System

By connecting real-world experiences and emotions with virtual reality gaming through communication and sensor systems, the system addresses the lack of integration in existing technologies, providing a more immersive and dynamic gaming experience.

JP2025046644APending Publication Date: 2025-04-02SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2023154873
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-21
Publication Date
2025-04-02

AI Technical Summary

Technical Problem

Existing virtual reality gaming systems fail to effectively integrate real-world experiences and skills into gameplay and character development, lacking a seamless connection between the real and virtual worlds.

Method used

A system that connects the real world with virtual reality through communication and sensor means, allowing real-world data and experiences to be reflected in gameplay and character growth, with an emotional engine to recognize and respond to user emotions.

Benefits of technology

This solution enables a more immersive and dynamic gaming experience by directly incorporating real-world activities and emotions into virtual reality gameplay, enhancing player engagement and character development.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a unique mechanism that reflects real-world experiences and skills in gameplay and character growth by connecting the real world and virtual reality.SOLUTION: A system includes means for connecting the real world and virtual reality, and means for using a unique mechanism that reflects real-world experiences and skills in gameplay and character growth.SELECTED DRAWING: Figure 1
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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 unique mechanism that connects the real world with virtual reality, thereby allowing real-world experiences and skills to be reflected in gameplay and character development. [Means for solving the problem]

[0005] A system including a means for connecting the real world with virtual reality and a means for using a unique mechanism for reflecting real-world experience and skills in gameplay and character development. [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 communication means for connecting the real world and virtual reality, a sensor means for acquiring experiences and skills in the real world, and a processing means for reflecting the experiences and skills in the real world in gameplay and character growth in the virtual reality. Specifically, the communication means acquires real-world data, the sensor means detects actions and states in the real world, the processing means analyzes the acquired data, and the data is reflected in gameplay and character growth in the virtual reality. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world and virtual reality, an evaluation means for evaluating experiences and skills in the real world, and a reflection means for reflecting the experiences and skills in the real world in a game play and character growth in the virtual reality. Specifically, the user interface means receives a user's operation, the evaluation means evaluates the experiences and skills in the real world, and the reflection means reflects the evaluation result in the game play and character growth in the virtual reality. (Example 3) An embodiment of the present invention includes a location information means for connecting the real world and virtual reality, a data collection means for acquiring experiences and skills in the real world, and a data processing means for reflecting the experiences and skills in the real world in game play and character growth in virtual reality. Specifically, the location information means acquires user location information, the data collection means collects data related to experiences and skills in the real world, and the data processing means analyzes the collected data and reflects the results in game play and character growth in virtual reality. For example, when a user goes jogging in the real world, the location information means acquires the user's moving distance, and the data processing means reflects the distance in the character growth in the game.

[0027] The process flow of each embodiment will be described below.

[0028] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: Detect actions and conditions in the real world using sensor means. Step 3: The data acquired by the processing means is analyzed and reflected in the virtual reality gameplay and character growth. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: Measure real-world experiences and skills through assessment instruments. Step 3: Reflect the evaluation results in the virtual reality gameplay and character development using reflection measures. (Example 3) Step 1: Obtain user location information through location information means. Step 2: Collect data about real-world experiences and skills through data collection instruments. Step 3: Analyze the collected data using a data processing means and reflect it in virtual reality gameplay and character growth. As a specific example, in the case of Example 1, in step 1, real-world data (e.g., number of steps and heart rate) is acquired through the user's smartphone. In step 2, the user's smartwatch detects the user's movement and state (e.g., running, sitting). Then, in step 3, the acquired data is analyzed so that the user's number of steps and heart rate are reflected in the character's growth in the virtual reality game. In the case of Example 2, in step 1, the user operates the game controller and the user's operation is accepted. In step 2, the user's actual skills and experience (e.g., sports experience or puzzle solving ability) are evaluated. Then, in step 3, based on the evaluation results, the user's skills and experience are reflected in the virtual reality gameplay and character growth. In the case of Example 3, in step 1, the GPS function of the user's smartphone is used to obtain the user's location information. In step 2, data on the user's real-world experience and skills is collected as the user arrives at a specific location or performs a specific action. Then, in step 3, the collected data is analyzed so that the user's location information and behavior are reflected in the virtual reality gameplay and character growth. For example, when a user arrives at a specific location, an effect such as obtaining a special item in the virtual reality game may appear.

[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) The embodiment of the present invention includes a means for combining a communication means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for acquiring real-world data through the communication means and reflecting the data in gameplay and character growth. The emotion engine recognizes the user's facial expression, tone of voice, and the like, and grasps the user's emotional state. For example, if the user shows an angry expression while fighting an enemy in a game, the emotion engine recognizes it and adjusts the strength and attack power of the enemy in the game. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and a means for combining the means with an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for accepting user operations through the user interface means and reflecting the operations in gameplay and character growth. The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. For example, when a user performs an operation that is frustrating while solving a difficult puzzle in a game, the emotion engine recognizes this and provides support such as hints and answers. (Example 3) An embodiment of the present invention includes a combination of location information means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the location information of the user is acquired by the location information means, and the emotion engine is used as a means for reflecting the location information in gameplay and character growth. The emotion engine analyzes the user's location information and behavior history to estimate the user's emotional state. For example, when the user arrives at a specific location, the emotion engine recognizes this and provides a special event or recompense in the game.

[0031] The process flow of each embodiment will be described below.

[0032] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: The emotion engine recognizes the user's facial expressions and tone of voice to understand the user's emotional state. Step 3: Adjust in-game elements based on the emotional state recognized by the emotion engine as a means to reflect gameplay and character growth. For example, if a user displays an angry expression while fighting an enemy in the game, the emotion engine will recognize this and increase the enemy's strength and attack power. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. Step 3: Change the in-game environment and events based on the emotional state estimated by the emotion engine as a means to reflect this in gameplay and character growth. For example, if a user makes a frustrating operation while solving a difficult puzzle in the game, the emotion engine will recognize this and provide support such as hints and answers. (Example 3) Step 1: Obtain user location information through location information means. Step 2: The emotion engine analyzes the user's location information and behavioral history to estimate the user's emotional state. Step 3: Provide special events or rewards in the game based on the emotional state estimated by the emotion engine as a means to reflect gameplay and character growth. For example, when a user arrives at a specific location, the emotion engine recognizes it and triggers an event in the game that provides a special item or promotes character growth.

[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 communication means for connecting the real world and virtual reality, a sensor means for acquiring experiences and skills in the real world, and a processing means for reflecting the experiences and skills in the real world in gameplay and character growth in the virtual reality. Specifically, the communication means acquires real-world data, the sensor means detects actions and states in the real world, the processing means analyzes the acquired data, and the data is reflected in gameplay and character growth in the virtual reality. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world and virtual reality, an evaluation means for evaluating experiences and skills in the real world, and a reflection means for reflecting the experiences and skills in the real world in a game play and character growth in the virtual reality. Specifically, the user interface means receives a user's operation, the evaluation means evaluates the experiences and skills in the real world, and the reflection means reflects the evaluation result in the game play and character growth in the virtual reality. (Example 3) An embodiment of the present invention includes a location information means for connecting the real world and virtual reality, a data collection means for acquiring experiences and skills in the real world, and a data processing means for reflecting the experiences and skills in the real world in game play and character growth in virtual reality. Specifically, the location information means acquires user location information, the data collection means collects data related to experiences and skills in the real world, and the data processing means analyzes the collected data and reflects the results in game play and character growth in virtual reality. For example, when a user goes jogging in the real world, the location information means acquires the user's moving distance, and the data processing means reflects the distance in the character growth in the game.

[0050] The process flow of each embodiment will be described below.

[0051] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: Detect actions and conditions in the real world using sensor means. Step 3: The data acquired by the processing means is analyzed and reflected in the virtual reality gameplay and character growth. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: Measure real-world experiences and skills through assessment instruments. Step 3: Reflect the evaluation results in the virtual reality gameplay and character development using reflection measures. (Example 3) Step 1: Obtain user location information through location information means. Step 2: Collect data about real-world experiences and skills through data collection instruments. Step 3: Analyze the collected data using a data processing means and reflect it in virtual reality gameplay and character growth. As a specific example, in the case of Example 1, in step 1, real-world data (e.g., number of steps and heart rate) is acquired through the user's smartphone. In step 2, the user's smartwatch detects the user's movement and state (e.g., running, sitting). Then, in step 3, the acquired data is analyzed so that the user's number of steps and heart rate are reflected in the character's growth in the virtual reality game. In the case of Example 2, in step 1, the user operates the game controller and the user's operation is accepted. In step 2, the user's actual skills and experience (e.g., sports experience or puzzle solving ability) are evaluated. Then, in step 3, based on the evaluation results, the user's skills and experience are reflected in the virtual reality gameplay and character growth. In the case of Example 3, in step 1, the GPS function of the user's smartphone is used to obtain the user's location information. In step 2, data on the user's real-world experience and skills is collected as the user arrives at a specific location or performs a specific action. Then, in step 3, the collected data is analyzed so that the user's location information and behavior are reflected in the virtual reality gameplay and character growth. For example, when a user arrives at a specific location, an effect such as obtaining a special item in the virtual reality game may appear.

[0052] 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.

[0053] (Example 1) The embodiment of the present invention includes a means for combining a communication means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for acquiring real-world data through the communication means and reflecting the data in gameplay and character growth. The emotion engine recognizes the user's facial expression, tone of voice, and the like, and grasps the user's emotional state. For example, if the user shows an angry expression while fighting an enemy in a game, the emotion engine recognizes it and adjusts the strength and attack power of the enemy in the game. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and a means for combining the means with an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for accepting user operations through the user interface means and reflecting the operations in gameplay and character growth. The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. For example, when a user performs an operation that is frustrating while solving a difficult puzzle in a game, the emotion engine recognizes this and provides support such as hints and answers. (Example 3) An embodiment of the present invention includes a combination of location information means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the location information of the user is acquired by the location information means, and the emotion engine is used as a means for reflecting the location information in gameplay and character growth. The emotion engine analyzes the user's location information and behavior history to estimate the user's emotional state. For example, when the user arrives at a specific location, the emotion engine recognizes this and provides a special event or recompense in the game.

[0054] The process flow of each embodiment will be described below.

[0055] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: The emotion engine recognizes the user's facial expressions and tone of voice to understand the user's emotional state. Step 3: Adjust in-game elements based on the emotional state recognized by the emotion engine as a means to reflect gameplay and character growth. For example, if a user displays an angry expression while fighting an enemy in the game, the emotion engine will recognize this and increase the enemy's strength and attack power. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. Step 3: Change the in-game environment and events based on the emotional state estimated by the emotion engine as a means to reflect this in gameplay and character growth. For example, if a user makes a frustrating operation while solving a difficult puzzle in the game, the emotion engine will recognize this and provide support such as hints and answers. (Example 3) Step 1: Obtain user location information through location information means. Step 2: The emotion engine analyzes the user's location information and behavioral history to estimate the user's emotional state. Step 3: Provide special events or rewards in the game based on the emotional state estimated by the emotion engine as a means to reflect gameplay and character growth. For example, when a user arrives at a specific location, the emotion engine recognizes it and triggers an event in the game that provides a special item or promotes character growth.

[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 communication means for connecting the real world and virtual reality, a sensor means for acquiring experiences and skills in the real world, and a processing means for reflecting the experiences and skills in the real world in gameplay and character growth in the virtual reality. Specifically, the communication means acquires real-world data, the sensor means detects actions and states in the real world, the processing means analyzes the acquired data, and the data is reflected in gameplay and character growth in the virtual reality. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world and virtual reality, an evaluation means for evaluating experiences and skills in the real world, and a reflection means for reflecting the experiences and skills in the real world in a game play and character growth in the virtual reality. Specifically, the user interface means receives a user's operation, the evaluation means evaluates the experiences and skills in the real world, and the reflection means reflects the evaluation result in the game play and character growth in the virtual reality. (Example 3) An embodiment of the present invention includes a location information means for connecting the real world and virtual reality, a data collection means for acquiring experiences and skills in the real world, and a data processing means for reflecting the experiences and skills in the real world in game play and character growth in virtual reality. Specifically, the location information means acquires user location information, the data collection means collects data related to experiences and skills in the real world, and the data processing means analyzes the collected data and reflects the results in game play and character growth in virtual reality. For example, when a user goes jogging in the real world, the location information means acquires the user's moving distance, and the data processing means reflects the distance in the character growth in the game.

[0073] The process flow of each embodiment will be described below.

[0074] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: Detect actions and conditions in the real world using sensor means. Step 3: The data acquired by the processing means is analyzed and reflected in the virtual reality gameplay and character growth. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: Measure real-world experiences and skills through assessment instruments. Step 3: Reflect the evaluation results in the virtual reality gameplay and character development using reflection measures. (Example 3) Step 1: Obtain user location information through location information means. Step 2: Collect data about real-world experiences and skills through data collection instruments. Step 3: Analyze the collected data using a data processing means and reflect it in virtual reality gameplay and character growth. As a specific example, in the case of Example 1, in step 1, real-world data (e.g., number of steps and heart rate) is acquired through the user's smartphone. In step 2, the user's smartwatch detects the user's movement and state (e.g., running, sitting). Then, in step 3, the acquired data is analyzed so that the user's number of steps and heart rate are reflected in the character's growth in the virtual reality game. In the case of Example 2, in step 1, the user operates the game controller and the user's operation is accepted. In step 2, the user's actual skills and experience (e.g., sports experience or puzzle solving ability) are evaluated. Then, in step 3, based on the evaluation results, the user's skills and experience are reflected in the virtual reality gameplay and character growth. In the case of Example 3, in step 1, the GPS function of the user's smartphone is used to obtain the user's location information. In step 2, data on the user's real-world experience and skills is collected as the user arrives at a specific location or performs a specific action. Then, in step 3, the collected data is analyzed so that the user's location information and behavior are reflected in the virtual reality gameplay and character growth. For example, when a user arrives at a specific location, an effect such as obtaining a special item in the virtual reality game may appear.

[0075] 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.

[0076] (Example 1) The embodiment of the present invention includes a means for combining a communication means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for acquiring real-world data through the communication means and reflecting the data in gameplay and character growth. The emotion engine recognizes the user's facial expression, tone of voice, and the like, and grasps the user's emotional state. For example, if the user shows an angry expression while fighting an enemy in a game, the emotion engine recognizes it and adjusts the strength and attack power of the enemy in the game. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and a means for combining the means with an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for accepting user operations through the user interface means and reflecting the operations in gameplay and character growth. The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. For example, when a user performs an operation that is frustrating while solving a difficult puzzle in a game, the emotion engine recognizes this and provides support such as hints and answers. (Example 3) An embodiment of the present invention includes a combination of location information means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the location information of the user is acquired by the location information means, and the emotion engine is used as a means for reflecting the location information in gameplay and character growth. The emotion engine analyzes the user's location information and behavior history to estimate the user's emotional state. For example, when the user arrives at a specific location, the emotion engine recognizes this and provides a special event or recompense in the game.

[0077] The process flow of each embodiment will be described below.

[0078] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: The emotion engine recognizes the user's facial expressions and tone of voice to understand the user's emotional state. Step 3: Adjust in-game elements based on the emotional state recognized by the emotion engine as a means to reflect gameplay and character growth. For example, if a user displays an angry expression while fighting an enemy in the game, the emotion engine will recognize this and increase the enemy's strength and attack power. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. Step 3: Change the in-game environment and events based on the emotional state estimated by the emotion engine as a means to reflect this in gameplay and character growth. For example, if a user makes a frustrating operation while solving a difficult puzzle in the game, the emotion engine will recognize this and provide support such as hints and answers. (Example 3) Step 1: Obtain user location information through location information means. Step 2: The emotion engine analyzes the user's location information and behavioral history to estimate the user's emotional state. Step 3: Provide special events or rewards in the game based on the emotional state estimated by the emotion engine as a means to reflect gameplay and character growth. For example, when a user arrives at a specific location, the emotion engine recognizes it and triggers an event in the game that provides a special item or promotes character growth.

[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 and output process is performed by the processor 46. A reception and output program 60 is stored in the storage 50. The processor 46 reads the reception and output program 60 from the storage 50, and executes the read reception and output program 60 on the RAM 48. The reception and output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception and 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 communication means for connecting the real world and virtual reality, a sensor means for acquiring experiences and skills in the real world, and a processing means for reflecting the experiences and skills in the real world in gameplay and character growth in the virtual reality. Specifically, the communication means acquires real-world data, the sensor means detects actions and states in the real world, the processing means analyzes the acquired data, and the data is reflected in gameplay and character growth in the virtual reality. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world and virtual reality, an evaluation means for evaluating experiences and skills in the real world, and a reflection means for reflecting the experiences and skills in the real world in a game play and character growth in the virtual reality. Specifically, the user interface means receives a user's operation, the evaluation means evaluates the experiences and skills in the real world, and the reflection means reflects the evaluation result in the game play and character growth in the virtual reality. (Example 3) An embodiment of the present invention includes a location information means for connecting the real world and virtual reality, a data collection means for acquiring experiences and skills in the real world, and a data processing means for reflecting the experiences and skills in the real world in game play and character growth in virtual reality. Specifically, the location information means acquires user location information, the data collection means collects data related to experiences and skills in the real world, and the data processing means analyzes the collected data and reflects the results in game play and character growth in virtual reality. For example, when a user goes jogging in the real world, the location information means acquires the user's moving distance, and the data processing means reflects the distance in the character growth in the game.

[0096] The process flow of each embodiment will be described below.

[0097] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: Detect actions and conditions in the real world using sensor means. Step 3: The data acquired by the processing means is analyzed and reflected in the virtual reality gameplay and character growth. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: Measure real-world experiences and skills through assessment instruments. Step 3: Reflect the evaluation results in the virtual reality gameplay and character development using reflection measures. (Example 3) Step 1: Obtain user location information through location information means. Step 2: Collect data about real-world experiences and skills through data collection instruments. Step 3: Analyze the collected data using a data processing means and reflect it in virtual reality gameplay and character growth. As a specific example, in the case of Example 1, in step 1, real-world data (e.g., number of steps and heart rate) is acquired through the user's smartphone. In step 2, the user's smartwatch detects the user's movement and state (e.g., running, sitting). Then, in step 3, the acquired data is analyzed so that the user's number of steps and heart rate are reflected in the character's growth in the virtual reality game. In the case of Example 2, in step 1, the user operates the game controller and the user's operation is accepted. In step 2, the user's actual skills and experience (e.g., sports experience or puzzle solving ability) are evaluated. Then, in step 3, based on the evaluation results, the user's skills and experience are reflected in the virtual reality gameplay and character growth. In the case of Example 3, in step 1, the GPS function of the user's smartphone is used to obtain the user's location information. In step 2, data on the user's real-world experience and skills is collected as the user arrives at a specific location or performs a specific action. Then, in step 3, the collected data is analyzed so that the user's location information and behavior are reflected in the virtual reality gameplay and character growth. For example, when a user arrives at a specific location, an effect such as obtaining a special item in the virtual reality game may appear.

[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) The embodiment of the present invention includes a means for combining a communication means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for acquiring real-world data through the communication means and reflecting the data in gameplay and character growth. The emotion engine recognizes the user's facial expression, tone of voice, and the like, and grasps the user's emotional state. For example, if the user shows an angry expression while fighting an enemy in a game, the emotion engine recognizes it and adjusts the strength and attack power of the enemy in the game. (Example 2) An embodiment of the present invention includes a user interface means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and a means for combining the means with an emotion engine for recognizing user emotions. Specifically, the emotion engine is used as a means for accepting user operations through the user interface means and reflecting the operations in gameplay and character growth. The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. For example, when a user performs an operation that is frustrating while solving a difficult puzzle in a game, the emotion engine recognizes this and provides support such as hints and answers. (Example 3) An embodiment of the present invention includes a combination of location information means for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and an emotion engine for recognizing user emotions. Specifically, the location information of the user is acquired by the location information means, and the emotion engine is used as a means for reflecting the location information in gameplay and character growth. The emotion engine analyzes the user's location information and behavior history to estimate the user's emotional state. For example, when the user arrives at a specific location, the emotion engine recognizes this and provides a special event or recompense in the game.

[0100] The process flow of each embodiment will be described below.

[0101] (Example 1) Step 1: Obtain real-world data via communication means. Step 2: The emotion engine recognizes the user's facial expressions and tone of voice to understand the user's emotional state. Step 3: Adjust in-game elements based on the emotional state recognized by the emotion engine as a means to reflect gameplay and character growth. For example, if a user displays an angry expression while fighting an enemy in the game, the emotion engine will recognize this and increase the enemy's strength and attack power. (Example 2) Step 1: Accept a user's operation through a user interface means. Step 2: The emotion engine analyzes the user's behavior and operation patterns to estimate the user's emotional state. Step 3: Change the in-game environment and events based on the emotional state estimated by the emotion engine as a means to reflect this in gameplay and character growth. For example, if a user makes a frustrating operation while solving a difficult puzzle in the game, the emotion engine will recognize this and provide support such as hints and answers. (Example 3) Step 1: Obtain user location information through location information means. Step 2: The emotion engine analyzes the user's location information and behavioral history to estimate the user's emotional state. Step 3: Provide special events or rewards in the game based on the emotional state estimated by the emotion engine as a means to reflect gameplay and character growth. For example, when a user arrives at a specific location, the emotion engine recognizes it and triggers an event in the game that provides a special item or promotes character growth.

[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 3 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 specific processes described above 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 including a means for connecting the real world with virtual reality and a means for using a unique mechanism for reflecting real-world experience and skills in gameplay and character development. (Appendix 2) The system described in Appendix 1 is characterized in that it is equipped with a means for real-world experience and skills to directly influence virtual reality gameplay and character development. (Appendix 3) The system described in Appendix 1 is characterized in that it is equipped with a means for real-world experience and skills to indirectly influence virtual reality gameplay and character development.

[0124] (Appendix 4) A system including a means of communication for connecting the real world with virtual reality, a means for using a unique mechanism for reflecting real-world experiences and skills in gameplay and character growth, and a means for combining this with an emotion engine that recognizes the user's emotions. (Appendix 5) The system described in Appendix 4 is characterized in that the emotion engine is provided with a means for recognizing the user's emotions and influencing game play and character growth based on those emotions. (Appendix 6) The system described in Appendix 4 is characterized in that the emotion engine is provided with a means for recognizing the user's emotions and changing the in-game environment and events in accordance with those emotions. [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 including a means for connecting the real world with virtual reality and a means for using a unique mechanism for reflecting real-world experience and skills in gameplay and character development.

2. The system according to claim 1, further comprising a means for allowing real-world experience and skills to directly influence game play and character development in virtual reality.

3. The system according to claim 1, further comprising a means for indirectly influencing real-world experience and skills on virtual reality gameplay and character development.

Citation Information

Patent Citations

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