System
The system provides an immersive virtual shopping experience with personalized recommendations and social interactions, addressing the lack of fun and efficiency in modern online shopping.
Patent Information
- Application Number
- JP2024116498
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-19
- Publication Date
- 2026-01-29
AI Technical Summary
Modern online shopping lacks a fun and personalized shopping experience for consumers, and sellers face fierce competition and labor shortages, necessitating more efficient operations.
A system that enables users to explore virtual stores in a three-dimensional digital space, provides personalized product recommendations based on purchasing history and behavioral data, supports real-time social interactions, and handles payment and delivery processes.
Enhances user experience through immersive shopping with personalized recommendations and social interactions, improving efficiency for sellers.
Smart Images

Figure 2026015024000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] Modern online shopping focuses on comparison shopping and price, lacking a fun shopping experience for consumers. The myriad of products and stores makes it difficult for consumers to find what they want, and there is little personalization or social interaction. Meanwhile, sellers are faced with fierce competition and labor shortages, forcing them to operate more efficiently. This invention aims to solve these issues and provide a platform that is beneficial to both consumers and sellers. [Means for solving the problem]
[0005] The present invention provides a system including a means for rendering a virtual space in which a user can walk around a virtual store and explore virtual products, a means for acquiring and displaying detailed information and 3D models of products selected by the user, a means for analyzing the user's purchasing history and behavioral data to provide personalized recommendations to the user, and a means for enabling real-time social interactions between users. The system also includes a means for automatically generating the virtual space and virtual product data based on data uploaded by sellers, and a means for receiving the user's payment information and delivery address information, and for processing payments and arranging delivery, thereby realizing an efficient and engaging virtual shopping experience.
[0006] "User" means any individual or entity that uses the System to explore and purchase products within the Virtual Store.
[0007] "Virtual space" means a three-dimensional digital space generated on a computer or mobile device that a user can explore in an immersive manner.
[0008] "Virtual Store" refers to a digital store located within a virtual space where users can browse and purchase products.
[0009] "Virtual Goods" means digital products displayed within a Virtual Store, including information about physical goods or services available for purchase by Users.
[0010] A "3D model" is a computer-generated, three-dimensional digital object used to make a product appear visually realistic.
[0011] "Personalized recommendations" means analyzing a user's purchasing history and behavioral data to suggest products and services that are suitable for each individual user.
[0012] "Social interaction" refers to real-time communication and information exchange between users, enabling a collaborative shopping experience within a virtual space.
[0013] "Seller" refers to a company or individual that offers products in a virtual store and sells them to users.
[0014] "Payment Processing" means the process of authenticating and authorizing payments, including credit card information and / or other payment instruments, when a User confirms a purchase.
[0015] "Delivery arrangements" refers to the procedures and logistics management required to send the products purchased by the user to the specified delivery address. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0017] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0018] First, the terms used in the following description will be explained.
[0019] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0020] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0021] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0022] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0023] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0024] [First embodiment]
[0025] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0026] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0027] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0028] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0029] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0030] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0031] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0032] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0033] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0034] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0035] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0036] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0037] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0038] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[0039] Explore the virtual store
[0040] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[0041] Personalized Recommendations
[0042] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[0043] Check product details and purchase
[0044] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[0045] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0046] Social Interaction
[0047] The system also supports social interactions among users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[0048] Specific examples
[0049] For example, imagine a user visits a virtual sporting goods store. While exploring the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[0050] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[0051] The processing flow will be explained below.
[0052] Step 1:
[0053] Users launch the smartphone app or VR device and access Meta Marketplace.
[0054] Step 2:
[0055] The device displays a login screen and prompts the user to enter authentication information (username and password).
[0056] Step 3:
[0057] The user enters their authentication information and clicks the "Login" button.
[0058] Step 4:
[0059] The terminal transmits the entered authentication information to the server.
[0060] Step 5:
[0061] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[0062] Step 6:
[0063] The device receives the authentication token and initiates the user's session.
[0064] Step 7:
[0065] Users select the "Virtual Store" option from the in-app menu.
[0066] Step 8:
[0067] The terminal requests a list of virtual stores from the server.
[0068] Step 9:
[0069] The server retrieves the virtual store list from the database and sends it to the terminal.
[0070] Step 10:
[0071] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[0072] Step 11:
[0073] The user selects a specific virtual store and taps on it.
[0074] Step 12:
[0075] The terminal requests data of the selected virtual store from the server.
[0076] Step 13:
[0077] The server returns detailed information about the virtual store and 3D data to the terminal.
[0078] Step 14:
[0079] Based on the acquired data, the device renders and displays the space inside the virtual store.
[0080] Step 15:
[0081] Users operate the terminal interface and walk around the virtual store.
[0082] Step 16:
[0083] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[0084] Step 17:
[0085] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[0086] Step 18:
[0087] The server records the user's location data and transmits that location to other users in the store in real time.
[0088] Step 19:
[0089] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[0090] Step 20:
[0091] A user becomes interested in a particular product and taps or clicks on it.
[0092] Step 21:
[0093] The terminal requests the server to display detailed data of the selected product.
[0094] Step 22:
[0095] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[0096] Step 23:
[0097] The device displays this information to the user and renders a 3D model of the product for a closer look.
[0098] Step 24:
[0099] Users can rotate the product 360 degrees and zoom in to see the details.
[0100] Step 25:
[0101] The user taps the "Buy" button.
[0102] Step 26:
[0103] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[0104] Step 27:
[0105] The user enters payment information and presses the "Confirm Purchase" button.
[0106] Step 28:
[0107] The terminal sends payment information and a purchase request to the server.
[0108] Step 29:
[0109] The server sends the payment information to the payment gateway and waits for approval of the payment.
[0110] Step 30:
[0111] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[0112] Step 31:
[0113] The server prepares the purchased items and begins arranging for delivery.
[0114] Example 1
[0115] 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."
[0116] In today's online shopping environment, users often feel unsure about product selection due to the inability to physically touch the product. Furthermore, product recommendations are uniform, meaning they cannot adequately address individual user preferences. Furthermore, interaction between users is limited, resulting in a lack of collaborative shopping experiences. These issues need to be addressed.
[0117] 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.
[0118] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and 3D models of products selected by the user, means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user, means for authenticating the user to log in to an account, means for recording the user's location data in real time and sharing it with other users, and means for enabling real-time social interactions between users. This allows users to check products in detail in an immersive virtual space, easily find the product that best suits them, and enjoy shopping while interacting with other users in real time.
[0119] A "virtual store" is a virtual space where products are displayed and sold, accessible to users through digital devices.
[0120] A "virtual space" is a three-dimensional digital space generated by a computer and experienced by users through their devices.
[0121] A "virtual good" is a digital representation of a real-world good or service displayed within a virtual space.
[0122] "Rendering" is the process by which a computer uses digital data to generate and display images or videos.
[0123] A "3D model" is three-dimensional shape data generated by a computer and displayed in three dimensions within a virtual space.
[0124] "Personalized recommendations" is a system that suggests the best products for each individual user based on the user's purchasing history and behavioral data.
[0125] "Purchase history" is a record of products a user has purchased in the past.
[0126] "Behavioral data" refers to historical information about the operations and actions a user performs within the system.
[0127] "Authentication" is the process of verifying a user's identity and granting access to a system.
[0128] "Real-time" refers to a state in which user actions and events are processed immediately and reflected without delay.
[0129] "Location data" is information that indicates the user's current location.
[0130] "Social interaction" refers to users communicating with each other or engaging in some kind of activity together.
[0131] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0132] First, users access the system using a smartphone app or virtual reality device and log in to their account. After logging in, users can select a store of interest from a list of virtual stores and freely explore the store. Hardware used includes smartphones and virtual reality devices such as Oculus Quest 2. Software used includes iOS and Android apps and 3D rendering engines such as Unity and Unreal Engine.
[0133] As users explore the virtual store, their devices detect their movements in real time and use that information to render the virtual space. The server records the user's location data and shares that information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, resulting in high-quality 3D models.
[0134] Furthermore, while the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time using machine learning models built in Python and R. These recommendation data are sent from the server to the device, which then presents them on the user's display screen.
[0135] If a user is interested in a recommended product, they can select it to view more information. When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from a database (e.g., MySQL or PostgreSQL) and sends it to the device. The device displays this information to the user, who can then view the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to view the details.
[0136] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server. The server then sends this information to a payment gateway (e.g., Stripe or PayPal) for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0137] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time. The server manages these communications and uses real-time communication technologies such as WebRTC to provide seamless interactions.
[0138] As a concrete example, imagine a user visits a virtual sporting goods store. While browsing the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[0139] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[0140] Prompt Sentence Examples
[0141] plaintext
[0142] Please explain in detail the steps a user takes to access a virtual store from a smartphone app, select a product they like, view it in 360 degrees, and then make a purchase. In particular, please clearly describe how the server, device, and user interact with each other.
[0143] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0144] Step 1:
[0145] The user launches the smartphone app or virtual reality device and logs into their account.
[0146] Input: Username and Password
[0147] What happens: A user enters their username and password on the login screen and clicks the login button.
[0148] The terminal transmits the input information to the server.
[0149] The server checks the username and password against a database.
[0150] Output: Authentication success or failure status, and session ID if successful
[0151] If the authentication is successful, the server generates a session ID and sends it to the terminal. If the authentication fails, it returns an error message.
[0152] If authentication is successful, the terminal saves the session ID and moves to the next screen.
[0153] Step 2:
[0154] The user selects a store of interest from a list of virtual stores.
[0155] Input: The ID or name of the store selected by the user
[0156] Action: The user clicks on a store in the list of stores.
[0157] The terminal sends a store information request to the server.
[0158] The server retrieves data of the selected store based on the request from the database.
[0159] Output: 3D model of selected store and product catalogue
[0160] The server sends a 3D model of the store and a product catalog to the terminal.
[0161] The terminal uses the received store data to render the virtual store space.
[0162] Step 3:
[0163] The user operates the terminal and freely explores the virtual store.
[0164] Input: User location data and operation information
[0165] Movement: The user moves through the virtual space using a joystick or touchscreen.
[0166] The device processes the user's operation information in real time and renders the virtual space.
[0167] The server records the user's location data and shares the location information with other users in the virtual store.
[0168] Output: Updated virtual space display, location information of other users
[0169] Step 4:
[0170] The server analyzes the user's past purchasing history and behavioral data to generate personalized recommendations.
[0171] Input: User purchase history, behavioral data
[0172] How it works: The server analyzes data in real time using machine learning models built in Python and R.
[0173] Output: A list of personalized recommendations
[0174] The server transmits the recommendation data to the terminal.
[0175] The terminal displays the received recommendation list to the user.
[0176] Step 5:
[0177] The user becomes interested in a recommended product and selects it to view more information.
[0178] Input: The ID of the product selected by the user
[0179] What happens: A user clicks on a product from the recommendations list.
[0180] The device requests detailed product information and a 3D model from the server.
[0181] The server retrieves product information from the database and sends it to the terminal.
[0182] Output: Product details, 3D model
[0183] The device displays detailed product information and a 3D model to the user, who can then rotate it 360 degrees and zoom in to view it.
[0184] Step 6:
[0185] Once the user decides to make a purchase, they enter their payment and shipping information.
[0186] Input: Payment information, shipping information
[0187] How it works: The user enters payment and shipping information and clicks the buy button.
[0188] The terminal transmits this information to the server.
[0189] The server sends the payment information to the payment gateway for authorization.
[0190] Output: Payment approval status
[0191] If payment is approved, the server completes the purchase procedure, starts shipping arrangements, and sends a completion notification to the terminal to display to the user.
[0192] Step 7:
[0193] Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time.
[0194] Input: Friend's account information, chat message
[0195] What happens: A user invites a friend to join a session and chats.
[0196] The server manages these communications and shares information with friends in real time.
[0197] Output: Real-time chat with friends, visual information for collaborative exploration
[0198] The server uses real-time communication technologies such as WebRTC to provide seamless interaction between users.
[0199] (Application example 1)
[0200] 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."
[0201] While systems exist that provide rich and immersive shopping experiences in virtual spaces, simply walking around a virtual store and exploring products can lack realism and reduce purchasing motivation. Furthermore, there are also issues with the lack of real-time product information acquisition and personalized recommendations, which hinders user experience. Furthermore, existing systems offer limited social interaction, making it difficult to enjoy real-time shopping with friends.
[0202] 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.
[0203] In this invention, the server includes: a means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products; a means for displaying information about products selected by the user based on eye tracking and gesture control; a means for analyzing the user's purchase history and behavioral data and providing personalized product recommendations using a generative AI model; and a means for enabling real-time social interactions between users and collaborative exploration through smart glasses. This allows users to enjoy an immersive shopping experience that is close to the real world, receive individually optimized product recommendations, and enjoy real-time shopping with friends.
[0204] A "virtual store" is a store space created in a digital environment using three-dimensional computer graphics, where users can browse products and complete purchases.
[0205] A "virtual space" is a three-dimensional simulated environment constructed using digital technology, in which users can move and operate interactively.
[0206] "Rendering" is the process of displaying a computer-generated three-dimensional model or scene as a two-dimensional image.
[0207] "Eye tracking" is a technology that detects the direction of a user's gaze and operates an interface based on that information.
[0208] "Gesture control" is a technology that detects the user's hand and body movements and operates a digital interface based on them.
[0209] A "generative AI model" is a type of machine learning model that automatically performs specific tasks based on large amounts of data, and is used here to generate personalized recommendations based on user behavior data.
[0210] "Personalized product recommendations" is a technology that analyzes a user's past purchasing history and behavioral data to individually recommend the most suitable products.
[0211] "Social interaction" is a function that supports real-time communication and collaboration between users, and in this case refers to chatting and joint activities within a virtual space.
[0212] "Smart glasses" are wearable devices equipped with display functions and sensors that provide interactive experiences through augmented reality and eye tracking.
[0213] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0214] Explore the virtual store
[0215] Users access the virtual store using smart glasses. The device (smart glasses) tracks the user's gaze and allows them to explore the virtual store through gesture control. This gaze tracking and gesture control allows users to operate the interface with natural movements, providing an intuitive experience.
[0216] The server manages users' location and gaze data in real time to render the virtual store environment appropriately. It also shares the location information of other users, enabling real-time collaboration.
[0217] Personalized Recommendations
[0218] While a user explores a virtual store, the server analyzes their past purchase history and behavioral data, and uses a generative AI model to provide personalized product recommendations in real time. For example, when a user is looking at running shoes in a sporting goods store, the server generates a list of related products based on their gaze data and sends it to the device. By using a generative AI model, it is possible to make recommendations that maximize the user's purchasing motivation.
[0219] Check product details and purchase
[0220] When a user selects a product, the device (smart glasses) requests detailed information about that product from the server. The server retrieves the product information and 3D model from the database and sends them to the device. The user can then use the smart glasses interface to rotate the product 360 degrees and obtain detailed information.
[0221] If a purchase is confirmed, the device sends payment and shipping information to the server, which receives it and authorizes the payment through a payment gateway. Once the payment is approved, the server initiates shipping arrangements and notifies the user.
[0222] Social Interaction
[0223] The system also supports social interactions: users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[0224] Specific examples
[0225] For example, imagine a user visits a virtual sports goods store. Putting on smart glasses, the user focuses their gaze on running shoes, which are automatically displayed. Recommended running accessories are also displayed based on the user's past purchase history. The user selects a product of interest, rotates the 3D model using gestures to view it, and then issues a "buy" command and enters payment information via voice.
[0226] Example prompt for OpenAI GPT-4
[0227] Generate a list of recommended products based on the past purchases of user ID: user123, including "running shoes" and "sports socks."
[0228] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0229] Step 1:
[0230] A user puts on smart glasses and launches a virtual shopping application. The user logs into the application using voice commands or gestures. The input here is the user's login information, and the output is successful authentication into the system.
[0231] Step 2:
[0232] The device (smart glasses) tracks the user's gaze and performs operations in the virtual space based on the direction of gaze and gestures. The gaze-tracking data is acquired and information about the product the user is looking at is displayed on the device. The input is the user's gaze data and gesture movements, and the output is the interface display of the target product. Data processing includes real-time analysis of the gaze-tracking data.
[0233] Step 3:
[0234] The server renders the virtual store based on the user's location data and gaze data. This allows the user's visual and location information to be shared with other users in real time. The input is the user's location data and gaze data, and the output is the rendering of the virtual space and the sharing of location information. Data processing includes the integration of location data and gaze data.
[0235] Step 4:
[0236] When a user focuses on a product, the device sends the information to the server and requests detailed product information and a 3D model. The input is eye-tracking data, and the output is a product information request to the server. Data processing includes analyzing the eye-tracking data and generating a product information request.
[0237] Step 5:
[0238] The server retrieves the relevant product information and 3D model from the database and sends them to the terminal. The input is the request from the terminal, and the output is the transmission of detailed product information and 3D model data. Data processing includes product search and information retrieval.
[0239] Step 6:
[0240] The device receives the product details and displays the 3D model to the user. The user can use eye tracking and gesture controls to rotate the product 360 degrees and check the details. The input is data from the server, and the output is display on the user interface. Data processing includes rendering the 3D model.
[0241] Step 7:
[0242] If the user decides to purchase the product, the terminal prompts the user to enter payment information and shipping information, which is then sent to the server. The input is the user's payment information and shipping information, and the output is the transmission of information to the server. Data processing includes protecting the security of the user-entered data.
[0243] Step 8:
[0244] The server authorizes the payment through the payment gateway based on the received payment information and delivery address information. Once the payment is authorized, the server notifies the customer that the purchase procedure is complete and begins arranging delivery. The input is payment information and delivery address information, and the output is payment authorization and delivery arrangements. Data processing includes payment processing and delivery arrangements.
[0245] Step 9:
[0246] A user invites a friend to a virtual shopping session and explores the virtual store together while chatting in real time. The server manages these communications and provides seamless interaction. The input is the invited user's information and chat data, and the output is real-time communication management and interface updates. Data processing includes real-time processing of communication data.
[0247] 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.
[0248] This invention describes a system that enables users to enjoy a rich and immersive shopping experience in a virtual space, and further combines it with a user emotion engine to realize personalized recommendations and optimization of the user experience. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0249] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[0250] Explore the virtual store
[0251] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[0252] Personalized Recommendations
[0253] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[0254] Optimization by Emotion Engine
[0255] One of the features of the present invention is the incorporation of an emotion engine. The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time to identify the user's emotional state. Based on the emotional state, the server can provide the user with more appropriate personalized product recommendations. Emotional data can also be used to dynamically modify the user interface. For example, if the user shows a confused expression, the system can provide more detailed explanations and guidance.
[0256] Check product details and purchase
[0257] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[0258] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0259] Social Interaction
[0260] The system also supports social interactions between users. Users can invite friends to a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications and provides seamless interactions.
[0261] Specific examples
[0262] For example, suppose a user visits a virtual sports goods store. While exploring the store, the user finds a pair of running shoes that they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. Furthermore, if the user smiles, the server analyzes the emotion of happiness and recommends more positive related products.
[0263] Once the user selects a pair of running shoes, their details are displayed on the device, and they can rotate the shoes 360 degrees to view them before deciding to purchase them. After entering their payment information and completing the purchase, the server arranges for the shoes to be delivered.
[0264] In this way, the present invention provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations and social interactions powered by an emotion engine.
[0265] The processing flow will be explained below.
[0266] Step 1:
[0267] Users launch the smartphone app or VR device and access Meta Marketplace.
[0268] Step 2:
[0269] The device displays a login screen and prompts the user to enter authentication information (username and password).
[0270] Step 3:
[0271] The user enters their authentication information and clicks the "Login" button.
[0272] Step 4:
[0273] The terminal transmits the entered authentication information to the server.
[0274] Step 5:
[0275] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[0276] Step 6:
[0277] The device receives the authentication token and initiates the user's session.
[0278] Step 7:
[0279] Users select the "Virtual Store" option from the in-app menu.
[0280] Step 8:
[0281] The terminal requests a list of virtual stores from the server.
[0282] Step 9:
[0283] The server retrieves the virtual store list from the database and sends it to the terminal.
[0284] Step 10:
[0285] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[0286] Step 11:
[0287] The user selects a specific virtual store and taps on it.
[0288] Step 12:
[0289] The terminal requests data of the selected virtual store from the server.
[0290] Step 13:
[0291] The server returns detailed information about the virtual store and 3D data to the terminal.
[0292] Step 14:
[0293] Based on the acquired data, the device renders and displays the space inside the virtual store.
[0294] Step 15:
[0295] Users operate the terminal interface and walk around the virtual store.
[0296] Step 16:
[0297] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[0298] Step 17:
[0299] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[0300] Step 18:
[0301] The server records the user's location data and transmits that location to other users in the store in real time.
[0302] Step 19:
[0303] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[0304] Step 20:
[0305] The emotion engine collects the user's facial expressions and voice in real time through the device's camera and microphone.
[0306] Step 21:
[0307] The device sends the collected data to a sentiment analysis algorithm.
[0308] Step 22:
[0309] The emotion engine analyzes the user's emotional state and sends it to the server.
[0310] Step 23:
[0311] The server updates the personalized recommendations based on the analyzed emotional data and sends them to the device.
[0312] Step 24:
[0313] A user becomes interested in a particular product and taps or clicks on it.
[0314] Step 25:
[0315] The terminal requests the server to display detailed data of the selected product.
[0316] Step 26:
[0317] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[0318] Step 27:
[0319] The device displays this information to the user and renders a 3D model of the product for a closer look.
[0320] Step 28:
[0321] Users can rotate the product 360 degrees and zoom in to see the details.
[0322] Step 29:
[0323] The user taps the "Buy" button.
[0324] Step 30:
[0325] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[0326] Step 31:
[0327] The user enters payment information and presses the "Confirm Purchase" button.
[0328] Step 32:
[0329] The terminal sends payment information and a purchase request to the server.
[0330] Step 33:
[0331] The server sends the payment information to the payment gateway and waits for approval of the payment.
[0332] Step 34:
[0333] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[0334] Step 35:
[0335] The server prepares the purchased items and begins arranging for delivery.
[0336] Step 36:
[0337] Users invite friends to join in virtual shopping sessions.
[0338] Step 37:
[0339] The device sends an invite notification to the friend and confirms that the friend has joined.
[0340] Step 38:
[0341] The friend user accepts the invitation and enters the same virtual store.
[0342] Step 39:
[0343] The device will enable real-time chat between friends and allow collaborative shopping in virtual stores.
[0344] Step 40:
[0345] The server manages communication between friends and provides seamless interaction.
[0346] Step 41:
[0347] The emotion engine analyzes the user's emotions during social interactions and provides appropriate feedback and assistance.
[0348] Example 2
[0349] 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."
[0350] Conventional virtual shopping systems often offer limited user experiences and lack immersion. They also lack the ability to provide personalized shopping experiences because recommendations are not tailored to user emotions. Furthermore, they lack the ability to support real-time social interactions between users.
[0351] 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.
[0352] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and three-dimensional models of products selected by the user, means for analyzing the user's purchase history and behavioral data to provide personalized recommendations to the user, means for analyzing the user's facial expressions and voice to provide personalized recommendations based on the user's emotional state, and means for enabling real-time social interactions between users, thereby enabling users to enjoy personalized recommendations based on their emotions in real time and a more immersive shopping experience.
[0353] A "virtual space" is a three-dimensional simulation environment generated on a computer that can be visually and operationally accessed by users.
[0354] "Virtual Products" means product information and three-dimensional models provided within a virtual space that can be viewed and purchased by users.
[0355] "Rendering" is the process of drawing a computer-generated model into a visual representation.
[0356] A "3D model" is a digital object that has a shape and texture based on coordinates in three-dimensional space.
[0357] "Purchase history" refers to information about products and services purchased by a user in the past.
[0358] "Behavioral data" refers to data such as the operations a user performs within the system and their browsing history.
[0359] "Recommendations" are suggestions for products or services that are recommended based on a user's preferences and behavior.
[0360] "Facial expressions" are emotions and reactions shown by the user's facial movements and expressions.
[0361] "Voice" refers to emotions and a means of communication expressed through words and sounds made by users.
[0362] "Emotional state" refers to the user's mental and emotional state.
[0363] "Social interaction" refers to activities that involve real-time communication and collaboration between users.
[0364] "Payment Processing" means the process of completing a purchase of goods or services using a User's payment information.
[0365] "Shipping arrangements" refers to the preparation and management of sending purchased products to the delivery address specified by the user.
[0366] This invention is a system that allows users to enjoy a rich and immersive shopping experience in a virtual space, and by combining it with a user emotion engine, it realizes personalized recommendations and optimizes the user experience. The system consists of three main elements: a server, a terminal, and a user, which work together.
[0367] Access to virtual stores
[0368] Users access the system using a smartphone app or VR device and enter their account information to log in. The device sends the login information to the server, and if authentication is successful, the user's profile data is retrieved from the server.
[0369] Explore the virtual store
[0370] Users use the device's interface to explore the virtual store. The device transmits the user's actions (movement, viewpoint changes, etc.) to the server in real time, and the virtual space is rendered based on that data. The server records the user's location information and shares it with other users. This allows users to feel the presence of other users in the virtual space in real time.
[0371] Providing personalized recommendations
[0372] The server analyzes the user's past purchase history and behavioral data to generate personalized product recommendations in real time. The generated recommendations are sent to the device and displayed to the user. For example, if a user shows interest in a particular product, the server adds related or similar products to the recommendation list.
[0373] Incorporating an emotion engine
[0374] The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time. Based on the analysis results, the server can identify the user's emotional state and provide personalized recommendations accordingly. For example, if the user shows a confused expression, the system will automatically display detailed explanations and navigation guides.
[0375] Check product details and purchase
[0376] When a user selects a product they are interested in, the terminal requests the product's detailed information and 3D model from the server. The server retrieves the information from the database and sends it to the terminal. The user can view the detailed information on the terminal and rotate the 3D model 360 degrees to check the product's details. Once the user decides to purchase, the terminal sends payment information and delivery information to the server, and the server processes the payment through a payment gateway. Once payment is complete, the server arranges delivery and notifies the user.
[0377] Support for social interactions
[0378] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications, providing seamless interactions.
[0379] Specific examples
[0380] For example, imagine a user visits a virtual sporting goods store and is looking for running shoes. As the user explores the store and expresses interest in a particular pair of running shoes, the server detects that interest and displays a list of related product recommendations. Furthermore, if the user smiles, the emotion engine analyzes the emotion of happiness and recommends more positive related products.
[0381] After selecting the running shoes and checking their details, the user decides to purchase them and enters payment information to complete the purchase. After payment is completed, the server arranges for delivery and sends a completion notification to the user.
[0382] The system provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations powered by an emotion engine and real-time social interactions.
[0383] Prompt Sentence Examples
[0384] Describe how, when a user explores a virtual store and expresses interest in running shoes, the system provides personalized recommendations and assists them in the checkout process.
[0385] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0386] Step 1: User accesses the system and logs in
[0387] Input: User account information (username, password)
[0388] Specific operation: The user launches the smartphone app or VR device, enters their account information, and logs in.
[0389] Data processing / calculation: The terminal encrypts the login information and sends it to the server.
[0390] Output: User authentication results and profile data
[0391] Specific operation: The server checks the user's login information against the database, and if authentication is successful, it retrieves the profile data and returns it to the device. The device then stores the retrieved profile data.
[0392] Step 2: View the list of virtual stores and explore them
[0393] Input: User selection (selecting a store from a list of virtual stores)
[0394] Specific operations: The user uses the device interface to select a store of interest from a list of virtual stores and explore the store.
[0395] Data processing / calculation: The device transmits the user's selections to the server in real time, and renders the virtual space based on that data.
[0396] Output: Virtual space rendering data and position data
[0397] Specific operation: The server records the user's location information and shares it with other users. The device uses the rendering data received from the server to display visual information within the virtual store.
[0398] Step 3: Serve personalized recommendations
[0399] Input: User purchase history, behavioral data, current location information
[0400] Specific Behavior: Behavioral data is collected while the user explores the virtual store.
[0401] Data processing / calculation: The server analyzes the user's past purchasing history and behavioral data and lists related products.
[0402] Output: Personalized recommendation data
[0403] Specific operation: The server sends the generated recommendations to the device, which then displays them to the user.
[0404] Step 4: Optimizing the user experience with an emotional engine
[0405] Input: User's facial expression data, voice data
[0406] Specific operation: The device's camera and microphone capture the user's facial expressions and voice in real time.
[0407] Data processing / calculation: The device analyzes the captured data and sends information to the server to identify the emotional state.
[0408] Output: Personalized recommendations based on sentiment analysis results
[0409] How it works: The server analyzes the user's emotional state and sends personalized recommendations based on that analysis to the device. For example, if a confused expression is detected, a detailed explanation or navigation guide will be displayed.
[0410] Step 5: Check product details and complete purchase
[0411] Input: User selection (product selection, detailed information request), payment information, shipping information
[0412] Specific actions: The user selects a product that interests them and performs an operation to check its detailed information.
[0413] Data processing / calculation: The terminal requests detailed information and a 3D model of the selected product from the server, which retrieves the information from the database and sends it to the terminal. The server, which receives payment information and delivery information, processes the payment through a payment gateway.
[0414] Output: Product details, 3D model, purchase confirmation message, delivery information
[0415] Specific operation: The terminal displays detailed information and a 3D model of the product to the user, and the user can rotate the product 360 degrees to check the details. Once the purchase is confirmed, the server processes the payment and arranges for delivery, and notifies the user of the completion.
[0416] Step 6: Supporting social interactions
[0417] Input: Communication data between users (chat messages, collaborative search data)
[0418] What it does: Users invite friends to join a virtual shopping session and chat in real time.
[0419] Data processing / calculation: The device supports invitation and chat functions and transmits communication data in real time to the server, which manages this data and provides seamless interaction.
[0420] Output: Feedback based on real-time communication data and sentiment analysis results
[0421] Specific operation: The emotion engine recognizes the user's emotions and provides appropriate feedback and assistance. The server manages communication and ensures smooth interaction between users.
[0422] In this way, each processing step is carried out in cooperation between the user, the device, and the server. Based on the input data, the system processes and calculates the data and provides the optimal output, providing the user with a rich and immersive shopping experience.
[0423] (Application example 2)
[0424] 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."
[0425] Current virtual shopping systems make it difficult for users to receive product recommendations that meet their individual needs, and lack the functionality to provide an optimal shopping experience that takes into account the user's emotional state. Furthermore, social interactions lack feedback and assistance based on the user's emotional state, limiting the user experience.
[0426] 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 rendering a virtual space in which a user can walk around a virtual store and search for virtual products; means for acquiring and displaying detailed information and 3D models of products selected by the user; means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user; means including an emotion engine that analyzes the user's facial expressions and voice and identifies their emotional state; and means for enabling real-time social interactions between users. This enables a personalized shopping experience based on the user's emotional state, and provides appropriate feedback and assistance in social interactions.
[0427] A "virtual store" is a shop in a digital space created using the Internet and virtual reality technology, where users can walk around the virtual space and freely explore virtual products.
[0428] "Virtual space" is a digital space generated by computers and virtual reality technology that does not exist in reality but can be experienced visually and aurally by users.
[0429] A "3D model" is three-dimensional data that digitally represents the three-dimensional shape of an object using computer graphics technology.
[0430] "Purchase history" refers to a record of products a user has purchased in the past, and is used to analyze the user's shopping trends.
[0431] "Behavioral data" refers to detailed recorded data such as the operations, movements, and selections a user makes within the system, and is used to understand user behavior patterns.
[0432] "Personalized recommendations" refer to the proposal of products and services optimized for a specific user based on the user's individual interests, purchasing history, and behavioral data.
[0433] An "emotion engine" is a technology that analyzes a user's facial expressions and voice to identify their current emotional state.
[0434] "Social interaction" refers to activities in which multiple users communicate with each other in real time and share experiences in a virtual space.
[0435] This invention is a system that provides a rich and immersive shopping experience in a virtual space and realizes personalized recommendations and optimization of the user experience by combining it with a user emotion engine. This system is composed of multiple elements, including a server, a terminal, and a user, and each element works in cooperation with the other elements.
[0436] System Overview
[0437] server:
[0438] The server analyzes the user's purchasing history and behavioral data and provides personalized recommendations to the user.
[0439] Additionally, the emotion engine analyzes the user's facial expressions and voice to identify their emotional state and adjusts recommendations based on the results.
[0440] It uses MySQL to manage virtual space data and provide the necessary data to the terminal, and uses the Django framework for server-side processing.
[0441] Device:
[0442] The device (smartphone or head-mounted display) provides an interface for exploring the virtual store, and the virtual space is rendered using Unity 3D.
[0443] The device detects user operations in real time and sends that information to the server.
[0444] The user's facial expressions and voice are captured using a camera and microphone, and emotion analysis is performed using TensorFlow.
[0445] user:
[0446] Users access the application using their smartphone or HMD and log in to their account.
[0447] Feel free to explore the virtual store and check out detailed information and 3D models of your favorite products.
[0448] Select the recommended product and, if necessary, check out. Payment is made via the Stripe API.
[0449] Adding specific examples
[0450] Suppose a user visits a virtual sports goods store and expresses interest in running shoes.
[0451] The server analyzes the user's purchasing history and behavioral data and adds similar products and related accessories to the recommendation list.
[0452] If the camera detects the user smiling, the emotion engine will interpret it as a positive emotion and provide relevant product recommendations to further amplify the joy.
[0453] The user rotates the running shoes 360 degrees to check them out, decides to purchase them, enters payment information, completes the purchase, and the server arranges for delivery.
[0454] Example prompts to input to the generative AI model
[0455] "In a virtual shopping app using a smartphone or head-mounted display, a user is exploring a virtual store of sporting goods. When the user looks at running shoes and smiles, the emotion engine detects this smile and provides recommendations of similar products and related accessories. Please explain the process of reviewing the details and completing the purchase."
[0456] In this way, the present invention can optimize the shopping experience in the virtual space and provide personalized services according to the user's emotional state.
[0457] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0458] Step 1: User authentication
[0459] User: Launches the application and logs in to their account.
[0460] Input and Output: User ID and password are entered and the authentication information is sent to the server, which checks the authentication information against the database and returns a login success or failure status.
[0461] Specific operation: The user starts up the smartphone or HMD and enters their user ID and password on the login screen. The authentication information is sent from the device to the server, which then uses the Django framework to perform the authentication process. If authentication is successful, the user proceeds to the next step.
[0462] Step 2: Explore the virtual space
[0463] Terminal: Provides an interface for navigating the virtual store.
[0464] Input and output: Inputs user actions (tap, swipe, etc.) and outputs rendering information for the virtual space.
[0465] How it works: Detects user interaction information in real time and uses Unity 3D to render the virtual space. The device also sends the user's current location data to the server and receives and displays the location information of other users.
[0466] Step 3: Sentiment Analysis
[0467] Device: Captures and analyzes the user's facial expressions and voice using a camera and microphone.
[0468] Input and output: Camera images and audio data are input, and the analysis results of the emotional state are output.
[0469] Specific operation: The system uses TensorFlow to analyze the user's facial expressions and voice data in real time to identify their emotional state (e.g., joy, confusion, etc.). The results are sent to the server and reflected in product recommendations.
[0470] Step 4: Personalized Recommendations
[0471] Server: Analyzes user purchase history and behavioral data to generate recommendations.
[0472] Input and output: Purchase history, behavioral data, and sentiment analysis results are input, and a recommendation list is output.
[0473] How it works: The server uses the Django framework to retrieve and analyze purchase history and behavioral data from a MySQL database, and then takes into account the results of sentiment analysis to create optimized recommendations. These recommendations are then sent to the device and displayed to the user.
[0474] Step 5: Check product details and purchase
[0475] On the device: Retrieves and displays detailed information and a 3D model of the product selected by the user.
[0476] Input and output: Input product selection information and output detailed product information and 3D model.
[0477] How it works: When a user selects a product they're interested in, the information is sent to the server. The server retrieves the product data from the database and sends it to the device. The device uses Unity 3D to display detailed product information and a 3D model. If the user decides to purchase, the payment information is processed using the Stripe API and shipping information is sent to the server.
[0478] Step 6: Social Interaction
[0479] Server: Manages real-time communication between users.
[0480] Input and Output: Inputs user chat messages and location information, and outputs feedback to other users.
[0481] What it does: Users invite friends to join a virtual shopping session and chat in real time. Based on the results of sentiment analysis, appropriate feedback and support is provided. The server manages the social interactions, providing a seamless communication experience.
[0482] Through these steps, the present invention provides users with a rich and immersive shopping experience, and further enables personalized product recommendations and interaction optimization through an emotion engine.
[0483] 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.
[0484] 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.
[0485] 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.
[0486] [Second embodiment]
[0487] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0488] 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.
[0489] 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).
[0490] 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.
[0491] 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.
[0492] 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).
[0493] 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.
[0494] 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.
[0495] 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.
[0496] 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.
[0497] 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.
[0498] 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."
[0499] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0500] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[0501] Explore the virtual store
[0502] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[0503] Personalized Recommendations
[0504] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[0505] Check product details and purchase
[0506] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[0507] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0508] Social Interaction
[0509] The system also supports social interactions among users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[0510] Specific examples
[0511] For example, imagine a user visits a virtual sporting goods store. While exploring the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[0512] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[0513] The processing flow will be explained below.
[0514] Step 1:
[0515] Users launch the smartphone app or VR device and access Meta Marketplace.
[0516] Step 2:
[0517] The device displays a login screen and prompts the user to enter authentication information (username and password).
[0518] Step 3:
[0519] The user enters their authentication information and clicks the "Login" button.
[0520] Step 4:
[0521] The terminal transmits the entered authentication information to the server.
[0522] Step 5:
[0523] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[0524] Step 6:
[0525] The device receives the authentication token and initiates the user's session.
[0526] Step 7:
[0527] Users select the "Virtual Store" option from the in-app menu.
[0528] Step 8:
[0529] The terminal requests a list of virtual stores from the server.
[0530] Step 9:
[0531] The server retrieves the virtual store list from the database and sends it to the terminal.
[0532] Step 10:
[0533] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[0534] Step 11:
[0535] The user selects a specific virtual store and taps on it.
[0536] Step 12:
[0537] The terminal requests data of the selected virtual store from the server.
[0538] Step 13:
[0539] The server returns detailed information about the virtual store and 3D data to the terminal.
[0540] Step 14:
[0541] Based on the acquired data, the device renders and displays the space inside the virtual store.
[0542] Step 15:
[0543] Users operate the terminal interface and walk around the virtual store.
[0544] Step 16:
[0545] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[0546] Step 17:
[0547] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[0548] Step 18:
[0549] The server records the user's location data and transmits that location to other users in the store in real time.
[0550] Step 19:
[0551] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[0552] Step 20:
[0553] A user becomes interested in a particular product and taps or clicks on it.
[0554] Step 21:
[0555] The terminal requests the server to display detailed data of the selected product.
[0556] Step 22:
[0557] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[0558] Step 23:
[0559] The device displays this information to the user and renders a 3D model of the product for a closer look.
[0560] Step 24:
[0561] Users can rotate the product 360 degrees and zoom in to see the details.
[0562] Step 25:
[0563] The user taps the "Buy" button.
[0564] Step 26:
[0565] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[0566] Step 27:
[0567] The user enters payment information and presses the "Confirm Purchase" button.
[0568] Step 28:
[0569] The terminal sends payment information and a purchase request to the server.
[0570] Step 29:
[0571] The server sends the payment information to the payment gateway and waits for approval of the payment.
[0572] Step 30:
[0573] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[0574] Step 31:
[0575] The server prepares the purchased items and begins arranging for delivery.
[0576] Example 1
[0577] 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."
[0578] In today's online shopping environment, users often feel unsure about product selection due to the inability to physically touch the product. Furthermore, product recommendations are uniform, meaning they cannot adequately address individual user preferences. Furthermore, interaction between users is limited, resulting in a lack of collaborative shopping experiences. These issues need to be addressed.
[0579] 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.
[0580] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and 3D models of products selected by the user, means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user, means for authenticating the user to log in to an account, means for recording the user's location data in real time and sharing it with other users, and means for enabling real-time social interactions between users. This allows users to check products in detail in an immersive virtual space, easily find the product that best suits them, and enjoy shopping while interacting with other users in real time.
[0581] A "virtual store" is a virtual space where products are displayed and sold, accessible to users through digital devices.
[0582] A "virtual space" is a three-dimensional digital space generated by a computer and experienced by users through their devices.
[0583] A "virtual good" is a digital representation of a real-world good or service displayed within a virtual space.
[0584] "Rendering" is the process by which a computer uses digital data to generate and display images or videos.
[0585] A "3D model" is three-dimensional shape data generated by a computer and displayed in three dimensions within a virtual space.
[0586] "Personalized recommendations" is a system that suggests the best products for each individual user based on the user's purchasing history and behavioral data.
[0587] "Purchase history" is a record of products a user has purchased in the past.
[0588] "Behavioral data" refers to historical information about the operations and actions a user performs within the system.
[0589] "Authentication" is the process of verifying a user's identity and granting access to a system.
[0590] "Real-time" refers to a state in which user actions and events are processed immediately and reflected without delay.
[0591] "Location data" is information that indicates the user's current location.
[0592] "Social interaction" refers to users communicating with each other or engaging in some kind of activity together.
[0593] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0594] First, users access the system using a smartphone app or virtual reality device and log in to their account. After logging in, users can select a store of interest from a list of virtual stores and freely explore the store. Hardware used includes smartphones and virtual reality devices such as Oculus Quest 2. Software used includes iOS and Android apps and 3D rendering engines such as Unity and Unreal Engine.
[0595] As users explore the virtual store, their devices detect their movements in real time and use that information to render the virtual space. The server records the user's location data and shares that information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, resulting in high-quality 3D models.
[0596] Furthermore, while the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time using machine learning models built in Python and R. These recommendation data are sent from the server to the device, which then presents them on the user's display screen.
[0597] If a user is interested in a recommended product, they can select it to view more information. When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from a database (e.g., MySQL or PostgreSQL) and sends it to the device. The device displays this information to the user, who can then view the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to view the details.
[0598] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server. The server then sends this information to a payment gateway (e.g., Stripe or PayPal) for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0599] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time. The server manages these communications and uses real-time communication technologies such as WebRTC to provide seamless interactions.
[0600] As a concrete example, imagine a user visits a virtual sporting goods store. While browsing the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[0601] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[0602] Prompt Sentence Examples
[0603] plaintext
[0604] Please explain in detail the steps a user takes to access a virtual store from a smartphone app, select a product they like, view it in 360 degrees, and then make a purchase. In particular, please clearly describe how the server, device, and user interact with each other.
[0605] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0606] Step 1:
[0607] The user launches the smartphone app or virtual reality device and logs into their account.
[0608] Input: Username and Password
[0609] What happens: A user enters their username and password on the login screen and clicks the login button.
[0610] The terminal transmits the input information to the server.
[0611] The server checks the username and password against a database.
[0612] Output: Authentication success or failure status, and session ID if successful
[0613] If the authentication is successful, the server generates a session ID and sends it to the terminal. If the authentication fails, it returns an error message.
[0614] If authentication is successful, the terminal saves the session ID and moves to the next screen.
[0615] Step 2:
[0616] The user selects a store of interest from a list of virtual stores.
[0617] Input: The ID or name of the store selected by the user
[0618] Action: The user clicks on a store in the list of stores.
[0619] The terminal sends a store information request to the server.
[0620] The server retrieves data of the selected store based on the request from the database.
[0621] Output: 3D model of selected store and product catalogue
[0622] The server sends a 3D model of the store and a product catalog to the terminal.
[0623] The terminal uses the received store data to render the virtual store space.
[0624] Step 3:
[0625] The user operates the terminal and freely explores the virtual store.
[0626] Input: User location data and operation information
[0627] Movement: The user moves through the virtual space using a joystick or touchscreen.
[0628] The device processes the user's operation information in real time and renders the virtual space.
[0629] The server records the user's location data and shares the location information with other users in the virtual store.
[0630] Output: Updated virtual space display, location information of other users
[0631] Step 4:
[0632] The server analyzes the user's past purchasing history and behavioral data to generate personalized recommendations.
[0633] Input: User purchase history, behavioral data
[0634] How it works: The server analyzes data in real time using machine learning models built in Python and R.
[0635] Output: A list of personalized recommendations
[0636] The server transmits the recommendation data to the terminal.
[0637] The terminal displays the received recommendation list to the user.
[0638] Step 5:
[0639] The user becomes interested in a recommended product and selects it to view more information.
[0640] Input: The ID of the product selected by the user
[0641] What happens: A user clicks on a product from the recommendations list.
[0642] The device requests detailed product information and a 3D model from the server.
[0643] The server retrieves product information from the database and sends it to the terminal.
[0644] Output: Product details, 3D model
[0645] The device displays detailed product information and a 3D model to the user, who can then rotate it 360 degrees and zoom in to view it.
[0646] Step 6:
[0647] Once the user decides to make a purchase, they enter their payment and shipping information.
[0648] Input: Payment information, shipping information
[0649] How it works: The user enters payment and shipping information and clicks the buy button.
[0650] The terminal transmits this information to the server.
[0651] The server sends the payment information to the payment gateway for authorization.
[0652] Output: Payment approval status
[0653] If payment is approved, the server completes the purchase procedure, starts shipping arrangements, and sends a completion notification to the terminal to display to the user.
[0654] Step 7:
[0655] Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time.
[0656] Input: Friend's account information, chat message
[0657] What happens: A user invites a friend to join a session and chats.
[0658] The server manages these communications and shares information with friends in real time.
[0659] Output: Real-time chat with friends, visual information for collaborative exploration
[0660] The server uses real-time communication technologies such as WebRTC to provide seamless interaction between users.
[0661] (Application example 1)
[0662] 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."
[0663] While systems exist that provide rich and immersive shopping experiences in virtual spaces, simply walking around a virtual store and exploring products can lack realism and reduce purchasing motivation. Furthermore, there are also issues with the lack of real-time product information acquisition and personalized recommendations, which hinders user experience. Furthermore, existing systems offer limited social interaction, making it difficult to enjoy real-time shopping with friends.
[0664] 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.
[0665] In this invention, the server includes: a means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products; a means for displaying information about products selected by the user based on eye tracking and gesture control; a means for analyzing the user's purchase history and behavioral data and providing personalized product recommendations using a generative AI model; and a means for enabling real-time social interactions between users and collaborative exploration through smart glasses. This allows users to enjoy an immersive shopping experience that is close to the real world, receive individually optimized product recommendations, and enjoy real-time shopping with friends.
[0666] A "virtual store" is a store space created in a digital environment using three-dimensional computer graphics, where users can browse products and complete purchases.
[0667] A "virtual space" is a three-dimensional simulated environment constructed using digital technology, in which users can move and operate interactively.
[0668] "Rendering" is the process of displaying a computer-generated three-dimensional model or scene as a two-dimensional image.
[0669] "Eye tracking" is a technology that detects the direction of a user's gaze and operates an interface based on that information.
[0670] "Gesture control" is a technology that detects the user's hand and body movements and operates a digital interface based on them.
[0671] A "generative AI model" is a type of machine learning model that automatically performs specific tasks based on large amounts of data, and is used here to generate personalized recommendations based on user behavior data.
[0672] "Personalized product recommendations" is a technology that analyzes a user's past purchasing history and behavioral data to individually recommend the most suitable products.
[0673] "Social interaction" is a function that supports real-time communication and collaboration between users, and in this case refers to chatting and joint activities within a virtual space.
[0674] "Smart glasses" are wearable devices equipped with display functions and sensors that provide interactive experiences through augmented reality and eye tracking.
[0675] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0676] Explore the virtual store
[0677] Users access the virtual store using smart glasses. The device (smart glasses) tracks the user's gaze and allows them to explore the virtual store through gesture control. This gaze tracking and gesture control allows users to operate the interface with natural movements, providing an intuitive experience.
[0678] The server manages users' location and gaze data in real time to render the virtual store environment appropriately. It also shares the location information of other users, enabling real-time collaboration.
[0679] Personalized Recommendations
[0680] While a user explores a virtual store, the server analyzes their past purchase history and behavioral data, and uses a generative AI model to provide personalized product recommendations in real time. For example, when a user is looking at running shoes in a sporting goods store, the server generates a list of related products based on their gaze data and sends it to the device. By using a generative AI model, it is possible to make recommendations that maximize the user's purchasing motivation.
[0681] Check product details and purchase
[0682] When a user selects a product, the device (smart glasses) requests detailed information about that product from the server. The server retrieves the product information and 3D model from the database and sends them to the device. The user can then use the smart glasses interface to rotate the product 360 degrees and obtain detailed information.
[0683] If a purchase is confirmed, the device sends payment and shipping information to the server, which receives it and authorizes the payment through a payment gateway. Once the payment is approved, the server initiates shipping arrangements and notifies the user.
[0684] Social Interaction
[0685] The system also supports social interactions: users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[0686] Specific examples
[0687] For example, imagine a user visits a virtual sports goods store. Putting on smart glasses, the user focuses their gaze on running shoes, which are automatically displayed. Recommended running accessories are also displayed based on the user's past purchase history. The user selects a product of interest, rotates the 3D model using gestures to view it, and then issues a "buy" command and enters payment information via voice.
[0688] Example prompt for OpenAI GPT-4
[0689] Generate a list of recommended products based on the past purchases of user ID: user123, including "running shoes" and "sports socks."
[0690] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0691] Step 1:
[0692] A user puts on smart glasses and launches a virtual shopping application. The user logs into the application using voice commands or gestures. The input here is the user's login information, and the output is successful authentication into the system.
[0693] Step 2:
[0694] The device (smart glasses) tracks the user's gaze and performs operations in the virtual space based on the direction of gaze and gestures. The gaze-tracking data is acquired and information about the product the user is looking at is displayed on the device. The input is the user's gaze data and gesture movements, and the output is the interface display of the target product. Data processing includes real-time analysis of the gaze-tracking data.
[0695] Step 3:
[0696] The server renders the virtual store based on the user's location data and gaze data. This allows the user's visual and location information to be shared with other users in real time. The input is the user's location data and gaze data, and the output is the rendering of the virtual space and the sharing of location information. Data processing includes the integration of location data and gaze data.
[0697] Step 4:
[0698] When a user focuses on a product, the device sends the information to the server and requests detailed product information and a 3D model. The input is eye-tracking data, and the output is a product information request to the server. Data processing includes analyzing the eye-tracking data and generating a product information request.
[0699] Step 5:
[0700] The server retrieves the relevant product information and 3D model from the database and sends them to the terminal. The input is the request from the terminal, and the output is the transmission of detailed product information and 3D model data. Data processing includes product search and information retrieval.
[0701] Step 6:
[0702] The device receives the product details and displays the 3D model to the user. The user can use eye tracking and gesture controls to rotate the product 360 degrees and check the details. The input is data from the server, and the output is display on the user interface. Data processing includes rendering the 3D model.
[0703] Step 7:
[0704] If the user decides to purchase the product, the terminal prompts the user to enter payment information and shipping information, which is then sent to the server. The input is the user's payment information and shipping information, and the output is the transmission of information to the server. Data processing includes protecting the security of the user-entered data.
[0705] Step 8:
[0706] The server authorizes the payment through the payment gateway based on the received payment information and delivery address information. Once the payment is authorized, the server notifies the customer that the purchase procedure is complete and begins arranging delivery. The input is payment information and delivery address information, and the output is payment authorization and delivery arrangements. Data processing includes payment processing and delivery arrangements.
[0707] Step 9:
[0708] A user invites a friend to a virtual shopping session and explores the virtual store together while chatting in real time. The server manages these communications and provides seamless interaction. The input is the invited user's information and chat data, and the output is real-time communication management and interface updates. Data processing includes real-time processing of communication data.
[0709] 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.
[0710] This invention describes a system that enables users to enjoy a rich and immersive shopping experience in a virtual space, and further combines it with a user emotion engine to realize personalized recommendations and optimization of the user experience. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0711] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[0712] Explore the virtual store
[0713] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[0714] Personalized Recommendations
[0715] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[0716] Optimization by Emotion Engine
[0717] One of the features of the present invention is the incorporation of an emotion engine. The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time to identify the user's emotional state. Based on the emotional state, the server can provide the user with more appropriate personalized product recommendations. Emotional data can also be used to dynamically modify the user interface. For example, if the user shows a confused expression, the system can provide more detailed explanations and guidance.
[0718] Check product details and purchase
[0719] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[0720] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0721] Social Interaction
[0722] The system also supports social interactions between users. Users can invite friends to a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications and provides seamless interactions.
[0723] Specific examples
[0724] For example, suppose a user visits a virtual sports goods store. While exploring the store, the user finds a pair of running shoes that they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. Furthermore, if the user smiles, the server analyzes the emotion of happiness and recommends more positive related products.
[0725] Once the user selects a pair of running shoes, their details are displayed on the device, and they can rotate the shoes 360 degrees to view them before deciding to purchase them. After entering their payment information and completing the purchase, the server arranges for the shoes to be delivered.
[0726] In this way, the present invention provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations and social interactions powered by an emotion engine.
[0727] The processing flow will be explained below.
[0728] Step 1:
[0729] Users launch the smartphone app or VR device and access Meta Marketplace.
[0730] Step 2:
[0731] The device displays a login screen and prompts the user to enter authentication information (username and password).
[0732] Step 3:
[0733] The user enters their authentication information and clicks the "Login" button.
[0734] Step 4:
[0735] The terminal transmits the entered authentication information to the server.
[0736] Step 5:
[0737] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[0738] Step 6:
[0739] The device receives the authentication token and initiates the user's session.
[0740] Step 7:
[0741] Users select the "Virtual Store" option from the in-app menu.
[0742] Step 8:
[0743] The terminal requests a list of virtual stores from the server.
[0744] Step 9:
[0745] The server retrieves the virtual store list from the database and sends it to the terminal.
[0746] Step 10:
[0747] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[0748] Step 11:
[0749] The user selects a specific virtual store and taps on it.
[0750] Step 12:
[0751] The terminal requests data of the selected virtual store from the server.
[0752] Step 13:
[0753] The server returns detailed information about the virtual store and 3D data to the terminal.
[0754] Step 14:
[0755] Based on the acquired data, the device renders and displays the space inside the virtual store.
[0756] Step 15:
[0757] Users operate the terminal interface and walk around the virtual store.
[0758] Step 16:
[0759] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[0760] Step 17:
[0761] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[0762] Step 18:
[0763] The server records the user's location data and transmits that location to other users in the store in real time.
[0764] Step 19:
[0765] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[0766] Step 20:
[0767] The emotion engine collects the user's facial expressions and voice in real time through the device's camera and microphone.
[0768] Step 21:
[0769] The device sends the collected data to a sentiment analysis algorithm.
[0770] Step 22:
[0771] The emotion engine analyzes the user's emotional state and sends it to the server.
[0772] Step 23:
[0773] The server updates the personalized recommendations based on the analyzed emotional data and sends them to the device.
[0774] Step 24:
[0775] A user becomes interested in a particular product and taps or clicks on it.
[0776] Step 25:
[0777] The terminal requests the server to display detailed data of the selected product.
[0778] Step 26:
[0779] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[0780] Step 27:
[0781] The device displays this information to the user and renders a 3D model of the product for a closer look.
[0782] Step 28:
[0783] Users can rotate the product 360 degrees and zoom in to see the details.
[0784] Step 29:
[0785] The user taps the "Buy" button.
[0786] Step 30:
[0787] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[0788] Step 31:
[0789] The user enters payment information and presses the "Confirm Purchase" button.
[0790] Step 32:
[0791] The terminal sends payment information and a purchase request to the server.
[0792] Step 33:
[0793] The server sends the payment information to the payment gateway and waits for approval of the payment.
[0794] Step 34:
[0795] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[0796] Step 35:
[0797] The server prepares the purchased items and begins arranging for delivery.
[0798] Step 36:
[0799] Users invite friends to join in virtual shopping sessions.
[0800] Step 37:
[0801] The device sends an invite notification to the friend and confirms that the friend has joined.
[0802] Step 38:
[0803] The friend user accepts the invitation and enters the same virtual store.
[0804] Step 39:
[0805] The device will enable real-time chat between friends and allow collaborative shopping in virtual stores.
[0806] Step 40:
[0807] The server manages communication between friends and provides seamless interaction.
[0808] Step 41:
[0809] The emotion engine analyzes the user's emotions during social interactions and provides appropriate feedback and assistance.
[0810] Example 2
[0811] 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."
[0812] Conventional virtual shopping systems often offer limited user experiences and lack immersion. They also lack the ability to provide personalized shopping experiences because recommendations are not tailored to user emotions. Furthermore, they lack the ability to support real-time social interactions between users.
[0813] 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.
[0814] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and three-dimensional models of products selected by the user, means for analyzing the user's purchase history and behavioral data to provide personalized recommendations to the user, means for analyzing the user's facial expressions and voice to provide personalized recommendations based on the user's emotional state, and means for enabling real-time social interactions between users, thereby enabling users to enjoy personalized recommendations based on their emotions in real time and a more immersive shopping experience.
[0815] A "virtual space" is a three-dimensional simulation environment generated on a computer that can be visually and operationally accessed by users.
[0816] "Virtual Products" means product information and three-dimensional models provided within a virtual space that can be viewed and purchased by users.
[0817] "Rendering" is the process of drawing a computer-generated model into a visual representation.
[0818] A "3D model" is a digital object that has a shape and texture based on coordinates in three-dimensional space.
[0819] "Purchase history" refers to information about products and services purchased by a user in the past.
[0820] "Behavioral data" refers to data such as the operations a user performs within the system and their browsing history.
[0821] "Recommendations" are suggestions for products or services that are recommended based on a user's preferences and behavior.
[0822] "Facial expressions" are emotions and reactions shown by the user's facial movements and expressions.
[0823] "Voice" refers to emotions and a means of communication expressed through words and sounds made by users.
[0824] "Emotional state" refers to the user's mental and emotional state.
[0825] "Social interaction" refers to activities that involve real-time communication and collaboration between users.
[0826] "Payment Processing" means the process of completing a purchase of goods or services using a User's payment information.
[0827] "Shipping arrangements" refers to the preparation and management of sending purchased products to the delivery address specified by the user.
[0828] This invention is a system that allows users to enjoy a rich and immersive shopping experience in a virtual space, and by combining it with a user emotion engine, it realizes personalized recommendations and optimizes the user experience. The system consists of three main elements: a server, a terminal, and a user, which work together.
[0829] Access to virtual stores
[0830] Users access the system using a smartphone app or VR device and enter their account information to log in. The device sends the login information to the server, and if authentication is successful, the user's profile data is retrieved from the server.
[0831] Explore the virtual store
[0832] Users use the device's interface to explore the virtual store. The device transmits the user's actions (movement, viewpoint changes, etc.) to the server in real time, and the virtual space is rendered based on that data. The server records the user's location information and shares it with other users. This allows users to feel the presence of other users in the virtual space in real time.
[0833] Providing personalized recommendations
[0834] The server analyzes the user's past purchase history and behavioral data to generate personalized product recommendations in real time. The generated recommendations are sent to the device and displayed to the user. For example, if a user shows interest in a particular product, the server adds related or similar products to the recommendation list.
[0835] Incorporating an emotion engine
[0836] The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time. Based on the analysis results, the server can identify the user's emotional state and provide personalized recommendations accordingly. For example, if the user shows a confused expression, the system will automatically display detailed explanations and navigation guides.
[0837] Check product details and purchase
[0838] When a user selects a product they are interested in, the terminal requests the product's detailed information and 3D model from the server. The server retrieves the information from the database and sends it to the terminal. The user can view the detailed information on the terminal and rotate the 3D model 360 degrees to check the product's details. Once the user decides to purchase, the terminal sends payment information and delivery information to the server, and the server processes the payment through a payment gateway. Once payment is complete, the server arranges delivery and notifies the user.
[0839] Support for social interactions
[0840] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications, providing seamless interactions.
[0841] Specific examples
[0842] For example, imagine a user visits a virtual sporting goods store and is looking for running shoes. As the user explores the store and expresses interest in a particular pair of running shoes, the server detects that interest and displays a list of related product recommendations. Furthermore, if the user smiles, the emotion engine analyzes the emotion of happiness and recommends more positive related products.
[0843] After selecting the running shoes and checking their details, the user decides to purchase them and enters payment information to complete the purchase. After payment is completed, the server arranges for delivery and sends a completion notification to the user.
[0844] The system provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations powered by an emotion engine and real-time social interactions.
[0845] Prompt Sentence Examples
[0846] Describe how, when a user explores a virtual store and expresses interest in running shoes, the system provides personalized recommendations and assists them in the checkout process.
[0847] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0848] Step 1: User accesses the system and logs in
[0849] Input: User account information (username, password)
[0850] Specific operation: The user launches the smartphone app or VR device, enters their account information, and logs in.
[0851] Data processing / calculation: The terminal encrypts the login information and sends it to the server.
[0852] Output: User authentication results and profile data
[0853] Specific operation: The server checks the user's login information against the database, and if authentication is successful, it retrieves the profile data and returns it to the device. The device then stores the retrieved profile data.
[0854] Step 2: View the list of virtual stores and explore them
[0855] Input: User selection (selecting a store from a list of virtual stores)
[0856] Specific operations: The user uses the device interface to select a store of interest from a list of virtual stores and explore the store.
[0857] Data processing / calculation: The device transmits the user's selections to the server in real time, and renders the virtual space based on that data.
[0858] Output: Virtual space rendering data and position data
[0859] Specific operation: The server records the user's location information and shares it with other users. The device uses the rendering data received from the server to display visual information within the virtual store.
[0860] Step 3: Serve personalized recommendations
[0861] Input: User purchase history, behavioral data, current location information
[0862] Specific Behavior: Behavioral data is collected while the user explores the virtual store.
[0863] Data processing / calculation: The server analyzes the user's past purchasing history and behavioral data and lists related products.
[0864] Output: Personalized recommendation data
[0865] Specific operation: The server sends the generated recommendations to the device, which then displays them to the user.
[0866] Step 4: Optimizing the user experience with an emotional engine
[0867] Input: User's facial expression data, voice data
[0868] Specific operation: The device's camera and microphone capture the user's facial expressions and voice in real time.
[0869] Data processing / calculation: The device analyzes the captured data and sends information to the server to identify the emotional state.
[0870] Output: Personalized recommendations based on sentiment analysis results
[0871] How it works: The server analyzes the user's emotional state and sends personalized recommendations based on that analysis to the device. For example, if a confused expression is detected, a detailed explanation or navigation guide will be displayed.
[0872] Step 5: Check product details and complete purchase
[0873] Input: User selection (product selection, detailed information request), payment information, shipping information
[0874] Specific actions: The user selects a product that interests them and performs an operation to check its detailed information.
[0875] Data processing / calculation: The terminal requests detailed information and a 3D model of the selected product from the server, which retrieves the information from the database and sends it to the terminal. The server, which receives payment information and delivery information, processes the payment through a payment gateway.
[0876] Output: Product details, 3D model, purchase confirmation message, delivery information
[0877] Specific operation: The terminal displays detailed information and a 3D model of the product to the user, and the user can rotate the product 360 degrees to check the details. Once the purchase is confirmed, the server processes the payment and arranges for delivery, and notifies the user of the completion.
[0878] Step 6: Supporting social interactions
[0879] Input: Communication data between users (chat messages, collaborative search data)
[0880] What it does: Users invite friends to join a virtual shopping session and chat in real time.
[0881] Data processing / calculation: The device supports invitation and chat functions and transmits communication data in real time to the server, which manages this data and provides seamless interaction.
[0882] Output: Feedback based on real-time communication data and sentiment analysis results
[0883] Specific operation: The emotion engine recognizes the user's emotions and provides appropriate feedback and assistance. The server manages communication and ensures smooth interaction between users.
[0884] In this way, each processing step is carried out in cooperation between the user, the device, and the server. Based on the input data, the system processes and calculates the data and provides the optimal output, providing the user with a rich and immersive shopping experience.
[0885] (Application example 2)
[0886] 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."
[0887] Current virtual shopping systems make it difficult for users to receive product recommendations that meet their individual needs, and lack the functionality to provide an optimal shopping experience that takes into account the user's emotional state. Furthermore, social interactions lack feedback and assistance based on the user's emotional state, limiting the user experience.
[0888] 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 rendering a virtual space in which a user can walk around a virtual store and search for virtual products; means for acquiring and displaying detailed information and 3D models of products selected by the user; means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user; means including an emotion engine that analyzes the user's facial expressions and voice and identifies their emotional state; and means for enabling real-time social interactions between users. This enables a personalized shopping experience based on the user's emotional state, and provides appropriate feedback and assistance in social interactions.
[0889] A "virtual store" is a shop in a digital space created using the Internet and virtual reality technology, where users can walk around the virtual space and freely explore virtual products.
[0890] "Virtual space" is a digital space generated by computers and virtual reality technology that does not exist in reality but can be experienced visually and aurally by users.
[0891] A "3D model" is three-dimensional data that digitally represents the three-dimensional shape of an object using computer graphics technology.
[0892] "Purchase history" refers to a record of products a user has purchased in the past, and is used to analyze the user's shopping trends.
[0893] "Behavioral data" refers to detailed recorded data such as the operations, movements, and selections a user makes within the system, and is used to understand user behavior patterns.
[0894] "Personalized recommendations" refer to the proposal of products and services optimized for a specific user based on the user's individual interests, purchasing history, and behavioral data.
[0895] An "emotion engine" is a technology that analyzes a user's facial expressions and voice to identify their current emotional state.
[0896] "Social interaction" refers to activities in which multiple users communicate with each other in real time and share experiences in a virtual space.
[0897] This invention is a system that provides a rich and immersive shopping experience in a virtual space and realizes personalized recommendations and optimization of the user experience by combining it with a user emotion engine. This system is composed of multiple elements, including a server, a terminal, and a user, and each element works in cooperation with the other elements.
[0898] System Overview
[0899] server:
[0900] The server analyzes the user's purchasing history and behavioral data and provides personalized recommendations to the user.
[0901] Additionally, the emotion engine analyzes the user's facial expressions and voice to identify their emotional state and adjusts recommendations based on the results.
[0902] It uses MySQL to manage virtual space data and provide the necessary data to the terminal, and uses the Django framework for server-side processing.
[0903] Device:
[0904] The device (smartphone or head-mounted display) provides an interface for exploring the virtual store, and the virtual space is rendered using Unity 3D.
[0905] The device detects user operations in real time and sends that information to the server.
[0906] The user's facial expressions and voice are captured using a camera and microphone, and emotion analysis is performed using TensorFlow.
[0907] user:
[0908] Users access the application using their smartphone or HMD and log in to their account.
[0909] Feel free to explore the virtual store and check out detailed information and 3D models of your favorite products.
[0910] Select the recommended product and, if necessary, check out. Payment is made via the Stripe API.
[0911] Adding specific examples
[0912] Suppose a user visits a virtual sports goods store and expresses interest in running shoes.
[0913] The server analyzes the user's purchasing history and behavioral data and adds similar products and related accessories to the recommendation list.
[0914] If the camera detects the user smiling, the emotion engine will interpret it as a positive emotion and provide relevant product recommendations to further amplify the joy.
[0915] The user rotates the running shoes 360 degrees to check them out, decides to purchase them, enters payment information, completes the purchase, and the server arranges for delivery.
[0916] Example prompts to input to the generative AI model
[0917] "In a virtual shopping app using a smartphone or head-mounted display, a user is exploring a virtual store of sporting goods. When the user looks at running shoes and smiles, the emotion engine detects this smile and provides recommendations of similar products and related accessories. Please explain the process of reviewing the details and completing the purchase."
[0918] In this way, the present invention can optimize the shopping experience in the virtual space and provide personalized services according to the user's emotional state.
[0919] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0920] Step 1: User authentication
[0921] User: Launches the application and logs in to their account.
[0922] Input and Output: User ID and password are entered and the authentication information is sent to the server, which checks the authentication information against the database and returns a login success or failure status.
[0923] Specific operation: The user starts up the smartphone or HMD and enters their user ID and password on the login screen. The authentication information is sent from the device to the server, which then uses the Django framework to perform the authentication process. If authentication is successful, the user proceeds to the next step.
[0924] Step 2: Explore the virtual space
[0925] Terminal: Provides an interface for navigating the virtual store.
[0926] Input and output: Inputs user actions (tap, swipe, etc.) and outputs rendering information for the virtual space.
[0927] How it works: Detects user interaction information in real time and uses Unity 3D to render the virtual space. The device also sends the user's current location data to the server and receives and displays the location information of other users.
[0928] Step 3: Sentiment Analysis
[0929] Device: Captures and analyzes the user's facial expressions and voice using a camera and microphone.
[0930] Input and output: Camera images and audio data are input, and the analysis results of the emotional state are output.
[0931] Specific operation: The system uses TensorFlow to analyze the user's facial expressions and voice data in real time to identify their emotional state (e.g., joy, confusion, etc.). The results are sent to the server and reflected in product recommendations.
[0932] Step 4: Personalized Recommendations
[0933] Server: Analyzes user purchase history and behavioral data to generate recommendations.
[0934] Input and output: Purchase history, behavioral data, and sentiment analysis results are input, and a recommendation list is output.
[0935] How it works: The server uses the Django framework to retrieve and analyze purchase history and behavioral data from a MySQL database, and then takes into account the results of sentiment analysis to create optimized recommendations. These recommendations are then sent to the device and displayed to the user.
[0936] Step 5: Check product details and purchase
[0937] On the device: Retrieves and displays detailed information and a 3D model of the product selected by the user.
[0938] Input and output: Input product selection information and output detailed product information and 3D model.
[0939] How it works: When a user selects a product they're interested in, the information is sent to the server. The server retrieves the product data from the database and sends it to the device. The device uses Unity 3D to display detailed product information and a 3D model. If the user decides to purchase, the payment information is processed using the Stripe API and shipping information is sent to the server.
[0940] Step 6: Social Interaction
[0941] Server: Manages real-time communication between users.
[0942] Input and Output: Inputs user chat messages and location information, and outputs feedback to other users.
[0943] What it does: Users invite friends to join a virtual shopping session and chat in real time. Based on the results of sentiment analysis, appropriate feedback and support is provided. The server manages the social interactions, providing a seamless communication experience.
[0944] Through these steps, the present invention provides users with a rich and immersive shopping experience, and further enables personalized product recommendations and interaction optimization through an emotion engine.
[0945] 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.
[0946] 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.
[0947] 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.
[0948] [Third embodiment]
[0949] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0950] 5, the data processing system 310 includes the data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server.
[0951] 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).
[0952] 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.
[0953] 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.
[0954] 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).
[0955] 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.
[0956] 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.
[0957] 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.
[0958] 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.
[0959] 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.
[0960] 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."
[0961] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[0962] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[0963] Explore the virtual store
[0964] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[0965] Personalized Recommendations
[0966] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[0967] Check product details and purchase
[0968] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[0969] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[0970] Social Interaction
[0971] The system also supports social interactions among users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[0972] Specific examples
[0973] For example, imagine a user visits a virtual sporting goods store. While exploring the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[0974] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[0975] The processing flow will be explained below.
[0976] Step 1:
[0977] Users launch the smartphone app or VR device and access Meta Marketplace.
[0978] Step 2:
[0979] The device displays a login screen and prompts the user to enter authentication information (username and password).
[0980] Step 3:
[0981] The user enters their authentication information and clicks the "Login" button.
[0982] Step 4:
[0983] The terminal transmits the entered authentication information to the server.
[0984] Step 5:
[0985] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[0986] Step 6:
[0987] The device receives the authentication token and initiates the user's session.
[0988] Step 7:
[0989] Users select the "Virtual Store" option from the in-app menu.
[0990] Step 8:
[0991] The terminal requests a list of virtual stores from the server.
[0992] Step 9:
[0993] The server retrieves the virtual store list from the database and sends it to the terminal.
[0994] Step 10:
[0995] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[0996] Step 11:
[0997] The user selects a specific virtual store and taps on it.
[0998] Step 12:
[0999] The terminal requests data of the selected virtual store from the server.
[1000] Step 13:
[1001] The server returns detailed information about the virtual store and 3D data to the terminal.
[1002] Step 14:
[1003] Based on the acquired data, the device renders and displays the space inside the virtual store.
[1004] Step 15:
[1005] Users operate the terminal interface and walk around the virtual store.
[1006] Step 16:
[1007] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[1008] Step 17:
[1009] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[1010] Step 18:
[1011] The server records the user's location data and transmits that location to other users in the store in real time.
[1012] Step 19:
[1013] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[1014] Step 20:
[1015] A user becomes interested in a particular product and taps or clicks on it.
[1016] Step 21:
[1017] The terminal requests the server to display detailed data of the selected product.
[1018] Step 22:
[1019] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[1020] Step 23:
[1021] The device displays this information to the user and renders a 3D model of the product for a closer look.
[1022] Step 24:
[1023] Users can rotate the product 360 degrees and zoom in to see the details.
[1024] Step 25:
[1025] The user taps the "Buy" button.
[1026] Step 26:
[1027] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[1028] Step 27:
[1029] The user enters payment information and presses the "Confirm Purchase" button.
[1030] Step 28:
[1031] The terminal sends payment information and a purchase request to the server.
[1032] Step 29:
[1033] The server sends the payment information to the payment gateway and waits for approval of the payment.
[1034] Step 30:
[1035] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[1036] Step 31:
[1037] The server prepares the purchased items and begins arranging for delivery.
[1038] Example 1
[1039] 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."
[1040] In today's online shopping environment, users often feel unsure about product selection due to the inability to physically touch the product. Furthermore, product recommendations are uniform, meaning they cannot adequately address individual user preferences. Furthermore, interaction between users is limited, resulting in a lack of collaborative shopping experiences. These issues need to be addressed.
[1041] 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.
[1042] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and 3D models of products selected by the user, means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user, means for authenticating the user to log in to an account, means for recording the user's location data in real time and sharing it with other users, and means for enabling real-time social interactions between users. This allows users to check products in detail in an immersive virtual space, easily find the product that best suits them, and enjoy shopping while interacting with other users in real time.
[1043] A "virtual store" is a virtual space where products are displayed and sold, accessible to users through digital devices.
[1044] A "virtual space" is a three-dimensional digital space generated by a computer and experienced by users through their devices.
[1045] A "virtual good" is a digital representation of a real-world good or service displayed within a virtual space.
[1046] "Rendering" is the process by which a computer uses digital data to generate and display images or videos.
[1047] A "3D model" is three-dimensional shape data generated by a computer and displayed in three dimensions within a virtual space.
[1048] "Personalized recommendations" is a system that suggests the best products for each individual user based on the user's purchasing history and behavioral data.
[1049] "Purchase history" is a record of products a user has purchased in the past.
[1050] "Behavioral data" refers to historical information about the operations and actions a user performs within the system.
[1051] "Authentication" is the process of verifying a user's identity and granting access to a system.
[1052] "Real-time" refers to a state in which user actions and events are processed immediately and reflected without delay.
[1053] "Location data" is information that indicates the user's current location.
[1054] "Social interaction" refers to users communicating with each other or engaging in some kind of activity together.
[1055] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1056] First, users access the system using a smartphone app or virtual reality device and log in to their account. After logging in, users can select a store of interest from a list of virtual stores and freely explore the store. Hardware used includes smartphones and virtual reality devices such as Oculus Quest 2. Software used includes iOS and Android apps and 3D rendering engines such as Unity and Unreal Engine.
[1057] As users explore the virtual store, their devices detect their movements in real time and use that information to render the virtual space. The server records the user's location data and shares that information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, resulting in high-quality 3D models.
[1058] Furthermore, while the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time using machine learning models built in Python and R. These recommendation data are sent from the server to the device, which then presents them on the user's display screen.
[1059] If a user is interested in a recommended product, they can select it to view more information. When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from a database (e.g., MySQL or PostgreSQL) and sends it to the device. The device displays this information to the user, who can then view the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to view the details.
[1060] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server. The server then sends this information to a payment gateway (e.g., Stripe or PayPal) for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[1061] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time. The server manages these communications and uses real-time communication technologies such as WebRTC to provide seamless interactions.
[1062] As a concrete example, imagine a user visits a virtual sporting goods store. While browsing the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[1063] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[1064] Prompt Sentence Examples
[1065] plaintext
[1066] Please explain in detail the steps a user takes to access a virtual store from a smartphone app, select a product they like, view it in 360 degrees, and then make a purchase. In particular, please clearly describe how the server, device, and user interact with each other.
[1067] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1068] Step 1:
[1069] The user launches the smartphone app or virtual reality device and logs into their account.
[1070] Input: Username and Password
[1071] What happens: A user enters their username and password on the login screen and clicks the login button.
[1072] The terminal transmits the input information to the server.
[1073] The server checks the username and password against a database.
[1074] Output: Authentication success or failure status, and session ID if successful
[1075] If the authentication is successful, the server generates a session ID and sends it to the terminal. If the authentication fails, it returns an error message.
[1076] If authentication is successful, the terminal saves the session ID and moves to the next screen.
[1077] Step 2:
[1078] The user selects a store of interest from a list of virtual stores.
[1079] Input: The ID or name of the store selected by the user
[1080] Action: The user clicks on a store in the list of stores.
[1081] The terminal sends a store information request to the server.
[1082] The server retrieves data of the selected store based on the request from the database.
[1083] Output: 3D model of selected store and product catalogue
[1084] The server sends a 3D model of the store and a product catalog to the terminal.
[1085] The terminal uses the received store data to render the virtual store space.
[1086] Step 3:
[1087] The user operates the terminal and freely explores the virtual store.
[1088] Input: User location data and operation information
[1089] Movement: The user moves through the virtual space using a joystick or touchscreen.
[1090] The device processes the user's operation information in real time and renders the virtual space.
[1091] The server records the user's location data and shares the location information with other users in the virtual store.
[1092] Output: Updated virtual space display, location information of other users
[1093] Step 4:
[1094] The server analyzes the user's past purchasing history and behavioral data to generate personalized recommendations.
[1095] Input: User purchase history, behavioral data
[1096] How it works: The server analyzes data in real time using machine learning models built in Python and R.
[1097] Output: A list of personalized recommendations
[1098] The server transmits the recommendation data to the terminal.
[1099] The terminal displays the received recommendation list to the user.
[1100] Step 5:
[1101] The user becomes interested in a recommended product and selects it to view more information.
[1102] Input: The ID of the product selected by the user
[1103] What happens: A user clicks on a product from the recommendations list.
[1104] The device requests detailed product information and a 3D model from the server.
[1105] The server retrieves product information from the database and sends it to the terminal.
[1106] Output: Product details, 3D model
[1107] The device displays detailed product information and a 3D model to the user, who can then rotate it 360 degrees and zoom in to view it.
[1108] Step 6:
[1109] Once the user decides to make a purchase, they enter their payment and shipping information.
[1110] Input: Payment information, shipping information
[1111] How it works: The user enters payment and shipping information and clicks the buy button.
[1112] The terminal transmits this information to the server.
[1113] The server sends the payment information to the payment gateway for authorization.
[1114] Output: Payment approval status
[1115] If payment is approved, the server completes the purchase procedure, starts shipping arrangements, and sends a completion notification to the terminal to display to the user.
[1116] Step 7:
[1117] Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time.
[1118] Input: Friend's account information, chat message
[1119] What happens: A user invites a friend to join a session and chats.
[1120] The server manages these communications and shares information with friends in real time.
[1121] Output: Real-time chat with friends, visual information for collaborative exploration
[1122] The server uses real-time communication technologies such as WebRTC to provide seamless interaction between users.
[1123] (Application example 1)
[1124] 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."
[1125] While systems exist that provide rich and immersive shopping experiences in virtual spaces, simply walking around a virtual store and exploring products can lack realism and reduce purchasing motivation. Furthermore, there are also issues with the lack of real-time product information acquisition and personalized recommendations, which hinders user experience. Furthermore, existing systems offer limited social interaction, making it difficult to enjoy real-time shopping with friends.
[1126] 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.
[1127] In this invention, the server includes: a means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products; a means for displaying information about products selected by the user based on eye tracking and gesture control; a means for analyzing the user's purchase history and behavioral data and providing personalized product recommendations using a generative AI model; and a means for enabling real-time social interactions between users and collaborative exploration through smart glasses. This allows users to enjoy an immersive shopping experience that is close to the real world, receive individually optimized product recommendations, and enjoy real-time shopping with friends.
[1128] A "virtual store" is a store space created in a digital environment using three-dimensional computer graphics, where users can browse products and complete purchases.
[1129] A "virtual space" is a three-dimensional simulated environment constructed using digital technology, in which users can move and operate interactively.
[1130] "Rendering" is the process of displaying a computer-generated three-dimensional model or scene as a two-dimensional image.
[1131] "Eye tracking" is a technology that detects the direction of a user's gaze and operates an interface based on that information.
[1132] "Gesture control" is a technology that detects the user's hand and body movements and operates a digital interface based on them.
[1133] A "generative AI model" is a type of machine learning model that automatically performs specific tasks based on large amounts of data, and is used here to generate personalized recommendations based on user behavior data.
[1134] "Personalized product recommendations" is a technology that analyzes a user's past purchasing history and behavioral data to individually recommend the most suitable products.
[1135] "Social interaction" is a function that supports real-time communication and collaboration between users, and in this case refers to chatting and joint activities within a virtual space.
[1136] "Smart glasses" are wearable devices equipped with display functions and sensors that provide interactive experiences through augmented reality and eye tracking.
[1137] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1138] Explore the virtual store
[1139] Users access the virtual store using smart glasses. The device (smart glasses) tracks the user's gaze and allows them to explore the virtual store through gesture control. This gaze tracking and gesture control allows users to operate the interface with natural movements, providing an intuitive experience.
[1140] The server manages users' location and gaze data in real time to render the virtual store environment appropriately. It also shares the location information of other users, enabling real-time collaboration.
[1141] Personalized Recommendations
[1142] While a user explores a virtual store, the server analyzes their past purchase history and behavioral data, and uses a generative AI model to provide personalized product recommendations in real time. For example, when a user is looking at running shoes in a sporting goods store, the server generates a list of related products based on their gaze data and sends it to the device. By using a generative AI model, it is possible to make recommendations that maximize the user's purchasing motivation.
[1143] Check product details and purchase
[1144] When a user selects a product, the device (smart glasses) requests detailed information about that product from the server. The server retrieves the product information and 3D model from the database and sends them to the device. The user can then use the smart glasses interface to rotate the product 360 degrees and obtain detailed information.
[1145] If a purchase is confirmed, the device sends payment and shipping information to the server, which receives it and authorizes the payment through a payment gateway. Once the payment is approved, the server initiates shipping arrangements and notifies the user.
[1146] Social Interaction
[1147] The system also supports social interactions: users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[1148] Specific examples
[1149] For example, imagine a user visits a virtual sports goods store. Putting on smart glasses, the user focuses their gaze on running shoes, which are automatically displayed. Recommended running accessories are also displayed based on the user's past purchase history. The user selects a product of interest, rotates the 3D model using gestures to view it, and then issues a "buy" command and enters payment information via voice.
[1150] Example prompt for OpenAI GPT-4
[1151] Generate a list of recommended products based on the past purchases of user ID: user123, including "running shoes" and "sports socks."
[1152] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1153] Step 1:
[1154] A user puts on smart glasses and launches a virtual shopping application. The user logs into the application using voice commands or gestures. The input here is the user's login information, and the output is successful authentication into the system.
[1155] Step 2:
[1156] The device (smart glasses) tracks the user's gaze and performs operations in the virtual space based on the direction of gaze and gestures. The gaze-tracking data is acquired and information about the product the user is looking at is displayed on the device. The input is the user's gaze data and gesture movements, and the output is the interface display of the target product. Data processing includes real-time analysis of the gaze-tracking data.
[1157] Step 3:
[1158] The server renders the virtual store based on the user's location data and gaze data. This allows the user's visual and location information to be shared with other users in real time. The input is the user's location data and gaze data, and the output is the rendering of the virtual space and the sharing of location information. Data processing includes the integration of location data and gaze data.
[1159] Step 4:
[1160] When a user focuses on a product, the device sends the information to the server and requests detailed product information and a 3D model. The input is eye-tracking data, and the output is a product information request to the server. Data processing includes analyzing the eye-tracking data and generating a product information request.
[1161] Step 5:
[1162] The server retrieves the relevant product information and 3D model from the database and sends them to the terminal. The input is the request from the terminal, and the output is the transmission of detailed product information and 3D model data. Data processing includes product search and information retrieval.
[1163] Step 6:
[1164] The device receives the product details and displays the 3D model to the user. The user can use eye tracking and gesture controls to rotate the product 360 degrees and check the details. The input is data from the server, and the output is display on the user interface. Data processing includes rendering the 3D model.
[1165] Step 7:
[1166] If the user decides to purchase the product, the terminal prompts the user to enter payment information and shipping information, which is then sent to the server. The input is the user's payment information and shipping information, and the output is the transmission of information to the server. Data processing includes protecting the security of the user-entered data.
[1167] Step 8:
[1168] The server authorizes the payment through the payment gateway based on the received payment information and delivery address information. Once the payment is authorized, the server notifies the customer that the purchase procedure is complete and begins arranging delivery. The input is payment information and delivery address information, and the output is payment authorization and delivery arrangements. Data processing includes payment processing and delivery arrangements.
[1169] Step 9:
[1170] A user invites a friend to a virtual shopping session and explores the virtual store together while chatting in real time. The server manages these communications and provides seamless interaction. The input is the invited user's information and chat data, and the output is real-time communication management and interface updates. Data processing includes real-time processing of communication data.
[1171] 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.
[1172] This invention describes a system that enables users to enjoy a rich and immersive shopping experience in a virtual space, and further combines it with a user emotion engine to realize personalized recommendations and optimization of the user experience. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1173] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[1174] Explore the virtual store
[1175] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[1176] Personalized Recommendations
[1177] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[1178] Optimization by Emotion Engine
[1179] One of the features of the present invention is the incorporation of an emotion engine. The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time to identify the user's emotional state. Based on the emotional state, the server can provide the user with more appropriate personalized product recommendations. Emotional data can also be used to dynamically modify the user interface. For example, if the user shows a confused expression, the system can provide more detailed explanations and guidance.
[1180] Check product details and purchase
[1181] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[1182] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[1183] Social Interaction
[1184] The system also supports social interactions between users. Users can invite friends to a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications and provides seamless interactions.
[1185] Specific examples
[1186] For example, suppose a user visits a virtual sports goods store. While exploring the store, the user finds a pair of running shoes that they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. Furthermore, if the user smiles, the server analyzes the emotion of happiness and recommends more positive related products.
[1187] Once the user selects a pair of running shoes, their details are displayed on the device, and they can rotate the shoes 360 degrees to view them before deciding to purchase them. After entering their payment information and completing the purchase, the server arranges for the shoes to be delivered.
[1188] In this way, the present invention provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations and social interactions powered by an emotion engine.
[1189] The processing flow will be explained below.
[1190] Step 1:
[1191] Users launch the smartphone app or VR device and access Meta Marketplace.
[1192] Step 2:
[1193] The device displays a login screen and prompts the user to enter authentication information (username and password).
[1194] Step 3:
[1195] The user enters their authentication information and clicks the "Login" button.
[1196] Step 4:
[1197] The terminal transmits the entered authentication information to the server.
[1198] Step 5:
[1199] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[1200] Step 6:
[1201] The device receives the authentication token and initiates the user's session.
[1202] Step 7:
[1203] Users select the "Virtual Store" option from the in-app menu.
[1204] Step 8:
[1205] The terminal requests a list of virtual stores from the server.
[1206] Step 9:
[1207] The server retrieves the virtual store list from the database and sends it to the terminal.
[1208] Step 10:
[1209] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[1210] Step 11:
[1211] The user selects a specific virtual store and taps on it.
[1212] Step 12:
[1213] The terminal requests data of the selected virtual store from the server.
[1214] Step 13:
[1215] The server returns detailed information about the virtual store and 3D data to the terminal.
[1216] Step 14:
[1217] Based on the acquired data, the device renders and displays the space inside the virtual store.
[1218] Step 15:
[1219] Users operate the terminal interface and walk around the virtual store.
[1220] Step 16:
[1221] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[1222] Step 17:
[1223] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[1224] Step 18:
[1225] The server records the user's location data and transmits that location to other users in the store in real time.
[1226] Step 19:
[1227] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[1228] Step 20:
[1229] The emotion engine collects the user's facial expressions and voice in real time through the device's camera and microphone.
[1230] Step 21:
[1231] The device sends the collected data to a sentiment analysis algorithm.
[1232] Step 22:
[1233] The emotion engine analyzes the user's emotional state and sends it to the server.
[1234] Step 23:
[1235] The server updates the personalized recommendations based on the analyzed emotional data and sends them to the device.
[1236] Step 24:
[1237] A user becomes interested in a particular product and taps or clicks on it.
[1238] Step 25:
[1239] The terminal requests the server to display detailed data of the selected product.
[1240] Step 26:
[1241] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[1242] Step 27:
[1243] The device displays this information to the user and renders a 3D model of the product for a closer look.
[1244] Step 28:
[1245] Users can rotate the product 360 degrees and zoom in to see the details.
[1246] Step 29:
[1247] The user taps the "Buy" button.
[1248] Step 30:
[1249] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[1250] Step 31:
[1251] The user enters payment information and presses the "Confirm Purchase" button.
[1252] Step 32:
[1253] The terminal sends payment information and a purchase request to the server.
[1254] Step 33:
[1255] The server sends the payment information to the payment gateway and waits for approval of the payment.
[1256] Step 34:
[1257] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[1258] Step 35:
[1259] The server prepares the purchased items and begins arranging for delivery.
[1260] Step 36:
[1261] Users invite friends to join in virtual shopping sessions.
[1262] Step 37:
[1263] The device sends an invite notification to the friend and confirms that the friend has joined.
[1264] Step 38:
[1265] The friend user accepts the invitation and enters the same virtual store.
[1266] Step 39:
[1267] The device will enable real-time chat between friends and allow collaborative shopping in virtual stores.
[1268] Step 40:
[1269] The server manages communication between friends and provides seamless interaction.
[1270] Step 41:
[1271] The emotion engine analyzes the user's emotions during social interactions and provides appropriate feedback and assistance.
[1272] Example 2
[1273] 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."
[1274] Conventional virtual shopping systems often offer limited user experiences and lack immersion. They also lack the ability to provide personalized shopping experiences because recommendations are not tailored to user emotions. Furthermore, they lack the ability to support real-time social interactions between users.
[1275] 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.
[1276] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and three-dimensional models of products selected by the user, means for analyzing the user's purchase history and behavioral data to provide personalized recommendations to the user, means for analyzing the user's facial expressions and voice to provide personalized recommendations based on the user's emotional state, and means for enabling real-time social interactions between users, thereby enabling users to enjoy personalized recommendations based on their emotions in real time and a more immersive shopping experience.
[1277] A "virtual space" is a three-dimensional simulation environment generated on a computer that can be visually and operationally accessed by users.
[1278] "Virtual Products" means product information and three-dimensional models provided within a virtual space that can be viewed and purchased by users.
[1279] "Rendering" is the process of drawing a computer-generated model into a visual representation.
[1280] A "3D model" is a digital object that has a shape and texture based on coordinates in three-dimensional space.
[1281] "Purchase history" refers to information about products and services purchased by a user in the past.
[1282] "Behavioral data" refers to data such as the operations a user performs within the system and their browsing history.
[1283] "Recommendations" are suggestions for products or services that are recommended based on a user's preferences and behavior.
[1284] "Facial expressions" are emotions and reactions shown by the user's facial movements and expressions.
[1285] "Voice" refers to emotions and a means of communication expressed through words and sounds made by users.
[1286] "Emotional state" refers to the user's mental and emotional state.
[1287] "Social interaction" refers to activities that involve real-time communication and collaboration between users.
[1288] "Payment Processing" means the process of completing a purchase of goods or services using a User's payment information.
[1289] "Shipping arrangements" refers to the preparation and management of sending purchased products to the delivery address specified by the user.
[1290] This invention is a system that allows users to enjoy a rich and immersive shopping experience in a virtual space, and by combining it with a user emotion engine, it realizes personalized recommendations and optimizes the user experience. The system consists of three main elements: a server, a terminal, and a user, which work together.
[1291] Access to virtual stores
[1292] Users access the system using a smartphone app or VR device and enter their account information to log in. The device sends the login information to the server, and if authentication is successful, the user's profile data is retrieved from the server.
[1293] Explore the virtual store
[1294] Users use the device's interface to explore the virtual store. The device transmits the user's actions (movement, viewpoint changes, etc.) to the server in real time, and the virtual space is rendered based on that data. The server records the user's location information and shares it with other users. This allows users to feel the presence of other users in the virtual space in real time.
[1295] Providing personalized recommendations
[1296] The server analyzes the user's past purchase history and behavioral data to generate personalized product recommendations in real time. The generated recommendations are sent to the device and displayed to the user. For example, if a user shows interest in a particular product, the server adds related or similar products to the recommendation list.
[1297] Incorporating an emotion engine
[1298] The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time. Based on the analysis results, the server can identify the user's emotional state and provide personalized recommendations accordingly. For example, if the user shows a confused expression, the system will automatically display detailed explanations and navigation guides.
[1299] Check product details and purchase
[1300] When a user selects a product they are interested in, the terminal requests the product's detailed information and 3D model from the server. The server retrieves the information from the database and sends it to the terminal. The user can view the detailed information on the terminal and rotate the 3D model 360 degrees to check the product's details. Once the user decides to purchase, the terminal sends payment information and delivery information to the server, and the server processes the payment through a payment gateway. Once payment is complete, the server arranges delivery and notifies the user.
[1301] Support for social interactions
[1302] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications, providing seamless interactions.
[1303] Specific examples
[1304] For example, imagine a user visits a virtual sporting goods store and is looking for running shoes. As the user explores the store and expresses interest in a particular pair of running shoes, the server detects that interest and displays a list of related product recommendations. Furthermore, if the user smiles, the emotion engine analyzes the emotion of happiness and recommends more positive related products.
[1305] After selecting the running shoes and checking their details, the user decides to purchase them and enters payment information to complete the purchase. After payment is completed, the server arranges for delivery and sends a completion notification to the user.
[1306] The system provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations powered by an emotion engine and real-time social interactions.
[1307] Prompt Sentence Examples
[1308] Describe how, when a user explores a virtual store and expresses interest in running shoes, the system provides personalized recommendations and assists them in the checkout process.
[1309] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1310] Step 1: User accesses the system and logs in
[1311] Input: User account information (username, password)
[1312] Specific operation: The user launches the smartphone app or VR device, enters their account information, and logs in.
[1313] Data processing / calculation: The terminal encrypts the login information and sends it to the server.
[1314] Output: User authentication results and profile data
[1315] Specific operation: The server checks the user's login information against the database, and if authentication is successful, it retrieves the profile data and returns it to the device. The device then stores the retrieved profile data.
[1316] Step 2: View the list of virtual stores and explore them
[1317] Input: User selection (selecting a store from a list of virtual stores)
[1318] Specific operations: The user uses the device interface to select a store of interest from a list of virtual stores and explore the store.
[1319] Data processing / calculation: The device transmits the user's selections to the server in real time, and renders the virtual space based on that data.
[1320] Output: Virtual space rendering data and position data
[1321] Specific operation: The server records the user's location information and shares it with other users. The device uses the rendering data received from the server to display visual information within the virtual store.
[1322] Step 3: Serve personalized recommendations
[1323] Input: User purchase history, behavioral data, current location information
[1324] Specific Behavior: Behavioral data is collected while the user explores the virtual store.
[1325] Data processing / calculation: The server analyzes the user's past purchasing history and behavioral data and lists related products.
[1326] Output: Personalized recommendation data
[1327] Specific operation: The server sends the generated recommendations to the device, which then displays them to the user.
[1328] Step 4: Optimizing the user experience with an emotional engine
[1329] Input: User's facial expression data, voice data
[1330] Specific operation: The device's camera and microphone capture the user's facial expressions and voice in real time.
[1331] Data processing / calculation: The device analyzes the captured data and sends information to the server to identify the emotional state.
[1332] Output: Personalized recommendations based on sentiment analysis results
[1333] How it works: The server analyzes the user's emotional state and sends personalized recommendations based on that analysis to the device. For example, if a confused expression is detected, a detailed explanation or navigation guide will be displayed.
[1334] Step 5: Check product details and complete purchase
[1335] Input: User selection (product selection, detailed information request), payment information, shipping information
[1336] Specific actions: The user selects a product that interests them and performs an operation to check its detailed information.
[1337] Data processing / calculation: The terminal requests detailed information and a 3D model of the selected product from the server, which retrieves the information from the database and sends it to the terminal. The server, which receives payment information and delivery information, processes the payment through a payment gateway.
[1338] Output: Product details, 3D model, purchase confirmation message, delivery information
[1339] Specific operation: The terminal displays detailed information and a 3D model of the product to the user, and the user can rotate the product 360 degrees to check the details. Once the purchase is confirmed, the server processes the payment and arranges for delivery, and notifies the user of the completion.
[1340] Step 6: Supporting social interactions
[1341] Input: Communication data between users (chat messages, collaborative search data)
[1342] What it does: Users invite friends to join a virtual shopping session and chat in real time.
[1343] Data processing / calculation: The device supports invitation and chat functions and transmits communication data in real time to the server, which manages this data and provides seamless interaction.
[1344] Output: Feedback based on real-time communication data and sentiment analysis results
[1345] Specific operation: The emotion engine recognizes the user's emotions and provides appropriate feedback and assistance. The server manages communication and ensures smooth interaction between users.
[1346] In this way, each processing step is carried out in cooperation between the user, the device, and the server. Based on the input data, the system processes and calculates the data and provides the optimal output, providing the user with a rich and immersive shopping experience.
[1347] (Application example 2)
[1348] 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."
[1349] Current virtual shopping systems make it difficult for users to receive product recommendations that meet their individual needs, and lack the functionality to provide an optimal shopping experience that takes into account the user's emotional state. Furthermore, social interactions lack feedback and assistance based on the user's emotional state, limiting the user experience.
[1350] 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 rendering a virtual space in which a user can walk around a virtual store and search for virtual products; means for acquiring and displaying detailed information and 3D models of products selected by the user; means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user; means including an emotion engine that analyzes the user's facial expressions and voice and identifies their emotional state; and means for enabling real-time social interactions between users. This enables a personalized shopping experience based on the user's emotional state, and provides appropriate feedback and assistance in social interactions.
[1351] A "virtual store" is a shop in a digital space created using the Internet and virtual reality technology, where users can walk around the virtual space and freely explore virtual products.
[1352] "Virtual space" is a digital space generated by computers and virtual reality technology that does not exist in reality but can be experienced visually and aurally by users.
[1353] A "3D model" is three-dimensional data that digitally represents the three-dimensional shape of an object using computer graphics technology.
[1354] "Purchase history" refers to a record of products a user has purchased in the past, and is used to analyze the user's shopping trends.
[1355] "Behavioral data" refers to detailed recorded data such as the operations, movements, and selections a user makes within the system, and is used to understand user behavior patterns.
[1356] "Personalized recommendations" refer to the proposal of products and services optimized for a specific user based on the user's individual interests, purchasing history, and behavioral data.
[1357] An "emotion engine" is a technology that analyzes a user's facial expressions and voice to identify their current emotional state.
[1358] "Social interaction" refers to activities in which multiple users communicate with each other in real time and share experiences in a virtual space.
[1359] This invention is a system that provides a rich and immersive shopping experience in a virtual space and realizes personalized recommendations and optimization of the user experience by combining it with a user emotion engine. This system is composed of multiple elements, including a server, a terminal, and a user, and each element works in cooperation with the other elements.
[1360] System Overview
[1361] server:
[1362] The server analyzes the user's purchasing history and behavioral data and provides personalized recommendations to the user.
[1363] Additionally, the emotion engine analyzes the user's facial expressions and voice to identify their emotional state and adjusts recommendations based on the results.
[1364] It uses MySQL to manage virtual space data and provide the necessary data to the terminal, and uses the Django framework for server-side processing.
[1365] Device:
[1366] The device (smartphone or head-mounted display) provides an interface for exploring the virtual store, and the virtual space is rendered using Unity 3D.
[1367] The device detects user operations in real time and sends that information to the server.
[1368] The user's facial expressions and voice are captured using a camera and microphone, and emotion analysis is performed using TensorFlow.
[1369] user:
[1370] Users access the application using their smartphone or HMD and log in to their account.
[1371] Feel free to explore the virtual store and check out detailed information and 3D models of your favorite products.
[1372] Select the recommended product and, if necessary, check out. Payment is made via the Stripe API.
[1373] Adding specific examples
[1374] Suppose a user visits a virtual sports goods store and expresses interest in running shoes.
[1375] The server analyzes the user's purchasing history and behavioral data and adds similar products and related accessories to the recommendation list.
[1376] If the camera detects the user smiling, the emotion engine will interpret it as a positive emotion and provide relevant product recommendations to further amplify the joy.
[1377] The user rotates the running shoes 360 degrees to check them out, decides to purchase them, enters payment information, completes the purchase, and the server arranges for delivery.
[1378] Example prompts to input to the generative AI model
[1379] "In a virtual shopping app using a smartphone or head-mounted display, a user is exploring a virtual store of sporting goods. When the user looks at running shoes and smiles, the emotion engine detects this smile and provides recommendations of similar products and related accessories. Please explain the process of reviewing the details and completing the purchase."
[1380] In this way, the present invention can optimize the shopping experience in the virtual space and provide personalized services according to the user's emotional state.
[1381] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1382] Step 1: User authentication
[1383] User: Launches the application and logs in to their account.
[1384] Input and Output: User ID and password are entered and the authentication information is sent to the server, which checks the authentication information against the database and returns a login success or failure status.
[1385] Specific operation: The user starts up the smartphone or HMD and enters their user ID and password on the login screen. The authentication information is sent from the device to the server, which then uses the Django framework to perform the authentication process. If authentication is successful, the user proceeds to the next step.
[1386] Step 2: Explore the virtual space
[1387] Terminal: Provides an interface for navigating the virtual store.
[1388] Input and output: Inputs user actions (tap, swipe, etc.) and outputs rendering information for the virtual space.
[1389] How it works: Detects user interaction information in real time and uses Unity 3D to render the virtual space. The device also sends the user's current location data to the server and receives and displays the location information of other users.
[1390] Step 3: Sentiment Analysis
[1391] Device: Captures and analyzes the user's facial expressions and voice using a camera and microphone.
[1392] Input and output: Camera images and audio data are input, and the analysis results of the emotional state are output.
[1393] Specific operation: The system uses TensorFlow to analyze the user's facial expressions and voice data in real time to identify their emotional state (e.g., joy, confusion, etc.). The results are sent to the server and reflected in product recommendations.
[1394] Step 4: Personalized Recommendations
[1395] Server: Analyzes user purchase history and behavioral data to generate recommendations.
[1396] Input and output: Purchase history, behavioral data, and sentiment analysis results are input, and a recommendation list is output.
[1397] How it works: The server uses the Django framework to retrieve and analyze purchase history and behavioral data from a MySQL database, and then takes into account the results of sentiment analysis to create optimized recommendations. These recommendations are then sent to the device and displayed to the user.
[1398] Step 5: Check product details and purchase
[1399] On the device: Retrieves and displays detailed information and a 3D model of the product selected by the user.
[1400] Input and output: Input product selection information and output detailed product information and 3D model.
[1401] How it works: When a user selects a product they're interested in, the information is sent to the server. The server retrieves the product data from the database and sends it to the device. The device uses Unity 3D to display detailed product information and a 3D model. If the user decides to purchase, the payment information is processed using the Stripe API and shipping information is sent to the server.
[1402] Step 6: Social Interaction
[1403] Server: Manages real-time communication between users.
[1404] Input and Output: Inputs user chat messages and location information, and outputs feedback to other users.
[1405] What it does: Users invite friends to join a virtual shopping session and chat in real time. Based on the results of sentiment analysis, appropriate feedback and support is provided. The server manages the social interactions, providing a seamless communication experience.
[1406] Through these steps, the present invention provides users with a rich and immersive shopping experience, and further enables personalized product recommendations and interaction optimization through an emotion engine.
[1407] 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.
[1408] 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.
[1409] 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.
[1410] [Fourth embodiment]
[1411] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1412] 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.
[1413] 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).
[1414] 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.
[1415] 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.
[1416] 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).
[1417] 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.
[1418] 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.
[1419] 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.
[1420] 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.
[1421] 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.
[1422] 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.
[1423] 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."
[1424] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1425] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[1426] Explore the virtual store
[1427] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[1428] Personalized Recommendations
[1429] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[1430] Check product details and purchase
[1431] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[1432] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[1433] Social Interaction
[1434] The system also supports social interactions among users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[1435] Specific examples
[1436] For example, imagine a user visits a virtual sporting goods store. While exploring the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[1437] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[1438] The processing flow will be explained below.
[1439] Step 1:
[1440] Users launch the smartphone app or VR device and access Meta Marketplace.
[1441] Step 2:
[1442] The device displays a login screen and prompts the user to enter authentication information (username and password).
[1443] Step 3:
[1444] The user enters their authentication information and clicks the "Login" button.
[1445] Step 4:
[1446] The terminal transmits the entered authentication information to the server.
[1447] Step 5:
[1448] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[1449] Step 6:
[1450] The device receives the authentication token and initiates the user's session.
[1451] Step 7:
[1452] Users select the "Virtual Store" option from the in-app menu.
[1453] Step 8:
[1454] The terminal requests a list of virtual stores from the server.
[1455] Step 9:
[1456] The server retrieves the virtual store list from the database and sends it to the terminal.
[1457] Step 10:
[1458] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[1459] Step 11:
[1460] The user selects a specific virtual store and taps on it.
[1461] Step 12:
[1462] The terminal requests data of the selected virtual store from the server.
[1463] Step 13:
[1464] The server returns detailed information about the virtual store and 3D data to the terminal.
[1465] Step 14:
[1466] Based on the acquired data, the device renders and displays the space inside the virtual store.
[1467] Step 15:
[1468] Users operate the terminal interface and walk around the virtual store.
[1469] Step 16:
[1470] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[1471] Step 17:
[1472] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[1473] Step 18:
[1474] The server records the user's location data and transmits that location to other users in the store in real time.
[1475] Step 19:
[1476] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[1477] Step 20:
[1478] A user becomes interested in a particular product and taps or clicks on it.
[1479] Step 21:
[1480] The terminal requests the server to display detailed data of the selected product.
[1481] Step 22:
[1482] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[1483] Step 23:
[1484] The device displays this information to the user and renders a 3D model of the product for a closer look.
[1485] Step 24:
[1486] Users can rotate the product 360 degrees and zoom in to see the details.
[1487] Step 25:
[1488] The user taps the "Buy" button.
[1489] Step 26:
[1490] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[1491] Step 27:
[1492] The user enters payment information and presses the "Confirm Purchase" button.
[1493] Step 28:
[1494] The terminal sends payment information and a purchase request to the server.
[1495] Step 29:
[1496] The server sends the payment information to the payment gateway and waits for approval of the payment.
[1497] Step 30:
[1498] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[1499] Step 31:
[1500] The server prepares the purchased items and begins arranging for delivery.
[1501] Example 1
[1502] 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."
[1503] In today's online shopping environment, users often feel unsure about product selection due to the inability to physically touch the product. Furthermore, product recommendations are uniform, meaning they cannot adequately address individual user preferences. Furthermore, interaction between users is limited, resulting in a lack of collaborative shopping experiences. These issues need to be addressed.
[1504] 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.
[1505] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and 3D models of products selected by the user, means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user, means for authenticating the user to log in to an account, means for recording the user's location data in real time and sharing it with other users, and means for enabling real-time social interactions between users. This allows users to check products in detail in an immersive virtual space, easily find the product that best suits them, and enjoy shopping while interacting with other users in real time.
[1506] A "virtual store" is a virtual space where products are displayed and sold, accessible to users through digital devices.
[1507] A "virtual space" is a three-dimensional digital space generated by a computer and experienced by users through their devices.
[1508] A "virtual good" is a digital representation of a real-world good or service displayed within a virtual space.
[1509] "Rendering" is the process by which a computer uses digital data to generate and display images or videos.
[1510] A "3D model" is three-dimensional shape data generated by a computer and displayed in three dimensions within a virtual space.
[1511] "Personalized recommendations" is a system that suggests the best products for each individual user based on the user's purchasing history and behavioral data.
[1512] "Purchase history" is a record of products a user has purchased in the past.
[1513] "Behavioral data" refers to historical information about the operations and actions a user performs within the system.
[1514] "Authentication" is the process of verifying a user's identity and granting access to a system.
[1515] "Real-time" refers to a state in which user actions and events are processed immediately and reflected without delay.
[1516] "Location data" is information that indicates the user's current location.
[1517] "Social interaction" refers to users communicating with each other or engaging in some kind of activity together.
[1518] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1519] First, users access the system using a smartphone app or virtual reality device and log in to their account. After logging in, users can select a store of interest from a list of virtual stores and freely explore the store. Hardware used includes smartphones and virtual reality devices such as Oculus Quest 2. Software used includes iOS and Android apps and 3D rendering engines such as Unity and Unreal Engine.
[1520] As users explore the virtual store, their devices detect their movements in real time and use that information to render the virtual space. The server records the user's location data and shares that information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, resulting in high-quality 3D models.
[1521] Furthermore, while the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time using machine learning models built in Python and R. These recommendation data are sent from the server to the device, which then presents them on the user's display screen.
[1522] If a user is interested in a recommended product, they can select it to view more information. When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from a database (e.g., MySQL or PostgreSQL) and sends it to the device. The device displays this information to the user, who can then view the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to view the details.
[1523] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server. The server then sends this information to a payment gateway (e.g., Stripe or PayPal) for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[1524] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time. The server manages these communications and uses real-time communication technologies such as WebRTC to provide seamless interactions.
[1525] As a concrete example, imagine a user visits a virtual sporting goods store. While browsing the store, the user finds a pair of running shoes they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. When the user selects a running shoe, details about the shoe are displayed on the device. The user rotates the running shoe 360 degrees to check it out and decides to purchase it. After entering payment information and completing the purchase, the server arranges for the running shoes to be delivered.
[1526] In this way, the present invention provides users with a rich and immersive shopping experience, enhancing the user experience through personalized product recommendations and social interactions.
[1527] Prompt Sentence Examples
[1528] plaintext
[1529] Please explain in detail the steps a user takes to access a virtual store from a smartphone app, select a product they like, view it in 360 degrees, and then make a purchase. In particular, please clearly describe how the server, device, and user interact with each other.
[1530] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1531] Step 1:
[1532] The user launches the smartphone app or virtual reality device and logs into their account.
[1533] Input: Username and Password
[1534] What happens: A user enters their username and password on the login screen and clicks the login button.
[1535] The terminal transmits the input information to the server.
[1536] The server checks the username and password against a database.
[1537] Output: Authentication success or failure status, and session ID if successful
[1538] If the authentication is successful, the server generates a session ID and sends it to the terminal. If the authentication fails, it returns an error message.
[1539] If authentication is successful, the terminal saves the session ID and moves to the next screen.
[1540] Step 2:
[1541] The user selects a store of interest from a list of virtual stores.
[1542] Input: The ID or name of the store selected by the user
[1543] Action: The user clicks on a store in the list of stores.
[1544] The terminal sends a store information request to the server.
[1545] The server retrieves data of the selected store based on the request from the database.
[1546] Output: 3D model of selected store and product catalogue
[1547] The server sends a 3D model of the store and a product catalog to the terminal.
[1548] The terminal uses the received store data to render the virtual store space.
[1549] Step 3:
[1550] The user operates the terminal and freely explores the virtual store.
[1551] Input: User location data and operation information
[1552] Movement: The user moves through the virtual space using a joystick or touchscreen.
[1553] The device processes the user's operation information in real time and renders the virtual space.
[1554] The server records the user's location data and shares the location information with other users in the virtual store.
[1555] Output: Updated virtual space display, location information of other users
[1556] Step 4:
[1557] The server analyzes the user's past purchasing history and behavioral data to generate personalized recommendations.
[1558] Input: User purchase history, behavioral data
[1559] How it works: The server analyzes data in real time using machine learning models built in Python and R.
[1560] Output: A list of personalized recommendations
[1561] The server transmits the recommendation data to the terminal.
[1562] The terminal displays the received recommendation list to the user.
[1563] Step 5:
[1564] The user becomes interested in a recommended product and selects it to view more information.
[1565] Input: The ID of the product selected by the user
[1566] What happens: A user clicks on a product from the recommendations list.
[1567] The device requests detailed product information and a 3D model from the server.
[1568] The server retrieves product information from the database and sends it to the terminal.
[1569] Output: Product details, 3D model
[1570] The device displays detailed product information and a 3D model to the user, who can then rotate it 360 degrees and zoom in to view it.
[1571] Step 6:
[1572] Once the user decides to make a purchase, they enter their payment and shipping information.
[1573] Input: Payment information, shipping information
[1574] How it works: The user enters payment and shipping information and clicks the buy button.
[1575] The terminal transmits this information to the server.
[1576] The server sends the payment information to the payment gateway for authorization.
[1577] Output: Payment approval status
[1578] If payment is approved, the server completes the purchase procedure, starts shipping arrangements, and sends a completion notification to the terminal to display to the user.
[1579] Step 7:
[1580] Users can invite friends to join a virtual shopping session and collaboratively explore the virtual store while chatting in real time.
[1581] Input: Friend's account information, chat message
[1582] What happens: A user invites a friend to join a session and chats.
[1583] The server manages these communications and shares information with friends in real time.
[1584] Output: Real-time chat with friends, visual information for collaborative exploration
[1585] The server uses real-time communication technologies such as WebRTC to provide seamless interaction between users.
[1586] (Application example 1)
[1587] 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."
[1588] While systems exist that provide rich and immersive shopping experiences in virtual spaces, simply walking around a virtual store and exploring products can lack realism and reduce purchasing motivation. Furthermore, there are also issues with the lack of real-time product information acquisition and personalized recommendations, which hinders user experience. Furthermore, existing systems offer limited social interaction, making it difficult to enjoy real-time shopping with friends.
[1589] 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.
[1590] In this invention, the server includes: a means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products; a means for displaying information about products selected by the user based on eye tracking and gesture control; a means for analyzing the user's purchase history and behavioral data and providing personalized product recommendations using a generative AI model; and a means for enabling real-time social interactions between users and collaborative exploration through smart glasses. This allows users to enjoy an immersive shopping experience that is close to the real world, receive individually optimized product recommendations, and enjoy real-time shopping with friends.
[1591] A "virtual store" is a store space created in a digital environment using three-dimensional computer graphics, where users can browse products and complete purchases.
[1592] A "virtual space" is a three-dimensional simulated environment constructed using digital technology, in which users can move and operate interactively.
[1593] "Rendering" is the process of displaying a computer-generated three-dimensional model or scene as a two-dimensional image.
[1594] "Eye tracking" is a technology that detects the direction of a user's gaze and operates an interface based on that information.
[1595] "Gesture control" is a technology that detects the user's hand and body movements and operates a digital interface based on them.
[1596] A "generative AI model" is a type of machine learning model that automatically performs specific tasks based on large amounts of data, and is used here to generate personalized recommendations based on user behavior data.
[1597] "Personalized product recommendations" is a technology that analyzes a user's past purchasing history and behavioral data to individually recommend the most suitable products.
[1598] "Social interaction" is a function that supports real-time communication and collaboration between users, and in this case refers to chatting and joint activities within a virtual space.
[1599] "Smart glasses" are wearable devices equipped with display functions and sensors that provide interactive experiences through augmented reality and eye tracking.
[1600] The present invention describes a system that allows users to enjoy a rich and immersive shopping experience in a virtual space. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1601] Explore the virtual store
[1602] Users access the virtual store using smart glasses. The device (smart glasses) tracks the user's gaze and allows them to explore the virtual store through gesture control. This gaze tracking and gesture control allows users to operate the interface with natural movements, providing an intuitive experience.
[1603] The server manages users' location and gaze data in real time to render the virtual store environment appropriately. It also shares the location information of other users, enabling real-time collaboration.
[1604] Personalized Recommendations
[1605] While a user explores a virtual store, the server analyzes their past purchase history and behavioral data, and uses a generative AI model to provide personalized product recommendations in real time. For example, when a user is looking at running shoes in a sporting goods store, the server generates a list of related products based on their gaze data and sends it to the device. By using a generative AI model, it is possible to make recommendations that maximize the user's purchasing motivation.
[1606] Check product details and purchase
[1607] When a user selects a product, the device (smart glasses) requests detailed information about that product from the server. The server retrieves the product information and 3D model from the database and sends them to the device. The user can then use the smart glasses interface to rotate the product 360 degrees and obtain detailed information.
[1608] If a purchase is confirmed, the device sends payment and shipping information to the server, which receives it and authorizes the payment through a payment gateway. Once the payment is approved, the server initiates shipping arrangements and notifies the user.
[1609] Social Interaction
[1610] The system also supports social interactions: users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The server manages these communications and provides seamless interactions.
[1611] Specific examples
[1612] For example, imagine a user visits a virtual sports goods store. Putting on smart glasses, the user focuses their gaze on running shoes, which are automatically displayed. Recommended running accessories are also displayed based on the user's past purchase history. The user selects a product of interest, rotates the 3D model using gestures to view it, and then issues a "buy" command and enters payment information via voice.
[1613] Example prompt for OpenAI GPT-4
[1614] Generate a list of recommended products based on the past purchases of user ID: user123, including "running shoes" and "sports socks."
[1615] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1616] Step 1:
[1617] A user puts on smart glasses and launches a virtual shopping application. The user logs into the application using voice commands or gestures. The input here is the user's login information, and the output is successful authentication into the system.
[1618] Step 2:
[1619] The device (smart glasses) tracks the user's gaze and performs operations in the virtual space based on the direction of gaze and gestures. The gaze-tracking data is acquired and information about the product the user is looking at is displayed on the device. The input is the user's gaze data and gesture movements, and the output is the interface display of the target product. Data processing includes real-time analysis of the gaze-tracking data.
[1620] Step 3:
[1621] The server renders the virtual store based on the user's location data and gaze data. This allows the user's visual and location information to be shared with other users in real time. The input is the user's location data and gaze data, and the output is the rendering of the virtual space and the sharing of location information. Data processing includes the integration of location data and gaze data.
[1622] Step 4:
[1623] When a user focuses on a product, the device sends the information to the server and requests detailed product information and a 3D model. The input is eye-tracking data, and the output is a product information request to the server. Data processing includes analyzing the eye-tracking data and generating a product information request.
[1624] Step 5:
[1625] The server retrieves the relevant product information and 3D model from the database and sends them to the terminal. The input is the request from the terminal, and the output is the transmission of detailed product information and 3D model data. Data processing includes product search and information retrieval.
[1626] Step 6:
[1627] The device receives the product details and displays the 3D model to the user. The user can use eye tracking and gesture controls to rotate the product 360 degrees and check the details. The input is data from the server, and the output is display on the user interface. Data processing includes rendering the 3D model.
[1628] Step 7:
[1629] If the user decides to purchase the product, the terminal prompts the user to enter payment information and shipping information, which is then sent to the server. The input is the user's payment information and shipping information, and the output is the transmission of information to the server. Data processing includes protecting the security of the user-entered data.
[1630] Step 8:
[1631] The server authorizes the payment through the payment gateway based on the received payment information and delivery address information. Once the payment is authorized, the server notifies the customer that the purchase procedure is complete and begins arranging delivery. The input is payment information and delivery address information, and the output is payment authorization and delivery arrangements. Data processing includes payment processing and delivery arrangements.
[1632] Step 9:
[1633] A user invites a friend to a virtual shopping session and explores the virtual store together while chatting in real time. The server manages these communications and provides seamless interaction. The input is the invited user's information and chat data, and the output is real-time communication management and interface updates. Data processing includes real-time processing of communication data.
[1634] 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.
[1635] This invention describes a system that enables users to enjoy a rich and immersive shopping experience in a virtual space, and further combines it with a user emotion engine to realize personalized recommendations and optimization of the user experience. This system is composed of multiple elements, including a server, a terminal, and a user, and each element functions in cooperation with each other.
[1636] First, users access the system using a smartphone app or VR device and log in to their account. After logging in, users can select a store they are interested in from a list of virtual stores and freely explore the store.
[1637] Explore the virtual store
[1638] Users operate the device's interface and move around the virtual store. The device detects the user's actions in real time and renders the virtual space based on that information. The server records the user's location data and shares that location information with other users in the virtual store. Rendering of the virtual space is performed on the device based on the data received from the server, displaying high-quality 3D models.
[1639] Personalized Recommendations
[1640] While the user is exploring the virtual store, the server analyzes the user's past purchase history and behavioral data to provide personalized product recommendations in real time. The server sends these recommendation data to the device, which then displays them on the user's display screen. If the user is interested in a recommended product, they can select it to view more information.
[1641] Optimization by Emotion Engine
[1642] One of the features of the present invention is the incorporation of an emotion engine. The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time to identify the user's emotional state. Based on the emotional state, the server can provide the user with more appropriate personalized product recommendations. Emotional data can also be used to dynamically modify the user interface. For example, if the user shows a confused expression, the system can provide more detailed explanations and guidance.
[1643] Check product details and purchase
[1644] When a user selects a product, the device requests detailed information and a 3D model of that product from the server. The server retrieves the product information from the database and sends it to the device. The device displays this information to the user, allowing the user to check the product details. The user can rotate the 3D model of the product 360 degrees and zoom in to check the details.
[1645] When a user decides to purchase an item, the terminal sends the user's payment and shipping information to the server, which then sends this information to a payment gateway for payment authorization. Once the payment is authorized, the server notifies the user that the purchase is complete and begins arranging for delivery.
[1646] Social Interaction
[1647] The system also supports social interactions between users. Users can invite friends to a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications and provides seamless interactions.
[1648] Specific examples
[1649] For example, suppose a user visits a virtual sports goods store. While exploring the store, the user finds a pair of running shoes that they like. The server detects the user's interest in running shoes and adds similar products and related accessories to a recommendation list. Furthermore, if the user smiles, the server analyzes the emotion of happiness and recommends more positive related products.
[1650] Once the user selects a pair of running shoes, their details are displayed on the device, and they can rotate the shoes 360 degrees to view them before deciding to purchase them. After entering their payment information and completing the purchase, the server arranges for the shoes to be delivered.
[1651] In this way, the present invention provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations and social interactions powered by an emotion engine.
[1652] The processing flow will be explained below.
[1653] Step 1:
[1654] Users launch the smartphone app or VR device and access Meta Marketplace.
[1655] Step 2:
[1656] The device displays a login screen and prompts the user to enter authentication information (username and password).
[1657] Step 3:
[1658] The user enters their authentication information and clicks the "Login" button.
[1659] Step 4:
[1660] The terminal transmits the entered authentication information to the server.
[1661] Step 5:
[1662] The server checks the authentication information against a database, and if it is correct, generates an authentication token and returns it to the terminal.
[1663] Step 6:
[1664] The device receives the authentication token and initiates the user's session.
[1665] Step 7:
[1666] Users select the "Virtual Store" option from the in-app menu.
[1667] Step 8:
[1668] The terminal requests a list of virtual stores from the server.
[1669] Step 9:
[1670] The server retrieves the virtual store list from the database and sends it to the terminal.
[1671] Step 10:
[1672] The terminal displays a list of virtual stores to the user, and the user selects the store that interests them.
[1673] Step 11:
[1674] The user selects a specific virtual store and taps on it.
[1675] Step 12:
[1676] The terminal requests data of the selected virtual store from the server.
[1677] Step 13:
[1678] The server returns detailed information about the virtual store and 3D data to the terminal.
[1679] Step 14:
[1680] Based on the acquired data, the device renders and displays the space inside the virtual store.
[1681] Step 15:
[1682] Users operate the terminal interface and walk around the virtual store.
[1683] Step 16:
[1684] The device detects user actions (e.g., swiping the screen or moving a VR controller) and updates the user's viewpoint and position.
[1685] Step 17:
[1686] The device renders 3D objects in real time based on the user's viewpoint and sends new location information to the server.
[1687] Step 18:
[1688] The server records the user's location data and transmits that location to other users in the store in real time.
[1689] Step 19:
[1690] The server sends relevant product and promotion recommendations to the device based on the user's interests and gaze data.
[1691] Step 20:
[1692] The emotion engine collects the user's facial expressions and voice in real time through the device's camera and microphone.
[1693] Step 21:
[1694] The device sends the collected data to a sentiment analysis algorithm.
[1695] Step 22:
[1696] The emotion engine analyzes the user's emotional state and sends it to the server.
[1697] Step 23:
[1698] The server updates the personalized recommendations based on the analyzed emotional data and sends them to the device.
[1699] Step 24:
[1700] A user becomes interested in a particular product and taps or clicks on it.
[1701] Step 25:
[1702] The terminal requests the server to display detailed data of the selected product.
[1703] Step 26:
[1704] The server returns product name, price, detailed description, stock status, product reviews, and related product data to the terminal.
[1705] Step 27:
[1706] The device displays this information to the user and renders a 3D model of the product for a closer look.
[1707] Step 28:
[1708] Users can rotate the product 360 degrees and zoom in to see the details.
[1709] Step 29:
[1710] The user taps the "Buy" button.
[1711] Step 30:
[1712] The terminal displays the checkout process and prompts the user to enter payment and shipping information.
[1713] Step 31:
[1714] The user enters payment information and presses the "Confirm Purchase" button.
[1715] Step 32:
[1716] The terminal sends payment information and a purchase request to the server.
[1717] Step 33:
[1718] The server sends the payment information to the payment gateway and waits for approval of the payment.
[1719] Step 34:
[1720] Once the payment gateway notifies you that authorization has been granted, your server notifies the user that the purchase has been completed.
[1721] Step 35:
[1722] The server prepares the purchased items and begins arranging for delivery.
[1723] Step 36:
[1724] Users invite friends to join in virtual shopping sessions.
[1725] Step 37:
[1726] The device sends an invite notification to the friend and confirms that the friend has joined.
[1727] Step 38:
[1728] The friend user accepts the invitation and enters the same virtual store.
[1729] Step 39:
[1730] The device will enable real-time chat between friends and allow collaborative shopping in virtual stores.
[1731] Step 40:
[1732] The server manages communication between friends and provides seamless interaction.
[1733] Step 41:
[1734] The emotion engine analyzes the user's emotions during social interactions and provides appropriate feedback and assistance.
[1735] Example 2
[1736] 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."
[1737] Conventional virtual shopping systems often offer limited user experiences and lack immersion. They also lack the ability to provide personalized shopping experiences because recommendations are not tailored to user emotions. Furthermore, they lack the ability to support real-time social interactions between users.
[1738] 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.
[1739] In this invention, the server includes means for rendering a virtual space in which a user can walk around the virtual store and explore virtual products, means for acquiring and displaying detailed information and three-dimensional models of products selected by the user, means for analyzing the user's purchase history and behavioral data to provide personalized recommendations to the user, means for analyzing the user's facial expressions and voice to provide personalized recommendations based on the user's emotional state, and means for enabling real-time social interactions between users, thereby enabling users to enjoy personalized recommendations based on their emotions in real time and a more immersive shopping experience.
[1740] A "virtual space" is a three-dimensional simulation environment generated on a computer that can be visually and operationally accessed by users.
[1741] "Virtual Products" means product information and three-dimensional models provided within a virtual space that can be viewed and purchased by users.
[1742] "Rendering" is the process of drawing a computer-generated model into a visual representation.
[1743] A "3D model" is a digital object that has a shape and texture based on coordinates in three-dimensional space.
[1744] "Purchase history" refers to information about products and services purchased by a user in the past.
[1745] "Behavioral data" refers to data such as the operations a user performs within the system and their browsing history.
[1746] "Recommendations" are suggestions for products or services that are recommended based on a user's preferences and behavior.
[1747] "Facial expressions" are emotions and reactions shown by the user's facial movements and expressions.
[1748] "Voice" refers to emotions and a means of communication expressed through words and sounds made by users.
[1749] "Emotional state" refers to the user's mental and emotional state.
[1750] "Social interaction" refers to activities that involve real-time communication and collaboration between users.
[1751] "Payment Processing" means the process of completing a purchase of goods or services using a User's payment information.
[1752] "Shipping arrangements" refers to the preparation and management of sending purchased products to the delivery address specified by the user.
[1753] This invention is a system that allows users to enjoy a rich and immersive shopping experience in a virtual space, and by combining it with a user emotion engine, it realizes personalized recommendations and optimizes the user experience. The system consists of three main elements: a server, a terminal, and a user, which work together.
[1754] Access to virtual stores
[1755] Users access the system using a smartphone app or VR device and enter their account information to log in. The device sends the login information to the server, and if authentication is successful, the user's profile data is retrieved from the server.
[1756] Explore the virtual store
[1757] Users use the device's interface to explore the virtual store. The device transmits the user's actions (movement, viewpoint changes, etc.) to the server in real time, and the virtual space is rendered based on that data. The server records the user's location information and shares it with other users. This allows users to feel the presence of other users in the virtual space in real time.
[1758] Providing personalized recommendations
[1759] The server analyzes the user's past purchase history and behavioral data to generate personalized product recommendations in real time. The generated recommendations are sent to the device and displayed to the user. For example, if a user shows interest in a particular product, the server adds related or similar products to the recommendation list.
[1760] Incorporating an emotion engine
[1761] The emotion engine uses the device's camera and microphone to analyze the user's facial expressions and voice in real time. Based on the analysis results, the server can identify the user's emotional state and provide personalized recommendations accordingly. For example, if the user shows a confused expression, the system will automatically display detailed explanations and navigation guides.
[1762] Check product details and purchase
[1763] When a user selects a product they are interested in, the terminal requests the product's detailed information and 3D model from the server. The server retrieves the information from the database and sends it to the terminal. The user can view the detailed information on the terminal and rotate the 3D model 360 degrees to check the product's details. Once the user decides to purchase, the terminal sends payment information and delivery information to the server, and the server processes the payment through a payment gateway. Once payment is complete, the server arranges delivery and notifies the user.
[1764] Support for social interactions
[1765] The system also supports social interactions between users. Users can invite friends to join a virtual shopping session and explore the virtual store collaboratively while chatting in real time. The emotion engine recognizes users' emotions during this interaction and provides appropriate feedback and assistance. The server manages these communications, providing seamless interactions.
[1766] Specific examples
[1767] For example, imagine a user visits a virtual sporting goods store and is looking for running shoes. As the user explores the store and expresses interest in a particular pair of running shoes, the server detects that interest and displays a list of related product recommendations. Furthermore, if the user smiles, the emotion engine analyzes the emotion of happiness and recommends more positive related products.
[1768] After selecting the running shoes and checking their details, the user decides to purchase them and enters payment information to complete the purchase. After payment is completed, the server arranges for delivery and sends a completion notification to the user.
[1769] The system provides users with a rich and immersive shopping experience, further enhancing the user experience through personalized product recommendations powered by an emotion engine and real-time social interactions.
[1770] Prompt Sentence Examples
[1771] Describe how, when a user explores a virtual store and expresses interest in running shoes, the system provides personalized recommendations and assists them in the checkout process.
[1772] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1773] Step 1: User accesses the system and logs in
[1774] Input: User account information (username, password)
[1775] Specific operation: The user launches the smartphone app or VR device, enters their account information, and logs in.
[1776] Data processing / calculation: The terminal encrypts the login information and sends it to the server.
[1777] Output: User authentication results and profile data
[1778] Specific operation: The server checks the user's login information against the database, and if authentication is successful, it retrieves the profile data and returns it to the device. The device then stores the retrieved profile data.
[1779] Step 2: View the list of virtual stores and explore them
[1780] Input: User selection (selecting a store from a list of virtual stores)
[1781] Specific operations: The user uses the device interface to select a store of interest from a list of virtual stores and explore the store.
[1782] Data processing / calculation: The device transmits the user's selections to the server in real time, and renders the virtual space based on that data.
[1783] Output: Virtual space rendering data and position data
[1784] Specific operation: The server records the user's location information and shares it with other users. The device uses the rendering data received from the server to display visual information within the virtual store.
[1785] Step 3: Serve personalized recommendations
[1786] Input: User purchase history, behavioral data, current location information
[1787] Specific Behavior: Behavioral data is collected while the user explores the virtual store.
[1788] Data processing / calculation: The server analyzes the user's past purchasing history and behavioral data and lists related products.
[1789] Output: Personalized recommendation data
[1790] Specific operation: The server sends the generated recommendations to the device, which then displays them to the user.
[1791] Step 4: Optimizing the user experience with an emotional engine
[1792] Input: User's facial expression data, voice data
[1793] Specific operation: The device's camera and microphone capture the user's facial expressions and voice in real time.
[1794] Data processing / calculation: The device analyzes the captured data and sends information to the server to identify the emotional state.
[1795] Output: Personalized recommendations based on sentiment analysis results
[1796] How it works: The server analyzes the user's emotional state and sends personalized recommendations based on that analysis to the device. For example, if a confused expression is detected, a detailed explanation or navigation guide will be displayed.
[1797] Step 5: Check product details and complete purchase
[1798] Input: User selection (product selection, detailed information request), payment information, shipping information
[1799] Specific actions: The user selects a product that interests them and performs an operation to check its detailed information.
[1800] Data processing / calculation: The terminal requests detailed information and a 3D model of the selected product from the server, which retrieves the information from the database and sends it to the terminal. The server, which receives payment information and delivery information, processes the payment through a payment gateway.
[1801] Output: Product details, 3D model, purchase confirmation message, delivery information
[1802] Specific operation: The terminal displays detailed information and a 3D model of the product to the user, and the user can rotate the product 360 degrees to check the details. Once the purchase is confirmed, the server processes the payment and arranges for delivery, and notifies the user of the completion.
[1803] Step 6: Supporting social interactions
[1804] Input: Communication data between users (chat messages, collaborative search data)
[1805] What it does: Users invite friends to join a virtual shopping session and chat in real time.
[1806] Data processing / calculation: The device supports invitation and chat functions and transmits communication data in real time to the server, which manages this data and provides seamless interaction.
[1807] Output: Feedback based on real-time communication data and sentiment analysis results
[1808] Specific operation: The emotion engine recognizes the user's emotions and provides appropriate feedback and assistance. The server manages communication and ensures smooth interaction between users.
[1809] In this way, each processing step is carried out in cooperation between the user, the device, and the server. Based on the input data, the system processes and calculates the data and provides the optimal output, providing the user with a rich and immersive shopping experience.
[1810] (Application example 2)
[1811] 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."
[1812] Current virtual shopping systems make it difficult for users to receive product recommendations that meet their individual needs, and lack the functionality to provide an optimal shopping experience that takes into account the user's emotional state. Furthermore, social interactions lack feedback and assistance based on the user's emotional state, limiting the user experience.
[1813] 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 rendering a virtual space in which a user can walk around a virtual store and search for virtual products; means for acquiring and displaying detailed information and 3D models of products selected by the user; means for analyzing the user's purchase history and behavioral data and providing personalized recommendations to the user; means including an emotion engine that analyzes the user's facial expressions and voice and identifies their emotional state; and means for enabling real-time social interactions between users. This enables a personalized shopping experience based on the user's emotional state, and provides appropriate feedback and assistance in social interactions.
[1814] A "virtual store" is a shop in a digital space created using the Internet and virtual reality technology, where users can walk around the virtual space and freely explore virtual products.
[1815] "Virtual space" is a digital space generated by computers and virtual reality technology that does not exist in reality but can be experienced visually and aurally by users.
[1816] A "3D model" is three-dimensional data that digitally represents the three-dimensional shape of an object using computer graphics technology.
[1817] "Purchase history" refers to a record of products a user has purchased in the past, and is used to analyze the user's shopping trends.
[1818] "Behavioral data" refers to detailed recorded data such as the operations, movements, and selections a user makes within the system, and is used to understand user behavior patterns.
[1819] "Personalized recommendations" refer to the proposal of products and services optimized for a specific user based on the user's individual interests, purchasing history, and behavioral data.
[1820] An "emotion engine" is a technology that analyzes a user's facial expressions and voice to identify their current emotional state.
[1821] "Social interaction" refers to activities in which multiple users communicate with each other in real time and share experiences in a virtual space.
[1822] This invention is a system that provides a rich and immersive shopping experience in a virtual space and realizes personalized recommendations and optimization of the user experience by combining it with a user emotion engine. This system is composed of multiple elements, including a server, a terminal, and a user, and each element works in cooperation with the other elements.
[1823] System Overview
[1824] server:
[1825] The server analyzes the user's purchasing history and behavioral data and provides personalized recommendations to the user.
[1826] Additionally, the emotion engine analyzes the user's facial expressions and voice to identify their emotional state and adjusts recommendations based on the results.
[1827] It uses MySQL to manage virtual space data and provide the necessary data to the terminal, and uses the Django framework for server-side processing.
[1828] Device:
[1829] The device (smartphone or head-mounted display) provides an interface for exploring the virtual store, and the virtual space is rendered using Unity 3D.
[1830] The device detects user operations in real time and sends that information to the server.
[1831] The user's facial expressions and voice are captured using a camera and microphone, and emotion analysis is performed using TensorFlow.
[1832] user:
[1833] Users access the application using their smartphone or HMD and log in to their account.
[1834] Feel free to explore the virtual store and check out detailed information and 3D models of your favorite products.
[1835] Select the recommended product and, if necessary, check out. Payment is made via the Stripe API.
[1836] Adding specific examples
[1837] Suppose a user visits a virtual sports goods store and expresses interest in running shoes.
[1838] The server analyzes the user's purchasing history and behavioral data and adds similar products and related accessories to the recommendation list.
[1839] If the camera detects the user smiling, the emotion engine will interpret it as a positive emotion and provide relevant product recommendations to further amplify the joy.
[1840] The user rotates the running shoes 360 degrees to check them out, decides to purchase them, enters payment information, completes the purchase, and the server arranges for delivery.
[1841] Example prompts to input to the generative AI model
[1842] "In a virtual shopping app using a smartphone or head-mounted display, a user is exploring a virtual store of sporting goods. When the user looks at running shoes and smiles, the emotion engine detects this smile and provides recommendations of similar products and related accessories. Please explain the process of reviewing the details and completing the purchase."
[1843] In this way, the present invention can optimize the shopping experience in the virtual space and provide personalized services according to the user's emotional state.
[1844] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1845] Step 1: User authentication
[1846] User: Launches the application and logs in to their account.
[1847] Input and Output: User ID and password are entered and the authentication information is sent to the server, which checks the authentication information against the database and returns a login success or failure status.
[1848] Specific operation: The user starts up the smartphone or HMD and enters their user ID and password on the login screen. The authentication information is sent from the device to the server, which then uses the Django framework to perform the authentication process. If authentication is successful, the user proceeds to the next step.
[1849] Step 2: Explore the virtual space
[1850] Terminal: Provides an interface for navigating the virtual store.
[1851] Input and output: Inputs user actions (tap, swipe, etc.) and outputs rendering information for the virtual space.
[1852] How it works: Detects user interaction information in real time and uses Unity 3D to render the virtual space. The device also sends the user's current location data to the server and receives and displays the location information of other users.
[1853] Step 3: Sentiment Analysis
[1854] Device: Captures and analyzes the user's facial expressions and voice using a camera and microphone.
[1855] Input and output: Camera images and audio data are input, and the analysis results of the emotional state are output.
[1856] Specific operation: The system uses TensorFlow to analyze the user's facial expressions and voice data in real time to identify their emotional state (e.g., joy, confusion, etc.). The results are sent to the server and reflected in product recommendations.
[1857] Step 4: Personalized Recommendations
[1858] Server: Analyzes user purchase history and behavioral data to generate recommendations.
[1859] Input and output: Purchase history, behavioral data, and sentiment analysis results are input, and a recommendation list is output.
[1860] How it works: The server uses the Django framework to retrieve and analyze purchase history and behavioral data from a MySQL database, and then takes into account the results of sentiment analysis to create optimized recommendations. These recommendations are then sent to the device and displayed to the user.
[1861] Step 5: Check product details and purchase
[1862] On the device: Retrieves and displays detailed information and a 3D model of the product selected by the user.
[1863] Input and output: Input product selection information and output detailed product information and 3D model.
[1864] How it works: When a user selects a product they're interested in, the information is sent to the server. The server retrieves the product data from the database and sends it to the device. The device uses Unity 3D to display detailed product information and a 3D model. If the user decides to purchase, the payment information is processed using the Stripe API and shipping information is sent to the server.
[1865] Step 6: Social Interaction
[1866] Server: Manages real-time communication between users.
[1867] Input and Output: Inputs user chat messages and location information, and outputs feedback to other users.
[1868] What it does: Users invite friends to join a virtual shopping session and chat in real time. Based on the results of sentiment analysis, appropriate feedback and support is provided. The server manages the social interactions, providing a seamless communication experience.
[1869] Through these steps, the present invention provides users with a rich and immersive shopping experience, and further enables personalized product recommendations and interaction optimization through an emotion engine.
[1870] 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.
[1871] 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.
[1872] 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.
[1873] 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.
[1874] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[1875] 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.
[1876] 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).
[1877] 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.
[1878] 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."
[1879] 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.
[1880] 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).
[1881] 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.
[1882] 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.
[1883] 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.
[1884] 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.
[1885] 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.
[1886] 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.
[1887] 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.
[1888] 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.
[1889] 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.
[1890] 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.
[1891] The following is further disclosed regarding the above embodiment.
[1892] (Claim 1)
[1893] means for rendering a virtual space for a user to walk around the virtual store and explore virtual products;
[1894] A means for obtaining and displaying detailed information and a 3D model of the product selected by the user;
[1895] A means for analyzing users' purchase history and behavioral data to provide personalized recommendations to users;
[1896] A means to enable real-time social interaction between users; and
[1897] A system including:
[1898] (Claim 2)
[1899] 2. The system according to claim 1, further comprising means for automatically generating the virtual space and virtual product data to be provided to the user based on data uploaded by the seller.
[1900] (Claim 3)
[1901] 10. The system of claim 1, further comprising means for receiving a user's payment information and shipping information and processing the payment and arranging for shipping.
[1902] "Example 1"
[1903] (Claim 1)
[1904] means for rendering a virtual space for a user to walk around the virtual store and explore virtual products;
[1905] A means for obtaining and displaying detailed information and a 3D model of the product selected by the user;
[1906] A means for analyzing users' purchase history and behavioral data to provide personalized recommendations to users;
[1907] Authentication methods for users to log into their accounts;
[1908] A means to record and share your location data with other users in real time;
[1909] A means to enable real-time social interaction between users; and
[1910] A system including:
[1911] (Claim 2)
[1912] 2. The system according to claim 1, further comprising means for automatically generating the virtual space and virtual product data to be provided to the user based on data uploaded by the seller.
[1913] (Claim 3)
[1914] 10. The system of claim 1, further comprising means for receiving a user's payment information and shipping information and processing the payment and arranging for shipping.
[1915] "Application Example 1"
[1916] (Claim 1)
[1917] means for rendering a virtual space for a user to walk around the virtual store and explore virtual products;
[1918] means for displaying information about a product selected by a user based on eye tracking and gesture control;
[1919] A means of analyzing users' purchase history and behavioral data and using generative AI models to provide personalized product recommendations;
[1920] A means to enable real-time social interaction between users and collaborative exploration through smart glasses;
[1921] A system including:
[1922] (Claim 2)
[1923] 2. The system according to claim 1, further comprising means for automatically generating the virtual space and virtual product data to be provided to the user based on data uploaded by the seller.
[1924] (Claim 3)
[1925] 10. The system of claim 1, further comprising means for receiving a user's payment information and shipping information and processing the payment and arranging for shipping.
[1926] "Example 2: Combining Emotion Engines"
[1927] (Claim 1)
[1928] means for rendering a virtual space for a user to walk around the virtual store and explore virtual products;
[1929] A means for acquiring and displaying detailed information and a three-dimensional model of a product selected by a user;
[1930] A means for analyzing users' purchase history and behavioral data to provide personalized recommendations to users;
[1931] A means of analyzing a user's facial expressions and voice to provide personalized recommendations based on their emotional state; and
[1932] A means to enable real-time social interaction between users; and
[1933] A system including:
[1934] (Claim 2)
[1935] 2. The system according to claim 1, further comprising means for automatically generating the virtual space and virtual product data to be provided to the user based on data uploaded by the seller.
[1936] (Claim 3)
[1937] 10. The system of claim 1, further comprising means for receiving a user's payment information and shipping information and processing the payment and arranging for shipping.
[1938] "Application example 2 when combining emotion engines"
[1939] (Claim 1)
[1940] means for rendering a virtual space for a user to walk around the virtual store and explore virtual products;
[1941] A means for obtaining and displaying detailed information and a 3D model of the product selected by the user;
[1942] A means for analyzing users' purchase history and behavioral data to provide personalized recommendations to users;
[1943] means including an emotion engine for analyzing a user's facial expression and voice to identify the user's emotional state;
[1944] A means to enable real-time social interaction between users; and
[1945] A system including:
[1946] (Claim 2)
[1947] 2. The system according to claim 1, further comprising means for automatically generating the virtual space and virtual product data to be provided to the user based on data uploaded by the seller.
[1948] (Claim 3)
[1949] 10. The system of claim 1, further comprising means for receiving a user's payment information and shipping information and processing the payment and arranging for shipping. [Explanation of symbols]
[1950] 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. means for rendering a virtual space for a user to walk around the virtual store and explore virtual products; A means for obtaining and displaying detailed information and a 3D model of the product selected by the user; A means for analyzing users' purchase history and behavioral data to provide personalized recommendations to users; A means to enable real-time social interaction between users; and A system including:
2. The system according to claim 1 , further comprising means for automatically generating the virtual space and virtual product data to be provided to the user based on data uploaded by the seller.
3. The system of claim 1 further comprising means for receiving a user's payment information and shipping information and for processing the payment and arranging shipping.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A