System
The system addresses the safety concern of children playing at home by using motion detection and generative AI to provide interactive educational games and music/light effects, ensuring safety and engagement.
Patent Information
- Application Number
- JP2024120136
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-25
- Publication Date
- 2026-02-05
AI Technical Summary
Conventional systems fail to provide a safe environment for young children to play in, posing a risk of accidents within the home.
A system incorporating a motion detection unit, educational game providing unit, and music and light production unit that uses generative AI to detect and respond to a child's movements, providing educational games and fun music and light effects to keep children engaged in a safe manner.
The system effectively reduces the risk of accidents by keeping children engaged in a safe environment through interactive and adaptive educational games and music/light effects, while monitoring their movements and providing parental alerts for potential dangers.
Smart Images

Figure 2026018808000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional technology has made it difficult to provide a safe environment for young children to play in, posing a risk of accidents within the home.
[0005] The system according to the embodiment aims to provide a safe environment for young children to play in and reduce the risk of accidents in the home. [Means for solving the problem]
[0006] The system according to the embodiment includes a motion detection unit, an educational game providing unit, and a music and light production unit. The motion detection unit detects a child's motion. The educational game providing unit provides an educational game based on the motion detected by the motion detection unit. The music and light production unit produces fun music and light effects based on the motion detected by the motion detection unit. [Effects of the Invention]
[0007] The system according to the embodiment can provide a safe environment for young children to play in and reduce the risk of accidents in the home. [Brief explanation of the drawings]
[0008] [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. DETAILED DESCRIPTION OF THE INVENTION
[0009] 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.
[0010] First, the terms used in the following description will be explained.
[0011] 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, the 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), an APU (Accelerated Processing Unit), or a TPU (Tensor Processing Unit).
[0012] 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.
[0013] 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.
[0014] 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), and Bluetooth (registered trademark).
[0015] 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."
[0016] [First embodiment] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0017] 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.
[0018] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and 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).
[0019] 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.
[0020] The reception device 38 includes a touch panel 38A and a microphone 38B, and receives user input. The touch panel 38A detects contact with a pointer (for example, a pen or a finger) to receive user input by the touch of the pointer. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data 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 (see FIG. 2) acquires the data indicating the user input.
[0021] Output device 40 includes a display 40A and a speaker 40B, and presents data to a user by outputting the data in a form of expression that the user can perceive (e.g., audio and / or text). Display 40A displays visible information such as text and images in accordance with instructions from processor 46. Speaker 40B outputs audio in accordance with instructions from processor 46. 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.
[0022] 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.
[0023] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0024] 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.
[0025] 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. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0026] In the smart device 14, the specific processing is performed by the processor 46. The storage 50 stores a specific processing program 60. The specific processing program 60 is used together with the specific processing program 56 by the data processing system 10. The processor 46 reads the specific processing program 60 from the storage 50 and executes the read specific processing program 60 on the RAM 48. The specific processing is realized by the processor 46 operating as the control unit 46A in accordance with the specific processing program 60 executed on the RAM 48. Note that the smart device 14 may have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0027] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device (e.g., a generation server) may have the data generation model 58. In this case, the data processing device 12 obtains a processing result (prediction result, etc.) using the data generation model 58 by communicating with the server device having the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device owned by a user (e.g., a mobile phone, a robot, a home appliance, etc.). Next, an example of processing by the data processing system 10 according to the first embodiment will be described.
[0028] (Example 1) The interactive toy system according to the embodiment of the present invention senses a child's movements and uses a generative AI to provide educational games and fun music and light effects, thereby attracting a child's attention and allowing them to continue playing in a safe place.
[0029] An interactive toy system according to an embodiment includes a motion detection unit, an educational game providing unit, and a music and light production unit. The motion detection unit detects a child's movements. For example, the motion detection unit detects a child's hand movements, foot movements, and whole-body movements using built-in sensors. The motion detection unit can also track a child's movements in real time and analyze their movement patterns. The educational game providing unit provides educational games based on the movements detected by the motion detection unit. For example, the educational game providing unit uses a generation AI to select games based on the child's age and developmental stage, and provides games that teach colors and shapes, or games that teach simple number concepts. The educational game providing unit can also analyze the child's responses and dynamically adjust the difficulty of the games. The music and light production unit produces fun music and light effects based on the movements detected by the motion detection unit. For example, the music and light production unit uses a generation AI to generate new music and light patterns in response to the child's movements, constantly providing fresh stimulation. The music and light production unit can also change the music and light themes according to the child's preferences. This allows the interactive toy system according to an embodiment to attract a child's attention and allow them to continue playing in a safe place. For example, when a child moves around, the AI will detect that movement and play fun music and light patterns. The AI will generate appropriate music and light patterns based on the child's movements, keeping the child engaged.
[0030] The motion detector can generate new music and light patterns in real time according to the child's movements. For example, every time a child moves, the generation AI generates a new music pattern and changes the light color and flashing pattern. For example, when a child waves their hand, rainbow-colored lights flash along with bright music. The generation AI generates music and light patterns based on the speed and direction of movement, providing constantly fresh stimulation. This allows the device to constantly provide fresh stimulation by generating new music and light patterns in real time according to the child's movements.
[0031] The motion detection unit analyzes children's movement patterns and can suggest the optimal way to play for each individual child. For example, the motion detection unit uses a generation AI to collect data on children's movements and analyze their movement patterns. For example, it identifies movements that children often make and suggests ways to play that match those movements. The generation AI uses a machine learning algorithm to analyze movement patterns and suggests the optimal way to play for each individual child. This makes it possible to provide more effective play by analyzing children's movement patterns and suggesting the optimal way to play for each individual child.
[0032] The motion detection unit can detect a child's movements and notify parents of appropriate actions. For example, the generation AI detects a child's movements and notifies parents if it detects dangerous movements. For example, if a child approaches stairs, it sends a warning through an app. The generation AI analyzes movement patterns and notifies parents of appropriate actions if it detects dangerous movements. This makes it easier for parents to ensure their children's safety by detecting children's movements and notifying parents of appropriate actions.
[0033] The educational game providing unit can analyze a child's learning progress and automatically generate an educational game that is optimal for each individual child. For example, the educational game providing unit uses a generation AI to analyze a child's learning progress and automatically generate an appropriate educational game. For example, it provides a game for learning colors and shapes. The generation AI analyzes learning progress based on test results and learning history and automatically generates an educational game that is optimal for each individual child. In this way, by analyzing a child's learning progress and automatically generating an educational game that is optimal for each individual child, effective learning can be provided.
[0034] The educational game providing unit can analyze the child's reactions in real time and dynamically adjust the difficulty level of the game. In the educational game providing unit, for example, the generation AI analyzes the child's reactions in real time and dynamically adjusts the difficulty level of the game. For example, if the child can complete the game easily, the difficulty level is increased. The generation AI analyzes the reactions in real time using facial expression analysis and behavior analysis and dynamically adjusts the difficulty level of the game. In this way, by analyzing the child's reactions in real time and dynamically adjusting the difficulty level of the game, the child's learning effect can be maximized.
[0035] The educational game provider can combine AR (Augmented Reality) technology with educational games to provide a learning experience linked to the real world. For example, the generator AI uses AR technology to provide an educational game linked to the real world. For example, a child recognizes a real-world object through a camera and is provided with a game related to that object. The generator AI uses AR markers and camera recognition technology to provide a learning experience linked to the real world. In this way, by combining AR technology with educational games, a learning experience linked to the real world can be provided.
[0036] The educational game providing unit can provide customizable educational games for different age groups and developmental stages. For example, the generation AI of the educational game providing unit provides educational games according to the child's age and developmental stage. For example, a game for learning simple colors and shapes is provided for children aged 0 to 1. The generation AI provides customizable educational games based on learning content for each age and tasks according to the developmental stage. This allows for customizable educational games for different age groups and developmental stages, thereby providing learning that matches the child's growth.
[0037] The music and light production unit can customize music and light patterns in real time based on a child's movements and reactions. For example, the generation AI customizes music and light patterns in real time according to a child's movements. For example, when a child waves their hand, the tempo of the music changes and the color of the light also changes. The generation AI customizes music and light patterns based on the speed and direction of movement, keeping the child interested. This allows music and light patterns to be customized in real time based on a child's movements and reactions, keeping the child interested.
[0038] The music and light production unit can change the music and light theme according to a child's preferences. For example, the generation AI can select a music and light theme featuring a child's favorite character. The generation AI can change the music and light theme based on themes such as classical music, pop music, and color combinations. This allows the music and light theme to be changed according to a child's preferences, thereby keeping the child's interest.
[0039] The music and light production unit adds haptic feedback to the music and light production, providing a more multi-sensory experience. For example, the generation AI adds haptic feedback to the music and light production, allowing children to feel vibrations or temperature changes when they touch it. For example, a toy vibrates in time with the music. The generation AI provides music and light production based on haptic feedback such as vibration and pressure sensing. This allows for a more multi-sensory experience to be provided by adding haptic feedback to the music and light production.
[0040] The music and light production unit can provide an app that allows parents to customize the music and light production. The music and light production unit, for example, provides a function that allows parents to customize the music and light production through the app. For example, by selecting specific music or light patterns, the generation AI provides music and light production based on customization functions such as music selection and light color settings. In this way, by providing an app that allows parents to customize the music and light production, parents can set settings that suit their child's preferences.
[0041] The interactive toy system is equipped with a parent monitoring function, where the generating AI analyzes a child's play data and provides parents with reports on their child's development and areas of interest. The parent monitoring function, for example, involves the generating AI analyzing a child's play data and providing reports on their child's development and areas of interest. For example, it may report on the type of play a child prefers. The generating AI identifies their development and areas of interest based on their learning history and play tendencies, and provides a report to the parent. This makes it easier for parents to keep track of their child's growth by analyzing a child's play data and providing parents with reports on their child's development and areas of interest.
[0042] The parental monitoring function allows parents to remotely monitor their children's play. The parental monitoring function provides a function that allows parents to remotely monitor their children's play through a dedicated app. For example, they can check what games their children are playing. The generative AI provides a remote monitoring function based on streaming camera footage and transmitted sensor information. This allows parents to remotely monitor their children's play, allowing them to watch over their children with peace of mind.
[0043] The parental monitoring feature not only allows parents to monitor their children's play but also allows them to change toy settings remotely. The parental monitoring feature provides the ability for parents to remotely change toy settings through a dedicated app, for example, changing music or light patterns. Generative AI provides the ability to change toy settings remotely based on settings changes through the app or voice commands. This allows parents to not only monitor their children's play but also change toy settings remotely, allowing them to more effectively manage their children's play.
[0044] The parental monitoring function can provide a community function that allows parents to share information with other parents. For example, the parental monitoring function provides a community function that allows parents to share information with other parents through a dedicated app. For example, parents can share information about how their children play or educational games. The generative AI provides a community function that allows information to be shared based on bulletin board and chat functions. By providing a community function that allows parents to share information with other parents, parents can exchange information and deepen their knowledge about children's play and education.
[0045] Generative AI can analyze a child's movements and notify parents in real time if the child approaches a dangerous location. Generative AI provides a function that analyzes a child's movements and notifies parents in real time if the child approaches a dangerous location. For example, it sends a warning if a child approaches stairs. Generative AI analyzes movements based on dangerous locations such as stairs, roads, and places with sharp objects, and notifies parents if the child approaches a dangerous location. This allows parents to respond quickly by analyzing a child's movements and notifying parents in real time if the child approaches a dangerous location.
[0046] The function for providing a safe play environment allows the toy to monitor a child's movements, predict dangerous behavior, and issue a warning in advance. The function for providing a safe play environment provides, for example, a function where the generating AI monitors a child's movements, predicts dangerous behavior, and issues a warning in advance. For example, a warning is sent if a child tries to climb to a high place. The generating AI predicts dangerous behavior based on movement pattern analysis and past data, and issues a warning in advance. This allows the toy to monitor a child's movements, predict dangerous behavior, and issue a warning in advance, preventing accidents.
[0047] The function for providing a safe play environment allows the toy to link with other smart devices in the home to provide comprehensive safety management. The function for providing a safe play environment provides, for example, a function where the generation AI links with other smart devices in the home to provide comprehensive safety management. For example, it links with a smart camera to monitor children's movements. The generation AI links with other smart devices in the home based on Wi-Fi or Bluetooth connections to provide comprehensive safety management. This allows the toy to link with other smart devices in the home to provide comprehensive safety management, more effectively ensuring children's safety.
[0048] The function for providing a safe play environment allows the toy to monitor the child's movements and automatically notify the parent if dangerous behavior is detected. The function for providing a safe play environment provides a function where the generation AI monitors the child's movements and automatically notifies the parent if dangerous behavior is detected. For example, a warning is sent if a child tries to climb to a high place. The generation AI detects dangerous behavior based on an analysis of movement patterns and sensor information and automatically notifies the parent. This allows the toy to monitor the child's movements and automatically notify the parent if dangerous behavior is detected, allowing the parent to respond quickly.
[0049] The system according to the embodiment is not limited to the above-described example, and various modifications are possible, for example, as follows.
[0050] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0051] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0052] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0053] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0054] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0055] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0056] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0057] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0058] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0059] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0060] The processing flow of the first embodiment will be briefly explained below.
[0061] Step 1: The motion detector detects the child's movements. For example, the motion detector uses built-in sensors to detect the child's hand movements, foot movements, and whole-body movements. The motion detector can also track the child's movements in real time and analyze their movement patterns. Step 2: The educational game providing unit provides educational games based on the movements detected by the movement detecting unit. For example, the educational game providing unit uses a generation AI to select games according to the child's age and developmental stage, and provides games that teach colors and shapes, or games that teach simple number concepts. The educational game providing unit can also analyze the child's reactions and dynamically adjust the difficulty of the games. Step 3: The music and light production unit creates fun music and light effects based on the movements detected by the motion detection unit. For example, the music and light production unit's AI generates new music and light patterns according to the child's movements, providing a constantly fresh experience. The music and light production unit can also change the music and light themes according to the child's preferences.
[0062] (Example 2) The interactive toy system according to the embodiment of the present invention senses a child's movements and uses a generative AI to provide educational games and fun music and light effects, thereby attracting a child's attention and allowing them to continue playing in a safe place.
[0063] An interactive toy system according to an embodiment includes a motion detection unit, an educational game providing unit, and a music and light production unit. The motion detection unit detects a child's movements. For example, the motion detection unit detects a child's hand movements, foot movements, and whole-body movements using built-in sensors. The motion detection unit can also track a child's movements in real time and analyze their movement patterns. The educational game providing unit provides educational games based on the movements detected by the motion detection unit. For example, the educational game providing unit uses a generation AI to select games based on the child's age and developmental stage, and provides games that teach colors and shapes, or games that teach simple number concepts. The educational game providing unit can also analyze the child's responses and dynamically adjust the difficulty of the games. The music and light production unit produces fun music and light effects based on the movements detected by the motion detection unit. For example, the music and light production unit uses a generation AI to generate new music and light patterns in response to the child's movements, constantly providing fresh stimulation. The music and light production unit can also change the music and light themes according to the child's preferences. This allows the interactive toy system according to an embodiment to attract a child's attention and allow them to continue playing in a safe place. For example, when a child moves around, the AI will detect that movement and play fun music and light patterns. The AI will generate appropriate music and light patterns based on the child's movements, keeping the child engaged.
[0064] The motion detector can generate new music and light patterns in real time according to the child's movements. For example, every time a child moves, the generation AI generates a new music pattern and changes the light color and flashing pattern. For example, when a child waves their hand, rainbow-colored lights flash along with bright music. The generation AI generates music and light patterns based on the speed and direction of movement, providing constantly fresh stimulation. This allows the device to constantly provide fresh stimulation by generating new music and light patterns in real time according to the child's movements.
[0065] The motion detection unit analyzes children's movement patterns and can suggest the optimal way to play for each individual child. For example, the motion detection unit uses a generation AI to collect data on children's movements and analyze their movement patterns. For example, it identifies movements that children often make and suggests ways to play that match those movements. The generation AI uses a machine learning algorithm to analyze movement patterns and suggests the optimal way to play for each individual child. This makes it possible to provide more effective play by analyzing children's movement patterns and suggesting the optimal way to play for each individual child.
[0066] The motion detection unit uses an emotion estimation function to estimate a child's emotional state, and can generate relaxing music or light if the child is feeling stressed. For example, the motion detection unit uses a generation AI to analyze a child's movements and facial expressions to estimate the child's emotional state. For example, if a child looks anxious, it plays relaxing music. The generation AI estimates the child's emotional state using facial expression recognition and voice analysis, and generates relaxing music or light if the child is feeling stressed. In this way, by estimating a child's emotional state and generating relaxing music or light if the child is feeling stressed, it is possible to reduce the child's stress.
[0067] The motion detection unit analyzes not only the child's movements, but also their voice and facial expressions, enabling more multifaceted interactions. For example, the motion detection unit uses a generation AI to analyze the child's voice and change the music and light patterns according to the tone and volume of the voice. For example, if a child speaks loudly, bright music will play and lights will flash. The generation AI uses voice recognition technology and facial expression recognition technology to analyze the voice and facial expressions, enabling more multifaceted interactions. This allows for more multifaceted interactions by analyzing not only the child's movements, but also their voice and facial expressions.
[0068] The motion detection unit can detect a child's movements and notify parents of appropriate actions. For example, the generation AI detects a child's movements and notifies parents if it detects dangerous movements. For example, if a child approaches stairs, it sends a warning through an app. The generation AI analyzes movement patterns and notifies parents of appropriate actions if it detects dangerous movements. This makes it easier for parents to ensure their children's safety by detecting children's movements and notifying parents of appropriate actions.
[0069] The motion detection unit uses an emotion estimation function to monitor in real time whether a child is having fun, and if not, it can suggest a new game to play. For example, the generation AI analyzes the child's movements and facial expressions to monitor in real time whether the child is having fun. For example, it detects smiles and active movements. The generation AI uses facial expression analysis and behavior analysis to monitor whether the child is having fun, and if not, it suggests a new game to play. This allows the system to monitor in real time whether a child is having fun, and if not, it suggests a new game to keep the child interested.
[0070] The educational game providing unit can analyze a child's learning progress and automatically generate an educational game that is optimal for each individual child. For example, the educational game providing unit uses a generation AI to analyze a child's learning progress and automatically generate an appropriate educational game. For example, it provides a game for learning colors and shapes. The generation AI analyzes learning progress based on test results and learning history and automatically generates an educational game that is optimal for each individual child. In this way, by analyzing a child's learning progress and automatically generating an educational game that is optimal for each individual child, effective learning can be provided.
[0071] The educational game providing unit can analyze the child's reactions in real time and dynamically adjust the difficulty level of the game. In the educational game providing unit, for example, the generation AI analyzes the child's reactions in real time and dynamically adjusts the difficulty level of the game. For example, if the child can complete the game easily, the difficulty level is increased. The generation AI analyzes the reactions in real time using facial expression analysis and behavior analysis and dynamically adjusts the difficulty level of the game. In this way, by analyzing the child's reactions in real time and dynamically adjusting the difficulty level of the game, the child's learning effect can be maximized.
[0072] The educational game providing unit can use the emotion estimation function to provide educational games based on themes that interest children. For example, the generation AI analyzes the child's emotional state and provides games based on themes that interest the child. For example, if the child is interested in animals, it provides an animal game. The generation AI identifies themes that interest the child based on past selection history and survey results, and provides educational games based on those themes. This can increase the child's motivation to learn by providing educational games based on themes that interest the child.
[0073] The educational game provider can combine AR (Augmented Reality) technology with educational games to provide a learning experience linked to the real world. For example, the generator AI uses AR technology to provide an educational game linked to the real world. For example, a child recognizes a real-world object through a camera and is provided with a game related to that object. The generator AI uses AR markers and camera recognition technology to provide a learning experience linked to the real world. In this way, by combining AR technology with educational games, a learning experience linked to the real world can be provided.
[0074] The educational game providing unit can provide customizable educational games for different age groups and developmental stages. For example, the generation AI of the educational game providing unit provides educational games according to the child's age and developmental stage. For example, a game for learning simple colors and shapes is provided for children aged 0 to 1. The generation AI provides customizable educational games based on learning content for each age and tasks according to the developmental stage. This allows for customizable educational games for different age groups and developmental stages, thereby providing learning that matches the child's growth.
[0075] The educational game providing unit can use the emotion estimation function to analyze the emotions a child has toward a game and suggest games that elicit positive emotions. For example, the educational game providing unit uses a generation AI to analyze the child's emotional state and suggest games that elicit positive emotions. For example, if the child is enjoying the game, the generation AI will continue playing it. The generation AI will suggest games that elicit positive emotions based on games that provide success experiences or games that include elements of praise. In this way, by analyzing the emotions a child has toward a game and suggesting games that elicit positive emotions, it is possible to increase a child's motivation to learn.
[0076] The music and light production unit can customize music and light patterns in real time based on a child's movements and reactions. For example, the generation AI customizes music and light patterns in real time according to a child's movements. For example, when a child waves their hand, the tempo of the music changes and the color of the light also changes. The generation AI customizes music and light patterns based on the speed and direction of movement, keeping the child interested. This allows music and light patterns to be customized in real time based on a child's movements and reactions, keeping the child interested.
[0077] The music and light production unit can change the music and light theme according to a child's preferences. For example, the generation AI can select a music and light theme featuring a child's favorite character. The generation AI can change the music and light theme based on themes such as classical music, pop music, and color combinations. This allows the music and light theme to be changed according to a child's preferences, thereby keeping the child's interest.
[0078] The music and light production unit can use the emotion estimation function to provide music and light effects that correspond to the child's emotional state. For example, the generation AI in the music and light production unit analyzes the child's emotional state and provides relaxing music and light effects. For example, if the child appears anxious, calm music and soft light are provided. The generation AI provides music and light effects based on relaxing music and exciting light patterns that correspond to the child's emotional state. This makes it possible to provide music and light effects that correspond to the child's emotional state using the emotion estimation function, enabling interactions that match the child's psychological state.
[0079] The music and light production unit adds haptic feedback to the music and light production, providing a more multi-sensory experience. For example, the generation AI adds haptic feedback to the music and light production, allowing children to feel vibrations or temperature changes when they touch it. For example, a toy vibrates in time with the music. The generation AI provides music and light production based on haptic feedback such as vibration and pressure sensing. This allows for a more multi-sensory experience to be provided by adding haptic feedback to the music and light production.
[0080] The music and light production unit can provide an app that allows parents to customize the music and light production. The music and light production unit, for example, provides a function that allows parents to customize the music and light production through the app. For example, by selecting specific music or light patterns, the generation AI provides music and light production based on customization functions such as music selection and light color settings. In this way, by providing an app that allows parents to customize the music and light production, parents can set settings that suit their child's preferences.
[0081] The music and light production unit uses an emotion estimation function to identify the music and light pattern that a child enjoys most and prioritizes playing that pattern. For example, the music and light production unit uses a generation AI to analyze a child's emotional state and identify the music and light pattern that the child enjoys most. For example, it may prioritize playing a pattern that makes the child smile. The generation AI identifies the music and light pattern that the child enjoys most based on the frequency and intensity of the reaction and prioritizes playing that pattern. This allows the unit to continue to attract the child's interest by identifying the music and light pattern that the child enjoys most and playing that pattern preferentially.
[0082] The interactive toy system is equipped with a parent monitoring function, where the generating AI analyzes a child's play data and provides parents with reports on their child's development and areas of interest. The parent monitoring function, for example, involves the generating AI analyzing a child's play data and providing reports on their child's development and areas of interest. For example, it may report on the type of play a child prefers. The generating AI identifies their development and areas of interest based on their learning history and play tendencies, and provides a report to the parent. This makes it easier for parents to keep track of their child's growth by analyzing a child's play data and providing parents with reports on their child's development and areas of interest.
[0083] The parental monitoring function allows parents to remotely monitor their children's play. The parental monitoring function provides a function that allows parents to remotely monitor their children's play through a dedicated app. For example, they can check what games their children are playing. The generative AI provides a remote monitoring function based on streaming camera footage and transmitted sensor information. This allows parents to remotely monitor their children's play, allowing them to watch over their children with peace of mind.
[0084] The parental monitoring function uses the emotion estimation function to notify parents of their child's emotional state in real time and encourage them to take an appropriate action. The parental monitoring function, for example, provides a function in which the generation AI analyzes a child's emotional state and notifies parents in real time. For example, it notifies parents if a child appears anxious. The generation AI encourages parents to take an appropriate action based on alert notifications and message transmissions that notify parents of their child's emotional state in real time. This makes it easier for parents to understand their child's psychological state by notifying parents of their child's emotional state in real time using the emotion estimation function and encouraging them to take an appropriate action.
[0085] The parental monitoring feature not only allows parents to monitor their children's play but also allows them to change toy settings remotely. The parental monitoring feature provides the ability for parents to remotely change toy settings through a dedicated app, for example, changing music or light patterns. Generative AI provides the ability to change toy settings remotely based on settings changes through the app or voice commands. This allows parents to not only monitor their children's play but also change toy settings remotely, allowing them to more effectively manage their children's play.
[0086] The parental monitoring function can provide a community function that allows parents to share information with other parents. For example, the parental monitoring function provides a community function that allows parents to share information with other parents through a dedicated app. For example, parents can share information about how their children play or educational games. The generative AI provides a community function that allows information to be shared based on bulletin board and chat functions. By providing a community function that allows parents to share information with other parents, parents can exchange information and deepen their knowledge about children's play and education.
[0087] The parental monitoring function can use the emotion estimation function to provide visualized data that makes it easier for parents to understand their child's emotional state. For example, the parental monitoring function uses a generation AI to analyze a child's emotional state and provide visualized data that makes it easier for parents to understand. For example, changes in emotions can be displayed in a graph. The generation AI provides visualized data based on graphs, charts, and dashboards. This makes it easier for parents to grasp their child's psychological state by providing visualized data that makes it easier for parents to understand their child's emotional state using the emotion estimation function.
[0088] Generative AI can analyze a child's movements and notify parents in real time if the child approaches a dangerous location. Generative AI provides a function that analyzes a child's movements and notifies parents in real time if the child approaches a dangerous location. For example, it sends a warning if a child approaches stairs. Generative AI analyzes movements based on dangerous locations such as stairs, roads, and places with sharp objects, and notifies parents if the child approaches a dangerous location. This allows parents to respond quickly by analyzing a child's movements and notifying parents in real time if the child approaches a dangerous location.
[0089] The function for providing a safe play environment allows the toy to monitor a child's movements, predict dangerous behavior, and issue a warning in advance. The function for providing a safe play environment provides, for example, a function where the generating AI monitors a child's movements, predicts dangerous behavior, and issues a warning in advance. For example, a warning is sent if a child tries to climb to a high place. The generating AI predicts dangerous behavior based on movement pattern analysis and past data, and issues a warning in advance. This allows the toy to monitor a child's movements, predict dangerous behavior, and issue a warning in advance, preventing accidents.
[0090] The safe play environment provision function can use the emotion estimation function to generate relaxing music and lighting if the child is feeling anxious. For example, the safe play environment provision function uses the generation AI to analyze the child's emotional state and generate relaxing music if the child is feeling anxious. For example, calm music is played. The generation AI generates relaxing music and lighting if the child is feeling anxious based on facial expression analysis and voice analysis. In this way, the emotion estimation function can be used to generate relaxing music and lighting if the child is feeling anxious, thereby reducing the child's stress.
[0091] The function for providing a safe play environment allows the toy to link with other smart devices in the home to provide comprehensive safety management. The function for providing a safe play environment provides, for example, a function where the generation AI links with other smart devices in the home to provide comprehensive safety management. For example, it links with a smart camera to monitor children's movements. The generation AI links with other smart devices in the home based on Wi-Fi or Bluetooth connections to provide comprehensive safety management. This allows the toy to link with other smart devices in the home to provide comprehensive safety management, more effectively ensuring children's safety.
[0092] The function for providing a safe play environment allows the toy to monitor the child's movements and automatically notify the parent if dangerous behavior is detected. The function for providing a safe play environment provides a function where the generation AI monitors the child's movements and automatically notifies the parent if dangerous behavior is detected. For example, a warning is sent if a child tries to climb to a high place. The generation AI detects dangerous behavior based on an analysis of movement patterns and sensor information and automatically notifies the parent. This allows the toy to monitor the child's movements and automatically notify the parent if dangerous behavior is detected, allowing the parent to respond quickly.
[0093] The function for providing a safe play environment uses the emotion estimation function to monitor in real time whether a child is playing in a safe place and notify parents. For example, the function for providing a safe play environment uses the generation AI to analyze a child's emotional state and monitor in real time whether they are playing in a safe place. For example, if a child is playing safely, it notifies the parent. The generation AI monitors whether a child is playing in a safe place based on tracking location information and analyzing sensor information, and notifies the parent. This makes it easier for parents to ensure the safety of their children by using the emotion estimation function to monitor in real time whether a child is playing in a safe place and notifying the parent.
[0094] The system according to the embodiment is not limited to the above-described example, and various modifications are possible, for example, as follows.
[0095] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0096] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0097] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0098] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0099] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0100] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0101] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0102] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0103] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0104] The interactive toy system may further include a haptic feedback unit that senses a child's movements and provides physical feedback based on the movement patterns. For example, when a child makes a certain movement, the toy may vibrate or change temperature. This allows a child to enjoy interaction not only through sight and hearing, but also through touch. Furthermore, the haptic feedback unit may adjust the strength of the feedback according to the speed and strength of the child's movement. This provides a more realistic experience and keeps the child engaged.
[0105] The processing flow of the second embodiment will be briefly explained below.
[0106] Step 1: The motion detector detects the child's movements. For example, the motion detector uses built-in sensors to detect the child's hand movements, foot movements, and whole-body movements. The motion detector can also track the child's movements in real time and analyze their movement patterns. Step 2: The educational game providing unit provides educational games based on the movements detected by the movement detecting unit. For example, the educational game providing unit uses a generation AI to select games according to the child's age and developmental stage, and provides games that teach colors and shapes, or games that teach simple number concepts. The educational game providing unit can also analyze the child's reactions and dynamically adjust the difficulty of the games. Step 3: The music and light production unit creates fun music and light effects based on the movements detected by the motion detection unit. For example, the music and light production unit's AI generates new music and light patterns according to the child's movements, providing a constantly fresh experience. The music and light production unit can also change the music and light themes according to the child's preferences.
[0107] 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.
[0108] 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> Examples of generative AIs include the data generation model 58, such as a neural network model (e.g., a neural network model), and a neural network model (e.g., a neural network model). 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 speech, text data indicating text, and image data indicating an image is also input to the data generation model 58. 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. The specification processing unit 290 performs the above-mentioned specification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0109] Furthermore, the processing by the data processing system 10 described above is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the smart device 14, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the smart device 14. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information necessary for processing from the smart device 14 or an external device, and the smart device 14 acquires or collects information necessary for processing from the data processing device 12 or an external device.
[0110] [Second embodiment] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0111] 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.
[0112] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and 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 and / or a LAN.
[0113] 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.
[0114] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to instructions from the processor 46.
[0115] 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 user's surroundings (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0116] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0117] 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.
[0118] 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.
[0119] 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. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0120] In the smart glasses 214, the specific processing is performed by the processor 46. A specific processing program 60 is stored in the storage 50. The processor 46 reads the specific processing program 60 from the storage 50 and executes the read specific processing program 60 on the RAM 48. The specific processing is realized by the processor 46 operating as the control unit 46A in accordance with the specific processing program 60 executed on the RAM 48. Note that the smart glasses 214 may have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0121] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device may have the data generation model 58. In this case, the data processing device 12 communicates with the server device having the data generation model 58 to obtain a processing result (such as a prediction result) using the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device (for example, a mobile phone, a robot, a home appliance, etc.) owned by a user.
[0122] 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.
[0123] The data generation model 58 is a so-called generative AI. An example of the data generation model 58 is a generative AI such as ChatGPT. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 receives a prompt containing an instruction, as well as inference data such as voice data representing speech, text data representing text, and image data representing an image. 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. The identification processing unit 290 performs the above-mentioned identification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0124] The data processing system 210 according to the second embodiment performs the same processing as the data processing system 10 according to the first embodiment. The processing by the data processing system 210 is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the smart glasses 214, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the smart glasses 214. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information required for processing from the smart glasses 214 or an external device, etc., and the smart glasses 214 acquires or collects information required for processing from the data processing device 12 or an external device, etc.
[0125] [Third embodiment] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0126] 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.
[0127] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and 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 and / or a LAN.
[0128] 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.
[0129] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to instructions from the processor 46.
[0130] 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 user's surroundings (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0131] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0132] 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.
[0133] 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.
[0134] 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. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0135] In the headset type terminal 314, the identification process is performed by the processor 46. A identification program 60 is stored in the storage 50. The processor 46 reads the identification program 60 from the storage 50 and executes the read identification program 60 on the RAM 48. The identification process is realized by the processor 46 operating as a control unit 46A in accordance with the identification program 60 executed on the RAM 48. Note that the headset type terminal 314 may also have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0136] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device may have the data generation model 58. In this case, the data processing device 12 communicates with the server device having the data generation model 58 to obtain a processing result (such as a prediction result) using the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device (for example, a mobile phone, a robot, a home appliance, etc.) owned by a user.
[0137] 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.
[0138] The data generation model 58 is a so-called generative AI. An example of the data generation model 58 is a generative AI such as ChatGPT. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 receives a prompt containing an instruction, as well as inference data such as voice data representing speech, text data representing text, and image data representing an image. 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. The identification processing unit 290 performs the above-mentioned identification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0139] The data processing system 310 according to the third embodiment performs the same processing as the data processing system 10 according to the first embodiment. The processing by the data processing system 310 is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the headset type terminal 314, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the headset type terminal 314. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information required for processing from the headset type terminal 314 or an external device, etc., and the headset type terminal 314 acquires or collects information required for processing from the data processing device 12 or an external device, etc.
[0140] [Fourth embodiment] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[0141] 7, the 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.
[0142] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and 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 and / or a LAN.
[0143] 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.
[0144] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to instructions from the processor 46.
[0145] 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 image sensor or a CCD image sensor, and captures images of the user's surroundings (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0146] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0147] The control object 443 includes a display device, LEDs in the eyes, and motors that drive 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.
[0148] 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.
[0149] 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.
[0150] 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. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0151] In the robot 414, the processor 46 performs the identification process. A identification program 60 is stored in the storage 50. The processor 46 reads the identification program 60 from the storage 50 and executes the read identification program 60 on the RAM 48. The identification process is realized by the processor 46 operating as a control unit 46A in accordance with the identification program 60 executed on the RAM 48. The robot 414 may have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0152] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device may have the data generation model 58. In this case, the data processing device 12 communicates with the server device having the data generation model 58 to obtain a processing result (such as a prediction result) using the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device (for example, a mobile phone, a robot, a home appliance, etc.) owned by a user.
[0153] 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.
[0154] The data generation model 58 is a so-called generative AI. An example of the data generation model 58 is a generative AI such as ChatGPT. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 receives a prompt containing an instruction, as well as inference data such as voice data representing speech, text data representing text, and image data representing an image. 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. The identification processing unit 290 performs the above-mentioned identification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0155] The data processing system 410 according to the fourth embodiment performs the same processing as the data processing system 10 according to the first embodiment. The processing by the data processing system 410 is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the robot 414, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the robot 414. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information required for processing from the robot 414 or an external device, etc., and the robot 414 acquires or collects information required for processing from the data processing device 12 or an external device, etc.
[0156] 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.
[0157] FIG. 9 illustrates an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and behaviors arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion encompasses both emotions 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.
[0158] 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.
[0159] 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).
[0160] 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 expressed, and when they approach the ideal, a state of pleasure is expressed. Emotions can also be created for robots, cars, 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 expressed, and when they approach the ideal, a state of pleasure is expressed. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on speech emotion recognition and brain physiological signal analysis systems for emotions, Tokushima University, doctoral dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the area called "reaction," where sensation is dominant. The right half of the emotion map lists emotions belonging to the area called "situation," where situational awareness is dominant.
[0161] 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."
[0162] 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.
[0163] In the above embodiment, an example was given in which a specific process is performed by one computer 22, but the technology disclosed herein is not limited to this, and distributed processing of the specific process may be performed by multiple computers including computer 22.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] The hardware resource for executing a specific process can be any of the following types of processors: A processor, for example, 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. A processor also includes 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.
[0168] The hardware resource that executes the specific process 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 process may be a single processor.
[0169] 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.
[0170] 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.
[0171] In the above example, the first to fourth embodiments have been described separately, but some or all of these embodiments may be combined. The smart device 14, smart glasses 214, headset terminal 314, and robot 414 are merely examples, and they may be combined, or other devices may be used. In the above example, the first and second embodiments have been described separately, but they may be combined.
[0172] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.
[0173] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference. [Explanation of symbols]
[0174] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot
Claims
1. a motion detection unit that detects the child's movements; an educational game providing unit that provides an educational game based on the movement detected by the movement detecting unit; and a music and light production unit that produces entertaining music and light productions based on the movement detected by the movement detection unit. A system characterized by:
2. The motion sensing unit Emotion estimation function estimates the child's emotional state and generates relaxing music and lights if the child is feeling stressed.
2. The system of claim 1.
3. The educational game providing unit Using emotion estimation to provide educational games based on themes that interest children 2. The system of claim 1.
4. The music and light production unit Using emotion estimation functionality, music and light effects are provided according to the child's emotional state.
2. The system of claim 1.
5. The parental monitoring feature: Emotion estimation function notifies parents of their child's emotional state in real time, encouraging them to respond appropriately 2. The system of claim 1.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A