatar 500 according to a specific mapping. Specifically, the emotion determination unit 232 inputs the information analyzed by the sensor module unit 210, the state of the user recognized by the user state recognition unit 230, and the state of the avatar 500 to a pre-trained neural network, acquires emotion values ​​indicating each emotion shown in the emotion map 700, and determines the emotion of the avatar 500. This neural network is pre-trained based on a plurality of learning data that are combinations of the information analyzed by the sensor module unit 210, the recognized state of the user, and the state of the avatar 500, and emotion values ​​indicating each emotion shown in the emotion map 700. For example, the neural network is trained based on learning data that indicates that when it is recognized from the output of the touch sensor 207 that the avatar 500 is being stroked by the user, the emotion value becomes "3" for "happiness," and learning data that indicates that when it is recognized from the output of the acceleration sensor 205 that the avatar 500 is being hit by the user, the emotion value becomes "3" for "anger." Furthermore, this neural network is trained so that emotions that are placed close to each other have similar values, as in the emotion map 900 shown in FIG.

[0127] Furthermore, the emotion determination unit 232 may determine the emotion of the avatar 500 based on the action content of the avatar 500 generated by the sentence generation model. Specifically, the emotion determination unit 232 inputs the action content of the avatar 500 generated by the sentence generation model into a pre-trained neural network, acquires emotion values ​​indicating each emotion shown in the emotion map 700, and integrates the acquired emotion values ​​indicating each emotion with the emotion values ​​indicating each emotion of the current avatar 500 to update the emotion of the avatar 500. For example, the emotion values ​​indicating each acquired emotion and the emotion values ​​indicating each emotion of the current avatar 500 are averaged and integrated. This neural network is pre-trained based on a plurality of learning data that are combinations of texts indicating the action content of the avatar 500 generated by the sentence generation model and emotion values ​​indicating each emotion shown in the emotion map 700.

[0128] For example, if the speech content of avatar 500, "That's great. You're lucky," is obtained as the behavior content of avatar 500 generated by the sentence generation model, then when the text representing this speech content is input into the neural network, a high emotion value for the emotion "happy" is obtained, and the emotion of avatar 500 is updated so that the emotion value of the emotion "happy" becomes higher.

[0129] The behavior determination unit 236 generates the behavior content of the avatar 500 by adding a fixed sentence for asking about the behavior content of the avatar 500 corresponding to the user's behavior to the text representing the user's behavior, the user's emotion, and the emotion of the avatar 500, and inputting the added fixed sentence into the dialogue function.

[0130] For example, the behavior determining unit 236 obtains text representing the state of the avatar 500 from the emotion of the avatar 500 determined by the emotion determining unit 232, using an emotion table as shown in Fig. 7. Fig. 7 is a diagram showing an example of an emotion table. Here, in the emotion table, an index number is assigned to each emotion value for each type of emotion, and text representing the state of the avatar 500 is stored for each index number.

[0131] When the emotion of avatar 500 determined by emotion determination unit 232 corresponds to index number "2", the text "very happy state" is obtained. When the emotions of avatar 500 correspond to multiple index numbers, multiple texts representing the state of avatar 500 are obtained.

[0132] Also, for the user's emotions, an emotion table as shown in FIG. 8 is prepared. FIG. 8 is a diagram showing an example of the emotion table. Here, if the user's behavior is speaking "I'm AAA," the emotion of the avatar 500 is index number "2," and the user's emotion is index number "3," then "Avatar 500 is in a very happy state. The user is in a normal happy state. The user spoke to me saying, "I'm AAA. How would you respond as avatar 500?" is input to the sentence generation model, and the action content of the avatar 500 is obtained. The action determination unit 236 determines the action of the avatar 500 from this action content. Note that "AAA" is the name (nickname) given to the avatar 500 by the user.

[0133] In this way, the avatar display device 100 can change the behavior of the avatar 500 according to the index number corresponding to the emotion of the avatar 500, so that the user gets the impression that the avatar 500 has a heart, and is encouraged to take actions such as talking to the avatar 500.

[0134] Furthermore, the behavior determining unit 236 may generate the behavior content of the avatar 500 by adding not only texts representing the user's behavior, the user's emotions, and the emotions of the avatar 500, but also texts representing the contents of the history data 222, adding a fixed sentence for asking about the behavior content of the avatar 500 corresponding to the user's behavior, and inputting the result into the dialogue function. This allows the avatar display device 100 to change the behavior of the avatar 500 according to the history data representing the user's emotions and behavior, so that the user has the impression that the avatar 500 has individuality, and is encouraged to take an action such as talking to the avatar 500. Furthermore, the history data may further include the emotions and behavior of the avatar 500.

[0135] Although the present invention has been described above using the embodiments, the technical scope of the present invention is not limited to the scope described in the above embodiments. It is clear to those skilled in the art that various modifications and improvements can be made to the above embodiments. It is clear from the description of the claims that such modifications and improvements can also be included in the technical scope of the present invention.

[0136] It should be noted that the order of execution of each process, such as operations, procedures, steps, and stages, in the devices, systems, programs, and methods shown in the claims, specifications, and drawings is not specifically stated as "before" or "prior to," and that the process may be performed in any order unless the output of a previous process is used in a later process. Even if the operational flow in the claims, specifications, and drawings is described using "first," "next," etc. for convenience, it does not mean that the process must be performed in this order. [Explanation of symbols]

[0137] 1. Control System 20 Communication Network 100 Avatar display device 200 Sensor section 201 Mike 202 3D Depth Sensor 203 2D Camera 204 Distance Sensor 210 Sensor module section 211 Voice Emotion Recognition Unit 212 Speech Understanding Department 213 Facial expression recognition unit 214 Face Recognition Unit 220 Storage Unit 221 Reaction Rules 222 Historical Data 230 User state recognition unit 232 Emotion Determination Department 234 Behavior Recognition Department 236 Action Decision-Making Department 238 Memory control unit 250 Behavior Control Unit 252 Control Object 280 Communication Processing Unit 300 Servers 400 Related Devices 500 Avatars

Claims

1. a control unit that analyzes the emotions of a user and other users, determines an action of an avatar corresponding to the emotions of the user and the emotions of the other users, and controls a control target based on the determined action of the avatar An avatar display device comprising:

2. The control unit is determining an action to improve the interpersonal skills of the other user based on the emotions of the user and the emotions of the other user; The avatar display device according to claim 1 .

3. The control unit is determining an action to teach the other users a behavior that increases the emotional value of the user; The avatar display device according to claim 2 .

4. The control unit is determining an action to improve a relationship between the user and the other user based on the emotion of the user and the emotion of the other user; The avatar display device according to claim 1 .

5. The control unit is determining an action that allows the user or the other user to understand any one or more of the user's emotions or the other user's emotions; The avatar display device according to claim 4.

6. The control unit is Analyzing the emotions of the user and the emotions of the other users residing at a location distant from the residence of the user by a predetermined distance; The avatar display device according to claim 4.

7. The control unit is determining, as an action, to provide predetermined information to the other user based on the emotion of the user, information about the user, and the emotion of the other user; The avatar display device according to claim 1 .

8. The control unit is determining, as an action, to provide predetermined information to the other users based on at least one of the user's past information, interests, concerns, hobbies, preferences, inclinations, and predetermined anniversaries as information about the user; The avatar display device according to claim 7.

Citation Information

Patent Citations

  • Determination of analite in medium containing particle

    JP1985053847A