System
The system addresses the lack of personalization in board games by allowing users to input and analyze their experiences, generating customized games that enhance communication and education through automated processes and multilingual support.
Patent Information
- Application Number
- JP2024121580
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-26
- Publication Date
- 2026-02-05
AI Technical Summary
Conventional board games are uniform and fail to reflect individual users' experiences and stories, making them ineffective for promoting communication and sharing personal experiences.
A system that allows users to input their past experiences, analyze and classify this data into categories, generate customized game events, construct a game board, and display it for gameplay, supporting multiple languages and educational value.
Enables personalized board games that stimulate communication and provide educational value by reflecting individual experiences, with automated data format checks and multilingual support.
Smart Images

Figure 2026019832000001_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] The present invention aims to stimulate communication within families or workplaces and to support learning in educational settings. To this end, it provides a method for generating customized board games incorporating individual users' autobiographical stories to promote communication and mutual understanding. However, conventional board games are uniform and difficult to reflect the experiences and stories of individual users, making them hardly an effective means for sharing personal experiences. An innovative system that can solve these problems is needed. [Means for solving the problem]
[0005] The present invention provides a system that includes an input means for a user to input past experiences and episodes, a transmission means for transmitting the input data to a server, an analysis means for the server to analyze the received data and classify it into multiple categories, a generation means for generating game events based on the analyzed data, a construction means for constructing a customized game board using the generated events, a transmission means for transmitting the customized game board data to a user's terminal, and a display means for displaying the game board data on the user's terminal and enabling game play. The system also includes a means for checking the format of the input data and notifying the user if any items are missing, and a function for enabling game play in multiple languages and supporting language learning. This provides a unique game experience based on each user's experience, stimulating communication and providing educational value at the same time.
[0006] A "user" is an individual or group that uses the system and inputs their own autobiographical anecdotes.
[0007] "Input means" refers to a device or software that allows a user to input details of past experiences or episodes.
[0008] "Transmission means" refers to a device or software for transmitting input data to a server.
[0009] A "server" is a computer system that analyzes and processes the data it receives.
[0010] The "analysis means" is a device or software that allows the server to analyze the received data and classify it into multiple categories.
[0011] A "generator" is a device or software for generating game events based on the analyzed data.
[0012] A "builder" is a device or software for building a customized game board using the generated game events.
[0013] "Customized game board data" is board configuration data that includes specific game events based on the user's autobiographical episodes.
[0014] "Display means" refers to a device or software that displays customized game board data on a terminal, enabling the user to play the game.
[0015] "Format check" is the process of checking whether the entered data conforms to the required format.
[0016] The "transmission means" is a device or software for transmitting the constructed customized game board to the user's terminal.
[0017] "Multilingual gameplay" means that the game can be played in multiple languages and accommodates users who speak different languages.
[0018] The "language learning support function" is a function for learning a language through playing a game. [Brief explanation of the drawings]
[0019] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6]FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0020] 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.
[0021] First, the terms used in the following description will be explained.
[0022] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0023] 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.
[0024] 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.
[0025] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0026] 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."
[0027] [First embodiment]
[0028] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0029] 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.
[0030] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0031] 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.
[0032] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0033] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0034] 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.
[0035] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0036] 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.
[0037] 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.
[0038] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0039] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0040] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[0041] User episode input
[0042] Users: Use a dedicated application or web form to enter their past experiences and stories. For example, they can enter specific stories such as "I joined a cycling club in college" or "I won a championship with that club."
[0043] Check the format of the input data
[0044] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[0045] Sending data to the server
[0046] Terminal: Once the data is determined to be in the correct format, it is sent to the server.
[0047] Data reception and analysis
[0048] Server: Analyzes the received user episode data. Using natural language processing technology, it extracts keywords and important phrases and analyzes the content of the episode in detail.
[0049] Classification into episode categories
[0050] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[0051] Game Event Generation
[0052] Server: Generates specific in-game events based on the episode categories. For example, events such as "Made a new friend" or "Winned the club tournament" are generated.
[0053] Building the Game Board
[0054] Server: Based on the generated game events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[0055] Sending customized board data
[0056] Server: Sends the created customized game board data to the user's device.
[0057] Display the game board and start playing
[0058] Device: The device displays the received customized game board data to the user, allowing them to play the game. Users can play this game board with their family, friends, and colleagues, and share their experiences and stories.
[0059] Specific examples
[0060] User A: Enters an episode from his time in college when he was a member of a cycling club and won a competition.
[0061] Terminal: Checks whether the input data is valid and sends it to the server.
[0062] Server: Receives episodes, analyzes keywords such as "cycling club" and "winning," and classifies them into the "hobbies" category. Generates game events such as "made a new friend" and "won the club tournament," and builds a game board based on them.
[0063] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[0064] In this way, the system of the present invention generates a customized board game based on the user's past experiences and episodes, promoting communication and providing educational value.
[0065] The processing flow will be explained below.
[0066] Step 1:
[0067] User: Enter your past experiences and stories into a dedicated application or web form. For example, you might enter, "I was a member of a cycling club in college and won a competition."
[0068] Step 2:
[0069] Terminal: Checks whether the data entered by the user contains the required information. If the required information is missing, the terminal prompts the user for additional information. For example, "Please enter the name of the tournament."
[0070] Step 3:
[0071] User: If additional information is requested, enter additional information. For example, enter "I won the city cycling competition."
[0072] Step 4:
[0073] Terminal: Ensures that all necessary information is in the correct format and sends the input data to the server.
[0074] Step 5:
[0075] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts. For example, it analyzes keywords such as "university," "cycling club," and "championship."
[0076] Step 6:
[0077] Server: Classifies episodes into categories based on the analysis results. For example, classifying episodes about "cycling clubs" into the "hobbies" category.
[0078] Step 7:
[0079] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[0080] Step 8:
[0081] Server: Orders the generated game events in the appropriate order and builds a customized game board based on the user's episodes.
[0082] Step 9:
[0083] Server: Sends the completed customized game board data to the user's device.
[0084] Step 10:
[0085] Terminal: The terminal displays the received customized game board to the user, allowing the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0086] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences and episodes.
[0087] Example 1
[0088] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0089] Conventional board games are built on fixed scenarios and episodes, and are unable to reflect the experiences and episodes of individual users. This makes it difficult to customize them for individual users, limiting their effectiveness in promoting communication among individuals, families, workplaces, and educational settings. Furthermore, input data format checks and analysis are often performed manually, resulting in inefficiencies. Furthermore, they lack functionality to support gameplay in multiple languages. There is a need to solve these problems and provide customized board games based on users' past experiences and episodes.
[0090] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0091] In this invention, the server includes an input means for a user to input past experiences and episodes, a check means for verifying that the input data is in the correct format, a transmission means for transmitting the input data to the server, an analysis means for the server to analyze the received data and extract keywords and important phrases, a classification means for classifying the data into multiple categories based on the analysis results, a generation means for generating game events based on the classified data, a construction means for constructing a customized game board using the generated events, a transmission means for transmitting the customized game board data to the user's terminal, and a display means for displaying the game board data on the user's terminal and enabling game play. This enables the creation of a customized board game that reflects the user's individual experiences and episodes, promoting communication and providing educational value. Furthermore, the automation of input data format checks and analysis enables efficient system operation. Furthermore, support for multiple languages supports language learning and is adaptable to international use.
[0092] The "input means" is a means by which a user inputs past experiences and episodes.
[0093] The "checking means" is a means for checking whether the input data is in the correct format and for notifying the user if any items are missing.
[0094] The "transmission means" is a means for transmitting input data to the server.
[0095] The "analysis means" is a means for analyzing the data received by the server and extracting keywords and important phrases.
[0096] The "classification means" is a means for classifying analyzed data into multiple categories.
[0097] The "generation means" is a means for generating specific events within the game based on the classified data.
[0098] A "construction means" is a means for constructing a customized game board using the generated game events.
[0099] The "display means" is a means for displaying customized game board data on a user's terminal and enabling game play.
[0100] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[0101] User episode input
[0102] Users use a dedicated application or web form to enter their past experiences and stories. For example, they might enter details about an episode such as "I joined a cycling club in college and won a championship with that club." This entry is often in the form of multiple lines of text.
[0103] Check the format of the input data
[0104] The terminal verifies that the data entered by the user is in the correct format, checks that the input data includes required fields and is within the appropriate character limit, and displays a pop-up notification or error message to prompt the user for additional information if any information is missing.
[0105] Sending data to the server
[0106] The device encodes the data that is determined to be in the correct format and sends it to the server using SSL (Secure Socket Layer). The data is packaged in JSON or XML format.
[0107] Data reception and analysis
[0108] The server receives episode data sent from the device. It uses natural language processing (NLP) libraries (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episodes and perform detailed analysis of the content. Specifically, it extracts keywords such as "cycling club" and "championship."
[0109] Classification into episode categories
[0110] The server categorizes the episodes based on the analysis results, using a built-in database or categorization algorithm, for example, categorizing the "Cycling Club" episode into the "Hobbies" category.
[0111] Game Event Generation
[0112] The server generates specific in-game events based on the classified episode categories, such as "I made a new friend" or "I won the club tournament," using templates and generative AI models.
[0113] Building the Game Board
[0114] The server builds a customized game board based on the generated game events, using HTML5 / CSS3 and JavaScript libraries (e.g., D3.js) to arrange events in the appropriate order based on the user's episode.
[0115] Sending customized board data
[0116] The server sends the created customized game board data to the device. The data is encoded in JSON or XML format and transmitted securely via SSL.
[0117] Display the game board and start playing
[0118] The device parses the received customized game board data and displays it to the user. The display is done using front-end frameworks such as React.js and Vue.js. Users can play games with family, friends, and colleagues while viewing the displayed game board, and share their experiences and stories.
[0119] Specific examples
[0120] User A inputs the episode "I joined a cycling club during my university days and won a tournament." The device checks whether the episode is in the correct format, and notifies the user via a pop-up if any information is missing. After checking, the episode is encoded and sent to the server. The server receives the episode, extracts and analyzes keywords such as "cycling club" and "winning." It classifies the episode into a "hobby" category and generates game events such as "I made a new friend" and "I won a club tournament." A customized game board is created based on this and sent to the device. The device displays the received customized game board to User A, who then enjoys the game with family and friends.
[0121] Prompt Sentence Examples
[0122] Below are some examples of prompts that users can use to send specific instructions to the generative AI model:
[0123] Generate the following information based on the episode "I joined a cycling club during my university days and won a championship with that club."
[0124] 1. Extract keywords related to the episode.
[0125] 2. Identify the category of the episode based on keywords.
[0126] 3. Generate specific game events based on categories.
[0127] 4. Arrange the game events in the right order to build a customized board.
[0128] The system of the present invention allows users to create customized board games that reflect their individual experiences and stories, promoting communication and providing educational value. Furthermore, the automated format check and analysis of input data allows for efficient system operation, and language learning is also supported through multilingual support.
[0129] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0130] Step 1:
[0131] The user inputs their past experiences and episodes using a dedicated application or a web form. Specifically, the user enters a detailed episode in a text box, such as "I joined a cycling club in college and won a championship with that club." The input data format is multi-line text, with each episode clearly separated. The input for this step is the user's episode, and the output is the episode data entered in the web form.
[0132] Step 2:
[0133] The device checks the format of the episode data entered by the user. Specifically, it checks whether the input data fills required fields, has the appropriate number of characters, and is in the correct data format. For example, it checks whether text fields are not blank and whether specific keywords are included. If any information is missing, it displays a pop-up notification or error message to prompt the user for additional input. The input for this step is the episode data entered by the user, and the output is the format-checked episode data or a notification of missing information.
[0134] Step 3:
[0135] The device encodes episode data that is determined to be in the correct format and sends it to the server using Secure Socket Layer (SSL). The data to be sent is packaged in JSON or XML format. Specifically, the device converts the data into the required format and sends it to the server over a secure communication channel. The input of this step is the format-checked episode data, and the output is the episode data sent to the server.
[0136] Step 4:
[0137] The server receives the episode data sent from the device. It then uses a natural language processing (NLP) library (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episode. For example, it identifies keywords such as "cycling club" and "championship." This analysis results in a detailed analysis of the episode content. The input of this step is the episode data sent to the server, and the output is the analyzed keywords and phrases.
[0138] Step 5:
[0139] The server categorizes the episodes based on the analysis results. Specifically, it uses a built-in database and algorithms to classify episodes into categories such as "educational history," "work history," "family relationships," and "hobbies." For example, an episode about a "cycling club" would be classified into the "hobbies" category. The input for this step is the analyzed keywords and phrases, and the output is the categorized episodes.
[0140] Step 6:
[0141] The server generates specific in-game events based on the classified episode categories. Using templates and generative AI models, it generates game events such as "Made a new friend" or "Winned the club tournament." The generative AI model creates scenarios and events related to the episodes in real time. The input of this step is the categorized episodes, and the output is the generated game events.
[0142] Step 7:
[0143] The server builds a customized game board based on the generated game events. Specifically, it uses HTML5 / CSS3 and a JavaScript library (e.g., D3.js) to create a game board with events arranged in the appropriate order. The input of this step is the generated game events, and the output is the built customized game board data.
[0144] Step 8:
[0145] The server encodes the constructed customized game board data and sends it to the device. The data is encoded in JSON or XML format and sent securely using SSL. The input of this step is the constructed customized game board data, and the output is the game board data sent to the device.
[0146] Step 9:
[0147] The device parses the received customized game board data and displays it to the user. The game board is visually displayed using a front-end framework such as React.js or Vue.js. The user plays the game with family, friends, and colleagues while viewing the displayed game board, and shares their experiences and stories. The input of this step is the game board data sent to the device, and the output is the game board displayed to the user.
[0148] (Application example 1)
[0149] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0150] Conventional board games cannot reflect users' past experiences or episodes, and do not have special meaning for individual users, making it difficult to deepen communication and experience. Furthermore, there was a lack of means to provide experiential events based on customers' past memories and episodes in physical stores. As a result, it was difficult to increase customer repeat rates and the length of time they spent in stores.
[0151] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0152] In this invention, the server includes input means for a user to input past experiences and episodes, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events based on the analyzed data, construction means for constructing a customized game board using the generated events, transmission means for transmitting the customized game board data to the user's terminal, display means for displaying the game board data on the user's terminal and enabling game play, an in-store terminal for providing experiential events at physical stores, and means for making customized board games based on past episodes shareable and playable at physical stores. This allows for generating customized board games that reflect the user's past experiences and episodes and providing them as experiential events at physical stores, thereby enabling deeper communication with customers and increasing the amount of time they spend at the store.
[0153] "User" refers to an individual or group that uses the system.
[0154] "Past experiences and episodes" refer to specific events and stories that the user has experienced.
[0155] "Input means" refers to a device or interface that allows a user to input past experiences or episodes into the system.
[0156] "Transmission means" refers to a communication means for transmitting the user's input data to the server.
[0157] "Server" refers to the central processing unit that analyzes and stores received data, generates game events, and builds customized boards.
[0158] "Analysis means" refers to algorithms or techniques for analyzing received data and classifying it into multiple categories.
[0159] "Category" refers to the specific group or segment into which the analyzed data is classified.
[0160] "Generation means" refers to a function or program that generates game events based on the analysis results.
[0161] "Game events" refer to specific occurrences or actions generated based on a user's episodes.
[0162] "Construction Method" refers to the process or technique for constructing a customized game board using generated events.
[0163] A "game board" refers to a customized play scene or sheet based on a user's story.
[0164] "Display means" refers to a device or interface for displaying game board data and events on a user's terminal.
[0165] "Brick and mortar store" refers to a physical store or facility that customers can visit.
[0166] "Experiential events" refer to activities or events designed for customers to participate in and experience.
[0167] "In-store terminal" refers to a digital device used within a physical store.
[0168] "Generative AI model" refers to an artificial intelligence model used to analyze episode data and extract important keywords.
[0169] A "prompt" refers to an instruction or guideline that prompts the user for specific input.
[0170] System Overview
[0171] This invention is a system that allows users to input their past experiences and episodes, generate a customized board game based on those experiences, and offer it as an experiential event in a physical store. The system starts when users input their past experiences and episodes using their own smartphones or tablet devices in the physical store.
[0172] Hardware and Software
[0173] The system uses the following hardware and software:
[0174] Hardware:
[0175] Smartphone: A device that allows users to input episodes and play games.
[0176] Tablet device: An input device used in physical stores.
[0177] Cloud Server: A central processing unit that stores and analyzes data and generates game events.
[0178] software:
[0179] Natural language processing (NLP) techniques are used to analyze the episode data.
[0180] Generative AI model: Extracts important keywords from episodes and uses them to generate game events (e.g., OpenAI API).
[0181] Data sending / receiving module: A module for sending input data to the server and receiving the results.
[0182] Display interface: An interface for displaying and operating the customized board on the user's device.
[0183] Processing flow and data calculation
[0184] 1. User episode input and submission
[0185] Users use a smartphone or tablet device to input past experiences and episodes. For example, they can input an episode such as "I won the championship with my cycling club during my university days." After the episode is input, the device checks the format and notifies the user if any items are missing.
[0186] 2. Data Analysis
[0187] Once the data is determined to be in the correct format, it is sent to a cloud server. The server uses natural language processing (NLP) technology to analyze the user's episode data and extract important keywords. For example, the prompt:
[0188] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[0189] Use.
[0190] 3. Game Event Generation and Board Construction
[0191] Based on the analysis results, the server uses a generative AI model to generate game events. For example, events such as "Made a new friend" or "Won a club tournament" are generated. Based on this, a customized game board is constructed. The generated game board data is sent to the user's device.
[0192] 4. Viewing and Playing the Game Board
[0193] The user's device displays the received customized game board data, allowing the user to play the game with other customers or friends in the physical store. After playing, the score and game data are saved in the user's account and can be reused the next time the user visits.
[0194] Specific examples
[0195] A user uses a specific tablet device to enter the following episode:
[0196] "I won the championship with the cycling club when I was in college."
[0197] On the server side, we use NLP techniques and generative AI models to parse the data with prompts like:
[0198] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[0199] Keywords such as "cycling club" and "championship" are extracted from the analysis results, and game events such as "made a new friend" and "won the club tournament" are generated based on these keywords. A customized board is created based on these game events and displayed on the user's device.
[0200] In this way, the system can generate customized board games based on users' past experiences and stories, and offer them as part of experiential events and promotional activities in physical stores, thereby promoting deeper communication with customers and extending their stay in the store.
[0201] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0202] Step 1:
[0203] Users input their past experiences and anecdotes using a smartphone or a tablet device in a physical store. For example, they might input an episode such as "I won the championship with my cycling club during my university days" in text format. This input data is then sent to the system via the input means.
[0204] Step 2:
[0205] The device checks the format of the entered episode data. If the input is too short or missing required information, it notifies the user and asks for additional input. Once the format check is complete, it processes the data to ensure it is in a structured and correct format, allowing the system to interpret it correctly.
[0206] Step 3:
[0207] The terminal transmits the data that has passed the format check to the cloud server. Using the transmission means, the input data is transmitted to the server through a secure communication channel.
[0208] Step 4:
[0209] The server analyzes the received data and extracts important keywords using natural language processing (NLP) techniques. A generative AI model is used for this analysis. For example, given the prompt "Analyze the following episode and extract important keywords: I won the cycling club championship during my university days," the key keywords "cycling club" and "championship" are extracted.
[0210] Step 5:
[0211] The server generates game events based on the extracted keywords. Using the generation means, meaningful game events (e.g., "I made a new friend" or "I won the club tournament") are generated for each keyword. The generated event data is used in subsequent steps.
[0212] Step 6:
[0213] The server builds a customized game board based on the generated game events. Using a construction method, the events are placed on the board in the appropriate order, designed to ensure a consistent game progression. Finally, a unique game board based on the user's episode is generated.
[0214] Step 7:
[0215] The server sends the constructed game board data to the terminal, where it is displayed on the user's smartphone or tablet.
[0216] Step 8:
[0217] The terminal displays the received customized game board data, allowing users to play the game with other customers and friends in the physical store. Game progress can be tracked and managed in real time through the application interface.
[0218] Step 9:
[0219] After a user finishes playing a game, the device stores their scores and game data in their account. This data can be reused on subsequent visits or in different play sessions. The stored data can be used for future analysis and personalized feedback.
[0220] These are the processing steps of the system that realizes the application example. At each step, specific operations such as data input, processing, analysis, and output are carried out in succession, providing a valuable experience for the user.
[0221] Furthermore, an emotion engine that estimates the user's emotion may be combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0222] This system generates a customized board game based on a user's past experiences and episodes, promoting communication among family members, at work, and in educational settings. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, it includes a function that adjusts game events and board design according to the user's emotional state. This system involves a series of processes, starting with user input, including data transmission, analysis, event generation, board construction, emotion recognition, and gameplay.
[0223] User episode input
[0224] User: Using a dedicated application or web form, users enter their past experiences and stories. For example, they might enter a specific story like, "I was a member of a cycling club during my university days and won a competition."
[0225] Check the format of the input data
[0226] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[0227] Sending data to the server
[0228] Terminal: Sends data that has been determined to be in the correct format to the server.
[0229] Data reception and analysis
[0230] Server: Analyzes the received user episode data using natural language processing technology, extracts keywords and important phrases, and performs a detailed analysis of the episode content.
[0231] Classification into episode categories
[0232] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[0233] Game Event Generation
[0234] Server: Generates specific in-game events based on the episode categories. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[0235] Emotion recognition by emotion engine
[0236] Emotion engine: Recognizes emotions from the user's input episodes. For example, if the user uses phrases that express emotions such as "It was so much fun" or "I overcame difficulties," the engine recognizes those emotions.
[0237] Game Event and Board Adjustments
[0238] Server: Based on the emotions recognized by the emotion engine, the content and order of the generated game events are adjusted. It is also possible to change the design and color of the game board. For example, if there are a lot of positive emotions, a bright color design is used.
[0239] Building the Game Board
[0240] Server: Based on the results of the emotion engine, a customized game board is constructed, with events based on the user's specific episode arranged in the appropriate order, and the board's design and colors are adjusted accordingly.
[0241] Sending customized board data
[0242] Server: Sends the created customized game board data to the user's device.
[0243] Display the game board and start playing
[0244] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0245] Specific examples
[0246] User A: Enters an episode of being a member of a cycling club during university and winning a competition. He also adds, "This experience was very enjoyable."
[0247] Terminal: Checks whether the input data is correct, and if there is any missing data, requests additional information and then sends it to the server.
[0248] Server: Receives episodes, analyzes keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category. Generates specific game events such as "deepened friendships with club members" and "became a tournament champion."
[0249] Emotion Engine: Recognizes emotions contained in user episodes and captures positive emotions.
[0250] Server: Adjust game events and board design based on perceived emotions, and adopt a brighter color scheme.
[0251] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[0252] In this way, the system of the present invention generates a customized board game based on the user's past experiences, episodes, and even emotions, promoting communication and providing educational value.
[0253] The processing flow will be explained below.
[0254] Step 1:
[0255] User: Enter your past experiences and stories into a dedicated application or web form. For example, you might enter, "I was a member of a cycling club in college and won a competition."
[0256] Step 2:
[0257] Terminal: Check that the data entered by the user contains the required information. If there is a gap, notify the user and prompt for additional information. For example, "Please enter the name of the tournament."
[0258] Step 3:
[0259] User: If prompted for additional information, enter the additional information. For example, enter "I won the city cycling race."
[0260] Step 4:
[0261] Terminal: Ensures that all necessary information is present and sends the input data to the server.
[0262] Step 5:
[0263] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts, such as "university," "cycling club," and "championship."
[0264] Step 6:
[0265] Server: Classifies episodes into categories based on the analysis results. For example, classifying the "Cycling Club" episode into the "Hobbies" category.
[0266] Step 7:
[0267] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[0268] Step 8:
[0269] Emotion engine: Recognizes emotions from user input episodes and related text. For example, if a user uses emotional phrases such as "It was so much fun" or "I overcame difficulties," the engine identifies the emotion.
[0270] Step 9:
[0271] Server: Based on the user's emotions recognized by the emotion engine, the server adjusts the content and order of generated game events. It also changes the design and color of the game board. For example, if there are a lot of positive emotions, it adopts a bright color design.
[0272] Step 10:
[0273] Server: Based on the results of the emotion engine and the coordinated events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[0274] Step 11:
[0275] Server: Sends the created customized game board data to the user's device.
[0276] Step 12:
[0277] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0278] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences, episodes, and even their emotional state.
[0279] Example 2
[0280] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0281] Traditional board games are based on fixed scenarios and events, making it difficult to customize them to reflect players' past experiences and emotions. They are also insufficient to promote smooth communication and learning in family, workplace, and educational settings. Furthermore, they lack the flexibility to adjust the game content based on user input and emotions.
[0282] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[0283] In this invention, the server includes input means for a user to input past experiences and episodes, means for checking the format of the input data and notifying the user if any items are missing, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events using a generative AI model based on the analyzed data, emotion recognition means for recognizing emotions contained in the user's input data, adjustment means for adjusting game events and board design based on the recognized emotions, construction means for constructing a customized game board using the generated events, transmission means for transmitting customized game board data to the user's terminal, and display means for displaying the game board data on the user's terminal to enable game play. This enables the generation of a customized board game based on the user's past experiences and emotions, thereby realizing smooth communication and providing educational value.
[0284] A "user" is an individual or group who utilizes the system to input past experiences and episodes and use a customized game board.
[0285] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[0286] The "format checking means" is a function for correcting the data entered by the user in the correct format, and includes a notification function for requesting additional information from the user if any items are missing.
[0287] "Transmission means" refers to a function or protocol for transmitting input data to a server.
[0288] The "analysis means" is a function that analyzes the data received by the server, extracts important keywords and phrases, and classifies them into multiple categories.
[0289] A "generative AI model" is an artificial intelligence model that generates game events from analyzed data using specific algorithms.
[0290] The "generation means" is a function for generating in-game events using a generative AI model based on the data obtained by the analysis means.
[0291] The "emotion recognition means" is a function for identifying the emotion contained in the user's input data.
[0292] The "adjustment means" is a function that adjusts the content of game events and the design of the game board based on the recognized emotions.
[0293] "Construction" is the ability to create customized game boards using adjusted game events and designs.
[0294] The "display means" is a function for displaying a customized game board on the user's terminal and enabling the game to be played.
[0295] This system generates a customized board game based on the user's past experiences and episodes, promoting communication. It also incorporates an emotion engine that recognizes the user's emotions and adjusts game events and board design according to the user's emotional state. This system is implemented using specific hardware and software.
[0296] Hardware and software used
[0297] Users use their smartphones or computers to enter episodes, either through a dedicated application or a web form.
[0298] The device receives user input, checks the format, and sends the data to a server, either through an application on iOS or Android or a web browser.
[0299] The server processes the received data using a Python-based natural language processing (NLP) library (e.g., nltk or spaCy) to analyze it, and then generates game events based on the analysis results using a generative AI model (e.g., OpenAI's GPT-3).
[0300] The emotion engine uses natural language processing techniques to recognize emotions contained in the input data, for example, analyzing phrases that indicate the user's emotions, such as "I had a lot of fun" or "I overcame difficulties."
[0301] Specific examples
[0302] A specific example of the operation of the system is shown below.
[0303] 1. User A uses a dedicated application to input an episode such as, "When I was in college, I was a member of a cycling club and won a competition. It was a really fun experience."
[0304] 2. The device checks whether the input data is in the correct format, and if it is missing, it notifies the user by saying, "Please tell us more about your victory." After checking the input data, it sends the data to the server.
[0305] 3. The server uses nltk and spaCy to analyze keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category.
[0306] 4. The server uses a generative AI model to automatically generate game events such as "deepening friendships with club members" or "becoming a tournament champion."
[0307] 5. The emotion engine recognizes the phrase "It was so much fun" in the user's episode as a positive emotion.
[0308] 6. The server adjusts the content of game events and the design of the game board to brighter colors based on the recognized emotion.
[0309] 7. The server sends the constructed customized game board data to the user's device.
[0310] 8. The device displays the received game board, and User A can enjoy the game with his / her family and friends.
[0311] In this way, the system of the present invention generates a customized board game based on the user's past experiences and emotions, promoting communication and providing educational value.
[0312] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0313] Step 1:
[0314] Users use a dedicated application or a web form to input past experiences and episodes. The input data includes specific events and emotions. For example, a user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[0315] Input: Episode data entered by the user
[0316] Output: Input episode data
[0317] Step 2:
[0318] The terminal checks that the entered data is in the correct format, and if it is not, notifies the user and asks for more information, for example by displaying a prompt such as "Tell me more about your win."
[0319] Input: Entered episode data
[0320] Data processing: Verify that the data is in the correct format
[0321] Output: Well-formatted data or an error message
[0322] Step 3:
[0323] The terminal transmits data that has been determined to be in the correct format to the server using an encrypted communications protocol.
[0324] Input: Correctly formatted data
[0325] Data processing: Encrypt data before sending
[0326] Output: Notification of completion of transmission to the server
[0327] Step 4:
[0328] The server then analyzes the received data using natural language processing (NLP) techniques, such as Python's nltk and spaCy, to extract keywords and key phrases and provide a detailed analysis of the episode content.
[0329] Input: Episode data received by the server
[0330] Data processing: Keyword extraction and content analysis using nltk and spaCy
[0331] Output: Analyzed data (keywords, important phrases)
[0332] Step 5:
[0333] The server categorizes the episodes based on the analyzed data. Categories are divided into "educational background," "work history," "family relationships," "hobbies," etc. For example, keywords such as "university," "cycling club," and "winning" would be classified into the "hobbies" category.
[0334] Input: Parsed data
[0335] Data processing: Applying categorization algorithms
[0336] Output: Categorized data
[0337] Step 6:
[0338] The server uses a generative AI model, such as OpenAI's GPT-3, to generate game events from the categorized data. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[0339] Input: Categorical data
[0340] Data processing: Event generation using generative AI models (e.g., GPT-3)
[0341] Output: Generated game events
[0342] Step 7:
[0343] The emotion engine recognizes emotions contained in the episodes entered by the user, for example, by analyzing phrases that describe emotions such as "it was so much fun" or "we overcame difficulties."
[0344] Input: User input episodes
[0345] Data processing: Sentiment analysis using natural language processing technology
[0346] Output: Recognized emotion data
[0347] Step 8:
[0348] The server adjusts the content of generated game events and the design of the game board based on the recognized emotions, optimizing them according to the user's emotions, such as using brighter colors when there are a lot of positive emotions.
[0349] Input: Generated game events and recognized emotion data
[0350] Data processing: Optimizing event content and board design
[0351] Output: Coordinated game events and game board design
[0352] Step 9:
[0353] The server builds a customized game board based on the adjusted game events and design.
[0354] Input: Coordinated game events and game board design
[0355] Data processing: Applying gameboard construction algorithms
[0356] Output: Built custom game board data
[0357] Step 10:
[0358] The server then sends the created customized game board data to the user's device, using techniques such as checksums to ensure data integrity.
[0359] Input: Custom game board data
[0360] Data processing: Data integrity check and transmission
[0361] Output: Notification of completion of transmission to the user terminal
[0362] Step 11:
[0363] The terminal displays the received customized game board data to the user, making the game playable. The user can then start playing a game with family or friends using the displayed game board.
[0364] Input: Received customized game board data
[0365] Data processing: Displaying the game board
[0366] Output: The game board displayed to the user and ready to play
[0367] (Application example 2)
[0368] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0369] Conventional board games are unable to reflect a user's past experiences and emotions, and game events and board designs are insufficiently optimized to respond to emotions, making it difficult to provide a truly personalized experience. Furthermore, when considering use in educational settings, there was no technology that could generate customized board games based on a user's past experiences. As a result, there was a lack of tools that could utilize users' anecdotes to enhance educational effectiveness and promote communication.
[0370] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: input means for a user to input past experiences and episodes; transmission means for transmitting the input data to the server; analysis means for the server to analyze the received data and classify it into multiple categories; generation means for generating game events based on the analyzed data; construction means for constructing a customized game board using the generated events; transmission means for transmitting the customized game board data to the user's terminal; display means for displaying the game board data on the user's terminal to enable game play; and means for analyzing emotions included in the user's input episodes using an emotion recognition engine and adjusting the game events and board design. This makes it possible to generate a highly customized board game based on the user's past experiences and emotions, thereby promoting communication and improving educational effectiveness in educational settings, etc.
[0371] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[0372] "Transmission means" refers to a device or software that has the function of transmitting input data to a server.
[0373] The "analysis means" refers to an algorithm or program that analyzes the data received by the server and classifies it into multiple categories.
[0374] "Generation means" refers to functionality or software for generating game events based on analyzed data.
[0375] A "construction means" is a function or system for creating a customized game board using the generated game events.
[0376] "Display means" refers to a function or device that displays customized game board data on a user's terminal and enables game play.
[0377] An "emotion recognition engine" is a program or algorithm that analyzes and recognizes emotions from user input episodes.
[0378] A "smartphone" is a mobile device that has advanced information processing capabilities in addition to calling functions and can be used by installing applications.
[0379] The system for carrying out the present invention includes an application installed on a smartphone and a program running on a server side. Specific embodiments for carrying out the present invention will be described below.
[0380] First, the user uses a smartphone application to input their past experiences and episodes. This input method saves the user's episodes as text data on the smartphone. For example, the user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[0381] Next, the user's input data is sent to the server via a transmission means. The server analyzes the received data and uses natural language processing (NLP) techniques to classify it into multiple categories. Specifically, it uses TextBlob, a text analysis tool, to extract keywords and important phrases from the episodes and perform a detailed analysis of the episodes.
[0382] The episodes classified by the analysis means are then assigned to each category. For example, the "Cycling Club" episode is classified into the "Hobbies" category. This process generates specific game events based on the user's experience.
[0383] The generation means uses the generated events to build a customized game board. For example, game events such as "deepening friendships with club members" or "becoming a tournament champion" are placed on the board.
[0384] Furthermore, an emotion recognition engine is used to analyze the emotions contained in the episodes entered by the user. For example, if a user writes "It was a lot of fun" or "I overcame difficulties," the system analyzes the positive or negative emotions and adjusts the game events and board design accordingly.
[0385] The constructed customized game board data is again transmitted to the user's smartphone by the transmission means. The received data is displayed on the user's device, allowing the user to play the game. The display means displays the game board in a visually easy-to-understand format for the user, supporting interactive operation.
[0386] Specific examples
[0387] For example, user A enters, "I was a member of a cycling club in college and won a competition. It was a lot of fun."
[0388] The server analyzes this episode using keywords such as "university," "cycling club," and "victory," and classifies it into the "hobbies" category. It also performs sentiment analysis using TextBlob to recognize positive emotions.
[0389] Based on the analysis, positive events such as "deepening friendships with club members" or "becoming a tournament champion" are generated. In addition, a brightly colored game board is constructed and sent to the user's smartphone.
[0390] User A can view the customized game board on their smartphone and enjoy the game with their family and friends.
[0391] Prompt Sentence Examples
[0392] "When I was in elementary school, I won a painting contest and I was very happy at the time."
[0393] In this way, the present invention enables the realization of a highly customized board game based on the user's past experiences and emotions, thereby promoting communication in educational settings and improving educational effectiveness.
[0394] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0395] Step 1:
[0396] The user operates a means for inputting past experiences and episodes. The input means allows the user's experiences and episodes to be saved as text data on the device. An example of an input is an episode such as "I was a member of a cycling club during my university days and won a competition."
[0397] Step 2:
[0398] The terminal checks the format of the input data and notifies the user if any items are missing. Data that is determined to be in the correct format is sent to the server by the transmission means. The input is text data, and the output is text data in the correct format.
[0399] Step 3:
[0400] The server analyzes the received data and uses natural language processing (NLP) techniques to extract keywords and key phrases from the episode. It uses tools such as TextBlob to analyze and understand the meaning of the data. The input is text data, and the output is a list of extracted keywords.
[0401] Step 4:
[0402] The server classifies episodes into multiple categories based on the keywords extracted by the analysis means. For example, based on the keywords "university," "cycling club," and "victory," it classifies them into the "hobbies" category. The input is a keyword list, and the output is categorized data.
[0403] Step 5:
[0404] The server uses a generation method to generate specific game events from the classified episodes. Events such as "deepening friendships with club members" and "becoming a tournament champion" are generated. The input is the categorized data, and the output is a list of generated game events.
[0405] Step 6:
[0406] The server uses an emotion recognition engine to analyze the emotions contained in the user's episodes. It uses TextBlob or similar to determine whether the emotion is positive or negative. The input is text data, and the output is the result of the emotion analysis.
[0407] Step 7:
[0408] The server adjusts the game events and game board design based on the results of the sentiment analysis. If there is a lot of positive sentiment, it adopts a bright color design and adjusts the order of events on the game board. The input is the result of the sentiment analysis and a list of game events, and the output is the adjusted game board data.
[0409] Step 8:
[0410] The server transmits the customized game board data to the user's terminal via a transmission means. The terminal displays the received game board data, allowing the user to play the game. The input is the adjusted game board data, and the output is the game board displayed on the user's terminal.
[0411] Step 9:
[0412] Users can enjoy games with family and friends using a customized game board displayed on the device, and interactive operations are supported during gameplay, promoting communication.
[0413] 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.
[0414] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[0415] In the above embodiment, an example in which the specific process is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.
[0416] [Second embodiment]
[0417] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0418] 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.
[0419] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0420] 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.
[0421] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[0422] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0423] 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.
[0424] 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.
[0425] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0426] 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.
[0427] In the smart glasses 214, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0428] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal."
[0429] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[0430] User episode input
[0431] Users: Use a dedicated application or web form to enter their past experiences and stories. For example, they can enter specific stories such as "I joined a cycling club in college" or "I won a championship with that club."
[0432] Check the format of the input data
[0433] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[0434] Sending data to the server
[0435] Terminal: Once the data is determined to be in the correct format, it is sent to the server.
[0436] Data reception and analysis
[0437] Server: Analyzes the received user episode data. Using natural language processing technology, it extracts keywords and important phrases and analyzes the content of the episode in detail.
[0438] Classification into episode categories
[0439] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[0440] Game Event Generation
[0441] Server: Generates specific in-game events based on the episode categories. For example, events such as "Made a new friend" or "Winned the club tournament" are generated.
[0442] Building the Game Board
[0443] Server: Based on the generated game events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[0444] Sending customized board data
[0445] Server: Sends the created customized game board data to the user's device.
[0446] Display the game board and start playing
[0447] Device: The device displays the received customized game board data to the user, allowing them to play the game. Users can play this game board with their family, friends, and colleagues, and share their experiences and stories.
[0448] Specific examples
[0449] User A: Enters an episode from his time in college when he was a member of a cycling club and won a competition.
[0450] Terminal: Checks whether the input data is valid and sends it to the server.
[0451] Server: Receives episodes, analyzes keywords such as "cycling club" and "winning," and classifies them into the "hobbies" category. Generates game events such as "made a new friend" and "won the club tournament," and builds a game board based on them.
[0452] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[0453] In this way, the system of the present invention generates a customized board game based on the user's past experiences and episodes, promoting communication and providing educational value.
[0454] The processing flow will be explained below.
[0455] Step 1:
[0456] User: Enter their past experiences or stories into a dedicated application or web form. For example, they might enter, "I was a member of a cycling club in college and won a competition."
[0457] Step 2:
[0458] Terminal: Checks whether the data entered by the user contains the required information. If the required information is missing, the terminal prompts the user for additional information. For example, "Please enter the name of the tournament."
[0459] Step 3:
[0460] User: If additional information is requested, enter additional information. For example, enter "I won the city cycling competition."
[0461] Step 4:
[0462] Terminal: Ensures that all necessary information is in the correct format and sends the input data to the server.
[0463] Step 5:
[0464] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts. For example, it analyzes keywords such as "university," "cycling club," and "championship."
[0465] Step 6:
[0466] Server: Classifies episodes into categories based on the analysis results. For example, classifying episodes about "cycling clubs" into the "hobbies" category.
[0467] Step 7:
[0468] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[0469] Step 8:
[0470] Server: Orders the generated game events in the appropriate order and builds a customized game board based on the user's episodes.
[0471] Step 9:
[0472] Server: Sends the completed customized game board data to the user's device.
[0473] Step 10:
[0474] Terminal: The terminal displays the received customized game board to the user, allowing the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0475] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences and episodes.
[0476] Example 1
[0477] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0478] Conventional board games are built on fixed scenarios and episodes, and are unable to reflect the experiences and episodes of individual users. This makes it difficult to customize them for individual users, limiting their effectiveness in promoting communication among individuals, families, workplaces, and educational settings. Furthermore, input data format checks and analysis are often performed manually, resulting in inefficiencies. Furthermore, they lack functionality to support gameplay in multiple languages. There is a need to solve these problems and provide customized board games based on users' past experiences and episodes.
[0479] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0480] In this invention, the server includes an input means for a user to input past experiences and episodes, a check means for verifying that the input data is in the correct format, a transmission means for transmitting the input data to the server, an analysis means for the server to analyze the received data and extract keywords and important phrases, a classification means for classifying the data into multiple categories based on the analysis results, a generation means for generating game events based on the classified data, a construction means for constructing a customized game board using the generated events, a transmission means for transmitting the customized game board data to the user's terminal, and a display means for displaying the game board data on the user's terminal and enabling game play. This enables the creation of a customized board game that reflects the user's individual experiences and episodes, promoting communication and providing educational value. Furthermore, the automation of input data format checks and analysis enables efficient system operation. Furthermore, support for multiple languages supports language learning and is adaptable to international use.
[0481] The "input means" is a means by which a user inputs past experiences and episodes.
[0482] The "checking means" is a means for checking whether the input data is in the correct format and for notifying the user if any items are missing.
[0483] The "transmission means" is a means for transmitting input data to the server.
[0484] The "analysis means" is a means for analyzing the data received by the server and extracting keywords and important phrases.
[0485] The "classification means" is a means for classifying analyzed data into multiple categories.
[0486] The "generation means" is a means for generating specific events within the game based on the classified data.
[0487] A "construction means" is a means for constructing a customized game board using the generated game events.
[0488] The "display means" is a means for displaying customized game board data on a user's terminal and enabling game play.
[0489] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[0490] User episode input
[0491] Users use a dedicated application or web form to enter their past experiences and stories. For example, they might enter details about an episode such as "I joined a cycling club in college and won a championship with that club." This entry is often in the form of multiple lines of text.
[0492] Check the format of the input data
[0493] The terminal verifies that the data entered by the user is in the correct format, checks that the input data includes required fields and is within the appropriate character limit, and displays a pop-up notification or error message to prompt the user for additional information if any information is missing.
[0494] Sending data to the server
[0495] The device encodes the data that is determined to be in the correct format and sends it to the server using SSL (Secure Socket Layer). The data is packaged in JSON or XML format.
[0496] Data reception and analysis
[0497] The server receives episode data sent from the device. It uses natural language processing (NLP) libraries (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episodes and perform detailed analysis of the content. Specifically, it extracts keywords such as "cycling club" and "championship."
[0498] Classification into episode categories
[0499] The server categorizes the episodes based on the analysis results, using a built-in database or categorization algorithm, for example, categorizing the "Cycling Club" episode into the "Hobbies" category.
[0500] Game Event Generation
[0501] The server generates specific in-game events based on the classified episode categories, such as "I made a new friend" or "I won the club tournament," using templates and generative AI models.
[0502] Building the Game Board
[0503] The server builds a customized game board based on the generated game events, using HTML5 / CSS3 and JavaScript libraries (e.g., D3.js) to arrange events in the appropriate order based on the user's episode.
[0504] Sending customized board data
[0505] The server sends the customized game board data to the device. The data is encoded in JSON or XML format and transmitted securely via SSL.
[0506] Display the game board and start playing
[0507] The device parses the received customized game board data and displays it to the user. The display is done using front-end frameworks such as React.js and Vue.js. Users can play games with family, friends, and colleagues while viewing the displayed game board, and share their experiences and stories.
[0508] Specific examples
[0509] User A inputs the episode "I joined a cycling club during my university days and won a tournament." The device checks whether the episode is in the correct format, and notifies the user via a pop-up if any information is missing. After checking, the episode is encoded and sent to the server. The server receives the episode, extracts and analyzes keywords such as "cycling club" and "winning." It classifies the episode into a "hobby" category and generates game events such as "I made a new friend" and "I won a club tournament." A customized game board is created based on this and sent to the device. The device displays the received customized game board to User A, who then enjoys the game with family and friends.
[0510] Prompt Sentence Examples
[0511] Below are some examples of prompts that users can use to send specific instructions to the generative AI model:
[0512] Generate the following information based on the episode "I joined a cycling club during my university days and won a championship with that club."
[0513] 1. Extract keywords related to the episode.
[0514] 2. Identify the category of the episode based on keywords.
[0515] 3. Generate specific game events based on categories.
[0516] 4. Arrange the game events in the right order to build a customized board.
[0517] The system of the present invention allows users to create customized board games that reflect their individual experiences and stories, promoting communication and providing educational value. Furthermore, the automated format check and analysis of input data allows for efficient system operation, and language learning is also supported through multilingual support.
[0518] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0519] Step 1:
[0520] The user inputs their past experiences and episodes using a dedicated application or a web form. Specifically, the user enters a detailed episode in a text box, such as "I joined a cycling club in college and won a championship with that club." The input data format is multi-line text, with each episode clearly separated. The input for this step is the user's episode, and the output is the episode data entered in the web form.
[0521] Step 2:
[0522] The device checks the format of the episode data entered by the user. Specifically, it checks whether the input data fills required fields, has the appropriate number of characters, and is in the correct data format. For example, it checks whether text fields are not blank and whether specific keywords are included. If any information is missing, it displays a pop-up notification or error message to prompt the user for additional input. The input for this step is the episode data entered by the user, and the output is the format-checked episode data or a notification of missing information.
[0523] Step 3:
[0524] The device encodes episode data that is determined to be in the correct format and sends it to the server using Secure Socket Layer (SSL). The data to be sent is packaged in JSON or XML format. Specifically, the device converts the data into the required format and sends it to the server over a secure communication channel. The input of this step is the format-checked episode data, and the output is the episode data sent to the server.
[0525] Step 4:
[0526] The server receives the episode data sent from the device. It then uses a natural language processing (NLP) library (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episode. For example, it identifies keywords such as "cycling club" and "championship." This analysis results in a detailed analysis of the episode content. The input of this step is the episode data sent to the server, and the output is the analyzed keywords and phrases.
[0527] Step 5:
[0528] The server categorizes the episodes based on the analysis results. Specifically, it uses a built-in database and algorithms to classify episodes into categories such as "educational history," "work history," "family relationships," and "hobbies." For example, an episode about a "cycling club" would be classified into the "hobbies" category. The input for this step is the analyzed keywords and phrases, and the output is the categorized episodes.
[0529] Step 6:
[0530] The server generates specific in-game events based on the classified episode categories. Using templates and generative AI models, it generates game events such as "Made a new friend" or "Winned the club tournament." The generative AI model creates scenarios and events related to the episodes in real time. The input of this step is the categorized episodes, and the output is the generated game events.
[0531] Step 7:
[0532] The server builds a customized game board based on the generated game events. Specifically, it uses HTML5 / CSS3 and a JavaScript library (e.g., D3.js) to create a game board with events arranged in the appropriate order. The input of this step is the generated game events, and the output is the built customized game board data.
[0533] Step 8:
[0534] The server encodes the constructed customized game board data and sends it to the device. The data is encoded in JSON or XML format and sent securely using SSL. The input of this step is the constructed customized game board data, and the output is the game board data sent to the device.
[0535] Step 9:
[0536] The device parses the received customized game board data and displays it to the user. The game board is visually displayed using a front-end framework such as React.js or Vue.js. The user plays the game with family, friends, and colleagues while viewing the displayed game board, and shares their experiences and stories. The input of this step is the game board data sent to the device, and the output is the game board displayed to the user.
[0537] (Application example 1)
[0538] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0539] Conventional board games cannot reflect users' past experiences or episodes, and do not have special meaning for individual users, making it difficult to deepen communication and experience. Furthermore, there was a lack of means to provide experiential events based on customers' past memories and episodes in physical stores. As a result, it was difficult to increase customer repeat rates and the length of time they spent in stores.
[0540] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0541] In this invention, the server includes input means for a user to input past experiences and episodes, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events based on the analyzed data, construction means for constructing a customized game board using the generated events, transmission means for transmitting the customized game board data to the user's terminal, display means for displaying the game board data on the user's terminal and enabling game play, an in-store terminal for providing experiential events at physical stores, and means for making customized board games based on past episodes shareable and playable at physical stores. This allows for generating customized board games that reflect the user's past experiences and episodes and providing them as experiential events at physical stores, thereby enabling deeper communication with customers and increasing the amount of time they spend at the store.
[0542] "User" refers to an individual or group that uses the system.
[0543] "Past experiences and episodes" refer to specific events and stories that the user has experienced.
[0544] "Input means" refers to a device or interface that allows a user to input past experiences or episodes into the system.
[0545] "Transmission means" refers to a communication means for transmitting the user's input data to the server.
[0546] "Server" refers to the central processing unit that analyzes and stores received data, generates game events, and builds customized boards.
[0547] "Analysis means" refers to algorithms or techniques for analyzing received data and classifying it into multiple categories.
[0548] "Category" refers to the specific group or segment into which the analyzed data is classified.
[0549] "Generation means" refers to a function or program that generates game events based on the analysis results.
[0550] "Game events" refer to specific occurrences or actions generated based on a user's episodes.
[0551] "Construction Method" refers to the process or technique for constructing a customized game board using generated events.
[0552] A "game board" refers to a customized play scene or sheet based on a user's story.
[0553] "Display means" refers to a device or interface for displaying game board data and events on a user's terminal.
[0554] "Brick and mortar store" refers to a physical store or facility that customers can visit.
[0555] "Experiential events" refer to activities or events designed for customers to participate in and experience.
[0556] "In-store terminal" refers to a digital device used within a physical store.
[0557] "Generative AI model" refers to an artificial intelligence model used to analyze episode data and extract important keywords.
[0558] A "prompt" refers to an instruction or guideline that prompts the user for specific input.
[0559] System Overview
[0560] This invention is a system that allows users to input their past experiences and episodes, generate a customized board game based on those experiences, and offer it as an experiential event in a physical store. The system starts when users input their past experiences and episodes using their own smartphones or tablet devices in the physical store.
[0561] Hardware and Software
[0562] The system uses the following hardware and software:
[0563] Hardware:
[0564] Smartphone: A device that allows users to input episodes and play games.
[0565] Tablet device: An input device used in physical stores.
[0566] Cloud Server: A central processing unit that stores and analyzes data and generates game events.
[0567] software:
[0568] Natural language processing (NLP) techniques are used to analyze the episode data.
[0569] Generative AI model: Extracts important keywords from episodes and uses them to generate game events (e.g., OpenAI API).
[0570] Data sending / receiving module: A module for sending input data to the server and receiving the results.
[0571] Display interface: An interface for displaying and operating the customized board on the user's device.
[0572] Processing flow and data calculation
[0573] 1. User episode input and submission
[0574] Users use a smartphone or tablet device to input past experiences and episodes. For example, they can input an episode such as "I won the championship with my cycling club during my university days." After the episode is input, the device checks the format and notifies the user if any items are missing.
[0575] 2. Data Analysis
[0576] Once the data is determined to be in the correct format, it is sent to a cloud server. The server uses natural language processing (NLP) technology to analyze the user's episode data and extract important keywords. For example, the prompt:
[0577] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[0578] Use.
[0579] 3. Game Event Generation and Board Construction
[0580] Based on the analysis results, the server uses a generative AI model to generate game events. For example, events such as "Made a new friend" or "Won a club tournament" are generated. Based on this, a customized game board is constructed. The generated game board data is sent to the user's device.
[0581] 4. Viewing and Playing the Game Board
[0582] The user's device displays the received customized game board data, allowing the user to play the game with other customers or friends in the physical store. After playing, the score and game data are saved in the user's account and can be reused the next time the user visits.
[0583] Specific examples
[0584] A user uses a specific tablet device to enter the following episode:
[0585] "I won the championship with the cycling club when I was in college."
[0586] On the server side, we use NLP techniques and generative AI models to parse the data with prompts like:
[0587] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[0588] Keywords such as "cycling club" and "championship" are extracted from the analysis results, and game events such as "made a new friend" and "won the club tournament" are generated based on these keywords. A customized board is created based on these game events and displayed on the user's device.
[0589] In this way, the system can generate customized board games based on users' past experiences and stories, and offer them as part of experiential events and promotional activities in physical stores, thereby promoting deeper communication with customers and extending their stay in the store.
[0590] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0591] Step 1:
[0592] Users input their past experiences and anecdotes using a smartphone or a tablet device in a physical store. For example, they might input an episode such as "I won the championship with my cycling club during my university days" in text format. This input data is then sent to the system via the input means.
[0593] Step 2:
[0594] The device checks the format of the entered episode data. If the input is too short or missing required information, it notifies the user and asks for additional input. Once the format check is complete, it processes the data to ensure it is in a structured and correct format, allowing the system to interpret it correctly.
[0595] Step 3:
[0596] The terminal transmits the data that has passed the format check to the cloud server. Using the transmission means, the input data is transmitted to the server through a secure communication channel.
[0597] Step 4:
[0598] The server analyzes the received data and extracts important keywords using natural language processing (NLP) techniques. A generative AI model is used for this analysis. For example, given the prompt "Analyze the following episode and extract important keywords: I won the cycling club championship during my university days," the key keywords "cycling club" and "championship" are extracted.
[0599] Step 5:
[0600] The server generates game events based on the extracted keywords. Using the generation means, meaningful game events (e.g., "I made a new friend" or "I won the club tournament") are generated for each keyword. The generated event data is used in subsequent steps.
[0601] Step 6:
[0602] The server builds a customized game board based on the generated game events. Using a construction method, the events are placed on the board in the appropriate order, designed to ensure a consistent game progression. Finally, a unique game board based on the user's episode is generated.
[0603] Step 7:
[0604] The server sends the constructed game board data to the terminal, where it is displayed on the user's smartphone or tablet.
[0605] Step 8:
[0606] The terminal displays the received customized game board data, allowing users to play the game with other customers and friends in the physical store. Game progress can be tracked and managed in real time through the application interface.
[0607] Step 9:
[0608] After a user finishes playing a game, the device stores their scores and game data in their account. This data can be reused on subsequent visits or in different play sessions. The stored data can be used for future analysis and personalized feedback.
[0609] These are the processing steps of the system that realizes the application example. At each step, specific operations such as data input, processing, analysis, and output are carried out in succession, providing a valuable experience for the user.
[0610] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[0611] This invention is a system that generates customized board games based on a user's past experiences and episodes, promoting communication among family members, at work, and in educational settings. Furthermore, by combining an emotion engine that recognizes the user's emotions, it includes a function that adjusts game events and board design according to the user's emotional state. This system involves a series of processes, starting with user input, including data transmission, analysis, event generation, board construction, emotion recognition, and gameplay.
[0612] User episode input
[0613] User: Using a dedicated application or web form, users enter their past experiences and stories. For example, they might enter a specific story like, "I was a member of a cycling club during my university days and won a competition."
[0614] Check the format of the input data
[0615] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[0616] Sending data to the server
[0617] Terminal: Sends data that has been determined to be in the correct format to the server.
[0618] Data reception and analysis
[0619] Server: Analyzes the received user episode data using natural language processing technology, extracts keywords and important phrases, and performs a detailed analysis of the episode content.
[0620] Classification into episode categories
[0621] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[0622] Game Event Generation
[0623] Server: Generates specific in-game events based on the episode categories. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[0624] Emotion recognition by emotion engine
[0625] Emotion engine: Recognizes emotions from the user's input episodes. For example, if the user uses phrases that express emotions such as "It was so much fun" or "I overcame difficulties," the engine recognizes those emotions.
[0626] Game Event and Board Adjustments
[0627] Server: Based on the emotions recognized by the emotion engine, the content and order of the generated game events are adjusted. It is also possible to change the design and color of the game board. For example, if there are a lot of positive emotions, a bright color design is used.
[0628] Building the Game Board
[0629] Server: Based on the results of the emotion engine, a customized game board is constructed, with events based on the user's specific episode arranged in the appropriate order, and the board's design and colors are adjusted accordingly.
[0630] Sending customized board data
[0631] Server: Sends the created customized game board data to the user's device.
[0632] Display the game board and start playing
[0633] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0634] Specific examples
[0635] User A: Enters an episode of being a member of a cycling club during university and winning a competition. He also adds, "This experience was very enjoyable."
[0636] Terminal: Checks whether the input data is correct, and if there is any missing data, requests additional information and then sends it to the server.
[0637] Server: Receives episodes, analyzes keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category. Generates specific game events such as "deepened friendships with club members" and "became a tournament champion."
[0638] Emotion Engine: Recognizes emotions contained in user episodes and captures positive emotions.
[0639] Server: Adjust game events and board design based on perceived emotions, and adopt a brighter color scheme.
[0640] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[0641] In this way, the system of the present invention generates a customized board game based on the user's past experiences, episodes, and even emotions, promoting communication and providing educational value.
[0642] The processing flow will be explained below.
[0643] Step 1:
[0644] User: Enter their past experiences or stories into a dedicated application or web form. For example, they might enter, "I was a member of a cycling club in college and won a competition."
[0645] Step 2:
[0646] Terminal: Check that the data entered by the user contains the required information. If there is a gap, notify the user and prompt for additional information. For example, "Please enter the name of the tournament."
[0647] Step 3:
[0648] User: If prompted for additional information, enter the additional information. For example, enter "I won the city cycling race."
[0649] Step 4:
[0650] Terminal: Ensures that all necessary information is present and sends the input data to the server.
[0651] Step 5:
[0652] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts, such as "university," "cycling club," and "championship."
[0653] Step 6:
[0654] Server: Classifies episodes into categories based on the analysis results. For example, classifying the "Cycling Club" episode into the "Hobbies" category.
[0655] Step 7:
[0656] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[0657] Step 8:
[0658] Emotion engine: Recognizes emotions from user input episodes and related text. For example, if a user uses emotional phrases such as "It was so much fun" or "I overcame difficulties," the engine identifies the emotion.
[0659] Step 9:
[0660] Server: Based on the user's emotions recognized by the emotion engine, the server adjusts the content and order of generated game events. It also changes the design and color of the game board. For example, if there are a lot of positive emotions, it adopts a bright color design.
[0661] Step 10:
[0662] Server: Based on the results of the emotion engine and the coordinated events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[0663] Step 11:
[0664] Server: Sends the created customized game board data to the user's device.
[0665] Step 12:
[0666] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0667] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences, episodes, and even their emotional state.
[0668] Example 2
[0669] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0670] Traditional board games are based on fixed scenarios and events, making it difficult to customize them to reflect players' past experiences and emotions. They are also insufficient to promote smooth communication and learning in family, workplace, and educational settings. Furthermore, they lack the flexibility to adjust the game content based on user input and emotions.
[0671] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[0672] In this invention, the server includes input means for a user to input past experiences and episodes, means for checking the format of the input data and notifying the user if any items are missing, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events using a generative AI model based on the analyzed data, emotion recognition means for recognizing emotions contained in the user's input data, adjustment means for adjusting game events and board design based on the recognized emotions, construction means for constructing a customized game board using the generated events, transmission means for transmitting customized game board data to the user's terminal, and display means for displaying the game board data on the user's terminal to enable game play. This enables the generation of a customized board game based on the user's past experiences and emotions, thereby realizing smooth communication and providing educational value.
[0673] A "user" is an individual or group who utilizes the system to input past experiences and episodes and use a customized game board.
[0674] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[0675] The "format checking means" is a function for correcting the data entered by the user in the correct format, and includes a notification function for requesting additional information from the user if any items are missing.
[0676] "Transmission means" refers to a function or protocol for transmitting input data to a server.
[0677] The "analysis means" is a function that analyzes the data received by the server, extracts important keywords and phrases, and classifies them into multiple categories.
[0678] A "generative AI model" is an artificial intelligence model that generates game events from analyzed data using specific algorithms.
[0679] The "generation means" is a function for generating in-game events using a generative AI model based on the data obtained by the analysis means.
[0680] The "emotion recognition means" is a function for identifying the emotion contained in the user's input data.
[0681] The "adjustment means" is a function that adjusts the content of game events and the design of the game board based on the recognized emotions.
[0682] "Construction" is the ability to create customized game boards using adjusted game events and designs.
[0683] The "display means" is a function for displaying a customized game board on the user's terminal and enabling the game to be played.
[0684] This system generates a customized board game based on the user's past experiences and episodes, promoting communication. It also incorporates an emotion engine that recognizes the user's emotions and adjusts game events and board design according to the user's emotional state. This system is implemented using specific hardware and software.
[0685] Hardware and software used
[0686] Users use their smartphones or computers to enter episodes, either through a dedicated application or a web form.
[0687] The device receives user input, checks the format, and sends the data to a server, either through an application on iOS or Android or a web browser.
[0688] The server processes the received data using a Python-based natural language processing (NLP) library (e.g., nltk or spaCy) to analyze it, and then generates game events based on the analysis results using a generative AI model (e.g., OpenAI's GPT-3).
[0689] The emotion engine uses natural language processing techniques to recognize emotions contained in the input data, for example, analyzing phrases that indicate the user's emotions, such as "I had a lot of fun" or "I overcame difficulties."
[0690] Specific examples
[0691] A specific example of the operation of the system is shown below.
[0692] 1. User A uses a dedicated application to input an episode such as, "When I was in college, I was a member of a cycling club and won a competition. That was a really fun experience."
[0693] 2. The device checks whether the input data is in the correct format, and if it is missing, it notifies the user by saying, "Please tell us more about your victory." After checking the input data, it sends the data to the server.
[0694] 3. The server uses nltk and spaCy to analyze keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category.
[0695] 4. The server uses a generative AI model to automatically generate game events such as "deepening friendships with club members" or "becoming a tournament champion."
[0696] 5. The emotion engine recognizes the phrase "It was so much fun" in the user's episode as a positive emotion.
[0697] 6. The server adjusts the content of game events and the design of the game board to brighter colors based on the recognized emotion.
[0698] 7. The server sends the constructed customized game board data to the user's device.
[0699] 8. The device displays the received game board, and User A can enjoy the game with his / her family and friends.
[0700] In this way, the system of the present invention generates a customized board game based on the user's past experiences and emotions, promoting communication and providing educational value.
[0701] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0702] Step 1:
[0703] Users use a dedicated application or a web form to input past experiences and episodes. The input data includes specific events and emotions. For example, a user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[0704] Input: Episode data entered by the user
[0705] Output: Input episode data
[0706] Step 2:
[0707] The terminal checks that the entered data is in the correct format, and if it is not, notifies the user and asks for more information, for example by displaying a prompt such as "Tell me more about your win."
[0708] Input: Entered episode data
[0709] Data processing: Verify that the data is in the correct format
[0710] Output: Well-formatted data or an error message
[0711] Step 3:
[0712] The terminal transmits data that has been determined to be in the correct format to the server using an encrypted communications protocol.
[0713] Input: Correctly formatted data
[0714] Data processing: Encrypt data before sending
[0715] Output: Notification of completion of transmission to the server
[0716] Step 4:
[0717] The server then analyzes the received data using natural language processing (NLP) techniques, such as Python's nltk and spaCy, to extract keywords and key phrases and provide a detailed analysis of the episode content.
[0718] Input: Episode data received by the server
[0719] Data processing: Keyword extraction and content analysis using nltk and spaCy
[0720] Output: Analyzed data (keywords, important phrases)
[0721] Step 5:
[0722] The server categorizes the episodes based on the analyzed data. Categories are divided into "educational background," "work history," "family relationships," "hobbies," etc. For example, keywords such as "university," "cycling club," and "winning" would be classified into the "hobbies" category.
[0723] Input: Parsed data
[0724] Data processing: Applying categorization algorithms
[0725] Output: Categorized data
[0726] Step 6:
[0727] The server uses a generative AI model, such as OpenAI's GPT-3, to generate game events from the categorized data. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[0728] Input: Categorical data
[0729] Data processing: Event generation using generative AI models (e.g., GPT-3)
[0730] Output: Generated game events
[0731] Step 7:
[0732] The emotion engine recognizes emotions contained in the episodes entered by the user, for example, by analyzing phrases that describe emotions such as "it was so much fun" or "we overcame difficulties."
[0733] Input: User input episodes
[0734] Data processing: Sentiment analysis using natural language processing technology
[0735] Output: Recognized emotion data
[0736] Step 8:
[0737] The server adjusts the content of generated game events and the design of the game board based on the recognized emotions, optimizing them according to the user's emotions, such as using brighter colors when there are a lot of positive emotions.
[0738] Input: Generated game events and recognized emotion data
[0739] Data processing: Optimizing event content and board design
[0740] Output: Coordinated game events and game board design
[0741] Step 9:
[0742] The server builds a customized game board based on the adjusted game events and design.
[0743] Input: Coordinated game events and game board design
[0744] Data processing: Applying gameboard construction algorithms
[0745] Output: Built custom game board data
[0746] Step 10:
[0747] The server then sends the created customized game board data to the user's device, using techniques such as checksums to ensure data integrity.
[0748] Input: Custom game board data
[0749] Data processing: Data integrity check and transmission
[0750] Output: Notification of completion of transmission to the user terminal
[0751] Step 11:
[0752] The terminal displays the received customized game board data to the user, making the game playable. The user can then start playing a game with family or friends using the displayed game board.
[0753] Input: Received customized game board data
[0754] Data processing: Displaying the game board
[0755] Output: The game board displayed to the user and ready to play
[0756] (Application example 2)
[0757] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0758] Conventional board games are unable to reflect a user's past experiences and emotions, and game events and board designs are insufficiently optimized to respond to emotions, making it difficult to provide a truly personalized experience. Furthermore, when considering use in educational settings, there was no technology that could generate customized board games based on a user's past experiences. As a result, there was a lack of tools that could utilize users' anecdotes to enhance educational effectiveness and promote communication.
[0759] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: input means for a user to input past experiences and episodes; transmission means for transmitting the input data to the server; analysis means for the server to analyze the received data and classify it into multiple categories; generation means for generating game events based on the analyzed data; construction means for constructing a customized game board using the generated events; transmission means for transmitting the customized game board data to the user's terminal; display means for displaying the game board data on the user's terminal to enable game play; and means for analyzing emotions included in the user's input episodes using an emotion recognition engine and adjusting the game events and board design. This makes it possible to generate a highly customized board game based on the user's past experiences and emotions, thereby promoting communication and improving educational effectiveness in educational settings, etc.
[0760] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[0761] "Transmission means" refers to a device or software that has the function of transmitting input data to a server.
[0762] The "analysis means" refers to an algorithm or program that analyzes the data received by the server and classifies it into multiple categories.
[0763] "Generation means" refers to functionality or software for generating game events based on analyzed data.
[0764] A "construction means" is a function or system for creating a customized game board using the generated game events.
[0765] "Display means" refers to a function or device that displays customized game board data on a user's terminal and enables game play.
[0766] An "emotion recognition engine" is a program or algorithm that analyzes and recognizes emotions from user input episodes.
[0767] A "smartphone" is a mobile device that has advanced information processing capabilities in addition to calling functions and can be used by installing applications.
[0768] The system for carrying out the present invention includes an application installed on a smartphone and a program running on a server side. Specific embodiments for carrying out the present invention will be described below.
[0769] First, the user uses a smartphone application to input their past experiences and episodes. This input method saves the user's episodes as text data on the smartphone. For example, the user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[0770] Next, the user's input data is sent to the server via a transmission means. The server analyzes the received data and uses natural language processing (NLP) techniques to classify it into multiple categories. Specifically, it uses TextBlob, a text analysis tool, to extract keywords and important phrases from the episodes and perform a detailed analysis of the episodes.
[0771] The episodes classified by the analysis means are then assigned to each category. For example, the "Cycling Club" episode is classified into the "Hobbies" category. This process generates specific game events based on the user's experience.
[0772] The generation means uses the generated events to build a customized game board. For example, game events such as "deepening friendships with club members" or "becoming a tournament champion" are placed on the board.
[0773] Furthermore, an emotion recognition engine is used to analyze the emotions contained in the episodes entered by the user. For example, if a user writes "It was a lot of fun" or "I overcame difficulties," the system analyzes the positive or negative emotions and adjusts the game events and board design accordingly.
[0774] The constructed customized game board data is again transmitted to the user's smartphone by the transmission means. The received data is displayed on the user's device, allowing the user to play the game. The display means displays the game board in a visually easy-to-understand format for the user, supporting interactive operation.
[0775] Specific examples
[0776] For example, user A enters, "I was a member of a cycling club in college and won a competition. It was a lot of fun."
[0777] The server analyzes this episode using keywords such as "university," "cycling club," and "victory," and classifies it into the "hobbies" category. It also performs sentiment analysis using TextBlob to recognize positive emotions.
[0778] Based on the analysis, positive events such as "deepening friendships with club members" or "becoming a tournament champion" are generated. In addition, a brightly colored game board is constructed and sent to the user's smartphone.
[0779] User A can view the customized game board on their smartphone and enjoy the game with their family and friends.
[0780] Prompt Sentence Examples
[0781] "When I was in elementary school, I won a painting contest and I was very happy at the time."
[0782] In this way, the present invention enables the realization of a highly customized board game based on the user's past experiences and emotions, thereby promoting communication in educational settings and improving educational effectiveness.
[0783] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0784] Step 1:
[0785] The user operates a means for inputting past experiences and episodes. The input means allows the user's experiences and episodes to be saved as text data on the device. An example of an input is an episode such as "I was a member of a cycling club during my university days and won a competition."
[0786] Step 2:
[0787] The terminal checks the format of the input data and notifies the user if any items are missing. Data that is determined to be in the correct format is sent to the server by the transmission means. The input is text data, and the output is text data in the correct format.
[0788] Step 3:
[0789] The server analyzes the received data and uses natural language processing (NLP) techniques to extract keywords and key phrases from the episode. It uses tools such as TextBlob to analyze and understand the meaning of the data. The input is text data, and the output is a list of extracted keywords.
[0790] Step 4:
[0791] The server classifies episodes into multiple categories based on the keywords extracted by the analysis means. For example, based on the keywords "university," "cycling club," and "victory," it classifies them into the "hobbies" category. The input is a keyword list, and the output is categorized data.
[0792] Step 5:
[0793] The server uses a generation method to generate specific game events from the classified episodes. Events such as "deepening friendships with club members" and "becoming a tournament champion" are generated. The input is the categorized data, and the output is a list of generated game events.
[0794] Step 6:
[0795] The server uses an emotion recognition engine to analyze the emotions contained in the user's episodes. It uses TextBlob or similar to determine whether the emotion is positive or negative. The input is text data, and the output is the result of the emotion analysis.
[0796] Step 7:
[0797] The server adjusts the game events and game board design based on the results of the sentiment analysis. If there is a lot of positive sentiment, it adopts a bright color design and adjusts the order of events on the game board. The input is the result of the sentiment analysis and a list of game events, and the output is the adjusted game board data.
[0798] Step 8:
[0799] The server transmits the customized game board data to the user's terminal via a transmission means. The terminal displays the received game board data, allowing the user to play the game. The input is the adjusted game board data, and the output is the game board displayed on the user's terminal.
[0800] Step 9:
[0801] Users can enjoy games with family and friends using a customized game board displayed on the device, and interactive operations are supported during gameplay, promoting communication.
[0802] 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.
[0803] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[0804] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.
[0805] [Third embodiment]
[0806] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0807] 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.
[0808] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0809] 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.
[0810] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[0811] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0812] 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.
[0813] 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.
[0814] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0815] 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.
[0816] In the headset type terminal 314, a reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0817] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the headset type terminal 314 will be referred to as the "terminal."
[0818] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[0819] User episode input
[0820] Users: Use a dedicated application or web form to enter their past experiences and stories. For example, they can enter specific stories such as "I joined a cycling club in college" or "I won a championship with that club."
[0821] Check the format of the input data
[0822] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[0823] Sending data to the server
[0824] Terminal: Once the data is determined to be in the correct format, it is sent to the server.
[0825] Data reception and analysis
[0826] Server: Analyzes the received user episode data. Using natural language processing technology, it extracts keywords and important phrases and analyzes the content of the episode in detail.
[0827] Classification into episode categories
[0828] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[0829] Game Event Generation
[0830] Server: Generates specific in-game events based on the episode categories. For example, events such as "Made a new friend" or "Winned the club tournament" are generated.
[0831] Building the Game Board
[0832] Server: Based on the generated game events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[0833] Sending customized board data
[0834] Server: Sends the created customized game board data to the user's device.
[0835] Display the game board and start playing
[0836] Device: The device displays the received customized game board data to the user, allowing them to play the game. Users can play this game board with their family, friends, and colleagues, and share their experiences and stories.
[0837] Specific examples
[0838] User A: Enters an episode from his time in college when he was a member of a cycling club and won a competition.
[0839] Terminal: Checks whether the input data is valid and sends it to the server.
[0840] Server: Receives episodes, analyzes keywords such as "cycling club" and "winning," and classifies them into the "hobbies" category. Generates game events such as "made a new friend" and "won the club tournament," and builds a game board based on them.
[0841] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[0842] In this way, the system of the present invention generates a customized board game based on the user's past experiences and episodes, promoting communication and providing educational value.
[0843] The processing flow will be explained below.
[0844] Step 1:
[0845] User: Enter your past experiences and stories into a dedicated application or web form. For example, you might enter, "I was a member of a cycling club in college and won a competition."
[0846] Step 2:
[0847] Terminal: Checks whether the data entered by the user contains the required information. If the required information is missing, the terminal prompts the user for additional information. For example, "Please enter the name of the tournament."
[0848] Step 3:
[0849] User: If additional information is requested, enter additional information. For example, enter "I won the city cycling competition."
[0850] Step 4:
[0851] Terminal: Ensures that all necessary information is in the correct format and sends the input data to the server.
[0852] Step 5:
[0853] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts. For example, it analyzes keywords such as "university," "cycling club," and "championship."
[0854] Step 6:
[0855] Server: Classifies episodes into categories based on the analysis results. For example, classifying episodes about "cycling clubs" into the "hobbies" category.
[0856] Step 7:
[0857] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[0858] Step 8:
[0859] Server: Orders the generated game events in the appropriate order and builds a customized game board based on the user's episodes.
[0860] Step 9:
[0861] Server: Sends the completed customized game board data to the user's device.
[0862] Step 10:
[0863] Terminal: The terminal displays the received customized game board to the user, allowing the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[0864] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences and episodes.
[0865] Example 1
[0866] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[0867] Conventional board games are built on fixed scenarios and episodes, and are unable to reflect the experiences and episodes of individual users. This makes it difficult to customize them for individual users, limiting their effectiveness in promoting communication among individuals, families, workplaces, and educational settings. Furthermore, input data format checks and analysis are often performed manually, resulting in inefficiencies. Furthermore, they lack functionality to support gameplay in multiple languages. There is a need to solve these problems and provide customized board games based on users' past experiences and episodes.
[0868] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0869] In this invention, the server includes an input means for a user to input past experiences and episodes, a check means for verifying that the input data is in the correct format, a transmission means for transmitting the input data to the server, an analysis means for the server to analyze the received data and extract keywords and important phrases, a classification means for classifying the data into multiple categories based on the analysis results, a generation means for generating game events based on the classified data, a construction means for constructing a customized game board using the generated events, a transmission means for transmitting the customized game board data to the user's terminal, and a display means for displaying the game board data on the user's terminal and enabling game play. This enables the creation of a customized board game that reflects the user's individual experiences and episodes, promoting communication and providing educational value. Furthermore, the automation of input data format checks and analysis enables efficient system operation. Furthermore, support for multiple languages supports language learning and is adaptable to international use.
[0870] The "input means" is a means by which a user inputs past experiences and episodes.
[0871] The "checking means" is a means for checking whether the input data is in the correct format and for notifying the user if any items are missing.
[0872] The "transmission means" is a means for transmitting input data to the server.
[0873] The "analysis means" is a means for analyzing the data received by the server and extracting keywords and important phrases.
[0874] The "classification means" is a means for classifying analyzed data into multiple categories.
[0875] The "generation means" is a means for generating specific events within the game based on the classified data.
[0876] A "construction means" is a means for constructing a customized game board using the generated game events.
[0877] The "display means" is a means for displaying customized game board data on a user's terminal and enabling game play.
[0878] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[0879] User episode input
[0880] Users use a dedicated application or web form to enter their past experiences and stories. For example, they might enter details about an episode such as "I joined a cycling club in college and won a championship with that club." This entry is often in the form of multiple lines of text.
[0881] Check the format of the input data
[0882] The terminal verifies that the data entered by the user is in the correct format, checks that the input data includes required fields and is within the appropriate character limit, and displays a pop-up notification or error message to prompt the user for additional information if any information is missing.
[0883] Sending data to the server
[0884] The device encodes the data that is determined to be in the correct format and sends it to the server using SSL (Secure Socket Layer). The data is packaged in JSON or XML format.
[0885] Data reception and analysis
[0886] The server receives episode data sent from the device. It uses natural language processing (NLP) libraries (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episodes and perform detailed analysis of the content. Specifically, it extracts keywords such as "cycling club" and "championship."
[0887] Classification into episode categories
[0888] The server categorizes the episodes based on the analysis results, using a built-in database or categorization algorithm, for example, categorizing the "Cycling Club" episode into the "Hobbies" category.
[0889] Game Event Generation
[0890] The server generates specific in-game events based on the classified episode categories, such as "I made a new friend" or "I won the club tournament," using templates and generative AI models.
[0891] Building the Game Board
[0892] The server builds a customized game board based on the generated game events, using HTML5 / CSS3 and JavaScript libraries (e.g., D3.js) to arrange events in the appropriate order based on the user's episode.
[0893] Sending customized board data
[0894] The server sends the customized game board data to the device. The data is encoded in JSON or XML format and transmitted securely via SSL.
[0895] Display the game board and start playing
[0896] The device parses the received customized game board data and displays it to the user. The display is done using front-end frameworks such as React.js and Vue.js. Users can play games with family, friends, and colleagues while viewing the displayed game board, and share their experiences and stories.
[0897] Specific examples
[0898] User A inputs the episode "I joined a cycling club during my university days and won a tournament." The device checks whether the episode is in the correct format, and notifies the user via a pop-up if any information is missing. After checking, the episode is encoded and sent to the server. The server receives the episode, extracts and analyzes keywords such as "cycling club" and "winning." It classifies the episode into a "hobby" category and generates game events such as "I made a new friend" and "I won a club tournament." A customized game board is created based on this and sent to the device. The device displays the received customized game board to User A, who then enjoys the game with family and friends.
[0899] Prompt Sentence Examples
[0900] Below are some examples of prompts that users can use to send specific instructions to the generative AI model:
[0901] Generate the following information based on the episode "I joined a cycling club during my university days and won a championship with that club."
[0902] 1. Extract keywords related to the episode.
[0903] 2. Identify the category of the episode based on keywords.
[0904] 3. Generate specific game events based on categories.
[0905] 4. Arrange the game events in the right order to build a customized board.
[0906] The system of the present invention allows users to create customized board games that reflect their individual experiences and stories, promoting communication and providing educational value. Furthermore, the automated format check and analysis of input data allows for efficient system operation, and language learning is also supported through multilingual support.
[0907] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0908] Step 1:
[0909] The user inputs their past experiences and episodes using a dedicated application or a web form. Specifically, the user enters a detailed episode in a text box, such as "I joined a cycling club in college and won a championship with that club." The input data format is multi-line text, with each episode clearly separated. The input for this step is the user's episode, and the output is the episode data entered in the web form.
[0910] Step 2:
[0911] The device checks the format of the episode data entered by the user. Specifically, it checks whether the input data fills required fields, has the appropriate number of characters, and is in the correct data format. For example, it checks whether text fields are not blank and whether specific keywords are included. If any information is missing, it displays a pop-up notification or error message to prompt the user for additional input. The input for this step is the episode data entered by the user, and the output is the format-checked episode data or a notification of missing information.
[0912] Step 3:
[0913] The device encodes episode data that is determined to be in the correct format and sends it to the server using Secure Socket Layer (SSL). The data to be sent is packaged in JSON or XML format. Specifically, the device converts the data into the required format and sends it to the server over a secure communication channel. The input of this step is the format-checked episode data, and the output is the episode data sent to the server.
[0914] Step 4:
[0915] The server receives the episode data sent from the device. It then uses a natural language processing (NLP) library (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episode. For example, it identifies keywords such as "cycling club" and "championship." This analysis results in a detailed analysis of the episode content. The input of this step is the episode data sent to the server, and the output is the analyzed keywords and phrases.
[0916] Step 5:
[0917] The server categorizes the episodes based on the analysis results. Specifically, it uses a built-in database and algorithms to classify episodes into categories such as "educational history," "work history," "family relationships," and "hobbies." For example, an episode about a "cycling club" would be classified into the "hobbies" category. The input for this step is the analyzed keywords and phrases, and the output is the categorized episodes.
[0918] Step 6:
[0919] The server generates specific in-game events based on the classified episode categories. Using templates and generative AI models, it generates game events such as "Made a new friend" or "Winned the club tournament." The generative AI model creates scenarios and events related to the episodes in real time. The input of this step is the categorized episodes, and the output is the generated game events.
[0920] Step 7:
[0921] The server builds a customized game board based on the generated game events. Specifically, it uses HTML5 / CSS3 and a JavaScript library (e.g., D3.js) to create a game board with events arranged in the appropriate order. The input of this step is the generated game events, and the output is the built customized game board data.
[0922] Step 8:
[0923] The server encodes the constructed customized game board data and sends it to the device. The data is encoded in JSON or XML format and sent securely using SSL. The input of this step is the constructed customized game board data, and the output is the game board data sent to the device.
[0924] Step 9:
[0925] The device parses the received customized game board data and displays it to the user. The game board is visually displayed using a front-end framework such as React.js or Vue.js. The user plays the game with family, friends, and colleagues while viewing the displayed game board, and shares their experiences and stories. The input of this step is the game board data sent to the device, and the output is the game board displayed to the user.
[0926] (Application example 1)
[0927] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[0928] Conventional board games cannot reflect users' past experiences or episodes, and do not have special meaning for individual users, making it difficult to deepen communication and experience. Furthermore, there was a lack of means to provide experiential events based on customers' past memories and episodes in physical stores. As a result, it was difficult to increase customer repeat rates and the length of time they spent in stores.
[0929] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0930] In this invention, the server includes input means for a user to input past experiences and episodes, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events based on the analyzed data, construction means for constructing a customized game board using the generated events, transmission means for transmitting the customized game board data to the user's terminal, display means for displaying the game board data on the user's terminal and enabling game play, an in-store terminal for providing experiential events at physical stores, and means for making customized board games based on past episodes shareable and playable at physical stores. This allows for generating customized board games that reflect the user's past experiences and episodes and providing them as experiential events at physical stores, thereby enabling deeper communication with customers and increasing the amount of time they spend at the store.
[0931] "User" refers to an individual or group that uses the system.
[0932] "Past experiences and episodes" refer to specific events and stories that the user has experienced.
[0933] "Input means" refers to a device or interface that allows a user to input past experiences or episodes into the system.
[0934] "Transmission means" refers to a communication means for transmitting the user's input data to the server.
[0935] "Server" refers to the central processing unit that analyzes and stores received data, generates game events, and builds customized boards.
[0936] "Analysis means" refers to algorithms or techniques for analyzing received data and classifying it into multiple categories.
[0937] "Category" refers to the specific group or segment into which the analyzed data is classified.
[0938] "Generation means" refers to a function or program that generates game events based on the analysis results.
[0939] "Game events" refer to specific occurrences or actions generated based on a user's episodes.
[0940] "Construction Method" refers to the process or technique for constructing a customized game board using generated events.
[0941] A "game board" refers to a customized play scene or sheet based on a user's story.
[0942] "Display means" refers to a device or interface for displaying game board data and events on a user's terminal.
[0943] "Brick and mortar store" refers to a physical store or facility that customers can visit.
[0944] "Experiential events" refer to activities or events designed for customers to participate in and experience.
[0945] "In-store terminal" refers to a digital device used within a physical store.
[0946] "Generative AI model" refers to an artificial intelligence model used to analyze episode data and extract important keywords.
[0947] A "prompt" refers to an instruction or guideline that prompts the user for specific input.
[0948] System Overview
[0949] This invention is a system that allows users to input their past experiences and episodes, generate a customized board game based on those experiences, and offer it as an experiential event in a physical store. The system starts when users input their past experiences and episodes using their own smartphones or tablet devices in the physical store.
[0950] Hardware and Software
[0951] The system uses the following hardware and software:
[0952] Hardware:
[0953] Smartphone: A device that allows users to input episodes and play games.
[0954] Tablet device: An input device used in physical stores.
[0955] Cloud Server: A central processing unit that stores and analyzes data and generates game events.
[0956] software:
[0957] Natural language processing (NLP) techniques are used to analyze the episode data.
[0958] Generative AI model: Extracts important keywords from episodes and uses them to generate game events (e.g., OpenAI API).
[0959] Data sending / receiving module: A module for sending input data to the server and receiving the results.
[0960] Display interface: An interface for displaying and operating the customized board on the user's device.
[0961] Processing flow and data calculation
[0962] 1. User episode input and submission
[0963] Users use a smartphone or tablet device to input past experiences and episodes. For example, they can input an episode such as "I won the championship with my cycling club during my university days." After the episode is input, the device checks the format and notifies the user if any items are missing.
[0964] 2. Data Analysis
[0965] Once the data is determined to be in the correct format, it is sent to a cloud server. The server uses natural language processing (NLP) technology to analyze the user's episode data and extract important keywords. For example, the prompt:
[0966] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[0967] Use.
[0968] 3. Game Event Generation and Board Construction
[0969] Based on the analysis results, the server uses a generative AI model to generate game events. For example, events such as "Made a new friend" or "Won a club tournament" are generated. Based on this, a customized game board is constructed. The generated game board data is sent to the user's device.
[0970] 4. Viewing and Playing the Game Board
[0971] The user's device displays the received customized game board data, allowing the user to play the game with other customers or friends in the physical store. After playing, the score and game data are saved in the user's account and can be reused the next time the user visits.
[0972] Specific examples
[0973] A user uses a specific tablet device to enter the following episode:
[0974] "I won the championship with the cycling club when I was in college."
[0975] On the server side, we use NLP techniques and generative AI models to parse the data with prompts like:
[0976] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[0977] Keywords such as "cycling club" and "championship" are extracted from the analysis results, and game events such as "made a new friend" and "won the club tournament" are generated based on these keywords. A customized board is created based on these game events and displayed on the user's device.
[0978] In this way, the system can generate customized board games based on users' past experiences and stories, and offer them as part of experiential events and promotional activities in physical stores, thereby promoting deeper communication with customers and extending their stay in the store.
[0979] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0980] Step 1:
[0981] Users input their past experiences and anecdotes using a smartphone or a tablet device in a physical store. For example, they might input an episode such as "I won the championship with my cycling club during my university days" in text format. This input data is then sent to the system via the input means.
[0982] Step 2:
[0983] The device checks the format of the entered episode data. If the input is too short or missing required information, it notifies the user and asks for additional input. Once the format check is complete, it processes the data to ensure it is in a structured and correct format, allowing the system to interpret it correctly.
[0984] Step 3:
[0985] The terminal transmits the data that has passed the format check to the cloud server. Using the transmission means, the input data is transmitted to the server through a secure communication channel.
[0986] Step 4:
[0987] The server analyzes the received data and extracts important keywords using natural language processing (NLP) techniques. A generative AI model is used for this analysis. For example, given the prompt "Analyze the following episode and extract important keywords: I won the cycling club championship during my university days," the key keywords "cycling club" and "championship" are extracted.
[0988] Step 5:
[0989] The server generates game events based on the extracted keywords. Using the generation means, meaningful game events (e.g., "I made a new friend" or "I won the club tournament") are generated for each keyword. The generated event data is used in subsequent steps.
[0990] Step 6:
[0991] The server builds a customized game board based on the generated game events. Using a construction method, the events are placed on the board in the appropriate order, designed to ensure a consistent game progression. Finally, a unique game board based on the user's episode is generated.
[0992] Step 7:
[0993] The server sends the constructed game board data to the terminal, where it is displayed on the user's smartphone or tablet.
[0994] Step 8:
[0995] The terminal displays the received customized game board data, allowing users to play the game with other customers and friends in the physical store. Game progress can be tracked and managed in real time through the application interface.
[0996] Step 9:
[0997] After a user finishes playing a game, the device stores their scores and game data in their account. This data can be reused on subsequent visits or in different play sessions. The stored data can be used for future analysis and personalized feedback.
[0998] These are the processing steps of the system that realizes the application example. At each step, specific operations such as data input, processing, analysis, and output are carried out in succession, providing a valuable experience for the user.
[0999] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[1000] This invention is a system that generates customized board games based on a user's past experiences and episodes, promoting communication among family members, at work, and in educational settings. Furthermore, by combining an emotion engine that recognizes the user's emotions, it includes a function that adjusts game events and board design according to the user's emotional state. This system involves a series of processes, starting with user input, including data transmission, analysis, event generation, board construction, emotion recognition, and gameplay.
[1001] User episode input
[1002] User: Using a dedicated application or web form, users enter their past experiences and stories. For example, they might enter a specific story like, "I was a member of a cycling club during my university days and won a competition."
[1003] Check the format of the input data
[1004] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[1005] Sending data to the server
[1006] Terminal: Sends data that has been determined to be in the correct format to the server.
[1007] Data reception and analysis
[1008] Server: Analyzes the received user episode data using natural language processing technology, extracts keywords and important phrases, and performs a detailed analysis of the episode content.
[1009] Classification into episode categories
[1010] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[1011] Game Event Generation
[1012] Server: Generates specific in-game events based on the episode categories. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[1013] Emotion recognition by emotion engine
[1014] Emotion engine: Recognizes emotions from the user's input episodes. For example, if the user uses phrases that express emotions such as "It was so much fun" or "I overcame difficulties," the engine recognizes those emotions.
[1015] Game Event and Board Adjustments
[1016] Server: Based on the emotions recognized by the emotion engine, the content and order of the generated game events are adjusted. It is also possible to change the design and color of the game board. For example, if there are a lot of positive emotions, a bright color design is used.
[1017] Building the Game Board
[1018] Server: Based on the results of the emotion engine, a customized game board is constructed, with events based on the user's specific episode arranged in the appropriate order, and the board's design and colors are adjusted accordingly.
[1019] Sending customized board data
[1020] Server: Sends the created customized game board data to the user's device.
[1021] Display the game board and start playing
[1022] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[1023] Specific examples
[1024] User A: Enters an episode of being a member of a cycling club during university and winning a competition. He also adds, "This experience was very enjoyable."
[1025] Terminal: Checks whether the input data is correct, and if there is any missing data, requests additional information and then sends it to the server.
[1026] Server: Receives episodes, analyzes keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category. Generates specific game events such as "deepened friendships with club members" and "became a tournament champion."
[1027] Emotion Engine: Recognizes emotions contained in user episodes and captures positive emotions.
[1028] Server: Adjust game events and board design based on perceived emotions, and adopt a brighter color scheme.
[1029] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[1030] In this way, the system of the present invention generates a customized board game based on the user's past experiences, episodes, and even emotions, promoting communication and providing educational value.
[1031] The processing flow will be explained below.
[1032] Step 1:
[1033] User: Enter your past experiences and stories into a dedicated application or web form. For example, you might enter, "I was a member of a cycling club in college and won a competition."
[1034] Step 2:
[1035] Terminal: Check that the data entered by the user contains the required information. If there is a gap, notify the user and prompt for additional information. For example, "Please enter the name of the tournament."
[1036] Step 3:
[1037] User: If prompted for additional information, enter the additional information. For example, enter "I won the city cycling race."
[1038] Step 4:
[1039] Terminal: Ensures that all necessary information is present and sends the input data to the server.
[1040] Step 5:
[1041] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts, such as "university," "cycling club," and "championship."
[1042] Step 6:
[1043] Server: Classifies episodes into categories based on the analysis results. For example, classifying the "Cycling Club" episode into the "Hobbies" category.
[1044] Step 7:
[1045] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[1046] Step 8:
[1047] Emotion engine: Recognizes emotions from user input episodes and related text. For example, if a user uses emotional phrases such as "It was so much fun" or "I overcame difficulties," the engine identifies the emotion.
[1048] Step 9:
[1049] Server: Based on the user's emotions recognized by the emotion engine, the server adjusts the content and order of generated game events. It also changes the design and color of the game board. For example, if there are a lot of positive emotions, it adopts a bright color design.
[1050] Step 10:
[1051] Server: Based on the results of the emotion engine and the coordinated events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[1052] Step 11:
[1053] Server: Sends the created customized game board data to the user's device.
[1054] Step 12:
[1055] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[1056] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences, episodes, and even their emotional state.
[1057] Example 2
[1058] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1059] Traditional board games are based on fixed scenarios and events, making it difficult to customize them to reflect players' past experiences and emotions. They are also insufficient to promote smooth communication and learning in family, workplace, and educational settings. Furthermore, they lack the flexibility to adjust the game content based on user input and emotions.
[1060] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[1061] In this invention, the server includes input means for a user to input past experiences and episodes, means for checking the format of the input data and notifying the user if any items are missing, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events using a generative AI model based on the analyzed data, emotion recognition means for recognizing emotions contained in the user's input data, adjustment means for adjusting game events and board design based on the recognized emotions, construction means for constructing a customized game board using the generated events, transmission means for transmitting customized game board data to the user's terminal, and display means for displaying the game board data on the user's terminal to enable game play. This enables the generation of a customized board game based on the user's past experiences and emotions, thereby realizing smooth communication and providing educational value.
[1062] A "user" is an individual or group who utilizes the system to input past experiences and episodes and use a customized game board.
[1063] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[1064] The "format checking means" is a function for correcting the data entered by the user in the correct format, and includes a notification function for requesting additional information from the user if any items are missing.
[1065] "Transmission means" refers to a function or protocol for transmitting input data to a server.
[1066] The "analysis means" is a function that analyzes the data received by the server, extracts important keywords and phrases, and classifies them into multiple categories.
[1067] A "generative AI model" is an artificial intelligence model that generates game events from analyzed data using specific algorithms.
[1068] The "generation means" is a function for generating in-game events using a generative AI model based on the data obtained by the analysis means.
[1069] The "emotion recognition means" is a function for identifying the emotion contained in the user's input data.
[1070] The "adjustment means" is a function that adjusts the content of game events and the design of the game board based on the recognized emotions.
[1071] "Construction" is the ability to create customized game boards using adjusted game events and designs.
[1072] The "display means" is a function for displaying a customized game board on the user's terminal and enabling the game to be played.
[1073] This system generates a customized board game based on the user's past experiences and episodes, promoting communication. It also incorporates an emotion engine that recognizes the user's emotions and adjusts game events and board design according to the user's emotional state. This system is implemented using specific hardware and software.
[1074] Hardware and software used
[1075] Users use their smartphones or computers to enter episodes, either through a dedicated application or a web form.
[1076] The device receives user input, checks the format, and sends the data to a server, either through an application on iOS or Android or a web browser.
[1077] The server processes the received data using a Python-based natural language processing (NLP) library (e.g., nltk or spaCy) to analyze it, and then generates game events based on the analysis results using a generative AI model (e.g., OpenAI's GPT-3).
[1078] The emotion engine uses natural language processing techniques to recognize emotions contained in the input data, for example, analyzing phrases that indicate the user's emotions, such as "I had a lot of fun" or "I overcame difficulties."
[1079] Specific examples
[1080] A specific example of the operation of the system is shown below.
[1081] 1. User A uses a dedicated application to input an episode such as, "When I was in college, I was a member of a cycling club and won a competition. That was a really fun experience."
[1082] 2. The device checks whether the input data is in the correct format, and if it is missing, it notifies the user by saying, "Please tell us more about your victory." After checking the input data, it sends the data to the server.
[1083] 3. The server uses nltk and spaCy to analyze keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category.
[1084] 4. The server uses a generative AI model to automatically generate game events such as "deepening friendships with club members" or "becoming a tournament champion."
[1085] 5. The emotion engine recognizes the phrase "It was so much fun" in the user's episode as a positive emotion.
[1086] 6. The server adjusts the content of game events and the design of the game board to brighter colors based on the recognized emotion.
[1087] 7. The server sends the constructed customized game board data to the user's device.
[1088] 8. The device displays the received game board, and User A can enjoy the game with his / her family and friends.
[1089] In this way, the system of the present invention generates a customized board game based on the user's past experiences and emotions, promoting communication and providing educational value.
[1090] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1091] Step 1:
[1092] Users use a dedicated application or a web form to input past experiences and episodes. The input data includes specific events and emotions. For example, a user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[1093] Input: Episode data entered by the user
[1094] Output: Input episode data
[1095] Step 2:
[1096] The terminal checks that the entered data is in the correct format, and if it is not, notifies the user and asks for more information, for example by displaying a prompt such as "Tell me more about your win."
[1097] Input: Entered episode data
[1098] Data processing: Verify that the data is in the correct format
[1099] Output: Well-formatted data or an error message
[1100] Step 3:
[1101] The terminal transmits data that has been determined to be in the correct format to the server using an encrypted communications protocol.
[1102] Input: Correctly formatted data
[1103] Data processing: Encrypt data before sending
[1104] Output: Notification of completion of transmission to the server
[1105] Step 4:
[1106] The server then analyzes the received data using natural language processing (NLP) techniques, such as Python's nltk and spaCy, to extract keywords and key phrases and provide a detailed analysis of the episode content.
[1107] Input: Episode data received by the server
[1108] Data processing: Keyword extraction and content analysis using nltk and spaCy
[1109] Output: Analyzed data (keywords, important phrases)
[1110] Step 5:
[1111] The server categorizes the episodes based on the analyzed data. Categories are divided into "educational background," "work history," "family relationships," "hobbies," etc. For example, keywords such as "university," "cycling club," and "winning" would be classified into the "hobbies" category.
[1112] Input: Parsed data
[1113] Data processing: Applying categorization algorithms
[1114] Output: Categorized data
[1115] Step 6:
[1116] The server uses a generative AI model, such as OpenAI's GPT-3, to generate game events from the categorized data. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[1117] Input: Categorical data
[1118] Data processing: Event generation using generative AI models (e.g., GPT-3)
[1119] Output: Generated game events
[1120] Step 7:
[1121] The emotion engine recognizes emotions contained in the episodes entered by the user, for example, by analyzing phrases that describe emotions such as "it was so much fun" or "we overcame difficulties."
[1122] Input: User input episodes
[1123] Data processing: Sentiment analysis using natural language processing technology
[1124] Output: Recognized emotion data
[1125] Step 8:
[1126] The server adjusts the content of generated game events and the design of the game board based on the recognized emotions, optimizing them according to the user's emotions, such as using brighter colors when there are a lot of positive emotions.
[1127] Input: Generated game events and recognized emotion data
[1128] Data processing: Optimizing event content and board design
[1129] Output: Coordinated game events and game board design
[1130] Step 9:
[1131] The server builds a customized game board based on the adjusted game events and design.
[1132] Input: Coordinated game events and game board design
[1133] Data processing: Applying gameboard construction algorithms
[1134] Output: Built custom game board data
[1135] Step 10:
[1136] The server then sends the created customized game board data to the user's device, using techniques such as checksums to ensure data integrity.
[1137] Input: Custom game board data
[1138] Data processing: Data integrity check and transmission
[1139] Output: Notification of completion of transmission to the user terminal
[1140] Step 11:
[1141] The terminal displays the received customized game board data to the user, making the game playable. The user can then start playing a game with family or friends using the displayed game board.
[1142] Input: Received customized game board data
[1143] Data processing: Displaying the game board
[1144] Output: The game board displayed to the user and ready to play
[1145] (Application example 2)
[1146] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1147] Conventional board games are unable to reflect a user's past experiences and emotions, and game events and board designs are insufficiently optimized to respond to emotions, making it difficult to provide a truly personalized experience. Furthermore, when considering use in educational settings, there was no technology that could generate customized board games based on a user's past experiences. As a result, there was a lack of tools that could utilize users' anecdotes to enhance educational effectiveness and promote communication.
[1148] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: input means for a user to input past experiences and episodes; transmission means for transmitting the input data to the server; analysis means for the server to analyze the received data and classify it into multiple categories; generation means for generating game events based on the analyzed data; construction means for constructing a customized game board using the generated events; transmission means for transmitting the customized game board data to the user's terminal; display means for displaying the game board data on the user's terminal to enable game play; and means for analyzing emotions included in the user's input episodes using an emotion recognition engine and adjusting the game events and board design. This makes it possible to generate a highly customized board game based on the user's past experiences and emotions, thereby promoting communication and improving educational effectiveness in educational settings, etc.
[1149] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[1150] "Transmission means" refers to a device or software that has the function of transmitting input data to a server.
[1151] The "analysis means" refers to an algorithm or program that analyzes the data received by the server and classifies it into multiple categories.
[1152] "Generation means" refers to functionality or software for generating game events based on analyzed data.
[1153] A "construction means" is a function or system for creating a customized game board using the generated game events.
[1154] "Display means" refers to a function or device that displays customized game board data on a user's terminal and enables game play.
[1155] An "emotion recognition engine" is a program or algorithm that analyzes and recognizes emotions from user input episodes.
[1156] A "smartphone" is a mobile device that has advanced information processing capabilities in addition to calling functions and can be used by installing applications.
[1157] The system for carrying out the present invention includes an application installed on a smartphone and a program running on a server side. Specific embodiments for carrying out the present invention will be described below.
[1158] First, the user uses a smartphone application to input their past experiences and episodes. This input method saves the user's episodes as text data on the smartphone. For example, the user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[1159] Next, the user's input data is sent to the server via a transmission means. The server analyzes the received data and uses natural language processing (NLP) techniques to classify it into multiple categories. Specifically, it uses TextBlob, a text analysis tool, to extract keywords and important phrases from the episodes and perform a detailed analysis of the episodes.
[1160] The episodes classified by the analysis means are then assigned to each category. For example, the "Cycling Club" episode is classified into the "Hobbies" category. This process generates specific game events based on the user's experience.
[1161] The generation means uses the generated events to build a customized game board. For example, game events such as "deepening friendships with club members" or "becoming a tournament champion" are placed on the board.
[1162] Furthermore, an emotion recognition engine is used to analyze the emotions contained in the episodes entered by the user. For example, if a user writes "It was a lot of fun" or "I overcame difficulties," the system analyzes the positive or negative emotions and adjusts the game events and board design accordingly.
[1163] The constructed customized game board data is again transmitted to the user's smartphone by the transmission means. The received data is displayed on the user's device, allowing the user to play the game. The display means displays the game board in a visually easy-to-understand format for the user, supporting interactive operation.
[1164] Specific examples
[1165] For example, user A enters, "I was a member of a cycling club in college and won a competition. It was a lot of fun."
[1166] The server analyzes this episode using keywords such as "university," "cycling club," and "victory," and classifies it into the "hobbies" category. It also performs sentiment analysis using TextBlob to recognize positive emotions.
[1167] Based on the analysis, positive events such as "deepening friendships with club members" or "becoming a tournament champion" are generated. In addition, a brightly colored game board is constructed and sent to the user's smartphone.
[1168] User A can view the customized game board on their smartphone and enjoy the game with their family and friends.
[1169] Prompt Sentence Examples
[1170] "When I was in elementary school, I won a painting contest and I was very happy at the time."
[1171] In this way, the present invention enables the realization of a highly customized board game based on the user's past experiences and emotions, thereby promoting communication in educational settings and improving educational effectiveness.
[1172] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1173] Step 1:
[1174] The user operates a means for inputting past experiences and episodes. The input means allows the user's experiences and episodes to be saved as text data on the device. An example of an input is an episode such as "I was a member of a cycling club during my university days and won a competition."
[1175] Step 2:
[1176] The terminal checks the format of the input data and notifies the user if any items are missing. Data that is determined to be in the correct format is sent to the server by the transmission means. The input is text data, and the output is text data in the correct format.
[1177] Step 3:
[1178] The server analyzes the received data and uses natural language processing (NLP) techniques to extract keywords and key phrases from the episode. It uses tools such as TextBlob to analyze and understand the meaning of the data. The input is text data, and the output is a list of extracted keywords.
[1179] Step 4:
[1180] The server classifies episodes into multiple categories based on the keywords extracted by the analysis means. For example, based on the keywords "university," "cycling club," and "victory," it classifies them into the "hobbies" category. The input is a keyword list, and the output is categorized data.
[1181] Step 5:
[1182] The server uses a generation method to generate specific game events from the classified episodes. Events such as "deepening friendships with club members" and "becoming a tournament champion" are generated. The input is the categorized data, and the output is a list of generated game events.
[1183] Step 6:
[1184] The server uses an emotion recognition engine to analyze the emotions contained in the user's episodes. It uses TextBlob or similar to determine whether the emotion is positive or negative. The input is text data, and the output is the result of the emotion analysis.
[1185] Step 7:
[1186] The server adjusts the game events and game board design based on the results of the sentiment analysis. If there is a lot of positive sentiment, it adopts a bright color design and adjusts the order of events on the game board. The input is the result of the sentiment analysis and a list of game events, and the output is the adjusted game board data.
[1187] Step 8:
[1188] The server transmits the customized game board data to the user's terminal via a transmission means. The terminal displays the received game board data, allowing the user to play the game. The input is the adjusted game board data, and the output is the game board displayed on the user's terminal.
[1189] Step 9:
[1190] Users can enjoy games with family and friends using a customized game board displayed on the device, and interactive operations are supported during gameplay, promoting communication.
[1191] 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.
[1192] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1193] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the headset type terminal 314.
[1194] [Fourth embodiment]
[1195] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1196] 7, a data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.
[1197] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1198] 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.
[1199] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[1200] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[1201] 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.
[1202] The control object 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.
[1203] 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.
[1204] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[1205] 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.
[1206] In the robot 414, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[1207] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1208] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[1209] User episode input
[1210] Users: Use a dedicated application or web form to enter their past experiences and stories. For example, they can enter specific stories such as "I joined a cycling club in college" or "I won a championship with that club."
[1211] Check the format of the input data
[1212] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[1213] Sending data to the server
[1214] Terminal: Once the data is determined to be in the correct format, it is sent to the server.
[1215] Data reception and analysis
[1216] Server: Analyzes the received user episode data. Using natural language processing technology, it extracts keywords and important phrases and analyzes the content of the episode in detail.
[1217] Classification into episode categories
[1218] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[1219] Game Event Generation
[1220] Server: Generates specific in-game events based on the episode categories. For example, events such as "Made a new friend" or "Winned the club tournament" are generated.
[1221] Building the Game Board
[1222] Server: Based on the generated game events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[1223] Sending customized board data
[1224] Server: Sends the created customized game board data to the user's device.
[1225] Display the game board and start playing
[1226] Device: The device displays the received customized game board data to the user, allowing them to play the game. Users can play this game board with their family, friends, and colleagues, and share their experiences and stories.
[1227] Specific examples
[1228] User A: Enters an episode from his time in college when he was a member of a cycling club and won a competition.
[1229] Terminal: Checks whether the input data is valid and sends it to the server.
[1230] Server: Receives episodes, analyzes keywords such as "cycling club" and "winning," and classifies them into the "hobbies" category. Generates game events such as "made a new friend" and "won the club tournament," and builds a game board based on them.
[1231] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[1232] In this way, the system of the present invention generates a customized board game based on the user's past experiences and episodes, promoting communication and providing educational value.
[1233] The processing flow will be explained below.
[1234] Step 1:
[1235] User: Enter your past experiences and stories into a dedicated application or web form. For example, you might enter, "I was a member of a cycling club in college and won a competition."
[1236] Step 2:
[1237] Terminal: Checks whether the data entered by the user contains the required information. If the required information is missing, the terminal prompts the user for additional information. For example, "Please enter the name of the tournament."
[1238] Step 3:
[1239] User: If additional information is requested, enter additional information. For example, enter "I won the city cycling competition."
[1240] Step 4:
[1241] Terminal: Ensures that all necessary information is in the correct format and sends the input data to the server.
[1242] Step 5:
[1243] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts. For example, it analyzes keywords such as "university," "cycling club," and "championship."
[1244] Step 6:
[1245] Server: Classifies episodes into categories based on the analysis results. For example, classifying episodes about "cycling clubs" into the "hobbies" category.
[1246] Step 7:
[1247] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[1248] Step 8:
[1249] Server: Orders the generated game events in the appropriate order and builds a customized game board based on the user's episodes.
[1250] Step 9:
[1251] Server: Sends the completed customized game board data to the user's device.
[1252] Step 10:
[1253] Terminal: The terminal displays the received customized game board to the user, allowing the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[1254] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences and episodes.
[1255] Example 1
[1256] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1257] Conventional board games are built on fixed scenarios and episodes, and are unable to reflect the experiences and episodes of individual users. This makes it difficult to customize them for individual users, limiting their effectiveness in promoting communication among individuals, families, workplaces, and educational settings. Furthermore, input data format checks and analysis are often performed manually, resulting in inefficiencies. Furthermore, they lack functionality to support gameplay in multiple languages. There is a need to solve these problems and provide customized board games based on users' past experiences and episodes.
[1258] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1259] In this invention, the server includes an input means for a user to input past experiences and episodes, a check means for verifying that the input data is in the correct format, a transmission means for transmitting the input data to the server, an analysis means for the server to analyze the received data and extract keywords and important phrases, a classification means for classifying the data into multiple categories based on the analysis results, a generation means for generating game events based on the classified data, a construction means for constructing a customized game board using the generated events, a transmission means for transmitting the customized game board data to the user's terminal, and a display means for displaying the game board data on the user's terminal and enabling game play. This enables the creation of a customized board game that reflects the user's individual experiences and episodes, promoting communication and providing educational value. Furthermore, the automation of input data format checks and analysis enables efficient system operation. Furthermore, support for multiple languages supports language learning and is adaptable to international use.
[1260] The "input means" is a means by which a user inputs past experiences and episodes.
[1261] The "checking means" is a means for checking whether the input data is in the correct format and for notifying the user if any items are missing.
[1262] The "transmission means" is a means for transmitting input data to the server.
[1263] The "analysis means" is a means for analyzing the data received by the server and extracting keywords and important phrases.
[1264] The "classification means" is a means for classifying analyzed data into multiple categories.
[1265] The "generation means" is a means for generating specific events within the game based on the classified data.
[1266] A "construction means" is a means for constructing a customized game board using the generated game events.
[1267] The "display means" is a means for displaying customized game board data on a user's terminal and enabling game play.
[1268] This invention is a system that allows users to create customized board games based on their past experiences and episodes, promoting communication among family members, at work, and in educational settings. This system involves a series of processes starting with user input, including data transmission, analysis, event generation, board construction, and gameplay.
[1269] User episode input
[1270] Users use a dedicated application or web form to enter their past experiences and stories. For example, they might enter details about an episode such as "I joined a cycling club in college and won a championship with that club." This entry is often in the form of multiple lines of text.
[1271] Check the format of the input data
[1272] The terminal verifies that the data entered by the user is in the correct format, checks that the input data includes required fields and is within the appropriate character limit, and displays a pop-up notification or error message to prompt the user for additional information if any information is missing.
[1273] Sending data to the server
[1274] The device encodes the data that is determined to be in the correct format and sends it to the server using SSL (Secure Socket Layer). The data is packaged in JSON or XML format.
[1275] Data reception and analysis
[1276] The server receives episode data sent from the device. It uses natural language processing (NLP) libraries (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episodes and perform detailed analysis of the content. Specifically, it extracts keywords such as "cycling club" and "championship."
[1277] Classification into episode categories
[1278] The server categorizes the episodes based on the analysis results, using a built-in database or categorization algorithm, for example, categorizing the "Cycling Club" episode into the "Hobbies" category.
[1279] Game Event Generation
[1280] The server generates specific in-game events based on the classified episode categories, such as "I made a new friend" or "I won the club tournament," using templates and generative AI models.
[1281] Building the Game Board
[1282] The server builds a customized game board based on the generated game events, using HTML5 / CSS3 and JavaScript libraries (e.g., D3.js) to arrange events in the appropriate order based on the user's episode.
[1283] Sending customized board data
[1284] The server sends the customized game board data to the device. The data is encoded in JSON or XML format and transmitted securely via SSL.
[1285] Display the game board and start playing
[1286] The device parses the received customized game board data and displays it to the user. The display is done using front-end frameworks such as React.js and Vue.js. Users can play games with family, friends, and colleagues while viewing the displayed game board, and share their experiences and stories.
[1287] Specific examples
[1288] User A inputs the episode "I joined a cycling club during my university days and won a tournament." The device checks whether the episode is in the correct format, and notifies the user via a pop-up if any information is missing. After checking, the episode is encoded and sent to the server. The server receives the episode, extracts and analyzes keywords such as "cycling club" and "winning." It classifies the episode into a "hobby" category and generates game events such as "I made a new friend" and "I won a club tournament." A customized game board is created based on this and sent to the device. The device displays the received customized game board to User A, who then enjoys the game with family and friends.
[1289] Prompt Sentence Examples
[1290] Below are some examples of prompts that users can use to send specific instructions to the generative AI model:
[1291] Generate the following information based on the episode "I joined a cycling club during my university days and won a championship with that club."
[1292] 1. Extract keywords related to the episode.
[1293] 2. Identify the category of the episode based on keywords.
[1294] 3. Generate specific game events based on categories.
[1295] 4. Arrange the game events in the right order to build a customized board.
[1296] The system of the present invention allows users to create customized board games that reflect their individual experiences and stories, promoting communication and providing educational value. Furthermore, the automated format check and analysis of input data allows for efficient system operation, and language learning is also supported through multilingual support.
[1297] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1298] Step 1:
[1299] The user inputs their past experiences and episodes using a dedicated application or a web form. Specifically, the user enters a detailed episode in a text box, such as "I joined a cycling club in college and won a championship with that club." The input data format is multi-line text, with each episode clearly separated. The input for this step is the user's episode, and the output is the episode data entered in the web form.
[1300] Step 2:
[1301] The device checks the format of the episode data entered by the user. Specifically, it checks whether the input data fills required fields, has the appropriate number of characters, and is in the correct data format. For example, it checks whether text fields are not blank and whether specific keywords are included. If any information is missing, it displays a pop-up notification or error message to prompt the user for additional input. The input for this step is the episode data entered by the user, and the output is the format-checked episode data or a notification of missing information.
[1302] Step 3:
[1303] The device encodes episode data that is determined to be in the correct format and sends it to the server using Secure Socket Layer (SSL). The data to be sent is packaged in JSON or XML format. Specifically, the device converts the data into the required format and sends it to the server over a secure communication channel. The input of this step is the format-checked episode data, and the output is the episode data sent to the server.
[1304] Step 4:
[1305] The server receives the episode data sent from the device. It then uses a natural language processing (NLP) library (e.g., spaCy, NLTK, BERT, etc.) to extract keywords and important phrases from the episode. For example, it identifies keywords such as "cycling club" and "championship." This analysis results in a detailed analysis of the episode content. The input of this step is the episode data sent to the server, and the output is the analyzed keywords and phrases.
[1306] Step 5:
[1307] The server categorizes the episodes based on the analysis results. Specifically, it uses a built-in database and algorithms to classify episodes into categories such as "educational history," "work history," "family relationships," and "hobbies." For example, an episode about a "cycling club" would be classified into the "hobbies" category. The input for this step is the analyzed keywords and phrases, and the output is the categorized episodes.
[1308] Step 6:
[1309] The server generates specific in-game events based on the classified episode categories. Using templates and generative AI models, it generates game events such as "Made a new friend" or "Winned the club tournament." The generative AI model creates scenarios and events related to the episodes in real time. The input of this step is the categorized episodes, and the output is the generated game events.
[1310] Step 7:
[1311] The server builds a customized game board based on the generated game events. Specifically, it uses HTML5 / CSS3 and a JavaScript library (e.g., D3.js) to create a game board with events arranged in the appropriate order. The input of this step is the generated game events, and the output is the built customized game board data.
[1312] Step 8:
[1313] The server encodes the constructed customized game board data and sends it to the device. The data is encoded in JSON or XML format and sent securely using SSL. The input of this step is the constructed customized game board data, and the output is the game board data sent to the device.
[1314] Step 9:
[1315] The device parses the received customized game board data and displays it to the user. The game board is visually displayed using a front-end framework such as React.js or Vue.js. The user plays the game with family, friends, and colleagues while viewing the displayed game board, and shares their experiences and stories. The input of this step is the game board data sent to the device, and the output is the game board displayed to the user.
[1316] (Application example 1)
[1317] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1318] Conventional board games cannot reflect users' past experiences or episodes, and do not have special meaning for individual users, making it difficult to deepen communication and experience. Furthermore, there was a lack of means to provide experiential events based on customers' past memories and episodes in physical stores. As a result, it was difficult to increase customer repeat rates and the length of time they spent in stores.
[1319] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1320] In this invention, the server includes input means for a user to input past experiences and episodes, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events based on the analyzed data, construction means for constructing a customized game board using the generated events, transmission means for transmitting the customized game board data to the user's terminal, display means for displaying the game board data on the user's terminal and enabling game play, an in-store terminal for providing experiential events at physical stores, and means for making customized board games based on past episodes shareable and playable at physical stores. This allows for generating customized board games that reflect the user's past experiences and episodes and providing them as experiential events at physical stores, thereby enabling deeper communication with customers and increasing the amount of time they spend at the store.
[1321] "User" refers to an individual or group that uses the system.
[1322] "Past experiences and episodes" refer to specific events and stories that the user has experienced.
[1323] "Input means" refers to a device or interface that allows a user to input past experiences or episodes into the system.
[1324] "Transmission means" refers to a communication means for transmitting the user's input data to the server.
[1325] "Server" refers to the central processing unit that analyzes and stores received data, generates game events, and builds customized boards.
[1326] "Analysis means" refers to algorithms or techniques for analyzing received data and classifying it into multiple categories.
[1327] "Category" refers to the specific group or segment into which the analyzed data is classified.
[1328] "Generation means" refers to a function or program that generates game events based on the analysis results.
[1329] "Game events" refer to specific occurrences or actions generated based on a user's episodes.
[1330] "Construction Method" refers to the process or technique for constructing a customized game board using generated events.
[1331] A "game board" refers to a customized play scene or sheet based on a user's story.
[1332] "Display means" refers to a device or interface for displaying game board data and events on a user's terminal.
[1333] "Brick and mortar store" refers to a physical store or facility that customers can visit.
[1334] "Experiential events" refer to activities or events designed for customers to participate in and experience.
[1335] "In-store terminal" refers to a digital device used within a physical store.
[1336] "Generative AI model" refers to an artificial intelligence model used to analyze episode data and extract important keywords.
[1337] A "prompt" refers to an instruction or guideline that prompts the user for specific input.
[1338] System Overview
[1339] This invention is a system that allows users to input their past experiences and episodes, generate a customized board game based on those experiences, and offer it as an experiential event in a physical store. The system starts when users input their past experiences and episodes using their own smartphones or tablet devices in the physical store.
[1340] Hardware and Software
[1341] The system uses the following hardware and software:
[1342] Hardware:
[1343] Smartphone: A device that allows users to input episodes and play games.
[1344] Tablet device: An input device used in physical stores.
[1345] Cloud Server: A central processing unit that stores and analyzes data and generates game events.
[1346] software:
[1347] Natural language processing (NLP) techniques are used to analyze the episode data.
[1348] Generative AI model: Extracts important keywords from episodes and uses them to generate game events (e.g., OpenAI API).
[1349] Data sending / receiving module: A module for sending input data to the server and receiving the results.
[1350] Display interface: An interface for displaying and operating the customized board on the user's device.
[1351] Processing flow and data calculation
[1352] 1. User episode input and submission
[1353] Users use a smartphone or tablet device to input past experiences and episodes. For example, they can input an episode such as "I won the championship with my cycling club during my university days." After the episode is input, the device checks the format and notifies the user if any items are missing.
[1354] 2. Data Analysis
[1355] Once the data is determined to be in the correct format, it is sent to a cloud server. The server uses natural language processing (NLP) technology to analyze the user's episode data and extract important keywords. For example, the prompt:
[1356] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[1357] Use.
[1358] 3. Game Event Generation and Board Construction
[1359] Based on the analysis results, the server uses a generative AI model to generate game events. For example, events such as "Made a new friend" or "Won a club tournament" are generated. Based on this, a customized game board is constructed. The generated game board data is sent to the user's device.
[1360] 4. Viewing and Playing the Game Board
[1361] The user's device displays the received customized game board data, allowing the user to play the game with other customers or friends in the physical store. After playing, the score and game data are saved in the user's account and can be reused the next time the user visits.
[1362] Specific examples
[1363] A user uses a specific tablet device to enter the following episode:
[1364] "I won the championship with the cycling club when I was in college."
[1365] On the server side, we use NLP techniques and generative AI models to parse the data with prompts like:
[1366] "Analyze the following episode and extract key keywords: I won the championship with my cycling club during my university days."
[1367] Keywords such as "cycling club" and "championship" are extracted from the analysis results, and game events such as "made a new friend" and "won the club tournament" are generated based on these keywords. A customized board is created based on these game events and displayed on the user's device.
[1368] In this way, the system can generate customized board games based on users' past experiences and stories, and offer them as part of experiential events and promotional activities in physical stores, thereby promoting deeper communication with customers and extending their stay in the store.
[1369] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1370] Step 1:
[1371] Users input their past experiences and anecdotes using a smartphone or a tablet device in a physical store. For example, they might input an episode such as "I won the championship with my cycling club during my university days" in text format. This input data is then sent to the system via the input means.
[1372] Step 2:
[1373] The device checks the format of the entered episode data. If the input is too short or missing required information, it notifies the user and asks for additional input. Once the format check is complete, it processes the data to ensure it is in a structured and correct format, allowing the system to interpret it correctly.
[1374] Step 3:
[1375] The terminal transmits the data that has passed the format check to the cloud server. Using the transmission means, the input data is transmitted to the server through a secure communication channel.
[1376] Step 4:
[1377] The server analyzes the received data and extracts important keywords using natural language processing (NLP) techniques. A generative AI model is used for this analysis. For example, given the prompt "Analyze the following episode and extract important keywords: I won the cycling club championship during my university days," the key keywords "cycling club" and "championship" are extracted.
[1378] Step 5:
[1379] The server generates game events based on the extracted keywords. Using the generation means, meaningful game events (e.g., "I made a new friend" or "I won the club tournament") are generated for each keyword. The generated event data is used in subsequent steps.
[1380] Step 6:
[1381] The server builds a customized game board based on the generated game events. Using a construction method, the events are placed on the board in the appropriate order, designed to ensure a consistent game progression. Finally, a unique game board based on the user's episode is generated.
[1382] Step 7:
[1383] The server sends the constructed game board data to the terminal, where it is displayed on the user's smartphone or tablet.
[1384] Step 8:
[1385] The terminal displays the received customized game board data, allowing users to play the game with other customers and friends in the physical store. Game progress can be tracked and managed in real time through the application interface.
[1386] Step 9:
[1387] After a user finishes playing a game, the device stores their scores and game data in their account. This data can be reused on subsequent visits or in different play sessions. The stored data can be used for future analysis and personalized feedback.
[1388] These are the processing steps of the system that realizes the application example. At each step, specific operations such as data input, processing, analysis, and output are carried out in succession, providing a valuable experience for the user.
[1389] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[1390] This invention is a system that generates customized board games based on a user's past experiences and episodes, promoting communication among family members, at work, and in educational settings. Furthermore, by combining an emotion engine that recognizes the user's emotions, it includes a function that adjusts game events and board design according to the user's emotional state. This system involves a series of processes, starting with user input, including data transmission, analysis, event generation, board construction, emotion recognition, and gameplay.
[1391] User episode input
[1392] User: Using a dedicated application or web form, users enter their past experiences and stories. For example, they might enter a specific story like, "I was a member of a cycling club during my university days and won a competition."
[1393] Check the format of the input data
[1394] Terminal: Check that the data entered by the user is in the correct format. If any information is missing, notify the user and ask for more information.
[1395] Sending data to the server
[1396] Terminal: Sends data that has been determined to be in the correct format to the server.
[1397] Data reception and analysis
[1398] Server: Analyzes the received user episode data using natural language processing technology, extracts keywords and important phrases, and performs a detailed analysis of the episode content.
[1399] Classification into episode categories
[1400] Server: Based on the analysis results, the episodes are classified into categories (educational history, work history, family relationships, hobbies, etc.). For example, an episode about a cycling club would be classified into the "hobbies" category.
[1401] Game Event Generation
[1402] Server: Generates specific in-game events based on the episode categories. For example, it generates specific events such as "deepening friendships with club members" or "becoming a tournament champion."
[1403] Emotion recognition by emotion engine
[1404] Emotion engine: Recognizes emotions from the user's input episodes. For example, if the user uses phrases that express emotions such as "It was so much fun" or "I overcame difficulties," the engine recognizes those emotions.
[1405] Game Event and Board Adjustments
[1406] Server: Based on the emotions recognized by the emotion engine, the content and order of the generated game events are adjusted. It is also possible to change the design and color of the game board. For example, if there are a lot of positive emotions, a bright color design is used.
[1407] Building the Game Board
[1408] Server: Based on the results of the emotion engine, a customized game board is constructed, with events based on the user's specific episode arranged in the appropriate order, and the board's design and colors are adjusted accordingly.
[1409] Sending customized board data
[1410] Server: Sends the created customized game board data to the user's device.
[1411] Display the game board and start playing
[1412] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[1413] Specific examples
[1414] User A: Enters an episode of being a member of a cycling club during university and winning a competition. He also adds, "This experience was very enjoyable."
[1415] Terminal: Checks whether the input data is correct, and if there is any missing data, requests additional information and then sends it to the server.
[1416] Server: Receives episodes, analyzes keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category. Generates specific game events such as "deepened friendships with club members" and "became a tournament champion."
[1417] Emotion Engine: Recognizes emotions contained in user episodes and captures positive emotions.
[1418] Server: Adjust game events and board design based on perceived emotions, and adopt a brighter color scheme.
[1419] Terminal: The received customized game board is displayed to the user, and User A enjoys the game with family and friends.
[1420] In this way, the system of the present invention generates a customized board game based on the user's past experiences, episodes, and even emotions, promoting communication and providing educational value.
[1421] The processing flow will be explained below.
[1422] Step 1:
[1423] User: Enter your past experiences and stories into a dedicated application or web form. For example, you might enter, "I was a member of a cycling club in college and won a competition."
[1424] Step 2:
[1425] Terminal: Check that the data entered by the user contains the required information. If there is a gap, notify the user and prompt for additional information. For example, "Please enter the name of the tournament."
[1426] Step 3:
[1427] User: If prompted for additional information, enter the additional information. For example, enter "I won the city cycling race."
[1428] Step 4:
[1429] Terminal: Ensures that all necessary information is present and sends the input data to the server.
[1430] Step 5:
[1431] Server: Analyzes the received episode data using natural language processing techniques to extract keywords and important contexts, such as "university," "cycling club," and "championship."
[1432] Step 6:
[1433] Server: Classifies episodes into categories based on the analysis results. For example, classifying the "Cycling Club" episode into the "Hobbies" category.
[1434] Step 7:
[1435] Server: Generates specific in-game events based on episodes categorized into each category. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[1436] Step 8:
[1437] Emotion engine: Recognizes emotions from user input episodes and related text. For example, if a user uses emotional phrases such as "It was so much fun" or "I overcame difficulties," the engine identifies the emotion.
[1438] Step 9:
[1439] Server: Based on the user's emotions recognized by the emotion engine, the server adjusts the content and order of generated game events. It also changes the design and color of the game board. For example, if there are a lot of positive emotions, it adopts a bright color design.
[1440] Step 10:
[1441] Server: Based on the results of the emotion engine and the coordinated events, it builds a customized game board where events are arranged in the appropriate order based on the user's specific episode.
[1442] Step 11:
[1443] Server: Sends the created customized game board data to the user's device.
[1444] Step 12:
[1445] Terminal: The terminal displays the received customized game board data to the user, enabling the user to play the game. For example, the user can start a game with family or colleagues using the displayed game board.
[1446] Through this series of processes, users can enjoy an individually customized version of The Game of Life based on their past experiences, episodes, and even their emotional state.
[1447] Example 2
[1448] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1449] Traditional board games are based on fixed scenarios and events, making it difficult to customize them to reflect players' past experiences and emotions. They are also insufficient to promote smooth communication and learning in family, workplace, and educational settings. Furthermore, they lack the flexibility to adjust the game content based on user input and emotions.
[1450] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.
[1451] In this invention, the server includes input means for a user to input past experiences and episodes, means for checking the format of the input data and notifying the user if any items are missing, transmission means for transmitting the input data to the server, analysis means for the server to analyze the received data and classify it into multiple categories, generation means for generating game events using a generative AI model based on the analyzed data, emotion recognition means for recognizing emotions contained in the user's input data, adjustment means for adjusting game events and board design based on the recognized emotions, construction means for constructing a customized game board using the generated events, transmission means for transmitting customized game board data to the user's terminal, and display means for displaying the game board data on the user's terminal to enable game play. This enables the generation of a customized board game based on the user's past experiences and emotions, thereby realizing smooth communication and providing educational value.
[1452] A "user" is an individual or group who utilizes the system to input past experiences and episodes and use a customized game board.
[1453] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[1454] The "format checking means" is a function for correcting the data entered by the user in the correct format, and includes a notification function for requesting additional information from the user if any items are missing.
[1455] "Transmission means" refers to a function or protocol for transmitting input data to a server.
[1456] The "analysis means" is a function that analyzes the data received by the server, extracts important keywords and phrases, and classifies them into multiple categories.
[1457] A "generative AI model" is an artificial intelligence model that generates game events from analyzed data using specific algorithms.
[1458] The "generation means" is a function for generating in-game events using a generative AI model based on the data obtained by the analysis means.
[1459] The "emotion recognition means" is a function for identifying the emotion contained in the user's input data.
[1460] The "adjustment means" is a function that adjusts the content of game events and the design of the game board based on the recognized emotions.
[1461] "Construction" is the ability to create customized game boards using adjusted game events and designs.
[1462] The "display means" is a function for displaying a customized game board on the user's terminal and enabling the game to be played.
[1463] This system generates a customized board game based on the user's past experiences and episodes, promoting communication. It also incorporates an emotion engine that recognizes the user's emotions and adjusts game events and board design according to the user's emotional state. This system is implemented using specific hardware and software.
[1464] Hardware and software used
[1465] Users use their smartphones or computers to enter episodes, either through a dedicated application or a web form.
[1466] The device receives user input, checks the format, and sends the data to a server, either through an application on iOS or Android or a web browser.
[1467] The server processes the received data using a Python-based natural language processing (NLP) library (e.g., nltk or spaCy) to analyze it, and then generates game events based on the analysis results using a generative AI model (e.g., OpenAI's GPT-3).
[1468] The emotion engine uses natural language processing techniques to recognize emotions contained in the input data, for example, analyzing phrases that indicate the user's emotions, such as "I had a lot of fun" or "I overcame difficulties."
[1469] Specific examples
[1470] A specific example of the operation of the system is shown below.
[1471] 1. User A uses a dedicated application to input an episode such as, "When I was in college, I was a member of a cycling club and won a competition. That was a really fun experience."
[1472] 2. The device checks whether the input data is in the correct format, and if it is missing, it notifies the user by saying, "Please tell us more about your victory." After checking the input data, it sends the data to the server.
[1473] 3. The server uses nltk and spaCy to analyze keywords such as "university," "cycling club," and "championship," and classifies them into the "hobbies" category.
[1474] 4. The server uses a generative AI model to automatically generate game events such as "deepening friendships with club members" or "becoming a tournament champion."
[1475] 5. The emotion engine recognizes the phrase "It was so much fun" in the user's episode as a positive emotion.
[1476] 6. The server adjusts the content of game events and the design of the game board to brighter colors based on the recognized emotion.
[1477] 7. The server sends the constructed customized game board data to the user's device.
[1478] 8. The device displays the received game board, and User A can enjoy the game with his / her family and friends.
[1479] In this way, the system of the present invention generates a customized board game based on the user's past experiences and emotions, promoting communication and providing educational value.
[1480] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1481] Step 1:
[1482] Users use a dedicated application or a web form to input past experiences and episodes. The input data includes specific events and emotions. For example, a user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[1483] Input: Episode data entered by the user
[1484] Output: Input episode data
[1485] Step 2:
[1486] The terminal checks that the entered data is in the correct format, and if it is not, notifies the user and asks for more information, for example by displaying a prompt such as "Tell me more about your win."
[1487] Input: Entered episode data
[1488] Data processing: Verify that the data is in the correct format
[1489] Output: Well-formatted data or an error message
[1490] Step 3:
[1491] The terminal transmits data that has been determined to be in the correct format to the server using an encrypted communications protocol.
[1492] Input: Correctly formatted data
[1493] Data processing: Encrypt data before sending
[1494] Output: Notification of completion of transmission to the server
[1495] Step 4:
[1496] The server then analyzes the received data using natural language processing (NLP) techniques, such as Python's nltk and spaCy, to extract keywords and key phrases and provide a detailed analysis of the episode content.
[1497] Input: Episode data received by the server
[1498] Data processing: Keyword extraction and content analysis using nltk and spaCy
[1499] Output: Analyzed data (keywords, important phrases)
[1500] Step 5:
[1501] The server categorizes the episodes based on the analyzed data. Categories are divided into "educational background," "work history," "family relationships," "hobbies," etc. For example, keywords such as "university," "cycling club," and "winning" would be classified into the "hobbies" category.
[1502] Input: Parsed data
[1503] Data processing: Applying categorization algorithms
[1504] Output: Categorized data
[1505] Step 6:
[1506] The server uses a generative AI model, such as OpenAI's GPT-3, to generate game events from the categorized data. For example, it generates events such as "deepening friendships with club members" or "becoming a tournament champion."
[1507] Input: Categorical data
[1508] Data processing: Event generation using generative AI models (e.g., GPT-3)
[1509] Output: Generated game events
[1510] Step 7:
[1511] The emotion engine recognizes emotions contained in the episodes entered by the user, for example, by analyzing phrases that describe emotions such as "it was so much fun" or "we overcame difficulties."
[1512] Input: User input episodes
[1513] Data processing: Sentiment analysis using natural language processing technology
[1514] Output: Recognized emotion data
[1515] Step 8:
[1516] The server adjusts the content of generated game events and the design of the game board based on the recognized emotions, optimizing them according to the user's emotions, such as using brighter colors when there are a lot of positive emotions.
[1517] Input: Generated game events and recognized emotion data
[1518] Data processing: Optimizing event content and board design
[1519] Output: Coordinated game events and game board design
[1520] Step 9:
[1521] The server builds a customized game board based on the adjusted game events and design.
[1522] Input: Coordinated game events and game board design
[1523] Data processing: Applying gameboard construction algorithms
[1524] Output: Built custom game board data
[1525] Step 10:
[1526] The server then sends the created customized game board data to the user's device, using techniques such as checksums to ensure data integrity.
[1527] Input: Custom game board data
[1528] Data processing: Data integrity check and transmission
[1529] Output: Notification of completion of transmission to the user terminal
[1530] Step 11:
[1531] The terminal displays the received customized game board data to the user, making the game playable. The user can then start playing a game with family or friends using the displayed game board.
[1532] Input: Received customized game board data
[1533] Data processing: Displaying the game board
[1534] Output: The game board displayed to the user and ready to play
[1535] (Application example 2)
[1536] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1537] Conventional board games are unable to reflect a user's past experiences and emotions, and game events and board designs are insufficiently optimized to respond to emotions, making it difficult to provide a truly personalized experience. Furthermore, when considering use in educational settings, there was no technology that could generate customized board games based on a user's past experiences. As a result, there was a lack of tools that could utilize users' anecdotes to enhance educational effectiveness and promote communication.
[1538] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: input means for a user to input past experiences and episodes; transmission means for transmitting the input data to the server; analysis means for the server to analyze the received data and classify it into multiple categories; generation means for generating game events based on the analyzed data; construction means for constructing a customized game board using the generated events; transmission means for transmitting the customized game board data to the user's terminal; display means for displaying the game board data on the user's terminal to enable game play; and means for analyzing emotions included in the user's input episodes using an emotion recognition engine and adjusting the game events and board design. This makes it possible to generate a highly customized board game based on the user's past experiences and emotions, thereby promoting communication and improving educational effectiveness in educational settings, etc.
[1539] "Input means" refers to a device or interface that allows a user to input past experiences or episodes.
[1540] "Transmission means" refers to a device or software that has the function of transmitting input data to a server.
[1541] The "analysis means" refers to an algorithm or program that analyzes the data received by the server and classifies it into multiple categories.
[1542] "Generation means" refers to functionality or software for generating game events based on analyzed data.
[1543] A "construction means" is a function or system for creating a customized game board using the generated game events.
[1544] "Display means" refers to a function or device that displays customized game board data on a user's terminal and enables game play.
[1545] An "emotion recognition engine" is a program or algorithm that analyzes and recognizes emotions from user input episodes.
[1546] A "smartphone" is a mobile device that has advanced information processing capabilities in addition to calling functions and can be used by installing applications.
[1547] The system for carrying out the present invention includes an application installed on a smartphone and a program running on a server side. Specific embodiments for carrying out the present invention will be described below.
[1548] First, the user uses a smartphone application to input their past experiences and episodes. This input method saves the user's episodes as text data on the smartphone. For example, the user might input an episode such as, "I was a member of a cycling club during my university days and won a competition."
[1549] Next, the user's input data is sent to the server via a transmission means. The server analyzes the received data and uses natural language processing (NLP) techniques to classify it into multiple categories. Specifically, it uses TextBlob, a text analysis tool, to extract keywords and important phrases from the episodes and perform a detailed analysis of the episodes.
[1550] The episodes classified by the analysis means are then assigned to each category. For example, the "Cycling Club" episode is classified into the "Hobbies" category. This process generates specific game events based on the user's experience.
[1551] The generation means uses the generated events to build a customized game board. For example, game events such as "deepening friendships with club members" or "becoming a tournament champion" are placed on the board.
[1552] Furthermore, an emotion recognition engine is used to analyze the emotions contained in the episodes entered by the user. For example, if a user writes "It was a lot of fun" or "I overcame difficulties," the system analyzes the positive or negative emotions and adjusts the game events and board design accordingly.
[1553] The constructed customized game board data is again transmitted to the user's smartphone by the transmission means. The received data is displayed on the user's device, allowing the user to play the game. The display means displays the game board in a visually easy-to-understand format for the user, supporting interactive operation.
[1554] Specific examples
[1555] For example, user A enters, "I was a member of a cycling club in college and won a competition. It was a lot of fun."
[1556] The server analyzes this episode using keywords such as "university," "cycling club," and "victory," and classifies it into the "hobbies" category. It also performs sentiment analysis using TextBlob to recognize positive emotions.
[1557] Based on the analysis, positive events such as "deepening friendships with club members" or "becoming a tournament champion" are generated. In addition, a brightly colored game board is constructed and sent to the user's smartphone.
[1558] User A can view the customized game board on their smartphone and enjoy the game with their family and friends.
[1559] Prompt Sentence Examples
[1560] "When I was in elementary school, I won a painting contest and I was very happy at the time."
[1561] In this way, the present invention enables the realization of a highly customized board game based on the user's past experiences and emotions, thereby promoting communication in educational settings and improving educational effectiveness.
[1562] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1563] Step 1:
[1564] The user operates a means for inputting past experiences and episodes. The input means allows the user's experiences and episodes to be saved as text data on the device. An example of an input is an episode such as "I was a member of a cycling club during my university days and won a competition."
[1565] Step 2:
[1566] The terminal checks the format of the input data and notifies the user if any items are missing. Data that is determined to be in the correct format is sent to the server by the transmission means. The input is text data, and the output is text data in the correct format.
[1567] Step 3:
[1568] The server analyzes the received data and uses natural language processing (NLP) techniques to extract keywords and key phrases from the episode. It uses tools such as TextBlob to analyze and understand the meaning of the data. The input is text data, and the output is a list of extracted keywords.
[1569] Step 4:
[1570] The server classifies episodes into multiple categories based on the keywords extracted by the analysis means. For example, based on the keywords "university," "cycling club," and "victory," it classifies them into the "hobbies" category. The input is a keyword list, and the output is categorized data.
[1571] Step 5:
[1572] The server uses a generation method to generate specific game events from the classified episodes. Events such as "deepening friendships with club members" and "becoming a tournament champion" are generated. The input is the categorized data, and the output is a list of generated game events.
[1573] Step 6:
[1574] The server uses an emotion recognition engine to analyze the emotions contained in the user's episodes. It uses TextBlob or similar to determine whether the emotion is positive or negative. The input is text data, and the output is the result of the emotion analysis.
[1575] Step 7:
[1576] The server adjusts the game events and game board design based on the results of the sentiment analysis. If there is a lot of positive sentiment, it adopts a bright color design and adjusts the order of events on the game board. The input is the result of the sentiment analysis and a list of game events, and the output is the adjusted game board data.
[1577] Step 8:
[1578] The server transmits the customized game board data to the user's terminal via a transmission means. The terminal displays the received game board data, allowing the user to play the game. The input is the adjusted game board data, and the output is the game board displayed on the user's terminal.
[1579] Step 9:
[1580] Users can enjoy games with family and friends using a customized game board displayed on the device, and interactive operations are supported during gameplay, promoting communication.
[1581] 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.
[1582] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1583] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.
[1584] 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.
[1585] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[1586] 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.
[1587] 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).
[1588] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[1589] 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."
[1590] 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.
[1591] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[1592] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.
[1593] 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.
[1594] 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.
[1595] 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.
[1596] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[1597] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a single processor.
[1598] 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.
[1599] 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.
[1600] 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.
[1601] 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.
[1602] The following is further disclosed regarding the above embodiment.
[1603] (Claim 1)
[1604] an input means for a user to input past experiences and episodes;
[1605] a transmitting means for transmitting input data to the server;
[1606] an analysis means for the server to analyze the received data and classify it into a plurality of categories;
[1607] generating means for generating game events based on the analyzed data;
[1608] a builder for building a customized game board using the generated events;
[1609] a transmitting means for transmitting the customized game board data to a user's terminal;
[1610] A display means for displaying game board data on the user's terminal and enabling game play;
[1611] A system including:
[1612] (Claim 2)
[1613] 2. The system of claim 1, further comprising means for checking the format of input data and notifying the user of any missing items.
[1614] (Claim 3)
[1615] 10. The system of claim 1, including functionality to enable game play in multiple languages and to assist in language learning.
[1616] "Example 1"
[1617] (Claim 1)
[1618] an input means for a user to input past experiences and episodes;
[1619] A check to ensure that the input data is in the correct format;
[1620] a transmitting means for transmitting input data to the server;
[1621] The server analyzes the received data and extracts keywords and important phrases.
[1622] a classification means for classifying the data into a plurality of categories based on the analysis results;
[1623] a generation means for generating a game event based on the classified data;
[1624] a builder for building a customized game board using the generated events;
[1625] a transmitting means for transmitting the customized game board data to a user's terminal;
[1626] A display means for displaying game board data on the user's terminal and enabling game play;
[1627] A system including:
[1628] (Claim 2)
[1629] 2. The system according to claim 1, wherein the terminal further comprises means for checking the format of the input data and notifying the user if any items are missing.
[1630] (Claim 3)
[1631] 10. The system of claim 1, including functionality to enable game play in multiple languages and to assist in language learning.
[1632] "Application Example 1"
[1633] (Claim 1)
[1634] an input means for a user to input past experiences and episodes;
[1635] a transmitting means for transmitting input data to the server;
[1636] an analysis means for the server to analyze the received data and classify it into a plurality of categories;
[1637] generating means for generating game events based on the analyzed data;
[1638] a builder for building a customized game board using the generated events;
[1639] a transmitting means for transmitting the customized game board data to a user's terminal;
[1640] display means for displaying game board data on a user's terminal to enable game play;
[1641] In-store terminals for providing experiential events in physical stores,
[1642] A way to make customized board games based on past episodes available to share and play in brick-and-mortar stores,
[1643] A system including:
[1644] (Claim 2)
[1645] 2. The system of claim 1, further comprising means for checking the format of input data and notifying the user of any missing items.
[1646] (Claim 3)
[1647] 10. The system of claim 1, including functionality to enable game play in multiple languages and to assist in language learning.
[1648] (Claim 4)
[1649] 10. The system of claim 1, further comprising means for extracting important keywords from the user's episodes using a generative AI model.
[1650] (Claim 5)
[1651] 2. The system according to claim 1, further comprising an interface means for displaying a prompt sentence in a physical store and enabling a user to easily input an episode.
[1652] "Example 2: Combining Emotion Engines"
[1653] (Claim 1)
[1654] an input means for a user to input past experiences and episodes;
[1655] A means to check the format of input data and notify the user if there are any missing items;
[1656] a transmitting means for transmitting input data to the server;
[1657] an analysis means for the server to analyze the received data and classify it into a plurality of categories;
[1658] a generation means for generating game events using a generation AI model based on the analyzed data;
[1659] emotion recognition means for recognizing emotions contained in user input data;
[1660] an adjustment means for adjusting game events and board design based on the recognized emotions;
[1661] a builder for building a customized game board using the generated events;
[1662] a transmitting means for transmitting the customized game board data to a user's terminal;
[1663] A display means for displaying game board data on the user's terminal and enabling game play;
[1664] A system including:
[1665] (Claim 2)
[1666] 2. The system of claim 1, further comprising means for checking the format of input data and notifying the user of any missing items.
[1667] (Claim 3)
[1668] 10. The system of claim 1, including functionality to enable game play in multiple languages and to assist in language learning.
[1669] "Application example 2 when combining emotion engines"
[1670] (Claim 1)
[1671] an input means for a user to input past experiences and episodes;
[1672] a transmitting means for transmitting input data to the server;
[1673] an analysis means for the server to analyze the received data and classify it into a plurality of categories;
[1674] generating means for generating game events based on the analyzed data;
[1675] a builder for building a customized game board using the generated events;
[1676] a transmitting means for transmitting the customized game board data to a user's terminal;
[1677] display means for displaying game board data on a user's terminal to enable game play;
[1678] a means for analyzing emotions included in the user's input episodes using an emotion recognition engine and adjusting game events and board design;
[1679] A system including:
[1680] (Claim 2)
[1681] 2. The system of claim 1, further comprising means for checking the format of input data and notifying the user of any missing items.
[1682] (Claim 3)
[1683] The system according to claim 1, further comprising means for generating a customized board game based on episodes input by a user and emotion analysis results, the system being installed on a smartphone. [Explanation of symbols]
[1684] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>
Claims
1. an input means for a user to input past experiences and episodes; a transmitting means for transmitting input data to the server; an analysis means for the server to analyze the received data and classify it into a plurality of categories; generating means for generating game events based on the analyzed data; a builder for building a customized game board using the generated events; a transmitting means for transmitting the customized game board data to a user's terminal; A display means for displaying game board data on the user's terminal and enabling game play; A system including:
2. 2. The system according to claim 1, further comprising means for checking the format of input data and notifying the user if any items are missing.
3. 10. The system of claim 1, further comprising functionality for enabling game play in multiple languages and assisting language learning.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A