System
An augmented reality system with real-time feedback and interactive zombie scenarios enhances exercise engagement by making workouts enjoyable and effective.
Patent Information
- Application Number
- JP2024115184
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-18
- Publication Date
- 2026-01-29
AI Technical Summary
Conventional exercise methods are monotonous and difficult to maintain, making it challenging for users to continue exercising for long periods of time, and existing augmented reality systems lack real-time feedback and movement tracking, reducing user motivation.
An augmented reality system that includes a wearable device, sensors to track movements, real-time feedback on calorie burn and exercise time, and a server that generates a game scenario with zombie interactions based on user location and movement data, providing immediate exercise results.
The system maintains user motivation by incorporating entertainment elements and providing real-time feedback, allowing users to enjoy exercising while continuously tracking their progress and results.
Smart Images

Figure 2026014187000001_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 an instruction sentence related to a description of 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] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional exercise methods can be monotonous and difficult to maintain, making it difficult for users to continue exercising for long periods of time. There is a need for new interactive methods to make specific exercise movements fun and effective. This invention aims to incorporate entertainment elements, such as fighting zombies, to help users continue exercising while having fun. [Means for solving the problem]
[0005] The present invention provides a system that includes an augmented reality device worn by a user, a sensor that detects the user's movements, display means that receives data from a server and displays the augmented reality data, communication means that communicates with the server to obtain the location and timing of zombie appearances, and determination means that determines the user's movements and displays the zombie reactions based on the movement determination results. Furthermore, the system includes location information acquisition means that acquires the user's location information and transmits it to the server, scenario generation means that generates a game scenario based on the response from the server, calorie calculation means that calculates calories burned based on the user's movement determination results, feedback means that provides the calculation results to the user in real time, and result generation means that generates and displays a comprehensive result after the game is over, allowing the user to enjoy continuous exercise.
[0006] An "augmented reality device" is a device that combines real-world information with computer-generated virtual information and visually displays it to the user.
[0007] A "sensor" is a measuring device used to detect a user's movements and location information.
[0008] The "display means" is a means in the augmented reality device for visually presenting virtual information to the user based on data received from the server.
[0009] "Communication means" refers to a communication circuit or protocol for exchanging information between the augmented reality device and the server.
[0010] The "determination means" is a means for detecting a user's action and evaluating whether the action is accurate within the game.
[0011] The "location information acquisition means" is a means for measuring the user's current location and transmitting that information to the server.
[0012] The "scenario generation means" is a means for setting the development and events of the game based on data received from the server.
[0013] The "calorie calculation means" is a means for calculating calories burned based on the user's motion data.
[0014] "Feedback means" refers to a means for conveying information such as calories burned and exercise results to the user in real time.
[0015] The "result generation means" is a means for aggregating the user's action data after the game ends, and calculating and displaying the overall result. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 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. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 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. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 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. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12]FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0017] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0018] First, the terms used in the following description will be explained.
[0019] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single 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), and an APU (Accelerated Processing Unit).
[0020] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0021] 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.
[0022] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0023] 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. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0024] [First embodiment]
[0025] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0026] 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.
[0027] 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 WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0028] 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.
[0029] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating 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 acquires the data indicating the user input.
[0030] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0031] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0032] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0033] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. 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 process 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.
[0034] 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.
[0035] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. 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.
[0036] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0037] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game is over.
[0038] System Configuration
[0039] User
[0040] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0041] Augmented reality device (terminal)
[0042] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[0043] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[0044] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[0045] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0046] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0047] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0048] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0049] server
[0050] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0051] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0052] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0053] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0054] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0055] Specific operation flow
[0056] 1. The user starts the game
[0057] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[0058] 2. Initializing the game session
[0059] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[0060] 3. Start playing the game
[0061] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[0062] 4. Recognizing user actions and displaying reactions
[0063] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[0064] 5. Real-time feedback
[0065] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user.
[0066] 6. End of game and results display
[0067] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[0068] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[0069] The processing flow will be explained below.
[0070] Step 1:
[0071] The user puts on the AR device and launches the dedicated app.
[0072] User: Puts on the augmented reality device and launches the dedicated app.
[0073] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[0074] Step 2:
[0075] The user taps the start game button.
[0076] User: Tap the Start Game button.
[0077] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[0078] Step 3:
[0079] The server initializes the game session.
[0080] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[0081] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[0082] Step 4:
[0083] The device will start displaying AR.
[0084] Terminal: Based on the data received from the server, the device provides the user with an AR display of the initial zombie appearance location.
[0085] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[0086] Step 5:
[0087] The user performs an action on the zombie.
[0088] User: Immediately after the game starts, he sees a zombie approaching from the left and delivers a straight punch.
[0089] Step 6:
[0090] The terminal recognizes the user's actions.
[0091] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[0092] Device: Based on the measurement data, determine whether the user's actions are accurate.
[0093] Step 7:
[0094] The terminal will display the zombie's reaction.
[0095] Terminal: Executes the zombie's reaction based on the action determination results.
[0096] If successful: Provides an AR display of the zombie's death animation.
[0097] On failure: Shows an animation of a zombie approaching.
[0098] Step 8:
[0099] The terminal transmits the operation determination result to the server.
[0100] Terminal: Sends the action determination results and reaction information to the server.
[0101] Step 9:
[0102] The server updates the score.
[0103] Server: Receives the action judgment results and reaction information and updates the user's score.
[0104] Server: Calculates the user's calories burned and exercise time in real time.
[0105] Step 10:
[0106] The device provides real-time feedback.
[0107] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[0108] Step 11:
[0109] The user taps the end game button.
[0110] User: After playing for a certain amount of time, tap the end game button.
[0111] Terminal: Sends a game termination request to the server.
[0112] Step 12:
[0113] The server generates the final result.
[0114] Server: Receives the game end request and generates result data such as the final score and calories burned.
[0115] Server: Sends the result data to the terminal.
[0116] Step 13:
[0117] The terminal will display the final result.
[0118] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[0119] Example 1
[0120] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0121] With conventional exercise systems, it has been difficult to maintain motivation while continuing to exercise. Furthermore, conventional augmented reality systems lack the functionality to track the user's movements and location in real time, while providing corresponding feedback and final exercise results. This has led to the issue that users cannot immediately see the results of their exercise, making it difficult to maintain continuous motivation.
[0122] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0123] In this invention, the server includes a location information acquisition means for acquiring the user's location information and transmitting it to the server, a scenario generation means for generating a game scenario based on a response from the server, a feedback means for displaying the calories burned and exercise time in real time and providing feedback to the user, and a result generation means for generating and displaying a total result based on the user's exercise data after the game ends. This provides an entertaining exercise experience and displays the exercise results to the user in real time, thereby maintaining the user's motivation and enabling them to continue exercising.
[0124] An "augmented reality device" is a device worn by a user that can display a virtual world overlaid with the real world.
[0125] A "sensor" is a device or technology used to detect a user's movements and location information.
[0126] The "display means" refers to a function that performs augmented reality display based on data received from the server.
[0127] "Communication means" refers to the devices and technologies used to send and receive data to and from the server.
[0128] The "determination means" is a function that evaluates whether the user's actions detected by the sensor are accurate and displays the zombie's reaction based on the results.
[0129] The "location information acquisition means" is a function that measures the user's current location and transmits that information to the server.
[0130] "Feedback means" refers to a function that calculates calories burned and exercise time in real time and displays them to the user.
[0131] The "result generation means" is a function that generates and displays a total result based on the user's exercise data after the game ends.
[0132] "Scenario generation means" refers to a function that generates an appropriate game scenario based on the user's location information and past play data.
[0133] The "calorie calculation means" is a function that calculates the calories burned based on the user's motion data.
[0134] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game ends. Specific hardware and software configurations and their operation are described below.
[0135] composition
[0136] User
[0137] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0138] Augmented reality device (terminal)
[0139] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance and movement are based on data sent from the server (e.g., using Microsoft HoloLens or Oculus Quest).
[0140] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time (e.g., using IMU sensors and GPS).
[0141] Communication method: Data is transmitted to the server via Wi-Fi or Bluetooth to send and receive information about zombie appearances and user behavior.
[0142] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0143] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0144] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0145] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0146] server
[0147] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0148] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0149] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0150] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0151] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0152] Specific examples
[0153] For example, a user starts a game in their living room. When the user delivers a straight punch to a zombie approaching from the left, the device's accelerometer measures the speed and angle of the punch and determines whether it was an accurate move. If successful, an animation of the zombie falling down is displayed. During play, the screen displays "Calories burned: 150 kcal, exercise time: 10 minutes." After playing for a certain period of time, the user taps the end game button, which sends a request to end the game to the server, and the overall result is calculated and displayed on the device.
[0154] Prompt Sentence Examples
[0155] Prompt: Put on the AR device, launch the dedicated app, and start fighting zombies. When a zombie appears, perform punches and squats that are tracked by various sensors. If you perform the movements correctly, an animation of the zombie falling will be displayed, and the calories burned will be displayed in real time. After the game ends, the success rate and calories burned will be displayed as your overall results.
[0156] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[0157] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0158] Step 1: User starts the game
[0159] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server. This request includes the user's current location information. The server receives the request and obtains the user's location information.
[0160] Input: User's current location, game start request
[0161] Output: Send request to server, get location information
[0162] Step 2: The server initializes the game session
[0163] The server sets the type of zombie, its appearance location, and its appearance timing based on the user's current location information and past play data. For example, it generates data such as "a fast zombie will appear from the user's right side." The generated game data is sent from the server to the device.
[0164] Input: User location information, past play data
[0165] Output: Game data (zombie type, appearance location, appearance timing)
[0166] Step 3: Start playing the game
[0167] The device starts the AR display based on the data received from the server, and displays zombies in the user's field of view. The device's sensors (e.g., location sensor, acceleration sensor) also start tracking the user's movements in real time. For example, suppose the device displays the instruction "Zombies will appear from the right side."
[0168] Input: Game data from the server
[0169] Output: AR display of zombies, movement tracking by sensors
[0170] Step 4: Recognizing user actions and displaying reactions
[0171] When a user punches, the device's accelerometer measures the speed and angle of the punch. Based on this data, the device determines whether the punch was accurate. If the punch was accurate, it displays an animation of the zombie falling, and if it was inaccurate, it displays an animation of the zombie approaching. For example, if a user punches straight and it's accurate, it displays an animation of the zombie falling.
[0172] Input: User movement data (speed, angle)
[0173] Output: Action determination result, zombie reaction display (falling / approaching)
[0174] Step 5: Provide real-time feedback
[0175] During gameplay, the device calculates the calories burned and exercise time in real time and displays them to the user. For example, "Calories burned: 150 kcal, exercise time: 10 minutes" is displayed in the corner of the screen in real time. This allows the user to instantly check the results of their exercise.
[0176] Input: User's movement data, time lapse
[0177] Output: Real-time display of calories burned and exercise time
[0178] Step 6: Ending the game and displaying the results
[0179] After playing for a certain period of time, the user taps the end game button, which sends a request to end the game from the device to the server. The server generates a total result (success rate, calories burned, exercise time, etc.) based on the received data and sends it to the device. Finally, the device displays the total result to the user. For example, "success rate 80%, calories burned 200 kcal, exercise time 15 minutes" is displayed on the screen.
[0180] Input: Game end request, user's exercise data
[0181] Output: Overall results (success rate, calories burned, exercise time), display of results
[0182] (Application example 1)
[0183] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0184] Modern fitness exercises often have difficulty in keeping users engaged in exercise for an extended period of time. Monotonous exercises, in particular, can reduce users' motivation. Furthermore, the lack of immediate feedback makes it difficult to grasp the effectiveness and progress of exercise, making it difficult to maintain sustained exercise. Therefore, there is a need for a system that incorporates entertainment elements to help users continue exercising in a fun and effective way.
[0185] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0186] In this invention, the server includes a feedback unit that tracks the user's exercise status in real time and calculates the calories burned and exercise time, a result generation unit that evaluates the success rate of the exercise and generates a final result, and a generation unit that uses prompt sentences to generate scenarios and actions based on a generative AI model. This allows the user to exercise with an entertainment element and instantly check the results of their exercise while receiving real-time feedback. This helps maintain the user's motivation and enable them to exercise continuously.
[0187] An "augmented reality device" is a device that displays virtual objects in the real field of view, allowing the user to experience both a virtual environment and a real environment at the same time.
[0188] A "sensor" is a measuring device used to detect a user's movements and location information.
[0189] The "display means" is a device or system that displays augmented reality based on data received from the server.
[0190] "Communication means" refers to a device or system for transmitting and receiving data between a server and a terminal.
[0191] The "determination means" is a device or system that analyzes sensor data and evaluates the accuracy of the user's actions.
[0192] "Feedback means" refers to a device or system that tracks the user's exercise status in real time and calculates and displays the calories burned and exercise time.
[0193] A "result generation means" is a device or system that generates the end result of exercise and displays it to the user.
[0194] The "location information acquisition means" is a device or system for measuring the user's current location and transmitting that information to the server.
[0195] "Scenario generation means" refers to a device or system that generates a game scenario based on the user's location information and past play data.
[0196] The "calorie calculation means" is a device or system for calculating the calories burned based on the results of the user's movement determination.
[0197] A "generation means" is a device or system that uses prompt statements to generate scenarios and actions based on a generative AI model.
[0198] To implement this invention, a user must first wear the augmented reality device and launch a dedicated application. The system tracks the user's movements in real time and communicates with the server to progress through the game.
[0199] Hardware and Software
[0200] 1. Hardware:
[0201] Augmented reality device (AR device): A device that displays virtual objects in the real field of view, allowing users to experience virtual and real environments simultaneously.
[0202] Sensor: A measuring device used to detect user movements and location information.
[0203] Smartphone: A device that uses sensors (accelerometers) and cameras to track user movements.
[0204] Head-mounted display (HMD): A device that displays AR and inserts zombies into the user's field of vision.
[0205] 2. Software:
[0206] OpenCV: An image processing library used for visual tracking.
[0207] Flask: A lightweight Python web application framework used as a communication method.
[0208] Data processing and calculation
[0209] 1. Server process:
[0210] The server tracks the user's exercise progress in real time, provides feedback by calculating calories burned and exercise time, evaluates the success rate of the exercise, and generates final results. It also uses prompts to generate scenarios and actions based on generative AI models.
[0211] 2. Terminal processing:
[0212] The device displays the augmented reality display based on the data received from the server. It analyzes the sensor data, evaluates the accuracy of the user's movements, and displays the zombie's reactions based on the results. It also displays the user's calories burned and exercise time in real time, and accumulates data to generate the final exercise results.
[0213] 3. User Actions:
[0214] The user wears an augmented reality device and performs exercises that simulate fighting zombies. For example, when the user throws a straight punch at a zombie coming from the left, the accelerometer measures the speed and angle of the punch to determine the accuracy of the movement. If successful, an animation of the zombie falling down is displayed.
[0215] Specific examples
[0216] scenario
[0217] The user puts on the AR device at the gym and launches the app. Zombies appear one after another, and the user defeats them with punches and squats. After playing, the results, such as calories burned and success rate, are displayed.
[0218] Prompt Sentence Examples
[0219] "Design an augmented reality fitness application for use in a gym. Users use a wearable AR device to exercise while fighting zombies. The application tracks the user's movements in real time, and the zombies' reactions change accordingly. At the end of the game, the application also provides results such as calories burned."
[0220] In this way, this invention allows users to exercise with an entertainment element, receive real-time feedback, and instantly see the results of their exercise, which helps to maintain the user's motivation and enable them to continue exercising.
[0221] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0222] Step 1:
[0223] The user puts on the augmented reality device and launches the dedicated application on their smartphone. The user taps the game start button on the application, sending a "start game" request to the server. This request also includes the user's initial location information. The server receives the "start game" request along with the user's location information.
[0224] Step 2:
[0225] The server determines the type of zombie, its spawn location, and its spawn timing based on the received location information and past play data. This data is generated as "game data" and sent to the device. It also uses prompts to generate scenarios based on a generative AI model. These scenarios are also included in the "game data."
[0226] Step 3:
[0227] The device displays the augmented reality image based on the game data received from the server. Specifically, zombies appear in the user's field of view and begin to appear at the set location and timing. At this time, sensors track the user's movements (punches, squats, etc.) in real time.
[0228] Step 4:
[0229] The device analyzes data obtained from the acceleration sensor and position sensor to determine whether the user's movements are accurate. For example, if a user performs a straight punch, the movement is determined based on the acceleration sensor data (speed, angle, etc.). The determined data is sent to the server.
[0230] Step 5:
[0231] The server determines the zombie's reaction based on the received motion data. For example, if the user's punch is successful, it generates an animation of the zombie falling down, and if it fails, it generates an animation of the zombie approaching. This reaction data is sent to the device.
[0232] Step 6:
[0233] The device displays a zombie animation in the user's field of view based on the reaction data received from the server. If the user succeeds, the zombie will be defeated, and if it fails, the zombie will be approached. During this time, the sensor continues to track the user's movements.
[0234] Step 7:
[0235] The device calculates the user's exercise data (e.g., calories burned and exercise time) in real time while playing the game and provides feedback to the user. This feedback is displayed in real time on the device's display. The data collected up to this point is used to generate the final exercise results.
[0236] Step 8:
[0237] When the user taps the end game button, a request to end the game is sent from the device to the server. The server generates a comprehensive result (success rate, calories burned, exercise time, etc.) based on the received exercise data and sends it to the device.
[0238] Step 9:
[0239] The device displays the overall result data received from the server to the user, allowing the user to check their exercise results. A specific example of the display might be "80% success rate, 200 kcal burned."
[0240] The specific movements and data flow of each step allow users to continue exercising in a game-like manner and check the effects of their exercise in real time.
[0241] Furthermore, an emotion engine that estimates the user's emotion may be 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.
[0242] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[0243] System Configuration
[0244] User
[0245] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0246] Augmented reality device (terminal)
[0247] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[0248] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[0249] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[0250] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0251] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0252] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0253] Emotion engine: Analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[0254] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0255] server
[0256] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0257] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0258] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0259] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0260] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0261] Specific operation flow and examples
[0262] 1. The user starts the game
[0263] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[0264] 2. Initializing the game session
[0265] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[0266] 3. Start playing the game
[0267] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[0268] 4. Recognizing user actions and displaying reactions
[0269] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[0270] 5. Emotion Recognition by Emotion Engine
[0271] The device's emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes the user's emotional state (e.g., excitement, tension, fear).
[0272] 6. Emotional game adjustments
[0273] For example, if the user is feeling overly nervous, the settings can be changed to reduce the frequency of zombie appearances and movements, thereby reducing the user's stress.
[0274] 7. Real-time feedback
[0275] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user, as well as displaying feedback based on their emotional state.
[0276] 8. End of game and results display
[0277] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and emotional data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[0278] The system allows users to combine entertainment with exercise, adapting the game to their emotional state for a more enjoyable experience, while real-time feedback allows users to see their progress immediately, helping to maintain motivation.
[0279] The processing flow will be explained below.
[0280] Step 1:
[0281] The user puts on the AR device and launches the dedicated app.
[0282] User: Puts on the augmented reality device and launches the dedicated app.
[0283] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[0284] Step 2:
[0285] The user taps the start game button.
[0286] User: Tap the Start Game button.
[0287] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[0288] Step 3:
[0289] The server initializes the game session.
[0290] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[0291] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[0292] Step 4:
[0293] The device will start displaying AR.
[0294] Terminal: Based on the data received from the server, the location where the initial zombies will appear is displayed to the user in AR.
[0295] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[0296] Step 5:
[0297] The user begins gameplay.
[0298] User: Sees a zombie approaching from the left and delivers a straight punch.
[0299] Step 6:
[0300] The terminal recognizes the user's actions.
[0301] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[0302] Device: Determines whether the user's actions are accurate based on the measurement data.
[0303] Step 7:
[0304] The terminal will display the zombie's reaction.
[0305] Terminal: Executes the zombie's reaction based on the action determination results.
[0306] If successful: Provides an AR display of the zombie falling animation.
[0307] On failure: Shows an animation of a zombie approaching.
[0308] Step 8:
[0309] The terminal recognizes the user's emotional state.
[0310] Terminal: The emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes their emotional state (e.g., excitement, tension, fear).
[0311] Step 9:
[0312] Adjust your game based on your emotions.
[0313] Device: Adjusts the frequency of zombie appearances and movement speed based on the user's emotional state.
[0314] For example, if the user is overly tense, the time between zombie appearances will be increased and their movement speed will be reduced.
[0315] Step 10:
[0316] The device provides real-time feedback.
[0317] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[0318] Device: Also displays feedback based on emotional state (e.g., "Relax and take a deep breath").
[0319] Step 11:
[0320] The user taps the end game button.
[0321] User: After playing for a certain amount of time, tap the end game button.
[0322] Terminal: Sends a game termination request to the server.
[0323] Step 12:
[0324] The server generates the final result.
[0325] Server: Receives the game end request and generates result data such as the final score, calories burned, and emotional data.
[0326] Server: Sends the result data to the terminal.
[0327] Step 13:
[0328] The terminal will display the final result.
[0329] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[0330] In this way, the system recognizes both the user's movements and emotions in real time, allowing them to enjoy exercise while making appropriate adjustments.
[0331] Example 2
[0332] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0333] Conventional augmented reality exercise systems have a fixed level of difficulty without taking the user's emotional state into account, making it difficult to provide an optimal experience for each individual user. Furthermore, real-time calorie consumption and feedback are insufficient, making it difficult to maintain user motivation. Therefore, there is a need for a system that can adjust the difficulty level according to the user's emotional state and provide an exercise experience that meets individual needs.
[0334] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[0335] In this invention, the server includes emotion response means for adjusting the game difficulty and reactions based on the emotion recognition results, location information acquisition means for acquiring the user's location information and transmitting it to the server, scenario generation means for generating a game scenario based on the response from the server, and scenario adjustment means for adjusting the game progress based on the emotion recognition results. This allows each user to exercise at the difficulty level and progress speed that is optimal for them, and enables feedback that takes into account their emotional state and calorie consumption in real time.
[0336] A "user" is a subject who wears an augmented reality device and performs exercise.
[0337] An "augmented reality device" is hardware worn by a user that displays virtual objects superimposed on the real field of view.
[0338] A "sensor" is a device that detects the user's movements, and includes a position sensor and an acceleration sensor.
[0339] A "server" is a computer system that processes, transmits, and receives game data and user action data.
[0340] The "display means" is a device or application that receives data from the server and performs augmented reality display.
[0341] The "communication means" is a means for transmitting and receiving data between the augmented reality device and the server.
[0342] The "determination means" is a means for analyzing the user's actions and displaying the zombie's reaction based on the results of those actions.
[0343] An "emotion engine" is software or hardware that recognizes a user's emotional state by analyzing their facial expressions, voice, heart rate, etc.
[0344] "Emotion response means" is a means for adjusting the game difficulty and reactions based on the recognized emotional state of the user.
[0345] The "location information acquisition means" is a means for measuring the current location of the user and transmitting that information to the server.
[0346] The "scenario generation means" is a means for generating the game progress content based on the response from the server.
[0347] The "scenario adjustment means" is a means for adjusting the progress of the game based on the emotion recognition results.
[0348] The "calorie calculation means" is a means for calculating calories burned based on the results of the user's actions.
[0349] "Feedback means" refers to means for providing the user with calculation results and emotional states in real time.
[0350] The "result generation means" is a means for generating and displaying the overall result after the game ends.
[0351] This invention is a system that uses a wearable augmented reality device to allow users to exercise while enjoying fighting zombies. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[0352] System Configuration
[0353] User
[0354] The user puts on the augmented reality device and launches a dedicated application, such as a smartphone, tablet, or dedicated AR goggles. The user taps the start game button, sending a "start game" request from the device to the server.
[0355] Augmented reality device (terminal)
[0356] Display method: Receives data sent from the server and displays it in augmented reality. For example, a smartphone's camera and display are used to insert zombies into the user's field of view. The zombie's appearance and movement are realized using a game engine such as Unity.
[0357] Sensors: Position sensors and accelerometers (e.g., built-in smartphone sensors) are used to track user movements (punches, squats, etc.) in real time.
[0358] Communication method: Data is transmitted to the server to send and receive information about zombie appearances and user behavior. Wi-Fi or Bluetooth is typically used.
[0359] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0360] Location information acquisition means: The user's current location is measured using a location information acquisition function such as GPS, and that information is sent to the server.
[0361] Feedback: Calculates calories burned and exercise time in real time and provides feedback to the user. Feedback is also displayed according to the user's emotional state.
[0362] Emotion engine: Using the front camera, microphone, and wearable devices (e.g., smartwatches), the engine analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[0363] Result generation means: After the game ends, a comprehensive result (success rate, calories burned, etc.) is generated based on the exercise data and displayed to the user.
[0364] server
[0365] Game data generation means: Generates the type of zombie, its appearance location, and its appearance timing, and sends it to the device. It runs on a cloud server (e.g., AWS EC2).
[0366] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0367] Communication means: Receives user movement data and location information sent from the device and updates game data in real time based on that data.
[0368] Calorie calculation means: Calculates calories burned based on the user's movement data and biological information.
[0369] Result generation means: After the game ends, the user's overall result is generated and sent to the terminal.
[0370] Specific examples
[0371] A user launches an app called "ZombFit" and begins a 10-minute exercise session. The user repeatedly punches zombies that appear from the left, and the device's sensors recognize each accurate movement, causing the zombie to fall down in an animation. During the game, the user's heart rate spikes, so the server reduces the frequency of zombie appearances, reducing the user's stress.
[0372] Prompt Sentence Examples
[0373] "When a user launches the ZombFit app and starts playing, please explain how this system works, including adjusting the frequency of zombie appearances based on the user's emotional state."
[0374] The system allows users to exercise with an entertainment element, keeps them motivated with real-time feedback, and adjusts to their emotional state to provide an optimal exercise experience for each individual user.
[0375] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0376] Step 1: User starts the game
[0377] Input: The user puts on the AR device, launches the dedicated exercise app, and taps the start game button.
[0378] Processing: The device receives the game start request tapped by the user and sends a "game start" request to the server.
[0379] Output: A game start request is sent to the server.
[0380] Specific operation: When the user taps the app on their smartphone and presses the "Start Game" button, a request is sent to the server.
[0381] Step 2: Initialize the game session
[0382] Input: The server receives a game start request and retrieves the user's location and past play data.
[0383] Processing: The server sets the type of zombie, its spawn location, and spawn timing based on the received location information and gameplay data. The server then sends this setting information to the device.
[0384] Output: The initial game settings are sent to the device.
[0385] Specific operation: The server on AWS EC2 processes past play data and user location information, generates an appropriate game scenario, and sends it to the device.
[0386] Step 3: Start playing the game
[0387] Input: The device receives the game initial setting data sent from the server.
[0388] Processing: Based on the received data, the device inserts the zombie into the user's field of view in an AR display, and the sensors begin tracking the user's movements in real time.
[0389] Output: A zombie appears in the user's field of view and tracks the user's movements.
[0390] How it works: Developed using Unity, the app displays zombies in the user's field of view and uses sensors to track their punches and movements.
[0391] Step 4: Recognizing user actions and displaying reactions
[0392] Input: The user takes an action against a zombie (e.g., a straight punch). The device's sensors capture the action data.
[0393] Processing: The device's accelerometer measures the speed and angle of the punch and determines whether it is an accurate punch. Based on the result, the zombie's reaction (falling, approaching, etc.) is displayed.
[0394] Output: The zombie's reaction based on the result of the check is displayed in the user's field of view.
[0395] Specific behavior: When the user lands an accurate straight punch, an animation of the zombie falling down is played in the AR display.
[0396] Step 5: Emotion Recognition with the Emotion Engine
[0397] Input: The device's emotion engine acquires the user's biometric information (e.g., facial expressions, heart rate, voice).
[0398] Processing: The emotion engine analyzes the acquired data and recognizes the user's emotional state (e.g., excitement, tension, fear).
[0399] Output: Data is generated that indicates the user's emotional state.
[0400] Specific operation: Using the Emotion SDK, the system analyzes the user's camera image and also collects the user's heart rate data to recognize their emotional state.
[0401] Step 6: Adjust your game based on your emotions
[0402] Input: Emotion recognition results are sent to the server.
[0403] Processing: The server adjusts the frequency of zombie appearances and the speed of their movements based on the emotion recognition results, and sends the settings to the device.
[0404] Output: The game difficulty and progression speed are adjusted and reflected on the device.
[0405] Specific operation: If the user is recognized as being nervous, the server reduces the frequency of zombie appearances, and the device receives and reflects this instruction.
[0406] Step 7: Real-time feedback
[0407] Input: The device collects data from sensors and the emotion engine and sends it to the server.
[0408] Processing: The server analyzes the movement and emotion data, generates real-time feedback on calories burned and exercise time, and sends it to the device.
[0409] Output: Real-time feedback is displayed to the user.
[0410] Specific operation: During the game, information such as "Current calories burned: 150Kcal" will be displayed on the device screen.
[0411] Step 8: Ending the game and displaying the results
[0412] Input: The user taps the quit game button.
[0413] Processing: The device sends a "game end" request to the server. The server generates a comprehensive result based on the movement data and emotion data and sends it to the device. The device receives it and displays the result to the user.
[0414] Output: The overall result is displayed on the user's device.
[0415] Specific operation: When the user presses the end button, a result such as "Success rate 80%, calories burned 200Kcal" is displayed.
[0416] (Application example 2)
[0417] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0418] Conventional exercise support systems lacked elements to sustain user motivation, making it difficult to maintain continuous use. Furthermore, they lacked entertainment elements and did not properly adjust to the user's emotional state, making it difficult to achieve effective exercise. In particular, there was no system in physical stores that allowed customers to exercise while having an enjoyable experience. Therefore, new methods were needed to increase customer visit frequency and length of stay.
[0419] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes an augmented reality device worn by the user, and includes a sensor that detects the user's movements, a display means that receives data from the server and displays the augmented reality image, a communication means that communicates with the server and acquires the location and timing of zombie appearances, a determination means that determines the user's movements and displays the zombie's reactions based on the movement determination results, an emotion recognition means that recognizes the user's emotional state and adjusts the game difficulty, a location information acquisition means that acquires the user's location information and transmits it to the server, a scenario generation means that generates a game scenario based on a response from the server, a game adjustment means that dynamically adjusts game settings based on the output of the emotion recognition means, a calorie calculation means that calculates calories burned based on the user's movement determination results, a feedback means that provides the calculation result to the user in real time, a result generation means that generates and displays a total result after the game ends, and a dynamic feedback means that dynamically provides feedback based on the output of the emotion recognition means. This allows customers to enjoy exercising in a physical store while maintaining their motivation.
[0420] An "augmented reality device" is a device that displays virtual objects and information overlaid on a user's field of view in the real world.
[0421] A "sensor" is a device for detecting a user's movements, and includes a position sensor, an acceleration sensor, and the like.
[0422] The "display means" is a part of the augmented reality device that has the function of displaying augmented reality based on data received from the server.
[0423] The "communication means" is a part that has the function of communicating with the server and obtaining the location and timing of zombie appearances.
[0424] The "determination means" is a part that has a function for determining the user's actions and displaying the zombie's reaction based on the action determination result.
[0425] The "emotion recognition means" is a part that has the function of recognizing the user's emotional state and adjusting the difficulty level of the game based on that information.
[0426] The "location information acquisition means" is a part that has a function for acquiring the user's location information and transmitting it to the server.
[0427] The "scenario generation means" is a part that has the function of generating a game scenario based on a response from the server.
[0428] The "game adjustment means" is a part that has a function for dynamically adjusting the game settings based on the output of the emotion recognition means.
[0429] The "calorie calculation means" is a part that has a function for calculating calories burned based on the result of the user's movement determination.
[0430] The "feedback means" is a part that has a function for providing the calculation results to the user in real time.
[0431] The "result generation means" is a part that has the function of generating and displaying the overall result after the game ends.
[0432] The "dynamic feedback means" is a part having a function for dynamically providing feedback in real time based on the output of the emotion recognition means.
[0433] This invention relates to a system that uses an augmented reality device (AR device) to provide a user with an exercise experience of fighting zombies in a physical store. A specific embodiment of this system will be described in detail below.
[0434] System Configuration
[0435] Hardware
[0436] Augmented Reality Devices: The system uses advanced AR devices like HoloLens 2 and Magic Leap, which overlay virtual zombies and exercise information onto the user's field of view.
[0437] Sensors: Equipped with a position sensor and an acceleration sensor to detect user movements (punches, kicks, etc.). It also uses a heart rate sensor and facial expression camera as biometric sensors.
[0438] Server: Uses AWS (Amazon Web Services) to analyze and communicate real-time data.
[0439] software
[0440] Unity: Unity is used to create the AR content. The appearance of zombies and their movement animations are designed and implemented in Unity.
[0441] Python: Python is used to implement the motion tracking and emotion recognition engine.
[0442] Communication Protocol: A standard communication protocol (e.g., HTTP / HTTPS) is used for communication between the server and the augmented reality device.
[0443] Specific operation flow and examples
[0444] System initialization
[0445] When a user puts on the augmented reality device and enters a shopping area, the app automatically starts up. The user's location information is acquired and sent to the server. The server then sets the zombie spawn point based on this location information.
[0446] Gameplay
[0447] Based on data obtained from the server, a zombie appears in the user's field of view. When the user swings their fist, the accelerometer tracks the movement and determines whether the movement was performed correctly. If successful, an animation of the zombie falling down is displayed.
[0448] emotion recognition
[0449] Using biometric sensors (heart rate sensor and facial expression camera), the user's emotional state is analyzed in real time. Using Python, an emotion recognition engine identifies the user's emotions (e.g., excitement, tension, fear).
[0450] Game Adjustments
[0451] The system adjusts the frequency of zombie appearances and difficulty based on the output of the emotion recognition engine. For example, if the user is overly nervous, it will switch to a setting that softens the zombie movements. It also provides real-time feedback on calories burned and game progress.
[0452] End of game and results display
[0453] At the end of the game, the server generates and displays a final overall result to the user, which can range from accuracy of movements, calories burned, and changes in emotional state.
[0454] Examples and prompts
[0455] Specific examples
[0456] User Story:
[0457] Customers visiting a physical store put on an AR device and begin exercising in a specific area of the store, simulating a battle with zombies. The user's movements determine how they can defeat zombies, and the game's difficulty is adjusted based on emotion recognition, allowing them to enjoy an exciting workout. After the game is over, comprehensive exercise data is displayed in real time, providing an effective exercise experience.
[0458] Prompt Sentence Examples
[0459] "Create a system that provides an AR exercise experience where users fight zombies in a brick-and-mortar store. Track the user's movements and use emotion recognition to adjust the difficulty of the game in real time. Also provide real-time feedback on calories burned and overall results."
[0460] This system allows users to enjoy a new experience that combines entertainment and fitness in a physical store, and its flexible adjustment function based on emotional state allows for a more personalized exercise experience.
[0461] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0462] Step 1:
[0463] System initialization:
[0464] When a user wears an augmented reality device and starts an application, the device requests initial setting information from the server. The server then transmits the initial setting information, including the user's location information, to the device.
[0465] Specific behavior:
[0466] When a user enters a physical store, the AR device automatically launches the application. The device's location sensor is used to obtain the user's current location and transmits it to the server. The server then uses this location information to calculate the zombie spawn point and transmits the zombie spawn timing and type to the device.
[0467] Step 2:
[0468] AR display and motion tracking begins:
[0469] The device displays the zombies in AR based on the data received from the server, while simultaneously tracking the user's movements using the location and accelerometer sensors.
[0470] Specific behavior:
[0471] Using Unity, the AR display shows zombies appearing in the user's field of view. When the user shakes or swings their fist, the accelerometer and position sensor collect data in real time to determine their movement patterns.
[0472] Step 3:
[0473] Action determination and zombie reaction determination:
[0474] The device analyzes the tracked movement data, determines the accuracy of the movement, and displays the zombie's reaction according to the result.
[0475] Specific behavior:
[0476] Using Python code, the speed and angle of the user's punch or kick are calculated, and a judgment algorithm evaluates the accuracy of the movement. If the movement is accurate, Unity displays an animation of the zombie falling, and if it is inaccurate, it displays an animation of the zombie approaching.
[0477] Step 4:
[0478] Emotion Recognition and Game Adjustment:
[0479] The device uses a facial recognition camera and heart rate sensor to monitor the user's emotional state and transmits it to a server, which then adjusts game settings based on the emotional data.
[0480] Specific behavior:
[0481] A facial expression recognition algorithm analyzes the user's facial expression data and identifies their emotional state (e.g., excitement, tension, fear) using Python. This data is sent to a server, which then adjusts the frequency and movement of zombies and sends new settings to the device. If the user is overly tense, the frequency of zombie appearances will be reduced.
[0482] Step 5:
[0483] Providing real-time feedback:
[0484] The server calculates the user's calorie consumption and game progress in real time based on the user's movement data and sends the data to the device, which then provides feedback to the user.
[0485] Specific behavior:
[0486] A calorie calculation algorithm is used to calculate calories burned based on the user's movement data. Unity is used to visually display this feedback to the user. For example, real-time feedback such as "Calories burned: 150 kcal" is displayed on the screen.
[0487] Step 6:
[0488] End of game and overall results:
[0489] When the user finishes the game, the device sends a termination signal to the server, which generates a comprehensive result (such as success rate, calories burned, and exercise time) and sends it to the device, which then displays it to the user.
[0490] Specific behavior:
[0491] When the user taps the end game button, an end signal is sent to the server. The server calculates the overall result based on all the collected data and generates a final result report. The device receives this and displays the overall result to the user, such as "Success rate: 80%, Calories burned: 200kcal."
[0492] Each step of the system brings users to a fun exercise experience in a brick-and-mortar setting, with game adjustments based on real-time feedback and emotion recognition to provide a personalized experience.
[0493] 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 audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio 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 audio data.
[0494] 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> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with 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.
[0495] In the above embodiment, an example in which the specific process is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.
[0496] [Second embodiment]
[0497] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0498] 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.
[0499] 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 WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0500] 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.
[0501] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[0502] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and 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 surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0503] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0504] Fig. 4 shows an example of the 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.
[0505] 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.
[0506] 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.
[0507] 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.
[0508] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal."
[0509] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game is over.
[0510] System Configuration
[0511] User
[0512] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0513] Augmented reality device (terminal)
[0514] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[0515] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[0516] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[0517] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0518] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0519] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0520] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0521] server
[0522] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0523] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0524] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0525] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0526] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0527] Specific operation flow
[0528] 1. The user starts the game
[0529] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[0530] 2. Initializing the game session
[0531] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[0532] 3. Start playing the game
[0533] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[0534] 4. Recognizing user actions and displaying reactions
[0535] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[0536] 5. Real-time feedback
[0537] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user.
[0538] 6. End of game and results display
[0539] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[0540] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[0541] The processing flow will be explained below.
[0542] Step 1:
[0543] The user puts on the AR device and launches the dedicated app.
[0544] User: Puts on the augmented reality device and launches the dedicated app.
[0545] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[0546] Step 2:
[0547] The user taps the start game button.
[0548] User: Tap the Start Game button.
[0549] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[0550] Step 3:
[0551] The server initializes the game session.
[0552] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[0553] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[0554] Step 4:
[0555] The device will start displaying AR.
[0556] Terminal: Based on the data received from the server, the device provides the user with an AR display of the initial zombie appearance location.
[0557] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[0558] Step 5:
[0559] The user performs an action on the zombie.
[0560] User: Immediately after the game starts, he sees a zombie approaching from the left and delivers a straight punch.
[0561] Step 6:
[0562] The terminal recognizes the user's actions.
[0563] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[0564] Device: Based on the measurement data, determine whether the user's actions are accurate.
[0565] Step 7:
[0566] The terminal will display the zombie's reaction.
[0567] Terminal: Executes the zombie's reaction based on the action determination results.
[0568] If successful: Provides an AR display of the zombie's death animation.
[0569] On failure: Shows an animation of a zombie approaching.
[0570] Step 8:
[0571] The terminal transmits the operation determination result to the server.
[0572] Terminal: Sends the action determination results and reaction information to the server.
[0573] Step 9:
[0574] The server updates the score.
[0575] Server: Receives the action judgment results and reaction information and updates the user's score.
[0576] Server: Calculates the user's calories burned and exercise time in real time.
[0577] Step 10:
[0578] The device provides real-time feedback.
[0579] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[0580] Step 11:
[0581] The user taps the end game button.
[0582] User: After playing for a certain amount of time, tap the end game button.
[0583] Terminal: Sends a game termination request to the server.
[0584] Step 12:
[0585] The server generates the final result.
[0586] Server: Receives the game end request and generates result data such as the final score and calories burned.
[0587] Server: Sends the result data to the terminal.
[0588] Step 13:
[0589] The terminal will display the final result.
[0590] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[0591] Example 1
[0592] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0593] With conventional exercise systems, it has been difficult to maintain motivation while continuing to exercise. Furthermore, conventional augmented reality systems lack the functionality to track the user's movements and location in real time, while providing corresponding feedback and final exercise results. This has led to the issue that users cannot immediately see the results of their exercise, making it difficult to maintain continuous motivation.
[0594] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0595] In this invention, the server includes a location information acquisition means for acquiring the user's location information and transmitting it to the server, a scenario generation means for generating a game scenario based on a response from the server, a feedback means for displaying the calories burned and exercise time in real time and providing feedback to the user, and a result generation means for generating and displaying a total result based on the user's exercise data after the game ends. This provides an entertaining exercise experience and displays the exercise results to the user in real time, thereby maintaining the user's motivation and enabling them to continue exercising.
[0596] An "augmented reality device" is a device worn by a user that can display a virtual world overlaid with the real world.
[0597] A "sensor" is a device or technology used to detect a user's movements and location information.
[0598] The "display means" refers to a function that performs augmented reality display based on data received from the server.
[0599] "Communication means" refers to the devices and technologies used to send and receive data to and from the server.
[0600] The "determination means" is a function that evaluates whether the user's actions detected by the sensor are accurate and displays the zombie's reaction based on the results.
[0601] The "location information acquisition means" is a function that measures the user's current location and transmits that information to the server.
[0602] "Feedback means" refers to a function that calculates calories burned and exercise time in real time and displays them to the user.
[0603] The "result generation means" is a function that generates and displays a total result based on the user's exercise data after the game ends.
[0604] "Scenario generation means" refers to a function that generates an appropriate game scenario based on the user's location information and past play data.
[0605] The "calorie calculation means" is a function that calculates the calories burned based on the user's motion data.
[0606] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game ends. Specific hardware and software configurations and their operation are described below.
[0607] composition
[0608] User
[0609] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0610] Augmented reality device (terminal)
[0611] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance and movement are based on data sent from the server (e.g., using Microsoft HoloLens or Oculus Quest).
[0612] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time (e.g., using IMU sensors and GPS).
[0613] Communication method: Data is transmitted to the server via Wi-Fi or Bluetooth to send and receive information about zombie appearances and user behavior.
[0614] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0615] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0616] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0617] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0618] server
[0619] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0620] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0621] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0622] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0623] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0624] Specific examples
[0625] For example, a user starts a game in their living room. When the user delivers a straight punch to a zombie approaching from the left, the device's accelerometer measures the speed and angle of the punch and determines whether it was an accurate move. If successful, an animation of the zombie falling down is displayed. During play, the screen displays "Calories burned: 150 kcal, exercise time: 10 minutes." After playing for a certain period of time, the user taps the end game button, which sends a request to end the game to the server, and the overall result is calculated and displayed on the device.
[0626] Prompt Sentence Examples
[0627] Prompt: Put on the AR device, launch the dedicated app, and start fighting zombies. When a zombie appears, perform punches and squats that are tracked by various sensors. If you perform the movements correctly, an animation of the zombie falling will be displayed, and the calories burned will be displayed in real time. After the game ends, the success rate and calories burned will be displayed as your overall results.
[0628] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[0629] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0630] Step 1: User starts the game
[0631] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server. This request includes the user's current location information. The server receives the request and obtains the user's location information.
[0632] Input: User's current location, game start request
[0633] Output: Send request to server, get location information
[0634] Step 2: The server initializes the game session
[0635] The server sets the type of zombie, its appearance location, and its appearance timing based on the user's current location information and past play data. For example, it generates data such as "a fast zombie will appear from the user's right side." The generated game data is sent from the server to the device.
[0636] Input: User location information, past play data
[0637] Output: Game data (zombie type, appearance location, appearance timing)
[0638] Step 3: Start playing the game
[0639] The device starts the AR display based on the data received from the server, and displays zombies in the user's field of view. The device's sensors (e.g., location sensor, acceleration sensor) also start tracking the user's movements in real time. For example, suppose the device displays the instruction "Zombies will appear from the right side."
[0640] Input: Game data from the server
[0641] Output: AR display of zombies, movement tracking by sensors
[0642] Step 4: Recognizing user actions and displaying reactions
[0643] When a user punches, the device's accelerometer measures the speed and angle of the punch. Based on this data, the device determines whether the punch was accurate. If the punch was accurate, it displays an animation of the zombie falling, and if it was inaccurate, it displays an animation of the zombie approaching. For example, if a user punches straight and it's accurate, it displays an animation of the zombie falling.
[0644] Input: User movement data (speed, angle)
[0645] Output: Action determination result, zombie reaction display (falling / approaching)
[0646] Step 5: Provide real-time feedback
[0647] During gameplay, the device calculates the calories burned and exercise time in real time and displays them to the user. For example, "Calories burned: 150 kcal, exercise time: 10 minutes" is displayed in the corner of the screen in real time. This allows the user to instantly check the results of their exercise.
[0648] Input: User's movement data, time lapse
[0649] Output: Real-time display of calories burned and exercise time
[0650] Step 6: Ending the game and displaying the results
[0651] After playing for a certain period of time, the user taps the end game button, which sends a request to end the game from the device to the server. The server generates a total result (success rate, calories burned, exercise time, etc.) based on the received data and sends it to the device. Finally, the device displays the total result to the user. For example, "success rate 80%, calories burned 200 kcal, exercise time 15 minutes" is displayed on the screen.
[0652] Input: Game end request, user's exercise data
[0653] Output: Overall results (success rate, calories burned, exercise time), display of results
[0654] (Application example 1)
[0655] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0656] Modern fitness exercises often have difficulty in keeping users engaged in exercise for an extended period of time. Monotonous exercises, in particular, can reduce users' motivation. Furthermore, the lack of immediate feedback makes it difficult to grasp the effectiveness and progress of exercise, making it difficult to maintain sustained exercise. Therefore, there is a need for a system that incorporates entertainment elements to help users continue exercising in a fun and effective way.
[0657] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0658] In this invention, the server includes a feedback unit that tracks the user's exercise status in real time and calculates the calories burned and exercise time, a result generation unit that evaluates the success rate of the exercise and generates a final result, and a generation unit that uses prompt sentences to generate scenarios and actions based on a generative AI model. This allows the user to exercise with an entertainment element and instantly check the results of their exercise while receiving real-time feedback. This helps maintain the user's motivation and enable them to exercise continuously.
[0659] An "augmented reality device" is a device that displays virtual objects in the real field of view, allowing the user to experience both a virtual environment and a real environment at the same time.
[0660] A "sensor" is a measuring device used to detect a user's movements and location information.
[0661] The "display means" is a device or system that displays augmented reality based on data received from the server.
[0662] "Communication means" refers to a device or system for transmitting and receiving data between a server and a terminal.
[0663] The "determination means" is a device or system that analyzes sensor data and evaluates the accuracy of the user's actions.
[0664] "Feedback means" refers to a device or system that tracks the user's exercise status in real time and calculates and displays the calories burned and exercise time.
[0665] A "result generation means" is a device or system that generates the end result of exercise and displays it to the user.
[0666] The "location information acquisition means" is a device or system for measuring the user's current location and transmitting that information to the server.
[0667] "Scenario generation means" refers to a device or system that generates a game scenario based on the user's location information and past play data.
[0668] The "calorie calculation means" is a device or system for calculating the calories burned based on the results of the user's movement determination.
[0669] A "generation means" is a device or system that uses prompt statements to generate scenarios and actions based on a generative AI model.
[0670] To implement this invention, a user must first wear the augmented reality device and launch a dedicated application. The system tracks the user's movements in real time and communicates with the server to progress through the game.
[0671] Hardware and Software
[0672] 1. Hardware:
[0673] Augmented reality device (AR device): A device that displays virtual objects in the real field of view, allowing users to experience virtual and real environments simultaneously.
[0674] Sensor: A measuring device used to detect user movements and location information.
[0675] Smartphone: A device that uses sensors (accelerometers) and cameras to track user movements.
[0676] Head-mounted display (HMD): A device that displays AR and inserts zombies into the user's field of vision.
[0677] 2. Software:
[0678] OpenCV: An image processing library used for visual tracking.
[0679] Flask: A lightweight Python web application framework used as a communication method.
[0680] Data processing and calculation
[0681] 1. Server process:
[0682] The server tracks the user's exercise progress in real time, provides feedback by calculating calories burned and exercise time, evaluates the success rate of the exercise, and generates final results. It also uses prompts to generate scenarios and actions based on generative AI models.
[0683] 2. Terminal processing:
[0684] The device displays the augmented reality display based on the data received from the server. It analyzes the sensor data, evaluates the accuracy of the user's movements, and displays the zombie's reactions based on the results. It also displays the user's calories burned and exercise time in real time, and accumulates data to generate the final exercise results.
[0685] 3. User Actions:
[0686] The user wears an augmented reality device and performs exercises that simulate fighting zombies. For example, when the user throws a straight punch at a zombie coming from the left, the accelerometer measures the speed and angle of the punch to determine the accuracy of the movement. If successful, an animation of the zombie falling down is displayed.
[0687] Specific examples
[0688] scenario
[0689] The user puts on the AR device at the gym and launches the app. Zombies appear one after another, and the user defeats them with punches and squats. After playing, the results, such as calories burned and success rate, are displayed.
[0690] Prompt Sentence Examples
[0691] "Design an augmented reality fitness application for use in a gym. Users use a wearable AR device to exercise while fighting zombies. The application tracks the user's movements in real time, and the zombies' reactions change accordingly. At the end of the game, the application also provides results such as calories burned."
[0692] In this way, this invention allows users to exercise with an entertainment element, receive real-time feedback, and instantly see the results of their exercise, which helps to maintain the user's motivation and enable them to continue exercising.
[0693] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0694] Step 1:
[0695] The user puts on the augmented reality device and launches the dedicated application on their smartphone. The user taps the game start button on the application, sending a "start game" request to the server. This request also includes the user's initial location information. The server receives the "start game" request along with the user's location information.
[0696] Step 2:
[0697] The server determines the type of zombie, its spawn location, and its spawn timing based on the received location information and past play data. This data is generated as "game data" and sent to the device. It also uses prompts to generate scenarios based on a generative AI model. These scenarios are also included in the "game data."
[0698] Step 3:
[0699] The device displays the augmented reality image based on the game data received from the server. Specifically, zombies appear in the user's field of view and begin to appear at the set location and timing. At this time, sensors track the user's movements (punches, squats, etc.) in real time.
[0700] Step 4:
[0701] The device analyzes data obtained from the acceleration sensor and position sensor to determine whether the user's movements are accurate. For example, if a user performs a straight punch, the movement is determined based on the acceleration sensor data (speed, angle, etc.). The determined data is sent to the server.
[0702] Step 5:
[0703] The server determines the zombie's reaction based on the received motion data. For example, if the user's punch is successful, it generates an animation of the zombie falling down, and if it fails, it generates an animation of the zombie approaching. This reaction data is sent to the device.
[0704] Step 6:
[0705] The device displays a zombie animation in the user's field of view based on the reaction data received from the server. If the user succeeds, the zombie will be defeated, and if it fails, the zombie will be approached. During this time, the sensor continues to track the user's movements.
[0706] Step 7:
[0707] The device calculates the user's exercise data (e.g., calories burned and exercise time) in real time while playing the game and provides feedback to the user. This feedback is displayed in real time on the device's display. The data collected up to this point is used to generate the final exercise results.
[0708] Step 8:
[0709] When the user taps the end game button, a request to end the game is sent from the device to the server. The server generates a comprehensive result (success rate, calories burned, exercise time, etc.) based on the received exercise data and sends it to the device.
[0710] Step 9:
[0711] The device displays the overall result data received from the server to the user, allowing the user to check their exercise results. A specific example of the display might be "80% success rate, 200 kcal burned."
[0712] The specific movements and data flow of each step allow users to continue exercising in a game-like manner and check the effects of their exercise in real time.
[0713] Furthermore, 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.
[0714] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[0715] System Configuration
[0716] User
[0717] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0718] Augmented reality device (terminal)
[0719] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[0720] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[0721] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[0722] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0723] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0724] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0725] Emotion engine: Analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[0726] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0727] server
[0728] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0729] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0730] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0731] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0732] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0733] Specific operation flow and examples
[0734] 1. The user starts the game
[0735] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[0736] 2. Initializing the game session
[0737] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[0738] 3. Start playing the game
[0739] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[0740] 4. Recognizing user actions and displaying reactions
[0741] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[0742] 5. Emotion Recognition by Emotion Engine
[0743] The device's emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes the user's emotional state (e.g., excitement, tension, fear).
[0744] 6. Emotional game adjustments
[0745] For example, if the user is feeling overly nervous, the settings can be changed to reduce the frequency of zombie appearances and movements, thereby reducing the user's stress.
[0746] 7. Real-time feedback
[0747] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user, as well as displaying feedback based on their emotional state.
[0748] 8. End of game and results display
[0749] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and emotional data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[0750] The system allows users to combine entertainment with exercise, adapting the game to their emotional state for a more enjoyable experience, while real-time feedback allows users to see their progress immediately, helping to maintain motivation.
[0751] The processing flow will be explained below.
[0752] Step 1:
[0753] The user puts on the AR device and launches the dedicated app.
[0754] User: Puts on the augmented reality device and launches the dedicated app.
[0755] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[0756] Step 2:
[0757] The user taps the start game button.
[0758] User: Tap the Start Game button.
[0759] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[0760] Step 3:
[0761] The server initializes the game session.
[0762] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[0763] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[0764] Step 4:
[0765] The device will start displaying AR.
[0766] Terminal: Based on the data received from the server, the location where the initial zombies will appear is displayed to the user in AR.
[0767] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[0768] Step 5:
[0769] The user begins gameplay.
[0770] User: Sees a zombie approaching from the left and delivers a straight punch.
[0771] Step 6:
[0772] The terminal recognizes the user's actions.
[0773] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[0774] Device: Determines whether the user's actions are accurate based on the measurement data.
[0775] Step 7:
[0776] The terminal will display the zombie's reaction.
[0777] Terminal: Executes the zombie's reaction based on the action determination results.
[0778] If successful: Provides an AR display of the zombie falling animation.
[0779] On failure: Shows an animation of a zombie approaching.
[0780] Step 8:
[0781] The terminal recognizes the user's emotional state.
[0782] Terminal: The emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes their emotional state (e.g., excitement, tension, fear).
[0783] Step 9:
[0784] Adjust your game based on your emotions.
[0785] Device: Adjusts the frequency of zombie appearances and movement speed based on the user's emotional state.
[0786] For example, if the user is overly tense, the time between zombie appearances will be increased and their movement speed will be reduced.
[0787] Step 10:
[0788] The device provides real-time feedback.
[0789] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[0790] Device: Also displays feedback based on emotional state (e.g., "Relax and take a deep breath").
[0791] Step 11:
[0792] The user taps the end game button.
[0793] User: After playing for a certain amount of time, tap the end game button.
[0794] Terminal: Sends a game termination request to the server.
[0795] Step 12:
[0796] The server generates the final result.
[0797] Server: Receives the game end request and generates result data such as the final score, calories burned, and emotional data.
[0798] Server: Sends the result data to the terminal.
[0799] Step 13:
[0800] The terminal will display the final result.
[0801] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[0802] In this way, the system recognizes both the user's movements and emotions in real time, allowing them to enjoy exercise while making appropriate adjustments.
[0803] Example 2
[0804] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0805] Conventional augmented reality exercise systems have a fixed level of difficulty without taking the user's emotional state into account, making it difficult to provide an optimal experience for each individual user. Furthermore, real-time calorie consumption and feedback are insufficient, making it difficult to maintain user motivation. Therefore, there is a need for a system that can adjust the difficulty level according to the user's emotional state and provide an exercise experience that meets individual needs.
[0806] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[0807] In this invention, the server includes emotion response means for adjusting the game difficulty and reactions based on the emotion recognition results, location information acquisition means for acquiring the user's location information and transmitting it to the server, scenario generation means for generating a game scenario based on the response from the server, and scenario adjustment means for adjusting the game progress based on the emotion recognition results. This allows each user to exercise at the difficulty level and progress speed that is optimal for them, and enables feedback that takes into account their emotional state and calorie consumption in real time.
[0808] A "user" is a subject who wears an augmented reality device and performs exercise.
[0809] An "augmented reality device" is hardware worn by a user that displays virtual objects superimposed on the real field of view.
[0810] A "sensor" is a device that detects the user's movements, and includes a position sensor and an acceleration sensor.
[0811] A "server" is a computer system that processes, transmits, and receives game data and user action data.
[0812] The "display means" is a device or application that receives data from the server and performs augmented reality display.
[0813] The "communication means" is a means for transmitting and receiving data between the augmented reality device and the server.
[0814] The "determination means" is a means for analyzing the user's actions and displaying the zombie's reaction based on the results of those actions.
[0815] An "emotion engine" is software or hardware that recognizes a user's emotional state by analyzing their facial expressions, voice, heart rate, etc.
[0816] "Emotion response means" is a means for adjusting the game difficulty and reactions based on the recognized emotional state of the user.
[0817] The "location information acquisition means" is a means for measuring the current location of the user and transmitting that information to the server.
[0818] The "scenario generation means" is a means for generating the game progress content based on the response from the server.
[0819] The "scenario adjustment means" is a means for adjusting the progress of the game based on the emotion recognition results.
[0820] The "calorie calculation means" is a means for calculating calories burned based on the results of the user's actions.
[0821] "Feedback means" refers to means for providing the user with calculation results and emotional states in real time.
[0822] The "result generation means" is a means for generating and displaying the overall result after the game ends.
[0823] This invention is a system that uses a wearable augmented reality device to allow users to exercise while enjoying fighting zombies. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[0824] System Configuration
[0825] User
[0826] The user puts on the augmented reality device and launches a dedicated application, such as a smartphone, tablet, or dedicated AR goggles. The user taps the start game button, sending a "start game" request from the device to the server.
[0827] Augmented reality device (terminal)
[0828] Display method: Receives data sent from the server and displays it in augmented reality. For example, a smartphone's camera and display are used to insert zombies into the user's field of view. The zombie's appearance and movement are realized using a game engine such as Unity.
[0829] Sensors: Position sensors and accelerometers (e.g., built-in smartphone sensors) are used to track user movements (punches, squats, etc.) in real time.
[0830] Communication method: Data is transmitted to the server to send and receive information about zombie appearances and user behavior. Wi-Fi or Bluetooth is typically used.
[0831] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0832] Location information acquisition means: The user's current location is measured using a location information acquisition function such as GPS, and that information is sent to the server.
[0833] Feedback: Calculates calories burned and exercise time in real time and provides feedback to the user. Feedback is also displayed according to the user's emotional state.
[0834] Emotion engine: Using the front camera, microphone, and wearable devices (e.g., smartwatches), the engine analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[0835] Result generation means: After the game ends, a comprehensive result (success rate, calories burned, etc.) is generated based on the exercise data and displayed to the user.
[0836] server
[0837] Game data generation means: Generates the type of zombie, its appearance location, and its appearance timing, and sends it to the device. It runs on a cloud server (e.g., AWS EC2).
[0838] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0839] Communication means: Receives user movement data and location information sent from the device and updates game data in real time based on that data.
[0840] Calorie calculation means: Calculates calories burned based on the user's movement data and biological information.
[0841] Result generation means: After the game ends, the user's overall result is generated and sent to the terminal.
[0842] Specific examples
[0843] A user launches an app called "ZombFit" and begins a 10-minute exercise session. The user repeatedly punches zombies that appear from the left, and the device's sensors recognize each accurate movement, causing the zombie to fall down in an animation. During the game, the user's heart rate spikes, so the server reduces the frequency of zombie appearances, reducing the user's stress.
[0844] Prompt Sentence Examples
[0845] "When a user launches the ZombFit app and starts playing, please explain how this system works, including adjusting the frequency of zombie appearances based on the user's emotional state."
[0846] The system allows users to exercise with an entertainment element, keeps them motivated with real-time feedback, and adjusts to their emotional state to provide an optimal exercise experience for each individual user.
[0847] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0848] Step 1: User starts the game
[0849] Input: The user puts on the AR device, launches the dedicated exercise app, and taps the start game button.
[0850] Processing: The device receives the game start request tapped by the user and sends a "game start" request to the server.
[0851] Output: A game start request is sent to the server.
[0852] Specific operation: When the user taps the app on their smartphone and presses the "Start Game" button, a request is sent to the server.
[0853] Step 2: Initialize the game session
[0854] Input: The server receives a game start request and retrieves the user's location and past play data.
[0855] Processing: The server sets the type of zombie, its spawn location, and spawn timing based on the received location information and gameplay data. The server then sends this setting information to the device.
[0856] Output: The initial game settings are sent to the device.
[0857] Specific operation: The server on AWS EC2 processes past play data and user location information, generates an appropriate game scenario, and sends it to the device.
[0858] Step 3: Start playing the game
[0859] Input: The device receives the game initial setting data sent from the server.
[0860] Processing: Based on the received data, the device inserts the zombie into the user's field of view in an AR display, and the sensors begin tracking the user's movements in real time.
[0861] Output: A zombie appears in the user's field of view and tracks the user's movements.
[0862] How it works: Developed using Unity, the app displays zombies in the user's field of view and uses sensors to track their punches and movements.
[0863] Step 4: Recognizing user actions and displaying reactions
[0864] Input: The user takes an action against a zombie (e.g., a straight punch). The device's sensors capture the action data.
[0865] Processing: The device's accelerometer measures the speed and angle of the punch and determines whether it is an accurate punch. Based on the result, the zombie's reaction (falling, approaching, etc.) is displayed.
[0866] Output: The zombie's reaction based on the result of the check is displayed in the user's field of view.
[0867] Specific behavior: When the user lands an accurate straight punch, an animation of the zombie falling down is played in the AR display.
[0868] Step 5: Emotion Recognition with the Emotion Engine
[0869] Input: The device's emotion engine acquires the user's biometric information (e.g., facial expressions, heart rate, voice).
[0870] Processing: The emotion engine analyzes the acquired data and recognizes the user's emotional state (e.g., excitement, tension, fear).
[0871] Output: Data is generated that indicates the user's emotional state.
[0872] Specific operation: Using the Emotion SDK, the system analyzes the user's camera image and also collects the user's heart rate data to recognize their emotional state.
[0873] Step 6: Adjust your game based on your emotions
[0874] Input: Emotion recognition results are sent to the server.
[0875] Processing: The server adjusts the frequency of zombie appearances and the speed of their movements based on the emotion recognition results, and sends the settings to the device.
[0876] Output: The game difficulty and progression speed are adjusted and reflected on the device.
[0877] Specific operation: If the user is recognized as being nervous, the server reduces the frequency of zombie appearances, and the device receives and reflects this instruction.
[0878] Step 7: Real-time feedback
[0879] Input: The device collects data from sensors and the emotion engine and sends it to the server.
[0880] Processing: The server analyzes the movement and emotion data, generates real-time feedback on calories burned and exercise time, and sends it to the device.
[0881] Output: Real-time feedback is displayed to the user.
[0882] Specific operation: During the game, information such as "Current calories burned: 150Kcal" will be displayed on the device screen.
[0883] Step 8: Ending the game and displaying the results
[0884] Input: The user taps the quit game button.
[0885] Processing: The device sends a "game end" request to the server. The server generates a comprehensive result based on the movement data and emotion data and sends it to the device. The device receives it and displays the result to the user.
[0886] Output: The overall result is displayed on the user's device.
[0887] Specific operation: When the user presses the end button, a result such as "Success rate 80%, calories burned 200Kcal" is displayed.
[0888] (Application example 2)
[0889] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0890] Conventional exercise support systems lacked elements to sustain user motivation, making it difficult to maintain continuous use. Furthermore, they lacked entertainment elements and did not properly adjust to the user's emotional state, making it difficult to achieve effective exercise. In particular, there was no system in physical stores that allowed customers to exercise while having an enjoyable experience. Therefore, new methods were needed to increase customer visit frequency and length of stay.
[0891] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes an augmented reality device worn by the user, and includes a sensor that detects the user's movements, a display means that receives data from the server and displays the augmented reality image, a communication means that communicates with the server and acquires the location and timing of zombie appearances, a determination means that determines the user's movements and displays the zombie's reactions based on the movement determination results, an emotion recognition means that recognizes the user's emotional state and adjusts the game difficulty, a location information acquisition means that acquires the user's location information and transmits it to the server, a scenario generation means that generates a game scenario based on a response from the server, a game adjustment means that dynamically adjusts game settings based on the output of the emotion recognition means, a calorie calculation means that calculates calories burned based on the user's movement determination results, a feedback means that provides the calculation result to the user in real time, a result generation means that generates and displays a total result after the game ends, and a dynamic feedback means that dynamically provides feedback based on the output of the emotion recognition means. This allows customers to enjoy exercising in a physical store while maintaining their motivation.
[0892] An "augmented reality device" is a device that displays virtual objects and information overlaid on a user's field of view in the real world.
[0893] A "sensor" is a device for detecting a user's movements, and includes a position sensor, an acceleration sensor, and the like.
[0894] The "display means" is a part of the augmented reality device that has the function of displaying augmented reality based on data received from the server.
[0895] The "communication means" is a part that has the function of communicating with the server and obtaining the location and timing of zombie appearances.
[0896] The "determination means" is a part that has a function for determining the user's actions and displaying the zombie's reaction based on the action determination result.
[0897] The "emotion recognition means" is a part that has the function of recognizing the user's emotional state and adjusting the difficulty level of the game based on that information.
[0898] The "location information acquisition means" is a part that has a function for acquiring the user's location information and transmitting it to the server.
[0899] The "scenario generation means" is a part that has the function of generating a game scenario based on a response from the server.
[0900] The "game adjustment means" is a part that has a function for dynamically adjusting the game settings based on the output of the emotion recognition means.
[0901] The "calorie calculation means" is a part that has a function for calculating calories burned based on the result of the user's movement determination.
[0902] The "feedback means" is a part that has a function for providing the calculation results to the user in real time.
[0903] The "result generation means" is a part that has the function of generating and displaying the overall result after the game ends.
[0904] The "dynamic feedback means" is a part having a function for dynamically providing feedback in real time based on the output of the emotion recognition means.
[0905] This invention relates to a system that uses an augmented reality device (AR device) to provide a user with an exercise experience of fighting zombies in a physical store. A specific embodiment of this system will be described in detail below.
[0906] System Configuration
[0907] Hardware
[0908] Augmented Reality Devices: The system uses advanced AR devices like HoloLens 2 and Magic Leap, which overlay virtual zombies and exercise information onto the user's field of view.
[0909] Sensors: Equipped with a position sensor and an acceleration sensor to detect user movements (punches, kicks, etc.). It also uses a heart rate sensor and facial expression camera as biometric sensors.
[0910] Server: Uses AWS (Amazon Web Services) to analyze and communicate real-time data.
[0911] software
[0912] Unity: Unity is used to create the AR content. The appearance of zombies and their movement animations are designed and implemented in Unity.
[0913] Python: Python is used to implement the motion tracking and emotion recognition engine.
[0914] Communication Protocol: A standard communication protocol (e.g., HTTP / HTTPS) is used for communication between the server and the augmented reality device.
[0915] Specific operation flow and examples
[0916] System initialization
[0917] When a user puts on the augmented reality device and enters a shopping area, the app automatically starts up. The user's location information is acquired and sent to the server. The server then sets the zombie spawn point based on this location information.
[0918] Gameplay
[0919] Based on data obtained from the server, a zombie appears in the user's field of view. When the user swings their fist, the accelerometer tracks the movement and determines whether the movement was performed correctly. If successful, an animation of the zombie falling down is displayed.
[0920] emotion recognition
[0921] Using biometric sensors (heart rate sensor and facial expression camera), the user's emotional state is analyzed in real time. Using Python, an emotion recognition engine identifies the user's emotions (e.g., excitement, tension, fear).
[0922] Game Adjustments
[0923] The system adjusts the frequency of zombie appearances and difficulty based on the output of the emotion recognition engine. For example, if the user is overly nervous, it will switch to a setting that softens the zombie movements. It also provides real-time feedback on calories burned and game progress.
[0924] End of game and results display
[0925] At the end of the game, the server generates and displays a final overall result to the user, which can range from accuracy of movements, calories burned, and changes in emotional state.
[0926] Examples and prompts
[0927] Specific examples
[0928] User Story:
[0929] Customers visiting a physical store put on an AR device and begin exercising in a specific area of the store, simulating a battle with zombies. The user's movements determine how they can defeat zombies, and the game's difficulty is adjusted based on emotion recognition, allowing them to enjoy an exciting workout. After the game is over, comprehensive exercise data is displayed in real time, providing an effective exercise experience.
[0930] Prompt Sentence Examples
[0931] "Create a system that provides an AR exercise experience where users fight zombies in a brick-and-mortar store. Track the user's movements and use emotion recognition to adjust the difficulty of the game in real time. Also provide real-time feedback on calories burned and overall results."
[0932] This system allows users to enjoy a new experience that combines entertainment and fitness in a physical store, and its flexible adjustment function based on emotional state allows for a more personalized exercise experience.
[0933] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0934] Step 1:
[0935] System initialization:
[0936] When a user wears an augmented reality device and starts an application, the device requests initial setting information from the server. The server then transmits the initial setting information, including the user's location information, to the device.
[0937] Specific behavior:
[0938] When a user enters a physical store, the AR device automatically launches the application. The device's location sensor is used to obtain the user's current location and transmits it to the server. The server then uses this location information to calculate the zombie spawn point and transmits the zombie spawn timing and type to the device.
[0939] Step 2:
[0940] AR display and motion tracking begins:
[0941] The device displays the zombies in AR based on the data received from the server, while simultaneously tracking the user's movements using the location and accelerometer sensors.
[0942] Specific behavior:
[0943] Using Unity, the AR display shows zombies appearing in the user's field of view. When the user shakes or swings their fist, the accelerometer and position sensor collect data in real time to determine their movement patterns.
[0944] Step 3:
[0945] Action determination and zombie reaction determination:
[0946] The device analyzes the tracked movement data, determines the accuracy of the movement, and displays the zombie's reaction according to the result.
[0947] Specific behavior:
[0948] Using Python code, the speed and angle of the user's punch or kick are calculated, and a judgment algorithm evaluates the accuracy of the movement. If the movement is accurate, Unity displays an animation of the zombie falling, and if it is inaccurate, it displays an animation of the zombie approaching.
[0949] Step 4:
[0950] Emotion Recognition and Game Adjustment:
[0951] The device uses a facial recognition camera and heart rate sensor to monitor the user's emotional state and transmits it to a server, which then adjusts game settings based on the emotional data.
[0952] Specific behavior:
[0953] A facial expression recognition algorithm analyzes the user's facial expression data and identifies their emotional state (e.g., excitement, tension, fear) using Python. This data is sent to a server, which then adjusts the frequency and movement of zombies and sends new settings to the device. If the user is overly tense, the frequency of zombie appearances will be reduced.
[0954] Step 5:
[0955] Providing real-time feedback:
[0956] The server calculates the user's calorie consumption and game progress in real time based on the user's movement data and sends the data to the device, which then provides feedback to the user.
[0957] Specific behavior:
[0958] A calorie calculation algorithm is used to calculate calories burned based on the user's movement data. Unity is used to visually display this feedback to the user. For example, real-time feedback such as "Calories burned: 150 kcal" is displayed on the screen.
[0959] Step 6:
[0960] End of game and overall results:
[0961] When the user finishes the game, the device sends a termination signal to the server, which generates a comprehensive result (such as success rate, calories burned, and exercise time) and sends it to the device, which then displays it to the user.
[0962] Specific behavior:
[0963] When the user taps the end game button, an end signal is sent to the server. The server calculates the overall result based on all the collected data and generates a final result report. The device receives this and displays the overall result to the user, such as "Success rate: 80%, Calories burned: 200kcal."
[0964] Each step of the system brings users to a fun exercise experience in a brick-and-mortar setting, with game adjustments based on real-time feedback and emotion recognition to provide a personalized experience.
[0965] 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 audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio 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 audio data.
[0966] 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> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with 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.
[0967] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.
[0968] [Third embodiment]
[0969] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0970] 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.
[0971] 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 WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0972] 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.
[0973] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[0974] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and 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 surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0975] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0976] Fig. 6 shows an example of the 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.
[0977] 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.
[0978] 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.
[0979] In the headset type terminal 314, a 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.
[0980] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the headset type terminal 314 will be referred to as the "terminal."
[0981] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game is over.
[0982] System Configuration
[0983] User
[0984] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[0985] Augmented reality device (terminal)
[0986] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[0987] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[0988] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[0989] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[0990] Location information acquisition means: Measures the user's current location and sends that information to the server.
[0991] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[0992] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[0993] server
[0994] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[0995] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[0996] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[0997] Calorie calculation means: Calculates calories burned based on the user's movement data.
[0998] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[0999] Specific operation flow
[1000] 1. The user starts the game
[1001] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[1002] 2. Initializing the game session
[1003] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[1004] 3. Start playing the game
[1005] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[1006] 4. Recognizing user actions and displaying reactions
[1007] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[1008] 5. Real-time feedback
[1009] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user.
[1010] 6. End of game and results display
[1011] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[1012] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[1013] The processing flow will be explained below.
[1014] Step 1:
[1015] The user puts on the AR device and launches the dedicated app.
[1016] User: Puts on the augmented reality device and launches the dedicated app.
[1017] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[1018] Step 2:
[1019] The user taps the start game button.
[1020] User: Tap the Start Game button.
[1021] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[1022] Step 3:
[1023] The server initializes the game session.
[1024] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[1025] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[1026] Step 4:
[1027] The device will start displaying AR.
[1028] Terminal: Based on the data received from the server, the device provides the user with an AR display of the initial zombie appearance location.
[1029] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[1030] Step 5:
[1031] The user performs an action on the zombie.
[1032] User: Immediately after the game starts, he sees a zombie approaching from the left and delivers a straight punch.
[1033] Step 6:
[1034] The terminal recognizes the user's actions.
[1035] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[1036] Device: Based on the measurement data, determine whether the user's actions are accurate.
[1037] Step 7:
[1038] The terminal will display the zombie's reaction.
[1039] Terminal: Executes the zombie's reaction based on the action determination results.
[1040] If successful: Provides an AR display of the zombie's death animation.
[1041] On failure: Shows an animation of a zombie approaching.
[1042] Step 8:
[1043] The terminal transmits the operation determination result to the server.
[1044] Terminal: Sends the action determination results and reaction information to the server.
[1045] Step 9:
[1046] The server updates the score.
[1047] Server: Receives the action judgment results and reaction information and updates the user's score.
[1048] Server: Calculates the user's calories burned and exercise time in real time.
[1049] Step 10:
[1050] The device provides real-time feedback.
[1051] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[1052] Step 11:
[1053] The user taps the end game button.
[1054] User: After playing for a certain amount of time, tap the end game button.
[1055] Terminal: Sends a game termination request to the server.
[1056] Step 12:
[1057] The server generates the final result.
[1058] Server: Receives the game end request and generates result data such as the final score and calories burned.
[1059] Server: Sends the result data to the terminal.
[1060] Step 13:
[1061] The terminal will display the final result.
[1062] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[1063] Example 1
[1064] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1065] With conventional exercise systems, it has been difficult to maintain motivation while continuing to exercise. Furthermore, conventional augmented reality systems lack the functionality to track the user's movements and location in real time, while providing corresponding feedback and final exercise results. This has led to the issue that users cannot immediately see the results of their exercise, making it difficult to maintain continuous motivation.
[1066] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1067] In this invention, the server includes a location information acquisition means for acquiring the user's location information and transmitting it to the server, a scenario generation means for generating a game scenario based on a response from the server, a feedback means for displaying the calories burned and exercise time in real time and providing feedback to the user, and a result generation means for generating and displaying a total result based on the user's exercise data after the game ends. This provides an entertaining exercise experience and displays the exercise results to the user in real time, thereby maintaining the user's motivation and enabling them to continue exercising.
[1068] An "augmented reality device" is a device worn by a user that can display a virtual world overlaid with the real world.
[1069] A "sensor" is a device or technology used to detect a user's movements and location information.
[1070] The "display means" refers to a function that performs augmented reality display based on data received from the server.
[1071] "Communication means" refers to the devices and technologies used to send and receive data to and from the server.
[1072] The "determination means" is a function that evaluates whether the user's actions detected by the sensor are accurate and displays the zombie's reaction based on the results.
[1073] The "location information acquisition means" is a function that measures the user's current location and transmits that information to the server.
[1074] "Feedback means" refers to a function that calculates calories burned and exercise time in real time and displays them to the user.
[1075] The "result generation means" is a function that generates and displays a total result based on the user's exercise data after the game ends.
[1076] "Scenario generation means" refers to a function that generates an appropriate game scenario based on the user's location information and past play data.
[1077] The "calorie calculation means" is a function that calculates the calories burned based on the user's motion data.
[1078] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game ends. Specific hardware and software configurations and their operation are described below.
[1079] composition
[1080] User
[1081] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[1082] Augmented reality device (terminal)
[1083] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance and movement are based on data sent from the server (e.g., using Microsoft HoloLens or Oculus Quest).
[1084] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time (e.g., using IMU sensors and GPS).
[1085] Communication method: Data is transmitted to the server via Wi-Fi or Bluetooth to send and receive information about zombie appearances and user behavior.
[1086] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1087] Location information acquisition means: Measures the user's current location and sends that information to the server.
[1088] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[1089] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[1090] server
[1091] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[1092] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1093] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[1094] Calorie calculation means: Calculates calories burned based on the user's movement data.
[1095] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[1096] Specific examples
[1097] For example, a user starts a game in their living room. When the user delivers a straight punch to a zombie approaching from the left, the device's accelerometer measures the speed and angle of the punch and determines whether it was an accurate move. If successful, an animation of the zombie falling down is displayed. During play, the screen displays "Calories burned: 150 kcal, exercise time: 10 minutes." After playing for a certain period of time, the user taps the end game button, which sends a request to end the game to the server, and the overall result is calculated and displayed on the device.
[1098] Prompt Sentence Examples
[1099] Prompt: Put on the AR device, launch the dedicated app, and start fighting zombies. When a zombie appears, perform punches and squats that are tracked by various sensors. If you perform the movements correctly, an animation of the zombie falling will be displayed, and the calories burned will be displayed in real time. After the game ends, the success rate and calories burned will be displayed as your overall results.
[1100] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[1101] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1102] Step 1: User starts the game
[1103] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server. This request includes the user's current location information. The server receives the request and obtains the user's location information.
[1104] Input: User's current location, game start request
[1105] Output: Send request to server, get location information
[1106] Step 2: The server initializes the game session
[1107] The server sets the type of zombie, its appearance location, and its appearance timing based on the user's current location information and past play data. For example, it generates data such as "a fast zombie will appear from the user's right side." The generated game data is sent from the server to the device.
[1108] Input: User location information, past play data
[1109] Output: Game data (zombie type, appearance location, appearance timing)
[1110] Step 3: Start playing the game
[1111] The device starts the AR display based on the data received from the server, and displays zombies in the user's field of view. The device's sensors (e.g., location sensor, acceleration sensor) also start tracking the user's movements in real time. For example, suppose the device displays the instruction "Zombies will appear from the right side."
[1112] Input: Game data from the server
[1113] Output: AR display of zombies, movement tracking by sensors
[1114] Step 4: Recognizing user actions and displaying reactions
[1115] When a user punches, the device's accelerometer measures the speed and angle of the punch. Based on this data, the device determines whether the punch was accurate. If the punch was accurate, it displays an animation of the zombie falling, and if it was inaccurate, it displays an animation of the zombie approaching. For example, if a user punches straight and it's accurate, it displays an animation of the zombie falling.
[1116] Input: User movement data (speed, angle)
[1117] Output: Action determination result, zombie reaction display (falling / approaching)
[1118] Step 5: Provide real-time feedback
[1119] During gameplay, the device calculates the calories burned and exercise time in real time and displays them to the user. For example, "Calories burned: 150 kcal, exercise time: 10 minutes" is displayed in the corner of the screen in real time. This allows the user to instantly check the results of their exercise.
[1120] Input: User's movement data, time lapse
[1121] Output: Real-time display of calories burned and exercise time
[1122] Step 6: Ending the game and displaying the results
[1123] After playing for a certain period of time, the user taps the end game button, which sends a request to end the game from the device to the server. The server generates a total result (success rate, calories burned, exercise time, etc.) based on the received data and sends it to the device. Finally, the device displays the total result to the user. For example, "success rate 80%, calories burned 200 kcal, exercise time 15 minutes" is displayed on the screen.
[1124] Input: Game end request, user's exercise data
[1125] Output: Overall results (success rate, calories burned, exercise time), display of results
[1126] (Application example 1)
[1127] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1128] Modern fitness exercises often have difficulty in keeping users engaged in exercise for an extended period of time. Monotonous exercises, in particular, can reduce users' motivation. Furthermore, the lack of immediate feedback makes it difficult to grasp the effectiveness and progress of exercise, making it difficult to maintain sustained exercise. Therefore, there is a need for a system that incorporates entertainment elements to help users continue exercising in a fun and effective way.
[1129] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1130] In this invention, the server includes a feedback unit that tracks the user's exercise status in real time and calculates the calories burned and exercise time, a result generation unit that evaluates the success rate of the exercise and generates a final result, and a generation unit that uses prompt sentences to generate scenarios and actions based on a generative AI model. This allows the user to exercise with an entertainment element and instantly check the results of their exercise while receiving real-time feedback. This helps maintain the user's motivation and enable them to exercise continuously.
[1131] An "augmented reality device" is a device that displays virtual objects in the real field of view, allowing the user to experience both a virtual environment and a real environment at the same time.
[1132] A "sensor" is a measuring device used to detect a user's movements and location information.
[1133] The "display means" is a device or system that displays augmented reality based on data received from the server.
[1134] "Communication means" refers to a device or system for transmitting and receiving data between a server and a terminal.
[1135] The "determination means" is a device or system that analyzes sensor data and evaluates the accuracy of the user's actions.
[1136] "Feedback means" refers to a device or system that tracks the user's exercise status in real time and calculates and displays the calories burned and exercise time.
[1137] A "result generation means" is a device or system that generates the end result of exercise and displays it to the user.
[1138] The "location information acquisition means" is a device or system for measuring the user's current location and transmitting that information to the server.
[1139] "Scenario generation means" refers to a device or system that generates a game scenario based on the user's location information and past play data.
[1140] The "calorie calculation means" is a device or system for calculating the calories burned based on the results of the user's movement determination.
[1141] A "generation means" is a device or system that uses prompt statements to generate scenarios and actions based on a generative AI model.
[1142] To implement this invention, a user must first wear the augmented reality device and launch a dedicated application. The system tracks the user's movements in real time and communicates with the server to progress through the game.
[1143] Hardware and Software
[1144] 1. Hardware:
[1145] Augmented reality device (AR device): A device that displays virtual objects in the real field of view, allowing users to experience virtual and real environments simultaneously.
[1146] Sensor: A measuring device used to detect user movements and location information.
[1147] Smartphone: A device that uses sensors (accelerometers) and cameras to track user movements.
[1148] Head-mounted display (HMD): A device that displays AR and inserts zombies into the user's field of vision.
[1149] 2. Software:
[1150] OpenCV: An image processing library used for visual tracking.
[1151] Flask: A lightweight Python web application framework used as a communication method.
[1152] Data processing and calculation
[1153] 1. Server process:
[1154] The server tracks the user's exercise progress in real time, provides feedback by calculating calories burned and exercise time, evaluates the success rate of the exercise, and generates final results. It also uses prompts to generate scenarios and actions based on generative AI models.
[1155] 2. Terminal processing:
[1156] The device displays the augmented reality display based on the data received from the server. It analyzes the sensor data, evaluates the accuracy of the user's movements, and displays the zombie's reactions based on the results. It also displays the user's calories burned and exercise time in real time, and accumulates data to generate the final exercise results.
[1157] 3. User Actions:
[1158] The user wears an augmented reality device and performs exercises that simulate fighting zombies. For example, when the user throws a straight punch at a zombie coming from the left, the accelerometer measures the speed and angle of the punch to determine the accuracy of the movement. If successful, an animation of the zombie falling down is displayed.
[1159] Specific examples
[1160] scenario
[1161] The user puts on the AR device at the gym and launches the app. Zombies appear one after another, and the user defeats them with punches and squats. After playing, the results, such as calories burned and success rate, are displayed.
[1162] Prompt Sentence Examples
[1163] "Design an augmented reality fitness application for use in a gym. Users use a wearable AR device to exercise while fighting zombies. The application tracks the user's movements in real time, and the zombies' reactions change accordingly. At the end of the game, the application also provides results such as calories burned."
[1164] In this way, this invention allows users to exercise with an entertainment element, receive real-time feedback, and instantly see the results of their exercise, which helps to maintain the user's motivation and enable them to continue exercising.
[1165] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1166] Step 1:
[1167] The user puts on the augmented reality device and launches the dedicated application on their smartphone. The user taps the game start button on the application, sending a "start game" request to the server. This request also includes the user's initial location information. The server receives the "start game" request along with the user's location information.
[1168] Step 2:
[1169] The server determines the type of zombie, its spawn location, and its spawn timing based on the received location information and past play data. This data is generated as "game data" and sent to the device. It also uses prompts to generate scenarios based on a generative AI model. These scenarios are also included in the "game data."
[1170] Step 3:
[1171] The device displays the augmented reality image based on the game data received from the server. Specifically, zombies appear in the user's field of view and begin to appear at the set location and timing. At this time, sensors track the user's movements (punches, squats, etc.) in real time.
[1172] Step 4:
[1173] The device analyzes data obtained from the acceleration sensor and position sensor to determine whether the user's movements are accurate. For example, if a user performs a straight punch, the movement is determined based on the acceleration sensor data (speed, angle, etc.). The determined data is sent to the server.
[1174] Step 5:
[1175] The server determines the zombie's reaction based on the received motion data. For example, if the user's punch is successful, it generates an animation of the zombie falling down, and if it fails, it generates an animation of the zombie approaching. This reaction data is sent to the device.
[1176] Step 6:
[1177] The device displays a zombie animation in the user's field of view based on the reaction data received from the server. If the user succeeds, the zombie will be defeated, and if it fails, the zombie will be approached. During this time, the sensor continues to track the user's movements.
[1178] Step 7:
[1179] The device calculates the user's exercise data (e.g., calories burned and exercise time) in real time while playing the game and provides feedback to the user. This feedback is displayed in real time on the device's display. The data collected up to this point is used to generate the final exercise results.
[1180] Step 8:
[1181] When the user taps the end game button, a request to end the game is sent from the device to the server. The server generates a comprehensive result (success rate, calories burned, exercise time, etc.) based on the received exercise data and sends it to the device.
[1182] Step 9:
[1183] The device displays the overall result data received from the server to the user, allowing the user to check their exercise results. A specific example of the display might be "80% success rate, 200 kcal burned."
[1184] The specific movements and data flow of each step allow users to continue exercising in a game-like manner and check the effects of their exercise in real time.
[1185] Furthermore, 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.
[1186] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[1187] System Configuration
[1188] User
[1189] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[1190] Augmented reality device (terminal)
[1191] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[1192] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[1193] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[1194] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1195] Location information acquisition means: Measures the user's current location and sends that information to the server.
[1196] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[1197] Emotion engine: Analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[1198] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[1199] server
[1200] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[1201] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1202] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[1203] Calorie calculation means: Calculates calories burned based on the user's movement data.
[1204] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[1205] Specific operation flow and examples
[1206] 1. The user starts the game
[1207] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[1208] 2. Initializing the game session
[1209] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[1210] 3. Start playing the game
[1211] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[1212] 4. Recognizing user actions and displaying reactions
[1213] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[1214] 5. Emotion Recognition by Emotion Engine
[1215] The device's emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes the user's emotional state (e.g., excitement, tension, fear).
[1216] 6. Emotional game adjustments
[1217] For example, if the user is feeling overly nervous, the settings can be changed to reduce the frequency of zombie appearances and movements, thereby reducing the user's stress.
[1218] 7. Real-time feedback
[1219] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user, as well as displaying feedback based on their emotional state.
[1220] 8. End of game and results display
[1221] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and emotional data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[1222] The system allows users to combine entertainment with exercise, adapting the game to their emotional state for a more enjoyable experience, while real-time feedback allows users to see their progress immediately, helping to maintain motivation.
[1223] The processing flow will be explained below.
[1224] Step 1:
[1225] The user puts on the AR device and launches the dedicated app.
[1226] User: Puts on the augmented reality device and launches the dedicated app.
[1227] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[1228] Step 2:
[1229] The user taps the start game button.
[1230] User: Tap the Start Game button.
[1231] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[1232] Step 3:
[1233] The server initializes the game session.
[1234] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[1235] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[1236] Step 4:
[1237] The device will start displaying AR.
[1238] Terminal: Based on the data received from the server, the location where the initial zombies will appear is displayed to the user in AR.
[1239] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[1240] Step 5:
[1241] The user begins gameplay.
[1242] User: Sees a zombie approaching from the left and delivers a straight punch.
[1243] Step 6:
[1244] The terminal recognizes the user's actions.
[1245] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[1246] Device: Determines whether the user's actions are accurate based on the measurement data.
[1247] Step 7:
[1248] The terminal will display the zombie's reaction.
[1249] Terminal: Executes the zombie's reaction based on the action determination results.
[1250] If successful: Provides an AR display of the zombie falling animation.
[1251] On failure: Shows an animation of a zombie approaching.
[1252] Step 8:
[1253] The terminal recognizes the user's emotional state.
[1254] Terminal: The emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes their emotional state (e.g., excitement, tension, fear).
[1255] Step 9:
[1256] Adjust your game based on your emotions.
[1257] Device: Adjusts the frequency of zombie appearances and movement speed based on the user's emotional state.
[1258] For example, if the user is overly tense, the time between zombie appearances will be increased and their movement speed will be reduced.
[1259] Step 10:
[1260] The device provides real-time feedback.
[1261] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[1262] Device: Also displays feedback based on emotional state (e.g., "Relax and take a deep breath").
[1263] Step 11:
[1264] The user taps the end game button.
[1265] User: After playing for a certain amount of time, tap the end game button.
[1266] Terminal: Sends a game termination request to the server.
[1267] Step 12:
[1268] The server generates the final result.
[1269] Server: Receives the game end request and generates result data such as the final score, calories burned, and emotional data.
[1270] Server: Sends the result data to the terminal.
[1271] Step 13:
[1272] The terminal will display the final result.
[1273] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[1274] In this way, the system recognizes both the user's movements and emotions in real time, allowing them to enjoy exercise while making appropriate adjustments.
[1275] Example 2
[1276] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1277] Conventional augmented reality exercise systems have a fixed level of difficulty without taking the user's emotional state into account, making it difficult to provide an optimal experience for each individual user. Furthermore, real-time calorie consumption and feedback are insufficient, making it difficult to maintain user motivation. Therefore, there is a need for a system that can adjust the difficulty level according to the user's emotional state and provide an exercise experience that meets individual needs.
[1278] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[1279] In this invention, the server includes emotion response means for adjusting the game difficulty and reactions based on the emotion recognition results, location information acquisition means for acquiring the user's location information and transmitting it to the server, scenario generation means for generating a game scenario based on the response from the server, and scenario adjustment means for adjusting the game progress based on the emotion recognition results. This allows each user to exercise at the difficulty level and progress speed that is optimal for them, and enables feedback that takes into account their emotional state and calorie consumption in real time.
[1280] A "user" is a subject who wears an augmented reality device and performs exercise.
[1281] An "augmented reality device" is hardware worn by a user that displays virtual objects superimposed on the real field of view.
[1282] A "sensor" is a device that detects the user's movements, and includes a position sensor and an acceleration sensor.
[1283] A "server" is a computer system that processes, transmits, and receives game data and user action data.
[1284] The "display means" is a device or application that receives data from the server and performs augmented reality display.
[1285] The "communication means" is a means for transmitting and receiving data between the augmented reality device and the server.
[1286] The "determination means" is a means for analyzing the user's actions and displaying the zombie's reaction based on the results of those actions.
[1287] An "emotion engine" is software or hardware that recognizes a user's emotional state by analyzing their facial expressions, voice, heart rate, etc.
[1288] "Emotion response means" is a means for adjusting the game difficulty and reactions based on the recognized emotional state of the user.
[1289] The "location information acquisition means" is a means for measuring the current location of the user and transmitting that information to the server.
[1290] The "scenario generation means" is a means for generating the game progress content based on the response from the server.
[1291] The "scenario adjustment means" is a means for adjusting the progress of the game based on the emotion recognition results.
[1292] The "calorie calculation means" is a means for calculating calories burned based on the results of the user's actions.
[1293] "Feedback means" refers to means for providing the user with calculation results and emotional states in real time.
[1294] The "result generation means" is a means for generating and displaying the overall result after the game ends.
[1295] This invention is a system that uses a wearable augmented reality device to allow users to exercise while enjoying fighting zombies. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[1296] System Configuration
[1297] User
[1298] The user puts on the augmented reality device and launches a dedicated application, such as a smartphone, tablet, or dedicated AR goggles. The user taps the start game button, sending a "start game" request from the device to the server.
[1299] Augmented reality device (terminal)
[1300] Display method: Receives data sent from the server and displays it in augmented reality. For example, a smartphone's camera and display are used to insert zombies into the user's field of view. The zombie's appearance and movement are realized using a game engine such as Unity.
[1301] Sensors: Position sensors and accelerometers (e.g., built-in smartphone sensors) are used to track user movements (punches, squats, etc.) in real time.
[1302] Communication method: Data is transmitted to the server to send and receive information about zombie appearances and user behavior. Wi-Fi or Bluetooth is typically used.
[1303] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1304] Location information acquisition means: The user's current location is measured using a location information acquisition function such as GPS, and that information is sent to the server.
[1305] Feedback: Calculates calories burned and exercise time in real time and provides feedback to the user. Feedback is also displayed according to the user's emotional state.
[1306] Emotion engine: Using the front camera, microphone, and wearable devices (e.g., smartwatches), the engine analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[1307] Result generation means: After the game ends, a comprehensive result (success rate, calories burned, etc.) is generated based on the exercise data and displayed to the user.
[1308] server
[1309] Game data generation means: Generates the type of zombie, its appearance location, and its appearance timing, and sends it to the device. It runs on a cloud server (e.g., AWS EC2).
[1310] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1311] Communication means: Receives user movement data and location information sent from the device and updates game data in real time based on that data.
[1312] Calorie calculation means: Calculates calories burned based on the user's movement data and biological information.
[1313] Result generation means: After the game ends, the user's overall result is generated and sent to the terminal.
[1314] Specific examples
[1315] A user launches an app called "ZombFit" and begins a 10-minute exercise session. The user repeatedly punches zombies that appear from the left, and the device's sensors recognize each accurate movement, causing the zombie to fall down in an animation. During the game, the user's heart rate spikes, so the server reduces the frequency of zombie appearances, reducing the user's stress.
[1316] Prompt Sentence Examples
[1317] "When a user launches the ZombFit app and starts playing, please explain how this system works, including adjusting the frequency of zombie appearances based on the user's emotional state."
[1318] The system allows users to exercise with an entertainment element, keeps them motivated with real-time feedback, and adjusts to their emotional state to provide an optimal exercise experience for each individual user.
[1319] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1320] Step 1: User starts the game
[1321] Input: The user puts on the AR device, launches the dedicated exercise app, and taps the start game button.
[1322] Processing: The device receives the game start request tapped by the user and sends a "game start" request to the server.
[1323] Output: A game start request is sent to the server.
[1324] Specific operation: When the user taps the app on their smartphone and presses the "Start Game" button, a request is sent to the server.
[1325] Step 2: Initialize the game session
[1326] Input: The server receives a game start request and retrieves the user's location and past play data.
[1327] Processing: The server sets the type of zombie, its spawn location, and spawn timing based on the received location information and gameplay data. The server then sends this setting information to the device.
[1328] Output: The initial game settings are sent to the device.
[1329] Specific operation: The server on AWS EC2 processes past play data and user location information, generates an appropriate game scenario, and sends it to the device.
[1330] Step 3: Start playing the game
[1331] Input: The device receives the game initial setting data sent from the server.
[1332] Processing: Based on the received data, the device inserts the zombie into the user's field of view in an AR display, and the sensors begin tracking the user's movements in real time.
[1333] Output: A zombie appears in the user's field of view and tracks the user's movements.
[1334] How it works: Developed using Unity, the app displays zombies in the user's field of view and uses sensors to track their punches and movements.
[1335] Step 4: Recognizing user actions and displaying reactions
[1336] Input: The user takes an action against a zombie (e.g., a straight punch). The device's sensors capture the action data.
[1337] Processing: The device's accelerometer measures the speed and angle of the punch and determines whether it is an accurate punch. Based on the result, the zombie's reaction (falling, approaching, etc.) is displayed.
[1338] Output: The zombie's reaction based on the result of the check is displayed in the user's field of view.
[1339] Specific behavior: When the user lands an accurate straight punch, an animation of the zombie falling down is played in the AR display.
[1340] Step 5: Emotion Recognition with the Emotion Engine
[1341] Input: The device's emotion engine acquires the user's biometric information (e.g., facial expressions, heart rate, voice).
[1342] Processing: The emotion engine analyzes the acquired data and recognizes the user's emotional state (e.g., excitement, tension, fear).
[1343] Output: Data is generated that indicates the user's emotional state.
[1344] Specific operation: Using the Emotion SDK, the system analyzes the user's camera image and also collects the user's heart rate data to recognize their emotional state.
[1345] Step 6: Adjust your game based on your emotions
[1346] Input: Emotion recognition results are sent to the server.
[1347] Processing: The server adjusts the frequency of zombie appearances and the speed of their movements based on the emotion recognition results, and sends the settings to the device.
[1348] Output: The game difficulty and progression speed are adjusted and reflected on the device.
[1349] Specific operation: If the user is recognized as being nervous, the server reduces the frequency of zombie appearances, and the device receives and reflects this instruction.
[1350] Step 7: Real-time feedback
[1351] Input: The device collects data from sensors and the emotion engine and sends it to the server.
[1352] Processing: The server analyzes the movement and emotion data, generates real-time feedback on calories burned and exercise time, and sends it to the device.
[1353] Output: Real-time feedback is displayed to the user.
[1354] Specific operation: During the game, information such as "Current calories burned: 150Kcal" will be displayed on the device screen.
[1355] Step 8: Ending the game and displaying the results
[1356] Input: The user taps the quit game button.
[1357] Processing: The device sends a "game end" request to the server. The server generates a comprehensive result based on the movement data and emotion data and sends it to the device. The device receives it and displays the result to the user.
[1358] Output: The overall result is displayed on the user's device.
[1359] Specific operation: When the user presses the end button, a result such as "Success rate 80%, calories burned 200Kcal" is displayed.
[1360] (Application example 2)
[1361] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1362] Conventional exercise support systems lacked elements to sustain user motivation, making it difficult to maintain continuous use. Furthermore, they lacked entertainment elements and did not properly adjust to the user's emotional state, making it difficult to achieve effective exercise. In particular, there was no system in physical stores that allowed customers to exercise while having an enjoyable experience. Therefore, new methods were needed to increase customer visit frequency and length of stay.
[1363] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes an augmented reality device worn by the user, and includes a sensor that detects the user's movements, a display means that receives data from the server and displays the augmented reality image, a communication means that communicates with the server and acquires the location and timing of zombie appearances, a determination means that determines the user's movements and displays the zombie's reactions based on the movement determination results, an emotion recognition means that recognizes the user's emotional state and adjusts the game difficulty, a location information acquisition means that acquires the user's location information and transmits it to the server, a scenario generation means that generates a game scenario based on a response from the server, a game adjustment means that dynamically adjusts game settings based on the output of the emotion recognition means, a calorie calculation means that calculates calories burned based on the user's movement determination results, a feedback means that provides the calculation result to the user in real time, a result generation means that generates and displays a total result after the game ends, and a dynamic feedback means that dynamically provides feedback based on the output of the emotion recognition means. This allows customers to enjoy exercising in a physical store while maintaining their motivation.
[1364] An "augmented reality device" is a device that displays virtual objects and information overlaid on a user's field of view in the real world.
[1365] A "sensor" is a device for detecting a user's movements, and includes a position sensor, an acceleration sensor, and the like.
[1366] The "display means" is a part of the augmented reality device that has the function of displaying augmented reality based on data received from the server.
[1367] The "communication means" is a part that has the function of communicating with the server and obtaining the location and timing of zombie appearances.
[1368] The "determination means" is a part that has a function for determining the user's actions and displaying the zombie's reaction based on the action determination result.
[1369] The "emotion recognition means" is a part that has the function of recognizing the user's emotional state and adjusting the difficulty level of the game based on that information.
[1370] The "location information acquisition means" is a part that has a function for acquiring the user's location information and transmitting it to the server.
[1371] The "scenario generation means" is a part that has the function of generating a game scenario based on a response from the server.
[1372] The "game adjustment means" is a part that has a function for dynamically adjusting the game settings based on the output of the emotion recognition means.
[1373] The "calorie calculation means" is a part that has a function for calculating calories burned based on the result of the user's movement determination.
[1374] The "feedback means" is a part that has a function for providing the calculation results to the user in real time.
[1375] The "result generation means" is a part that has the function of generating and displaying the overall result after the game ends.
[1376] The "dynamic feedback means" is a part having a function for dynamically providing feedback in real time based on the output of the emotion recognition means.
[1377] This invention relates to a system that uses an augmented reality device (AR device) to provide a user with an exercise experience of fighting zombies in a physical store. A specific embodiment of this system will be described in detail below.
[1378] System Configuration
[1379] Hardware
[1380] Augmented Reality Devices: The system uses advanced AR devices like HoloLens 2 and Magic Leap, which overlay virtual zombies and exercise information onto the user's field of view.
[1381] Sensors: Equipped with a position sensor and an acceleration sensor to detect user movements (punches, kicks, etc.). It also uses a heart rate sensor and facial expression camera as biometric sensors.
[1382] Server: Uses AWS (Amazon Web Services) to analyze and communicate real-time data.
[1383] software
[1384] Unity: Unity is used to create the AR content. The appearance of zombies and their movement animations are designed and implemented in Unity.
[1385] Python: Python is used to implement the motion tracking and emotion recognition engine.
[1386] Communication Protocol: A standard communication protocol (e.g., HTTP / HTTPS) is used for communication between the server and the augmented reality device.
[1387] Specific operation flow and examples
[1388] System initialization
[1389] When a user puts on the augmented reality device and enters a shopping area, the app automatically starts up. The user's location information is acquired and sent to the server. The server then sets the zombie spawn point based on this location information.
[1390] Gameplay
[1391] Based on data obtained from the server, a zombie appears in the user's field of view. When the user swings their fist, the accelerometer tracks the movement and determines whether the movement was performed correctly. If successful, an animation of the zombie falling down is displayed.
[1392] emotion recognition
[1393] Using biometric sensors (heart rate sensor and facial expression camera), the user's emotional state is analyzed in real time. Using Python, an emotion recognition engine identifies the user's emotions (e.g., excitement, tension, fear).
[1394] Game Adjustments
[1395] The system adjusts the frequency of zombie appearances and difficulty based on the output of the emotion recognition engine. For example, if the user is overly nervous, it will switch to a setting that softens the zombie movements. It also provides real-time feedback on calories burned and game progress.
[1396] End of game and results display
[1397] At the end of the game, the server generates and displays a final overall result to the user, which can range from accuracy of movements, calories burned, and changes in emotional state.
[1398] Examples and prompts
[1399] Specific examples
[1400] User Story:
[1401] Customers visiting a physical store put on an AR device and begin exercising in a specific area of the store, simulating a battle with zombies. The user's movements determine how they can defeat zombies, and the game's difficulty is adjusted based on emotion recognition, allowing them to enjoy an exciting workout. After the game is over, comprehensive exercise data is displayed in real time, providing an effective exercise experience.
[1402] Prompt Sentence Examples
[1403] "Create a system that provides an AR exercise experience where users fight zombies in a brick-and-mortar store. Track the user's movements and use emotion recognition to adjust the difficulty of the game in real time. Also provide real-time feedback on calories burned and overall results."
[1404] This system allows users to enjoy a new experience that combines entertainment and fitness in a physical store, and its flexible adjustment function based on emotional state allows for a more personalized exercise experience.
[1405] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1406] Step 1:
[1407] System initialization:
[1408] When a user wears an augmented reality device and starts an application, the device requests initial setting information from the server. The server then transmits the initial setting information, including the user's location information, to the device.
[1409] Specific behavior:
[1410] When a user enters a physical store, the AR device automatically launches the application. The device's location sensor is used to obtain the user's current location and transmits it to the server. The server then uses this location information to calculate the zombie spawn point and transmits the zombie spawn timing and type to the device.
[1411] Step 2:
[1412] AR display and motion tracking begins:
[1413] The device displays the zombies in AR based on the data received from the server, while simultaneously tracking the user's movements using the location and accelerometer sensors.
[1414] Specific behavior:
[1415] Using Unity, the AR display shows zombies appearing in the user's field of view. When the user shakes or swings their fist, the accelerometer and position sensor collect data in real time to determine their movement patterns.
[1416] Step 3:
[1417] Action determination and zombie reaction determination:
[1418] The device analyzes the tracked movement data, determines the accuracy of the movement, and displays the zombie's reaction according to the result.
[1419] Specific behavior:
[1420] Using Python code, the speed and angle of the user's punch or kick are calculated, and a judgment algorithm evaluates the accuracy of the movement. If the movement is accurate, Unity displays an animation of the zombie falling, and if it is inaccurate, it displays an animation of the zombie approaching.
[1421] Step 4:
[1422] Emotion Recognition and Game Adjustment:
[1423] The device uses a facial recognition camera and heart rate sensor to monitor the user's emotional state and transmits it to a server, which then adjusts game settings based on the emotional data.
[1424] Specific behavior:
[1425] A facial expression recognition algorithm analyzes the user's facial expression data and identifies their emotional state (e.g., excitement, tension, fear) using Python. This data is sent to a server, which then adjusts the frequency and movement of zombies and sends new settings to the device. If the user is overly tense, the frequency of zombie appearances will be reduced.
[1426] Step 5:
[1427] Providing real-time feedback:
[1428] The server calculates the user's calorie consumption and game progress in real time based on the user's movement data and sends the data to the device, which then provides feedback to the user.
[1429] Specific behavior:
[1430] A calorie calculation algorithm is used to calculate calories burned based on the user's movement data. Unity is used to visually display this feedback to the user. For example, real-time feedback such as "Calories burned: 150 kcal" is displayed on the screen.
[1431] Step 6:
[1432] End of game and overall results:
[1433] When the user finishes the game, the device sends a termination signal to the server, which generates a comprehensive result (such as success rate, calories burned, and exercise time) and sends it to the device, which then displays it to the user.
[1434] Specific behavior:
[1435] When the user taps the end game button, an end signal is sent to the server. The server calculates the overall result based on all the collected data and generates a final result report. The device receives this and displays the overall result to the user, such as "Success rate: 80%, Calories burned: 200kcal."
[1436] Each step of the system brings users to a fun exercise experience in a brick-and-mortar setting, with game adjustments based on real-time feedback and emotion recognition to provide a personalized experience.
[1437] 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 audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio 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 audio data.
[1438] 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> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with 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.
[1439] 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.
[1440] [Fourth embodiment]
[1441] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1442] 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.
[1443] 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 WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1444] 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. The microphone 238, the speaker 240, the camera 42, and the control target 443 are also connected to the bus 52.
[1445] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[1446] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and 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 surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[1447] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1448] The control object 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. 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.
[1449] Fig. 8 shows an example of the 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.
[1450] 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.
[1451] 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.
[1452] In the robot 414, the processor 46 performs the reception output process. 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.
[1453] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1454] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game is over.
[1455] System Configuration
[1456] User
[1457] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[1458] Augmented reality device (terminal)
[1459] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[1460] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[1461] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[1462] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1463] Location information acquisition means: Measures the user's current location and sends that information to the server.
[1464] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[1465] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[1466] server
[1467] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[1468] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1469] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[1470] Calorie calculation means: Calculates calories burned based on the user's movement data.
[1471] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[1472] Specific operation flow
[1473] 1. The user starts the game
[1474] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[1475] 2. Initializing the game session
[1476] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[1477] 3. Start playing the game
[1478] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[1479] 4. Recognizing user actions and displaying reactions
[1480] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[1481] 5. Real-time feedback
[1482] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user.
[1483] 6. End of game and results display
[1484] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[1485] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[1486] The processing flow will be explained below.
[1487] Step 1:
[1488] The user puts on the AR device and launches the dedicated app.
[1489] User: Puts on the augmented reality device and launches the dedicated app.
[1490] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[1491] Step 2:
[1492] The user taps the start game button.
[1493] User: Tap the Start Game button.
[1494] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[1495] Step 3:
[1496] The server initializes the game session.
[1497] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[1498] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[1499] Step 4:
[1500] The device will start displaying AR.
[1501] Terminal: Based on the data received from the server, the device provides the user with an AR display of the initial zombie appearance location.
[1502] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[1503] Step 5:
[1504] The user performs an action on the zombie.
[1505] User: Immediately after the game starts, he sees a zombie approaching from the left and delivers a straight punch.
[1506] Step 6:
[1507] The terminal recognizes the user's actions.
[1508] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[1509] Device: Based on the measurement data, determine whether the user's actions are accurate.
[1510] Step 7:
[1511] The terminal will display the zombie's reaction.
[1512] Terminal: Executes the zombie's reaction based on the action determination results.
[1513] If successful: Provides an AR display of the zombie's death animation.
[1514] On failure: Shows an animation of a zombie approaching.
[1515] Step 8:
[1516] The terminal transmits the operation determination result to the server.
[1517] Terminal: Sends the action determination results and reaction information to the server.
[1518] Step 9:
[1519] The server updates the score.
[1520] Server: Receives the action judgment results and reaction information and updates the user's score.
[1521] Server: Calculates the user's calories burned and exercise time in real time.
[1522] Step 10:
[1523] The device provides real-time feedback.
[1524] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[1525] Step 11:
[1526] The user taps the end game button.
[1527] User: After playing for a certain amount of time, tap the end game button.
[1528] Terminal: Sends a game termination request to the server.
[1529] Step 12:
[1530] The server generates the final result.
[1531] Server: Receives the game end request and generates result data such as the final score and calories burned.
[1532] Server: Sends the result data to the terminal.
[1533] Step 13:
[1534] The terminal will display the final result.
[1535] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[1536] Example 1
[1537] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1538] With conventional exercise systems, it has been difficult to maintain motivation while continuing to exercise. Furthermore, conventional augmented reality systems lack the functionality to track the user's movements and location in real time, while providing corresponding feedback and final exercise results. This has led to the issue that users cannot immediately see the results of their exercise, making it difficult to maintain continuous motivation.
[1539] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1540] In this invention, the server includes a location information acquisition means for acquiring the user's location information and transmitting it to the server, a scenario generation means for generating a game scenario based on a response from the server, a feedback means for displaying the calories burned and exercise time in real time and providing feedback to the user, and a result generation means for generating and displaying a total result based on the user's exercise data after the game ends. This provides an entertaining exercise experience and displays the exercise results to the user in real time, thereby maintaining the user's motivation and enabling them to continue exercising.
[1541] An "augmented reality device" is a device worn by a user that can display a virtual world overlaid with the real world.
[1542] A "sensor" is a device or technology used to detect a user's movements and location information.
[1543] The "display means" refers to a function that performs augmented reality display based on data received from the server.
[1544] "Communication means" refers to the devices and technologies used to send and receive data to and from the server.
[1545] The "determination means" is a function that evaluates whether the user's actions detected by the sensor are accurate and displays the zombie's reaction based on the results.
[1546] The "location information acquisition means" is a function that measures the user's current location and transmits that information to the server.
[1547] "Feedback means" refers to a function that calculates calories burned and exercise time in real time and displays them to the user.
[1548] The "result generation means" is a function that generates and displays a total result based on the user's exercise data after the game ends.
[1549] "Scenario generation means" refers to a function that generates an appropriate game scenario based on the user's location information and past play data.
[1550] The "calorie calculation means" is a function that calculates the calories burned based on the user's motion data.
[1551] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). The system tracks the user's movements in real time, and the zombies in the game react to those movements. It also provides results such as calories burned after the game ends. Specific hardware and software configurations and their operation are described below.
[1552] composition
[1553] User
[1554] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[1555] Augmented reality device (terminal)
[1556] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance and movement are based on data sent from the server (e.g., using Microsoft HoloLens or Oculus Quest).
[1557] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time (e.g., using IMU sensors and GPS).
[1558] Communication method: Data is transmitted to the server via Wi-Fi or Bluetooth to send and receive information about zombie appearances and user behavior.
[1559] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1560] Location information acquisition means: Measures the user's current location and sends that information to the server.
[1561] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[1562] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[1563] server
[1564] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[1565] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1566] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[1567] Calorie calculation means: Calculates calories burned based on the user's movement data.
[1568] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[1569] Specific examples
[1570] For example, a user starts a game in their living room. When the user delivers a straight punch to a zombie approaching from the left, the device's accelerometer measures the speed and angle of the punch and determines whether it was an accurate move. If successful, an animation of the zombie falling down is displayed. During play, the screen displays "Calories burned: 150 kcal, exercise time: 10 minutes." After playing for a certain period of time, the user taps the end game button, which sends a request to end the game to the server, and the overall result is calculated and displayed on the device.
[1571] Prompt Sentence Examples
[1572] Prompt: Put on the AR device, launch the dedicated app, and start fighting zombies. When a zombie appears, perform punches and squats that are tracked by various sensors. If you perform the movements correctly, an animation of the zombie falling will be displayed, and the calories burned will be displayed in real time. After the game ends, the success rate and calories burned will be displayed as your overall results.
[1573] This system allows users to exercise with an entertainment element built in, helping them to continue exercising without getting bored, and also helps maintain motivation by providing real-time feedback that allows users to immediately see the results of their exercise.
[1574] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1575] Step 1: User starts the game
[1576] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server. This request includes the user's current location information. The server receives the request and obtains the user's location information.
[1577] Input: User's current location, game start request
[1578] Output: Send request to server, get location information
[1579] Step 2: The server initializes the game session
[1580] The server sets the type of zombie, its appearance location, and its appearance timing based on the user's current location information and past play data. For example, it generates data such as "a fast zombie will appear from the user's right side." The generated game data is sent from the server to the device.
[1581] Input: User location information, past play data
[1582] Output: Game data (zombie type, appearance location, appearance timing)
[1583] Step 3: Start playing the game
[1584] The device starts the AR display based on the data received from the server, and displays zombies in the user's field of view. The device's sensors (e.g., location sensor, acceleration sensor) also start tracking the user's movements in real time. For example, suppose the device displays the instruction "Zombies will appear from the right side."
[1585] Input: Game data from the server
[1586] Output: AR display of zombies, movement tracking by sensors
[1587] Step 4: Recognizing user actions and displaying reactions
[1588] When a user punches, the device's accelerometer measures the speed and angle of the punch. Based on this data, the device determines whether the punch was accurate. If the punch was accurate, it displays an animation of the zombie falling, and if it was inaccurate, it displays an animation of the zombie approaching. For example, if a user punches straight and it's accurate, it displays an animation of the zombie falling.
[1589] Input: User movement data (speed, angle)
[1590] Output: Action determination result, zombie reaction display (falling / approaching)
[1591] Step 5: Provide real-time feedback
[1592] During gameplay, the device calculates the calories burned and exercise time in real time and displays them to the user. For example, "Calories burned: 150 kcal, exercise time: 10 minutes" is displayed in the corner of the screen in real time. This allows the user to instantly check the results of their exercise.
[1593] Input: User's movement data, time lapse
[1594] Output: Real-time display of calories burned and exercise time
[1595] Step 6: Ending the game and displaying the results
[1596] After playing for a certain period of time, the user taps the end game button, which sends a request to end the game from the device to the server. The server generates a total result (success rate, calories burned, exercise time, etc.) based on the received data and sends it to the device. Finally, the device displays the total result to the user. For example, "success rate 80%, calories burned 200 kcal, exercise time 15 minutes" is displayed on the screen.
[1597] Input: Game end request, user's exercise data
[1598] Output: Overall results (success rate, calories burned, exercise time), display of results
[1599] (Application example 1)
[1600] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1601] Modern fitness exercises often have difficulty in keeping users engaged in exercise for an extended period of time. Monotonous exercises, in particular, can reduce users' motivation. Furthermore, the lack of immediate feedback makes it difficult to grasp the effectiveness and progress of exercise, making it difficult to maintain sustained exercise. Therefore, there is a need for a system that incorporates entertainment elements to help users continue exercising in a fun and effective way.
[1602] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1603] In this invention, the server includes a feedback unit that tracks the user's exercise status in real time and calculates the calories burned and exercise time, a result generation unit that evaluates the success rate of the exercise and generates a final result, and a generation unit that uses prompt sentences to generate scenarios and actions based on a generative AI model. This allows the user to exercise with an entertainment element and instantly check the results of their exercise while receiving real-time feedback. This helps maintain the user's motivation and enable them to exercise continuously.
[1604] An "augmented reality device" is a device that displays virtual objects in the real field of view, allowing the user to experience both a virtual environment and a real environment at the same time.
[1605] A "sensor" is a measuring device used to detect a user's movements and location information.
[1606] The "display means" is a device or system that displays augmented reality based on data received from the server.
[1607] "Communication means" refers to a device or system for transmitting and receiving data between a server and a terminal.
[1608] The "determination means" is a device or system that analyzes sensor data and evaluates the accuracy of the user's actions.
[1609] "Feedback means" refers to a device or system that tracks the user's exercise status in real time and calculates and displays the calories burned and exercise time.
[1610] A "result generation means" is a device or system that generates the end result of exercise and displays it to the user.
[1611] The "location information acquisition means" is a device or system for measuring the user's current location and transmitting that information to the server.
[1612] "Scenario generation means" refers to a device or system that generates a game scenario based on the user's location information and past play data.
[1613] The "calorie calculation means" is a device or system for calculating the calories burned based on the results of the user's movement determination.
[1614] A "generation means" is a device or system that uses prompt statements to generate scenarios and actions based on a generative AI model.
[1615] To implement this invention, a user must first wear the augmented reality device and launch a dedicated application. The system tracks the user's movements in real time and communicates with the server to progress through the game.
[1616] Hardware and Software
[1617] 1. Hardware:
[1618] Augmented reality device (AR device): A device that displays virtual objects in the real field of view, allowing users to experience virtual and real environments simultaneously.
[1619] Sensor: A measuring device used to detect user movements and location information.
[1620] Smartphone: A device that uses sensors (accelerometers) and cameras to track user movements.
[1621] Head-mounted display (HMD): A device that displays AR and inserts zombies into the user's field of vision.
[1622] 2. Software:
[1623] OpenCV: An image processing library used for visual tracking.
[1624] Flask: A lightweight Python web application framework used as a communication method.
[1625] Data processing and calculation
[1626] 1. Server process:
[1627] The server tracks the user's exercise progress in real time, provides feedback by calculating calories burned and exercise time, evaluates the success rate of the exercise, and generates final results. It also uses prompts to generate scenarios and actions based on generative AI models.
[1628] 2. Terminal processing:
[1629] The device displays the augmented reality display based on the data received from the server. It analyzes the sensor data, evaluates the accuracy of the user's movements, and displays the zombie's reactions based on the results. It also displays the user's calories burned and exercise time in real time, and accumulates data to generate the final exercise results.
[1630] 3. User Actions:
[1631] The user wears an augmented reality device and performs exercises that simulate fighting zombies. For example, when the user throws a straight punch at a zombie coming from the left, the accelerometer measures the speed and angle of the punch to determine the accuracy of the movement. If successful, an animation of the zombie falling down is displayed.
[1632] Specific examples
[1633] scenario
[1634] The user puts on the AR device at the gym and launches the app. Zombies appear one after another, and the user defeats them with punches and squats. After playing, the results, such as calories burned and success rate, are displayed.
[1635] Prompt Sentence Examples
[1636] "Design an augmented reality fitness application for use in a gym. Users use a wearable AR device to exercise while fighting zombies. The application tracks the user's movements in real time, and the zombies' reactions change accordingly. At the end of the game, the application also provides results such as calories burned."
[1637] In this way, this invention allows users to exercise with an entertainment element, receive real-time feedback, and instantly see the results of their exercise, which helps to maintain the user's motivation and enable them to continue exercising.
[1638] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1639] Step 1:
[1640] The user puts on the augmented reality device and launches the dedicated application on their smartphone. The user taps the game start button on the application, sending a "start game" request to the server. This request also includes the user's initial location information. The server receives the "start game" request along with the user's location information.
[1641] Step 2:
[1642] The server determines the type of zombie, its spawn location, and its spawn timing based on the received location information and past play data. This data is generated as "game data" and sent to the device. It also uses prompts to generate scenarios based on a generative AI model. These scenarios are also included in the "game data."
[1643] Step 3:
[1644] The device displays the augmented reality image based on the game data received from the server. Specifically, zombies appear in the user's field of view and begin to appear at the set location and timing. At this time, sensors track the user's movements (punches, squats, etc.) in real time.
[1645] Step 4:
[1646] The device analyzes data obtained from the acceleration sensor and position sensor to determine whether the user's movements are accurate. For example, if a user performs a straight punch, the movement is determined based on the acceleration sensor data (speed, angle, etc.). The determined data is sent to the server.
[1647] Step 5:
[1648] The server determines the zombie's reaction based on the received motion data. For example, if the user's punch is successful, it generates an animation of the zombie falling down, and if it fails, it generates an animation of the zombie approaching. This reaction data is sent to the device.
[1649] Step 6:
[1650] The device displays a zombie animation in the user's field of view based on the reaction data received from the server. If the user succeeds, the zombie will be defeated, and if it fails, the zombie will be approached. During this time, the sensor continues to track the user's movements.
[1651] Step 7:
[1652] The device calculates the user's exercise data (e.g., calories burned and exercise time) in real time while playing the game and provides feedback to the user. This feedback is displayed in real time on the device's display. The data collected up to this point is used to generate the final exercise results.
[1653] Step 8:
[1654] When the user taps the end game button, a request to end the game is sent from the device to the server. The server generates a comprehensive result (success rate, calories burned, exercise time, etc.) based on the received exercise data and sends it to the device.
[1655] Step 9:
[1656] The device displays the overall result data received from the server to the user, allowing the user to check their exercise results. A specific example of the display might be "80% success rate, 200 kcal burned."
[1657] The specific movements and data flow of each step allow users to continue exercising in a game-like manner and check the effects of their exercise in real time.
[1658] Furthermore, 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.
[1659] This invention is a system that allows users to exercise while enjoying fighting zombies using an augmented reality device (AR device). Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[1660] System Configuration
[1661] User
[1662] The user puts on the augmented reality device, launches the dedicated app, and begins the game.
[1663] Augmented reality device (terminal)
[1664] Display method: Zombies are inserted into the user's field of view using AR display. The zombie's appearance position and movement are based on data sent from the server.
[1665] Sensors: Position and acceleration sensors are used to track user movements (punches, squats, etc.) in real time.
[1666] Communication means: Data is communicated with the server to send and receive information on zombie appearances and user behavior data.
[1667] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1668] Location information acquisition means: Measures the user's current location and sends that information to the server.
[1669] Feedback means: Displays calories burned and exercise time in real time, providing feedback to the user.
[1670] Emotion engine: Analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[1671] Result generation means: After the game ends, the overall result (success rate, calories burned, etc.) is generated and displayed based on the user's exercise data.
[1672] server
[1673] Game data generation: Generates the type of zombie, its appearance location, and its appearance timing, and sends them to the device.
[1674] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1675] Communication means: Receives user motion data and location information sent from the terminal, and updates game data in real time based on that data.
[1676] Calorie calculation means: Calculates calories burned based on the user's movement data.
[1677] Result generation means: After the game ends, the user's overall result (success rate, calories burned, exercise time, etc.) is generated and sent to the terminal.
[1678] Specific operation flow and examples
[1679] 1. The user starts the game
[1680] The user puts on the AR device and launches the dedicated app. When the user taps the start game button, a "start game" request is sent from the device to the server.
[1681] 2. Initializing the game session
[1682] The server sets up the game's initial settings (type of zombie, appearance location, appearance timing, etc.) based on the user's location information and setting information, and sends that data to the terminal.
[1683] 3. Start playing the game
[1684] The device displays AR images based on the data received from the server, and zombies appear from the left and above. At the same time, the device begins tracking the user's movements with sensors.
[1685] 4. Recognizing user actions and displaying reactions
[1686] For example, if a user throws a straight punch at a zombie coming from the left, the device's accelerometer measures the speed and angle of the punch to determine whether it was an accurate move. If successful, an animation of the zombie falling down is displayed.
[1687] 5. Emotion Recognition by Emotion Engine
[1688] The device's emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes the user's emotional state (e.g., excitement, tension, fear).
[1689] 6. Emotional game adjustments
[1690] For example, if the user is feeling overly nervous, the settings can be changed to reduce the frequency of zombie appearances and movements, thereby reducing the user's stress.
[1691] 7. Real-time feedback
[1692] During gameplay, the device calculates calories burned and exercise time in real time and provides feedback to the user, as well as displaying feedback based on their emotional state.
[1693] 8. End of game and results display
[1694] After playing for a certain period of time, the user taps the end game button, and the device sends a request to the server to end the game. The server generates a comprehensive result based on the exercise data and emotional data and sends it to the device. The device receives this and displays the result to the user (e.g., "80% success rate, 200 kcal burned").
[1695] The system allows users to combine entertainment with exercise, adapting the game to their emotional state for a more enjoyable experience, while real-time feedback allows users to see their progress immediately, helping to maintain motivation.
[1696] The processing flow will be explained below.
[1697] Step 1:
[1698] The user puts on the AR device and launches the dedicated app.
[1699] User: Puts on the augmented reality device and launches the dedicated app.
[1700] Terminal: The initial screen will be displayed and the Start Game button will be displayed.
[1701] Step 2:
[1702] The user taps the start game button.
[1703] User: Tap the Start Game button.
[1704] Terminal: Obtains the user's location and settings information and sends a "start game" request to the server.
[1705] Step 3:
[1706] The server initializes the game session.
[1707] Server: Receives a game start request and generates a game scenario based on the user's location information and settings information.
[1708] Server: Generates game data such as the type of zombie, its appearance location, and its appearance timing, and sends it to the device.
[1709] Step 4:
[1710] The device will start displaying AR.
[1711] Terminal: Based on the data received from the server, the location where the initial zombies will appear is displayed to the user in AR.
[1712] Device: Starts acquiring location and accelerometer data to track the user's movements in real time.
[1713] Step 5:
[1714] The user begins gameplay.
[1715] User: Sees a zombie approaching from the left and delivers a straight punch.
[1716] Step 6:
[1717] The terminal recognizes the user's actions.
[1718] Device: Measures the speed and angle of the user's punch based on data from the accelerometer.
[1719] Device: Determines whether the user's actions are accurate based on the measurement data.
[1720] Step 7:
[1721] The terminal will display the zombie's reaction.
[1722] Terminal: Executes the zombie's reaction based on the action determination results.
[1723] If successful: Provides an AR display of the zombie falling animation.
[1724] On failure: Shows an animation of a zombie approaching.
[1725] Step 8:
[1726] The terminal recognizes the user's emotional state.
[1727] Terminal: The emotion engine analyzes the user's facial expression data, voice, heart rate, etc., and recognizes their emotional state (e.g., excitement, tension, fear).
[1728] Step 9:
[1729] Adjust your game based on your emotions.
[1730] Device: Adjusts the frequency of zombie appearances and movement speed based on the user's emotional state.
[1731] For example, if the user is overly tense, the time between zombie appearances will be increased and their movement speed will be reduced.
[1732] Step 10:
[1733] The device provides real-time feedback.
[1734] Terminal: Displays real-time information (e.g., calories burned, exercise time) to the user.
[1735] Device: Also displays feedback based on emotional state (e.g., "Relax and take a deep breath").
[1736] Step 11:
[1737] The user taps the end game button.
[1738] User: After playing for a certain amount of time, tap the end game button.
[1739] Terminal: Sends a game termination request to the server.
[1740] Step 12:
[1741] The server generates the final result.
[1742] Server: Receives the game end request and generates result data such as the final score, calories burned, and emotional data.
[1743] Server: Sends the result data to the terminal.
[1744] Step 13:
[1745] The terminal will display the final result.
[1746] Terminal: Receives the result data and displays feedback to the user (e.g., "Success rate 80%, calories burned 200Kcal").
[1747] In this way, the system recognizes both the user's movements and emotions in real time, allowing them to enjoy exercise while making appropriate adjustments.
[1748] Example 2
[1749] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1750] Conventional augmented reality exercise systems have a fixed level of difficulty without taking the user's emotional state into account, making it difficult to provide an optimal experience for each individual user. Furthermore, real-time calorie consumption and feedback are insufficient, making it difficult to maintain user motivation. Therefore, there is a need for a system that can adjust the difficulty level according to the user's emotional state and provide an exercise experience that meets individual needs.
[1751] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[1752] In this invention, the server includes emotion response means for adjusting the game difficulty and reactions based on the emotion recognition results, location information acquisition means for acquiring the user's location information and transmitting it to the server, scenario generation means for generating a game scenario based on the response from the server, and scenario adjustment means for adjusting the game progress based on the emotion recognition results. This allows each user to exercise at the difficulty level and progress speed that is optimal for them, and enables feedback that takes into account their emotional state and calorie consumption in real time.
[1753] A "user" is a subject who wears an augmented reality device and performs exercise.
[1754] An "augmented reality device" is hardware worn by a user that displays virtual objects superimposed on the real field of view.
[1755] A "sensor" is a device that detects the user's movements, and includes a position sensor and an acceleration sensor.
[1756] A "server" is a computer system that processes, transmits, and receives game data and user action data.
[1757] The "display means" is a device or application that receives data from the server and performs augmented reality display.
[1758] The "communication means" is a means for transmitting and receiving data between the augmented reality device and the server.
[1759] The "determination means" is a means for analyzing the user's actions and displaying the zombie's reaction based on the results of those actions.
[1760] An "emotion engine" is software or hardware that recognizes a user's emotional state by analyzing their facial expressions, voice, heart rate, etc.
[1761] "Emotion response means" is a means for adjusting the game difficulty and reactions based on the recognized emotional state of the user.
[1762] The "location information acquisition means" is a means for measuring the current location of the user and transmitting that information to the server.
[1763] The "scenario generation means" is a means for generating the game progress content based on the response from the server.
[1764] The "scenario adjustment means" is a means for adjusting the progress of the game based on the emotion recognition results.
[1765] The "calorie calculation means" is a means for calculating calories burned based on the results of the user's actions.
[1766] "Feedback means" refers to means for providing the user with calculation results and emotional states in real time.
[1767] The "result generation means" is a means for generating and displaying the overall result after the game ends.
[1768] This invention is a system that uses a wearable augmented reality device to allow users to exercise while enjoying fighting zombies. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system adjusts the game's difficulty and reactions according to the user's emotional state, providing a more effective and enjoyable exercise experience.
[1769] System Configuration
[1770] User
[1771] The user puts on the augmented reality device and launches a dedicated application, such as a smartphone, tablet, or dedicated AR goggles. The user taps the start game button, sending a "start game" request from the device to the server.
[1772] Augmented reality device (terminal)
[1773] Display method: Receives data sent from the server and displays it in augmented reality. For example, a smartphone's camera and display are used to insert zombies into the user's field of view. The zombie's appearance and movement are realized using a game engine such as Unity.
[1774] Sensors: Position sensors and accelerometers (e.g., built-in smartphone sensors) are used to track user movements (punches, squats, etc.) in real time.
[1775] Communication method: Data is transmitted to the server to send and receive information about zombie appearances and user behavior. Wi-Fi or Bluetooth is typically used.
[1776] Judgment method: Analyzes sensor data and evaluates whether the user's movements are correct. If the movements are correct, an animation of a zombie falling is displayed. If the movements are incorrect, an animation of a zombie approaching is displayed.
[1777] Location information acquisition means: The user's current location is measured using a location information acquisition function such as GPS, and that information is sent to the server.
[1778] Feedback: Calculates calories burned and exercise time in real time and provides feedback to the user. Feedback is also displayed according to the user's emotional state.
[1779] Emotion engine: Using the front camera, microphone, and wearable devices (e.g., smartwatches), the engine analyzes the user's facial expressions, voice, heart rate, and other biometric information to recognize their emotional state.
[1780] Result generation means: After the game ends, a comprehensive result (success rate, calories burned, etc.) is generated based on the exercise data and displayed to the user.
[1781] server
[1782] Game data generation means: Generates the type of zombie, its appearance location, and its appearance timing, and sends it to the device. It runs on a cloud server (e.g., AWS EC2).
[1783] Scenario generation means: Generates an appropriate game scenario based on the user's location information and past play data.
[1784] Communication means: Receives user movement data and location information sent from the device and updates game data in real time based on that data.
[1785] Calorie calculation means: Calculates calories burned based on the user's movement data and biological information.
[1786] Result generation means: After the game ends, the user's overall result is generated and sent to the terminal.
[1787] Specific examples
[1788] A user launches an app called "ZombFit" and begins a 10-minute exercise session. The user repeatedly punches zombies that appear from the left, and the device's sensors recognize each accurate movement, causing the zombie to fall down in an animation. During the game, the user's heart rate spikes, so the server reduces the frequency of zombie appearances, reducing the user's stress.
[1789] Prompt Sentence Examples
[1790] "When a user launches the ZombFit app and starts playing, please explain how this system works, including adjusting the frequency of zombie appearances based on the user's emotional state."
[1791] The system allows users to exercise with an entertainment element, keeps them motivated with real-time feedback, and adjusts to their emotional state to provide an optimal exercise experience for each individual user.
[1792] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1793] Step 1: User starts the game
[1794] Input: The user puts on the AR device, launches the dedicated exercise app, and taps the start game button.
[1795] Processing: The device receives the game start request tapped by the user and sends a "game start" request to the server.
[1796] Output: A game start request is sent to the server.
[1797] Specific operation: When the user taps the app on their smartphone and presses the "Start Game" button, a request is sent to the server.
[1798] Step 2: Initialize the game session
[1799] Input: The server receives a game start request and retrieves the user's location and past play data.
[1800] Processing: The server sets the type of zombie, its spawn location, and spawn timing based on the received location information and gameplay data. The server then sends this setting information to the device.
[1801] Output: The initial game settings are sent to the device.
[1802] Specific operation: The server on AWS EC2 processes past play data and user location information, generates an appropriate game scenario, and sends it to the device.
[1803] Step 3: Start playing the game
[1804] Input: The device receives the game initial setting data sent from the server.
[1805] Processing: Based on the received data, the device inserts the zombie into the user's field of view in an AR display, and the sensors begin tracking the user's movements in real time.
[1806] Output: A zombie appears in the user's field of view and tracks the user's movements.
[1807] How it works: Developed using Unity, the app displays zombies in the user's field of view and uses sensors to track their punches and movements.
[1808] Step 4: Recognizing user actions and displaying reactions
[1809] Input: The user takes an action against a zombie (e.g., a straight punch). The device's sensors capture the action data.
[1810] Processing: The device's accelerometer measures the speed and angle of the punch and determines whether it is an accurate punch. Based on the result, the zombie's reaction (falling, approaching, etc.) is displayed.
[1811] Output: The zombie's reaction based on the result of the check is displayed in the user's field of view.
[1812] Specific behavior: When the user lands an accurate straight punch, an animation of the zombie falling down is played in the AR display.
[1813] Step 5: Emotion Recognition with the Emotion Engine
[1814] Input: The device's emotion engine acquires the user's biometric information (e.g., facial expressions, heart rate, voice).
[1815] Processing: The emotion engine analyzes the acquired data and recognizes the user's emotional state (e.g., excitement, tension, fear).
[1816] Output: Data is generated that indicates the user's emotional state.
[1817] Specific operation: Using the Emotion SDK, the system analyzes the user's camera image and also collects the user's heart rate data to recognize their emotional state.
[1818] Step 6: Adjust your game based on your emotions
[1819] Input: Emotion recognition results are sent to the server.
[1820] Processing: The server adjusts the frequency of zombie appearances and the speed of their movements based on the emotion recognition results, and sends the settings to the device.
[1821] Output: The game difficulty and progression speed are adjusted and reflected on the device.
[1822] Specific operation: If the user is recognized as being nervous, the server reduces the frequency of zombie appearances, and the device receives and reflects this instruction.
[1823] Step 7: Real-time feedback
[1824] Input: The device collects data from sensors and the emotion engine and sends it to the server.
[1825] Processing: The server analyzes the movement and emotion data, generates real-time feedback on calories burned and exercise time, and sends it to the device.
[1826] Output: Real-time feedback is displayed to the user.
[1827] Specific operation: During the game, information such as "Current calories burned: 150Kcal" will be displayed on the device screen.
[1828] Step 8: Ending the game and displaying the results
[1829] Input: The user taps the quit game button.
[1830] Processing: The device sends a "game end" request to the server. The server generates a comprehensive result based on the movement data and emotion data and sends it to the device. The device receives it and displays the result to the user.
[1831] Output: The overall result is displayed on the user's device.
[1832] Specific operation: When the user presses the end button, a result such as "Success rate 80%, calories burned 200Kcal" is displayed.
[1833] (Application example 2)
[1834] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1835] Conventional exercise support systems lacked elements to sustain user motivation, making it difficult to maintain continuous use. Furthermore, they lacked entertainment elements and did not properly adjust to the user's emotional state, making it difficult to achieve effective exercise. In particular, there was no system in physical stores that allowed customers to exercise while having an enjoyable experience. Therefore, new methods were needed to increase customer visit frequency and length of stay.
[1836] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes an augmented reality device worn by the user, and includes a sensor that detects the user's movements, a display means that receives data from the server and displays the augmented reality image, a communication means that communicates with the server and acquires the location and timing of zombie appearances, a determination means that determines the user's movements and displays the zombie's reactions based on the movement determination results, an emotion recognition means that recognizes the user's emotional state and adjusts the game difficulty, a location information acquisition means that acquires the user's location information and transmits it to the server, a scenario generation means that generates a game scenario based on a response from the server, a game adjustment means that dynamically adjusts game settings based on the output of the emotion recognition means, a calorie calculation means that calculates calories burned based on the user's movement determination results, a feedback means that provides the calculation result to the user in real time, a result generation means that generates and displays a total result after the game ends, and a dynamic feedback means that dynamically provides feedback based on the output of the emotion recognition means. This allows customers to enjoy exercising in a physical store while maintaining their motivation.
[1837] An "augmented reality device" is a device that displays virtual objects and information overlaid on a user's field of view in the real world.
[1838] A "sensor" is a device for detecting a user's movements, and includes a position sensor, an acceleration sensor, and the like.
[1839] The "display means" is a part of the augmented reality device that has the function of displaying augmented reality based on data received from the server.
[1840] The "communication means" is a part that has the function of communicating with the server and obtaining the location and timing of zombie appearances.
[1841] The "determination means" is a part that has a function for determining the user's actions and displaying the zombie's reaction based on the action determination result.
[1842] The "emotion recognition means" is a part that has the function of recognizing the user's emotional state and adjusting the difficulty level of the game based on that information.
[1843] The "location information acquisition means" is a part that has a function for acquiring the user's location information and transmitting it to the server.
[1844] The "scenario generation means" is a part that has the function of generating a game scenario based on a response from the server.
[1845] The "game adjustment means" is a part that has a function for dynamically adjusting the game settings based on the output of the emotion recognition means.
[1846] The "calorie calculation means" is a part that has a function for calculating calories burned based on the result of the user's movement determination.
[1847] The "feedback means" is a part that has a function for providing the calculation results to the user in real time.
[1848] The "result generation means" is a part that has the function of generating and displaying the overall result after the game ends.
[1849] The "dynamic feedback means" is a part having a function for dynamically providing feedback in real time based on the output of the emotion recognition means.
[1850] This invention relates to a system that uses an augmented reality device (AR device) to provide a user with an exercise experience of fighting zombies in a physical store. A specific embodiment of this system will be described in detail below.
[1851] System Configuration
[1852] Hardware
[1853] Augmented Reality Devices: The system uses advanced AR devices like HoloLens 2 and Magic Leap, which overlay virtual zombies and exercise information onto the user's field of view.
[1854] Sensors: Equipped with a position sensor and an acceleration sensor to detect user movements (punches, kicks, etc.). It also uses a heart rate sensor and facial expression camera as biometric sensors.
[1855] Server: Uses AWS (Amazon Web Services) to analyze and communicate real-time data.
[1856] software
[1857] Unity: Unity is used to create the AR content. The appearance of zombies and their movement animations are designed and implemented in Unity.
[1858] Python: Python is used to implement the motion tracking and emotion recognition engine.
[1859] Communication Protocol: A standard communication protocol (e.g., HTTP / HTTPS) is used for communication between the server and the augmented reality device.
[1860] Specific operation flow and examples
[1861] System initialization
[1862] When a user puts on the augmented reality device and enters a shopping area, the app automatically starts up. The user's location information is acquired and sent to the server. The server then sets the zombie spawn point based on this location information.
[1863] Gameplay
[1864] Based on data obtained from the server, a zombie appears in the user's field of view. When the user swings their fist, the accelerometer tracks the movement and determines whether the movement was performed correctly. If successful, an animation of the zombie falling down is displayed.
[1865] emotion recognition
[1866] Using biometric sensors (heart rate sensor and facial expression camera), the user's emotional state is analyzed in real time. Using Python, an emotion recognition engine identifies the user's emotions (e.g., excitement, tension, fear).
[1867] Game Adjustments
[1868] The system adjusts the frequency of zombie appearances and difficulty based on the output of the emotion recognition engine. For example, if the user is overly nervous, it will switch to a setting that softens the zombie movements. It also provides real-time feedback on calories burned and game progress.
[1869] End of game and results display
[1870] At the end of the game, the server generates and displays a final overall result to the user, which can range from accuracy of movements, calories burned, and changes in emotional state.
[1871] Examples and prompts
[1872] Specific examples
[1873] User Story:
[1874] Customers visiting a physical store put on an AR device and begin exercising in a specific area of the store, simulating a battle with zombies. The user's movements determine how they can defeat zombies, and the game's difficulty is adjusted based on emotion recognition, allowing them to enjoy an exciting workout. After the game is over, comprehensive exercise data is displayed in real time, providing an effective exercise experience.
[1875] Prompt Sentence Examples
[1876] "Create a system that provides an AR exercise experience where users fight zombies in a brick-and-mortar store. Track the user's movements and use emotion recognition to adjust the difficulty of the game in real time. Also provide real-time feedback on calories burned and overall results."
[1877] This system allows users to enjoy a new experience that combines entertainment and fitness in a physical store, and its flexible adjustment function based on emotional state allows for a more personalized exercise experience.
[1878] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1879] Step 1:
[1880] System initialization:
[1881] When a user wears an augmented reality device and starts an application, the device requests initial setting information from the server. The server then transmits the initial setting information, including the user's location information, to the device.
[1882] Specific behavior:
[1883] When a user enters a physical store, the AR device automatically launches the application. The device's location sensor is used to obtain the user's current location and transmits it to the server. The server then uses this location information to calculate the zombie spawn point and transmits the zombie spawn timing and type to the device.
[1884] Step 2:
[1885] AR display and motion tracking begins:
[1886] The device displays the zombies in AR based on the data received from the server, while simultaneously tracking the user's movements using the location and accelerometer sensors.
[1887] Specific behavior:
[1888] Using Unity, the AR display shows zombies appearing in the user's field of view. When the user shakes or swings their fist, the accelerometer and position sensor collect data in real time to determine their movement patterns.
[1889] Step 3:
[1890] Action determination and zombie reaction determination:
[1891] The device analyzes the tracked movement data, determines the accuracy of the movement, and displays the zombie's reaction according to the result.
[1892] Specific behavior:
[1893] Using Python code, the speed and angle of the user's punch or kick are calculated, and a judgment algorithm evaluates the accuracy of the movement. If the movement is accurate, Unity displays an animation of the zombie falling, and if it is inaccurate, it displays an animation of the zombie approaching.
[1894] Step 4:
[1895] Emotion Recognition and Game Adjustment:
[1896] The device uses a facial recognition camera and heart rate sensor to monitor the user's emotional state and transmits it to a server, which then adjusts game settings based on the emotional data.
[1897] Specific behavior:
[1898] A facial expression recognition algorithm analyzes the user's facial expression data and identifies their emotional state (e.g., excitement, tension, fear) using Python. This data is sent to a server, which then adjusts the frequency and movement of zombies and sends new settings to the device. If the user is overly tense, the frequency of zombie appearances will be reduced.
[1899] Step 5:
[1900] Providing real-time feedback:
[1901] The server calculates the user's calorie consumption and game progress in real time based on the user's movement data and sends the data to the device, which then provides feedback to the user.
[1902] Specific behavior:
[1903] A calorie calculation algorithm is used to calculate calories burned based on the user's movement data. Unity is used to visually display this feedback to the user. For example, real-time feedback such as "Calories burned: 150 kcal" is displayed on the screen.
[1904] Step 6:
[1905] End of game and overall results:
[1906] When the user finishes the game, the device sends a termination signal to the server, which generates a comprehensive result (such as success rate, calories burned, and exercise time) and sends it to the device, which then displays it to the user.
[1907] Specific behavior:
[1908] When the user taps the end game button, an end signal is sent to the server. The server calculates the overall result based on all the collected data and generates a final result report. The device receives this and displays the overall result to the user, such as "Success rate: 80%, Calories burned: 200kcal."
[1909] Each step of the system brings users to a fun exercise experience in a brick-and-mortar setting, with game adjustments based on real-time feedback and emotion recognition to provide a personalized experience.
[1910] 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 voice indicating a user input regarding 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.
[1911] 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> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with 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.
[1912] 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 robot 414.
[1913] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[1914] FIG. 9 is a diagram illustrating 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. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[1915] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically 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.
[1916] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[1917] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[1918] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs 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 a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."
[1919] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of 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, "relieved," "calm," and "reassuring," have similar emotion values.
[1920] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[1921] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.
[1922] 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 USB (Universal Serial Bus) 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.
[1923] Alternatively, 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 in response to a request from the data processing device 12.
[1924] 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.
[1925] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[1926] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with 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 processing may be a single processor.
[1927] As an example of a system configured with a single 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 system that uses a processor that realizes the functions of an 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.
[1928] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.
[1929] The above-described description and illustrations are a detailed explanation 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, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects 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-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.
[1930] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.
[1931] The following is further disclosed regarding the above embodiment.
[1932] (Claim 1)
[1933] a sensor that detects the user's movements, the sensor including an augmented reality device worn by the user;
[1934] a display means for receiving data from the server and performing an augmented reality display;
[1935] a communication means for communicating with the server and acquiring zombie appearance locations and timings;
[1936] a determination means for determining a user's action and displaying a reaction of a zombie based on the action determination result;
[1937] A system including:
[1938] (Claim 2)
[1939] location information acquisition means for acquiring user location information and transmitting it to a server;
[1940] a scenario generation means for generating a game scenario based on a response from the server;
[1941] 10. The system of claim 1, further comprising:
[1942] (Claim 3)
[1943] calorie calculation means for calculating calorie consumption based on the result of the user's motion determination;
[1944] a feedback means for providing the calculation results to the user in real time;
[1945] a result generating means for generating and displaying a total result after the game is over;
[1946] 10. The system of claim 1, further comprising:
[1947] "Example 1"
[1948] (Claim 1)
[1949] a sensor that detects the user's movements, the sensor including an augmented reality device worn by the user;
[1950] a display means for receiving data from the server and performing an augmented reality display;
[1951] a communication means for communicating with the server and acquiring zombie appearance locations and timings;
[1952] a determination means for determining a user's action and displaying a reaction of a zombie based on the action determination result;
[1953] a location information acquisition means for measuring the location information of the user and transmitting the information to a server;
[1954] a feedback means for displaying calories burned and exercise time in real time and providing feedback to the user;
[1955] a result generating means for generating and displaying a comprehensive result based on the user's exercise data after the game is over;
[1956] A system including:
[1957] (Claim 2)
[1958] location information acquisition means for acquiring user location information and transmitting it to a server;
[1959] a scenario generation means for generating a game scenario based on a response from the server;
[1960] a feedback means for displaying calories burned and exercise time in real time and providing feedback to the user;
[1961] a result generating means for generating and displaying a comprehensive result based on the user's exercise data after the game is over;
[1962] 10. The system of claim ...
Claims
1. a sensor that detects the user's movements, the sensor including an augmented reality device worn by the user; a display means for receiving data from the server and performing an augmented reality display; a communication means for communicating with the server and acquiring zombie appearance locations and timings; a determination means for determining a user's action and displaying a reaction of a zombie based on the action determination result; A system including:
2. location information acquisition means for acquiring user location information and transmitting it to a server; a scenario generation means for generating a game scenario based on a response from the server; The system of claim 1 further comprising:
3. calorie calculation means for calculating calorie consumption based on the result of the user's motion determination; a feedback means for providing the calculation results to the user in real time; a result generating means for generating and displaying a total result after the game is over; The system of claim 1 further comprising:
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A