System

A virtual agricultural education system using virtual environments, educational content, and blockchain transactions addresses the challenges of distance and language barriers, facilitating effective agricultural knowledge dissemination and secure international trade.

JP2026014891APending Publication Date: 2026-01-29SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024116365
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

The dissemination of agricultural technologies and high-quality crop production methods is hindered by physical distance, language barriers, and a lack of educational resources, with quality assurance and secure payment methods being challenges in international agricultural product trade.

Method used

A system that recreates agricultural environments in a virtual space, provides educational content, allows interactive experiences, and facilitates transactions using virtual currency and blockchain technology, enabling cross-border education and trade.

Benefits of technology

Enables efficient dissemination of agricultural knowledge and techniques, provides realistic agricultural experiences, and ensures secure, transparent international transactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: A system for providing education and experience about agriculture in a virtual reality space, comprising: means for reproducing an agricultural setting in the virtual reality space; means for providing educational content; means for displaying the educational content and a farming experience on a user device; and means for providing an interface for a user to operate the farming experience.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The technology of the present disclosure relates to a system. [Background technology]

[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including 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] It is important to widely disseminate agricultural technologies and high-quality crop production methods. However, this is often difficult due to physical distance, language barriers, and a lack of educational resources. Quality assurance and secure payment methods are also challenges in international agricultural product trade. Furthermore, there is a lack of effective platforms for providing agricultural education and experiences remotely. [Means for solving the problem]

[0005] The present invention provides a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in a virtual space, a means for providing educational content, a means for displaying the educational content and agricultural experiences on a user terminal, and a means for providing an interface for users to operate the agricultural experiences. The system also includes a means for conducting commodity transactions and payments using virtual currency and blockchain technology. This enables the dissemination of agricultural technology across physical distances and language barriers, and promotes safe and transparent international transactions.

[0006] A "virtual space" is a digital environment that uses computer graphics and simulation technology, and although it differs from the real world, it is a virtual place that users can experience interactively.

[0007] "Agricultural environment" refers to the physical or virtual facilities and conditions that encompass the processes involved in growing and harvesting plants.

[0008] "Educational content" means information resources such as materials, videos, and documents created for the purpose of teaching specific knowledge or skills.

[0009] "User terminal" refers to a computing device, such as a PC, smartphone, tablet, or other electronic device, that allows access to a virtual space and interactive operations.

[0010] An "interface" is a means by which a user operates and controls the internal functions of a system, and includes a graphical screen and input devices.

[0011] "Virtual currency" means a digital form of currency that is generated and traded using cryptography and is used for transactions over the Internet.

[0012] "Blockchain technology" is a distributed ledger technology that records transaction data in units called blocks and prevents data tampering by chaining these blocks together.

[0013] "Product trading" is the act of buying and selling goods and services, and is a commercial transaction process that is concluded when the terms of the transaction are agreed upon.

[0014] "Settlement" refers to the act of paying money or its equivalent as consideration for a transaction. [Brief explanation of the drawings]

[0015] [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

[0016] 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.

[0017] First, the terms used in the following description will be explained.

[0018] 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).

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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."

[0023] [First embodiment]

[0024] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0025] 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.

[0026] 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).

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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."

[0036] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for users to operate the agricultural experience. The system also includes a means for conducting commodity transactions and settlements using virtual currency and blockchain technology.

[0037] 1. Building a Metaverse Environment

[0038] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[0039] 2. Educational content management

[0040] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[0041] 3. Providing a user interface

[0042] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[0043] 4. Payment with virtual currency

[0044] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[0045] Specific examples

[0046] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0047] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0048] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0049] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0050] After watching the video, users can actually experience growing tomatoes on a virtual farm. Users can also use virtual currency to purchase related products (e.g., fertilizer, seeds, etc.) to further their tomato cultivation.

[0051] In this way, the present invention efficiently disseminates and educates agricultural technology through virtual space, and supports international trade of agricultural products.

[0052] The processing flow will be explained below.

[0053] Step 1:

[0054] The server loads a 3D model of a Japanese farm, reading the file "Japanese Farm.glb" from the database for the virtual environment.

[0055] Step 2:

[0056] The server places the loaded 3D model in the virtual space, specifically, places the loaded 3D model at specific coordinates in the virtual environment so that it will be visible the next time the user accesses the virtual environment.

[0057] Step 3:

[0058] The server stores agricultural educational content in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to control pests and diseases.pdf" are uploaded.

[0059] Step 4:

[0060] The server places the metadata of the saved educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, it is displayed as a list.

[0061] Step 5:

[0062] The terminal displays a user interface, and once the user logs in, a virtual model of a Japanese farm is displayed in 3D view.

[0063] Step 6:

[0064] The terminal displays an interface for accessing the educational area. The user can click the "Access Educational Area" button to view a list of educational content.

[0065] Step 7:

[0066] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video) by clicking on the content name to begin playback.

[0067] Step 8:

[0068] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[0069] Step 9:

[0070] The user performs operations to cultivate tomatoes in the virtual farm, for example, by selecting a location to plant seedlings and performing actions to plant the seedlings in the virtual space.

[0071] Step 10:

[0072] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, so that the progress is saved the next time the user logs in.

[0073] Step 11:

[0074] Users can purchase related products (e.g., fertilizer, seeds) with virtual currency by selecting the product, entering their wallet information, and completing the purchase process.

[0075] Step 12:

[0076] The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the item.

[0077] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, and can also purchase goods securely using virtual currency.

[0078] Example 1

[0079] 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."

[0080] In reality, agriculture requires land and resources, and is dependent on weather and seasons, making it difficult to learn through hands-on experience. Furthermore, there are limited means of efficiently transferring agricultural techniques and knowledge, making it difficult to improve the quality of education. International commodity trading also faces challenges, such as the high fees and long processing times required for conventional currency payments.

[0081] 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.

[0082] In this invention, the server includes means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for users to operate the agricultural experiences, means for creating and placing 3D models in the virtual space, means for storing the educational content in a database, and means for trading and settling goods using virtual currency. This makes it possible to experience and learn about agriculture through the virtual space without being restricted by reality, and enables fast and low-cost settlement even in international commodity transactions.

[0083] "Virtual space" refers to a three-dimensional space generated by a computer, which can be experienced and manipulated by users through an interface.

[0084] "Agricultural environment" refers to elements in virtual space that recreate agricultural-related locations and facilities, such as rice fields, farms, and greenhouses.

[0085] "Educational content" refers to videos, documents, interactive teaching materials, etc. that provide agricultural knowledge and techniques.

[0086] "User device" refers to the hardware and software that allows users to access and operate virtual spaces, including personal computers, smartphones, and VR headsets.

[0087] "Interface" refers to a user interface that provides a means for users to perform operations and obtain information within a virtual space. Specifically, it includes a graphical user interface (GUI) and an operation panel.

[0088] A "3D model" refers to digital data created by a computer to represent shape and appearance in three-dimensional space.

[0089] A "database" refers to a system for efficiently storing, managing, and retrieving information and data.

[0090] "Virtual currency" refers to digital currency used for transactions over the Internet, which records and manages transactions using distributed ledger technology.

[0091] "Blockchain technology" refers to a technology that records transaction information on a distributed ledger and manages it in a way that makes it difficult to tamper with. Specifically, it has a structure in which transaction data linked to blocks is linked like a chain.

[0092] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, means for providing educational content, means for displaying the educational content and the agricultural experience on a user terminal, means for providing an interface for users to operate the agricultural experience, and means for trading and settling products using virtual currency.

[0093] A means of recreating agricultural environments in virtual space

[0094] In this system, a server recreates a Japanese farm in a virtual space. Specifically, using game engines such as Unity or Unreal Engine, the main elements of a Japanese farm (rice paddies, fields, greenhouses, etc.) are digitized as 3D models and placed in a metaverse environment. Users can then freely explore this virtual space using their devices.

[0095] A means of providing educational content

[0096] The server stores agricultural educational content in a database. This database can be a cloud database such as Firebase or MongoDB. The stored content is linked to a specific area (educational area) in the virtual space. By accessing this area, users can obtain information such as how to grow crops, how to harvest, and how to deal with pests and diseases.

[0097] A means for displaying educational content and agricultural experiences on user devices

[0098] The device displays a graphical user interface (GUI) that allows users to experience farming within the metaverse. The device uses Unity to generate a 3D view to visualize the farm. Users can then interact with the interface to start and stop specific farming tasks and view educational content.

[0099] A means of providing an interface for users to manipulate the farming experience

[0100] This system provides a terminal with an interface designed to allow users to directly control the farming experience. Specifically, it is designed to allow users to easily operate the GUI when planting tomatoes and harvesting them in the virtual space.

[0101] A means of trading and settling goods using virtual currencies

[0102] The terminal also provides a UI for buying and selling goods using cryptocurrencies, and the server can execute secure transactions using blockchain technologies such as Ethereum and Hyperledger, enabling fast and low-cost international goods trade.

[0103] Specific examples

[0104] For example, if a user wants to "learn how to grow tomatoes," the system operates as follows:

[0105] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0106] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0107] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0108] Example prompt sentence:

[0109] "I would like to learn how to grow tomatoes in a virtual space and then actually grow tomatoes on a virtual farm. Please tell me about the relevant educational content and how to operate it."

[0110] In this way, the present invention provides a means for experiencing and learning about agriculture through a virtual space, free from the constraints of reality, and also enables international commodity trade to be conducted quickly and at low cost.

[0111] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0112] Step 1:

[0113] The server prepares data to recreate the agricultural environment in a virtual space. Specifically, it creates 3D models of each element of a Japanese farm (rice paddies, fields, greenhouses, etc.) and places them in the virtual space.

[0114] Input: Farm element information and 3D modeling software

[0115] Output: 3D model data placed in virtual space

[0116] What it does: The server uses a game engine to generate 3D models and places them in a virtual space.

[0117] Step 2:

[0118] The server uploads educational content to a database and links it to educational areas within the virtual space.

[0119] Input: Agricultural educational videos and materials, cloud database

[0120] Output: Educational content stored in the database and link information indicating it

[0121] Specific operation: The server uploads educational content to Firebase, stores the content metadata in a database, and places a link to the content in the educational area of ​​the virtual space.

[0122] Step 3:

[0123] The terminal displays the virtual farm through a user interface, displaying a GUI that allows the user to begin their farming experience.

[0124] Input: 3D model data of virtual space, content information, user operation signals

[0125] Output: The 3D view and operation interface presented to the user

[0126] Specific operation: The device generates a 3D view of the virtual space using Unity or similar software, displays it to the user, and provides an interface that responds to user operations.

[0127] Step 4:

[0128] The user operates the terminal to access the education area, and selects and views educational content.

[0129] Input: Device-provided interface, content links, and user input

[0130] Output: Playback of user-selected educational content

[0131] Specific operation: The user accesses the education area through the device interface, selects a video on how to grow tomatoes, and starts watching it.

[0132] Step 5:

[0133] The user performs an operation to start the farming experience in the virtual space, and performs a specific farming task (e.g., planting tomatoes).

[0134] Input: User interface, agricultural experience operation signal

[0135] Output: Progress of farm work in virtual space

[0136] Specific operation: The user selects a farming task using the GUI on the device and performs the operation of planting tomatoes in the virtual space. The placement state of the 3D model is updated accordingly.

[0137] Step 6:

[0138] The user completes the purchase of the product by conducting a transaction using virtual currency through the terminal.

[0139] Input: Cryptocurrency wallet information, product selection data, trading signals

[0140] Output: Transaction completion notification, purchased product information

[0141] Specific operation: The user selects a product and pays with virtual currency. The server executes the transaction using blockchain technology and notifies the user that the transaction is complete.

[0142] In this way, the inputs and outputs for each specific step are clearly indicated, and specific operations are explained in detail, thereby making the processing flow of the entire system clear.

[0143] (Application example 1)

[0144] 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."

[0145] In modern society, opportunities for agricultural education are limited, and it is difficult to gain actual farming experience, especially in urban areas. Furthermore, the spread of agricultural knowledge and technology has been slow, resulting in poor progress in improving agricultural efficiency and quality. Furthermore, safe and efficient methods are required for trading and settling agricultural products. A system that utilizes virtual space to solve these problems is needed.

[0146] 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.

[0147] In this invention, the server includes a means for recreating an agricultural environment in a virtual space, a means for providing educational content, a means for displaying the educational content and agricultural experiences on a user terminal, a means for providing an interface for users to operate the agricultural experience, a means for using virtual currency and blockchain technology to conduct commodity transactions and payments in the virtual space, a means for providing interactive educational content, a means for users to participate in virtual events, and a means for cultivating and managing crops in the virtual space. This makes it possible to effectively disseminate agricultural knowledge and techniques through the virtual space and provide real agricultural experiences. Furthermore, secure transactions and payments using virtual currency are possible, improving the efficiency of trading agricultural products.

[0148] A "virtual space" is a three-dimensional digital environment generated on a computer system in which users can move freely and manipulate.

[0149] An "agricultural environment" is a digital recreation of agricultural elements such as farms, fields, and greenhouses in a virtual space.

[0150] "Educational content" refers to digital teaching materials such as videos, documents, and quizzes that are used to teach agricultural knowledge and techniques.

[0151] "User terminal" refers to a device operated by a user, such as a smartphone, tablet, PC, or head-mounted display.

[0152] "Interface" refers to a graphical user interface such as a screen or operation panel that allows users to operate within a virtual space, view educational content, and experience it.

[0153] "Virtual currency" means a digital currency used on the Internet for trading and settling goods and services.

[0154] "Blockchain technology" is a technology that records and manages transaction data in a distributed database, ensuring the transparency and security of virtual currency transactions.

[0155] "Interactive educational content" refers to digital learning materials that allow users to learn interactively by directly operating and responding to questions.

[0156] "Virtual event" refers to a special event or experiential session that takes place in a virtual space and in which users can participate.

[0157] "Means for cultivating and managing crops" refers to a system that provides users with operation and management functions for growing plants in a virtual space.

[0158] The present invention is a system for providing agricultural education and experience in a virtual space. This system is configured using the following various means.

[0159] First, the server provides a means to recreate an agricultural environment in a virtual space. Specifically, it generates 3D models to recreate a Japanese farm in a virtual space and places these models in the virtual space. It creates aircraft, fields, greenhouses, and other structures, allowing users to move and operate them freely within the virtual space.

[0160] Additionally, the server provides a means to store educational content in a database and place it in specific areas of the virtual space, including videos, handouts, and quizzes on how to grow, harvest, and control pests.

[0161] The device has a means to visually provide users with educational content and agricultural experiences. Specifically, it uses a smartphone or head-mounted display (HMD) to display the agricultural environment and educational content in a virtual space in 3D view. By operating this, users can have a realistic agricultural experience in the virtual space.

[0162] The system also provides an interface for cultivating and managing crops in a virtual space, including user interfaces for performing specific tasks and selecting and viewing educational content. These interfaces are designed to be intuitive and easy to use, ensuring a comfortable experience for users.

[0163] Additionally, cryptocurrencies and blockchain technology will provide a means for commodity trading and settlement in the virtual space, enabling secure and efficient transactions and facilitating the international trade of agricultural commodities.

[0164] The system also provides interactive educational content, allowing users to not only watch educational videos but also take quizzes and participate in virtual events, further enhancing learning effectiveness.

[0165] Examples:

[0166] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows: First, the server stores educational videos on tomato cultivation in a database and places them in an educational area in the virtual space. Next, the device provides an interface for accessing this educational area, allowing the user to select educational content. The user selects the "How to grow tomatoes" video and begins watching it. After watching, the user can then experience growing tomatoes on a virtual farm and can also purchase related products using virtual currency.

[0167] Example prompt sentence:

[0168] Describe an agricultural event based on the following:

[0169] Event name: Great Harvest Festival

[0170] Crop: Rice

[0171] Contents: Virtual rice harvesting experience, knowledge test on actual rice cultivation

[0172] This invention will enable the efficient dissemination and education of agricultural techniques via virtual space, and will enable safe and smooth international trade of agricultural products.

[0173] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0174] Step 1: Initial System Setup

[0175] The server performs the initial setup to recreate the agricultural environment in the virtual space. Specifically, it generates a 3D model and places it in the virtual space. The input for this step is digital data of the elements that make up the agricultural environment, and the output is the agricultural environment placed in the virtual space.

[0176] Input: Digital data of agricultural environments (fields, greenhouses, crop models, etc.)

[0177] Output: Agricultural environment recreated in virtual space

[0178] Step 2: Database storage and distribution of educational content

[0179] The server processes educational content, storing it in a database and placing it in a specific area within the virtual space. The input to this process is digital files of educational videos and materials, which are stored in a database and placed in the appropriate location. The output is educational content that is accessible to users.

[0180] Input: Digital files of educational content (videos, materials, etc.)

[0181] Output: Educational content accessible in virtual space

[0182] Step 3: Display the interface on the user's device

[0183] The device visually displays the agricultural environment and educational content in the virtual space to the user. Specifically, a 3D view is displayed through a smartphone or a head-mounted display (HMD). The input of this step is the data in the virtual space, and the output is the interface displayed on the user's device.

[0184] Input: Data in virtual space (agricultural environment, educational content)

[0185] Output: 3D view and interface displayed on the device

[0186] Step 4: User farming experience

[0187] Through the terminal interface, users can experience farming in a virtual space, performing specific tasks and using interactive educational content. The input for this step is the user's operations and interactions, and the output is the user's experience data.

[0188] Input: User actions and interactions

[0189] Output: User experience data

[0190] Step 5: Virtual Event Participation Settings

[0191] The server configures users to participate in the virtual event. The input for this step is the event schedule and content, and the output is a list of users who can participate in the event.

[0192] Input: Event schedule and content

[0193] Output: List of users who can attend the event

[0194] Step 6: Commodity trading and settlement using cryptocurrencies

[0195] The server and terminal process product transactions and payments using virtual currency. The input of this step is the user's transaction data and virtual currency information, and the output is transaction confirmation and completion notification.

[0196] Input: User transaction data and cryptocurrency information

[0197] Output: Transaction confirmation and completion notification

[0198] The above is a detailed description of the specific processing steps. This processing flow enables smooth agricultural experience and education in a virtual space.

[0199] 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.

[0200] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for the user to operate the agricultural experience. The present invention also includes an emotion engine that recognizes a user's emotions and optimizes the provision of the educational content and the agricultural experience based on the emotions.

[0201] 1. Building a Metaverse Environment

[0202] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[0203] 2. Educational content management

[0204] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[0205] 3. Providing a user interface

[0206] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[0207] 4. Emotion engine integration

[0208] The server integrates an emotion engine to recognize the user's emotions. The emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data. When the emotion engine recognizes the user's emotions, the information is sent to the server. Based on this information, the server provides appropriate educational content and feedback to the user.

[0209] 5. Payment with virtual currency

[0210] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[0211] Specific examples

[0212] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0213] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0214] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0215] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0216] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[0217] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[0218] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[0219] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[0220] 8. The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the product.

[0221] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences powered by an emotion engine, and make secure purchases using cryptocurrency.

[0222] The processing flow will be explained below.

[0223] Step 1:

[0224] The server loads a 3D model of a Japanese farm. Specifically, it reads a file called "Japanese Farm.glb" from the database for the virtual environment and places it in the metaverse environment.

[0225] Step 2:

[0226] The server places the loaded 3D model in the Metaverse environment, allowing users to freely explore the farm in the virtual space.

[0227] Step 3:

[0228] The server stores agricultural educational content (e.g., how to grow, harvest, and prevent pests and diseases) in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to prevent pests and diseases.pdf" are uploaded.

[0229] Step 4:

[0230] The server places the metadata of the stored educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, a list of available content is displayed.

[0231] Step 5:

[0232] The terminal displays a user interface. Once the user logs in, a 3D view of a Japanese farm is displayed, allowing the user to visually explore the farm.

[0233] Step 6:

[0234] The terminal provides an interface for accessing the educational area. When the user clicks the "Access Educational Area" button, a list of available educational content is displayed.

[0235] Step 7:

[0236] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video). Clicking on the content name starts the video playback.

[0237] Step 8:

[0238] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[0239] Step 9:

[0240] The emotion engine analyzes the user's facial expressions, voice, and behavioral data to recognize their emotions. For example, by collecting and analyzing data from a camera or microphone, it can determine whether the user is interested or curious.

[0241] Step 10:

[0242] The server optimizes the user experience based on the emotional data sent by the emotion engine, providing more details if the user is interested, and additional explanations and help if the user has questions.

[0243] Step 11:

[0244] The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant seedlings and performs operations to plant the seedlings in the virtual space. This allows the user to simulate an actual farming experience in a virtual environment.

[0245] Step 12:

[0246] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database. This saves the user's progress and allows them to resume their work the next time they log in.

[0247] Step 13:

[0248] Users use cryptocurrency to purchase agricultural products (e.g., fertilizer, seeds), add the selected products to their cart, enter their wallet information, and complete the purchase.

[0249] Step 14:

[0250] The server initializes the cryptocurrency transaction and performs secure payment using the blockchain network, completing the purchase and providing the user with delivery information.

[0251] Through these steps, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through an emotion engine, and make secure purchases using virtual currency.

[0252] Example 2

[0253] 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."

[0254] Conventional agricultural education systems require real farmland and equipment, resulting in high educational costs and operational burdens. Furthermore, learners have limited opportunities to experience actual farm work, making it difficult for them to acquire practical knowledge and skills. Furthermore, it is difficult to provide individual feedback based on each user's learning progress and interests. Therefore, a new system is needed that provides agricultural education and experiences in a virtual space, enabling efficient and personalized education.

[0255] 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.

[0256] In this invention, the server includes means for recreating an agricultural environment in a virtual space, database means for managing educational content, graphical user interface means for displaying the educational content and agricultural experiences on a user terminal, emotion recognition means for recognizing a user's emotion and optimizing the educational content and experience content, means for providing an operation panel for users to operate the agricultural experience, and means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology. This enables users to receive efficient and personalized agricultural education and experiences in a virtual space without the need for actual farmland or equipment.

[0257] A "virtual space" is a three-dimensional digital environment generated by a computer, which can be manipulated interactively by a user.

[0258] An "agricultural environment" is a set of virtual settings and objects that replicate agricultural activities such as growing and harvesting crops.

[0259] "Educational content" is a general term for information resources such as videos, documents, and interactive teaching materials provided for learning agricultural knowledge and techniques.

[0260] "Database means" refers to a database management system for efficiently storing and managing educational content.

[0261] "Graphical user interface means" refers to a user interface that provides a screen or widget that the user can visually operate.

[0262] "Emotion recognition means" refers to technology for analyzing and recognizing emotions from a user's facial expressions, voice, and behavioral data.

[0263] "Operation panel" is a general term for various controls and interfaces that allow users to operate the farming experience in a virtual space.

[0264] "Virtual currency" is a currency that exists in digital form and is used for transactions and payments using blockchain technology.

[0265] "Distributed ledger technology" is a technology for recording and managing transaction data in a decentralized manner, and primarily refers to blockchain.

[0266] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, a database for managing educational content, a graphical user interface for displaying the educational content and agricultural experiences on a user terminal, an emotion recognition means for recognizing a user's emotions and optimizing the educational content and experience, a means for providing an operation panel for a user to operate the agricultural experience, and a means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology.

[0267] Specifically, the server creates an environment that recreates a Japanese farm in a virtual space. First, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is digitized using 3D modeling software such as Blender. These 3D models are then placed in the virtual space using Unity or Unreal Engine, allowing users to move freely around the virtual space.

[0268] The server also stores agricultural educational content (e.g., how to grow crops, harvest methods, and pest and disease control) in a database using database management systems such as SQL Server or MongoDB. The stored content is placed in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time through Unity or Unreal Engine.

[0269] The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. The GUI provides a 3D view to visualize the farm and allows users to experience farming tasks. It also provides a control panel that allows users to start and stop specific tasks and view educational content.

[0270] Furthermore, as an emotion recognition means, the server integrates an emotion engine to recognize the user's emotions. This emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data using, for example, Microsoft Azure's emotion recognition API or Google Cloud's AI technology. When the user's emotion data is sent to the server, the server provides appropriate educational content and feedback based on that information.

[0271] Furthermore, the terminal provides a UI for buying and selling goods using virtual currencies. It uses distributed ledger technologies such as Ethereum and Bitcoin to ensure secure and transparent settlement, facilitating smooth international commodity trading.

[0272] Specific examples

[0273] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0274] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0275] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0276] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0277] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[0278] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[0279] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[0280] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[0281] 8. The server initializes the cryptocurrency transaction and securely settles it through the distributed ledger, completing the purchase of the item.

[0282] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through emotion recognition technology, and make secure purchases using cryptocurrency.

[0283] Prompt Sentence Examples

[0284] An example of a prompt for the generative AI model is as follows:

[0285] "Please provide educational content for learning how to grow tomatoes in a metaverse environment set on a Japanese farm, and allow users to participate interactively. Furthermore, please incorporate a mechanism to analyze user sentiment and provide appropriate feedback based on that sentiment, and provide a UI that allows users to trade related products with virtual currency."

[0286] Using these prompts, the generative AI model can output the specific steps and implementation methods needed to build a system that meets the above requirements.

[0287] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0288] Step 1: Building a virtual space

[0289] 1. Input: A 3D model of a Japanese farm, digitized in 3D modeling software such as Blender.

[0290] 2. Specific operation: The server imports this 3D model data into Unity or Unreal Engine and places it in the virtual space. Specifically, it places each element, such as rice paddies, fields, and greenhouses, in the virtual space and sets the appropriate textures and lighting.

[0291] 3. Output: A virtual agricultural environment in which the user can move freely.

[0292] Step 2: Manage educational content

[0293] 1. Input: Educational content related to agriculture (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases, etc.).

[0294] 2. Specific operation: The server stores the educational content in a database management system such as SQL Server or MongoDB. Then, the content is placed in an educational area within the virtual space. For example, links to various videos and materials are placed in a specific work area.

[0295] 3. Output: Educational content stored in the database and data appropriately placed in the educational area of ​​the virtual space.

[0296] Step 3: Providing a User Interface

[0297] 1. Input: Virtual agricultural environment and educational content.

[0298] 2. Specific operation: The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. This GUI provides a 3D view to visualize the farm, and displays navigation buttons and an operation panel, making it easy for users to operate.

[0299] 3. Output: User-operable GUI and educational content viewing interface.

[0300] Step 4: Integrating the Emotion Engine

[0301] 1. Input: User's facial expression data, voice data, and behavior data.

[0302] 2. Specific operation: The server integrates an emotion engine using Microsoft Azure's emotion recognition API and Google Cloud's AI technology. The device collects data from the user's webcam and microphone and sends it to the server. The server analyzes the data and recognizes the user's emotions.

[0303] 3. Output: User sentiment data and recommendations for feedback and educational content based on it.

[0304] Step 5: Pay with cryptocurrency

[0305] 1. Input: User's cryptocurrency wallet information and desired product.

[0306] 2. Specific operation: The terminal displays a product catalog and allows the user to select a product. After selection, the server initializes the cryptocurrency transaction and settles it using distributed ledger technology, for example, the Ethereum network.

[0307] 3. Output: Data of the securely completed cryptocurrency transaction and purchased items.

[0308] (Application example 2)

[0309] 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."

[0310] Modern agricultural education and experiences are difficult to access for many people due to physical and time constraints. It is also difficult to provide personalized educational content that reflects learners' emotions and levels of understanding. Furthermore, there is a need for efficient and secure methods for international commodity trade.

[0311] 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 means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for the user to operate the agricultural experience, means including an emotion engine that recognizes the user's emotions and optimizes the provision of the educational content and agricultural experiences based on the emotions, and means for providing a user interface for buying and selling goods using virtual currency. This allows learners to receive high-quality agricultural education without being bound by location or time, enjoy a personalized learning experience based on their emotions, and conduct international commodity transactions efficiently and safely.

[0312] A "virtual space" is a digital environment generated by a computer system that a user can experience visually and operationally.

[0313] An "agricultural environment" is a simulated agricultural ecosystem that includes virtual fields, facilities, crops, animals, etc. for carrying out agricultural activities.

[0314] "Educational content" refers to information content provided to help learners acquire specific knowledge or skills, and includes videos, materials, simulations, etc.

[0315] "User terminal" refers to an information processing device such as a computer, smartphone, tablet, or head-mounted display, which is a device that allows a user to access and operate a virtual space.

[0316] An "interface" is a means by which a user interacts with a system and performs input or operations, including a graphical user interface (GUI).

[0317] An "emotion engine" is software that analyzes a user's emotional state from data such as facial expressions, voice, and behavior, and provides appropriate responses and content based on that.

[0318] "Cryptocurrency" means a digital or virtual currency, a digital token that uses cryptography to secure transactions and to generate new units of currency.

[0319] "Distributed ledger technology" is a decentralized data management technology that allows a digital ledger to be jointly managed by multiple nodes on a network, preventing unauthorized tampering; blockchain is a representative example.

[0320] This invention provides a system for providing agricultural education and experience in a virtual space. The system includes a server, a user terminal, and multiple software components. Specific embodiments of each component are described below.

[0321] 1. Building a Metaverse Environment

[0322] The server uses Unity to build a virtual space that recreates a Japanese farm. The 3D model of a Japanese farm includes elements such as rice paddies, fields, and greenhouses, and users can move freely within the virtual space. This 3D model data is managed by Firebase.

[0323] 2. Educational content management

[0324] The server stores educational content (videos, materials, etc.) in Firebase and places it in the education area within the metaverse. User devices connect to this database to retrieve and display educational content when needed.

[0325] 3. Providing a user interface

[0326] User devices (computers, smartphones, tablets, etc.) are equipped with a 3D viewer built with Unity, allowing users to control the farming experience in a virtual space. The GUI is intuitive and easy to use, providing an interface for starting and stopping specific farming tasks and viewing educational content.

[0327] 4. Emotion engine integration

[0328] The server uses AWS Rekognition to recognize emotions from the user's camera input (facial expressions, voice), and the analysis results are stored in Firebase to provide personalized feedback and recommend educational content to the user.

[0329] 5. Payment with virtual currency

[0330] The Ethereum platform is used to buy and sell goods using virtual currency. Through a user interface, users select the product they want to purchase and pay with virtual currency. Transaction details are recorded on a distributed ledger built using blockchain technology, ensuring transparency and security of transactions.

[0331] Specific examples

[0332] Learning to grow tomatoes on a virtual farm

[0333] 1. The server stores educational videos about tomato cultivation in Firebase and places them in the educational area of ​​the virtual farm.

[0334] 2. The user device (smartphone) displays the access interface to the educational area, and the user selects the "How to grow tomatoes" video and begins watching it.

[0335] 3. AWS Rekognition analyzes the user's facial expressions and voice to recommend additional personalized content based on their interests and level of understanding.

[0336] 4. The user plants tomato seedlings in the virtual farm and relives the growth process.

[0337] 5. Users use the virtual currency to purchase related products such as fertilizer and seeds.

[0338] 6. Use the Ethereum platform to conduct secure cryptocurrency payments.

[0339] Prompt Sentence Examples

[0340] "Use a smartphone camera to analyze user emotions with AWS Rekognition and store the data in Firebase. Create a system that recommends personalized agricultural educational content and products based on user emotions."

[0341] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0342] Step 1:

[0343] The server recreates an agricultural environment in a virtual space. Specifically, it uses the Unity engine to generate a 3D model of a Japanese farm and stores it on Firebase. This 3D model includes elements such as rice paddies, fields, and greenhouses. The server then places the recreated data (3D model) of the agricultural environment on the metaverse. The input data is information about the Japanese farm and material data for generating the 3D model, and the output is a 3D model of the farm placed in the metaverse environment.

[0344] Step 2:

[0345] The server manages educational content (videos, materials). This involves storing agricultural educational videos and text materials in Firebase and placing them in the educational area within the virtual farm. The input data is educational content (video files, text files), and the output is educational content placed in the educational area within the virtual space.

[0346] Step 3:

[0347] The user device (smartphone) launches a 3D viewer and accesses the virtual space. Using a graphical user interface (GUI) built with Unity, the user can freely move around the farm and perform agricultural tasks. The input data is the user's operational status (movement, selection, operation), and the output is operational feedback via the GUI.

[0348] Step 4:

[0349] The user device displays educational content. When the user selects a specific educational video or material, the content is retrieved from Firebase and played or displayed. The input is the user's selection (selection of educational content), and the output is the display of the selected content.

[0350] Step 5:

[0351] It integrates AWS Rekognition to analyze user emotions. Users input facial expressions and voice data through their smartphone camera, and the emotion engine analyzes this data in real time. The input data is the user's facial expression images and voice data, and the output is the user's emotional state (interest, level of understanding).

[0352] Step 6:

[0353] The server personalizes educational content based on the results of the emotion engine. It provides additional content and feedback appropriate to the user based on the emotion data stored in Firebase. The input data is the analyzed emotion data, and the output is personalized educational content recommendation information.

[0354] Step 7:

[0355] The user terminal displays additional information about the educational content and recommended content. If the user shows interest, detailed information and related educational content will be automatically displayed. The input data is the recommended educational content, and the output is a display of the recommended content.

[0356] Step 8:

[0357] Users perform agricultural work in a virtual farm. Specifically, they perform operations such as sowing seeds and applying fertilizer in the virtual space. The input data is the user's operation information (the work content), and the output is the changes in the virtual farm (crop growth, changes in area).

[0358] Step 9:

[0359] Users purchase products using virtual currency. They select products (fertilizer, seeds, etc.) through the user interface and pay with virtual currency. The input data is information about the selected product and payment information, and the output is information about the product purchase completion.

[0360] Step 10:

[0361] Cryptocurrency settlement is carried out on the Ethereum platform. This allows all transactions to be recorded on the blockchain, ensuring secure and transparent transactions. The input data is the payment transaction information, and the output is the transaction information recorded on the blockchain.

[0362] 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.

[0363] 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.

[0364] 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.

[0365] [Second embodiment]

[0366] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0367] 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.

[0368] 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).

[0369] 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.

[0370] 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.

[0371] 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).

[0372] 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.

[0373] 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.

[0374] 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.

[0375] 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.

[0376] 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.

[0377] 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."

[0378] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for users to operate the agricultural experience. The system also includes a means for conducting commodity transactions and settlements using virtual currency and blockchain technology.

[0379] 1. Building a Metaverse Environment

[0380] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[0381] 2. Educational content management

[0382] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[0383] 3. Providing a user interface

[0384] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[0385] 4. Payment with virtual currency

[0386] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[0387] Specific examples

[0388] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0389] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0390] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0391] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0392] After watching the video, users can actually experience growing tomatoes on a virtual farm. Users can also use virtual currency to purchase related products (e.g., fertilizer, seeds, etc.) to further their tomato cultivation.

[0393] In this way, the present invention efficiently disseminates and educates agricultural technology through virtual space, and supports international trade of agricultural products.

[0394] The processing flow will be explained below.

[0395] Step 1:

[0396] The server loads a 3D model of a Japanese farm, reading the file "Japanese Farm.glb" from the database for the virtual environment.

[0397] Step 2:

[0398] The server places the loaded 3D model in the virtual space, specifically, places the loaded 3D model at specific coordinates in the virtual environment so that it will be visible the next time the user accesses the virtual environment.

[0399] Step 3:

[0400] The server stores agricultural educational content in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to control pests and diseases.pdf" are uploaded.

[0401] Step 4:

[0402] The server places the metadata of the saved educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, it is displayed as a list.

[0403] Step 5:

[0404] The terminal displays a user interface, and once the user logs in, a virtual model of a Japanese farm is displayed in 3D view.

[0405] Step 6:

[0406] The terminal displays an interface for accessing the educational area. The user can click the "Access Educational Area" button to view a list of educational content.

[0407] Step 7:

[0408] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video) by clicking on the content name to begin playback.

[0409] Step 8:

[0410] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[0411] Step 9:

[0412] The user performs operations to cultivate tomatoes in the virtual farm, for example, by selecting a location to plant seedlings and performing actions to plant the seedlings in the virtual space.

[0413] Step 10:

[0414] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, so that the progress is saved the next time the user logs in.

[0415] Step 11:

[0416] Users can purchase related products (e.g., fertilizer, seeds) with virtual currency by selecting the product, entering their wallet information, and completing the purchase process.

[0417] Step 12:

[0418] The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the item.

[0419] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, and can also purchase goods securely using virtual currency.

[0420] Example 1

[0421] 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."

[0422] In reality, agriculture requires land and resources, and is dependent on weather and seasons, making it difficult to learn through hands-on experience. Furthermore, there are limited means of efficiently transferring agricultural techniques and knowledge, making it difficult to improve the quality of education. International commodity trading also faces challenges, such as the high fees and long processing times required for conventional currency payments.

[0423] 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.

[0424] In this invention, the server includes means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for users to operate the agricultural experiences, means for creating and placing 3D models in the virtual space, means for storing the educational content in a database, and means for trading and settling goods using virtual currency. This makes it possible to experience and learn about agriculture through the virtual space without being restricted by reality, and enables fast and low-cost settlement even in international commodity transactions.

[0425] "Virtual space" refers to a three-dimensional space generated by a computer, which can be experienced and manipulated by users through an interface.

[0426] "Agricultural environment" refers to elements in virtual space that recreate agricultural-related locations and facilities, such as rice fields, farms, and greenhouses.

[0427] "Educational content" refers to videos, documents, interactive teaching materials, etc. that provide agricultural knowledge and techniques.

[0428] "User device" refers to the hardware and software that allows users to access and operate virtual spaces, including personal computers, smartphones, and VR headsets.

[0429] "Interface" refers to a user interface that provides a means for users to perform operations and obtain information within a virtual space. Specifically, it includes a graphical user interface (GUI) and an operation panel.

[0430] A "3D model" refers to digital data created by a computer to represent shape and appearance in three-dimensional space.

[0431] A "database" refers to a system for efficiently storing, managing, and retrieving information and data.

[0432] "Virtual currency" refers to digital currency used for transactions over the Internet, which records and manages transactions using distributed ledger technology.

[0433] "Blockchain technology" refers to a technology that records transaction information on a distributed ledger and manages it in a way that makes it difficult to tamper with. Specifically, it has a structure in which transaction data linked to blocks is linked like a chain.

[0434] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, means for providing educational content, means for displaying the educational content and the agricultural experience on a user terminal, means for providing an interface for users to operate the agricultural experience, and means for trading and settling products using virtual currency.

[0435] A means of recreating agricultural environments in virtual space

[0436] In this system, a server recreates a Japanese farm in a virtual space. Specifically, using game engines such as Unity or Unreal Engine, the main elements of a Japanese farm (rice paddies, fields, greenhouses, etc.) are digitized as 3D models and placed in a metaverse environment. Users can then freely explore this virtual space using their devices.

[0437] A means of providing educational content

[0438] The server stores agricultural educational content in a database. This database can be a cloud database such as Firebase or MongoDB. The stored content is linked to a specific area (educational area) in the virtual space. By accessing this area, users can obtain information such as how to grow crops, how to harvest, and how to deal with pests and diseases.

[0439] A means for displaying educational content and agricultural experiences on user devices

[0440] The device displays a graphical user interface (GUI) that allows users to experience farming within the metaverse. The device uses Unity to generate a 3D view to visualize the farm. Users can then interact with the interface to start and stop specific farming tasks and view educational content.

[0441] A means of providing an interface for users to manipulate the farming experience

[0442] This system provides a terminal with an interface designed to allow users to directly control the farming experience. Specifically, it is designed to allow users to easily operate the GUI when planting tomatoes and harvesting them in the virtual space.

[0443] A means of trading and settling goods using virtual currencies

[0444] The terminal also provides a UI for buying and selling goods using cryptocurrencies, and the server can execute secure transactions using blockchain technologies such as Ethereum and Hyperledger, enabling fast and low-cost international goods trade.

[0445] Specific examples

[0446] For example, if a user wants to "learn how to grow tomatoes," the system operates as follows:

[0447] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0448] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0449] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0450] Example prompt sentence:

[0451] "I would like to learn how to grow tomatoes in a virtual space and then actually grow tomatoes on a virtual farm. Please tell me about the relevant educational content and how to operate it."

[0452] In this way, the present invention provides a means for experiencing and learning about agriculture through a virtual space, free from the constraints of reality, and also enables international commodity trade to be conducted quickly and at low cost.

[0453] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0454] Step 1:

[0455] The server prepares data to recreate the agricultural environment in a virtual space. Specifically, it creates 3D models of each element of a Japanese farm (rice paddies, fields, greenhouses, etc.) and places them in the virtual space.

[0456] Input: Farm element information and 3D modeling software

[0457] Output: 3D model data placed in virtual space

[0458] What it does: The server uses a game engine to generate 3D models and places them in a virtual space.

[0459] Step 2:

[0460] The server uploads educational content to a database and links it to educational areas within the virtual space.

[0461] Input: Agricultural educational videos and materials, cloud database

[0462] Output: Educational content stored in the database and link information indicating it

[0463] Specific operation: The server uploads educational content to Firebase, stores the content metadata in a database, and places a link to the content in the educational area of ​​the virtual space.

[0464] Step 3:

[0465] The terminal displays the virtual farm through a user interface, displaying a GUI that allows the user to begin their farming experience.

[0466] Input: 3D model data of virtual space, content information, user operation signals

[0467] Output: The 3D view and operation interface presented to the user

[0468] Specific operation: The device generates a 3D view of the virtual space using Unity or similar software, displays it to the user, and provides an interface that responds to user operations.

[0469] Step 4:

[0470] The user operates the terminal to access the education area, and selects and views educational content.

[0471] Input: Device-provided interface, content links, and user input

[0472] Output: Playback of user-selected educational content

[0473] Specific operation: The user accesses the education area through the device interface, selects a video on how to grow tomatoes, and starts watching it.

[0474] Step 5:

[0475] The user performs an operation to start the farming experience in the virtual space, and performs a specific farming task (e.g., planting tomatoes).

[0476] Input: User interface, agricultural experience operation signal

[0477] Output: Progress of farm work in virtual space

[0478] Specific operation: The user selects a farming task using the GUI on the device and performs the operation of planting tomatoes in the virtual space. The placement state of the 3D model is updated accordingly.

[0479] Step 6:

[0480] The user completes the purchase of the product by conducting a transaction using virtual currency through the terminal.

[0481] Input: Cryptocurrency wallet information, product selection data, trading signals

[0482] Output: Transaction completion notification, purchased product information

[0483] Specific operation: The user selects a product and pays with virtual currency. The server executes the transaction using blockchain technology and notifies the user that the transaction is complete.

[0484] In this way, the inputs and outputs for each specific step are clearly indicated, and specific operations are explained in detail, thereby making the processing flow of the entire system clear.

[0485] (Application example 1)

[0486] 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."

[0487] In modern society, opportunities for agricultural education are limited, and it is difficult to gain actual farming experience, especially in urban areas. Furthermore, the spread of agricultural knowledge and technology has been slow, resulting in poor progress in improving agricultural efficiency and quality. Furthermore, safe and efficient methods are required for trading and settling agricultural products. A system that utilizes virtual space to solve these problems is needed.

[0488] 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.

[0489] In this invention, the server includes a means for recreating an agricultural environment in a virtual space, a means for providing educational content, a means for displaying the educational content and agricultural experiences on a user terminal, a means for providing an interface for users to operate the agricultural experience, a means for using virtual currency and blockchain technology to conduct commodity transactions and payments in the virtual space, a means for providing interactive educational content, a means for users to participate in virtual events, and a means for cultivating and managing crops in the virtual space. This makes it possible to effectively disseminate agricultural knowledge and techniques through the virtual space and provide real agricultural experiences. Furthermore, secure transactions and payments using virtual currency are possible, improving the efficiency of trading agricultural products.

[0490] A "virtual space" is a three-dimensional digital environment generated on a computer system in which users can move freely and manipulate.

[0491] An "agricultural environment" is a digital recreation of agricultural elements such as farms, fields, and greenhouses in a virtual space.

[0492] "Educational content" refers to digital teaching materials such as videos, documents, and quizzes that are used to teach agricultural knowledge and techniques.

[0493] "User terminal" refers to a device operated by a user, such as a smartphone, tablet, PC, or head-mounted display.

[0494] "Interface" refers to a graphical user interface such as a screen or operation panel that allows users to operate within a virtual space, view educational content, and experience it.

[0495] "Virtual currency" means a digital currency used on the Internet for trading and settling goods and services.

[0496] "Blockchain technology" is a technology that records and manages transaction data in a distributed database, ensuring the transparency and security of virtual currency transactions.

[0497] "Interactive educational content" refers to digital learning materials that allow users to learn interactively by directly operating and responding to questions.

[0498] "Virtual event" refers to a special event or experiential session that takes place in a virtual space and in which users can participate.

[0499] "Means for cultivating and managing crops" refers to a system that provides users with operation and management functions for growing plants in a virtual space.

[0500] The present invention is a system for providing agricultural education and experience in a virtual space. This system is configured using the following various means.

[0501] First, the server provides a means to recreate an agricultural environment in a virtual space. Specifically, it generates 3D models to recreate a Japanese farm in a virtual space and places these models in the virtual space. It creates aircraft, fields, greenhouses, and other structures, allowing users to move and operate them freely within the virtual space.

[0502] Additionally, the server provides a means to store educational content in a database and place it in specific areas of the virtual space, including videos, handouts, and quizzes on how to grow, harvest, and control pests.

[0503] The device has a means to visually provide users with educational content and agricultural experiences. Specifically, it uses a smartphone or head-mounted display (HMD) to display the agricultural environment and educational content in a virtual space in 3D view. By operating this, users can have a realistic agricultural experience in the virtual space.

[0504] The system also provides an interface for cultivating and managing crops in a virtual space, including user interfaces for performing specific tasks and selecting and viewing educational content. These interfaces are designed to be intuitive and easy to use, ensuring a comfortable experience for users.

[0505] Additionally, cryptocurrencies and blockchain technology will provide a means for commodity trading and settlement in the virtual space, enabling secure and efficient transactions and facilitating the international trade of agricultural commodities.

[0506] The system also provides interactive educational content, allowing users to not only watch educational videos but also take quizzes and participate in virtual events, further enhancing learning effectiveness.

[0507] Examples:

[0508] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows: First, the server stores educational videos on tomato cultivation in a database and places them in an educational area in the virtual space. Next, the device provides an interface for accessing this educational area, allowing the user to select educational content. The user selects the "How to grow tomatoes" video and begins watching it. After watching, the user can then experience growing tomatoes on a virtual farm and can also purchase related products using virtual currency.

[0509] Example prompt sentence:

[0510] Describe an agricultural event based on the following:

[0511] Event name: Great Harvest Festival

[0512] Crop: Rice

[0513] Contents: Virtual rice harvesting experience, knowledge test on actual rice cultivation

[0514] This invention will enable the efficient dissemination and education of agricultural techniques via virtual space, and will enable safe and smooth international trade of agricultural products.

[0515] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0516] Step 1: Initial System Setup

[0517] The server performs the initial setup to recreate the agricultural environment in the virtual space. Specifically, it generates a 3D model and places it in the virtual space. The input for this step is digital data of the elements that make up the agricultural environment, and the output is the agricultural environment placed in the virtual space.

[0518] Input: Digital data of agricultural environments (fields, greenhouses, crop models, etc.)

[0519] Output: Agricultural environment recreated in virtual space

[0520] Step 2: Database storage and distribution of educational content

[0521] The server processes educational content, storing it in a database and placing it in a specific area within the virtual space. The input to this process is digital files of educational videos and materials, which are stored in a database and placed in the appropriate location. The output is educational content that is accessible to users.

[0522] Input: Digital files of educational content (videos, materials, etc.)

[0523] Output: Educational content accessible in virtual space

[0524] Step 3: Display the interface on the user's device

[0525] The device visually displays the agricultural environment and educational content in the virtual space to the user. Specifically, a 3D view is displayed through a smartphone or a head-mounted display (HMD). The input of this step is the data in the virtual space, and the output is the interface displayed on the user's device.

[0526] Input: Data in virtual space (agricultural environment, educational content)

[0527] Output: 3D view and interface displayed on the device

[0528] Step 4: User farming experience

[0529] Through the terminal interface, users can experience farming in a virtual space, performing specific tasks and using interactive educational content. The input for this step is the user's operations and interactions, and the output is the user's experience data.

[0530] Input: User actions and interactions

[0531] Output: User experience data

[0532] Step 5: Virtual Event Participation Settings

[0533] The server configures users to participate in the virtual event. The input for this step is the event schedule and content, and the output is a list of users who can participate in the event.

[0534] Input: Event schedule and content

[0535] Output: List of users who can attend the event

[0536] Step 6: Commodity trading and settlement using cryptocurrencies

[0537] The server and terminal process product transactions and payments using virtual currency. The input of this step is the user's transaction data and virtual currency information, and the output is transaction confirmation and completion notification.

[0538] Input: User transaction data and cryptocurrency information

[0539] Output: Transaction confirmation and completion notification

[0540] The above is a detailed description of the specific processing steps. This processing flow enables smooth agricultural experience and education in a virtual space.

[0541] 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.

[0542] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for the user to operate the agricultural experience. The present invention also includes an emotion engine that recognizes a user's emotions and optimizes the provision of the educational content and the agricultural experience based on the emotions.

[0543] 1. Building a Metaverse Environment

[0544] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[0545] 2. Educational content management

[0546] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[0547] 3. Providing a user interface

[0548] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[0549] 4. Emotion engine integration

[0550] The server integrates an emotion engine to recognize the user's emotions. The emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data. When the emotion engine recognizes the user's emotions, the information is sent to the server. Based on this information, the server provides appropriate educational content and feedback to the user.

[0551] 5. Payment with virtual currency

[0552] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[0553] Specific examples

[0554] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0555] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0556] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0557] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0558] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[0559] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[0560] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[0561] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[0562] 8. The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the product.

[0563] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences powered by an emotion engine, and make secure purchases using cryptocurrency.

[0564] The processing flow will be explained below.

[0565] Step 1:

[0566] The server loads a 3D model of a Japanese farm. Specifically, it reads a file called "Japanese Farm.glb" from the database for the virtual environment and places it in the metaverse environment.

[0567] Step 2:

[0568] The server places the loaded 3D model in the Metaverse environment, allowing users to freely explore the farm in the virtual space.

[0569] Step 3:

[0570] The server stores agricultural educational content (e.g., how to grow, harvest, and prevent pests and diseases) in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to prevent pests and diseases.pdf" are uploaded.

[0571] Step 4:

[0572] The server places the metadata of the stored educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, a list of available content is displayed.

[0573] Step 5:

[0574] The terminal displays a user interface. Once the user logs in, a 3D view of a Japanese farm is displayed, allowing the user to visually explore the farm.

[0575] Step 6:

[0576] The terminal provides an interface for accessing the educational area. When the user clicks the "Access Educational Area" button, a list of available educational content is displayed.

[0577] Step 7:

[0578] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video). Clicking on the content name starts the video playback.

[0579] Step 8:

[0580] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[0581] Step 9:

[0582] The emotion engine analyzes the user's facial expressions, voice, and behavioral data to recognize their emotions. For example, by collecting and analyzing data from a camera or microphone, it can determine whether the user is interested or curious.

[0583] Step 10:

[0584] The server optimizes the user experience based on the emotional data sent by the emotion engine, providing more details if the user is interested, and additional explanations and help if the user has questions.

[0585] Step 11:

[0586] The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant seedlings and performs operations to plant the seedlings in the virtual space. This allows the user to simulate an actual farming experience in a virtual environment.

[0587] Step 12:

[0588] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database. This saves the user's progress and allows them to resume their work the next time they log in.

[0589] Step 13:

[0590] Users use cryptocurrency to purchase agricultural products (e.g., fertilizer, seeds), add the selected products to their cart, enter their wallet information, and complete the purchase.

[0591] Step 14:

[0592] The server initializes the cryptocurrency transaction and performs secure payment using the blockchain network, completing the purchase and providing the user with delivery information.

[0593] Through these steps, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through an emotion engine, and make secure purchases using virtual currency.

[0594] Example 2

[0595] 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."

[0596] Conventional agricultural education systems require real farmland and equipment, resulting in high educational costs and operational burdens. Furthermore, learners have limited opportunities to experience actual farm work, making it difficult for them to acquire practical knowledge and skills. Furthermore, it is difficult to provide individual feedback based on each user's learning progress and interests. Therefore, a new system is needed that provides agricultural education and experiences in a virtual space, enabling efficient and personalized education.

[0597] 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.

[0598] In this invention, the server includes means for recreating an agricultural environment in a virtual space, database means for managing educational content, graphical user interface means for displaying the educational content and agricultural experiences on a user terminal, emotion recognition means for recognizing a user's emotion and optimizing the educational content and experience content, means for providing an operation panel for users to operate the agricultural experience, and means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology. This enables users to receive efficient and personalized agricultural education and experiences in a virtual space without the need for actual farmland or equipment.

[0599] A "virtual space" is a three-dimensional digital environment generated by a computer, which can be manipulated interactively by a user.

[0600] An "agricultural environment" is a set of virtual settings and objects that replicate agricultural activities such as growing and harvesting crops.

[0601] "Educational content" is a general term for information resources such as videos, documents, and interactive teaching materials provided for learning agricultural knowledge and techniques.

[0602] "Database means" refers to a database management system for efficiently storing and managing educational content.

[0603] "Graphical user interface means" refers to a user interface that provides a screen or widget that the user can visually operate.

[0604] "Emotion recognition means" refers to technology for analyzing and recognizing emotions from a user's facial expressions, voice, and behavioral data.

[0605] "Operation panel" is a general term for various controls and interfaces that allow users to operate the farming experience in a virtual space.

[0606] "Virtual currency" is a currency that exists in digital form and is used for transactions and payments using blockchain technology.

[0607] "Distributed ledger technology" is a technology for recording and managing transaction data in a decentralized manner, and primarily refers to blockchain.

[0608] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, a database for managing educational content, a graphical user interface for displaying the educational content and agricultural experiences on a user terminal, an emotion recognition means for recognizing a user's emotions and optimizing the educational content and experience, a means for providing an operation panel for a user to operate the agricultural experience, and a means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology.

[0609] Specifically, the server creates an environment that recreates a Japanese farm in a virtual space. First, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is digitized using 3D modeling software such as Blender. These 3D models are then placed in the virtual space using Unity or Unreal Engine, allowing users to move freely around the virtual space.

[0610] The server also stores agricultural educational content (e.g., how to grow crops, harvest methods, and pest and disease control) in a database using database management systems such as SQL Server or MongoDB. The stored content is placed in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time through Unity or Unreal Engine.

[0611] The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. The GUI provides a 3D view to visualize the farm and allows users to experience farming tasks. It also provides a control panel that allows users to start and stop specific tasks and view educational content.

[0612] Furthermore, as an emotion recognition means, the server integrates an emotion engine to recognize the user's emotions. This emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data using, for example, Microsoft Azure's emotion recognition API or Google Cloud's AI technology. When the user's emotion data is sent to the server, the server provides appropriate educational content and feedback based on that information.

[0613] Furthermore, the terminal provides a UI for buying and selling goods using virtual currencies. It uses distributed ledger technologies such as Ethereum and Bitcoin to ensure secure and transparent settlement, facilitating smooth international commodity trading.

[0614] Specific examples

[0615] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0616] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0617] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0618] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0619] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[0620] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[0621] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[0622] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[0623] 8. The server initializes the cryptocurrency transaction and securely settles it through the distributed ledger, completing the purchase of the item.

[0624] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through emotion recognition technology, and make secure purchases using cryptocurrency.

[0625] Prompt Sentence Examples

[0626] An example of a prompt for the generative AI model is as follows:

[0627] "Please provide educational content for learning how to grow tomatoes in a metaverse environment set on a Japanese farm, and allow users to participate interactively. Furthermore, please incorporate a mechanism to analyze user sentiment and provide appropriate feedback based on that sentiment, and provide a UI that allows users to trade related products with virtual currency."

[0628] Using these prompts, the generative AI model can output the specific steps and implementation methods needed to build a system that meets the above requirements.

[0629] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0630] Step 1: Building a virtual space

[0631] 1. Input: A 3D model of a Japanese farm, digitized in 3D modeling software such as Blender.

[0632] 2. Specific operation: The server imports this 3D model data into Unity or Unreal Engine and places it in the virtual space. Specifically, it places each element, such as rice paddies, fields, and greenhouses, in the virtual space and sets the appropriate textures and lighting.

[0633] 3. Output: A virtual agricultural environment in which the user can move freely.

[0634] Step 2: Manage educational content

[0635] 1. Input: Educational content related to agriculture (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases, etc.).

[0636] 2. Specific operation: The server stores the educational content in a database management system such as SQL Server or MongoDB. Then, the content is placed in an educational area within the virtual space. For example, links to various videos and materials are placed in a specific work area.

[0637] 3. Output: Educational content stored in the database and data appropriately placed in the educational area of ​​the virtual space.

[0638] Step 3: Providing a User Interface

[0639] 1. Input: Virtual agricultural environment and educational content.

[0640] 2. Specific operation: The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. This GUI provides a 3D view to visualize the farm, and displays navigation buttons and an operation panel, making it easy for users to operate.

[0641] 3. Output: User-operable GUI and educational content viewing interface.

[0642] Step 4: Integrating the Emotion Engine

[0643] 1. Input: User's facial expression data, voice data, and behavior data.

[0644] 2. Specific operation: The server integrates an emotion engine using Microsoft Azure's emotion recognition API and Google Cloud's AI technology. The device collects data from the user's webcam and microphone and sends it to the server. The server analyzes the data and recognizes the user's emotions.

[0645] 3. Output: User sentiment data and recommendations for feedback and educational content based on it.

[0646] Step 5: Pay with cryptocurrency

[0647] 1. Input: User's cryptocurrency wallet information and desired product.

[0648] 2. Specific operation: The terminal displays a product catalog and allows the user to select a product. After selection, the server initializes the cryptocurrency transaction and settles it using distributed ledger technology, for example, the Ethereum network.

[0649] 3. Output: Data of the securely completed cryptocurrency transaction and purchased items.

[0650] (Application example 2)

[0651] 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."

[0652] Modern agricultural education and experiences are difficult to access for many people due to physical and time constraints. It is also difficult to provide personalized educational content that reflects learners' emotions and levels of understanding. Furthermore, there is a need for efficient and secure methods for international commodity trade.

[0653] 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 means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for the user to operate the agricultural experience, means including an emotion engine that recognizes the user's emotions and optimizes the provision of the educational content and agricultural experiences based on the emotions, and means for providing a user interface for buying and selling goods using virtual currency. This allows learners to receive high-quality agricultural education without being bound by location or time, enjoy a personalized learning experience based on their emotions, and conduct international commodity transactions efficiently and safely.

[0654] A "virtual space" is a digital environment generated by a computer system that a user can experience visually and operationally.

[0655] An "agricultural environment" is a simulated agricultural ecosystem that includes virtual fields, facilities, crops, animals, etc. for carrying out agricultural activities.

[0656] "Educational content" refers to information content provided to help learners acquire specific knowledge or skills, and includes videos, materials, simulations, etc.

[0657] "User terminal" refers to an information processing device such as a computer, smartphone, tablet, or head-mounted display, which is a device that allows a user to access and operate a virtual space.

[0658] An "interface" is a means by which a user interacts with a system and performs input or operations, including a graphical user interface (GUI).

[0659] An "emotion engine" is software that analyzes a user's emotional state from data such as facial expressions, voice, and behavior, and provides appropriate responses and content based on that.

[0660] "Cryptocurrency" means a digital or virtual currency, a digital token that uses cryptography to secure transactions and to generate new units of currency.

[0661] "Distributed ledger technology" is a decentralized data management technology that allows a digital ledger to be jointly managed by multiple nodes on a network, preventing unauthorized tampering; blockchain is a representative example.

[0662] This invention provides a system for providing agricultural education and experience in a virtual space. The system includes a server, a user terminal, and multiple software components. Specific embodiments of each component are described below.

[0663] 1. Building a Metaverse Environment

[0664] The server uses Unity to build a virtual space that recreates a Japanese farm. The 3D model of a Japanese farm includes elements such as rice paddies, fields, and greenhouses, and users can move freely within the virtual space. This 3D model data is managed by Firebase.

[0665] 2. Educational content management

[0666] The server stores educational content (videos, materials, etc.) in Firebase and places it in the education area within the metaverse. User devices connect to this database to retrieve and display educational content when needed.

[0667] 3. Providing a user interface

[0668] User devices (computers, smartphones, tablets, etc.) are equipped with a 3D viewer built with Unity, allowing users to control the farming experience in a virtual space. The GUI is intuitive and easy to use, providing an interface for starting and stopping specific farming tasks and viewing educational content.

[0669] 4. Emotion engine integration

[0670] The server uses AWS Rekognition to recognize emotions from the user's camera input (facial expressions, voice), and the analysis results are stored in Firebase to provide personalized feedback and recommend educational content to the user.

[0671] 5. Payment with virtual currency

[0672] The Ethereum platform is used to buy and sell goods using virtual currency. Through a user interface, users select the product they want to purchase and pay with virtual currency. Transaction details are recorded on a distributed ledger built using blockchain technology, ensuring transparency and security of transactions.

[0673] Specific examples

[0674] Learning to grow tomatoes on a virtual farm

[0675] 1. The server stores educational videos about tomato cultivation in Firebase and places them in the educational area of ​​the virtual farm.

[0676] 2. The user device (smartphone) displays the access interface to the educational area, and the user selects the "How to grow tomatoes" video and begins watching it.

[0677] 3. AWS Rekognition analyzes the user's facial expressions and voice to recommend additional personalized content based on their interests and level of understanding.

[0678] 4. The user plants tomato seedlings in the virtual farm and relives the growth process.

[0679] 5. Users use the virtual currency to purchase related products such as fertilizer and seeds.

[0680] 6. Use the Ethereum platform to conduct secure cryptocurrency payments.

[0681] Prompt Sentence Examples

[0682] "Use a smartphone camera to analyze user emotions with AWS Rekognition and store the data in Firebase. Create a system that recommends personalized agricultural educational content and products based on user emotions."

[0683] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0684] Step 1:

[0685] The server recreates an agricultural environment in a virtual space. Specifically, it uses the Unity engine to generate a 3D model of a Japanese farm and stores it on Firebase. This 3D model includes elements such as rice paddies, fields, and greenhouses. The server then places the recreated data (3D model) of the agricultural environment on the metaverse. The input data is information about the Japanese farm and material data for generating the 3D model, and the output is a 3D model of the farm placed in the metaverse environment.

[0686] Step 2:

[0687] The server manages educational content (videos, materials). This involves storing agricultural educational videos and text materials in Firebase and placing them in the educational area within the virtual farm. The input data is educational content (video files, text files), and the output is educational content placed in the educational area within the virtual space.

[0688] Step 3:

[0689] The user device (smartphone) launches a 3D viewer and accesses the virtual space. Using a graphical user interface (GUI) built with Unity, the user can freely move around the farm and perform agricultural tasks. The input data is the user's operational status (movement, selection, operation), and the output is operational feedback via the GUI.

[0690] Step 4:

[0691] The user device displays educational content. When the user selects a specific educational video or material, the content is retrieved from Firebase and played or displayed. The input is the user's selection (selection of educational content), and the output is the display of the selected content.

[0692] Step 5:

[0693] It integrates AWS Rekognition to analyze user emotions. Users input facial expressions and voice data through their smartphone camera, and the emotion engine analyzes this data in real time. The input data is the user's facial expression images and voice data, and the output is the user's emotional state (interest, level of understanding).

[0694] Step 6:

[0695] The server personalizes educational content based on the results of the emotion engine. It provides additional content and feedback appropriate to the user based on the emotion data stored in Firebase. The input data is the analyzed emotion data, and the output is personalized educational content recommendation information.

[0696] Step 7:

[0697] The user terminal displays additional information about the educational content and recommended content. If the user shows interest, detailed information and related educational content will be automatically displayed. The input data is the recommended educational content, and the output is a display of the recommended content.

[0698] Step 8:

[0699] Users perform agricultural work in a virtual farm. Specifically, they perform operations such as sowing seeds and applying fertilizer in the virtual space. The input data is the user's operation information (the work content), and the output is the changes in the virtual farm (crop growth, changes in area).

[0700] Step 9:

[0701] Users purchase products using virtual currency. They select products (fertilizer, seeds, etc.) through the user interface and pay with virtual currency. The input data is information about the selected product and payment information, and the output is information about the product purchase completion.

[0702] Step 10:

[0703] Cryptocurrency settlement is carried out on the Ethereum platform. This allows all transactions to be recorded on the blockchain, ensuring secure and transparent transactions. The input data is the payment transaction information, and the output is the transaction information recorded on the blockchain.

[0704] 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.

[0705] 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.

[0706] 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.

[0707] [Third embodiment]

[0708] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[0709] 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.

[0710] 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).

[0711] 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.

[0712] 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.

[0713] 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).

[0714] 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.

[0715] 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.

[0716] 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.

[0717] 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.

[0718] 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.

[0719] 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."

[0720] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for users to operate the agricultural experience. The system also includes a means for conducting commodity transactions and settlements using virtual currency and blockchain technology.

[0721] 1. Building a Metaverse Environment

[0722] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[0723] 2. Educational content management

[0724] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[0725] 3. Providing a user interface

[0726] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[0727] 4. Payment with virtual currency

[0728] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[0729] Specific examples

[0730] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0731] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0732] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0733] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0734] After watching the video, users can actually experience growing tomatoes on a virtual farm. Users can also use virtual currency to purchase related products (e.g., fertilizer, seeds, etc.) to further their tomato cultivation.

[0735] In this way, the present invention efficiently disseminates and educates agricultural technology through virtual space, and supports international trade of agricultural products.

[0736] The processing flow will be explained below.

[0737] Step 1:

[0738] The server loads a 3D model of a Japanese farm, reading the file "Japanese Farm.glb" from the database for the virtual environment.

[0739] Step 2:

[0740] The server places the loaded 3D model in the virtual space, specifically, places the loaded 3D model at specific coordinates in the virtual environment so that it will be visible the next time the user accesses the virtual environment.

[0741] Step 3:

[0742] The server stores agricultural educational content in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to control pests and diseases.pdf" are uploaded.

[0743] Step 4:

[0744] The server places the metadata of the saved educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, it is displayed as a list.

[0745] Step 5:

[0746] The terminal displays a user interface, and once the user logs in, a virtual model of a Japanese farm is displayed in 3D view.

[0747] Step 6:

[0748] The terminal displays an interface for accessing the educational area. The user can click the "Access Educational Area" button to view a list of educational content.

[0749] Step 7:

[0750] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video) by clicking on the content name to begin playback.

[0751] Step 8:

[0752] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[0753] Step 9:

[0754] The user performs operations to cultivate tomatoes in the virtual farm, for example, by selecting a location to plant seedlings and performing actions to plant the seedlings in the virtual space.

[0755] Step 10:

[0756] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, so that the progress is saved the next time the user logs in.

[0757] Step 11:

[0758] Users can purchase related products (e.g., fertilizer, seeds) with virtual currency by selecting the product, entering their wallet information, and completing the purchase process.

[0759] Step 12:

[0760] The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the item.

[0761] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, and can also purchase goods securely using virtual currency.

[0762] Example 1

[0763] 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."

[0764] In reality, agriculture requires land and resources, and is dependent on weather and seasons, making it difficult to learn through hands-on experience. Furthermore, there are limited means of efficiently transferring agricultural techniques and knowledge, making it difficult to improve the quality of education. International commodity trading also faces challenges, such as the high fees and long processing times required for conventional currency payments.

[0765] 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.

[0766] In this invention, the server includes means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for users to operate the agricultural experiences, means for creating and placing 3D models in the virtual space, means for storing the educational content in a database, and means for trading and settling goods using virtual currency. This makes it possible to experience and learn about agriculture through the virtual space without being restricted by reality, and enables fast and low-cost settlement even in international commodity transactions.

[0767] "Virtual space" refers to a three-dimensional space generated by a computer, which can be experienced and manipulated by users through an interface.

[0768] "Agricultural environment" refers to elements in virtual space that recreate agricultural-related locations and facilities, such as rice fields, farms, and greenhouses.

[0769] "Educational content" refers to videos, documents, interactive teaching materials, etc. that provide agricultural knowledge and techniques.

[0770] "User device" refers to the hardware and software that allows users to access and operate virtual spaces, including personal computers, smartphones, and VR headsets.

[0771] "Interface" refers to a user interface that provides a means for users to perform operations and obtain information within a virtual space. Specifically, it includes a graphical user interface (GUI) and an operation panel.

[0772] A "3D model" refers to digital data created by a computer to represent shape and appearance in three-dimensional space.

[0773] A "database" refers to a system for efficiently storing, managing, and retrieving information and data.

[0774] "Virtual currency" refers to digital currency used for transactions over the Internet, which records and manages transactions using distributed ledger technology.

[0775] "Blockchain technology" refers to a technology that records transaction information on a distributed ledger and manages it in a way that makes it difficult to tamper with. Specifically, it has a structure in which transaction data linked to blocks is linked like a chain.

[0776] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, means for providing educational content, means for displaying the educational content and the agricultural experience on a user terminal, means for providing an interface for users to operate the agricultural experience, and means for trading and settling products using virtual currency.

[0777] A means of recreating agricultural environments in virtual space

[0778] In this system, a server recreates a Japanese farm in a virtual space. Specifically, using game engines such as Unity or Unreal Engine, the main elements of a Japanese farm (rice paddies, fields, greenhouses, etc.) are digitized as 3D models and placed in a metaverse environment. Users can then freely explore this virtual space using their devices.

[0779] A means of providing educational content

[0780] The server stores agricultural educational content in a database. This database can be a cloud database such as Firebase or MongoDB. The stored content is linked to a specific area (educational area) in the virtual space. By accessing this area, users can obtain information such as how to grow crops, how to harvest, and how to deal with pests and diseases.

[0781] A means for displaying educational content and agricultural experiences on user devices

[0782] The device displays a graphical user interface (GUI) that allows users to experience farming within the metaverse. The device uses Unity to generate a 3D view to visualize the farm. Users can then interact with the interface to start and stop specific farming tasks and view educational content.

[0783] A means of providing an interface for users to manipulate the farming experience

[0784] This system provides a terminal with an interface designed to allow users to directly control the farming experience. Specifically, it is designed to allow users to easily operate the GUI when planting tomatoes and harvesting them in the virtual space.

[0785] A means of trading and settling goods using virtual currencies

[0786] The terminal also provides a UI for buying and selling goods using cryptocurrencies, and the server can execute secure transactions using blockchain technologies such as Ethereum and Hyperledger, enabling fast and low-cost international goods trade.

[0787] Specific examples

[0788] For example, if a user wants to "learn how to grow tomatoes," the system operates as follows:

[0789] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0790] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0791] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0792] Example prompt sentence:

[0793] "I would like to learn how to grow tomatoes in a virtual space and then actually grow tomatoes on a virtual farm. Please tell me about the relevant educational content and how to operate it."

[0794] In this way, the present invention provides a means for experiencing and learning about agriculture through a virtual space, free from the constraints of reality, and also enables international commodity trade to be conducted quickly and at low cost.

[0795] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0796] Step 1:

[0797] The server prepares data to recreate the agricultural environment in a virtual space. Specifically, it creates 3D models of each element of a Japanese farm (rice paddies, fields, greenhouses, etc.) and places them in the virtual space.

[0798] Input: Farm element information and 3D modeling software

[0799] Output: 3D model data placed in virtual space

[0800] What it does: The server uses a game engine to generate 3D models and places them in a virtual space.

[0801] Step 2:

[0802] The server uploads educational content to a database and links it to educational areas within the virtual space.

[0803] Input: Agricultural educational videos and materials, cloud database

[0804] Output: Educational content stored in the database and link information indicating it

[0805] Specific operation: The server uploads educational content to Firebase, stores the content metadata in a database, and places a link to the content in the educational area of ​​the virtual space.

[0806] Step 3:

[0807] The terminal displays the virtual farm through a user interface, displaying a GUI that allows the user to begin their farming experience.

[0808] Input: 3D model data of virtual space, content information, user operation signals

[0809] Output: The 3D view and operation interface presented to the user

[0810] Specific operation: The device generates a 3D view of the virtual space using Unity or similar software, displays it to the user, and provides an interface that responds to user operations.

[0811] Step 4:

[0812] The user operates the terminal to access the education area, and selects and views educational content.

[0813] Input: Device-provided interface, content links, and user input

[0814] Output: Playback of user-selected educational content

[0815] Specific operation: The user accesses the education area through the device interface, selects a video on how to grow tomatoes, and starts watching it.

[0816] Step 5:

[0817] The user performs an operation to start the farming experience in the virtual space, and performs a specific farming task (e.g., planting tomatoes).

[0818] Input: User interface, agricultural experience operation signal

[0819] Output: Progress of farm work in virtual space

[0820] Specific operation: The user selects a farming task using the GUI on the device and performs the operation of planting tomatoes in the virtual space. The placement state of the 3D model is updated accordingly.

[0821] Step 6:

[0822] The user completes the purchase of the product by conducting a transaction using virtual currency through the terminal.

[0823] Input: Cryptocurrency wallet information, product selection data, trading signals

[0824] Output: Transaction completion notification, purchased product information

[0825] Specific operation: The user selects a product and pays with virtual currency. The server executes the transaction using blockchain technology and notifies the user that the transaction is complete.

[0826] In this way, the inputs and outputs for each specific step are clearly indicated, and specific operations are explained in detail, thereby making the processing flow of the entire system clear.

[0827] (Application example 1)

[0828] 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."

[0829] In modern society, opportunities for agricultural education are limited, and it is difficult to gain actual farming experience, especially in urban areas. Furthermore, the spread of agricultural knowledge and technology has been slow, resulting in poor progress in improving agricultural efficiency and quality. Furthermore, safe and efficient methods are required for trading and settling agricultural products. A system that utilizes virtual space to solve these problems is needed.

[0830] 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.

[0831] In this invention, the server includes a means for recreating an agricultural environment in a virtual space, a means for providing educational content, a means for displaying the educational content and agricultural experiences on a user terminal, a means for providing an interface for users to operate the agricultural experience, a means for using virtual currency and blockchain technology to conduct commodity transactions and payments in the virtual space, a means for providing interactive educational content, a means for users to participate in virtual events, and a means for cultivating and managing crops in the virtual space. This makes it possible to effectively disseminate agricultural knowledge and techniques through the virtual space and provide real agricultural experiences. Furthermore, secure transactions and payments using virtual currency are possible, improving the efficiency of trading agricultural products.

[0832] A "virtual space" is a three-dimensional digital environment generated on a computer system in which users can move freely and manipulate.

[0833] An "agricultural environment" is a digital recreation of agricultural elements such as farms, fields, and greenhouses in a virtual space.

[0834] "Educational content" refers to digital teaching materials such as videos, documents, and quizzes that are used to teach agricultural knowledge and techniques.

[0835] "User terminal" refers to a device operated by a user, such as a smartphone, tablet, PC, or head-mounted display.

[0836] "Interface" refers to a graphical user interface such as a screen or operation panel that allows users to operate within a virtual space, view educational content, and experience it.

[0837] "Virtual currency" means a digital currency used on the Internet for trading and settling goods and services.

[0838] "Blockchain technology" is a technology that records and manages transaction data in a distributed database, ensuring the transparency and security of virtual currency transactions.

[0839] "Interactive educational content" refers to digital learning materials that allow users to learn interactively by directly operating and responding to questions.

[0840] "Virtual event" refers to a special event or experiential session that takes place in a virtual space and in which users can participate.

[0841] "Means for cultivating and managing crops" refers to a system that provides users with operation and management functions for growing plants in a virtual space.

[0842] The present invention is a system for providing agricultural education and experience in a virtual space. This system is configured using the following various means.

[0843] First, the server provides a means to recreate an agricultural environment in a virtual space. Specifically, it generates 3D models to recreate a Japanese farm in a virtual space and places these models in the virtual space. It creates aircraft, fields, greenhouses, and other structures, allowing users to move and operate them freely within the virtual space.

[0844] Additionally, the server provides a means to store educational content in a database and place it in specific areas of the virtual space, including videos, handouts, and quizzes on how to grow, harvest, and control pests.

[0845] The device has a means to visually provide users with educational content and agricultural experiences. Specifically, it uses a smartphone or head-mounted display (HMD) to display the agricultural environment and educational content in a virtual space in 3D view. By operating this, users can have a realistic agricultural experience in the virtual space.

[0846] The system also provides an interface for cultivating and managing crops in a virtual space, including user interfaces for performing specific tasks and selecting and viewing educational content. These interfaces are designed to be intuitive and easy to use, ensuring a comfortable experience for users.

[0847] Additionally, cryptocurrencies and blockchain technology will provide a means for commodity trading and settlement in the virtual space, enabling secure and efficient transactions and facilitating the international trade of agricultural commodities.

[0848] The system also provides interactive educational content, allowing users to not only watch educational videos but also take quizzes and participate in virtual events, further enhancing learning effectiveness.

[0849] Examples:

[0850] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows: First, the server stores educational videos on tomato cultivation in a database and places them in an educational area in the virtual space. Next, the device provides an interface for accessing this educational area, allowing the user to select educational content. The user selects the "How to grow tomatoes" video and begins watching it. After watching, the user can then experience growing tomatoes on a virtual farm and can also purchase related products using virtual currency.

[0851] Example prompt sentence:

[0852] Describe an agricultural event based on the following:

[0853] Event name: Great Harvest Festival

[0854] Crop: Rice

[0855] Contents: Virtual rice harvesting experience, knowledge test on actual rice cultivation

[0856] This invention will enable the efficient dissemination and education of agricultural techniques via virtual space, and will enable safe and smooth international trade of agricultural products.

[0857] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0858] Step 1: Initial System Setup

[0859] The server performs the initial setup to recreate the agricultural environment in the virtual space. Specifically, it generates a 3D model and places it in the virtual space. The input for this step is digital data of the elements that make up the agricultural environment, and the output is the agricultural environment placed in the virtual space.

[0860] Input: Digital data of agricultural environments (fields, greenhouses, crop models, etc.)

[0861] Output: Agricultural environment recreated in virtual space

[0862] Step 2: Database storage and distribution of educational content

[0863] The server processes educational content, storing it in a database and placing it in a specific area within the virtual space. The input to this process is digital files of educational videos and materials, which are stored in a database and placed in the appropriate location. The output is educational content that is accessible to users.

[0864] Input: Digital files of educational content (videos, materials, etc.)

[0865] Output: Educational content accessible in virtual space

[0866] Step 3: Display the interface on the user's device

[0867] The device visually displays the agricultural environment and educational content in the virtual space to the user. Specifically, a 3D view is displayed through a smartphone or a head-mounted display (HMD). The input of this step is the data in the virtual space, and the output is the interface displayed on the user's device.

[0868] Input: Data in virtual space (agricultural environment, educational content)

[0869] Output: 3D view and interface displayed on the device

[0870] Step 4: User farming experience

[0871] Through the terminal interface, users can experience farming in a virtual space, performing specific tasks and using interactive educational content. The input for this step is the user's operations and interactions, and the output is the user's experience data.

[0872] Input: User actions and interactions

[0873] Output: User experience data

[0874] Step 5: Virtual Event Participation Settings

[0875] The server configures users to participate in the virtual event. The input for this step is the event schedule and content, and the output is a list of users who can participate in the event.

[0876] Input: Event schedule and content

[0877] Output: List of users who can attend the event

[0878] Step 6: Commodity trading and settlement using cryptocurrencies

[0879] The server and terminal process product transactions and payments using virtual currency. The input of this step is the user's transaction data and virtual currency information, and the output is transaction confirmation and completion notification.

[0880] Input: User transaction data and cryptocurrency information

[0881] Output: Transaction confirmation and completion notification

[0882] The above is a detailed description of the specific processing steps. This processing flow enables smooth agricultural experience and education in a virtual space.

[0883] 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.

[0884] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for the user to operate the agricultural experience. The present invention also includes an emotion engine that recognizes a user's emotions and optimizes the provision of the educational content and the agricultural experience based on the emotions.

[0885] 1. Building a Metaverse Environment

[0886] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[0887] 2. Educational content management

[0888] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[0889] 3. Providing a user interface

[0890] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[0891] 4. Emotion engine integration

[0892] The server integrates an emotion engine to recognize the user's emotions. The emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data. When the emotion engine recognizes the user's emotions, the information is sent to the server. Based on this information, the server provides appropriate educational content and feedback to the user.

[0893] 5. Payment with virtual currency

[0894] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[0895] Specific examples

[0896] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0897] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0898] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0899] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0900] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[0901] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[0902] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[0903] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[0904] 8. The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the product.

[0905] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences powered by an emotion engine, and make secure purchases using cryptocurrency.

[0906] The processing flow will be explained below.

[0907] Step 1:

[0908] The server loads a 3D model of a Japanese farm. Specifically, it reads a file called "Japanese Farm.glb" from the database for the virtual environment and places it in the metaverse environment.

[0909] Step 2:

[0910] The server places the loaded 3D model in the Metaverse environment, allowing users to freely explore the farm in the virtual space.

[0911] Step 3:

[0912] The server stores agricultural educational content (e.g., how to grow, harvest, and prevent pests and diseases) in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to prevent pests and diseases.pdf" are uploaded.

[0913] Step 4:

[0914] The server places the metadata of the stored educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, a list of available content is displayed.

[0915] Step 5:

[0916] The terminal displays a user interface. Once the user logs in, a 3D view of a Japanese farm is displayed, allowing the user to visually explore the farm.

[0917] Step 6:

[0918] The terminal provides an interface for accessing the educational area. When the user clicks the "Access Educational Area" button, a list of available educational content is displayed.

[0919] Step 7:

[0920] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video). Clicking on the content name starts the video playback.

[0921] Step 8:

[0922] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[0923] Step 9:

[0924] The emotion engine analyzes the user's facial expressions, voice, and behavioral data to recognize their emotions. For example, by collecting and analyzing data from a camera or microphone, it can determine whether the user is interested or curious.

[0925] Step 10:

[0926] The server optimizes the user experience based on the emotional data sent by the emotion engine, providing more details if the user is interested, and additional explanations and help if the user has questions.

[0927] Step 11:

[0928] The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant seedlings and performs operations to plant the seedlings in the virtual space. This allows the user to simulate an actual farming experience in a virtual environment.

[0929] Step 12:

[0930] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database. This saves the user's progress and allows them to resume their work the next time they log in.

[0931] Step 13:

[0932] Users use cryptocurrency to purchase agricultural products (e.g., fertilizer, seeds), add the selected products to their cart, enter their wallet information, and complete the purchase.

[0933] Step 14:

[0934] The server initializes the cryptocurrency transaction and performs secure payment using the blockchain network, completing the purchase and providing the user with delivery information.

[0935] Through these steps, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through an emotion engine, and make secure purchases using virtual currency.

[0936] Example 2

[0937] 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."

[0938] Conventional agricultural education systems require real farmland and equipment, resulting in high educational costs and operational burdens. Furthermore, learners have limited opportunities to experience actual farm work, making it difficult for them to acquire practical knowledge and skills. Furthermore, it is difficult to provide individual feedback based on each user's learning progress and interests. Therefore, a new system is needed that provides agricultural education and experiences in a virtual space, enabling efficient and personalized education.

[0939] 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.

[0940] In this invention, the server includes means for recreating an agricultural environment in a virtual space, database means for managing educational content, graphical user interface means for displaying the educational content and agricultural experiences on a user terminal, emotion recognition means for recognizing a user's emotion and optimizing the educational content and experience content, means for providing an operation panel for users to operate the agricultural experience, and means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology. This enables users to receive efficient and personalized agricultural education and experiences in a virtual space without the need for actual farmland or equipment.

[0941] A "virtual space" is a three-dimensional digital environment generated by a computer, which can be manipulated interactively by a user.

[0942] An "agricultural environment" is a set of virtual settings and objects that replicate agricultural activities such as growing and harvesting crops.

[0943] "Educational content" is a general term for information resources such as videos, documents, and interactive teaching materials provided for learning agricultural knowledge and techniques.

[0944] "Database means" refers to a database management system for efficiently storing and managing educational content.

[0945] "Graphical user interface means" refers to a user interface that provides a screen or widget that the user can visually operate.

[0946] "Emotion recognition means" refers to technology for analyzing and recognizing emotions from a user's facial expressions, voice, and behavioral data.

[0947] "Operation panel" is a general term for various controls and interfaces that allow users to operate the farming experience in a virtual space.

[0948] "Virtual currency" is a currency that exists in digital form and is used for transactions and payments using blockchain technology.

[0949] "Distributed ledger technology" is a technology for recording and managing transaction data in a decentralized manner, and primarily refers to blockchain.

[0950] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, a database for managing educational content, a graphical user interface for displaying the educational content and agricultural experiences on a user terminal, an emotion recognition means for recognizing a user's emotions and optimizing the educational content and experience, a means for providing an operation panel for a user to operate the agricultural experience, and a means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology.

[0951] Specifically, the server creates an environment that recreates a Japanese farm in a virtual space. First, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is digitized using 3D modeling software such as Blender. These 3D models are then placed in the virtual space using Unity or Unreal Engine, allowing users to move freely around the virtual space.

[0952] The server also stores agricultural educational content (e.g., how to grow crops, harvest methods, and pest and disease control) in a database using database management systems such as SQL Server or MongoDB. The stored content is placed in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time through Unity or Unreal Engine.

[0953] The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. The GUI provides a 3D view to visualize the farm and allows users to experience farming tasks. It also provides a control panel that allows users to start and stop specific tasks and view educational content.

[0954] Furthermore, as an emotion recognition means, the server integrates an emotion engine to recognize the user's emotions. This emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data using, for example, Microsoft Azure's emotion recognition API or Google Cloud's AI technology. When the user's emotion data is sent to the server, the server provides appropriate educational content and feedback based on that information.

[0955] Furthermore, the terminal provides a UI for buying and selling goods using virtual currencies. It uses distributed ledger technologies such as Ethereum and Bitcoin to ensure secure and transparent settlement, facilitating smooth international commodity trading.

[0956] Specific examples

[0957] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[0958] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[0959] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[0960] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[0961] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[0962] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[0963] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[0964] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[0965] 8. The server initializes the cryptocurrency transaction and securely settles it through the distributed ledger, completing the purchase of the item.

[0966] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through emotion recognition technology, and make secure purchases using cryptocurrency.

[0967] Prompt Sentence Examples

[0968] An example of a prompt for the generative AI model is as follows:

[0969] "Please provide educational content for learning how to grow tomatoes in a metaverse environment set on a Japanese farm, and allow users to participate interactively. Furthermore, please incorporate a mechanism to analyze user sentiment and provide appropriate feedback based on that sentiment, and provide a UI that allows users to trade related products with virtual currency."

[0970] Using these prompts, the generative AI model can output the specific steps and implementation methods needed to build a system that meets the above requirements.

[0971] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0972] Step 1: Building a virtual space

[0973] 1. Input: A 3D model of a Japanese farm, digitized in 3D modeling software such as Blender.

[0974] 2. Specific operation: The server imports this 3D model data into Unity or Unreal Engine and places it in the virtual space. Specifically, it places each element, such as rice paddies, fields, and greenhouses, in the virtual space and sets the appropriate textures and lighting.

[0975] 3. Output: A virtual agricultural environment in which the user can move freely.

[0976] Step 2: Manage educational content

[0977] 1. Input: Educational content related to agriculture (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases, etc.).

[0978] 2. Specific operation: The server stores the educational content in a database management system such as SQL Server or MongoDB. Then, the content is placed in an educational area within the virtual space. For example, links to various videos and materials are placed in a specific work area.

[0979] 3. Output: Educational content stored in the database and data appropriately placed in the educational area of ​​the virtual space.

[0980] Step 3: Providing a User Interface

[0981] 1. Input: Virtual agricultural environment and educational content.

[0982] 2. Specific operation: The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. This GUI provides a 3D view to visualize the farm, and displays navigation buttons and an operation panel, making it easy for users to operate.

[0983] 3. Output: User-operable GUI and educational content viewing interface.

[0984] Step 4: Integrating the Emotion Engine

[0985] 1. Input: User's facial expression data, voice data, and behavior data.

[0986] 2. Specific operation: The server integrates an emotion engine using Microsoft Azure's emotion recognition API and Google Cloud's AI technology. The device collects data from the user's webcam and microphone and sends it to the server. The server analyzes the data and recognizes the user's emotions.

[0987] 3. Output: User sentiment data and recommendations for feedback and educational content based on it.

[0988] Step 5: Pay with cryptocurrency

[0989] 1. Input: User's cryptocurrency wallet information and desired product.

[0990] 2. Specific operation: The terminal displays a product catalog and allows the user to select a product. After selection, the server initializes the cryptocurrency transaction and settles it using distributed ledger technology, for example, the Ethereum network.

[0991] 3. Output: Data of the securely completed cryptocurrency transaction and purchased items.

[0992] (Application example 2)

[0993] 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."

[0994] Modern agricultural education and experiences are difficult to access for many people due to physical and time constraints. It is also difficult to provide personalized educational content that reflects learners' emotions and levels of understanding. Furthermore, there is a need for efficient and secure methods for international commodity trade.

[0995] 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 means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for the user to operate the agricultural experience, means including an emotion engine that recognizes the user's emotions and optimizes the provision of the educational content and agricultural experiences based on the emotions, and means for providing a user interface for buying and selling goods using virtual currency. This allows learners to receive high-quality agricultural education without being bound by location or time, enjoy a personalized learning experience based on their emotions, and conduct international commodity transactions efficiently and safely.

[0996] A "virtual space" is a digital environment generated by a computer system that a user can experience visually and operationally.

[0997] An "agricultural environment" is a simulated agricultural ecosystem that includes virtual fields, facilities, crops, animals, etc. for carrying out agricultural activities.

[0998] "Educational content" refers to information content provided to help learners acquire specific knowledge or skills, and includes videos, materials, simulations, etc.

[0999] "User terminal" refers to an information processing device such as a computer, smartphone, tablet, or head-mounted display, which is a device that allows a user to access and operate a virtual space.

[1000] An "interface" is a means by which a user interacts with a system and performs input or operations, including a graphical user interface (GUI).

[1001] An "emotion engine" is software that analyzes a user's emotional state from data such as facial expressions, voice, and behavior, and provides appropriate responses and content based on that.

[1002] "Cryptocurrency" means a digital or virtual currency, a digital token that uses cryptography to secure transactions and to generate new units of currency.

[1003] "Distributed ledger technology" is a decentralized data management technology that allows a digital ledger to be jointly managed by multiple nodes on a network, preventing unauthorized tampering; blockchain is a representative example.

[1004] This invention provides a system for providing agricultural education and experience in a virtual space. The system includes a server, a user terminal, and multiple software components. Specific embodiments of each component are described below.

[1005] 1. Building a Metaverse Environment

[1006] The server uses Unity to build a virtual space that recreates a Japanese farm. The 3D model of a Japanese farm includes elements such as rice paddies, fields, and greenhouses, and users can move freely within the virtual space. This 3D model data is managed by Firebase.

[1007] 2. Educational content management

[1008] The server stores educational content (videos, materials, etc.) in Firebase and places it in the education area within the metaverse. User devices connect to this database to retrieve and display educational content when needed.

[1009] 3. Providing a user interface

[1010] User devices (computers, smartphones, tablets, etc.) are equipped with a 3D viewer built with Unity, allowing users to control the farming experience in a virtual space. The GUI is intuitive and easy to use, providing an interface for starting and stopping specific farming tasks and viewing educational content.

[1011] 4. Emotion engine integration

[1012] The server uses AWS Rekognition to recognize emotions from the user's camera input (facial expressions, voice), and the analysis results are stored in Firebase to provide personalized feedback and recommend educational content to the user.

[1013] 5. Payment with virtual currency

[1014] The Ethereum platform is used to buy and sell goods using virtual currency. Through a user interface, users select the product they want to purchase and pay with virtual currency. Transaction details are recorded on a distributed ledger built using blockchain technology, ensuring transparency and security of transactions.

[1015] Specific examples

[1016] Learning to grow tomatoes on a virtual farm

[1017] 1. The server stores educational videos about tomato cultivation in Firebase and places them in the educational area of ​​the virtual farm.

[1018] 2. The user device (smartphone) displays the access interface to the educational area, and the user selects the "How to grow tomatoes" video and begins watching it.

[1019] 3. AWS Rekognition analyzes the user's facial expressions and voice to recommend additional personalized content based on their interests and level of understanding.

[1020] 4. The user plants tomato seedlings in the virtual farm and relives the growth process.

[1021] 5. Users use the virtual currency to purchase related products such as fertilizer and seeds.

[1022] 6. Use the Ethereum platform to conduct secure cryptocurrency payments.

[1023] Prompt Sentence Examples

[1024] "Use a smartphone camera to analyze user emotions with AWS Rekognition and store the data in Firebase. Create a system that recommends personalized agricultural educational content and products based on user emotions."

[1025] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1026] Step 1:

[1027] The server recreates an agricultural environment in a virtual space. Specifically, it uses the Unity engine to generate a 3D model of a Japanese farm and stores it on Firebase. This 3D model includes elements such as rice paddies, fields, and greenhouses. The server then places the recreated data (3D model) of the agricultural environment on the metaverse. The input data is information about the Japanese farm and material data for generating the 3D model, and the output is a 3D model of the farm placed in the metaverse environment.

[1028] Step 2:

[1029] The server manages educational content (videos, materials). This involves storing agricultural educational videos and text materials in Firebase and placing them in the educational area within the virtual farm. The input data is educational content (video files, text files), and the output is educational content placed in the educational area within the virtual space.

[1030] Step 3:

[1031] The user device (smartphone) launches a 3D viewer and accesses the virtual space. Using a graphical user interface (GUI) built with Unity, the user can freely move around the farm and perform agricultural tasks. The input data is the user's operational status (movement, selection, operation), and the output is operational feedback via the GUI.

[1032] Step 4:

[1033] The user device displays educational content. When the user selects a specific educational video or material, the content is retrieved from Firebase and played or displayed. The input is the user's selection (selection of educational content), and the output is the display of the selected content.

[1034] Step 5:

[1035] It integrates AWS Rekognition to analyze user emotions. Users input facial expressions and voice data through their smartphone camera, and the emotion engine analyzes this data in real time. The input data is the user's facial expression images and voice data, and the output is the user's emotional state (interest, level of understanding).

[1036] Step 6:

[1037] The server personalizes educational content based on the results of the emotion engine. It provides additional content and feedback appropriate to the user based on the emotion data stored in Firebase. The input data is the analyzed emotion data, and the output is personalized educational content recommendation information.

[1038] Step 7:

[1039] The user terminal displays additional information about the educational content and recommended content. If the user shows interest, detailed information and related educational content will be automatically displayed. The input data is the recommended educational content, and the output is a display of the recommended content.

[1040] Step 8:

[1041] Users perform agricultural work in a virtual farm. Specifically, they perform operations such as sowing seeds and applying fertilizer in the virtual space. The input data is the user's operation information (the work content), and the output is the changes in the virtual farm (crop growth, changes in area).

[1042] Step 9:

[1043] Users purchase products using virtual currency. They select products (fertilizer, seeds, etc.) through the user interface and pay with virtual currency. The input data is information about the selected product and payment information, and the output is information about the product purchase completion.

[1044] Step 10:

[1045] Cryptocurrency settlement is carried out on the Ethereum platform. This allows all transactions to be recorded on the blockchain, ensuring secure and transparent transactions. The input data is the payment transaction information, and the output is the transaction information recorded on the blockchain.

[1046] 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.

[1047] 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.

[1048] 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.

[1049] [Fourth embodiment]

[1050] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1051] 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.

[1052] 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).

[1053] 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.

[1054] 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.

[1055] 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).

[1056] 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.

[1057] 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.

[1058] 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.

[1059] 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.

[1060] 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.

[1061] 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.

[1062] 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."

[1063] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for users to operate the agricultural experience. The system also includes a means for conducting commodity transactions and settlements using virtual currency and blockchain technology.

[1064] 1. Building a Metaverse Environment

[1065] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[1066] 2. Educational content management

[1067] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[1068] 3. Providing a user interface

[1069] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[1070] 4. Payment with virtual currency

[1071] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[1072] Specific examples

[1073] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[1074] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[1075] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[1076] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[1077] After watching the video, users can actually experience growing tomatoes on a virtual farm. Users can also use virtual currency to purchase related products (e.g., fertilizer, seeds, etc.) to further their tomato cultivation.

[1078] In this way, the present invention efficiently disseminates and educates agricultural technology through virtual space, and supports international trade of agricultural products.

[1079] The processing flow will be explained below.

[1080] Step 1:

[1081] The server loads a 3D model of a Japanese farm, reading the file "Japanese Farm.glb" from the database for the virtual environment.

[1082] Step 2:

[1083] The server places the loaded 3D model in the virtual space, specifically, places the loaded 3D model at specific coordinates in the virtual environment so that it will be visible the next time the user accesses the virtual environment.

[1084] Step 3:

[1085] The server stores agricultural educational content in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to control pests and diseases.pdf" are uploaded.

[1086] Step 4:

[1087] The server places the metadata of the saved educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, it is displayed as a list.

[1088] Step 5:

[1089] The terminal displays a user interface, and once the user logs in, a virtual model of a Japanese farm is displayed in 3D view.

[1090] Step 6:

[1091] The terminal displays an interface for accessing the educational area. The user can click the "Access Educational Area" button to view a list of educational content.

[1092] Step 7:

[1093] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video) by clicking on the content name to begin playback.

[1094] Step 8:

[1095] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[1096] Step 9:

[1097] The user performs operations to cultivate tomatoes in the virtual farm, for example, by selecting a location to plant seedlings and performing actions to plant the seedlings in the virtual space.

[1098] Step 10:

[1099] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, so that the progress is saved the next time the user logs in.

[1100] Step 11:

[1101] Users can purchase related products (e.g., fertilizer, seeds) with virtual currency by selecting the product, entering their wallet information, and completing the purchase process.

[1102] Step 12:

[1103] The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the item.

[1104] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, and can also purchase goods securely using virtual currency.

[1105] Example 1

[1106] 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."

[1107] In reality, agriculture requires land and resources, and is dependent on weather and seasons, making it difficult to learn through hands-on experience. Furthermore, there are limited means of efficiently transferring agricultural techniques and knowledge, making it difficult to improve the quality of education. International commodity trading also faces challenges, such as the high fees and long processing times required for conventional currency payments.

[1108] 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.

[1109] In this invention, the server includes means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for users to operate the agricultural experiences, means for creating and placing 3D models in the virtual space, means for storing the educational content in a database, and means for trading and settling goods using virtual currency. This makes it possible to experience and learn about agriculture through the virtual space without being restricted by reality, and enables fast and low-cost settlement even in international commodity transactions.

[1110] "Virtual space" refers to a three-dimensional space generated by a computer, which can be experienced and manipulated by users through an interface.

[1111] "Agricultural environment" refers to elements in virtual space that recreate agricultural-related locations and facilities, such as rice fields, farms, and greenhouses.

[1112] "Educational content" refers to videos, documents, interactive teaching materials, etc. that provide agricultural knowledge and techniques.

[1113] "User device" refers to the hardware and software that allows users to access and operate virtual spaces, including personal computers, smartphones, and VR headsets.

[1114] "Interface" refers to a user interface that provides a means for users to perform operations and obtain information within a virtual space. Specifically, it includes a graphical user interface (GUI) and an operation panel.

[1115] A "3D model" refers to digital data created by a computer to represent shape and appearance in three-dimensional space.

[1116] A "database" refers to a system for efficiently storing, managing, and retrieving information and data.

[1117] "Virtual currency" refers to digital currency used for transactions over the Internet, which records and manages transactions using distributed ledger technology.

[1118] "Blockchain technology" refers to a technology that records transaction information on a distributed ledger and manages it in a way that makes it difficult to tamper with. Specifically, it has a structure in which transaction data linked to blocks is linked like a chain.

[1119] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, means for providing educational content, means for displaying the educational content and the agricultural experience on a user terminal, means for providing an interface for users to operate the agricultural experience, and means for trading and settling products using virtual currency.

[1120] A means of recreating agricultural environments in virtual space

[1121] In this system, a server recreates a Japanese farm in a virtual space. Specifically, using game engines such as Unity or Unreal Engine, the main elements of a Japanese farm (rice paddies, fields, greenhouses, etc.) are digitized as 3D models and placed in a metaverse environment. Users can then freely explore this virtual space using their devices.

[1122] A means of providing educational content

[1123] The server stores agricultural educational content in a database. This database can be a cloud database such as Firebase or MongoDB. The stored content is linked to a specific area (educational area) in the virtual space. By accessing this area, users can obtain information such as how to grow crops, how to harvest, and how to deal with pests and diseases.

[1124] A means for displaying educational content and agricultural experiences on user devices

[1125] The device displays a graphical user interface (GUI) that allows users to experience farming within the metaverse. The device uses Unity to generate a 3D view to visualize the farm. Users can then interact with the interface to start and stop specific farming tasks and view educational content.

[1126] A means of providing an interface for users to manipulate the farming experience

[1127] This system provides a terminal with an interface designed to allow users to directly control the farming experience. Specifically, it is designed to allow users to easily operate the GUI when planting tomatoes and harvesting them in the virtual space.

[1128] A means of trading and settling goods using virtual currencies

[1129] The terminal also provides a UI for buying and selling goods using cryptocurrencies, and the server can execute secure transactions using blockchain technologies such as Ethereum and Hyperledger, enabling fast and low-cost international goods trade.

[1130] Specific examples

[1131] For example, if a user wants to "learn how to grow tomatoes," the system operates as follows:

[1132] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[1133] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[1134] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[1135] Example prompt sentence:

[1136] "I would like to learn how to grow tomatoes in a virtual space and then actually grow tomatoes on a virtual farm. Please tell me about the relevant educational content and how to operate it."

[1137] In this way, the present invention provides a means for experiencing and learning about agriculture through a virtual space, free from the constraints of reality, and also enables international commodity trade to be conducted quickly and at low cost.

[1138] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1139] Step 1:

[1140] The server prepares data to recreate the agricultural environment in a virtual space. Specifically, it creates 3D models of each element of a Japanese farm (rice paddies, fields, greenhouses, etc.) and places them in the virtual space.

[1141] Input: Farm element information and 3D modeling software

[1142] Output: 3D model data placed in virtual space

[1143] What it does: The server uses a game engine to generate 3D models and places them in a virtual space.

[1144] Step 2:

[1145] The server uploads educational content to a database and links it to educational areas within the virtual space.

[1146] Input: Agricultural educational videos and materials, cloud database

[1147] Output: Educational content stored in the database and link information indicating it

[1148] Specific operation: The server uploads educational content to Firebase, stores the content metadata in a database, and places a link to the content in the educational area of ​​the virtual space.

[1149] Step 3:

[1150] The terminal displays the virtual farm through a user interface, displaying a GUI that allows the user to begin their farming experience.

[1151] Input: 3D model data of virtual space, content information, user operation signals

[1152] Output: The 3D view and operation interface presented to the user

[1153] Specific operation: The device generates a 3D view of the virtual space using Unity or similar software, displays it to the user, and provides an interface that responds to user operations.

[1154] Step 4:

[1155] The user operates the terminal to access the education area, and selects and views educational content.

[1156] Input: Device-provided interface, content links, and user input

[1157] Output: Playback of user-selected educational content

[1158] Specific operation: The user accesses the education area through the device interface, selects a video on how to grow tomatoes, and starts watching it.

[1159] Step 5:

[1160] The user performs an operation to start the farming experience in the virtual space, and performs a specific farming task (e.g., planting tomatoes).

[1161] Input: User interface, agricultural experience operation signal

[1162] Output: Progress of farm work in virtual space

[1163] Specific operation: The user selects a farming task using the GUI on the device and performs the operation of planting tomatoes in the virtual space. The placement state of the 3D model is updated accordingly.

[1164] Step 6:

[1165] The user completes the purchase of the product by conducting a transaction using virtual currency through the terminal.

[1166] Input: Cryptocurrency wallet information, product selection data, trading signals

[1167] Output: Transaction completion notification, purchased product information

[1168] Specific operation: The user selects a product and pays with virtual currency. The server executes the transaction using blockchain technology and notifies the user that the transaction is complete.

[1169] In this way, the inputs and outputs for each specific step are clearly indicated, and specific operations are explained in detail, thereby making the processing flow of the entire system clear.

[1170] (Application example 1)

[1171] 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."

[1172] In modern society, opportunities for agricultural education are limited, and it is difficult to gain actual farming experience, especially in urban areas. Furthermore, the spread of agricultural knowledge and technology has been slow, resulting in poor progress in improving agricultural efficiency and quality. Furthermore, safe and efficient methods are required for trading and settling agricultural products. A system that utilizes virtual space to solve these problems is needed.

[1173] 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.

[1174] In this invention, the server includes a means for recreating an agricultural environment in a virtual space, a means for providing educational content, a means for displaying the educational content and agricultural experiences on a user terminal, a means for providing an interface for users to operate the agricultural experience, a means for using virtual currency and blockchain technology to conduct commodity transactions and payments in the virtual space, a means for providing interactive educational content, a means for users to participate in virtual events, and a means for cultivating and managing crops in the virtual space. This makes it possible to effectively disseminate agricultural knowledge and techniques through the virtual space and provide real agricultural experiences. Furthermore, secure transactions and payments using virtual currency are possible, improving the efficiency of trading agricultural products.

[1175] A "virtual space" is a three-dimensional digital environment generated on a computer system in which users can move freely and manipulate.

[1176] An "agricultural environment" is a digital recreation of agricultural elements such as farms, fields, and greenhouses in a virtual space.

[1177] "Educational content" refers to digital teaching materials such as videos, documents, and quizzes that are used to teach agricultural knowledge and techniques.

[1178] "User terminal" refers to a device operated by a user, such as a smartphone, tablet, PC, or head-mounted display.

[1179] "Interface" refers to a graphical user interface such as a screen or operation panel that allows users to operate within a virtual space, view educational content, and experience it.

[1180] "Virtual currency" means a digital currency used on the Internet for trading and settling goods and services.

[1181] "Blockchain technology" is a technology that records and manages transaction data in a distributed database, ensuring the transparency and security of virtual currency transactions.

[1182] "Interactive educational content" refers to digital learning materials that allow users to learn interactively by directly operating and responding to questions.

[1183] "Virtual event" refers to a special event or experiential session that takes place in a virtual space and in which users can participate.

[1184] "Means for cultivating and managing crops" refers to a system that provides users with operation and management functions for growing plants in a virtual space.

[1185] The present invention is a system for providing agricultural education and experience in a virtual space. This system is configured using the following various means.

[1186] First, the server provides a means to recreate an agricultural environment in a virtual space. Specifically, it generates 3D models to recreate a Japanese farm in a virtual space and places these models in the virtual space. It creates aircraft, fields, greenhouses, and other structures, allowing users to move and operate them freely within the virtual space.

[1187] Additionally, the server provides a means to store educational content in a database and place it in specific areas of the virtual space, including videos, handouts, and quizzes on how to grow, harvest, and control pests.

[1188] The device has a means to visually provide users with educational content and agricultural experiences. Specifically, it uses a smartphone or head-mounted display (HMD) to display the agricultural environment and educational content in a virtual space in 3D view. By operating this, users can have a realistic agricultural experience in the virtual space.

[1189] The system also provides an interface for cultivating and managing crops in a virtual space, including user interfaces for performing specific tasks and selecting and viewing educational content. These interfaces are designed to be intuitive and easy to use, ensuring a comfortable experience for users.

[1190] Additionally, cryptocurrencies and blockchain technology will provide a means for commodity trading and settlement in the virtual space, enabling secure and efficient transactions and facilitating the international trade of agricultural commodities.

[1191] The system also provides interactive educational content, allowing users to not only watch educational videos but also take quizzes and participate in virtual events, further enhancing learning effectiveness.

[1192] Examples:

[1193] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows: First, the server stores educational videos on tomato cultivation in a database and places them in an educational area in the virtual space. Next, the device provides an interface for accessing this educational area, allowing the user to select educational content. The user selects the "How to grow tomatoes" video and begins watching it. After watching, the user can then experience growing tomatoes on a virtual farm and can also purchase related products using virtual currency.

[1194] Example prompt sentence:

[1195] Describe an agricultural event based on the following:

[1196] Event name: Great Harvest Festival

[1197] Crop: Rice

[1198] Contents: Virtual rice harvesting experience, knowledge test on actual rice cultivation

[1199] This invention will enable the efficient dissemination and education of agricultural techniques via virtual space, and will enable safe and smooth international trade of agricultural products.

[1200] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1201] Step 1: Initial System Setup

[1202] The server performs the initial setup to recreate the agricultural environment in the virtual space. Specifically, it generates a 3D model and places it in the virtual space. The input for this step is digital data of the elements that make up the agricultural environment, and the output is the agricultural environment placed in the virtual space.

[1203] Input: Digital data of agricultural environments (fields, greenhouses, crop models, etc.)

[1204] Output: Agricultural environment recreated in virtual space

[1205] Step 2: Database storage and distribution of educational content

[1206] The server processes educational content, storing it in a database and placing it in a specific area within the virtual space. The input to this process is digital files of educational videos and materials, which are stored in a database and placed in the appropriate location. The output is educational content that is accessible to users.

[1207] Input: Digital files of educational content (videos, materials, etc.)

[1208] Output: Educational content accessible in virtual space

[1209] Step 3: Display the interface on the user's device

[1210] The device visually displays the agricultural environment and educational content in the virtual space to the user. Specifically, a 3D view is displayed through a smartphone or a head-mounted display (HMD). The input of this step is the data in the virtual space, and the output is the interface displayed on the user's device.

[1211] Input: Data in virtual space (agricultural environment, educational content)

[1212] Output: 3D view and interface displayed on the device

[1213] Step 4: User farming experience

[1214] Through the terminal interface, users can experience farming in a virtual space, performing specific tasks and using interactive educational content. The input for this step is the user's operations and interactions, and the output is the user's experience data.

[1215] Input: User actions and interactions

[1216] Output: User experience data

[1217] Step 5: Virtual Event Participation Settings

[1218] The server configures users to participate in the virtual event. The input for this step is the event schedule and content, and the output is a list of users who can participate in the event.

[1219] Input: Event schedule and content

[1220] Output: List of users who can attend the event

[1221] Step 6: Commodity trading and settlement using cryptocurrencies

[1222] The server and terminal process product transactions and payments using virtual currency. The input of this step is the user's transaction data and virtual currency information, and the output is transaction confirmation and completion notification.

[1223] Input: User transaction data and cryptocurrency information

[1224] Output: Transaction confirmation and completion notification

[1225] The above is a detailed description of the specific processing steps. This processing flow enables smooth agricultural experience and education in a virtual space.

[1226] 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.

[1227] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes a means for recreating an agricultural environment in the virtual space, a means for providing educational content, a means for displaying the educational content and the agricultural experience on a user terminal, and a means for providing an interface for the user to operate the agricultural experience. The present invention also includes an emotion engine that recognizes a user's emotions and optimizes the provision of the educational content and the agricultural experience based on the emotions.

[1228] 1. Building a Metaverse Environment

[1229] The server creates an environment that recreates a Japanese farm in virtual space. Specifically, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is first digitized as a 3D model. These models are then placed in the Metaverse environment, allowing users to move freely around the virtual space.

[1230] 2. Educational content management

[1231] The server also stores agricultural educational content (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases) in a database and places it in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time.

[1232] 3. Providing a user interface

[1233] The device displays a graphical user interface that allows users to experience farming in the metaverse. Specifically, it provides a 3D view to visualize the farm and allow users to experience farming tasks. It also provides an interface for users to start and finish specific tasks and view educational content.

[1234] 4. Emotion engine integration

[1235] The server integrates an emotion engine to recognize the user's emotions. The emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data. When the emotion engine recognizes the user's emotions, the information is sent to the server. Based on this information, the server provides appropriate educational content and feedback to the user.

[1236] 5. Payment with virtual currency

[1237] The terminal also provides a UI for buying and selling goods using cryptocurrencies and uses blockchain technology to secure transactions, making international goods trading smooth and safe.

[1238] Specific examples

[1239] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[1240] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[1241] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[1242] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[1243] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[1244] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[1245] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[1246] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[1247] 8. The server initializes the cryptocurrency transaction and securely settles the payment through the blockchain network, completing the purchase of the product.

[1248] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences powered by an emotion engine, and make secure purchases using cryptocurrency.

[1249] The processing flow will be explained below.

[1250] Step 1:

[1251] The server loads a 3D model of a Japanese farm. Specifically, it reads a file called "Japanese Farm.glb" from the database for the virtual environment and places it in the metaverse environment.

[1252] Step 2:

[1253] The server places the loaded 3D model in the Metaverse environment, allowing users to freely explore the farm in the virtual space.

[1254] Step 3:

[1255] The server stores agricultural educational content (e.g., how to grow, harvest, and prevent pests and diseases) in a database. For example, a video called "How to grow tomatoes.mp4" and a document called "How to prevent pests and diseases.pdf" are uploaded.

[1256] Step 4:

[1257] The server places the metadata of the stored educational content in the educational area of ​​the virtual environment, so that when a user accesses the educational area, a list of available content is displayed.

[1258] Step 5:

[1259] The terminal displays a user interface. Once the user logs in, a 3D view of a Japanese farm is displayed, allowing the user to visually explore the farm.

[1260] Step 6:

[1261] The terminal provides an interface for accessing the educational area. When the user clicks the "Access Educational Area" button, a list of available educational content is displayed.

[1262] Step 7:

[1263] Users can access the education area and select a specific educational content (e.g., a "How to Grow Tomatoes" video). Clicking on the content name starts the video playback.

[1264] Step 8:

[1265] The device plays the selected educational video, and a video player is displayed, allowing the user to perform operations such as play, stop, fast forward, and rewind.

[1266] Step 9:

[1267] The emotion engine analyzes the user's facial expressions, voice, and behavioral data to recognize their emotions. For example, by collecting and analyzing data from a camera or microphone, it can determine whether the user is interested or curious.

[1268] Step 10:

[1269] The server optimizes the user experience based on the emotional data sent by the emotion engine, providing more details if the user is interested, and additional explanations and help if the user has questions.

[1270] Step 11:

[1271] The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant seedlings and performs operations to plant the seedlings in the virtual space. This allows the user to simulate an actual farming experience in a virtual environment.

[1272] Step 12:

[1273] The device sends the operations performed by the user on the virtual farm to the server and stores them in a database. This saves the user's progress and allows them to resume their work the next time they log in.

[1274] Step 13:

[1275] Users use cryptocurrency to purchase agricultural products (e.g., fertilizer, seeds), add the selected products to their cart, enter their wallet information, and complete the purchase.

[1276] Step 14:

[1277] The server initializes the cryptocurrency transaction and performs secure payment using the blockchain network, completing the purchase and providing the user with delivery information.

[1278] Through these steps, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through an emotion engine, and make secure purchases using virtual currency.

[1279] Example 2

[1280] 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."

[1281] Conventional agricultural education systems require real farmland and equipment, resulting in high educational costs and operational burdens. Furthermore, learners have limited opportunities to experience actual farm work, making it difficult for them to acquire practical knowledge and skills. Furthermore, it is difficult to provide individual feedback based on each user's learning progress and interests. Therefore, a new system is needed that provides agricultural education and experiences in a virtual space, enabling efficient and personalized education.

[1282] 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.

[1283] In this invention, the server includes means for recreating an agricultural environment in a virtual space, database means for managing educational content, graphical user interface means for displaying the educational content and agricultural experiences on a user terminal, emotion recognition means for recognizing a user's emotion and optimizing the educational content and experience content, means for providing an operation panel for users to operate the agricultural experience, and means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology. This enables users to receive efficient and personalized agricultural education and experiences in a virtual space without the need for actual farmland or equipment.

[1284] A "virtual space" is a three-dimensional digital environment generated by a computer, which can be manipulated interactively by a user.

[1285] An "agricultural environment" is a set of virtual settings and objects that replicate agricultural activities such as growing and harvesting crops.

[1286] "Educational content" is a general term for information resources such as videos, documents, and interactive teaching materials provided for learning agricultural knowledge and techniques.

[1287] "Database means" refers to a database management system for efficiently storing and managing educational content.

[1288] "Graphical user interface means" refers to a user interface that provides a screen or widget that the user can visually operate.

[1289] "Emotion recognition means" refers to technology for analyzing and recognizing emotions from a user's facial expressions, voice, and behavioral data.

[1290] "Operation panel" is a general term for various controls and interfaces that allow users to operate the farming experience in a virtual space.

[1291] "Virtual currency" is a currency that exists in digital form and is used for transactions and payments using blockchain technology.

[1292] "Distributed ledger technology" is a technology for recording and managing transaction data in a decentralized manner, and primarily refers to blockchain.

[1293] The present invention is a system for providing agricultural education and experiences in a virtual space. The system includes means for recreating an agricultural environment in the virtual space, a database for managing educational content, a graphical user interface for displaying the educational content and agricultural experiences on a user terminal, an emotion recognition means for recognizing a user's emotions and optimizing the educational content and experience, a means for providing an operation panel for a user to operate the agricultural experience, and a means for conducting commodity transactions and settlements using virtual currency and distributed ledger technology.

[1294] Specifically, the server creates an environment that recreates a Japanese farm in a virtual space. First, each element of a Japanese farm (e.g., rice paddies, fields, greenhouses, etc.) is digitized using 3D modeling software such as Blender. These 3D models are then placed in the virtual space using Unity or Unreal Engine, allowing users to move freely around the virtual space.

[1295] The server also stores agricultural educational content (e.g., how to grow crops, harvest methods, and pest and disease control) in a database using database management systems such as SQL Server or MongoDB. The stored content is placed in an educational area within the virtual space, allowing users to access the information and knowledge they need at any time through Unity or Unreal Engine.

[1296] The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. The GUI provides a 3D view to visualize the farm and allows users to experience farming tasks. It also provides a control panel that allows users to start and stop specific tasks and view educational content.

[1297] Furthermore, as an emotion recognition means, the server integrates an emotion engine to recognize the user's emotions. This emotion engine recognizes emotions by analyzing the user's facial expressions, voice, or behavioral data using, for example, Microsoft Azure's emotion recognition API or Google Cloud's AI technology. When the user's emotion data is sent to the server, the server provides appropriate educational content and feedback based on that information.

[1298] Furthermore, the terminal provides a UI for buying and selling goods using virtual currencies. It uses distributed ledger technologies such as Ethereum and Bitcoin to ensure secure and transparent settlement, facilitating smooth international commodity trading.

[1299] Specific examples

[1300] For example, if a user wishes to "learn how to grow tomatoes," the system operates as follows.

[1301] 1. The server stores educational videos about tomato cultivation in a database and places them in an educational area within the metaverse.

[1302] 2. The terminal displays an interface for accessing the educational area, allowing the user to select educational content.

[1303] 3. The user accesses the education area through the device, selects the "How to Grow Tomatoes" video, and begins watching it.

[1304] 4. The emotion engine analyzes the user's facial expressions and voice to recognize emotions while the user is watching a video. For example, if the user shows interest, it will automatically recommend more detailed information or related content.

[1305] 5. The user performs operations to cultivate tomatoes in the virtual farm. For example, the user selects a location to plant the seedlings and performs the action of planting the seedlings in the virtual space.

[1306] 6. The device sends the operations performed by the user on the virtual farm to the server and stores them in a database, ensuring that the user's progress is saved the next time they log in.

[1307] 7. The user uses the cryptocurrency to purchase related products (e.g., fertilizer, seeds), selecting the product and entering their wallet information to complete the purchase.

[1308] 8. The server initializes the cryptocurrency transaction and securely settles it through the distributed ledger, completing the purchase of the item.

[1309] Throughout the process, users can receive educational and agricultural experiences in a virtual environment, enjoy personalized experiences through emotion recognition technology, and make secure purchases using cryptocurrency.

[1310] Prompt Sentence Examples

[1311] An example of a prompt for the generative AI model is as follows:

[1312] "Please provide educational content for learning how to grow tomatoes in a metaverse environment set on a Japanese farm, and allow users to participate interactively. Furthermore, please incorporate a mechanism to analyze user sentiment and provide appropriate feedback based on that sentiment, and provide a UI that allows users to trade related products with virtual currency."

[1313] Using these prompts, the generative AI model can output the specific steps and implementation methods needed to build a system that meets the above requirements.

[1314] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1315] Step 1: Building a virtual space

[1316] 1. Input: A 3D model of a Japanese farm, digitized in 3D modeling software such as Blender.

[1317] 2. Specific operation: The server imports this 3D model data into Unity or Unreal Engine and places it in the virtual space. Specifically, it places each element, such as rice paddies, fields, and greenhouses, in the virtual space and sets the appropriate textures and lighting.

[1318] 3. Output: A virtual agricultural environment in which the user can move freely.

[1319] Step 2: Manage educational content

[1320] 1. Input: Educational content related to agriculture (e.g., how to grow crops, how to harvest crops, how to deal with pests and diseases, etc.).

[1321] 2. Specific operation: The server stores the educational content in a database management system such as SQL Server or MongoDB. Then, the content is placed in an educational area within the virtual space. For example, links to various videos and materials are placed in a specific work area.

[1322] 3. Output: Educational content stored in the database and data appropriately placed in the educational area of ​​the virtual space.

[1323] Step 3: Providing a User Interface

[1324] 1. Input: Virtual agricultural environment and educational content.

[1325] 2. Specific operation: The terminal displays a graphical user interface (GUI) that allows users to experience farming in the metaverse. This GUI provides a 3D view to visualize the farm, and displays navigation buttons and an operation panel, making it easy for users to operate.

[1326] 3. Output: User-operable GUI and educational content viewing interface.

[1327] Step 4: Integrating the Emotion Engine

[1328] 1. Input: User's facial expression data, voice data, and behavior data.

[1329] 2. Specific operation: The server integrates an emotion engine using Microsoft Azure's emotion recognition API and Google Cloud's AI technology. The device collects data from the user's webcam and microphone and sends it to the server. The server analyzes the data and recognizes the user's emotions.

[1330] 3. Output: User sentiment data and recommendations for feedback and educational content based on it.

[1331] Step 5: Pay with cryptocurrency

[1332] 1. Input: User's cryptocurrency wallet information and desired product.

[1333] 2. Specific operation: The terminal displays a product catalog and allows the user to select a product. After selection, the server initializes the cryptocurrency transaction and settles it using distributed ledger technology, for example, the Ethereum network.

[1334] 3. Output: Data of the securely completed cryptocurrency transaction and purchased items.

[1335] (Application example 2)

[1336] 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."

[1337] Modern agricultural education and experiences are difficult to access for many people due to physical and time constraints. It is also difficult to provide personalized educational content that reflects learners' emotions and levels of understanding. Furthermore, there is a need for efficient and secure methods for international commodity trade.

[1338] 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 means for recreating an agricultural environment in a virtual space, means for providing educational content, means for displaying the educational content and agricultural experiences on a user terminal, means for providing an interface for the user to operate the agricultural experience, means including an emotion engine that recognizes the user's emotions and optimizes the provision of the educational content and agricultural experiences based on the emotions, and means for providing a user interface for buying and selling goods using virtual currency. This allows learners to receive high-quality agricultural education without being bound by location or time, enjoy a personalized learning experience based on their emotions, and conduct international commodity transactions efficiently and safely.

[1339] A "virtual space" is a digital environment generated by a computer system that a user can experience visually and operationally.

[1340] An "agricultural environment" is a simulated agricultural ecosystem that includes virtual fields, facilities, crops, animals, etc. for carrying out agricultural activities.

[1341] "Educational content" refers to information content provided to help learners acquire specific knowledge or skills, and includes videos, materials, simulations, etc.

[1342] "User terminal" refers to an information processing device such as a computer, smartphone, tablet, or head-mounted display, which is a device that allows a user to access and operate a virtual space.

[1343] An "interface" is a means by which a user interacts with a system and performs input or operations, including a graphical user interface (GUI).

[1344] An "emotion engine" is software that analyzes a user's emotional state from data such as facial expressions, voice, and behavior, and provides appropriate responses and content based on that.

[1345] "Cryptocurrency" means a digital or virtual currency, a digital token that uses cryptography to secure transactions and to generate new units of currency.

[1346] "Distributed ledger technology" is a decentralized data management technology that allows a digital ledger to be jointly managed by multiple nodes on a network, preventing unauthorized tampering; blockchain is a representative example.

[1347] This invention provides a system for providing agricultural education and experience in a virtual space. The system includes a server, a user terminal, and multiple software components. Specific embodiments of each component are described below.

[1348] 1. Building a Metaverse Environment

[1349] The server uses Unity to build a virtual space that recreates a Japanese farm. The 3D model of a Japanese farm includes elements such as rice paddies, fields, and greenhouses, and users can move freely within the virtual space. This 3D model data is managed by Firebase.

[1350] 2. Educational content management

[1351] The server stores educational content (videos, materials, etc.) in Firebase and places it in the education area within the metaverse. User devices connect to this database to retrieve and display educational content when needed.

[1352] 3. Providing a user interface

[1353] User devices (computers, smartphones, tablets, etc.) are equipped with a 3D viewer built with Unity, allowing users to control the farming experience in a virtual space. The GUI is intuitive and easy to use, providing an interface for starting and stopping specific farming tasks and viewing educational content.

[1354] 4. Emotion engine integration

[1355] The server uses AWS Rekognition to recognize emotions from the user's camera input (facial expressions, voice), and the analysis results are stored in Firebase to provide personalized feedback and recommend educational content to the user.

[1356] 5. Payment with virtual currency

[1357] The Ethereum platform is used to buy and sell goods using virtual currency. Through a user interface, users select the product they want to purchase and pay with virtual currency. Transaction details are recorded on a distributed ledger built using blockchain technology, ensuring transparency and security of transactions.

[1358] Specific examples

[1359] Learning to grow tomatoes on a virtual farm

[1360] 1. The server stores educational videos about tomato cultivation in Firebase and places them in the educational area of ​​the virtual farm.

[1361] 2. The user device (smartphone) displays the access interface to the educational area, and the user selects the "How to grow tomatoes" video and begins watching it.

[1362] 3. AWS Rekognition analyzes the user's facial expressions and voice to recommend additional personalized content based on their interests and level of understanding.

[1363] 4. The user plants tomato seedlings in the virtual farm and relives the growth process.

[1364] 5. Users use the virtual currency to purchase related products such as fertilizer and seeds.

[1365] 6. Use the Ethereum platform to conduct secure cryptocurrency payments.

[1366] Prompt Sentence Examples

[1367] "Use a smartphone camera to analyze user emotions with AWS Rekognition and store the data in Firebase. Create a system that recommends personalized agricultural educational content and products based on user emotions."

[1368] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1369] Step 1:

[1370] The server recreates an agricultural environment in a virtual space. Specifically, it uses the Unity engine to generate a 3D model of a Japanese farm and stores it on Firebase. This 3D model includes elements such as rice paddies, fields, and greenhouses. The server then places the recreated data (3D model) of the agricultural environment on the metaverse. The input data is information about the Japanese farm and material data for generating the 3D model, and the output is a 3D model of the farm placed in the metaverse environment.

[1371] Step 2:

[1372] The server manages educational content (videos, materials). This involves storing agricultural educational videos and text materials in Firebase and placing them in the educational area within the virtual farm. The input data is educational content (video files, text files), and the output is educational content placed in the educational area within the virtual space.

[1373] Step 3:

[1374] The user device (smartphone) launches a 3D viewer and accesses the virtual space. Using a graphical user interface (GUI) built with Unity, the user can freely move around the farm and perform agricultural tasks. The input data is the user's operational status (movement, selection, operation), and the output is operational feedback via the GUI.

[1375] Step 4:

[1376] The user device displays educational content. When the user selects a specific educational video or material, the content is retrieved from Firebase and played or displayed. The input is the user's selection (selection of educational content), and the output is the display of the selected content.

[1377] Step 5:

[1378] It integrates AWS Rekognition to analyze user emotions. Users input facial expressions and voice data through their smartphone camera, and the emotion engine analyzes this data in real time. The input data is the user's facial expression images and voice data, and the output is the user's emotional state (interest, level of understanding).

[1379] Step 6:

[1380] The server personalizes educational content based on the results of the emotion engine. It provides additional content and feedback appropriate to the user based on the emotion data stored in Firebase. The input data is the analyzed emotion data, and the output is personalized educational content recommendation information.

[1381] Step 7:

[1382] The user terminal displays additional information about the educational content and recommended content. If the user shows interest, detailed information and related educational content will be automatically displayed. The input data is the recommended educational content, and the output is a display of the recommended content.

[1383] Step 8:

[1384] Users perform agricultural work in a virtual farm. Specifically, they perform operations such as sowing seeds and applying fertilizer in the virtual space. The input data is the user's operation information (the work content), and the output is the changes in the virtual farm (crop growth, changes in area).

[1385] Step 9:

[1386] Users purchase products using virtual currency. They select products (fertilizer, seeds, etc.) through the user interface and pay with virtual currency. The input data is information about the selected product and payment information, and the output is information about the product purchase completion.

[1387] Step 10:

[1388] Cryptocurrency settlement is carried out on the Ethereum platform. This allows all transactions to be recorded on the blockchain, ensuring secure and transparent transactions. The input data is the payment transaction information, and the output is the transaction information recorded on the blockchain.

[1389] 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.

[1390] 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.

[1391] 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.

[1392] 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.

[1393] FIG. 9 illustrates 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 behaviors 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.

[1394] 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.

[1395] 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).

[1396] 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.

[1397] 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."

[1398] 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.

[1399] 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).

[1400] 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.

[1401] 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.

[1402] 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.

[1403] 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.

[1404] 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.

[1405] 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.

[1406] 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.

[1407] 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.

[1408] 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.

[1409] 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.

[1410] The following is further disclosed regarding the above embodiment.

[1411] (Claim 1)

[1412] A system for providing education and experience about agriculture in a virtual space, comprising:

[1413] A means for recreating an agricultural environment in a virtual space;

[1414] a means for providing educational content;

[1415] means for displaying educational content and agricultural experiences on a user terminal;

[1416] means for providing an interface for a user to manipulate the farming experience;

[1417] A system including:

[1418] (Claim 2)

[1419] 10. The system of claim 1, wherein the educational content includes agricultural videos and materials.

[1420] (Claim 3)

[1421] 10. The system of claim 1, further comprising means for conducting commodity trading and settlement using virtual currency and blockchain technology.

[1422] "Example 1"

[1423] (Claim 1)

[1424] A system for providing education and experience about agriculture in a virtual space, comprising:

[1425] A means for recreating an agricultural environment in a virtual space;

[1426] a means for providing educational content;

[1427] means for displaying educational content and agricultural experiences on a user terminal;

[1428] means for providing an interface for a user to manipulate the farming experience;

[1429] A means of creating and placing 3D models in virtual space;

[1430] a means for storing educational content in a database;

[1431] A means of trading and settling goods using virtual currency;

[1432] A system including:

[1433] (Claim 2)

[1434] 10. The system of claim 1, wherein the educational content includes agricultural videos and materials.

[1435] (Claim 3)

[1436] 10. The system of claim 1, further comprising means for using blockchain technology in said transactions and settlements.

[1437] "Application Example 1"

[1438] (Claim 1)

[1439] A system for providing education and experience about agriculture in a virtual space, comprising:

[1440] A means for recreating an agricultural environment in a virtual space;

[1441] a means for providing educational content;

[1442] means for displaying educational content and agricultural experiences on a user terminal;

[1443] means for providing an interface for a user to manipulate the farming experience;

[1444] A means including virtual currency and blockchain technology for trading goods and making payments in the virtual space;

[1445] a means of providing interactive educational content;

[1446] a means for users to participate in a virtual event;

[1447] A means for cultivating and managing crops in a virtual space;

[1448] A system including:

[1449] (Claim 2)

[1450] 10. The system of claim 1, wherein the educational content includes agricultural videos and materials.

[1451] (Claim 3)

[1452] The system according to claim 1, further comprising means for enabling users to buy and sell cultivated crops and agricultural-related products using virtual currency within the virtual space.

[1453] "Example 2: Combining Emotion Engines"

[1454] (Claim 1)

[1455] A system for providing education and experience about agriculture in a virtual space, comprising:

[1456] A means for recreating an agricultural environment in a virtual space;

[1457] database means for managing educational content;

[1458] a graphical user interface means for displaying educational content and agricultural experiences on a user terminal;

[1459] emotion recognition means for recognizing a user's emotions and optimizing educational content and experiences;

[1460] means for providing a control panel for a user to operate the farming experience;

[1461] A means of trading and settling goods using cryptocurrencies and distributed ledger technology;

[1462] A system including:

[1463] (Claim 2)

[1464] 10. The system of claim 1, wherein the educational content includes agricultural videos and materials.

[1465] (Claim 3)

[1466] 10. The system of claim 1, further comprising means for analyzing a user's emotions and providing feedback based thereon.

[1467] "Application example 2 when combining emotion engines"

[1468] (Claim 1)

[1469] A system for providing education and experience about agriculture in a virtual space, comprising:

[1470] A means for recreating an agricultural environment in a virtual space;

[1471] a means for providing educational content;

[1472] means for displaying educational content and agricultural experiences on a user terminal;

[1473] means for providing an interface for a user to manipulate the farming experience;

[1474] means including an emotion engine for recognizing a user's emotion and optimizing the delivery of educational content and agricultural experiences based thereon;

[1475] A means for providing a user interface for buying and selling products using virtual currency;

[1476] A system including:

[1477] (Claim 2)

[1478] 10. The system of claim 1, wherein the educational content includes agricultural videos and materials.

[1479] (Claim 3)

[1480] 10. The system of claim 1, further comprising means for conducting commodity trading and settlement using virtual currency and distributed ledger technology. [Explanation of symbols]

[1481] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>

Claims

1. A system for providing education and experience about agriculture in a virtual space, comprising: A means for recreating an agricultural environment in a virtual space; a means for providing educational content; means for displaying educational content and agricultural experiences on a user terminal; means for providing an interface for a user to manipulate the farming experience; A system including:

2. The system of claim 1 , wherein the educational content includes agricultural videos and materials.

3. 10. The system of claim 1, further comprising means for conducting commodity trading and settlement using virtual currency and blockchain technology.

Citation Information

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