System
The system addresses the lack of intimacy in couples by generating personalized virtual reality scenarios with real-time guidance and haptic feedback, enhancing relationship quality.
Patent Information
- Application Number
- JP2024117271
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-22
- Publication Date
- 2026-02-03
AI Technical Summary
Couples experiencing a lack of sex face psychological and physical distance, with limited means to share new experiences and improve their relationships.
A system that allows users to input relationship and preference information, generates personalized virtual reality scenarios, provides real-time guidance for physical interaction, and offers haptic feedback through interactive accessories.
The system helps couples gain new stimulation, reducing psychological and physical distance by promoting real-world interaction and continuous relationship improvement.
Smart Images

Figure 2026016181000001_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] Many couples suffer from a lack of sex, which can lead to a deterioration in their relationship and even divorce. This problem stems not only from psychological distance, but also from a lack of physical contact. Currently, couples have limited means to share new experiences and improve their relationships, so effective solutions are needed. [Means for solving the problem]
[0005] In order to solve the above problems, the present invention provides the following means.
[0006] The system includes an input means for a user to input information relating to relationships and preferences, a scenario generation means for a server to analyze the input information and generate a scenario suitable for the user, a presentation means for presenting the generated scenario to the user, a selection means for the user to select a scenario, a control means for the server to control the virtual reality experience based on the selected scenario, and a guidance means for the user to guide the virtual reality experience to physical contact in the real world.
[0007] Furthermore, the system also includes a feedback means for providing haptic feedback through an interactive accessory worn by the user by adding a command means for instructing physical contact in the real world at specific times, while the server monitors the virtual reality experience in real time. This series of means allows couples to gain new stimulation while reducing the psychological and physical distance between them, effectively resolving the problem of sexless relationships.
[0008] "User" refers to an individual person or couple who uses the system and is the entity that inputs their relationships and preferences.
[0009] "Input means" refers to devices or interfaces that allow users to input information about their relationships and preferences into the system.
[0010] A "server" is a computer device that analyzes information entered by the user, generates appropriate scenarios, and controls and manages the entire system.
[0011] The "scenario generation means" is a part of the system that includes algorithms and programs that create a virtual reality experience suited to the couple based on input user information.
[0012] A "presentation means" is a device or interface for displaying the generated scenario to the user in a visual or other manner and allowing the user to select the scenario.
[0013] The "selection means" is a device or function that allows the user to select a preferred experience from the presented scenarios.
[0014] "Control means" refers to the system's functionality for controlling and progressing the virtual reality experience in real time based on the selected scenario.
[0015] "Guidance" is a feature that provides instructions and feedback to guide the user through a virtual reality experience to physical interaction in the real world.
[0016] The "instruction means" is a function that allows the server to monitor the virtual reality experience in real time and instruct physical contact in the real world at specific times.
[0017] A "feedback means" is a device or function that provides physical tactile feedback through an interactive accessory worn by a user. [Brief explanation of the drawings]
[0018] [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
[0019] 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.
[0020] First, the terms used in the following description will be explained.
[0021] 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).
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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."
[0026] [First embodiment]
[0027] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0028] 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.
[0029] 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).
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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."
[0039] This invention relates to a virtual reality (VR) experience service that helps couples who are experiencing a lack of sex to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience. The following describes the program processing of this system in detail.
[0040] Program processing
[0041] Customization Settings
[0042] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[0043] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol.
[0044] Scenario generation and selection
[0045] Server: Analyzes the data sent by the user and generates an appropriate scenario based on the information entered. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0046] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[0047] Starting and progressing through the VR experience
[0048] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[0049] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[0050] Inducing real-world interactions
[0051] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[0052] User: Follows instructions and engages in physical interaction with a person in the real world.
[0053] Aftercare and ongoing support
[0054] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[0055] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[0056] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[0057] Specific examples
[0058] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0059] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[0060] The processing flow will be explained below.
[0061] Step 1: Customize settings
[0062] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into a form.
[0063] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[0064] Step 2: Submit your information
[0065] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[0066] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[0067] Step 3: Data analysis
[0068] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[0069] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[0070] Step 4: Present the scenario
[0071] Server: Sends the generated scenario to the user's device and displays it to the user.
[0072] Specific operation: The server sends a list of scenario candidates to the device, which then visually displays it to the user. The user can scroll through the scenarios.
[0073] Step 5: Select a scenario
[0074] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[0075] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[0076] Step 6: Setting up your VR experience
[0077] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0078] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[0079] Step 7: Starting the Scenario
[0080] Server: Launches the selected scenario and generates the virtual environment.
[0081] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[0082] Step 8: Proceed with the VR experience
[0083] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0084] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[0085] Step 9: Inducing real-world interactions
[0086] Server: Directs physical contact in the real world.
[0087] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[0088] Step 10: Using interactive accessories
[0089] Device: Providing feedback through an interactive accessory worn by the user.
[0090] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[0091] Step 11: Aftercare Suggestions
[0092] Server: Suggests real-world activities after the VR experience ends.
[0093] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[0094] Step 12: Execute the proposed activity
[0095] User: Participate and carry out the proposed activity.
[0096] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[0097] This series of processing flows creates a system that allows couples to improve their relationships by narrowing the psychological and physical distance between them through new experiences.
[0098] Example 1
[0099] 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."
[0100] To provide a virtual reality experience that can help couples suffering from a sexless marriage narrow the psychological and physical distance between them, a system is needed that generates personalized scenarios based on the relationship and preferences of the couple and guides them to interact in the real world. Current systems have difficulty generating scenarios based on the user's relationship and preferences, and lack a means to effectively guide physical interaction in the real world. Furthermore, they lack a mechanism for utilizing user feedback to provide new scenarios.
[0101] 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.
[0102] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, a presentation means for presenting the generated scenario to the user, a selection means for the user to select a scenario, a control means for the server to control the virtual reality experience based on the selected scenario, a guidance means for guiding the user to engage in physical interaction in the real world during the virtual reality experience, and a feedback collection and scenario update means for collecting user feedback and generating new scenarios and coaching content based on the feedback. This enables a personalized virtual reality experience based on the user's relationships and preferences, and further effectively guides physical interaction in the real world. Furthermore, by providing new scenarios based on the collected feedback, relationships can be continuously improved.
[0103] "Input means" refers to a user interface or device that allows a user to provide information about relationships and preferences to the system.
[0104] The "scenario generation means" refers to software and algorithms that allow the server to analyze information input by the user and generate a scenario for a personalized virtual reality experience based on that information.
[0105] The "presentation means" is a display or application that displays the scenarios generated by the server to the user and prompts the user to make a selection.
[0106] The "selection means" is an interface that allows the user to select one scenario from a plurality of scenarios presented.
[0107] "Control means" refers to the software and hardware within the system that allows the server to progress the virtual reality experience based on the selected scenario.
[0108] "Guides" are mechanisms that direct and encourage users to engage in real-world physical interactions while in a virtual reality experience.
[0109] A "feedback collection means" is an interface through which a user can input their opinions and impressions about the virtual reality experience and subsequent activities.
[0110] The "scenario updater" is an algorithm and system for generating and providing new scenarios and coaching content based on collected user feedback.
[0111] An "instruction means" is software and hardware that allows the server to monitor the virtual reality experience in real time and instruct the user to make physical contact in the real world at specific times.
[0112] A "feedback means" is a mechanism for providing tactile feedback through an interactive device worn by a user.
[0113] This invention is a system that provides a virtual reality (VR) experience service to couples who are experiencing a lack of sex, helping them to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience.
[0114] Specific examples of hardware and software used
[0115] Hardware:
[0116] VR headset (e.g. Oculus Rift, HTC Vive)
[0117] Interactive devices (e.g. Haptic Glove, VR Controller)
[0118] Device (e.g. smartphone, PC, tablet)
[0119] software:
[0120] User interface (e.g. dedicated application)
[0121] Server software (e.g. Apache, Nginx)
[0122] Generative AI models (e.g., TensorFlow, PyTorch)
[0123] System Program Overview
[0124] Customization Settings
[0125] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[0126] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (e.g. SSL / TLS).
[0127] Scenario generation and selection
[0128] Server: Analyzes the data sent by the user and generates appropriate scenarios based on the input information. Machine learning algorithms (e.g., TensorFlow, PyTorch) are used for the analysis. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0129] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[0130] Starting and progressing through the VR experience
[0131] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[0132] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[0133] Inducing real-world interactions
[0134] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[0135] User: Follows instructions and engages in physical interaction with a person in the real world.
[0136] Aftercare and ongoing support
[0137] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[0138] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[0139] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[0140] Specific examples
[0141] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0142] Prompt Sentence Examples
[0143] "Suggest scenarios for personalized virtual reality experiences that couples experiencing a lack of sex could use to close the psychological and physical distance between them. Examples include 'sexy dancing behind closed doors' or 'private spa experiences.'"
[0144] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[0145] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0146] Step 1:
[0147] The user inputs initial information through the terminal. Information about relationships and preferences is entered according to the input screen, and the content is confirmed by pressing the send button. The input data includes "level of intimacy," "preferred experiences," and "experiences to avoid." The input data at this point is raw user information.
[0148] Step 2:
[0149] The terminal acquires the information entered by the user and sends it to the server in an encrypted format via a secure protocol (SSL / TLS). The input data is sent to the server as encrypted user information.
[0150] Step 3:
[0151] The server decrypts the received user information and performs data analysis to generate scenarios. During this process, machine learning algorithms (e.g., TensorFlow, PyTorch) are used to analyze the user information. Based on the analysis results, multiple scenarios are created using a generative AI model. The output is a personalized list of potential scenarios. For example, scenarios such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0152] Step 4:
[0153] The server sends the generated scenario to the user's device and presents it to them. The device then displays the received scenario candidates to the user, presenting them as options. The user then looks at this list of scenarios and selects the scenario they wish to experience.
[0154] Step 5:
[0155] The user selects the scenario of their choice and presses the confirmation button. The terminal sends this selection information to the server. The input is the selected scenario, and the output is the transmission of the selected scenario information.
[0156] Step 6:
[0157] The server performs the initial setup to start the virtual reality experience based on the selected scenario information. Based on the selected scenario, it prepares to start constructing the virtual space and controlling the interaction. The output shows that the initial setup is complete.
[0158] Step 7:
[0159] The user puts on a VR headset and starts the selected scenario through a dedicated application on the device. The user interacts in the virtual space and progresses through the scenario. The input is the command to start the VR scenario, and the output is the execution of the virtual reality experience.
[0160] Step 8:
[0161] The server issues action instructions at specific times while the scenario is progressing. For example, instructions such as "hold hands with the other person" or "take a dance step" are displayed. The server monitors the scenario in real time and issues action instructions at appropriate times. The input is the user's real-time movements, and the output is action instructions.
[0162] Step 9:
[0163] The user follows instructions from the server to interact physically in the real world. For example, during a VR experience, the user actually follows instructions such as "Please hold hands" or "Please touch the other person's shoulder." The input is the server's instructions, and the output is the actual interaction behavior.
[0164] Step 10:
[0165] After the VR experience ends, the server suggests activities to do in the real world. For example, it notifies the user of activities such as "after-chat at a cafe" or "cooking together." The input is data on the end of the VR experience, and the output is activity suggestions.
[0166] Step 11:
[0167] The user participates in the proposed activity and then provides their thoughts and feedback. The feedback is sent to the server via the terminal. The input is the participation in the activity and their thoughts, and the output is the sending of feedback.
[0168] Step 12:
[0169] The server generates new scenarios and coaching content based on the feedback received from the user. It uses a generative AI model to update the scenarios based on the analysis results. The input is user feedback, and the output is the generation of new scenarios and coaching content.
[0170] This series of processing steps enables a personalized virtual reality experience based on the user's relationships and preferences, effectively guiding physical interactions in the real world, and uses collected feedback to provide new scenarios for continuous interaction improvement.
[0171] (Application example 1)
[0172] 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."
[0173] Conventional virtual reality systems do not often facilitate physical contact or real-world interaction between users, making them unsuitable for enhancing collaborative work and communication, particularly in factory environments. As a result, relationships and collaboration among workers are lacking, resulting in issues such as decreased productivity and increased stress. Given this background, there is a demand for virtual reality systems that can instruct users to engage in real-world physical contact at specific times and suggest real-world activities.
[0174] 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.
[0175] In this invention, the server includes input means for a user to input information regarding relationships and preferences, scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, presentation means for presenting the generated scenario to the user, selection means for the user to select a scenario, control means for the server to control the virtual reality experience based on the selected scenario, guidance means for the user to guide the virtual reality experience to physical contact in the real world, virtual environment provision means for providing a virtual environment for promoting cooperative work and communication activities in real time based on the selected scenario, and activity suggestion means for suggesting activities in the real world. This strengthens relationships and collaboration between users, making it possible to improve productivity and reduce stress.
[0176] "Input means" refers to a device or interface that allows a user to input information about relationships and preferences.
[0177] The "scenario generation means" is a device or program that analyzes the information input by the server and generates a scenario suitable for the user.
[0178] The "presentation means" is a device or interface for displaying the generated scenario to the user.
[0179] A "selection means" is a device or interface that allows a user to select one of the scenarios provided.
[0180] A "control means" is a device or program that operates and manages the virtual reality experience based on the scenario selected by the server.
[0181] An "invitation" is a device or program that allows a user to direct their virtual reality experience into physical interaction with the real world.
[0182] The "virtual environment providing means" is a device or program that provides a virtual environment for promoting cooperative work and communication activities in real time based on a selected scenario.
[0183] An "activity suggestion means" is a device or program that suggests activities in the real world after a virtual reality experience.
[0184] An "instruction means" is a device or program that allows the server to monitor the virtual reality experience in real time and instruct physical contact in the real world at specific times.
[0185] A "feedback means" is a device or program that provides haptic feedback through an interactive accessory worn by a user.
[0186] A "prompt display means" is a device or program that displays a prompt sentence based on a scenario generated by the system using a generative AI model.
[0187] This invention provides a virtual reality (VR) experience service to strengthen relationships and collaboration between various users, including couples struggling with sexless relationships, as well as workers in factories, etc. Users wear a VR headset and interact in a virtual environment based on a selected scenario, which leads to physical contact in the real world.
[0188] Specifically, the following means are used:
[0189] Input method: Users input information about relationships and preferences via smartphones, tablets, or dedicated devices, such as intimacy, preferred experiences, and experiences they would like to avoid.
[0190] Scenario generation means: The server analyzes the input information and generates the optimal scenario for the user based on that information. A generative AI model is also used to generate the scenario.
[0191] Presentation method: The generated scenarios are presented on the user's device, allowing the user to select the scenario of their choice.
[0192] Selection method: The user uses an interface to select one of the scenarios provided.
[0193] Control: The server controls the VR experience based on the selected scenario and manages the progression of the scenario.
[0194] Navigation: Encourage users to engage in real-world physical interactions while in a virtual reality experience.
[0195] Virtual environment provision means: Provide a virtual environment to promote collaborative work and communication activities in real time based on a selected scenario.
[0196] Activity suggestion method: After the VR experience, suggest activities in the real world, such as a coffee break or discussion after work in a factory.
[0197] Instructions: The server monitors the virtual reality experience in real time and directs real-world physical contact at specific times.
[0198] Feedback Method: Provide tactile feedback through interactive accessories.
[0199] Prompt display means: The system displays a prompt sentence based on a scenario generated using a generative AI model.
[0200] Specific examples
[0201] For example, if User A and User B use this system for the purpose of team building in a factory, the following process will occur: User A and User B first log in to the system and answer a questionnaire about their relationships and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "medium collaboration" and put on the VR headset. The scenario begins, and the two enjoy working together in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two take the suggestion and use the break time. Through this series of processes, relationships and collaboration between workers are strengthened.
[0202] Prompt Sentence Examples
[0203] 1. "User A and User B will participate in a VR team-building experience. Their intimacy level is medium, and their preferred experience is a communication activity. What is the proposed scenario?"
[0204] 2. "User C and senior D will be conducting a VR experience in preparation for their first collaborative work. Their level of intimacy is low, and their preferred experience is cooperative activities. What is the proposed scenario?"
[0205] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0206] Step 1:
[0207] The user enters information about relationships and preferences.
[0208] Input: The user uses a smartphone, tablet, or dedicated device to enter the necessary information into the questionnaire form, such as familiarity, preferred experiences, and experiences they would like to avoid.
[0209] Data processing: Input information is sent from the device to the server, where it is encrypted and stored securely.
[0210] Output: Relationship and preference data is stored on the server.
[0211] Step 2:
[0212] The server analyzes the input information and generates a scenario suitable for the user.
[0213] Input: Relationship and preference information submitted by the user.
[0214] Data calculation: The server uses a generative AI model to generate an appropriate scenario based on the user's input, and also analyzes past data and data from other users.
[0215] Output: A candidate scenario that best suits the user is generated.
[0216] Step 3:
[0217] The generated scenario is presented on the user terminal.
[0218] Input: Server-generated candidate scenarios.
[0219] Data processing: The scenario candidates are displayed on the device in a format that is easy for the user to understand, such as in the form of a scenario description or options.
[0220] Output: The scenario is presented on the user's terminal.
[0221] Step 4:
[0222] The user selects a scenario.
[0223] Input: The scenario presented to the user's terminal.
[0224] Data calculation: The user selects the scenario of their choice using the device interface, and the selection is sent to the server.
[0225] Output: Information about the scenario selected by the user is sent to the server.
[0226] Step 5:
[0227] The server controls the virtual reality experience based on the selected scenario.
[0228] Input: The scenario selected by the user.
[0229] Data Computation: The server manages the progression of the VR experience and controls specific interactions and actions based on the selected scenario.
[0230] Output: The scenario is experienced by the user through a VR headset.
[0231] Step 6:
[0232] Translating the VR experience into physical interaction in the real world.
[0233] Input: Server controlled scenario progress.
[0234] Data calculation: At specific times in the VR world, the server issues commands such as "Please hold hands," guiding the user to engage in physical contact in the real world.
[0235] Output: The user performs a physical action in the real world.
[0236] Step 7:
[0237] It provides a virtual environment that promotes collaborative and communication activities based on a selected scenario.
[0238] Input: User's choice scenario.
[0239] Data Computation: The server generates the virtual environment in real time, creating situations that encourage collaboration and communication between users during the VR experience.
[0240] Output: Users collaborate and communicate in a virtual space.
[0241] Step 8:
[0242] After the VR experience, activities in the real world are suggested.
[0243] Input: Information about the user after the VR experience.
[0244] Data processing: After the experience ends, the server generates activities that can be performed in the real world and suggests them to the user.
[0245] Output: Suggested real-world activities are displayed on the user's device, such as after-talks at a cafe or reviewing collaborative work.
[0246] 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.
[0247] This invention is a system that provides an appropriate virtual reality (VR) scenario based on the user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion engine and adjusting the scenario in real time.
[0248] Program processing
[0249] Customization Settings
[0250] User: Enters initial information via the device. The user provides detailed information about their relationship and sexual preferences, including "level of intimacy," "preferred experiences," and "experiences they want to avoid."
[0251] Terminal: Sends information entered by the user to the server.
[0252] Sending information
[0253] On your device: The information you enter is encrypted and sent to the server using a secure protocol.
[0254] Data analysis
[0255] Server: Analyzes the received user information and generates an appropriate VR scenario. For example, based on the user's preferences, it generates scenario candidates such as "sexy dancing in a closed room" or "private spa experience."
[0256] Presenting the scenario
[0257] Server: Presents the generated scenarios to the user's device, allowing the user to select the scenario they prefer.
[0258] Scenario Selection
[0259] User: Select a scenario from the ones presented. For example, select "Sexy dancing in a closed room."
[0260] Setting up the VR experience
[0261] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0262] Start of the scenario
[0263] Server: Starts the selected scenario and generates the virtual environment. After a countdown, the experience begins.
[0264] Progressing through the VR experience
[0265] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0266] Inducing real-world interactions
[0267] Server: Providing instructions for real-world physical contact during the virtual reality experience, such as "hold hands" or "touch someone's shoulder."
[0268] User: Follows instructions and engages in physical interaction with a person in the real world.
[0269] Using interactive accessories
[0270] Devices: Providing feedback through interactive accessories worn by the user, such as a bracelet or ring that vibrates or senses a temperature change, letting the user know when to touch it.
[0271] Emotion Recognition and Scenario Adjustment
[0272] Server: Recognizes the user's emotions in real time using the emotion engine, which uses emotional data collected through sensors worn by the user.
[0273] How it works: The emotion engine analyzes the user's emotional state and adjusts the scenario in real time, for example, changing the scene to one that is more relaxing if the user is feeling stressed.
[0274] Aftercare suggestions
[0275] Server: Suggests activities in the real world after the VR experience ends, such as "after-talking at a cafe" or "cooking together."
[0276] User: Participates in and carries out the proposed activity, such as enjoying a conversation at a cafe or cooking together.
[0277] Specific examples
[0278] For example, if User A and User B were a couple using this system, the process would be as follows: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy Dance in a Closed Room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During this time, the emotion engine analyzes their levels of stress and relaxation in real time and adjusts the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0279] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[0280] The processing flow will be explained below.
[0281] Step 1: Customize settings
[0282] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into the device.
[0283] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[0284] Step 2: Submit your information
[0285] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[0286] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[0287] Step 3: Data analysis
[0288] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[0289] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[0290] Step 4: Present the scenario
[0291] Server: Sends the generated scenario to the user's device and displays it visually.
[0292] Specific operation: The server sends a list of scenario candidates to the device, which then displays it to the user. The user can browse through the presented scenarios and make choices.
[0293] Step 5: Select a scenario
[0294] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[0295] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[0296] Step 6: Setting up your VR experience
[0297] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0298] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[0299] Step 7: Collect emotion data
[0300] User: Wears sensors (heart rate sensor, brain wave sensor, etc.) to collect emotional data.
[0301] Specific operation: The user wears a device for collecting emotion data (e.g., a smartwatch), and the system begins collecting data.
[0302] Step 8: Sending Emotion Data
[0303] Device: Emotion data is sent to the server in real time. The data is encrypted and transmitted in a secure manner.
[0304] Specific operation: The device periodically sends emotion data to the server and monitors the transmission status.
[0305] Step 9: Starting the Scenario
[0306] Server: Launches the selected scenario and generates the virtual environment.
[0307] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[0308] Step 10: Emotion Recognition and Scenario Adjustment
[0309] Server: Uses an emotion engine to recognize user emotions in real time and adjust the scenario.
[0310] Specific operation: The server analyzes the received emotional data using the emotion engine and adjusts the scenario according to the user's stress level and comfort level. For example, if the user is feeling stressed, the scenario will be changed to a relaxing scene.
[0311] Step 11: Proceed with the VR experience
[0312] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0313] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[0314] Step 12: Inducing real-world interactions
[0315] Server: Directs physical contact in the real world.
[0316] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[0317] Step 13: Using interactive accessories
[0318] Device: Providing feedback through an interactive accessory worn by the user.
[0319] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[0320] Step 14: Aftercare Suggestions
[0321] Server: Suggests real-world activities after the VR experience ends.
[0322] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[0323] Step 15: Execute the proposed activity
[0324] User: Participate and carry out the proposed activity.
[0325] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[0326] This series of processing flows realizes a system that allows couples to improve their relationships by shortening the psychological and physical distance between them through new experiences. In addition, by combining it with an emotion engine, it becomes possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[0327] Example 2
[0328] 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."
[0329] In modern society, estrangement from human relationships and psychological distance are becoming a problem. In particular, lack of communication and a lack of sex between couples are factors that can seriously deteriorate relationships. Furthermore, many people are reluctant to interact with others in the real world. To solve these problems, virtual reality systems aimed at improving relationships are needed, but the challenge is that it is difficult to provide personalized experiences that are tailored to individual relationships and preferences.
[0330] 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.
[0331] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for analyzing the input information and generating a scenario suitable for the user, and a presentation means for presenting the generated scenario to the user, thereby enabling a personalized virtual reality experience based on the user's individual relationships and preferences.
[0332] The system also includes a selection means for allowing the user to select a scenario, a control means for controlling the virtual reality experience based on the selected scenario, a guidance means for guiding the user through the virtual reality experience to physical contact in the real world, and an emotion recognition means for recognizing the user's emotions in real time and adjusting the scenario, thereby enabling optimal scenario adjustment according to the user's emotional state during the experience and more effective improvement of relationships.
[0333] Furthermore, the virtual reality experience includes an aftercare suggestion means for suggesting activities in the real world after the virtual reality experience has ended, thereby enabling the user to smoothly interact with the real world.
[0334] "Input means" refers to an interface that allows a user to input information about relationships and preferences into the system.
[0335] "Scenario generation means" refers to the function of the server analyzing input user information and generating a virtual reality scenario suitable for the user.
[0336] "Presentation means" refers to a function for presenting the generated scenario to the user in a visual or other form.
[0337] The "selection means" refers to an interface that allows the user to select a preferred scenario from the presented scenarios.
[0338] "Control" refers to the functionality that manages and controls the virtual reality experience based on the selected scenario.
[0339] "Guidance" refers to a feature that guides the user to physical interaction in the real world during a virtual reality experience.
[0340] "Emotion recognition means" refers to the function of recognizing the user's emotional state in real time and adjusting the scenario based on that.
[0341] "Instruction means" refers to the function of the server to monitor the virtual reality experience in real time and direct the timing of physical contact in the real world.
[0342] "Aftercare suggestion means" refers to a function that suggests real-world activities to the user after the virtual reality experience has ended.
[0343] "Feedback means" refers to the ability to provide tactile feedback through an interactive accessory worn by the user.
[0344] This invention is a system that provides an appropriate virtual reality (VR) scenario based on a user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion recognition engine and adjusting the scenario in real time.
[0345] System configuration
[0346] The system includes the following components:
[0347] 1. Input method: An interface for users to input information about relationships and preferences. Smartphones, PCs, etc. can be used.
[0348] 2. Scenario generation means: The server analyzes the input information and uses a generative AI model to generate a virtual reality scenario suitable for the user.
[0349] 3. Presentation method: A function to present the generated scenarios to the user. A list of scenarios is displayed in HTML format or other formats.
[0350] 4. Selection method: An interface that allows the user to select the preferred scenario from the presented scenarios.
[0351] 5. Control means: The server controls the virtual reality experience based on the selected scenario.
[0352] 6. Navigation: The ability to guide the user to physical interaction in the real world during a virtual reality experience.
[0353] 7. Emotion recognition: The ability to recognize user emotions in real time and adjust the scenario.
[0354] 8. Aftercare suggestions: A feature that suggests real-world activities after the VR experience ends.
[0355] 9. Feedback means: The ability to provide feedback through interactive accessories worn by the user (e.g., haptic feedback devices).
[0356] Processing Details
[0357] 1. Customization Settings
[0358] Users input initial information about their relationships and preferences through the device, including "level of intimacy," "experiences they prefer," and "experiences they want to avoid."
[0359] 2. Transmission of information
[0360] The terminal encrypts the entered information and sends it to the server using a secure protocol (e.g., HTTPs, SSL).
[0361] 3. Data Analysis
[0362] The server analyzes the received user information and generates an appropriate virtual reality scenario using a generative AI model, for example, using a Python-based analysis engine.
[0363] 4. Presenting the scenario
[0364] The server presents the generated scenarios to the user's device, and the scenario list can be displayed in HTML format.
[0365] 5. Select a scenario
[0366] The user selects a preferred scenario from the presented scenarios. For example, they can select "sexy dancing in a closed room."
[0367] 6. Setting up the VR experience
[0368] The user puts on a VR headset (e.g., Oculus Rift, HTC Vive) and follows a guide to set up the system initially.
[0369] 7. Start the scenario
[0370] The server launches the selected scenario and creates the virtual environment.
[0371] 8. Progression of the VR experience
[0372] Users progress through the experience by following instructions within VR, such as performing dance steps.
[0373] 9. Inducing real-world interactions
[0374] The server then instructs the user to make physical contact in the real world during the virtual reality experience, for example, by displaying a command such as "hold my hand."
[0375] 10. Use of Interactive Accessories
[0376] The device provides feedback through interactive accessories worn by the user, such as a slight vibration from a bracelet.
[0377] 11. Emotion Recognition and Scenario Adjustment
[0378] The server uses an emotion engine to recognize the user's emotional state in real time, and if the user is under stress, it changes the scene to one that is more relaxing.
[0379] 12. Aftercare Suggestions
[0380] The server will suggest activities in the real world after the VR experience ends, such as recommending an after-talk at a cafe.
[0381] Specific examples
[0382] For example, if User A and User B use this system as a couple, they first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, where they are analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. The emotion engine analyzes the level of stress and relaxation and can adjust the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. This system allows couples to reduce the psychological and physical distance between them.
[0383] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion recognition engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[0384] Example prompt sentence:
[0385] "We would love to experience some sexy dancing behind closed doors as a couple."
[0386] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0387] Step 1:
[0388] Customization Settings
[0389] User: Enters initial information about their relationships and preferences through the device. This includes "level of intimacy," "desired experiences," and "experiences they want to avoid." For example, if they are interested in "sexy dancing behind closed doors," they enter that information into the form.
[0390] Input: Information about the user's relationships, preferences, and experiences they want to avoid.
[0391] Output: A dataset containing the various input information.
[0392] Step 2:
[0393] Sending information
[0394] Terminal: The information entered is encrypted and sent to the server using a secure protocol (e.g. HTTPs, SSL) to protect the user's privacy.
[0395] Input: A dataset containing user input information.
[0396] Output: The encrypted dataset.
[0397] Step 3:
[0398] Data analysis
[0399] Server: Received user
[0400] (Application example 2)
[0401] 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."
[0402] Conventional virtual reality experience systems have difficulty providing appropriate scenarios based on the user's relationships and preferences, and recognizing and adjusting the user's emotions in real time. Furthermore, methods for effectively linking virtual reality experiences with physical interactions in the real world are limited. There is a need to address these shortcomings and provide more personalized experiences.
[0403] 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: input means for the user to provide data related to relationships and preferences; scenario generation means for the server to analyze the input data and generate a virtual scenario suitable for the user; display means for displaying the generated virtual scenario to the user; selection means for the user to select a virtual scenario; control means for the server to control the virtual reality experience based on the selected virtual scenario; guidance means for the user to guide the virtual reality experience to physical contact in the real world; emotion analysis means for analyzing user emotion data in real time; and adjustment means for adjusting the virtual scenario based on the analyzed emotion data. This enables users to enjoy an optimal virtual reality experience based on their individual preferences and relationships.
[0404] An "input means" is an interface through which a user provides data regarding relationships and preferences.
[0405] The "scenario generation means" is a function that allows the server to analyze input data and generate a virtual scenario suited to the user.
[0406] The "display means" is a device or software for visually displaying the generated virtual scenario to the user.
[0407] The "selection means" is an interface that allows the user to select a preferred virtual scenario from among the provided scenarios.
[0408] "Control means" refers to the mechanism by which the server appropriately manages and operates the virtual reality experience based on the selected virtual scenario.
[0409] "Guidance" is a feature that provides instructions and feedback to guide the user to engage in physical interactions in the real world while experiencing virtual reality.
[0410] The "emotion analysis means" is a mechanism for analyzing the user's emotion data in real time.
[0411] "Adjustment means" is a function for adapting and changing the virtual scenario in real time based on the analyzed emotional data.
[0412] This invention is a virtual reality experience system that provides an appropriate virtual scenario based on the user's relationships and preferences, and recognizes and adjusts emotions in real time. A system for implementing this invention is configured by a combination of hardware and software.
[0413] 1. System configuration:
[0414] Input methods:
[0415] Users provide data about their relationships and preferences using smartphones, smart glasses, or head-mounted displays (HMDs). Input interfaces include touchscreens, voice input, and hand gesture recognition.
[0416] Scenario generation method:
[0417] The server receives the data sent by the user and analyzes their relationships and preferences using natural language processing algorithms. Based on the analysis results, a personalized virtual scenario is generated. This process uses a generative AI model (e.g., GPT).
[0418] Display means:
[0419] The generated virtual scenario is displayed on the display of the device used by the user (e.g., HMD or smart glasses). The user visually confirms the scenario in the virtual environment.
[0420] Selection method:
[0421] The user selects the preferred scenario from the presented scenarios using a voice recognition system or eye tracking, and the selected information is sent back to the server.
[0422] Control means:
[0423] Based on the selected scenario, the server uses the Unity engine to generate a detailed virtual reality environment and delivers it to the user's device, where the user interacts with the environment according to the instructions provided.
[0424] Induction means:
[0425] During the virtual reality experience, the system displays instructions to encourage users to interact physically in the real world, such as "hold the other person's hand."
[0426] Emotion analysis means:
[0427] To analyze the user's emotions in real time, we use biometric sensors (e.g., heart rate sensors, eye tracking sensors) built into the HMD or smart glasses. We then use deep learning models such as TensorFlow to analyze the emotion data.
[0428] Adjustment means:
[0429] Based on the analyzed emotional data, the virtual scenario is adjusted in real time, for example, if the user is feeling stressed, relaxing background music is added.
[0430] 2. Example:
[0431] For example, when User A goes shopping at a virtual fashion store, he or she inputs his or her preferences and experiences he or she wants to avoid in advance. The system uses this information to make personalized product recommendations. If the emotion analysis system detects User A's stress in real time, it will play relaxing music or suggest taking a moderate break.
[0432] 3. Example prompt:
[0433] "Example of actual use:
[0434] If a user feels stressed while shopping in your virtual store, what kind of relief content should be suggested?
[0435] As described above, by combining each means and having the entire system work together, the user can enjoy a series of personalized virtual reality experiences.
[0436] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0437] Step 1:
[0438] The user inputs data about their relationships and preferences via a smartphone, smart glasses, or head-mounted display (HMD). The input data includes details such as the user's name, age, interests, and experiences they want to avoid. This data is transmitted from the device to a server using an encryption protocol (TLS / SSL). The input is the data provided by the user, and the output is the encrypted data sent to the server.
[0439] Step 2:
[0440] To analyze the data received by the server, a natural language processing algorithm (e.g., GPT) is used to analyze the user's relationships and preferences. As a result of the analysis, personalized virtual scenario candidates are generated. In this process, the input is the data provided by the user, and the output is personalized scenario candidates. Specifically, the generative AI model analyzes the relationships and preferences and proposes scenarios.
[0441] Step 3:
[0442] The server displays the generated virtual scenario on the display of the user's device (smart glasses, HMD, etc.). The user can visually check the displayed scenario. The input is scenario candidate data, and the output is scenario information that is displayed on the user's device. Specifically, the server generates display data and sends it to the device.
[0443] Step 4:
[0444] The user selects the preferred scenario from the presented scenarios using gaze tracking and voice recognition systems. The selected scenario information is then sent back to the server. The input is the user's gaze and voice data, and the selected scenario information is obtained as the output. Specifically, the device detects the gaze pupil position and voice input, and sends the selection result to the server.
[0445] Step 5:
[0446] The server uses the Unity engine to generate a detailed virtual reality environment based on the selected scenario and sends it to the user's device. The input is the selected scenario information, and the output is the generated VR environment data. Specifically, the Unity engine creates a 3D environment based on the scenario information and sends it to the device.
[0447] Step 6:
[0448] During the virtual reality experience, the system displays instructions to the user encouraging physical interaction in the real world. For example, instructions include "Please hold the other person's hand." The input is the generated VR environment data, and the output is the instructions presented to the user. Specifically, the server generates instruction data in accordance with the scenario progression and sends it to the device.
[0449] Step 7:
[0450] To analyze the user's emotional state in real time, biometric sensors (e.g., heart rate sensors, gaze tracking sensors) built into HMDs or smart glasses are used. Emotional data is analyzed using deep learning models such as TensorFlow. The input is biometric sensor data, and the output is analyzed emotional data. Specifically, the sensors collect biometric information, and the deep learning model analyzes the data.
[0451] Step 8:
[0452] The server adjusts the virtual scenario based on the emotional data analyzed in real time. For example, if the user is feeling stressed, it may adjust the scenario by adding relaxing background music. The input is the analyzed emotional data, and the output is the adjusted scenario data. Specifically, the server adjusts the scenario based on the emotional data and sends the updated scenario data to the device.
[0453] As described above, by combining each processing step, the user can enjoy a personalized virtual reality experience.
[0454] 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.
[0455] 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.
[0456] 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.
[0457] [Second embodiment]
[0458] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0459] 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.
[0460] 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).
[0461] 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.
[0462] 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.
[0463] 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).
[0464] 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. 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.
[0465] 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.
[0466] 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.
[0467] 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.
[0468] 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.
[0469] 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."
[0470] This invention relates to a virtual reality (VR) experience service that helps couples who are experiencing a lack of sex to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience. The following describes the program processing of this system in detail.
[0471] Program processing
[0472] Customization Settings
[0473] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[0474] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol.
[0475] Scenario generation and selection
[0476] Server: Analyzes the data sent by the user and generates an appropriate scenario based on the information entered. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0477] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[0478] Starting and progressing through the VR experience
[0479] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[0480] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[0481] Inducing real-world interactions
[0482] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[0483] User: Follows instructions and engages in physical interaction with a person in the real world.
[0484] Aftercare and ongoing support
[0485] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[0486] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[0487] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[0488] Specific examples
[0489] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0490] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[0491] The processing flow will be explained below.
[0492] Step 1: Customize settings
[0493] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into a form.
[0494] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[0495] Step 2: Submit your information
[0496] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[0497] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[0498] Step 3: Data analysis
[0499] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[0500] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[0501] Step 4: Present the scenario
[0502] Server: Sends the generated scenario to the user's device and displays it to the user.
[0503] Specific operation: The server sends a list of scenario candidates to the device, which then visually displays it to the user. The user can scroll through the scenarios.
[0504] Step 5: Select a scenario
[0505] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[0506] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[0507] Step 6: Setting up your VR experience
[0508] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0509] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[0510] Step 7: Starting the Scenario
[0511] Server: Launches the selected scenario and generates the virtual environment.
[0512] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[0513] Step 8: Proceed with the VR experience
[0514] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0515] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[0516] Step 9: Inducing real-world interactions
[0517] Server: Directs physical contact in the real world.
[0518] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[0519] Step 10: Using interactive accessories
[0520] Device: Providing feedback through an interactive accessory worn by the user.
[0521] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[0522] Step 11: Aftercare Suggestions
[0523] Server: Suggests real-world activities after the VR experience ends.
[0524] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[0525] Step 12: Execute the proposed activity
[0526] User: Participate and carry out the proposed activity.
[0527] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[0528] This series of processing flows creates a system that allows couples to improve their relationships by narrowing the psychological and physical distance between them through new experiences.
[0529] Example 1
[0530] 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."
[0531] To provide a virtual reality experience that can help couples suffering from a sexless marriage narrow the psychological and physical distance between them, a system is needed that generates personalized scenarios based on the relationship and preferences of the couple and guides them to interact in the real world. Current systems have difficulty generating scenarios based on the user's relationship and preferences, and lack a means to effectively guide physical interaction in the real world. Furthermore, they lack a mechanism for utilizing user feedback to provide new scenarios.
[0532] 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.
[0533] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, a presentation means for presenting the generated scenario to the user, a selection means for the user to select a scenario, a control means for the server to control the virtual reality experience based on the selected scenario, a guidance means for guiding the user to engage in physical interaction in the real world during the virtual reality experience, and a feedback collection and scenario update means for collecting user feedback and generating new scenarios and coaching content based on the feedback. This enables a personalized virtual reality experience based on the user's relationships and preferences, and further effectively guides physical interaction in the real world. Furthermore, by providing new scenarios based on the collected feedback, relationships can be continuously improved.
[0534] "Input means" refers to a user interface or device that allows a user to provide information about relationships and preferences to the system.
[0535] The "scenario generation means" refers to software and algorithms that allow the server to analyze information input by the user and generate a scenario for a personalized virtual reality experience based on that information.
[0536] The "presentation means" is a display or application that displays the scenarios generated by the server to the user and prompts the user to make a selection.
[0537] The "selection means" is an interface that allows the user to select one scenario from a plurality of scenarios presented.
[0538] "Control means" refers to the software and hardware within the system that allows the server to progress the virtual reality experience based on the selected scenario.
[0539] "Guides" are mechanisms that direct and encourage users to engage in real-world physical interactions while in a virtual reality experience.
[0540] A "feedback collection means" is an interface through which a user can input their opinions and impressions about the virtual reality experience and subsequent activities.
[0541] The "scenario updater" is an algorithm and system for generating and providing new scenarios and coaching content based on collected user feedback.
[0542] An "instruction means" is software and hardware that allows the server to monitor the virtual reality experience in real time and instruct the user to make physical contact in the real world at specific times.
[0543] A "feedback means" is a mechanism for providing tactile feedback through an interactive device worn by a user.
[0544] This invention is a system that provides a virtual reality (VR) experience service to couples who are experiencing a lack of sex, helping them to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience.
[0545] Specific examples of hardware and software used
[0546] Hardware:
[0547] VR headset (e.g. Oculus Rift, HTC Vive)
[0548] Interactive devices (e.g. Haptic Glove, VR Controller)
[0549] Device (e.g. smartphone, PC, tablet)
[0550] software:
[0551] User interface (e.g. dedicated application)
[0552] Server software (e.g. Apache, Nginx)
[0553] Generative AI models (e.g., TensorFlow, PyTorch)
[0554] System Program Overview
[0555] Customization Settings
[0556] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[0557] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (e.g. SSL / TLS).
[0558] Scenario generation and selection
[0559] Server: Analyzes the data sent by the user and generates appropriate scenarios based on the input information. Machine learning algorithms (e.g., TensorFlow, PyTorch) are used for the analysis. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0560] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[0561] Starting and progressing through the VR experience
[0562] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[0563] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[0564] Inducing real-world interactions
[0565] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[0566] User: Follows instructions and engages in physical interaction with a person in the real world.
[0567] Aftercare and ongoing support
[0568] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[0569] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[0570] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[0571] Specific examples
[0572] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0573] Prompt Sentence Examples
[0574] "Suggest scenarios for personalized virtual reality experiences that couples experiencing a lack of sex could use to close the psychological and physical distance between them. Examples include 'sexy dancing behind closed doors' or 'private spa experiences.'"
[0575] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[0576] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0577] Step 1:
[0578] The user inputs initial information through the terminal. Information about relationships and preferences is entered according to the input screen, and the content is confirmed by pressing the send button. The input data includes "level of intimacy," "preferred experiences," and "experiences to avoid." The input data at this point is raw user information.
[0579] Step 2:
[0580] The terminal acquires the information entered by the user and sends it to the server in an encrypted format via a secure protocol (SSL / TLS). The input data is sent to the server as encrypted user information.
[0581] Step 3:
[0582] The server decrypts the received user information and performs data analysis to generate scenarios. During this process, machine learning algorithms (e.g., TensorFlow, PyTorch) are used to analyze the user information. Based on the analysis results, multiple scenarios are created using a generative AI model. The output is a personalized list of potential scenarios. For example, scenarios such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0583] Step 4:
[0584] The server sends the generated scenario to the user's device and presents it to them. The device then displays the received scenario candidates to the user, presenting them as options. The user then looks at this list of scenarios and selects the scenario they wish to experience.
[0585] Step 5:
[0586] The user selects the scenario of their choice and presses the confirmation button. The terminal sends this selection information to the server. The input is the selected scenario, and the output is the transmission of the selected scenario information.
[0587] Step 6:
[0588] The server performs the initial setup to start the virtual reality experience based on the selected scenario information. Based on the selected scenario, it prepares to start constructing the virtual space and controlling the interaction. The output shows that the initial setup is complete.
[0589] Step 7:
[0590] The user puts on a VR headset and starts the selected scenario through a dedicated application on the device. The user interacts in the virtual space and progresses through the scenario. The input is the command to start the VR scenario, and the output is the execution of the virtual reality experience.
[0591] Step 8:
[0592] The server issues action instructions at specific times while the scenario is progressing. For example, instructions such as "hold hands with the other person" or "take a dance step" are displayed. The server monitors the scenario in real time and issues action instructions at appropriate times. The input is the user's real-time movements, and the output is action instructions.
[0593] Step 9:
[0594] The user follows instructions from the server to interact physically in the real world. For example, during a VR experience, the user actually follows instructions such as "Please hold hands" or "Please touch the other person's shoulder." The input is the server's instructions, and the output is the actual interaction behavior.
[0595] Step 10:
[0596] After the VR experience ends, the server suggests activities to do in the real world. For example, it notifies the user of activities such as "after-chat at a cafe" or "cooking together." The input is data on the end of the VR experience, and the output is activity suggestions.
[0597] Step 11:
[0598] The user participates in the proposed activity and then provides their thoughts and feedback. The feedback is sent to the server via the terminal. The input is the participation in the activity and their thoughts, and the output is the sending of feedback.
[0599] Step 12:
[0600] The server generates new scenarios and coaching content based on the feedback received from the user. It uses a generative AI model to update the scenarios based on the analysis results. The input is user feedback, and the output is the generation of new scenarios and coaching content.
[0601] This series of processing steps enables a personalized virtual reality experience based on the user's relationships and preferences, effectively guiding physical interactions in the real world, and uses collected feedback to provide new scenarios for continuous interaction improvement.
[0602] (Application example 1)
[0603] 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."
[0604] Conventional virtual reality systems do not often facilitate physical contact or real-world interaction between users, making them unsuitable for enhancing collaborative work and communication, particularly in factory environments. As a result, relationships and collaboration among workers are lacking, resulting in issues such as decreased productivity and increased stress. Given this background, there is a demand for virtual reality systems that can instruct users to engage in real-world physical contact at specific times and suggest real-world activities.
[0605] 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.
[0606] In this invention, the server includes input means for a user to input information regarding relationships and preferences, scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, presentation means for presenting the generated scenario to the user, selection means for the user to select a scenario, control means for the server to control the virtual reality experience based on the selected scenario, guidance means for the user to guide the virtual reality experience to physical contact in the real world, virtual environment provision means for providing a virtual environment for promoting cooperative work and communication activities in real time based on the selected scenario, and activity suggestion means for suggesting activities in the real world. This strengthens relationships and collaboration between users, making it possible to improve productivity and reduce stress.
[0607] "Input means" refers to a device or interface that allows a user to input information about relationships and preferences.
[0608] The "scenario generation means" is a device or program that analyzes the information input by the server and generates a scenario suitable for the user.
[0609] The "presentation means" is a device or interface for displaying the generated scenario to the user.
[0610] A "selection means" is a device or interface that allows a user to select one of the scenarios provided.
[0611] A "control means" is a device or program that operates and manages the virtual reality experience based on the scenario selected by the server.
[0612] An "invitation" is a device or program that allows a user to direct their virtual reality experience into physical interaction with the real world.
[0613] The "virtual environment providing means" is a device or program that provides a virtual environment for promoting cooperative work and communication activities in real time based on a selected scenario.
[0614] An "activity suggestion means" is a device or program that suggests activities in the real world after a virtual reality experience.
[0615] An "instruction means" is a device or program that allows the server to monitor the virtual reality experience in real time and instruct physical contact in the real world at specific times.
[0616] A "feedback means" is a device or program that provides haptic feedback through an interactive accessory worn by a user.
[0617] A "prompt display means" is a device or program that displays a prompt sentence based on a scenario generated by the system using a generative AI model.
[0618] This invention provides a virtual reality (VR) experience service to strengthen relationships and collaboration between various users, including couples struggling with sexless relationships, as well as workers in factories, etc. Users wear a VR headset and interact in a virtual environment based on a selected scenario, which leads to physical contact in the real world.
[0619] Specifically, the following means are used:
[0620] Input method: Users input information about relationships and preferences via smartphones, tablets, or dedicated devices, such as intimacy, preferred experiences, and experiences they would like to avoid.
[0621] Scenario generation means: The server analyzes the input information and generates the optimal scenario for the user based on that information. A generative AI model is also used to generate the scenario.
[0622] Presentation method: The generated scenarios are presented on the user's device, allowing the user to select the scenario of their choice.
[0623] Selection method: The user uses an interface to select one of the scenarios provided.
[0624] Control: The server controls the VR experience based on the selected scenario and manages the progression of the scenario.
[0625] Navigation: Encourage users to engage in real-world physical interactions while in a virtual reality experience.
[0626] Virtual environment provision means: Provide a virtual environment to promote collaborative work and communication activities in real time based on a selected scenario.
[0627] Activity suggestion method: After the VR experience, suggest activities in the real world, such as a coffee break or discussion after work in a factory.
[0628] Instructions: The server monitors the virtual reality experience in real time and directs real-world physical contact at specific times.
[0629] Feedback Method: Provide tactile feedback through interactive accessories.
[0630] Prompt display means: The system displays a prompt sentence based on a scenario generated using a generative AI model.
[0631] Specific examples
[0632] For example, if User A and User B use this system for the purpose of team building in a factory, the following process will occur: User A and User B first log in to the system and answer a questionnaire about their relationships and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "medium collaboration" and put on the VR headset. The scenario begins, and the two enjoy working together in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two take the suggestion and use the break time. Through this series of processes, relationships and collaboration between workers are strengthened.
[0633] Prompt Sentence Examples
[0634] 1. "User A and User B will participate in a VR team-building experience. Their intimacy level is medium, and their preferred experience is a communication activity. What is the proposed scenario?"
[0635] 2. "User C and senior D will be conducting a VR experience in preparation for their first collaborative work. Their level of intimacy is low, and their preferred experience is cooperative activities. What is the proposed scenario?"
[0636] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0637] Step 1:
[0638] The user enters information about relationships and preferences.
[0639] Input: The user uses a smartphone, tablet, or dedicated device to enter the necessary information into the questionnaire form, such as familiarity, preferred experiences, and experiences they would like to avoid.
[0640] Data processing: Input information is sent from the device to the server, where it is encrypted and stored securely.
[0641] Output: Relationship and preference data is stored on the server.
[0642] Step 2:
[0643] The server analyzes the input information and generates a scenario suitable for the user.
[0644] Input: Relationship and preference information submitted by the user.
[0645] Data calculation: The server uses a generative AI model to generate an appropriate scenario based on the user's input, and also analyzes past data and data from other users.
[0646] Output: A candidate scenario that best suits the user is generated.
[0647] Step 3:
[0648] The generated scenario is presented on the user terminal.
[0649] Input: Server-generated candidate scenarios.
[0650] Data processing: The scenario candidates are displayed on the device in a format that is easy for the user to understand, such as in the form of a scenario description or options.
[0651] Output: The scenario is presented on the user's terminal.
[0652] Step 4:
[0653] The user selects a scenario.
[0654] Input: The scenario presented to the user's terminal.
[0655] Data calculation: The user selects the scenario of their choice using the device interface, and the selection is sent to the server.
[0656] Output: Information about the scenario selected by the user is sent to the server.
[0657] Step 5:
[0658] The server controls the virtual reality experience based on the selected scenario.
[0659] Input: The scenario selected by the user.
[0660] Data Computation: The server manages the progression of the VR experience and controls specific interactions and actions based on the selected scenario.
[0661] Output: The scenario is experienced by the user through a VR headset.
[0662] Step 6:
[0663] Translating the VR experience into physical interaction in the real world.
[0664] Input: Server controlled scenario progress.
[0665] Data calculation: At specific times in the VR world, the server issues commands such as "Please hold hands," guiding the user to engage in physical contact in the real world.
[0666] Output: The user performs a physical action in the real world.
[0667] Step 7:
[0668] It provides a virtual environment that promotes collaborative and communication activities based on a selected scenario.
[0669] Input: User's choice scenario.
[0670] Data Computation: The server generates the virtual environment in real time, creating situations that encourage collaboration and communication between users during the VR experience.
[0671] Output: Users collaborate and communicate in a virtual space.
[0672] Step 8:
[0673] After the VR experience, activities in the real world are suggested.
[0674] Input: Information about the user after the VR experience.
[0675] Data processing: After the experience ends, the server generates activities that can be performed in the real world and suggests them to the user.
[0676] Output: Suggested real-world activities are displayed on the user's device, such as after-talks at a cafe or reviewing collaborative work.
[0677] 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.
[0678] This invention is a system that provides an appropriate virtual reality (VR) scenario based on the user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion engine and adjusting the scenario in real time.
[0679] Program processing
[0680] Customization Settings
[0681] User: Enters initial information via the device. The user provides detailed information about their relationship and sexual preferences, including "level of intimacy," "preferred experiences," and "experiences they want to avoid."
[0682] Terminal: Sends information entered by the user to the server.
[0683] Sending information
[0684] On your device: The information you enter is encrypted and sent to the server using a secure protocol.
[0685] Data analysis
[0686] Server: Analyzes the received user information and generates an appropriate VR scenario. For example, based on the user's preferences, it generates scenario candidates such as "sexy dancing in a closed room" or "private spa experience."
[0687] Presenting the scenario
[0688] Server: Presents the generated scenarios to the user's device, allowing the user to select the scenario they prefer.
[0689] Scenario Selection
[0690] User: Select a scenario from the ones presented. For example, select "Sexy dancing in a closed room."
[0691] Setting up the VR experience
[0692] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0693] Start of the scenario
[0694] Server: Starts the selected scenario and generates the virtual environment. After a countdown, the experience begins.
[0695] Progressing through the VR experience
[0696] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0697] Inducing real-world interactions
[0698] Server: Providing instructions for real-world physical contact during the virtual reality experience, such as "hold hands" or "touch someone's shoulder."
[0699] User: Follows instructions and engages in physical interaction with a person in the real world.
[0700] Using interactive accessories
[0701] Devices: Providing feedback through interactive accessories worn by the user, such as a bracelet or ring that vibrates or senses a temperature change, letting the user know when to touch it.
[0702] Emotion Recognition and Scenario Adjustment
[0703] Server: Recognizes the user's emotions in real time using the emotion engine, which uses emotional data collected through sensors worn by the user.
[0704] How it works: The emotion engine analyzes the user's emotional state and adjusts the scenario in real time, for example, changing the scene to one that is more relaxing if the user is feeling stressed.
[0705] Aftercare suggestions
[0706] Server: Suggests activities in the real world after the VR experience ends, such as "after-talking at a cafe" or "cooking together."
[0707] User: Participates in and carries out the proposed activity, such as enjoying a conversation at a cafe or cooking together.
[0708] Specific examples
[0709] For example, if User A and User B were a couple using this system, the process would be as follows: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy Dance in a Closed Room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During this time, the emotion engine analyzes their levels of stress and relaxation in real time and adjusts the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0710] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[0711] The processing flow will be explained below.
[0712] Step 1: Customize settings
[0713] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into the device.
[0714] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[0715] Step 2: Submit your information
[0716] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[0717] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[0718] Step 3: Data analysis
[0719] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[0720] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[0721] Step 4: Present the scenario
[0722] Server: Sends the generated scenario to the user's device and displays it visually.
[0723] Specific operation: The server sends a list of scenario candidates to the device, which then displays it to the user. The user can browse through the presented scenarios and make choices.
[0724] Step 5: Select a scenario
[0725] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[0726] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[0727] Step 6: Setting up your VR experience
[0728] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0729] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[0730] Step 7: Collect emotion data
[0731] User: Wears sensors (heart rate sensor, brain wave sensor, etc.) to collect emotional data.
[0732] Specific operation: The user wears a device for collecting emotion data (e.g., a smartwatch), and the system begins collecting data.
[0733] Step 8: Sending Emotion Data
[0734] Device: Emotion data is sent to the server in real time. The data is encrypted and transmitted in a secure manner.
[0735] Specific operation: The device periodically sends emotion data to the server and monitors the transmission status.
[0736] Step 9: Starting the Scenario
[0737] Server: Launches the selected scenario and generates the virtual environment.
[0738] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[0739] Step 10: Emotion Recognition and Scenario Adjustment
[0740] Server: Uses an emotion engine to recognize user emotions in real time and adjust the scenario.
[0741] Specific operation: The server analyzes the received emotional data using the emotion engine and adjusts the scenario according to the user's stress level and comfort level. For example, if the user is feeling stressed, the scenario will be changed to a relaxing scene.
[0742] Step 11: Proceed with the VR experience
[0743] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0744] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[0745] Step 12: Inducing real-world interactions
[0746] Server: Directs physical contact in the real world.
[0747] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[0748] Step 13: Using interactive accessories
[0749] Device: Providing feedback through an interactive accessory worn by the user.
[0750] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[0751] Step 14: Aftercare Suggestions
[0752] Server: Suggests real-world activities after the VR experience ends.
[0753] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[0754] Step 15: Execute the proposed activity
[0755] User: Participate and carry out the proposed activity.
[0756] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[0757] This series of processing flows realizes a system that allows couples to improve their relationships by shortening the psychological and physical distance between them through new experiences. In addition, by combining it with an emotion engine, it becomes possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[0758] Example 2
[0759] 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."
[0760] In modern society, estrangement from human relationships and psychological distance are becoming a problem. In particular, lack of communication and a lack of sex between couples are factors that can seriously deteriorate relationships. Furthermore, many people are reluctant to interact with others in the real world. To solve these problems, virtual reality systems aimed at improving relationships are needed, but the challenge is that it is difficult to provide personalized experiences that are tailored to individual relationships and preferences.
[0761] 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.
[0762] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for analyzing the input information and generating a scenario suitable for the user, and a presentation means for presenting the generated scenario to the user, thereby enabling a personalized virtual reality experience based on the user's individual relationships and preferences.
[0763] The system also includes a selection means for allowing the user to select a scenario, a control means for controlling the virtual reality experience based on the selected scenario, a guidance means for guiding the user through the virtual reality experience to physical contact in the real world, and an emotion recognition means for recognizing the user's emotions in real time and adjusting the scenario, thereby enabling optimal scenario adjustment according to the user's emotional state during the experience and more effective improvement of relationships.
[0764] Furthermore, the virtual reality experience includes an aftercare suggestion means for suggesting activities in the real world after the virtual reality experience has ended, thereby enabling the user to smoothly interact with the real world.
[0765] "Input means" refers to an interface that allows a user to input information about relationships and preferences into the system.
[0766] "Scenario generation means" refers to the function of the server analyzing input user information and generating a virtual reality scenario suitable for the user.
[0767] "Presentation means" refers to a function for presenting the generated scenario to the user in a visual or other form.
[0768] The "selection means" refers to an interface that allows the user to select a preferred scenario from the presented scenarios.
[0769] "Control" refers to the functionality that manages and controls the virtual reality experience based on the selected scenario.
[0770] "Guidance" refers to a feature that guides the user to physical interaction in the real world during a virtual reality experience.
[0771] "Emotion recognition means" refers to the function of recognizing the user's emotional state in real time and adjusting the scenario based on that.
[0772] "Instruction means" refers to the function of the server to monitor the virtual reality experience in real time and direct the timing of physical contact in the real world.
[0773] "Aftercare suggestion means" refers to a function that suggests real-world activities to the user after the virtual reality experience has ended.
[0774] "Feedback means" refers to the ability to provide tactile feedback through an interactive accessory worn by the user.
[0775] This invention is a system that provides an appropriate virtual reality (VR) scenario based on a user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion recognition engine and adjusting the scenario in real time.
[0776] System configuration
[0777] The system includes the following components:
[0778] 1. Input method: An interface for users to input information about relationships and preferences. Smartphones, PCs, etc. can be used.
[0779] 2. Scenario generation means: The server analyzes the input information and uses a generative AI model to generate a virtual reality scenario suitable for the user.
[0780] 3. Presentation method: A function to present the generated scenarios to the user. A list of scenarios is displayed in HTML format or other formats.
[0781] 4. Selection method: An interface that allows the user to select the preferred scenario from the presented scenarios.
[0782] 5. Control means: The server controls the virtual reality experience based on the selected scenario.
[0783] 6. Navigation: The ability to guide the user to physical interaction in the real world during a virtual reality experience.
[0784] 7. Emotion recognition: The ability to recognize user emotions in real time and adjust the scenario.
[0785] 8. Aftercare suggestions: A feature that suggests real-world activities after the VR experience ends.
[0786] 9. Feedback means: The ability to provide feedback through interactive accessories worn by the user (e.g., haptic feedback devices).
[0787] Processing Details
[0788] 1. Customization Settings
[0789] Users input initial information about their relationships and preferences through the device, including "level of intimacy," "experiences they prefer," and "experiences they want to avoid."
[0790] 2. Transmission of information
[0791] The terminal encrypts the entered information and sends it to the server using a secure protocol (e.g., HTTPs, SSL).
[0792] 3. Data Analysis
[0793] The server analyzes the received user information and generates an appropriate virtual reality scenario using a generative AI model, for example, using a Python-based analysis engine.
[0794] 4. Presenting the scenario
[0795] The server presents the generated scenarios to the user's device, and the scenario list can be displayed in HTML format.
[0796] 5. Select a scenario
[0797] The user selects a preferred scenario from the presented scenarios. For example, they can select "sexy dancing in a closed room."
[0798] 6. Setting up the VR experience
[0799] The user puts on a VR headset (e.g., Oculus Rift, HTC Vive) and follows a guide to set up the system initially.
[0800] 7. Start the scenario
[0801] The server launches the selected scenario and creates the virtual environment.
[0802] 8. Progression of the VR experience
[0803] Users progress through the experience by following instructions within VR, such as performing dance steps.
[0804] 9. Inducing real-world interactions
[0805] The server then instructs the user to make physical contact in the real world during the virtual reality experience, for example, by displaying a command such as "hold my hand."
[0806] 10. Use of Interactive Accessories
[0807] The device provides feedback through interactive accessories worn by the user, such as a slight vibration from a bracelet.
[0808] 11. Emotion Recognition and Scenario Adjustment
[0809] The server uses an emotion engine to recognize the user's emotional state in real time, and if the user is under stress, it changes the scene to one that is more relaxing.
[0810] 12. Aftercare Suggestions
[0811] The server will suggest activities in the real world after the VR experience ends, such as recommending an after-talk at a cafe.
[0812] Specific examples
[0813] For example, if User A and User B use this system as a couple, they first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, where they are analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. The emotion engine analyzes the level of stress and relaxation and can adjust the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. This system allows couples to reduce the psychological and physical distance between them.
[0814] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion recognition engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[0815] Example prompt sentence:
[0816] "We would love to experience some sexy dancing behind closed doors as a couple."
[0817] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0818] Step 1:
[0819] Customization Settings
[0820] User: Enters initial information about their relationships and preferences through the device. This includes "level of intimacy," "desired experiences," and "experiences they want to avoid." For example, if they are interested in "sexy dancing behind closed doors," they enter that information into the form.
[0821] Input: Information about the user's relationships, preferences, and experiences they want to avoid.
[0822] Output: A dataset containing the various input information.
[0823] Step 2:
[0824] Sending information
[0825] Terminal: The information entered is encrypted and sent to the server using a secure protocol (e.g. HTTPs, SSL) to protect the user's privacy.
[0826] Input: A dataset containing user input information.
[0827] Output: The encrypted dataset.
[0828] Step 3:
[0829] Data analysis
[0830] Server: Received user
[0831] (Application example 2)
[0832] 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."
[0833] Conventional virtual reality experience systems have difficulty providing appropriate scenarios based on the user's relationships and preferences, and recognizing and adjusting the user's emotions in real time. Furthermore, methods for effectively linking virtual reality experiences with physical interactions in the real world are limited. There is a need to address these shortcomings and provide more personalized experiences.
[0834] 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: input means for the user to provide data related to relationships and preferences; scenario generation means for the server to analyze the input data and generate a virtual scenario suitable for the user; display means for displaying the generated virtual scenario to the user; selection means for the user to select a virtual scenario; control means for the server to control the virtual reality experience based on the selected virtual scenario; guidance means for the user to guide the virtual reality experience to physical contact in the real world; emotion analysis means for analyzing user emotion data in real time; and adjustment means for adjusting the virtual scenario based on the analyzed emotion data. This enables users to enjoy an optimal virtual reality experience based on their individual preferences and relationships.
[0835] An "input means" is an interface through which a user provides data regarding relationships and preferences.
[0836] The "scenario generation means" is a function that allows the server to analyze input data and generate a virtual scenario suited to the user.
[0837] The "display means" is a device or software for visually displaying the generated virtual scenario to the user.
[0838] The "selection means" is an interface that allows the user to select a preferred virtual scenario from among the provided scenarios.
[0839] "Control means" refers to the mechanism by which the server appropriately manages and operates the virtual reality experience based on the selected virtual scenario.
[0840] "Guidance" is a feature that provides instructions and feedback to guide the user to engage in physical interactions in the real world while experiencing virtual reality.
[0841] The "emotion analysis means" is a mechanism for analyzing the user's emotion data in real time.
[0842] "Adjustment means" is a function for adapting and changing the virtual scenario in real time based on the analyzed emotional data.
[0843] This invention is a virtual reality experience system that provides an appropriate virtual scenario based on the user's relationships and preferences, and recognizes and adjusts emotions in real time. A system for implementing this invention is configured by a combination of hardware and software.
[0844] 1. System configuration:
[0845] Input methods:
[0846] Users provide data about their relationships and preferences using smartphones, smart glasses, or head-mounted displays (HMDs). Input interfaces include touchscreens, voice input, and hand gesture recognition.
[0847] Scenario generation method:
[0848] The server receives the data sent by the user and analyzes their relationships and preferences using natural language processing algorithms. Based on the analysis results, a personalized virtual scenario is generated. This process uses a generative AI model (e.g., GPT).
[0849] Display means:
[0850] The generated virtual scenario is displayed on the display of the device used by the user (e.g., HMD or smart glasses). The user visually confirms the scenario in the virtual environment.
[0851] Selection method:
[0852] The user selects the preferred scenario from the presented scenarios using a voice recognition system or eye tracking, and the selected information is sent back to the server.
[0853] Control means:
[0854] Based on the selected scenario, the server uses the Unity engine to generate a detailed virtual reality environment and delivers it to the user's device, where the user interacts with the environment according to the instructions provided.
[0855] Induction means:
[0856] During the virtual reality experience, the system displays instructions to encourage users to interact physically in the real world, such as "hold the other person's hand."
[0857] Emotion analysis means:
[0858] To analyze the user's emotions in real time, we use biometric sensors (e.g., heart rate sensors, eye tracking sensors) built into the HMD or smart glasses. We then use deep learning models such as TensorFlow to analyze the emotion data.
[0859] Adjustment means:
[0860] Based on the analyzed emotional data, the virtual scenario is adjusted in real time, for example, if the user is feeling stressed, relaxing background music is added.
[0861] 2. Example:
[0862] For example, when User A goes shopping at a virtual fashion store, he or she inputs his or her preferences and experiences he or she wants to avoid in advance. The system uses this information to make personalized product recommendations. If the emotion analysis system detects User A's stress in real time, it will play relaxing music or suggest taking a moderate break.
[0863] 3. Example prompt:
[0864] "Example of actual use:
[0865] If a user feels stressed while shopping in your virtual store, what kind of relief content should be suggested?
[0866] As described above, by combining each means and having the entire system work together, the user can enjoy a series of personalized virtual reality experiences.
[0867] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0868] Step 1:
[0869] The user inputs data about their relationships and preferences via a smartphone, smart glasses, or head-mounted display (HMD). The input data includes details such as the user's name, age, interests, and experiences they want to avoid. This data is transmitted from the device to a server using an encryption protocol (TLS / SSL). The input is the data provided by the user, and the output is the encrypted data sent to the server.
[0870] Step 2:
[0871] To analyze the data received by the server, a natural language processing algorithm (e.g., GPT) is used to analyze the user's relationships and preferences. As a result of the analysis, personalized virtual scenario candidates are generated. In this process, the input is the data provided by the user, and the output is personalized scenario candidates. Specifically, the generative AI model analyzes the relationships and preferences and proposes scenarios.
[0872] Step 3:
[0873] The server displays the generated virtual scenario on the display of the user's device (smart glasses, HMD, etc.). The user can visually check the displayed scenario. The input is scenario candidate data, and the output is scenario information that is displayed on the user's device. Specifically, the server generates display data and sends it to the device.
[0874] Step 4:
[0875] The user selects the preferred scenario from the presented scenarios using gaze tracking and voice recognition systems. The selected scenario information is then sent back to the server. The input is the user's gaze and voice data, and the selected scenario information is obtained as the output. Specifically, the device detects the gaze pupil position and voice input, and sends the selection result to the server.
[0876] Step 5:
[0877] The server uses the Unity engine to generate a detailed virtual reality environment based on the selected scenario and sends it to the user's device. The input is the selected scenario information, and the output is the generated VR environment data. Specifically, the Unity engine creates a 3D environment based on the scenario information and sends it to the device.
[0878] Step 6:
[0879] During the virtual reality experience, the system displays instructions to the user encouraging physical interaction in the real world. For example, instructions include "Please hold the other person's hand." The input is the generated VR environment data, and the output is the instructions presented to the user. Specifically, the server generates instruction data in accordance with the scenario progression and sends it to the device.
[0880] Step 7:
[0881] To analyze the user's emotional state in real time, biometric sensors (e.g., heart rate sensors, gaze tracking sensors) built into HMDs or smart glasses are used. Emotional data is analyzed using deep learning models such as TensorFlow. The input is biometric sensor data, and the output is analyzed emotional data. Specifically, the sensors collect biometric information, and the deep learning model analyzes the data.
[0882] Step 8:
[0883] The server adjusts the virtual scenario based on the emotional data analyzed in real time. For example, if the user is feeling stressed, it may adjust the scenario by adding relaxing background music. The input is the analyzed emotional data, and the output is the adjusted scenario data. Specifically, the server adjusts the scenario based on the emotional data and sends the updated scenario data to the device.
[0884] As described above, by combining each processing step, the user can enjoy a personalized virtual reality experience.
[0885] 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.
[0886] 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.
[0887] 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.
[0888] [Third embodiment]
[0889] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0890] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[0891] 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).
[0892] 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.
[0893] 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.
[0894] 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).
[0895] 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. 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.
[0896] 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.
[0897] 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.
[0898] 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.
[0899] 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.
[0900] 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."
[0901] This invention relates to a virtual reality (VR) experience service that helps couples who are experiencing a lack of sex to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience. The following describes the program processing of this system in detail.
[0902] Program processing
[0903] Customization Settings
[0904] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[0905] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol.
[0906] Scenario generation and selection
[0907] Server: Analyzes the data sent by the user and generates an appropriate scenario based on the information entered. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0908] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[0909] Starting and progressing through the VR experience
[0910] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[0911] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[0912] Inducing real-world interactions
[0913] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[0914] User: Follows instructions and engages in physical interaction with a person in the real world.
[0915] Aftercare and ongoing support
[0916] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[0917] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[0918] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[0919] Specific examples
[0920] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[0921] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[0922] The processing flow will be explained below.
[0923] Step 1: Customize settings
[0924] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into a form.
[0925] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[0926] Step 2: Submit your information
[0927] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[0928] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[0929] Step 3: Data analysis
[0930] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[0931] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[0932] Step 4: Present the scenario
[0933] Server: Sends the generated scenario to the user's device and displays it to the user.
[0934] Specific operation: The server sends a list of scenario candidates to the device, which then visually displays it to the user. The user can scroll through the scenarios.
[0935] Step 5: Select a scenario
[0936] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[0937] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[0938] Step 6: Setting up your VR experience
[0939] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[0940] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[0941] Step 7: Starting the Scenario
[0942] Server: Launches the selected scenario and generates the virtual environment.
[0943] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[0944] Step 8: Proceed with the VR experience
[0945] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[0946] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[0947] Step 9: Inducing real-world interactions
[0948] Server: Directs physical contact in the real world.
[0949] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[0950] Step 10: Using interactive accessories
[0951] Device: Providing feedback through an interactive accessory worn by the user.
[0952] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[0953] Step 11: Aftercare Suggestions
[0954] Server: Suggests real-world activities after the VR experience ends.
[0955] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[0956] Step 12: Execute the proposed activity
[0957] User: Participate and carry out the proposed activity.
[0958] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[0959] This series of processing flows creates a system that allows couples to improve their relationships by narrowing the psychological and physical distance between them through new experiences.
[0960] Example 1
[0961] 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."
[0962] To provide a virtual reality experience that can help couples suffering from a sexless marriage narrow the psychological and physical distance between them, a system is needed that generates personalized scenarios based on the relationship and preferences of the couple and guides them to interact in the real world. Current systems have difficulty generating scenarios based on the user's relationship and preferences, and lack a means to effectively guide physical interaction in the real world. Furthermore, they lack a mechanism for utilizing user feedback to provide new scenarios.
[0963] 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.
[0964] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, a presentation means for presenting the generated scenario to the user, a selection means for the user to select a scenario, a control means for the server to control the virtual reality experience based on the selected scenario, a guidance means for guiding the user to engage in physical interaction in the real world during the virtual reality experience, and a feedback collection and scenario update means for collecting user feedback and generating new scenarios and coaching content based on the feedback. This enables a personalized virtual reality experience based on the user's relationships and preferences, and further effectively guides physical interaction in the real world. Furthermore, by providing new scenarios based on the collected feedback, relationships can be continuously improved.
[0965] "Input means" refers to a user interface or device that allows a user to provide information about relationships and preferences to the system.
[0966] The "scenario generation means" refers to software and algorithms that allow the server to analyze information input by the user and generate a scenario for a personalized virtual reality experience based on that information.
[0967] The "presentation means" is a display or application that displays the scenarios generated by the server to the user and prompts the user to make a selection.
[0968] The "selection means" is an interface that allows the user to select one scenario from a plurality of scenarios presented.
[0969] "Control means" refers to the software and hardware within the system that allows the server to progress the virtual reality experience based on the selected scenario.
[0970] "Guides" are mechanisms that direct and encourage users to engage in real-world physical interactions while in a virtual reality experience.
[0971] A "feedback collection means" is an interface through which a user can input their opinions and impressions about the virtual reality experience and subsequent activities.
[0972] The "scenario updater" is an algorithm and system for generating and providing new scenarios and coaching content based on collected user feedback.
[0973] An "instruction means" is software and hardware that allows the server to monitor the virtual reality experience in real time and instruct the user to make physical contact in the real world at specific times.
[0974] A "feedback means" is a mechanism for providing tactile feedback through an interactive device worn by a user.
[0975] This invention is a system that provides a virtual reality (VR) experience service to couples who are experiencing a lack of sex, helping them to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience.
[0976] Specific examples of hardware and software used
[0977] Hardware:
[0978] VR headset (e.g. Oculus Rift, HTC Vive)
[0979] Interactive devices (e.g. Haptic Glove, VR Controller)
[0980] Device (e.g. smartphone, PC, tablet)
[0981] software:
[0982] User interface (e.g. dedicated application)
[0983] Server software (e.g. Apache, Nginx)
[0984] Generative AI models (e.g., TensorFlow, PyTorch)
[0985] System Program Overview
[0986] Customization Settings
[0987] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[0988] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (e.g. SSL / TLS).
[0989] Scenario generation and selection
[0990] Server: Analyzes the data sent by the user and generates appropriate scenarios based on the input information. Machine learning algorithms (e.g., TensorFlow, PyTorch) are used for the analysis. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[0991] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[0992] Starting and progressing through the VR experience
[0993] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[0994] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[0995] Inducing real-world interactions
[0996] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[0997] User: Follows instructions and engages in physical interaction with a person in the real world.
[0998] Aftercare and ongoing support
[0999] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[1000] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[1001] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[1002] Specific examples
[1003] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[1004] Prompt Sentence Examples
[1005] "Suggest scenarios for personalized virtual reality experiences that couples experiencing a lack of sex could use to close the psychological and physical distance between them. Examples include 'sexy dancing behind closed doors' or 'private spa experiences.'"
[1006] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[1007] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1008] Step 1:
[1009] The user inputs initial information through the terminal. Information about relationships and preferences is entered according to the input screen, and the content is confirmed by pressing the send button. The input data includes "level of intimacy," "preferred experiences," and "experiences to avoid." The input data at this point is raw user information.
[1010] Step 2:
[1011] The terminal acquires the information entered by the user and sends it to the server in an encrypted format via a secure protocol (SSL / TLS). The input data is sent to the server as encrypted user information.
[1012] Step 3:
[1013] The server decrypts the received user information and performs data analysis to generate scenarios. During this process, machine learning algorithms (e.g., TensorFlow, PyTorch) are used to analyze the user information. Based on the analysis results, multiple scenarios are created using a generative AI model. The output is a personalized list of potential scenarios. For example, scenarios such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[1014] Step 4:
[1015] The server sends the generated scenario to the user's device and presents it to them. The device then displays the received scenario candidates to the user, presenting them as options. The user then looks at this list of scenarios and selects the scenario they wish to experience.
[1016] Step 5:
[1017] The user selects the scenario of their choice and presses the confirmation button. The terminal sends this selection information to the server. The input is the selected scenario, and the output is the transmission of the selected scenario information.
[1018] Step 6:
[1019] The server performs the initial setup to start the virtual reality experience based on the selected scenario information. Based on the selected scenario, it prepares to start constructing the virtual space and controlling the interaction. The output shows that the initial setup is complete.
[1020] Step 7:
[1021] The user puts on a VR headset and starts the selected scenario through a dedicated application on the device. The user interacts in the virtual space and progresses through the scenario. The input is the command to start the VR scenario, and the output is the execution of the virtual reality experience.
[1022] Step 8:
[1023] The server issues action instructions at specific times while the scenario is progressing. For example, instructions such as "hold hands with the other person" or "take a dance step" are displayed. The server monitors the scenario in real time and issues action instructions at appropriate times. The input is the user's real-time movements, and the output is action instructions.
[1024] Step 9:
[1025] The user follows instructions from the server to interact physically in the real world. For example, during a VR experience, the user actually follows instructions such as "Please hold hands" or "Please touch the other person's shoulder." The input is the server's instructions, and the output is the actual interaction behavior.
[1026] Step 10:
[1027] After the VR experience ends, the server suggests activities to do in the real world. For example, it notifies the user of activities such as "after-chat at a cafe" or "cooking together." The input is data on the end of the VR experience, and the output is activity suggestions.
[1028] Step 11:
[1029] The user participates in the proposed activity and then provides their thoughts and feedback. The feedback is sent to the server via the terminal. The input is the participation in the activity and their thoughts, and the output is the sending of feedback.
[1030] Step 12:
[1031] The server generates new scenarios and coaching content based on the feedback received from the user. It uses a generative AI model to update the scenarios based on the analysis results. The input is user feedback, and the output is the generation of new scenarios and coaching content.
[1032] This series of processing steps enables a personalized virtual reality experience based on the user's relationships and preferences, effectively guiding physical interactions in the real world, and uses collected feedback to provide new scenarios for continuous interaction improvement.
[1033] (Application example 1)
[1034] 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."
[1035] Conventional virtual reality systems do not often facilitate physical contact or real-world interaction between users, making them unsuitable for enhancing collaborative work and communication, particularly in factory environments. As a result, relationships and collaboration among workers are lacking, resulting in issues such as decreased productivity and increased stress. Given this background, there is a demand for virtual reality systems that can instruct users to engage in real-world physical contact at specific times and suggest real-world activities.
[1036] 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.
[1037] In this invention, the server includes input means for a user to input information regarding relationships and preferences, scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, presentation means for presenting the generated scenario to the user, selection means for the user to select a scenario, control means for the server to control the virtual reality experience based on the selected scenario, guidance means for the user to guide the virtual reality experience to physical contact in the real world, virtual environment provision means for providing a virtual environment for promoting cooperative work and communication activities in real time based on the selected scenario, and activity suggestion means for suggesting activities in the real world. This strengthens relationships and collaboration between users, making it possible to improve productivity and reduce stress.
[1038] "Input means" refers to a device or interface that allows a user to input information about relationships and preferences.
[1039] The "scenario generation means" is a device or program that analyzes the information input by the server and generates a scenario suitable for the user.
[1040] The "presentation means" is a device or interface for displaying the generated scenario to the user.
[1041] A "selection means" is a device or interface that allows a user to select one of the scenarios provided.
[1042] A "control means" is a device or program that operates and manages the virtual reality experience based on the scenario selected by the server.
[1043] An "invitation" is a device or program that allows a user to direct their virtual reality experience into physical interaction with the real world.
[1044] The "virtual environment providing means" is a device or program that provides a virtual environment for promoting cooperative work and communication activities in real time based on a selected scenario.
[1045] An "activity suggestion means" is a device or program that suggests activities in the real world after a virtual reality experience.
[1046] An "instruction means" is a device or program that allows the server to monitor the virtual reality experience in real time and instruct physical contact in the real world at specific times.
[1047] A "feedback means" is a device or program that provides haptic feedback through an interactive accessory worn by a user.
[1048] A "prompt display means" is a device or program that displays a prompt sentence based on a scenario generated by the system using a generative AI model.
[1049] This invention provides a virtual reality (VR) experience service to strengthen relationships and collaboration between various users, including couples struggling with sexless relationships, as well as workers in factories, etc. Users wear a VR headset and interact in a virtual environment based on a selected scenario, which leads to physical contact in the real world.
[1050] Specifically, the following means are used:
[1051] Input method: Users input information about relationships and preferences via smartphones, tablets, or dedicated devices, such as intimacy, preferred experiences, and experiences they would like to avoid.
[1052] Scenario generation means: The server analyzes the input information and generates the optimal scenario for the user based on that information. A generative AI model is also used to generate the scenario.
[1053] Presentation method: The generated scenarios are presented on the user's device, allowing the user to select the scenario of their choice.
[1054] Selection method: The user uses an interface to select one of the scenarios provided.
[1055] Control: The server controls the VR experience based on the selected scenario and manages the progression of the scenario.
[1056] Navigation: Encourage users to engage in real-world physical interactions while in a virtual reality experience.
[1057] Virtual environment provision means: Provide a virtual environment to promote collaborative work and communication activities in real time based on a selected scenario.
[1058] Activity suggestion method: After the VR experience, suggest activities in the real world, such as a coffee break or discussion after work in a factory.
[1059] Instructions: The server monitors the virtual reality experience in real time and directs real-world physical contact at specific times.
[1060] Feedback Method: Provide tactile feedback through interactive accessories.
[1061] Prompt display means: The system displays a prompt sentence based on a scenario generated using a generative AI model.
[1062] Specific examples
[1063] For example, if User A and User B use this system for the purpose of team building in a factory, the following process will occur: User A and User B first log in to the system and answer a questionnaire about their relationships and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "medium collaboration" and put on the VR headset. The scenario begins, and the two enjoy working together in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two take the suggestion and use the break time. Through this series of processes, relationships and collaboration between workers are strengthened.
[1064] Prompt Sentence Examples
[1065] 1. "User A and User B will participate in a VR team-building experience. Their intimacy level is medium, and their preferred experience is a communication activity. What is the proposed scenario?"
[1066] 2. "User C and senior D will be conducting a VR experience in preparation for their first collaborative work. Their level of intimacy is low, and their preferred experience is cooperative activities. What is the proposed scenario?"
[1067] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1068] Step 1:
[1069] The user enters information about relationships and preferences.
[1070] Input: The user uses a smartphone, tablet, or dedicated device to enter the necessary information into the questionnaire form, such as familiarity, preferred experiences, and experiences they would like to avoid.
[1071] Data processing: Input information is sent from the device to the server, where it is encrypted and stored securely.
[1072] Output: Relationship and preference data is stored on the server.
[1073] Step 2:
[1074] The server analyzes the input information and generates a scenario suitable for the user.
[1075] Input: Relationship and preference information submitted by the user.
[1076] Data calculation: The server uses a generative AI model to generate an appropriate scenario based on the user's input, and also analyzes past data and data from other users.
[1077] Output: A candidate scenario that best suits the user is generated.
[1078] Step 3:
[1079] The generated scenario is presented on the user terminal.
[1080] Input: Server-generated candidate scenarios.
[1081] Data processing: The scenario candidates are displayed on the device in a format that is easy for the user to understand, such as in the form of a scenario description or options.
[1082] Output: The scenario is presented on the user's terminal.
[1083] Step 4:
[1084] The user selects a scenario.
[1085] Input: The scenario presented to the user's terminal.
[1086] Data calculation: The user selects the scenario of their choice using the device interface, and the selection is sent to the server.
[1087] Output: Information about the scenario selected by the user is sent to the server.
[1088] Step 5:
[1089] The server controls the virtual reality experience based on the selected scenario.
[1090] Input: The scenario selected by the user.
[1091] Data Computation: The server manages the progression of the VR experience and controls specific interactions and actions based on the selected scenario.
[1092] Output: The scenario is experienced by the user through a VR headset.
[1093] Step 6:
[1094] Translating the VR experience into physical interaction in the real world.
[1095] Input: Server controlled scenario progress.
[1096] Data calculation: At specific times in the VR world, the server issues commands such as "Please hold hands," guiding the user to engage in physical contact in the real world.
[1097] Output: The user performs a physical action in the real world.
[1098] Step 7:
[1099] It provides a virtual environment that promotes collaborative and communication activities based on a selected scenario.
[1100] Input: User's choice scenario.
[1101] Data Computation: The server generates the virtual environment in real time, creating situations that encourage collaboration and communication between users during the VR experience.
[1102] Output: Users collaborate and communicate in a virtual space.
[1103] Step 8:
[1104] After the VR experience, activities in the real world are suggested.
[1105] Input: Information about the user after the VR experience.
[1106] Data processing: After the experience ends, the server generates activities that can be performed in the real world and suggests them to the user.
[1107] Output: Suggested real-world activities are displayed on the user's device, such as after-talks at a cafe or reviewing collaborative work.
[1108] 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.
[1109] This invention is a system that provides an appropriate virtual reality (VR) scenario based on the user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion engine and adjusting the scenario in real time.
[1110] Program processing
[1111] Customization Settings
[1112] User: Enters initial information via the device. The user provides detailed information about their relationship and sexual preferences, including "level of intimacy," "preferred experiences," and "experiences they want to avoid."
[1113] Terminal: Sends information entered by the user to the server.
[1114] Sending information
[1115] On your device: The information you enter is encrypted and sent to the server using a secure protocol.
[1116] Data analysis
[1117] Server: Analyzes the received user information and generates an appropriate VR scenario. For example, based on the user's preferences, it generates scenario candidates such as "sexy dancing in a closed room" or "private spa experience."
[1118] Presenting the scenario
[1119] Server: Presents the generated scenarios to the user's device, allowing the user to select the scenario they prefer.
[1120] Scenario Selection
[1121] User: Select a scenario from the ones presented. For example, select "Sexy dancing in a closed room."
[1122] Setting up the VR experience
[1123] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[1124] Start of the scenario
[1125] Server: Starts the selected scenario and generates the virtual environment. After a countdown, the experience begins.
[1126] Progressing through the VR experience
[1127] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[1128] Inducing real-world interactions
[1129] Server: Providing instructions for real-world physical contact during the virtual reality experience, such as "hold hands" or "touch someone's shoulder."
[1130] User: Follows instructions and engages in physical interaction with a person in the real world.
[1131] Using interactive accessories
[1132] Devices: Providing feedback through interactive accessories worn by the user, such as a bracelet or ring that vibrates or senses a temperature change, letting the user know when to touch it.
[1133] Emotion Recognition and Scenario Adjustment
[1134] Server: Recognizes the user's emotions in real time using the emotion engine, which uses emotional data collected through sensors worn by the user.
[1135] How it works: The emotion engine analyzes the user's emotional state and adjusts the scenario in real time, for example, changing the scene to one that is more relaxing if the user is feeling stressed.
[1136] Aftercare suggestions
[1137] Server: Suggests activities in the real world after the VR experience ends, such as "after-talking at a cafe" or "cooking together."
[1138] User: Participates in and carries out the proposed activity, such as enjoying a conversation at a cafe or cooking together.
[1139] Specific examples
[1140] For example, if User A and User B were a couple using this system, the process would be as follows: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy Dance in a Closed Room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During this time, the emotion engine analyzes their levels of stress and relaxation in real time and adjusts the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[1141] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[1142] The processing flow will be explained below.
[1143] Step 1: Customize settings
[1144] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into the device.
[1145] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[1146] Step 2: Submit your information
[1147] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[1148] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[1149] Step 3: Data analysis
[1150] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[1151] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[1152] Step 4: Present the scenario
[1153] Server: Sends the generated scenario to the user's device and displays it visually.
[1154] Specific operation: The server sends a list of scenario candidates to the device, which then displays it to the user. The user can browse through the presented scenarios and make choices.
[1155] Step 5: Select a scenario
[1156] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[1157] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[1158] Step 6: Setting up your VR experience
[1159] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[1160] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[1161] Step 7: Collect emotion data
[1162] User: Wears sensors (heart rate sensor, brain wave sensor, etc.) to collect emotional data.
[1163] Specific operation: The user wears a device for collecting emotion data (e.g., a smartwatch), and the system begins collecting data.
[1164] Step 8: Sending Emotion Data
[1165] Device: Emotion data is sent to the server in real time. The data is encrypted and transmitted in a secure manner.
[1166] Specific operation: The device periodically sends emotion data to the server and monitors the transmission status.
[1167] Step 9: Starting the Scenario
[1168] Server: Launches the selected scenario and generates the virtual environment.
[1169] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[1170] Step 10: Emotion Recognition and Scenario Adjustment
[1171] Server: Uses an emotion engine to recognize user emotions in real time and adjust the scenario.
[1172] Specific operation: The server analyzes the received emotional data using the emotion engine and adjusts the scenario according to the user's stress level and comfort level. For example, if the user is feeling stressed, the scenario will be changed to a relaxing scene.
[1173] Step 11: Proceed with the VR experience
[1174] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[1175] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[1176] Step 12: Inducing real-world interactions
[1177] Server: Directs physical contact in the real world.
[1178] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[1179] Step 13: Using interactive accessories
[1180] Device: Providing feedback through an interactive accessory worn by the user.
[1181] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[1182] Step 14: Aftercare Suggestions
[1183] Server: Suggests real-world activities after the VR experience ends.
[1184] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[1185] Step 15: Execute the proposed activity
[1186] User: Participate and carry out the proposed activity.
[1187] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[1188] This series of processing flows realizes a system that allows couples to improve their relationships by shortening the psychological and physical distance between them through new experiences. In addition, by combining it with an emotion engine, it becomes possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[1189] Example 2
[1190] 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."
[1191] In modern society, estrangement from human relationships and psychological distance are becoming a problem. In particular, lack of communication and a lack of sex between couples are factors that can seriously deteriorate relationships. Furthermore, many people are reluctant to interact with others in the real world. To solve these problems, virtual reality systems aimed at improving relationships are needed, but the challenge is that it is difficult to provide personalized experiences that are tailored to individual relationships and preferences.
[1192] 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.
[1193] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for analyzing the input information and generating a scenario suitable for the user, and a presentation means for presenting the generated scenario to the user, thereby enabling a personalized virtual reality experience based on the user's individual relationships and preferences.
[1194] The system also includes a selection means for allowing the user to select a scenario, a control means for controlling the virtual reality experience based on the selected scenario, a guidance means for guiding the user through the virtual reality experience to physical contact in the real world, and an emotion recognition means for recognizing the user's emotions in real time and adjusting the scenario, thereby enabling optimal scenario adjustment according to the user's emotional state during the experience and more effective improvement of relationships.
[1195] Furthermore, the virtual reality experience includes an aftercare suggestion means for suggesting activities in the real world after the virtual reality experience has ended, thereby enabling the user to smoothly interact with the real world.
[1196] "Input means" refers to an interface that allows a user to input information about relationships and preferences into the system.
[1197] "Scenario generation means" refers to the function of the server analyzing input user information and generating a virtual reality scenario suitable for the user.
[1198] "Presentation means" refers to a function for presenting the generated scenario to the user in a visual or other form.
[1199] The "selection means" refers to an interface that allows the user to select a preferred scenario from the presented scenarios.
[1200] "Control" refers to the functionality that manages and controls the virtual reality experience based on the selected scenario.
[1201] "Guidance" refers to a feature that guides the user to physical interaction in the real world during a virtual reality experience.
[1202] "Emotion recognition means" refers to the function of recognizing the user's emotional state in real time and adjusting the scenario based on that.
[1203] "Instruction means" refers to the function of the server to monitor the virtual reality experience in real time and direct the timing of physical contact in the real world.
[1204] "Aftercare suggestion means" refers to a function that suggests real-world activities to the user after the virtual reality experience has ended.
[1205] "Feedback means" refers to the ability to provide tactile feedback through an interactive accessory worn by the user.
[1206] This invention is a system that provides an appropriate virtual reality (VR) scenario based on a user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion recognition engine and adjusting the scenario in real time.
[1207] System configuration
[1208] The system includes the following components:
[1209] 1. Input method: An interface for users to input information about relationships and preferences. Smartphones, PCs, etc. can be used.
[1210] 2. Scenario generation means: The server analyzes the input information and uses a generative AI model to generate a virtual reality scenario suitable for the user.
[1211] 3. Presentation method: A function to present the generated scenarios to the user. A list of scenarios is displayed in HTML format or other formats.
[1212] 4. Selection method: An interface that allows the user to select the preferred scenario from the presented scenarios.
[1213] 5. Control means: The server controls the virtual reality experience based on the selected scenario.
[1214] 6. Navigation: The ability to guide the user to physical interaction in the real world during a virtual reality experience.
[1215] 7. Emotion recognition: The ability to recognize user emotions in real time and adjust the scenario.
[1216] 8. Aftercare suggestions: A feature that suggests real-world activities after the VR experience ends.
[1217] 9. Feedback means: The ability to provide feedback through interactive accessories worn by the user (e.g., haptic feedback devices).
[1218] Processing Details
[1219] 1. Customization Settings
[1220] Users input initial information about their relationships and preferences through the device, including "level of intimacy," "experiences they prefer," and "experiences they want to avoid."
[1221] 2. Transmission of information
[1222] The terminal encrypts the entered information and sends it to the server using a secure protocol (e.g., HTTPs, SSL).
[1223] 3. Data Analysis
[1224] The server analyzes the received user information and generates an appropriate virtual reality scenario using a generative AI model, for example, using a Python-based analysis engine.
[1225] 4. Presenting the scenario
[1226] The server presents the generated scenarios to the user's device, and the scenario list can be displayed in HTML format.
[1227] 5. Select a scenario
[1228] The user selects a preferred scenario from the presented scenarios. For example, they can select "sexy dancing in a closed room."
[1229] 6. Setting up the VR experience
[1230] The user puts on a VR headset (e.g., Oculus Rift, HTC Vive) and follows a guide to set up the system initially.
[1231] 7. Start the scenario
[1232] The server launches the selected scenario and creates the virtual environment.
[1233] 8. Progression of the VR experience
[1234] Users progress through the experience by following instructions within VR, such as performing dance steps.
[1235] 9. Inducing real-world interactions
[1236] The server then instructs the user to make physical contact in the real world during the virtual reality experience, for example, by displaying a command such as "hold my hand."
[1237] 10. Use of Interactive Accessories
[1238] The device provides feedback through interactive accessories worn by the user, such as a slight vibration from a bracelet.
[1239] 11. Emotion Recognition and Scenario Adjustment
[1240] The server uses an emotion engine to recognize the user's emotional state in real time, and if the user is under stress, it changes the scene to one that is more relaxing.
[1241] 12. Aftercare Suggestions
[1242] The server will suggest activities in the real world after the VR experience ends, such as recommending an after-talk at a cafe.
[1243] Specific examples
[1244] For example, if User A and User B use this system as a couple, they first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, where they are analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. The emotion engine analyzes the level of stress and relaxation and can adjust the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. This system allows couples to reduce the psychological and physical distance between them.
[1245] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion recognition engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[1246] Example prompt sentence:
[1247] "We would love to experience some sexy dancing behind closed doors as a couple."
[1248] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1249] Step 1:
[1250] Customization Settings
[1251] User: Enters initial information about their relationships and preferences through the device. This includes "level of intimacy," "desired experiences," and "experiences they want to avoid." For example, if they are interested in "sexy dancing behind closed doors," they enter that information into the form.
[1252] Input: Information about the user's relationships, preferences, and experiences they want to avoid.
[1253] Output: A dataset containing the various input information.
[1254] Step 2:
[1255] Sending information
[1256] Terminal: The information entered is encrypted and sent to the server using a secure protocol (e.g. HTTPs, SSL) to protect the user's privacy.
[1257] Input: A dataset containing user input information.
[1258] Output: The encrypted dataset.
[1259] Step 3:
[1260] Data analysis
[1261] Server: Received user
[1262] (Application example 2)
[1263] 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."
[1264] Conventional virtual reality experience systems have difficulty providing appropriate scenarios based on the user's relationships and preferences, and recognizing and adjusting the user's emotions in real time. Furthermore, methods for effectively linking virtual reality experiences with physical interactions in the real world are limited. There is a need to address these shortcomings and provide more personalized experiences.
[1265] 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: input means for the user to provide data related to relationships and preferences; scenario generation means for the server to analyze the input data and generate a virtual scenario suitable for the user; display means for displaying the generated virtual scenario to the user; selection means for the user to select a virtual scenario; control means for the server to control the virtual reality experience based on the selected virtual scenario; guidance means for the user to guide the virtual reality experience to physical contact in the real world; emotion analysis means for analyzing user emotion data in real time; and adjustment means for adjusting the virtual scenario based on the analyzed emotion data. This enables users to enjoy an optimal virtual reality experience based on their individual preferences and relationships.
[1266] An "input means" is an interface through which a user provides data regarding relationships and preferences.
[1267] The "scenario generation means" is a function that allows the server to analyze input data and generate a virtual scenario suited to the user.
[1268] The "display means" is a device or software for visually displaying the generated virtual scenario to the user.
[1269] The "selection means" is an interface that allows the user to select a preferred virtual scenario from among the provided scenarios.
[1270] "Control means" refers to the mechanism by which the server appropriately manages and operates the virtual reality experience based on the selected virtual scenario.
[1271] "Guidance" is a feature that provides instructions and feedback to guide the user to engage in physical interactions in the real world while experiencing virtual reality.
[1272] The "emotion analysis means" is a mechanism for analyzing the user's emotion data in real time.
[1273] "Adjustment means" is a function for adapting and changing the virtual scenario in real time based on the analyzed emotional data.
[1274] This invention is a virtual reality experience system that provides an appropriate virtual scenario based on the user's relationships and preferences, and recognizes and adjusts emotions in real time. A system for implementing this invention is configured by a combination of hardware and software.
[1275] 1. System configuration:
[1276] Input methods:
[1277] Users provide data about their relationships and preferences using smartphones, smart glasses, or head-mounted displays (HMDs). Input interfaces include touchscreens, voice input, and hand gesture recognition.
[1278] Scenario generation method:
[1279] The server receives the data sent by the user and analyzes their relationships and preferences using natural language processing algorithms. Based on the analysis results, a personalized virtual scenario is generated. This process uses a generative AI model (e.g., GPT).
[1280] Display means:
[1281] The generated virtual scenario is displayed on the display of the device used by the user (e.g., HMD or smart glasses). The user visually confirms the scenario in the virtual environment.
[1282] Selection method:
[1283] The user selects the preferred scenario from the presented scenarios using a voice recognition system or eye tracking, and the selected information is sent back to the server.
[1284] Control means:
[1285] Based on the selected scenario, the server uses the Unity engine to generate a detailed virtual reality environment and delivers it to the user's device, where the user interacts with the environment according to the instructions provided.
[1286] Induction means:
[1287] During the virtual reality experience, the system displays instructions to encourage users to interact physically in the real world, such as "hold the other person's hand."
[1288] Emotion analysis means:
[1289] To analyze the user's emotions in real time, we use biometric sensors (e.g., heart rate sensors, eye tracking sensors) built into the HMD or smart glasses. We then use deep learning models such as TensorFlow to analyze the emotion data.
[1290] Adjustment means:
[1291] Based on the analyzed emotional data, the virtual scenario is adjusted in real time, for example, if the user is feeling stressed, relaxing background music is added.
[1292] 2. Example:
[1293] For example, when User A goes shopping at a virtual fashion store, he or she inputs his or her preferences and experiences he or she wants to avoid in advance. The system uses this information to make personalized product recommendations. If the emotion analysis system detects User A's stress in real time, it will play relaxing music or suggest taking a moderate break.
[1294] 3. Example prompt:
[1295] "Example of actual use:
[1296] If a user feels stressed while shopping in your virtual store, what kind of relief content should be suggested?
[1297] As described above, by combining each means and having the entire system work together, the user can enjoy a series of personalized virtual reality experiences.
[1298] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1299] Step 1:
[1300] The user inputs data about their relationships and preferences via a smartphone, smart glasses, or head-mounted display (HMD). The input data includes details such as the user's name, age, interests, and experiences they want to avoid. This data is transmitted from the device to a server using an encryption protocol (TLS / SSL). The input is the data provided by the user, and the output is the encrypted data sent to the server.
[1301] Step 2:
[1302] To analyze the data received by the server, a natural language processing algorithm (e.g., GPT) is used to analyze the user's relationships and preferences. As a result of the analysis, personalized virtual scenario candidates are generated. In this process, the input is the data provided by the user, and the output is personalized scenario candidates. Specifically, the generative AI model analyzes the relationships and preferences and proposes scenarios.
[1303] Step 3:
[1304] The server displays the generated virtual scenario on the display of the user's device (smart glasses, HMD, etc.). The user can visually check the displayed scenario. The input is scenario candidate data, and the output is scenario information that is displayed on the user's device. Specifically, the server generates display data and sends it to the device.
[1305] Step 4:
[1306] The user selects the preferred scenario from the presented scenarios using gaze tracking and voice recognition systems. The selected scenario information is then sent back to the server. The input is the user's gaze and voice data, and the selected scenario information is obtained as the output. Specifically, the device detects the gaze pupil position and voice input, and sends the selection result to the server.
[1307] Step 5:
[1308] The server uses the Unity engine to generate a detailed virtual reality environment based on the selected scenario and sends it to the user's device. The input is the selected scenario information, and the output is the generated VR environment data. Specifically, the Unity engine creates a 3D environment based on the scenario information and sends it to the device.
[1309] Step 6:
[1310] During the virtual reality experience, the system displays instructions to the user encouraging physical interaction in the real world. For example, instructions include "Please hold the other person's hand." The input is the generated VR environment data, and the output is the instructions presented to the user. Specifically, the server generates instruction data in accordance with the scenario progression and sends it to the device.
[1311] Step 7:
[1312] To analyze the user's emotional state in real time, biometric sensors (e.g., heart rate sensors, gaze tracking sensors) built into HMDs or smart glasses are used. Emotional data is analyzed using deep learning models such as TensorFlow. The input is biometric sensor data, and the output is analyzed emotional data. Specifically, the sensors collect biometric information, and the deep learning model analyzes the data.
[1313] Step 8:
[1314] The server adjusts the virtual scenario based on the emotional data analyzed in real time. For example, if the user is feeling stressed, it may adjust the scenario by adding relaxing background music. The input is the analyzed emotional data, and the output is the adjusted scenario data. Specifically, the server adjusts the scenario based on the emotional data and sends the updated scenario data to the device.
[1315] As described above, by combining each processing step, the user can enjoy a personalized virtual reality experience.
[1316] 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.
[1317] 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.
[1318] 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.
[1319] [Fourth embodiment]
[1320] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1321] 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.
[1322] 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).
[1323] 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.
[1324] 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.
[1325] 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).
[1326] 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. 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.
[1327] 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.
[1328] 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.
[1329] 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.
[1330] 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.
[1331] 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.
[1332] 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."
[1333] This invention relates to a virtual reality (VR) experience service that helps couples who are experiencing a lack of sex to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience. The following describes the program processing of this system in detail.
[1334] Program processing
[1335] Customization Settings
[1336] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[1337] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol.
[1338] Scenario generation and selection
[1339] Server: Analyzes the data sent by the user and generates an appropriate scenario based on the information entered. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[1340] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[1341] Starting and progressing through the VR experience
[1342] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[1343] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[1344] Inducing real-world interactions
[1345] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[1346] User: Follows instructions and engages in physical interaction with a person in the real world.
[1347] Aftercare and ongoing support
[1348] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[1349] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[1350] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[1351] Specific examples
[1352] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[1353] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[1354] The processing flow will be explained below.
[1355] Step 1: Customize settings
[1356] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into a form.
[1357] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[1358] Step 2: Submit your information
[1359] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[1360] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[1361] Step 3: Data analysis
[1362] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[1363] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[1364] Step 4: Present the scenario
[1365] Server: Sends the generated scenario to the user's device and displays it to the user.
[1366] Specific operation: The server sends a list of scenario candidates to the device, which then visually displays it to the user. The user can scroll through the scenarios.
[1367] Step 5: Select a scenario
[1368] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[1369] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[1370] Step 6: Setting up your VR experience
[1371] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[1372] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[1373] Step 7: Starting the Scenario
[1374] Server: Launches the selected scenario and generates the virtual environment.
[1375] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[1376] Step 8: Proceed with the VR experience
[1377] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[1378] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[1379] Step 9: Inducing real-world interactions
[1380] Server: Directs physical contact in the real world.
[1381] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[1382] Step 10: Using interactive accessories
[1383] Device: Providing feedback through an interactive accessory worn by the user.
[1384] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[1385] Step 11: Aftercare Suggestions
[1386] Server: Suggests real-world activities after the VR experience ends.
[1387] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[1388] Step 12: Execute the proposed activity
[1389] User: Participate and carry out the proposed activity.
[1390] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[1391] This series of processing flows creates a system that allows couples to improve their relationships by narrowing the psychological and physical distance between them through new experiences.
[1392] Example 1
[1393] 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."
[1394] To provide a virtual reality experience that can help couples suffering from a sexless marriage narrow the psychological and physical distance between them, a system is needed that generates personalized scenarios based on the relationship and preferences of the couple and guides them to interact in the real world. Current systems have difficulty generating scenarios based on the user's relationship and preferences, and lack a means to effectively guide physical interaction in the real world. Furthermore, they lack a mechanism for utilizing user feedback to provide new scenarios.
[1395] 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.
[1396] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, a presentation means for presenting the generated scenario to the user, a selection means for the user to select a scenario, a control means for the server to control the virtual reality experience based on the selected scenario, a guidance means for guiding the user to engage in physical interaction in the real world during the virtual reality experience, and a feedback collection and scenario update means for collecting user feedback and generating new scenarios and coaching content based on the feedback. This enables a personalized virtual reality experience based on the user's relationships and preferences, and further effectively guides physical interaction in the real world. Furthermore, by providing new scenarios based on the collected feedback, relationships can be continuously improved.
[1397] "Input means" refers to a user interface or device that allows a user to provide information about relationships and preferences to the system.
[1398] The "scenario generation means" refers to software and algorithms that allow the server to analyze information input by the user and generate a scenario for a personalized virtual reality experience based on that information.
[1399] The "presentation means" is a display or application that displays the scenarios generated by the server to the user and prompts the user to make a selection.
[1400] The "selection means" is an interface that allows the user to select one scenario from a plurality of scenarios presented.
[1401] "Control means" refers to the software and hardware within the system that allows the server to progress the virtual reality experience based on the selected scenario.
[1402] "Guides" are mechanisms that direct and encourage users to engage in real-world physical interactions while in a virtual reality experience.
[1403] A "feedback collection means" is an interface through which a user can input their opinions and impressions about the virtual reality experience and subsequent activities.
[1404] The "scenario updater" is an algorithm and system for generating and providing new scenarios and coaching content based on collected user feedback.
[1405] An "instruction means" is software and hardware that allows the server to monitor the virtual reality experience in real time and instruct the user to make physical contact in the real world at specific times.
[1406] A "feedback means" is a mechanism for providing tactile feedback through an interactive device worn by a user.
[1407] This invention is a system that provides a virtual reality (VR) experience service to couples who are experiencing a lack of sex, helping them to close the psychological and physical distance between them. The system allows users to input information about their relationship and preferences, analyzes that data, and generates personalized scenarios that promote real-world interaction through the VR experience.
[1408] Specific examples of hardware and software used
[1409] Hardware:
[1410] VR headset (e.g. Oculus Rift, HTC Vive)
[1411] Interactive devices (e.g. Haptic Glove, VR Controller)
[1412] Device (e.g. smartphone, PC, tablet)
[1413] software:
[1414] User interface (e.g. dedicated application)
[1415] Server software (e.g. Apache, Nginx)
[1416] Generative AI models (e.g., TensorFlow, PyTorch)
[1417] System Program Overview
[1418] Customization Settings
[1419] User: Enters initial information via device. User provides detailed information about relationship and sexual preferences. This data may include, for example, "Intimacy: High," "Favorite Experience: Romantic Dinner," and "Experiences to Avoid: Public Activities."
[1420] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (e.g. SSL / TLS).
[1421] Scenario generation and selection
[1422] Server: Analyzes the data sent by the user and generates appropriate scenarios based on the input information. Machine learning algorithms (e.g., TensorFlow, PyTorch) are used for the analysis. For example, scenario candidates such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[1423] Server: Presents the generated scenarios to the user's device. The user selects their preferred experience from the presented scenarios.
[1424] Starting and progressing through the VR experience
[1425] User: Puts on the VR headset and begins the selected scenario. Once the VR experience begins, the user interacts within the virtual environment.
[1426] Server: Controls the virtual reality experience based on the selected scenario, and instructs players to perform specific actions during the scenario (e.g., "hold hands" or "do a dance step").
[1427] Inducing real-world interactions
[1428] Server: Providing instructions for real-world physical contact during a virtual reality experience. For example, while a user is dancing in VR, instructions like "Hold hands" or "Try touching someone's shoulder" are displayed.
[1429] User: Follows instructions and engages in physical interaction with a person in the real world.
[1430] Aftercare and ongoing support
[1431] Server: After the VR experience ends, the server suggests activities in the real world, such as "chat at a cafe afterwards" or "cook together."
[1432] User: Participates in the proposed activity and provides feedback, for example, by carrying out a proposed date plan and then sending their thoughts to the server.
[1433] Server: Regularly generates new scenarios and coaching content and provides them to users. The system adjusts based on feedback, supporting continuous relationship improvement.
[1434] Specific examples
[1435] For example, if User A and User B use this system as a couple, the process would go something like this: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[1436] Prompt Sentence Examples
[1437] "Suggest scenarios for personalized virtual reality experiences that couples experiencing a lack of sex could use to close the psychological and physical distance between them. Examples include 'sexy dancing behind closed doors' or 'private spa experiences.'"
[1438] In this way, this invention aims to provide couples suffering from a lack of sex with a new experience, thereby improving their relationship.
[1439] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1440] Step 1:
[1441] The user inputs initial information through the terminal. Information about relationships and preferences is entered according to the input screen, and the content is confirmed by pressing the send button. The input data includes "level of intimacy," "preferred experiences," and "experiences to avoid." The input data at this point is raw user information.
[1442] Step 2:
[1443] The terminal acquires the information entered by the user and sends it to the server in an encrypted format via a secure protocol (SSL / TLS). The input data is sent to the server as encrypted user information.
[1444] Step 3:
[1445] The server decrypts the received user information and performs data analysis to generate scenarios. During this process, machine learning algorithms (e.g., TensorFlow, PyTorch) are used to analyze the user information. Based on the analysis results, multiple scenarios are created using a generative AI model. The output is a personalized list of potential scenarios. For example, scenarios such as "sexy dancing in a closed room," "private spa experience," and "fantasy adventure for two" are generated.
[1446] Step 4:
[1447] The server sends the generated scenario to the user's device and presents it to them. The device then displays the received scenario candidates to the user, presenting them as options. The user then looks at this list of scenarios and selects the scenario they wish to experience.
[1448] Step 5:
[1449] The user selects the scenario of their choice and presses the confirmation button. The terminal sends this selection information to the server. The input is the selected scenario, and the output is the transmission of the selected scenario information.
[1450] Step 6:
[1451] The server performs the initial setup to start the virtual reality experience based on the selected scenario information. Based on the selected scenario, it prepares to start constructing the virtual space and controlling the interaction. The output shows that the initial setup is complete.
[1452] Step 7:
[1453] The user puts on a VR headset and starts the selected scenario through a dedicated application on the device. The user interacts in the virtual space and progresses through the scenario. The input is the command to start the VR scenario, and the output is the execution of the virtual reality experience.
[1454] Step 8:
[1455] The server issues action instructions at specific times while the scenario is progressing. For example, instructions such as "hold hands with the other person" or "take a dance step" are displayed. The server monitors the scenario in real time and issues action instructions at appropriate times. The input is the user's real-time movements, and the output is action instructions.
[1456] Step 9:
[1457] The user follows instructions from the server to interact physically in the real world. For example, during a VR experience, the user actually follows instructions such as "Please hold hands" or "Please touch the other person's shoulder." The input is the server's instructions, and the output is the actual interaction behavior.
[1458] Step 10:
[1459] After the VR experience ends, the server suggests activities to do in the real world. For example, it notifies the user of activities such as "after-chat at a cafe" or "cooking together." The input is data on the end of the VR experience, and the output is activity suggestions.
[1460] Step 11:
[1461] The user participates in the proposed activity and then provides their thoughts and feedback. The feedback is sent to the server via the terminal. The input is the participation in the activity and their thoughts, and the output is the sending of feedback.
[1462] Step 12:
[1463] The server generates new scenarios and coaching content based on the feedback received from the user. It uses a generative AI model to update the scenarios based on the analysis results. The input is user feedback, and the output is the generation of new scenarios and coaching content.
[1464] This series of processing steps enables a personalized virtual reality experience based on the user's relationships and preferences, effectively guiding physical interactions in the real world, and uses collected feedback to provide new scenarios for continuous interaction improvement.
[1465] (Application example 1)
[1466] 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."
[1467] Conventional virtual reality systems do not often facilitate physical contact or real-world interaction between users, making them unsuitable for enhancing collaborative work and communication, particularly in factory environments. As a result, relationships and collaboration among workers are lacking, resulting in issues such as decreased productivity and increased stress. Given this background, there is a demand for virtual reality systems that can instruct users to engage in real-world physical contact at specific times and suggest real-world activities.
[1468] 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.
[1469] In this invention, the server includes input means for a user to input information regarding relationships and preferences, scenario generation means for the server to analyze the input information and generate a scenario suitable for the user, presentation means for presenting the generated scenario to the user, selection means for the user to select a scenario, control means for the server to control the virtual reality experience based on the selected scenario, guidance means for the user to guide the virtual reality experience to physical contact in the real world, virtual environment provision means for providing a virtual environment for promoting cooperative work and communication activities in real time based on the selected scenario, and activity suggestion means for suggesting activities in the real world. This strengthens relationships and collaboration between users, making it possible to improve productivity and reduce stress.
[1470] "Input means" refers to a device or interface that allows a user to input information about relationships and preferences.
[1471] The "scenario generation means" is a device or program that analyzes the information input by the server and generates a scenario suitable for the user.
[1472] The "presentation means" is a device or interface for displaying the generated scenario to the user.
[1473] A "selection means" is a device or interface that allows a user to select one of the scenarios provided.
[1474] A "control means" is a device or program that operates and manages the virtual reality experience based on the scenario selected by the server.
[1475] An "invitation" is a device or program that allows a user to direct their virtual reality experience into physical interaction with the real world.
[1476] The "virtual environment providing means" is a device or program that provides a virtual environment for promoting cooperative work and communication activities in real time based on a selected scenario.
[1477] An "activity suggestion means" is a device or program that suggests activities in the real world after a virtual reality experience.
[1478] An "instruction means" is a device or program that allows the server to monitor the virtual reality experience in real time and instruct physical contact in the real world at specific times.
[1479] A "feedback means" is a device or program that provides haptic feedback through an interactive accessory worn by a user.
[1480] A "prompt display means" is a device or program that displays a prompt sentence based on a scenario generated by the system using a generative AI model.
[1481] This invention provides a virtual reality (VR) experience service to strengthen relationships and collaboration between various users, including couples struggling with sexless relationships, as well as workers in factories, etc. Users wear a VR headset and interact in a virtual environment based on a selected scenario, which leads to physical contact in the real world.
[1482] Specifically, the following means are used:
[1483] Input method: Users input information about relationships and preferences via smartphones, tablets, or dedicated devices, such as intimacy, preferred experiences, and experiences they would like to avoid.
[1484] Scenario generation means: The server analyzes the input information and generates the optimal scenario for the user based on that information. A generative AI model is also used to generate the scenario.
[1485] Presentation method: The generated scenarios are presented on the user's device, allowing the user to select the scenario of their choice.
[1486] Selection method: The user uses an interface to select one of the scenarios provided.
[1487] Control: The server controls the VR experience based on the selected scenario and manages the progression of the scenario.
[1488] Navigation: Encourage users to engage in real-world physical interactions while in a virtual reality experience.
[1489] Virtual environment provision means: Provide a virtual environment to promote collaborative work and communication activities in real time based on a selected scenario.
[1490] Activity suggestion method: After the VR experience, suggest activities in the real world, such as a coffee break or discussion after work in a factory.
[1491] Instructions: The server monitors the virtual reality experience in real time and directs real-world physical contact at specific times.
[1492] Feedback Method: Provide tactile feedback through interactive accessories.
[1493] Prompt display means: The system displays a prompt sentence based on a scenario generated using a generative AI model.
[1494] Specific examples
[1495] For example, if User A and User B use this system for the purpose of team building in a factory, the following process will occur: User A and User B first log in to the system and answer a questionnaire about their relationships and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "medium collaboration" and put on the VR headset. The scenario begins, and the two enjoy working together in the virtual space. During the scenario, instructions are displayed, requiring actions in the real world, such as holding hands. After the experience ends, the server suggests an after-talk at a cafe, and the two take the suggestion and use the break time. Through this series of processes, relationships and collaboration between workers are strengthened.
[1496] Prompt Sentence Examples
[1497] 1. "User A and User B will participate in a VR team-building experience. Their intimacy level is medium, and their preferred experience is a communication activity. What is the proposed scenario?"
[1498] 2. "User C and senior D will be conducting a VR experience in preparation for their first collaborative work. Their level of intimacy is low, and their preferred experience is cooperative activities. What is the proposed scenario?"
[1499] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1500] Step 1:
[1501] The user enters information about relationships and preferences.
[1502] Input: The user uses a smartphone, tablet, or dedicated device to enter the necessary information into the questionnaire form, such as familiarity, preferred experiences, and experiences they would like to avoid.
[1503] Data processing: Input information is sent from the device to the server, where it is encrypted and stored securely.
[1504] Output: Relationship and preference data is stored on the server.
[1505] Step 2:
[1506] The server analyzes the input information and generates a scenario suitable for the user.
[1507] Input: Relationship and preference information submitted by the user.
[1508] Data calculation: The server uses a generative AI model to generate an appropriate scenario based on the user's input, and also analyzes past data and data from other users.
[1509] Output: A candidate scenario that best suits the user is generated.
[1510] Step 3:
[1511] The generated scenario is presented on the user terminal.
[1512] Input: Server-generated candidate scenarios.
[1513] Data processing: The scenario candidates are displayed on the device in a format that is easy for the user to understand, such as in the form of a scenario description or options.
[1514] Output: The scenario is presented on the user's terminal.
[1515] Step 4:
[1516] The user selects a scenario.
[1517] Input: The scenario presented to the user's terminal.
[1518] Data calculation: The user selects the scenario of their choice using the device interface, and the selection is sent to the server.
[1519] Output: Information about the scenario selected by the user is sent to the server.
[1520] Step 5:
[1521] The server controls the virtual reality experience based on the selected scenario.
[1522] Input: The scenario selected by the user.
[1523] Data Computation: The server manages the progression of the VR experience and controls specific interactions and actions based on the selected scenario.
[1524] Output: The scenario is experienced by the user through a VR headset.
[1525] Step 6:
[1526] Translating the VR experience into physical interaction in the real world.
[1527] Input: Server controlled scenario progress.
[1528] Data calculation: At specific times in the VR world, the server issues commands such as "Please hold hands," guiding the user to engage in physical contact in the real world.
[1529] Output: The user performs a physical action in the real world.
[1530] Step 7:
[1531] It provides a virtual environment that promotes collaborative and communication activities based on a selected scenario.
[1532] Input: User's choice scenario.
[1533] Data Computation: The server generates the virtual environment in real time, creating situations that encourage collaboration and communication between users during the VR experience.
[1534] Output: Users collaborate and communicate in a virtual space.
[1535] Step 8:
[1536] After the VR experience, activities in the real world are suggested.
[1537] Input: Information about the user after the VR experience.
[1538] Data processing: After the experience ends, the server generates activities that can be performed in the real world and suggests them to the user.
[1539] Output: Suggested real-world activities are displayed on the user's device, such as after-talks at a cafe or reviewing collaborative work.
[1540] 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.
[1541] This invention is a system that provides an appropriate virtual reality (VR) scenario based on the user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion engine and adjusting the scenario in real time.
[1542] Program processing
[1543] Customization Settings
[1544] User: Enters initial information via the device. The user provides detailed information about their relationship and sexual preferences, including "level of intimacy," "preferred experiences," and "experiences they want to avoid."
[1545] Terminal: Sends information entered by the user to the server.
[1546] Sending information
[1547] On your device: The information you enter is encrypted and sent to the server using a secure protocol.
[1548] Data analysis
[1549] Server: Analyzes the received user information and generates an appropriate VR scenario. For example, based on the user's preferences, it generates scenario candidates such as "sexy dancing in a closed room" or "private spa experience."
[1550] Presenting the scenario
[1551] Server: Presents the generated scenarios to the user's device, allowing the user to select the scenario they prefer.
[1552] Scenario Selection
[1553] User: Select a scenario from the ones presented. For example, select "Sexy dancing in a closed room."
[1554] Setting up the VR experience
[1555] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[1556] Start of the scenario
[1557] Server: Starts the selected scenario and generates the virtual environment. After a countdown, the experience begins.
[1558] Progressing through the VR experience
[1559] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[1560] Inducing real-world interactions
[1561] Server: Providing instructions for real-world physical contact during the virtual reality experience, such as "hold hands" or "touch someone's shoulder."
[1562] User: Follows instructions and engages in physical interaction with a person in the real world.
[1563] Using interactive accessories
[1564] Devices: Providing feedback through interactive accessories worn by the user, such as a bracelet or ring that vibrates or senses a temperature change, letting the user know when to touch it.
[1565] Emotion Recognition and Scenario Adjustment
[1566] Server: Recognizes the user's emotions in real time using the emotion engine, which uses emotional data collected through sensors worn by the user.
[1567] How it works: The emotion engine analyzes the user's emotional state and adjusts the scenario in real time, for example, changing the scene to one that is more relaxing if the user is feeling stressed.
[1568] Aftercare suggestions
[1569] Server: Suggests activities in the real world after the VR experience ends, such as "after-talking at a cafe" or "cooking together."
[1570] User: Participates in and carries out the proposed activity, such as enjoying a conversation at a cafe or cooking together.
[1571] Specific examples
[1572] For example, if User A and User B were a couple using this system, the process would be as follows: User A and User B first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, analyzed, and several scenarios are presented. User A and User B select "Sexy Dance in a Closed Room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. During this time, the emotion engine analyzes their levels of stress and relaxation in real time and adjusts the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. Through this series of processes, the couple can close the psychological and physical distance between them.
[1573] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[1574] The processing flow will be explained below.
[1575] Step 1: Customize settings
[1576] User: Logs in to the device and enters initial information. Specifically, the user enters individual profile information (such as name, age, and relationship length) into the device.
[1577] What happens: The user answers questions about intimacy, preferred experiences, and avoided experiences, and fills out a form detailing their relationship and sexual preferences. For example, "Intimacy: High," "Favourite experience: Romantic dinner," and "Avoided experience: Public activities."
[1578] Step 2: Submit your information
[1579] Terminal: Sends the entered information to the server. The data is encrypted and transmitted using a secure protocol (such as HTTPS).
[1580] Specific operation: The terminal sends all data entered by the user to the server in a batch process, and displays the progress of the transmission to the user.
[1581] Step 3: Data analysis
[1582] Server: Analyzes the received user information and generates a scenario that suits the user's preferences and relationships.
[1583] How it works: The server uses a machine learning algorithm to analyze the data and generate potential VR scenarios that are best suited for the couple (for example, "sexy dancing in a closed room," "private spa experience," "fantasy adventure for just the two of you," etc.).
[1584] Step 4: Present the scenario
[1585] Server: Sends the generated scenario to the user's device and displays it visually.
[1586] Specific operation: The server sends a list of scenario candidates to the device, which then displays it to the user. The user can browse through the presented scenarios and make choices.
[1587] Step 5: Select a scenario
[1588] User: Selects the scenario they like from the presented scenarios. They review the scenario details and choose the one that interests them most.
[1589] Specific operation: The user selects a scenario of their choice from the scenario list, such as "Sexy dancing in a closed room," and presses the confirmation button.
[1590] Step 6: Setting up your VR experience
[1591] User: Put on the VR headset, sit or stand in the designated position, and follow the system's guide to complete the necessary settings.
[1592] Specific operations: The user wears the headset correctly and performs calibration. Follow the system's instructions to adjust the position and field of view.
[1593] Step 7: Collect emotion data
[1594] User: Wears sensors (heart rate sensor, brain wave sensor, etc.) to collect emotional data.
[1595] Specific operation: The user wears a device for collecting emotion data (e.g., a smartwatch), and the system begins collecting data.
[1596] Step 8: Sending Emotion Data
[1597] Device: Emotion data is sent to the server in real time. The data is encrypted and transmitted in a secure manner.
[1598] Specific operation: The device periodically sends emotion data to the server and monitors the transmission status.
[1599] Step 9: Starting the Scenario
[1600] Server: Launches the selected scenario and generates the virtual environment.
[1601] Specific operation: The server sends a scenario start command to the VR system, which loads the virtual environment required for the scenario (e.g., the "sexy dance in a closed room" environment). After the countdown, the experience begins.
[1602] Step 10: Emotion Recognition and Scenario Adjustment
[1603] Server: Uses an emotion engine to recognize user emotions in real time and adjust the scenario.
[1604] Specific operation: The server analyzes the received emotional data using the emotion engine and adjusts the scenario according to the user's stress level and comfort level. For example, if the user is feeling stressed, the scenario will be changed to a relaxing scene.
[1605] Step 11: Proceed with the VR experience
[1606] User: Follows instructions within VR to progress through the experience, such as performing a dance step or holding hands with another person.
[1607] Specific actions: The user interacts with characters and objects in VR and follows instructions from the system. Specifically, instructions such as "Take this step" or "Hold hands" are displayed in the VR space.
[1608] Step 12: Inducing real-world interactions
[1609] Server: Directs physical contact in the real world.
[1610] Specific actions: During the scenario, the server displays real-time instructions such as "Please hold hands" or "Please touch the other person's shoulder." Based on these instructions, the user performs actions in the real world.
[1611] Step 13: Using interactive accessories
[1612] Device: Providing feedback through an interactive accessory worn by the user.
[1613] Specific actions: The bracelet or ring vibrates lightly or senses a temperature change, letting the user know when to touch it.
[1614] Step 14: Aftercare Suggestions
[1615] Server: Suggests real-world activities after the VR experience ends.
[1616] Specific operation: The server generates suggestions such as "have a chat at a cafe afterwards" or "cook a meal together" and displays them on the user's device.
[1617] Step 15: Execute the proposed activity
[1618] User: Participate and carry out the proposed activity.
[1619] Specific actions: The user follows the suggested activities and performs specific actions, such as enjoying a conversation at a cafe or cooking together.
[1620] This series of processing flows realizes a system that allows couples to improve their relationships by shortening the psychological and physical distance between them through new experiences. In addition, by combining it with an emotion engine, it becomes possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[1621] Example 2
[1622] 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."
[1623] In modern society, estrangement from human relationships and psychological distance are becoming a problem. In particular, lack of communication and a lack of sex between couples are factors that can seriously deteriorate relationships. Furthermore, many people are reluctant to interact with others in the real world. To solve these problems, virtual reality systems aimed at improving relationships are needed, but the challenge is that it is difficult to provide personalized experiences that are tailored to individual relationships and preferences.
[1624] 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.
[1625] In this invention, the server includes an input means for a user to input information about relationships and preferences, a scenario generation means for analyzing the input information and generating a scenario suitable for the user, and a presentation means for presenting the generated scenario to the user, thereby enabling a personalized virtual reality experience based on the user's individual relationships and preferences.
[1626] The system also includes a selection means for allowing the user to select a scenario, a control means for controlling the virtual reality experience based on the selected scenario, a guidance means for guiding the user through the virtual reality experience to physical contact in the real world, and an emotion recognition means for recognizing the user's emotions in real time and adjusting the scenario, thereby enabling optimal scenario adjustment according to the user's emotional state during the experience and more effective improvement of relationships.
[1627] Furthermore, the virtual reality experience includes an aftercare suggestion means for suggesting activities in the real world after the virtual reality experience has ended, thereby enabling the user to smoothly interact with the real world.
[1628] "Input means" refers to an interface that allows a user to input information about relationships and preferences into the system.
[1629] "Scenario generation means" refers to the function of the server analyzing input user information and generating a virtual reality scenario suitable for the user.
[1630] "Presentation means" refers to a function for presenting the generated scenario to the user in a visual or other form.
[1631] The "selection means" refers to an interface that allows the user to select a preferred scenario from the presented scenarios.
[1632] "Control" refers to the functionality that manages and controls the virtual reality experience based on the selected scenario.
[1633] "Guidance" refers to a feature that guides the user to physical interaction in the real world during a virtual reality experience.
[1634] "Emotion recognition means" refers to the function of recognizing the user's emotional state in real time and adjusting the scenario based on that.
[1635] "Instruction means" refers to the function of the server to monitor the virtual reality experience in real time and direct the timing of physical contact in the real world.
[1636] "Aftercare suggestion means" refers to a function that suggests real-world activities to the user after the virtual reality experience has ended.
[1637] "Feedback means" refers to the ability to provide tactile feedback through an interactive accessory worn by the user.
[1638] This invention is a system that provides an appropriate virtual reality (VR) scenario based on a user's relationships and preferences, and recognizes and adjusts the user's emotions in real time. This system allows the user to input information about their relationships and preferences, analyzes that data, and generates a personalized scenario. Furthermore, the system aims to provide an optimal experience by recognizing the user's emotional data using an emotion recognition engine and adjusting the scenario in real time.
[1639] System configuration
[1640] The system includes the following components:
[1641] 1. Input method: An interface for users to input information about relationships and preferences. Smartphones, PCs, etc. can be used.
[1642] 2. Scenario generation means: The server analyzes the input information and uses a generative AI model to generate a virtual reality scenario suitable for the user.
[1643] 3. Presentation method: A function to present the generated scenarios to the user. A list of scenarios is displayed in HTML format or other formats.
[1644] 4. Selection method: An interface that allows the user to select the preferred scenario from the presented scenarios.
[1645] 5. Control means: The server controls the virtual reality experience based on the selected scenario.
[1646] 6. Navigation: The ability to guide the user to physical interaction in the real world during a virtual reality experience.
[1647] 7. Emotion recognition: The ability to recognize user emotions in real time and adjust the scenario.
[1648] 8. Aftercare suggestions: A feature that suggests real-world activities after the VR experience ends.
[1649] 9. Feedback means: The ability to provide feedback through interactive accessories worn by the user (e.g., haptic feedback devices).
[1650] Processing Details
[1651] 1. Customization Settings
[1652] Users input initial information about their relationships and preferences through the device, including "level of intimacy," "experiences they prefer," and "experiences they want to avoid."
[1653] 2. Transmission of information
[1654] The terminal encrypts the entered information and sends it to the server using a secure protocol (e.g., HTTPs, SSL).
[1655] 3. Data Analysis
[1656] The server analyzes the received user information and generates an appropriate virtual reality scenario using a generative AI model, for example, using a Python-based analysis engine.
[1657] 4. Presenting the scenario
[1658] The server presents the generated scenarios to the user's device, and the scenario list can be displayed in HTML format.
[1659] 5. Select a scenario
[1660] The user selects a preferred scenario from the presented scenarios. For example, they can select "sexy dancing in a closed room."
[1661] 6. Setting up the VR experience
[1662] The user puts on a VR headset (e.g., Oculus Rift, HTC Vive) and follows a guide to set up the system initially.
[1663] 7. Start the scenario
[1664] The server launches the selected scenario and creates the virtual environment.
[1665] 8. Progression of the VR experience
[1666] Users progress through the experience by following instructions within VR, such as performing dance steps.
[1667] 9. Inducing real-world interactions
[1668] The server then instructs the user to make physical contact in the real world during the virtual reality experience, for example, by displaying a command such as "hold my hand."
[1669] 10. Use of Interactive Accessories
[1670] The device provides feedback through interactive accessories worn by the user, such as a slight vibration from a bracelet.
[1671] 11. Emotion Recognition and Scenario Adjustment
[1672] The server uses an emotion engine to recognize the user's emotional state in real time, and if the user is under stress, it changes the scene to one that is more relaxing.
[1673] 12. Aftercare Suggestions
[1674] The server will suggest activities in the real world after the VR experience ends, such as recommending an after-talk at a cafe.
[1675] Specific examples
[1676] For example, if User A and User B use this system as a couple, they first log in to the system and answer a questionnaire about their relationship and preferences. The answers are sent to the server, where they are analyzed, and several scenarios are presented. User A and User B select "Sexy dancing in a closed room" and put on the VR headset. The scenario begins, and the two enjoy dancing in the virtual space. The emotion engine analyzes the level of stress and relaxation and can adjust the scenario. During the dance, instructions for physical contact, such as "Please hold hands," are displayed. After the experience ends, the server suggests an after-talk at a cafe, and the two follow the suggestion and enjoy a date. This system allows couples to reduce the psychological and physical distance between them.
[1677] In this way, this invention aims to provide a new experience to couples who are suffering from a lack of sex, thereby improving their relationship. Furthermore, by combining it with an emotion recognition engine, it is possible to provide an optimal experience according to the user's emotional state, realizing more effective relationship improvement.
[1678] Example prompt sentence:
[1679] "We would love to experience some sexy dancing behind closed doors as a couple."
[1680] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1681] Step 1:
[1682] Customization Settings
[1683] User: Enters initial information about their relationships and preferences through the device. This includes "level of intimacy," "desired experiences," and "experiences they want to avoid." For example, if they are interested in "sexy dancing behind closed doors," they enter that information into the form.
[1684] Input: Information about the user's relationships, preferences, and experiences they want to avoid.
[1685] Output: A dataset containing the various input information.
[1686] Step 2:
[1687] Sending information
[1688] Terminal: The information entered is encrypted and sent to the server using a secure protocol (e.g. HTTPs, SSL) to protect the user's privacy.
[1689] Input: A dataset containing user input information.
[1690] Output: The encrypted dataset.
[1691] Step 3:
[1692] Data analysis
[1693] Server: Received user
[1694] (Application example 2)
[1695] 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."
[1696] Conventional virtual reality experience systems have difficulty providing appropriate scenarios based on the user's relationships and preferences, and recognizing and adjusting the user's emotions in real time. Furthermore, methods for effectively linking virtual reality experiences with physical interactions in the real world are limited. There is a need to address these shortcomings and provide more personalized experiences.
[1697] 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: input means for the user to provide data related to relationships and preferences; scenario generation means for the server to analyze the input data and generate a virtual scenario suitable for the user; display means for displaying the generated virtual scenario to the user; selection means for the user to select a virtual scenario; control means for the server to control the virtual reality experience based on the selected virtual scenario; guidance means for the user to guide the virtual reality experience to physical contact in the real world; emotion analysis means for analyzing user emotion data in real time; and adjustment means for adjusting the virtual scenario based on the analyzed emotion data. This enables users to enjoy an optimal virtual reality experience based on their individual preferences and relationships.
[1698] An "input means" is an interface through which a user provides data regarding relationships and preferences.
[1699] The "scenario generation means" is a function that allows the server to analyze input data and generate a virtual scenario suited to the user.
[1700] The "display means" is a device or software for visually displaying the generated virtual scenario to the user.
[1701] The "selection means" is an interface that allows the user to select a preferred virtual scenario from among the provided scenarios.
[1702] "Control means" refers to the mechanism by which the server appropriately manages and operates the virtual reality experience based on the selected virtual scenario.
[1703] "Guidance" is a feature that provides instructions and feedback to guide the user to engage in physical interactions in the real world while experiencing virtual reality.
[1704] The "emotion analysis means" is a mechanism for analyzing the user's emotion data in real time.
[1705] "Adjustment means" is a function for adapting and changing the virtual scenario in real time based on the analyzed emotional data.
[1706] This invention is a virtual reality experience system that provides an appropriate virtual scenario based on the user's relationships and preferences, and recognizes and adjusts emotions in real time. A system for implementing this invention is configured by a combination of hardware and software.
[1707] 1. System configuration:
[1708] Input methods:
[1709] Users provide data about their relationships and preferences using smartphones, smart glasses, or head-mounted displays (HMDs). Input interfaces include touchscreens, voice input, and hand gesture recognition.
[1710] Scenario generation method:
[1711] The server receives the data sent by the user and analyzes their relationships and preferences using natural language processing algorithms. Based on the analysis results, a personalized virtual scenario is generated. This process uses a generative AI model (e.g., GPT).
[1712] Display means:
[1713] The generated virtual scenario is displayed on the display of the device used by the user (e.g., HMD or smart glasses). The user visually confirms the scenario in the virtual environment.
[1714] Selection method:
[1715] The user selects the preferred scenario from the presented scenarios using a voice recognition system or eye tracking, and the selected information is sent back to the server.
[1716] Control means:
[1717] Based on the selected scenario, the server uses the Unity engine to generate a detailed virtual reality environment and delivers it to the user's device, where the user interacts with the environment according to the instructions provided.
[1718] Induction means:
[1719] During the virtual reality experience, the system displays instructions to encourage users to interact physically in the real world, such as "hold the other person's hand."
[1720] Emotion analysis means:
[1721] To analyze the user's emotions in real time, we use biometric sensors (e.g., heart rate sensors, eye tracking sensors) built into the HMD or smart glasses. We then use deep learning models such as TensorFlow to analyze the emotion data.
[1722] Adjustment means:
[1723] Based on the analyzed emotional data, the virtual scenario is adjusted in real time, for example, if the user is feeling stressed, relaxing background music is added.
[1724] 2. Example:
[1725] For example, when User A goes shopping at a virtual fashion store, he or she inputs his or her preferences and experiences he or she wants to avoid in advance. The system uses this information to make personalized product recommendations. If the emotion analysis system detects User A's stress in real time, it will play relaxing music or suggest taking a moderate break.
[1726] 3. Example prompt:
[1727] "Example of actual use:
[1728] If a user feels stressed while shopping in your virtual store, what kind of relief content should be suggested?
[1729] As described above, by combining each means and having the entire system work together, the user can enjoy a series of personalized virtual reality experiences.
[1730] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1731] Step 1:
[1732] The user inputs data about their relationships and preferences via a smartphone, smart glasses, or head-mounted display (HMD). The input data includes details such as the user's name, age, interests, and experiences they want to avoid. This data is transmitted from the device to a server using an encryption protocol (TLS / SSL). The input is the data provided by the user, and the output is the encrypted data sent to the server.
[1733] Step 2:
[1734] To analyze the data received by the server, a natural language processing algorithm (e.g., GPT) is used to analyze the user's relationships and preferences. As a result of the analysis, personalized virtual scenario candidates are generated. In this process, the input is the data provided by the user, and the output is personalized scenario candidates. Specifically, the generative AI model analyzes the relationships and preferences and proposes scenarios.
[1735] Step 3:
[1736] The server displays the generated virtual scenario on the display of the user's device (smart glasses, HMD, etc.). The user can visually check the displayed scenario. The input is scenario candidate data, and the output is scenario information that is displayed on the user's device. Specifically, the server generates display data and sends it to the device.
[1737] Step 4:
[1738] The user selects the preferred scenario from the presented scenarios using gaze tracking and voice recognition systems. The selected scenario information is then sent back to the server. The input is the user's gaze and voice data, and the selected scenario information is obtained as the output. Specifically, the device detects the gaze pupil position and voice input, and sends the selection result to the server.
[1739] Step 5:
[1740] The server uses the Unity engine to generate a detailed virtual reality environment based on the selected scenario and sends it to the user's device. The input is the selected scenario information, and the output is the generated VR environment data. Specifically, the Unity engine creates a 3D environment based on the scenario information and sends it to the device.
[1741] Step 6:
[1742] During the virtual reality experience, the system displays instructions to the user encouraging physical interaction in the real world. For example, instructions include "Please hold the other person's hand." The input is the generated VR environment data, and the output is the instructions presented to the user. Specifically, the server generates instruction data in accordance with the scenario progression and sends it to the device.
[1743] Step 7:
[1744] To analyze the user's emotional state in real time, biometric sensors (e.g., heart rate sensors, gaze tracking sensors) built into HMDs or smart glasses are used. Emotional data is analyzed using deep learning models such as TensorFlow. The input is biometric sensor data, and the output is analyzed emotional data. Specifically, the sensors collect biometric information, and the deep learning model analyzes the data.
[1745] Step 8:
[1746] The server adjusts the virtual scenario based on the emotional data analyzed in real time. For example, if the user is feeling stressed, it may adjust the scenario by adding relaxing background music. The input is the analyzed emotional data, and the output is the adjusted scenario data. Specifically, the server adjusts the scenario based on the emotional data and sends the updated scenario data to the device.
[1747] As described above, by combining each processing step, the user can enjoy a personalized virtual reality experience.
[1748] 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.
[1749] 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.
[1750] 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.
[1751] 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.
[1752] 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.
[1753] 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.
[1754] 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).
[1755] 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.
[1756] 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."
[1757] 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.
[1758] 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).
[1759] 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.
[1760] 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.
[1761] 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.
[1762] 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.
[1763] 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.
[1764] 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.
[1765] 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.
[1766] 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.
[1767] The above-de...
Claims
1. an input means for a user to input information regarding relationships and preferences; a scenario generation means for analyzing the input information and generating a scenario suitable for the user; a presentation means for presenting the generated scenario to a user; a selection means for allowing a user to select a scenario; a control means for controlling the virtual reality experience based on the selected scenario by the server; a means for guiding a user through the virtual reality experience into physical interaction with the real world; A system including:
2. 10. The system of claim 1, wherein the server monitors the virtual reality experience in real time and further comprises means for instructing physical contact in the real world at specific times.
3. The system of claim 1 , further comprising a feedback means for providing haptic feedback through an interactive accessory worn by a user.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A