System
The system addresses the challenge of comprehensive language and cultural learning by integrating creative content and emotional engines within immersive platforms, allowing learners to engage with languages and cultures in a holistic and personalized manner.
Patent Information
- Application Number
- JP2023153318
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-20
- Publication Date
- 2025-04-02
AI Technical Summary
Existing language learning systems fail to provide a comprehensive and immersive experience for learners to systematically acquire languages and cultures from different countries.
A system that incorporates creative works, television, and radio programs from various countries, combined with an emotional engine, to provide an online platform or virtual reality environment where language learners can interact with content and other learners, simulating real-life situations and adjusting the learning experience based on emotional recognition.
This approach enables language learners to engage with languages and cultures in a holistic manner, enhancing their understanding of grammar, vocabulary, culture, and psychology through experiential learning and personalized experiences.
Smart Images

Figure 2025045381000001_ABST
Abstract
Description
[Technical field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including a description and related instruction sentence regarding the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-180282 A Summary of the Invention [Problem to be solved by the invention]
[0004] The present invention aims to provide a means for systematically learning the languages and cultures of different countries. [Means for solving the problem]
[0005] A system for providing educational services that incorporates the contents of creative works, TV and radio programs from various countries, and allows students to learn not only grammar and vocabulary, but also the culture and psychology of the people who use the language. This system includes a means for language learners to systematically learn the languages and cultures of different countries. [Brief description of the drawings]
[0006] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Diagram 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. FIG. [Diagram 3] FIG. 11 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Diagram 5] FIG. 13 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 13 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 13 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] Hereinafter, an example of an embodiment of a system according to the technology of the present disclosure will be described with reference to the accompanying drawings.
[0008] First, the terms used in the following description will be explained.
[0009] In the following embodiments, a signed processor (hereinafter simply referred to as a "processor") may be one arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be one type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), or a TPU (Tensor Processing Unit).
[0010] In the following embodiments, a signed RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by the processor.
[0011] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0012] In the following embodiments, a communication I / F (Interface) with a code is an interface including a communication processor and an antenna. The communication I / F controls communication between multiple computers. An example of a communication standard applied to the communication I / F is a wireless communication standard including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0013] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. In addition, in this specification, the same idea as "A and / or B" is also applied when three or more things are expressed by connecting them with "and / or."
[0014] [First embodiment] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0015] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0016] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a wide area network (WAN) and / or a local area network (LAN).
[0017] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0018] The reception device 38 includes a touch panel 38A and a microphone 38B, and receives user input. The touch panel 38A detects contact with a pointer (e.g., a pen or a finger) to receive user input by the touch of the pointer. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicative of the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 (see FIG. 2) acquires the data indicative of the user input.
[0019] The output device 40 includes a display 40A and a speaker 40B, and presents data to a user by outputting the data in a form of expression that the user can perceive (e.g., voice and / or text). The display 40A displays visible information such as text and images according to instructions from the processor 46. The speaker 40B outputs voice according to instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, an aperture, and a shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0020] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for transmitting and receiving various types of information between the processor 46 and the processor 28 via the network 54.
[0021] FIG. 2 shows an example of main functions of the data processing device 12 and the smart device 14.
[0022] As shown in Fig. 2, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32. The specific process program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific process program 56 from the storage 32, and executes the read specific process program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific process program 56 executed on the RAM 30.
[0023] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0024] In the smart device 14, the processor 46 performs the reception output processing. The storage 50 stores a reception output program 60. The reception output program 60 is used together with the specific processing program 56 by the data processing system 10. The processor 46 reads out the reception output program 60 from the storage 50, and executes the read reception output program 60 on the RAM 48. The reception output processing is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0025] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device (e.g., a ChatGPT server) may have the data generation model 58. In this case, the data processing device 12 obtains a processing result (such as a prediction result) using the data generation model 58 by communicating with the server device having the data generation model 58. In addition, the data processing device 12 may be a server device, or may be a terminal device (e.g., a mobile phone, a robot, or a home appliance) owned by a user. Next, the identification process by the identification processing unit 290 of the data processing device 12 will be described.
[0026] (Example 1) An embodiment of the present invention includes a means for collecting content such as creative works and television and radio programs from different countries and providing them to language learners. Specifically, a database accessible via the Internet is constructed so that language learners can be exposed to the languages and cultures of different countries. For example, various contents such as American movies, British dramas, and Canadian radio programs are recorded, and language learners can learn not only the language but also the culture and psychology by watching and listening to them. (Example 2) An embodiment of the present invention includes a means for language learners from different countries to learn from each other through communication. Specifically, an online platform is provided to allow language learners to interact with learners from different countries. For example, a learner from the United States can communicate with a learner from the United Kingdom through chat or video call, and they can learn not only language but also culture and psychology from each other. (Example 3) An embodiment of the present invention includes a means for language learners in different countries to learn languages and cultures by simulating real-life situations. Specifically, virtual reality (VR) technology is utilized to provide an environment in which language learners can experience daily life and social situations in different countries. For example, an American learner can virtually walk around a city in the UK, converse with local people and participate in cultural events, thereby learning the language and culture in a more practical way.
[0027] The process flow of each embodiment will be described below.
[0028] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs. For example, American movies, British dramas, Canadian radio programs, etc. are included in the database. Step 2: Build an online database accessible to language learners. This database contains content from different countries, and language learners can access these contents through the Internet. Step 3: Language learners select content from the database and learn the language and culture of different countries by watching and listening to it. By watching American movies and British dramas, language learners can learn not only the language but also the culture and psychology through experience. (Example 2) Step 1: Provide an online platform where language learners from different countries can register and communicate. Step 2: Language learners communicate with learners from different countries. For example, an American learner can communicate with a British learner through chat or video calls, allowing them to learn not only language but also culture and psychology from each other. Step 3: Language learners learn the language and culture of different countries through communication on online platforms. For example, learners in the United States can learn British English expressions and cultural trends through conversations with learners in the UK. (Example 3) Step 1: Use virtual reality (VR) technology to recreate everyday life and social situations in a different country. For example, create an environment in which an American learner can virtually walk around a British city. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment. For example, an American learner simulates conversations with locals in a British town or participates in a cultural event. Step 3: Language learners gain practical experience in a different country's language and culture through experiences in a virtual reality environment. For example, an American learner can experience conversations and cultural events in a British town to gain a deeper understanding of British English pronunciation, idioms, and cultural background.
[0029] Furthermore, an emotion engine that estimates the emotion of the user may be combined. That is, the identification processing unit 290 may estimate the emotion of the user using the emotion identification model 59, and perform identification processing using the emotion of the user.
[0030] (Example 1) An embodiment of the present invention is a system for providing educational services that incorporates content such as creative works and TV and radio programs from different countries and combines an emotion engine. Specifically, the company provides an online platform accessible to language learners that provides content from different countries. The platform is equipped with an emotion engine and can recognize the emotions of language learners. For example, when a language learner is watching a movie, the emotion engine recognizes emotions such as smiling, excitement, and surprise, and customizes the learning experience based on the emotions. For example, if a learner smiles during a humorous scene in a movie, the emotion engine recommends related content and learning activities to provide the learner with a more enjoyable learning experience. (Example 2) An embodiment of the present invention is a system for enabling language learners from different countries to learn from each other through communication. Specifically, it provides an online platform where language learners from different countries can register and communicate with each other. The platform incorporates an emotion engine and can recognize the emotions of language learners. For example, when learners communicate through chat or video calls, the emotion engine recognizes the learners' emotions and adjusts the matching between learners and the progress of the conversation based on the emotions. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) An embodiment of the present invention is a system for learning languages and cultures of different countries using virtual reality (VR) technology. Specifically, a virtual reality environment is provided, allowing language learners to virtually experience daily life and social situations in different countries. This environment incorporates an emotion engine and can recognize the emotions of the language learner. For example, when a learner is participating in a conversation or cultural event with people from different countries in the virtual reality environment, the emotion engine recognizes the learner's emotions and adjusts the progress of the environment and events based on the learner's emotions. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and interactions.
[0031] The process flow of each embodiment will be described below.
[0032] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs, and store it on an online platform. Step 2: A language learner accesses the online platform and selects content. At the same time, the emotion engine collects data to recognize the language learner's emotions. Step 3: As language learners watch or listen to content, the emotion engine analyzes their emotions and recognizes their smiles, excitement, surprise, etc. This information is used to customize the learning experience and suggest relevant content and learning activities. For example, if a learner smiles during a humorous scene in a movie, the emotion engine will recommend related comedy movies and humor-related learning activities to the learner. (Example 2) Step 1: Provide an online platform for language learners from different countries to register. Step 2: Language learners communicate on the online platform, and at the same time, the emotion engine collects data to recognize the language learners' emotions. Step 3: When language learners communicate and learn from each other, the emotion engine analyzes the language learners' emotions and recognizes their excitement, joy, etc. Based on this information, it adjusts the matching between learners and the progress of the conversation. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) Step 1: Provide a virtual reality environment to recreate everyday life and social situations in different countries. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment, while collecting data for the emotion engine to recognize the language learners' emotions. Step 3: As language learners learn the language and culture of different countries through experiences in the virtual reality environment, the emotion engine analyzes the language learners' emotions and recognizes their interest and curiosity. Based on this information, the environment and the progress of events are adjusted. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and dialogue.
[0033] The specific processing unit 290 transmits the result of the specific processing to the smart device 14. In the smart device 14, the control unit 46A causes the output device 40 to output the result of the specific processing. The microphone 38B acquires a voice indicating a user input for the result of the specific processing. The control unit 46A transmits the voice data indicating the user input acquired by the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[0034] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ) and other generation AIs. The data generation model 58 is obtained by making a neural network perform deep learning. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating a voice, text data indicating a text, and image data indicating an image is input. The data generation model 58 performs inference on the input inference data according to the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing while using the data generation model 58.
[0035] In the above embodiment, an example was given in which the specific process was performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.
[0036] [Second embodiment]
[0037] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0038] 3, the data processing system 210 includes the data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server.
[0039] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a wide area network (WAN) and / or a local area network (LAN).
[0040] The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, and the camera 42 are also connected to the bus 52.
[0041] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs the voice according to instructions from the processor 46.
[0042] Camera 42 is a small digital camera equipped with an optical system including a lens, an aperture, and a shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the user's surroundings (e.g., an imaging range defined by an angle of view equivalent to the width of the field of vision of an average healthy person).
[0043] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for transmitting and receiving various types of information between the processor 46 and the processor 28 via the network 54. The transmission and reception of various types of information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is performed in a secure state.
[0044] Fig. 4 shows an example of main functions of the data processing device 12 and the smart glasses 214. As shown in Fig. 4, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0045] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32, and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0046] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0047] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50, and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0048] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device (e.g., a ChatGPT server) may have the data generation model 58. In this case, the data processing device 12 obtains a processing result (such as a prediction result) using the data generation model 58 by communicating with the server device having the data generation model 58. In addition, the data processing device 12 may be a server device, or may be a terminal device (e.g., a mobile phone, a robot, or a home appliance) owned by a user. Next, the identification process by the identification processing unit 290 of the data processing device 12 will be described.
[0049] (Example 1) An embodiment of the present invention includes a means for collecting content such as creative works and television and radio programs from different countries and providing them to language learners. Specifically, a database accessible via the Internet is constructed so that language learners can be exposed to the languages and cultures of different countries. For example, various contents such as American movies, British dramas, and Canadian radio programs are recorded, and language learners can learn not only the language but also the culture and psychology by watching and listening to them. (Example 2) An embodiment of the present invention includes a means for language learners from different countries to learn from each other through communication. Specifically, an online platform is provided to allow language learners to interact with learners from different countries. For example, a learner from the United States can communicate with a learner from the United Kingdom through chat or video call, and they can learn not only language but also culture and psychology from each other. (Example 3) An embodiment of the present invention includes a means for language learners in different countries to learn languages and cultures by simulating real-life situations. Specifically, virtual reality (VR) technology is utilized to provide an environment in which language learners can experience daily life and social situations in different countries. For example, an American learner can virtually walk around a city in the UK, converse with local people and participate in cultural events, thereby learning the language and culture in a more practical way.
[0050] The process flow of each embodiment will be described below.
[0051] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs. For example, American movies, British dramas, Canadian radio programs, etc. are included in the database. Step 2: Build an online database accessible to language learners. This database contains content from different countries, and language learners can access these contents through the Internet. Step 3: Language learners select content from the database and learn the language and culture of different countries by watching and listening to it. By watching American movies and British dramas, language learners can learn not only the language but also the culture and psychology through experience. (Example 2) Step 1: Provide an online platform where language learners from different countries can register and communicate. Step 2: Language learners communicate with learners from different countries. For example, an American learner can communicate with a British learner through chat or video calls, allowing them to learn not only language but also culture and psychology from each other. Step 3: Language learners learn the language and culture of different countries through communication on online platforms. For example, learners in the United States can learn British English expressions and cultural trends through conversations with learners in the UK. (Example 3) Step 1: Use virtual reality (VR) technology to recreate everyday life and social situations in a different country. For example, create an environment in which an American learner can virtually walk around a British city. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment. For example, an American learner simulates conversations with locals in a British town or participates in a cultural event. Step 3: Language learners gain practical experience in a different country's language and culture through experiences in a virtual reality environment. For example, an American learner can experience conversations and cultural events in a British town to gain a deeper understanding of British English pronunciation, idioms, and cultural background.
[0052] In addition, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[0053] (Example 1) An embodiment of the present invention is a system for providing educational services that incorporates content such as creative works and TV and radio programs from different countries and combines an emotion engine. Specifically, the company provides an online platform accessible to language learners that provides content from different countries. The platform is equipped with an emotion engine and can recognize the emotions of language learners. For example, when a language learner is watching a movie, the emotion engine recognizes emotions such as smiling, excitement, and surprise, and customizes the learning experience based on the emotions. For example, if a learner smiles during a humorous scene in a movie, the emotion engine recommends related content and learning activities to provide the learner with a more enjoyable learning experience. (Example 2) An embodiment of the present invention is a system for enabling language learners from different countries to learn from each other through communication. Specifically, it provides an online platform where language learners from different countries can register and communicate with each other. The platform incorporates an emotion engine and can recognize the emotions of language learners. For example, when learners communicate through chat or video calls, the emotion engine recognizes the learners' emotions and adjusts the matching between learners and the progress of the conversation based on the emotions. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) An embodiment of the present invention is a system for learning languages and cultures of different countries using virtual reality (VR) technology. Specifically, a virtual reality environment is provided, allowing language learners to virtually experience daily life and social situations in different countries. This environment incorporates an emotion engine and can recognize the emotions of the language learner. For example, when a learner is participating in a conversation or cultural event with people from different countries in the virtual reality environment, the emotion engine recognizes the learner's emotions and adjusts the progress of the environment and events based on the learner's emotions. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and interactions.
[0054] The process flow of each embodiment will be described below.
[0055] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs, and store it on an online platform. Step 2: A language learner accesses the online platform and selects content. At the same time, the emotion engine collects data to recognize the language learner's emotions. Step 3: As language learners watch or listen to content, the emotion engine analyzes their emotions and recognizes their smiles, excitement, surprise, etc. This information is used to customize the learning experience and suggest relevant content and learning activities. For example, if a learner smiles during a humorous scene in a movie, the emotion engine will recommend related comedy movies and humor-related learning activities to the learner. (Example 2) Step 1: Provide an online platform for language learners from different countries to register. Step 2: Language learners communicate on the online platform, and at the same time, the emotion engine collects data to recognize the language learners' emotions. Step 3: When language learners communicate and learn from each other, the emotion engine analyzes the language learners' emotions and recognizes their excitement, joy, etc. Based on this information, it adjusts the matching between learners and the progress of the conversation. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) Step 1: Provide a virtual reality environment to recreate everyday life and social situations in different countries. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment, while collecting data for the emotion engine to recognize the language learners' emotions. Step 3: As language learners learn the language and culture of different countries through experiences in the virtual reality environment, the emotion engine analyzes the language learners' emotions and recognizes their interest and curiosity. Based on this information, the environment and the progress of events are adjusted. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and dialogue.
[0056] The specific processing unit 290 transmits the result of the specific processing to the smart glasses 214. In the smart glasses 214, the control unit 46A causes the speaker 240 to output the result of the specific processing. The microphone 238 acquires a voice indicating a user input for the result of the specific processing. The control unit 46A transmits the voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[0057] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ) and other generation AIs. The data generation model 58 is obtained by making a neural network perform deep learning. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating a voice, text data indicating a text, and image data indicating an image is input. The data generation model 58 performs inference on the input inference data according to the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing while using the data generation model 58.
[0058] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.
[0059] [Third embodiment]
[0060] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0061] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[0062] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a wide area network (WAN) and / or a local area network (LAN).
[0063] The headset type terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a display 343. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the display 343 are also connected to the bus 52.
[0064] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs the voice according to instructions from the processor 46.
[0065] Camera 42 is a small digital camera equipped with an optical system including a lens, an aperture, and a shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the user's surroundings (e.g., an imaging range defined by an angle of view equivalent to the width of the field of vision of an average healthy person).
[0066] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for transmitting and receiving various types of information between the processor 46 and the processor 28 via the network 54. The transmission and reception of various types of information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is performed in a secure state.
[0067] Fig. 6 shows an example of main functions of the data processing device 12 and the headset type terminal 314. As shown in Fig. 6, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0068] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32, and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0069] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0070] In the headset type terminal 314, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50, and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0071] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device (e.g., a ChatGPT server) may have the data generation model 58. In this case, the data processing device 12 obtains a processing result (such as a prediction result) using the data generation model 58 by communicating with the server device having the data generation model 58. In addition, the data processing device 12 may be a server device, or may be a terminal device (e.g., a mobile phone, a robot, or a home appliance) owned by a user. Next, the identification process by the identification processing unit 290 of the data processing device 12 will be described.
[0072] (Example 1) An embodiment of the present invention includes a means for collecting content such as creative works and television and radio programs from different countries and providing them to language learners. Specifically, a database accessible via the Internet is constructed so that language learners can be exposed to the languages and cultures of different countries. For example, various contents such as American movies, British dramas, and Canadian radio programs are recorded, and language learners can learn not only the language but also the culture and psychology by watching and listening to them. (Example 2) An embodiment of the present invention includes a means for language learners from different countries to learn from each other through communication. Specifically, an online platform is provided to allow language learners to interact with learners from different countries. For example, a learner from the United States can communicate with a learner from the United Kingdom through chat or video call, and they can learn not only language but also culture and psychology from each other. (Example 3) An embodiment of the present invention includes a means for language learners in different countries to learn languages and cultures by simulating real-life situations. Specifically, virtual reality (VR) technology is utilized to provide an environment in which language learners can experience daily life and social situations in different countries. For example, an American learner can virtually walk around a city in the UK, converse with local people and participate in cultural events, thereby learning the language and culture in a more practical way.
[0073] The process flow of each embodiment will be described below.
[0074] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs. For example, American movies, British dramas, Canadian radio programs, etc. are included in the database. Step 2: Build an online database accessible to language learners. This database contains content from different countries, and language learners can access these contents through the Internet. Step 3: Language learners select content from the database and learn the language and culture of different countries by watching and listening to it. By watching American movies and British dramas, language learners can learn not only the language but also the culture and psychology through experience. (Example 2) Step 1: Provide an online platform where language learners from different countries can register and communicate. Step 2: Language learners communicate with learners from different countries. For example, an American learner can communicate with a British learner through chat or video calls, allowing them to learn not only language but also culture and psychology from each other. Step 3: Language learners learn the language and culture of different countries through communication on online platforms. For example, learners in the United States can learn British English expressions and cultural trends through conversations with learners in the UK. (Example 3) Step 1: Use virtual reality (VR) technology to recreate everyday life and social situations in a different country. For example, create an environment in which an American learner can virtually walk around a British city. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment. For example, an American learner simulates conversations with locals in a British town or participates in a cultural event. Step 3: Language learners gain practical experience in a different country's language and culture through experiences in a virtual reality environment. For example, an American learner can experience conversations and cultural events in a British town to gain a deeper understanding of British English pronunciation, idioms, and cultural background.
[0075] In addition, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[0076] (Example 1) An embodiment of the present invention is a system for providing educational services that incorporates content such as creative works and TV and radio programs from different countries and combines an emotion engine. Specifically, the company provides an online platform accessible to language learners that provides content from different countries. The platform is equipped with an emotion engine and can recognize the emotions of language learners. For example, when a language learner is watching a movie, the emotion engine recognizes emotions such as smiling, excitement, and surprise, and customizes the learning experience based on the emotions. For example, if a learner smiles during a humorous scene in a movie, the emotion engine recommends related content and learning activities to provide the learner with a more enjoyable learning experience. (Example 2) An embodiment of the present invention is a system for enabling language learners from different countries to learn from each other through communication. Specifically, it provides an online platform where language learners from different countries can register and communicate with each other. The platform incorporates an emotion engine and can recognize the emotions of language learners. For example, when learners communicate through chat or video calls, the emotion engine recognizes the learners' emotions and adjusts the matching between learners and the progress of the conversation based on the emotions. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) An embodiment of the present invention is a system for learning languages and cultures of different countries using virtual reality (VR) technology. Specifically, a virtual reality environment is provided, allowing language learners to virtually experience daily life and social situations in different countries. This environment incorporates an emotion engine and can recognize the emotions of the language learner. For example, when a learner is participating in a conversation or cultural event with people from different countries in the virtual reality environment, the emotion engine recognizes the learner's emotions and adjusts the progress of the environment and events based on the learner's emotions. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and interactions.
[0077] The process flow of each embodiment will be described below.
[0078] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs, and store it on an online platform. Step 2: A language learner accesses the online platform and selects content. At the same time, the emotion engine collects data to recognize the language learner's emotions. Step 3: As language learners watch or listen to content, the emotion engine analyzes their emotions and recognizes their smiles, excitement, surprise, etc. This information is used to customize the learning experience and suggest relevant content and learning activities. For example, if a learner smiles during a humorous scene in a movie, the emotion engine will recommend related comedy movies and humor-related learning activities to the learner. (Example 2) Step 1: Provide an online platform for language learners from different countries to register. Step 2: Language learners communicate on the online platform, and at the same time, the emotion engine collects data to recognize the language learners' emotions. Step 3: When language learners communicate and learn from each other, the emotion engine analyzes the language learners' emotions and recognizes their excitement, joy, etc. Based on this information, it adjusts the matching between learners and the progress of the conversation. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) Step 1: Provide a virtual reality environment to recreate everyday life and social situations in different countries. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment, while collecting data for the emotion engine to recognize the language learners' emotions. Step 3: As language learners learn the language and culture of different countries through experiences in the virtual reality environment, the emotion engine analyzes the language learners' emotions and recognizes their interest and curiosity. Based on this information, the environment and the progress of events are adjusted. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and dialogue.
[0079] The specific processing unit 290 transmits the result of the specific processing to the headset type terminal 314. In the headset type terminal 314, the control unit 46A causes the speaker 240 and the display 343 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input for the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[0080] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ) and other generation AIs. The data generation model 58 is obtained by making a neural network perform deep learning. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating a voice, text data indicating a text, and image data indicating an image is input. The data generation model 58 performs inference on the input inference data according to the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing while using the data generation model 58.
[0081] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the headset type terminal 314. [Fourth embodiment]
[0082] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[0083] 7, a data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.
[0084] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a wide area network (WAN) and / or a local area network (LAN).
[0085] The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a control target 443. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. In addition, the microphone 238, the speaker 240, the camera 42, and the control target 443 are also connected to the bus 52.
[0086] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs the voice according to instructions from the processor 46.
[0087] Camera 42 is a small digital camera equipped with an optical system including a lens, an aperture, and a shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the user's surroundings (e.g., an imaging range defined by an angle of view equivalent to the width of the field of vision of an average healthy person).
[0088] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for transmitting and receiving various types of information between the processor 46 and the processor 28 via the network 54. The transmission and reception of various types of information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is performed in a secure state.
[0089] The control target 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, legs, etc. The posture and behavior of the robot 414 are controlled by controlling the motors of the arms, hands, legs, etc. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.
[0090] Fig. 8 shows an example of main functions of the data processing device 12 and the robot 414. As shown in Fig. 8, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0091] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32, and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0092] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0093] In the robot 414, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50, and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0094] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device (e.g., a ChatGPT server) may have the data generation model 58. In this case, the data processing device 12 obtains a processing result (such as a prediction result) using the data generation model 58 by communicating with the server device having the data generation model 58. In addition, the data processing device 12 may be a server device, or may be a terminal device (e.g., a mobile phone, a robot, or a home appliance) owned by a user. Next, the identification process by the identification processing unit 290 of the data processing device 12 will be described.
[0095] (Example 1) An embodiment of the present invention includes a means for collecting content such as creative works and television and radio programs from different countries and providing them to language learners. Specifically, a database accessible via the Internet is constructed so that language learners can be exposed to the languages and cultures of different countries. For example, various contents such as American movies, British dramas, and Canadian radio programs are recorded, and language learners can learn not only the language but also the culture and psychology by watching and listening to them. (Example 2) An embodiment of the present invention includes a means for language learners from different countries to learn from each other through communication. Specifically, an online platform is provided to allow language learners to interact with learners from different countries. For example, a learner from the United States can communicate with a learner from the United Kingdom through chat or video call, and they can learn not only language but also culture and psychology from each other. (Example 3) An embodiment of the present invention includes a means for language learners in different countries to learn languages and cultures by simulating real-life situations. Specifically, virtual reality (VR) technology is utilized to provide an environment in which language learners can experience daily life and social situations in different countries. For example, an American learner can virtually walk around a city in the UK, converse with local people and participate in cultural events, thereby learning the language and culture in a more practical way.
[0096] The process flow of each embodiment will be described below.
[0097] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs. For example, American movies, British dramas, Canadian radio programs, etc. are included in the database. Step 2: Build an online database accessible to language learners. This database contains content from different countries, and language learners can access these contents through the Internet. Step 3: Language learners select content from the database and learn the language and culture of different countries by watching and listening to it. By watching American movies and British dramas, language learners can learn not only the language but also the culture and psychology through experience. (Example 2) Step 1: Provide an online platform where language learners from different countries can register and communicate. Step 2: Language learners communicate with learners from different countries. For example, an American learner can communicate with a British learner through chat or video calls, allowing them to learn not only language but also culture and psychology from each other. Step 3: Language learners learn the language and culture of different countries through communication on online platforms. For example, learners in the United States can learn British English expressions and cultural trends through conversations with learners in the UK. (Example 3) Step 1: Use virtual reality (VR) technology to recreate everyday life and social situations in a different country. For example, create an environment in which an American learner can virtually walk around a British city. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment. For example, an American learner simulates conversations with locals in a British town or participates in a cultural event. Step 3: Language learners gain practical experience in a different country's language and culture through experiences in a virtual reality environment. For example, an American learner can experience conversations and cultural events in a British town to gain a deeper understanding of British English pronunciation, idioms, and cultural background.
[0098] In addition, an emotion engine that estimates the emotion of the user may be further combined. That is, the identification processing unit 290 may estimate the emotion of the user using the emotion identification model 59, and perform identification processing using the emotion of the user.
[0099] (Example 1) An embodiment of the present invention is a system for providing educational services that incorporates content such as creative works and TV and radio programs from different countries and combines an emotion engine. Specifically, the company provides an online platform accessible to language learners that provides content from different countries. The platform is equipped with an emotion engine and can recognize the emotions of language learners. For example, when a language learner is watching a movie, the emotion engine recognizes emotions such as smiling, excitement, and surprise, and customizes the learning experience based on the emotions. For example, if a learner smiles during a humorous scene in a movie, the emotion engine recommends related content and learning activities to provide the learner with a more enjoyable learning experience. (Example 2) An embodiment of the present invention is a system for enabling language learners from different countries to learn from each other through communication. Specifically, it provides an online platform where language learners from different countries can register and communicate with each other. The platform incorporates an emotion engine and can recognize the emotions of language learners. For example, when learners communicate through chat or video calls, the emotion engine recognizes the learners' emotions and adjusts the matching between learners and the progress of the conversation based on the emotions. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) An embodiment of the present invention is a system for learning languages and cultures of different countries using virtual reality (VR) technology. Specifically, a virtual reality environment is provided, allowing language learners to virtually experience daily life and social situations in different countries. This environment incorporates an emotion engine and can recognize the emotions of the language learner. For example, when a learner is participating in a conversation or cultural event with people from different countries in the virtual reality environment, the emotion engine recognizes the learner's emotions and adjusts the progress of the environment and events based on the learner's emotions. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and interactions.
[0100] The process flow of each embodiment will be described below.
[0101] (Example 1) Step 1: Collect content from different countries, such as creative works, TV and radio programs, and store it on an online platform. Step 2: A language learner accesses the online platform and selects content. At the same time, the emotion engine collects data to recognize the language learner's emotions. Step 3: As language learners watch or listen to content, the emotion engine analyzes their emotions and recognizes their smiles, excitement, surprise, etc. This information is used to customize the learning experience and suggest relevant content and learning activities. For example, if a learner smiles during a humorous scene in a movie, the emotion engine will recommend related comedy movies and humor-related learning activities to the learner. (Example 2) Step 1: Provide an online platform for language learners from different countries to register. Step 2: Language learners communicate on the online platform, and at the same time, the emotion engine collects data to recognize the language learners' emotions. Step 3: When language learners communicate and learn from each other, the emotion engine analyzes the language learners' emotions and recognizes their excitement, joy, etc. Based on this information, it adjusts the matching between learners and the progress of the conversation. For example, if a learner shows excitement or joy, the emotion engine will suggest interesting topics and discussions to stimulate communication between learners. (Example 3) Step 1: Provide a virtual reality environment to recreate everyday life and social situations in different countries. Step 2: Language learners participate in conversations and cultural events with people from different countries in a virtual reality environment, while collecting data for the emotion engine to recognize the language learners' emotions. Step 3: As language learners learn the language and culture of different countries through experiences in the virtual reality environment, the emotion engine analyzes the language learners' emotions and recognizes their interest and curiosity. Based on this information, the environment and the progress of events are adjusted. For example, if the learner shows interest or curiosity, the emotion engine provides the learner with opportunities for further cultural experiences and dialogue.
[0102] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires a voice indicating a user input for the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[0103] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ) and other generation AIs. The data generation model 58 is obtained by making a neural network perform deep learning. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating a voice, text data indicating a text, and image data indicating an image is input. The data generation model 58 performs inference on the input inference data according to the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing while using the data generation model 58.
[0104] In the above embodiment, an example was given in which the specific process was performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the robot 414.
[0105] The emotion identification model 59 as an emotion engine may determine the emotion of the user according to a specific mapping. Specifically, the emotion identification model 59 may determine the emotion of the user according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the emotion of the robot, and the identification processing unit 290 may perform identification processing using the emotion of the robot.
[0106] FIG. 9 is a diagram showing an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, 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 400, 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.
[0107] These emotions are distributed in the three o'clock direction of emotion map 400 and usually fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.
[0108] The inside of emotion map 400 represents what is going on inside one's mind, and the outside of emotion map 400 represents behavior, so the further out you go on emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[0109] Here, human emotions are based on various balances such as posture and blood sugar level, and when these balances are far from the ideal, it indicates an unpleasant state, and when they are close to the ideal, it indicates a pleasant state. Emotions can also be created for robots, cars, motorcycles, etc., based on various balances such as posture and battery level, so that when these balances are far from the ideal, it indicates an unpleasant state, and when they are close to the ideal, it indicates a pleasant state. The emotion map may be generated, for example, based on the emotion map of Dr. Mitsuyoshi (Research on speech emotion recognition and emotion brain physiological signal analysis system, Tokushima University, doctoral dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). On the left half of the emotion map, emotions belonging to an area called "reaction" where sensation is dominant are lined up. On the right half of the emotion map, emotions belonging to an area called "situation" where situation recognition is dominant are lined up.
[0110] The emotion map defines two emotions that promote learning. The first is the negative emotion around the middle of "repentance" or "remorse" on the situation side. In other words, this is when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is the positive emotion around "desire" on the response side. In other words, this is when the robot has positive feelings such as "I want more" or "I want to know more."
[0111] The emotion identification model 59 inputs the user input to a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the emotion of the user. This neural network is pre-trained based on multiple learning data that are combinations of the user input and emotion values indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in Fig. 10. Fig. 10 shows an example in which multiple emotions, "relief," "calm," and "encouraging," have similar emotion values.
[0112] In the above embodiment, an example was given in which a specific process is performed by one computer 22, but the technology disclosed herein is not limited to this, and distributed processing of the specific process may be performed by multiple computers, including computer 22.
[0113] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable computer-readable non-transitory storage medium such as a Universal Serial Bus (USB) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.
[0114] In addition, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 upon request from the data processing device 12.
[0115] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.
[0116] As the hardware resource for executing the specific process, various processors as shown below can be used. An example of the processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing the specific process by executing software, i.e., a program. Another example of the processor is a dedicated electric circuit, which is a processor having a circuit configuration designed exclusively for executing the specific process, such as a Field-Programmable Gate Array (FPGA), a Programmable Logic Device (PLD), or an Application Specific Integrated Circuit (ASIC). Each processor has a built-in or connected memory, and each processor executes the specific process by using the memory.
[0117] The hardware resource that executes the specific process may be one of these various processors, or may be a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific process may be a single processor.
[0118] As an example of a configuration using one processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a configuration using a processor that realizes the functions of the entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.
[0119] Furthermore, more specifically, the hardware structure of these various processors can be an electric circuit that combines circuit elements such as semiconductor elements. The above specific processes are merely examples. It goes without saying that unnecessary steps may be deleted, new steps may be added, or the order of processes may be changed without departing from the spirit of the invention.
[0120] The above description and illustrations are detailed descriptions of the parts related to the technology of the present disclosure, and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, function, action, and effect is an example of the configuration, function, action, and effect of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above description and illustrations, within the scope of the gist of the technology of the present disclosure. In addition, in order to avoid confusion and to facilitate understanding of the parts related to the technology of the present disclosure, the above description and illustrations omit explanations of technical common sense that do not require explanation in order to enable the implementation of the technology of the present disclosure.
[0121] All publications, patent applications, and standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or standard was specifically and individually indicated to be incorporated by reference.
[0122] The following is further disclosed regarding the above embodiment.
[0123] (Appendix 1) A system for providing educational services that incorporates the contents of creative works, TV and radio programs from various countries, and allows students to learn not only grammar and vocabulary, but also the culture and psychology of the people who use the language. This system includes a means for language learners to systematically learn the languages and cultures of different countries. (Appendix 2) The system of claim 1, including a means for language learners to learn about differences in pronunciation and words in the languages of different countries, as well as differences in people's tendencies and ways of expressing themselves. (Appendix 3) The system of claim 1 or 2 includes a means for incorporating and utilizing real content, such as creative writings or television and radio programs, to provide a learning experience for language learners as they study the language and culture of a different country.
[0124] (Appendix 1) A system for providing educational services that incorporates content such as creative works, television and radio programs from various countries and combines it with an emotion engine that recognizes the emotions of language learners. The system includes a means for recognizing emotions while listening to and viewing the content and customizing the learning experience based thereon when the language learner is learning the language and culture of a different country. (Appendix 2) In the system described in Appendix 1, the emotion engine analyzes information such as voice, facial expressions, and sentences to estimate the emotion of the language learner. For example, when a language learner is watching content, the emotion engine recognizes emotions such as smiles, excitement, and surprise, and adjusts the learning content and progress based on that. (Appendix 3) In the system described in appendix 1 or 2, the emotion engine collects emotion data of a language learner and provides a learning experience that is personalized to the learner, such as by selecting content that matches the learner's preferences and interests, allowing the learner to learn language and culture more enjoyably and effectively. [Explanation of symbols]
[0125] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot
Claims
1. A system that incorporates content from creative works, television and radio programs from various countries, and provides an educational service that allows users to learn not only grammar and vocabulary, but also the culture and psychology of the people who use that language. The system includes a means for language learners to systematically study the languages and cultures of different countries.
2. The system of claim 1, further comprising means for a language learner to learn about differences in pronunciation and words in the languages of different countries, as well as differences in people's tendencies and ways of expressing themselves.
3. The system according to claim 1 or 2 includes a means for importing actual content, such as creative works and television and radio programs, and utilizing the content to provide a learning experience when a language learner is learning the language and culture of a different country.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A