System
A smartphone application system with personalized virtual characters and AI-driven lesson optimization addresses the challenge of English learning in Japan by offering engaging and effective English education for children.
Patent Information
- Application Number
- JP2024122803
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-29
- Publication Date
- 2026-02-10
AI Technical Summary
Learning English is challenging for children in Japan due to significant grammatical and pronunciation differences, and parents in dual-income households struggle to provide sufficient English education, necessitating a system that allows children to learn effectively while having fun.
A smartphone application system that generates personalized virtual characters based on user profiles, analyzes conversation data to optimize lessons, provides feedback, and manages monthly subscription plans, utilizing AI technology for effective English learning.
Enables children to learn English effectively and engagingly, reducing the burden on parents by providing personalized and fun learning experiences.
Smart Images

Figure 2026021121000001_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] Describe the "problem that the invention aims to solve" and the "means for solving the problem."
[0005] Learning English has long been a challenge in Japan, and it is not easy for children to naturally acquire English, especially due to the significant differences in grammar and pronunciation. Furthermore, from 2020, English study became mandatory for elementary school students in the third grade and above, but in dual-income households, it is difficult for parents to devote sufficient time to their children's English education. Against this backdrop, there is a demand for ways for children to learn English effectively while having fun. [Means for solving the problem]
[0006] To solve the above-mentioned problems, the present invention provides the following means: A system is constructed that includes means for a user to download an application and register an account, means for inputting a child's profile information and generating a personalized virtual character based on that information, means for the user to converse with the virtual character and collect conversation data, means for analyzing the collected conversation data and optimizing the next lesson content based on the learning progress, means for providing the user with feedback and new learning tasks, and means for managing monthly payment plans and reporting to the user. This system allows children to learn English effectively while having fun and reduces the burden on parents.
[0007] "User" refers to the parent or child who uses this application.
[0008] "Application" refers to a software program that is installed and used on a smartphone or tablet device.
[0009] "Account" refers to the individual registration information of a user required to use an application.
[0010] "Profile Information" refers to information about personal characteristics such as a child's name, age, gender, interests, and current English level.
[0011] "Virtual characters" refer to digital agents generated by AI technology that converse with children.
[0012] "Conversation Data" refers to records of audio or text communications that a user has with a virtual character.
[0013] "Analysis" refers to the process of evaluating learning progress based on collected conversation data and optimizing the content of the next lesson.
[0014] "Feedback" refers to the function of providing evaluation and advice to the user or child regarding their learning progress.
[0015] A "learning task" refers to a specific learning activity that the virtual character provides to the child to do next.
[0016] "Monthly subscription plan" refers to a pricing structure that allows users to use specific features and services of an application by paying a fixed monthly fee.
[0017] "Server" refers to the hardware and software on a network that performs back-end processing for an application.
[0018] "Terminal" refers to a device such as a smartphone or tablet that runs an application. [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] ---
[0041] This invention is a smartphone application system that supports English learning for elementary school students. The system uses AI technology to generate a virtual character based on the child's profile information, analyzes the collected conversation data, and personalizes the next lesson. Various functions are also available to users through a monthly subscription plan. Below, the system's program processing is explained in natural language, along with specific examples of use.
[0042] User registration and initial settings
[0043] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user enters an email address and password to create an account. This information is sent from the device to the server, completing the registration.
[0044] Next, a screen for entering the child's profile information is displayed. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character based on the entered information and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[0045] Start a study session
[0046] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0047] Analysis of conversation data and feedback
[0048] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with a sport. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to use in the next session. The generated learning plan is sent to the device and displayed as feedback to the user. The feedback includes an evaluation and the next learning content, as well as encouraging messages such as, "Well done! Tomorrow, let's talk more about sports!"
[0049] Managing your monthly subscription plans
[0050] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0051] Specific use cases
[0052] 1. User: A child launches the application and begins a conversation with a virtual character.
[0053] 2. Device: "What did you do at school today?" the virtual character asks.
[0054] 3. User: Child replies, "I learned math and played soccer."
[0055] 4. Terminal: Converts the voice into text data and sends it to the server.
[0056] 5. Server: Analyze the text data and detect "learned math" and "played soccer."
[0057] 6. Server: Next time, I will prepare questions related to mathematics or sports.
[0058] 7. Device: Provide feedback to the child, saying "Well done! Tomorrow, let's talk more about sports!" and provide an encouraging message.
[0059] Through this process, children can learn English effectively while having fun, and parents can support their children's English education with peace of mind. This system is an effective way to solve the challenges of English learning in Japan.
[0060] The processing flow will be explained below.
[0061] ---
[0062] Step 1:
[0063] User: Downloads and installs the application from the smartphone app store.
[0064] Step 2:
[0065] Device: When you launch the application, the account registration screen will appear.
[0066] Step 3:
[0067] User: Enter your email address and password to create an account.
[0068] Step 4:
[0069] Device: Sends registration information to the server.
[0070] Step 5:
[0071] Server: Based on the submitted information, the user's account is registered in the database.
[0072] Step 6:
[0073] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[0074] Step 7:
[0075] User: Enter your profile information and submit.
[0076] Step 8:
[0077] Device: Sends the entered profile information to the server.
[0078] Step 9:
[0079] Server: Generates a personalized virtual character (AI character) based on input information.
[0080] Step 10:
[0081] Server: Sends the generated virtual characters to the device.
[0082] Step 11:
[0083] Device: A virtual character appears within the app.
[0084] Step 12:
[0085] User: Press the "Start Session" button in the app to begin a learning session.
[0086] Step 13:
[0087] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[0088] Step 14:
[0089] User: Responds into the microphone. Example: "I am fine, thank you."
[0090] Step 15:
[0091] Terminal: Converts the user's voice into text data using voice recognition technology.
[0092] Step 16:
[0093] Terminal: Sends the converted text data to the server.
[0094] Step 17:
[0095] Server: Analyzes the text data and evaluates the content of the conversation.
[0096] Step 18:
[0097] Server: Based on the analysis results, evaluate the user's learning progress and generate the most appropriate questions and learning plan for the next session.
[0098] Step 19:
[0099] Server: Sends the generated learning plan and feedback to the device.
[0100] Step 20:
[0101] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[0102] Step 21:
[0103] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[0104] Step 22:
[0105] On your device: Send the selected plan information to the server.
[0106] Step 23:
[0107] Server: Manages billing information based on the plan selected.
[0108] Step 24:
[0109] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[0110] These are the specific processing steps in the system's program. Through this series of steps, children can learn English in a fun and effective way, and parents can support their English education with peace of mind.
[0111] Example 1
[0112] 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."
[0113] Modern English education is challenging, especially for elementary school students. Traditional teaching methods make it difficult to personalize learning to suit individual interests and learning progress, and it is also difficult to maintain motivation. Therefore, there is a need to provide a system that allows elementary school students to learn English effectively while having fun. Furthermore, there is a need for support for learning at home, and a system that parents can use with confidence.
[0114] 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.
[0115] In this invention, the server includes: a means for a user to download an application and register an account; a means for inputting a child's profile information and generating a personalized virtual character based on that information; a means for the user to converse with the virtual character and collect the conversation data; a means for analyzing the collected conversation data and optimizing the next lesson content based on the child's learning progress; a means for providing the user with feedback and new learning tasks; a means for managing a monthly subscription plan and reporting to the user; a means for converting voice data into text data and sending the text data to the server; and a means for personalizing the conversation based on the analysis results and using a generative AI model to generate the content for the next session. This enables elementary school children to learn English effectively while having fun, and parents can receive educational support with peace of mind.
[0116] "User" refers to an individual person or parent who uses the system or application.
[0117] "Application" refers to software that runs on electronic devices such as smartphones and tablets.
[0118] "Downloading" refers to the act of transferring data or software from a server to a device via the Internet.
[0119] An "account" refers to a set of information (usually a username and password) used to identify a user.
[0120] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and English level.
[0121] "Virtual character" refers to a system-generated digital character for a user to interact with.
[0122] "Conversation data" refers to a record of words and sentences exchanged between a user and a virtual character.
[0123] "Analysis" refers to the process of analyzing collected data and clarifying its meaning and characteristics.
[0124] "Study progress" refers to information indicating the user's learning progress and achievement level.
[0125] "Optimization" refers to making something the most effective or efficient under specific conditions.
[0126] "Feedback" refers to learning evaluation and instruction information provided to the user.
[0127] A "learning task" refers to a specific learning task or activity that a user must accomplish.
[0128] "Monthly billing plan" refers to a service plan that a user can use by paying a fixed monthly fee.
[0129] "Voice data" refers to a digital recording of a user's spoken words.
[0130] "Text data" refers to voice data expressed as a string of characters.
[0131] "Server" refers to a remote computer system that stores, manages, and processes data.
[0132] "Generative AI model" refers to an algorithm or model that uses AI techniques to generate specific results or content from data.
[0133] This invention is a smartphone application system that supports English learning for elementary school students, providing users with a tool to effectively advance their children's English learning. The system supports children's learning through conversations with personalized virtual characters using AI technology.
[0134] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, and the user creates an account by entering an email address and password. The entered information is sent from the device to the server, and the server registers the account information in a database.
[0135] Next, a screen for entering the child's profile information appears. The user enters information such as the child's name, age, gender, interests, and current English level. This data is sent from the device to the server, and the server sends prompts to the generative AI model to generate a personalized virtual character based on the entered information. The generated virtual character data is sent to the device, and the device displays the virtual character.
[0136] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0137] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to ask the AI model the next question, generating a personalized question related to sports. Learning progress is also evaluated based on the analysis results, and a personalized learning plan is generated for the next session. The generated learning plan is sent to the device, which then displays feedback to the user, saying, "Well done! Tomorrow, let's talk more about sports!"
[0138] Users can also select a monthly billing plan from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. For the free version, the service is provided on the condition that the user watches advertisements.
[0139] In a specific usage example, a child launches the app and a virtual character asks, "What did you do at school today?" If the child replies, "I learned math and played soccer," the speech is converted into text data and sent to the server. The server analyzes the text data and extracts "learned math" and "played soccer" as keywords. For the next session, the generative AI model is asked to prepare questions related to math and sports. The device provides feedback to the child, displaying, "Well done! Tomorrow, let's talk more about sports!"
[0140] This process allows children to learn English while having fun, and parents can support English education with peace of mind. This system is an effective way to solve the problems facing English learning in Japan.
[0141] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0142] Step 1:
[0143] A user downloads and installs an application from the smartphone's app store. Input: User operation. Output: Installing the application on the smartphone. Specifically, the user uses the app store's search function to find the application and presses the install button.
[0144] Step 2:
[0145] The user launches the application and enters their email address and password on the account registration screen. Input: Email address and password. Output: Account information is sent to the server. Specifically, the user clicks the account registration button to send the information to the server.
[0146] Step 3:
[0147] The server registers the received information in the database and returns a confirmation message of registration completion to the terminal. Input: User account information. Output: Confirmation message of registration completion. Specifically, it adds new user information to the database and checks whether registration was completed successfully.
[0148] Step 4:
[0149] On the screen where the user enters their child's profile information, they enter the child's name, age, gender, interests, and current English level. Input: Child's profile information. Output: Profile information is sent to the server. Specifically, the user enters the required information in the input fields and presses the send button.
[0150] Step 5:
[0151] The server sends a prompt to the generative AI model to generate a personalized virtual character based on the received profile information. Input: Child's profile information. Output: Generated virtual character data. Specifically, the server sends a prompt (e.g., "A 7-year-old boy who is a level 1 English learner who likes soccer") to the generative AI model to generate a character.
[0152] Step 6:
[0153] The server sends the data of the generated virtual character to the terminal. Input: Generated virtual character data. Output: Display the virtual character on the terminal. Specifically, the generated character data is formatted and sent to the terminal.
[0154] Step 7:
[0155] When the user launches the application and presses the "Start Session" button, the learning session begins. Input: User operation. Output: The virtual character begins to greet the user. Specifically, the session start request is sent to the server, and the character's greeting message is displayed.
[0156] Step 8:
[0157] The virtual character asks a question such as "Hello! How are you today?" Input: Question data from the virtual character. Output: Question displayed to the user. In concrete terms, the device displays the question message received from the server in voice and text.
[0158] Step 9:
[0159] The user responds through the microphone, "I am fine, thank you." Input: User's voice input. Output: Voice data. Specifically, the voice is recorded and temporarily saved on the device.
[0160] Step 10:
[0161] The device converts the voice data into text data and sends it to the server. Input: User's voice data. Output: Text data. Specifically, the device uses a voice recognition engine to convert the voice into text and sends it to the server.
[0162] Step 11:
[0163] The server analyzes the text data. Input: Text data. Output: Analysis results. Specifically, it analyzes the text data using a natural language processing engine and extracts important keywords and context.
[0164] Step 12:
[0165] The server requests the generative AI model to generate the next question based on the analysis results, generating a personalized question. Input: Analysis results. Output: Next question. Specifically, the server sends the analysis results to the generative AI model as a prompt, which generates a new question.
[0166] Step 13:
[0167] The server sends the analysis results and a personalized learning plan to the device, which displays them as feedback to the user. Input: Personalized learning plan. Output: Feedback message. Specifically, the device receives the feedback message and displays something like "Well done! Tomorrow, let's talk more about sports!"
[0168] Step 14:
[0169] The user selects a monthly billing plan from the "Basic Edition," "Multi-functional Edition," or "Free Edition" on the settings screen. Input: User selection. Output: Selected plan information. Specifically, after selecting a plan, the information is sent to the server.
[0170] Step 15:
[0171] The server manages billing information based on the plan information received. Input: Selected plan information. Output: Billing information. Specifically, it saves the selected plan information in the database and prepares for billing processing.
[0172] Step 16:
[0173] The server processes the billing at the end of the month and charges the user. For the free version, the conditions for viewing ads are checked. Input: End of month. Output: Billing processing results or ad viewing request. Specifically, the server calls the billing API and notifies the user of the processing results.
[0174] (Application example 1)
[0175] 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."
[0176] While English learning applications for elementary school students offer personalized learning experiences, they struggle to sustain user interest. Furthermore, systems for efficiently incorporating collected conversation data into learning content are lacking. In particular, automatically generating and appropriately delivering video content based on learning topics that interest children is a challenge.
[0177] 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.
[0178] In this invention, the server includes a means for automatically extracting learning topics based on collected conversation data, a means for generating related learning videos based on the extracted topics, and a means for distributing the generated learning videos within the application, thereby maintaining the user's interest and enabling an efficient and effective learning experience.
[0179] "User" refers to the user of the Application, in particular the parent or guardian who registers with the Application for the purpose of supporting elementary school children in learning English.
[0180] "Application" refers to software installed on smartphones and tablet devices, designed to support English learning for elementary school students.
[0181] An "account" is a set of identifying information used by a user to register for an application, and typically consists of an email address and a password.
[0182] "Profile Information" is personal information provided by a user, including a child's name, age, gender, interests, and English level.
[0183] A "personalized virtual character" is a digital character that is generated and individually configured based on the child's profile information and that has the role of conversing with the child.
[0184] "Conversation data" refers to voice data including the content of speech from the virtual character and the user, and related text data.
[0185] "Study progress" is an assessment of the progress a user has made during past study sessions and serves as a guide for determining what to study next.
[0186] "Feedback" is information including a response, advice, or evaluation to the user, and is provided to the user from the virtual character.
[0187] "Learning topics" are major themes or categories extracted from conversation data, such as "animals" or "sports."
[0188] "Video generation" is the process of creating relevant educational video content based on extracted learning topics, combining text, audio, and image materials.
[0189] A "monthly subscription plan" is a fee plan that a user pays for a specific period of time (usually monthly) and that entitles them to additional features and content.
[0190] This invention is a smartphone application system that supports English learning for elementary school students. The system allows users to download a smartphone application, generate a personalized virtual character using their child's profile information, and advance learning through conversations between the virtual character and the user.
[0191] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user creates an account by entering an email address and password. This information is sent from the device to the server, completing the registration.
[0192] Next, a screen appears prompting the user to enter their child's profile information (such as name, age, gender, interests, and current English level). The user enters this information, and the device generates a personalized virtual character based on that information and displays it on the device. AI technology is used to generate this virtual character.
[0193] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0194] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with sports. Furthermore, the server automatically extracts learning topics from the collected conversation data and generates related learning videos. To generate these videos, the server generates audio using the gTTS library and creates and synthesizes text-based videos using the moviepy library.
[0195] The generated learning video is delivered to the device and accessible within the application. The virtual character suggests next lesson plans related to the video content and provides feedback to the child. For example, the message may read, "Well done! Tomorrow, let's watch a video about sports!"
[0196] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0197] For example, when a child talks with a virtual character about animals, the server analyzes the conversation data and extracts learning topics related to animals. English learning videos about animals are then automatically generated and distributed within the app.
[0198] Example prompt sentence:
[0199] User Answer:
[0200] "Today I went to the zoo and saw a lot of animals. The lions and sea lions were especially interesting."
[0201] Prompt statement:
[0202] "Based on the user's answers below, determine the study topic to use in your next English study session. Extract keywords from the answers and suggest related study content."
[0203] Through this process, a system will be created that allows elementary school students to learn English effectively while having fun, and allows parents to support their children's English education with peace of mind. This will make it possible to provide a personalized learning experience that was difficult to achieve with conventional teaching materials.
[0204] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0205] Step 1:
[0206] The user downloads and installs the application.
[0207] A user downloads and installs an application from the smartphone's app store. When the application is launched, an account registration screen appears. Input: User download operation, Output: Installed application.
[0208] Step 2:
[0209] Register an account and enter your profile information.
[0210] Users create an account by entering their email address and password. This information is sent from the device to the server, completing the registration. They then enter profile information such as their child's name, age, gender, interests, and current English level. Input: Email address, password, profile information. Output: User information and child's profile information stored on the server.
[0211] Step 3:
[0212] Generating personalized virtual characters.
[0213] The server generates a personalized virtual character based on the child's profile information and sends the character data to the device. Input: Profile information, Output: Virtual character data. Specifically, it uses an AI algorithm to automatically generate a character that is optimal for the child's age, interests, and English level.
[0214] Step 4:
[0215] Start of study session.
[0216] When the user launches the application and presses the "Start Session" button, the learning session begins. The virtual character greets the child and asks a question. Input: User's "Start Session" operation, Output: Virtual character's greeting and question. Specifically, the virtual character asks a simple question such as "Hello! How are you today?"
[0217] Step 5:
[0218] Conversation data collection and speech recognition.
[0219] When the child responds through the microphone, the device converts the voice data into text data and sends it to the server. Input: Child's voice data, Output: Text data. The specific operation is to convert the voice into text using voice recognition software (e.g., Google Speech Recognition API).
[0220] Step 6:
[0221] Conversation data analysis and learning topic extraction.
[0222] The server analyzes the text data sent and evaluates the content of the conversation. For example, if the answer is "I played soccer," the server extracts "soccer" as a learning topic. Input: Text data, Output: Extracted learning topic. Specifically, it uses NLP technology to extract important keywords.
[0223] Step 7:
[0224] Generating learning videos.
[0225] The server generates related learning videos based on the extracted learning topics. It uses the gTTS library for voice generation and the moviepy library for video generation. Input: learning topic, output: learning video. Specifically, we create an English learning video about "soccer."
[0226] Step 8:
[0227] Distribution of educational videos.
[0228] The generated learning video is delivered to the device and can be accessed within the application. Input: Learning video, Output: Video delivered to the device. Specifically, the video file is sent to the device and made viewable within the app.
[0229] Step 9:
[0230] Providing feedback.
[0231] The virtual character suggests the next lesson plan related to the content of the video and provides feedback to the child. Input: lesson plan, Output: feedback message. Specifically, it displays a message such as "Well done! Tomorrow, let's watch a video about sports!"
[0232] Step 10:
[0233] Monthly subscription management and reporting.
[0234] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, which manages the billing information and processes the billing at the end of the month. Input: plan information, output: billing processing results. Specifically, the monthly fee is billed or the free plan is managed.
[0235] These are the program processing steps of the system that realizes this application example. This series of processes provides users with a personalized English learning experience and provides effective feedback and learning plans.
[0236] 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.
[0237] ---
[0238] This invention combines an emotion engine with a smartphone application system that supports English learning for elementary school students, enabling children to learn English in a fun and effective way while also providing a personalized learning experience that takes their emotions into consideration. Below, the system's program processing is explained in natural language, along with specific use examples.
[0239] User registration and initial settings
[0240] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user enters an email address and password to create an account. This information is sent from the device to the server, and registration is completed.
[0241] Next, a screen for entering the child's profile information appears. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character (AI character) based on the information entered and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[0242] Start a study session
[0243] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0244] How the Emotional Engine Works
[0245] This system has a built-in emotion engine that can recognize the user's emotions by analyzing their speech and facial expressions. For example, if a user responds, "I am sad because I lost my game," the emotion engine will recognize the emotion as "sad" and send that information to the server.
[0246] Analysis of conversation data and feedback
[0247] The server analyzes the text data and emotional data sent and comprehensively evaluates the content of the conversation and the user's emotions. For example, based on the answer "I played soccer and lost," and the emotional data indicating sadness, the server generates feedback including comforting messages and words of encouragement. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to be used in the next session.
[0248] The generated learning plan and feedback are sent to the device and displayed to the user, providing encouraging messages such as, "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[0249] Managing your monthly subscription plans
[0250] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on that information. For example, billing is processed at the end of the month and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0251] Specific use cases
[0252] 1. User: A child launches the application and begins a conversation with a virtual character.
[0253] 2. Device: "What did you do at school today?" the virtual character asks.
[0254] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[0255] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[0256] 5. Terminal: Sends the converted text data and emotion data to the server.
[0257] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[0258] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[0259] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[0260] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[0261] The processing flow will be explained below.
[0262] ---
[0263] Step 1:
[0264] User: Downloads and installs the application from the smartphone app store.
[0265] Step 2:
[0266] Device: When you launch the application, the account registration screen will appear.
[0267] Step 3:
[0268] User: Enter your email address and password to create an account.
[0269] Step 4:
[0270] Device: Sends registration information to the server.
[0271] Step 5:
[0272] Server: Based on the submitted information, the user's account is registered in the database.
[0273] Step 6:
[0274] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[0275] Step 7:
[0276] User: Fill in your profile information and submit.
[0277] Step 8:
[0278] Device: Sends the entered profile information to the server.
[0279] Step 9:
[0280] Server: Generates a personalized virtual character (AI character) based on input information.
[0281] Step 10:
[0282] Server: Sends the generated virtual characters to the device.
[0283] Step 11:
[0284] Device: A virtual character appears within the app.
[0285] Step 12:
[0286] User: Press the "Start Session" button in the app to begin a learning session.
[0287] Step 13:
[0288] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[0289] Step 14:
[0290] User: Responds into the microphone. Example: "I am fine, thank you."
[0291] Step 15:
[0292] Terminal: Converts the user's voice into text data using voice recognition technology.
[0293] Step 16:
[0294] Device: Uses an emotion engine to recognize emotions from the user's speech and facial expressions.
[0295] Step 17:
[0296] Terminal: The converted text data and the recognized emotion data are sent to the server.
[0297] Step 18:
[0298] Server: Analyzes text data and emotion data to evaluate the content of the conversation and the user's emotions.
[0299] Step 19:
[0300] Server: Based on the analysis results, generates questions and learning plans appropriate for the next session and creates emotion-based feedback.
[0301] Step 20:
[0302] Server: Sends the generated learning plan and feedback to the device.
[0303] Step 21:
[0304] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[0305] Step 22:
[0306] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[0307] Step 23:
[0308] On your device: Send the selected plan information to the server.
[0309] Step 24:
[0310] Server: Manages billing information based on the plan selected.
[0311] Step 25:
[0312] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[0313] Specific use cases
[0314] 1. User: A child launches the application and begins a conversation with a virtual character.
[0315] 2. Virtual character: Asks, "What did you do at school today?"
[0316] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[0317] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[0318] 5. Terminal: Sends the converted text data and emotion data to the server.
[0319] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[0320] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[0321] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[0322] ---
[0323] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[0324] Example 2
[0325] 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."
[0326] Conventional English learning systems for elementary school students have struggled to provide a personalized learning experience that fully considers children's emotions. They also lack the ability to provide optimal feedback and learning tasks based on learning progress and emotions. Therefore, there is a need to provide an environment where children can learn English in a fun and effective way.
[0327] 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.
[0328] In this invention, the server includes means for analyzing the user's speech and facial expressions and recognizing their emotions, means for analyzing the collected conversation data and emotional data and optimizing the next lesson content based on the learning progress, and means for transmitting the generated learning plan and feedback to the terminal. This makes it possible to provide a personalized learning environment that takes the child's emotions into consideration and to provide optimal feedback and learning tasks based on the learning progress and emotions.
[0329] "User" refers to elementary school students who use the application and their parents.
[0330] "Application" refers to software for learning English that is installed and used on smartphones or tablet devices.
[0331] "Account" refers to a user profile that contains the authentication information required for a user to access and use an application.
[0332] "Profile Information" refers to personal information used for individual settings, such as a child's name, age, gender, interests, and current English level.
[0333] "Virtual Character" refers to a digital character that is generated within the application to interact with the child and support their learning.
[0334] "Conversation data" refers to audio and text information of a conversation between a user and a virtual character.
[0335] "Emotion data" refers to the emotional state analyzed by the emotion engine from the user's speech and facial expressions.
[0336] "Study progress" refers to data that indicates the progress and achievement of a user in learning English.
[0337] "Optimization" refers to making adjustments based on collected data to provide the most effective learning content and feedback to users.
[0338] "Feedback" refers to responses and advice to users, such as evaluations of their learning and messages of encouragement.
[0339] "Monthly Billing Plan" means a fee structure whereby a User pays a monthly fee for use of an Application.
[0340] This invention is a smartphone application system that supports English learning for elementary school students by incorporating an emotion engine. The system aims to provide a personalized learning experience that takes into account children's emotions while helping them learn English in a fun and effective way.
[0341] User registration and account creation
[0342] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user creates an account by entering an email address and password. This information is sent from the device to the server, and the server completes the registration.
[0343] Profile Settings
[0344] Within the app, users enter their child's name, age, gender, interests, and current English level. The entered profile information is sent from the device to the server. The server generates a personalized virtual character based on this information and sends the data to the device. The device displays the generated virtual character, and the user completes the initial setup.
[0345] Start a study session
[0346] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character on the device first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0347] Analysis by emotion engine
[0348] The device analyzes the user's speech and facial expressions, and the emotion engine recognizes the emotion. For example, if a user says, "I am sad because I lost my game," the emotion engine recognizes the emotion as "sad." The recognized emotion data is sent from the device to the server.
[0349] Conversational data analysis and personalization
[0350] The server analyzes the text and emotional data sent to the user. Based on the analysis results, it evaluates the user's learning progress and generates a personalized learning plan for the next session. For example, based on the text data "I played soccer and lost" and the emotional data "sad," the server generates feedback including comforting messages and words of encouragement.
[0351] Providing feedback and learning plans
[0352] The feedback and learning plan generated by the server is sent to the device and displayed to the user. For example, a message such as "I'm sorry to hear that you lost your game. But remember, practice makes perfect!" is provided. This provides emotional support to the child and optimizes the learning content for the next lesson.
[0353] Select and manage your monthly billing plan
[0354] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on this information, processes the billing at the end of the month, and bills the user. With the free version, the service is provided on the condition that the user watches advertisements.
[0355] Specific examples
[0356] 1. User: A child launches the application and begins a conversation with a virtual character.
[0357] 2. Terminal: A virtual character asks, "What did you do at school today?"
[0358] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[0359] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[0360] 5. Terminal: Sends the converted text data and emotion data to the server.
[0361] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[0362] 7. Server: Prepare questions related to mathematics and sports for the next session.
[0363] 8. Device: Show your child an encouraging feedback message: "That's great! Let's talk more about math and soccer next time!"
[0364] Examples of prompts for generative AI models
[0365] Here are some example prompts for a generative AI model using this system:
[0366] "Hello! How was your day today? Can you tell me about something fun you did?"
[0367] "I'm sorry to hear that you are feeling sad. Would you like to tell me more about it?"
[0368] These prompts can be fed into an AI model to provide a more personalized learning experience.
[0369] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0370] Step 1:
[0371] User: Downloads and installs the application from the smartphone app store. When the user launches the app, they create an account by entering their email address and password. This information is sent from the device to the server.
[0372] Server: Receives the registration information, stores it in a database, creates the user account, and generates an output confirming the account creation and sends it to the device.
[0373] Terminal: Display a message to the user saying they have successfully created an account.
[0374] Step 2:
[0375] User: Enter your child's profile information (name, age, gender, interests, current English level) within the app.
[0376] Device: Sends the entered profile information to the server.
[0377] Server: Generates a personalized virtual character based on profile information and sends the generated data to the device.
[0378] Terminal: Presents a virtual character to the user and completes the initial setup.
[0379] Step 3:
[0380] User: Launches the application and presses the "Start Session" button.
[0381] Terminal: A virtual character greets you and asks questions, such as "Hello! How are you today?"
[0382] User: The child responds through the microphone, "I am fine, thank you."
[0383] Terminal: Acquires voice data and converts it into text data using voice recognition technology, then sends the text data to the server.
[0384] Step 4:
[0385] Device: Collects user speech and facial expression data using a camera and microphone.
[0386] Emotion engine: Analyzes collected data and recognizes the user's emotions. For example, recognizes the emotion "sad" from the utterance "I am sad because I lost my game." Generates emotional data as output and sends it to the device.
[0387] Terminal: Receives emotion data and sends it to the server.
[0388] Step 5:
[0389] Server: Analyzes the received text data and emotion data, and comprehensively evaluates the conversation content and the user's emotion. For example, generate a consoling message based on the text "I played soccer and lost." and the emotion data "sad." Generate the analysis results as output and send them to the device.
[0390] On the device: Display the analysis results to the user and provide feedback such as encouraging messages like "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[0391] Step 6:
[0392] Server: Evaluates learning progress and generates data to personalize the next learning experience.
[0393] On your device: Display a personalized study plan and let users know what's in their next session.
[0394] Step 7:
[0395] Users: Select from the "Basic Edition," "Advanced Edition," or "Free Edition" on the settings screen.
[0396] Device: Sends the selected plan information to the server.
[0397] Server: Receives the selected plan information and manages monthly billing. At the end of each month, the server processes the billing and bills the user for the required fee. In addition, the free version restricts functionality by restricting the viewing of advertisements.
[0398] The above are the specific steps of the program processing of this system.
[0399] (Application example 2)
[0400] 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."
[0401] In recent years, the importance of English education for elementary school students has increased. However, traditional English learning applications struggle to provide a personalized learning experience that fully considers each learner's emotions and interests. Furthermore, digitalization of brick-and-mortar learning experiences has not progressed, creating a need for effective and friendly learning environments, especially for children. In addition, a system is needed that can analyze children's learning progress and emotions in real time and optimize the next lesson content based on the results.
[0402] 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 an emotion engine that analyzes the user's speech and facial expressions to recognize emotional data, and includes a means for personalizing the learning experience in a physical store, a means for providing feedback and new learning tasks based on the analyzed conversation data and emotional data, and a means for providing intimate feedback throughout the learning experience and generating a learning plan related to the next session. This enables children to learn English in a fun and effective way, and a better learning environment can be provided by following up on the learning experience emotionally.
[0403] "User" refers to the person or parent of a child using the Application.
[0404] "Means for registering an account" refers to the method and process of providing identification information to log in to the Application and create an account.
[0405] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and current English level.
[0406] "Personalized virtual character" refers to a digital character that is individually tailored based on a child's profile information.
[0407] "Means for collecting conversation data" refers to a method and apparatus for recording the content of conversations a user has with a virtual character.
[0408] "Means for optimizing learning progress" refers to the methods and processes for analyzing collected conversation data and adjusting and improving the next learning content.
[0409] An "emotion engine that recognizes emotional data" refers to technology and devices that analyze a user's speech and facial expressions to determine their emotional state.
[0410] "Means for providing feedback and new learning tasks" refers to methods and processes for automatically presenting learning tasks and feedback appropriate to the user based on the analysis results.
[0411] "Intimate feedback" refers to providing specific, individualized responses tailored to a child's learning progress and emotional state.
[0412] "Means for generating a learning plan" refers to the method and process for planning and generating the next learning content and tasks based on the user's learning status.
[0413] "Means for managing monthly billing plans" refers to the methods and processes for managing users' usage fees and plan settings and charging fees.
[0414] "Brick and mortar" refers to a physical learning location or facility where the application of the present invention is utilized.
[0415] This invention relates to an in-store application system that supports English language learning for elementary school students. Users can install the application on their smartphones or tablets in the store, generate a personalized virtual character based on their child's profile information, and have a conversation with the character.
[0416] User registration and initial settings
[0417] Users download the application, register an account, and enter profile information such as their child's name, age, gender, interests, and current English level, which is used to generate a virtual character. This allows each child to see a personalized character and begin their learning experience.
[0418] Start a study session
[0419] When the user presses the "Start Session" button, a virtual character appears and greets the child in English or asks them simple questions. When the child responds through the microphone, the voice data is converted into text using speech recognition technology. The speech recognition engine used is the Google Speech Recognition API.
[0420] How the Emotional Engine Works
[0421] The child's speech and facial expressions are collected using a camera and microphone. The collected data is analyzed by an emotion engine to recognize the child's emotional state. As a result, text data and emotion data are generated and sent to the server. The emotion analysis library used is TextBlob.
[0422] Data analysis and feedback generation
[0423] The server analyzes the learning progress and the user's emotional state based on the received text data and emotional data. Based on the analysis results, the next learning content and task is optimized. For example, if a child answers with a happy expression, "I love playing soccer!", the server will provide soccer-related learning content in the next session. Specific feedback such as "That's fantastic! Let's talk more about soccer next time!" is displayed to the user.
[0424] Examples of specific examples and prompts
[0425] For example, if a child responds, "I played soccer today! It was fun!", the response will be recognized as "fun" through sentiment analysis and sent to the server, resulting in more soccer-related questions in the next learning session.
[0426] Example prompt for a generative AI model:
[0427] User text data: "I played soccer today! It was fun!"
[0428] Emotion data: "fun"
[0429] Next lesson plan: "Ask more soccer questions"
[0430] Managing your monthly subscription plans
[0431] Users can manage their monthly billing plans within the application. They can choose from the basic, multi-functional, or free version, and the selected plan information is sent to the server, where billing information is managed. Billing is processed monthly and the user is charged.
[0432] By implementing this system, children can learn English effectively while having fun, and by following their emotions in real time, it provides a learning experience that builds mutual trust.
[0433] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0434] Step 1: User registration and initial setup
[0435] Users download the application and register for an account. The input is an email address and password, and the output is the user's account information. Next, they enter their child's profile information, including their name, age, gender, interests, and English level. Based on this information, a personalized virtual character is generated and displayed on the device. This virtual character is a digital character designed to support the child's learning experience.
[0436] Step 2: Start your study session
[0437] When the user presses the "Start Session" button, a virtual character asks a question in English. The input is the virtual character's question, and the output is the child's response. The child's response is collected through a microphone. The data is audio data, which is converted into text data using a speech recognition engine (Google Speech Recognition API).
[0438] Step 3: Recognizing Emotional Data
[0439] Along with the text data, the child's facial expressions are also collected using a camera. The input is the collected audio and video data, and the output is text data and emotion data. An emotion analysis library (TextBlob) is used to analyze the child's emotional state and recognize emotion data such as "happy" and "sad."
[0440] Step 4: Sending data
[0441] The device sends the converted text data and emotion data to the server. The input is text data and emotion data, and the output is data storage on the server. This allows the server to understand the user's speech content and emotion at that time.
[0442] Step 5: Data analysis and feedback generation
[0443] The server analyzes the received text data and emotion data. The input is text data and emotion data, and the output is feedback and the next lesson plan. For example, if a child replies, "I played soccer today! It was fun!", this data is analyzed as "fun," and based on the analysis results, feedback is generated such as "Increase the content related to soccer in the next session."
[0444] Step 6: Provide feedback
[0445] The feedback generated based on the analysis results is sent to the device and displayed to the user. The input is the feedback generated by the server, and the output is what is displayed on the device. Specifically, it is a message such as "That's fantastic! Let's talk more about soccer next time!" This feedback acts as encouraging words that take into account the child's emotional state.
[0446] Step 7: Manage your subscriptions
[0447] The user selects a monthly billing plan on the settings screen. The input is the selected billing plan information, and the output is plan information management on the server. The information selected from the basic function version, multi-function version, or free version is sent to the server. This allows billing processing to be performed based on the plan selected by the user.
[0448] These steps ensure the in-store learning experience is fun, effective, and personalized.
[0449] 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.
[0450] 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.
[0451] 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.
[0452] [Second embodiment]
[0453] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0454] 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.
[0455] 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).
[0456] 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.
[0457] 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.
[0458] 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).
[0459] 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.
[0460] 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.
[0461] 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.
[0462] 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.
[0463] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0464] 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."
[0465] ---
[0466] This invention is a smartphone application system that supports English learning for elementary school students. The system uses AI technology to generate a virtual character based on the child's profile information, analyzes the collected conversation data, and personalizes the next lesson. Various functions are also available to users through a monthly subscription plan. Below, the system's program processing is explained in natural language, along with specific examples of use.
[0467] User registration and initial settings
[0468] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user enters an email address and password to create an account. This information is sent from the device to the server, completing the registration.
[0469] Next, a screen for entering the child's profile information is displayed. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character based on the entered information and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[0470] Start a study session
[0471] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0472] Analysis of conversation data and feedback
[0473] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with a sport. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to use in the next session. The generated learning plan is sent to the device and displayed as feedback to the user. The feedback includes an evaluation and the next learning content, as well as encouraging messages such as, "Well done! Tomorrow, let's talk more about sports!"
[0474] Managing your monthly subscription plans
[0475] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0476] Specific use cases
[0477] 1. User: A child launches the application and begins a conversation with a virtual character.
[0478] 2. Device: "What did you do at school today?" the virtual character asks.
[0479] 3. User: Child replies, "I learned math and played soccer."
[0480] 4. Terminal: Converts the voice into text data and sends it to the server.
[0481] 5. Server: Analyze the text data and detect "learned math" and "played soccer."
[0482] 6. Server: Next time, I will prepare questions related to mathematics or sports.
[0483] 7. Device: Provide feedback to the child, saying "Well done! Tomorrow, let's talk more about sports!" and provide an encouraging message.
[0484] Through this process, children can learn English effectively while having fun, and parents can support their children's English education with peace of mind. This system is an effective way to solve the challenges of English learning in Japan.
[0485] The processing flow will be explained below.
[0486] ---
[0487] Step 1:
[0488] User: Downloads and installs the application from the smartphone app store.
[0489] Step 2:
[0490] Device: When you launch the application, the account registration screen will appear.
[0491] Step 3:
[0492] User: Enter your email address and password to create an account.
[0493] Step 4:
[0494] Device: Sends registration information to the server.
[0495] Step 5:
[0496] Server: Based on the submitted information, the user's account is registered in the database.
[0497] Step 6:
[0498] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[0499] Step 7:
[0500] User: Enter your profile information and submit.
[0501] Step 8:
[0502] Device: Sends the entered profile information to the server.
[0503] Step 9:
[0504] Server: Generates a personalized virtual character (AI character) based on input information.
[0505] Step 10:
[0506] Server: Sends the generated virtual characters to the device.
[0507] Step 11:
[0508] Device: A virtual character appears within the app.
[0509] Step 12:
[0510] User: Press the "Start Session" button in the app to begin a learning session.
[0511] Step 13:
[0512] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[0513] Step 14:
[0514] User: Responds into the microphone. Example: "I am fine, thank you."
[0515] Step 15:
[0516] Terminal: Converts the user's voice into text data using voice recognition technology.
[0517] Step 16:
[0518] Terminal: Sends the converted text data to the server.
[0519] Step 17:
[0520] Server: Analyzes the text data and evaluates the content of the conversation.
[0521] Step 18:
[0522] Server: Based on the analysis results, evaluate the user's learning progress and generate the most appropriate questions and learning plan for the next session.
[0523] Step 19:
[0524] Server: Sends the generated learning plan and feedback to the device.
[0525] Step 20:
[0526] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[0527] Step 21:
[0528] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[0529] Step 22:
[0530] On your device: Send the selected plan information to the server.
[0531] Step 23:
[0532] Server: Manages billing information based on the plan selected.
[0533] Step 24:
[0534] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[0535] These are the specific processing steps in the system's program. Through this series of steps, children can learn English in a fun and effective way, and parents can support their English education with peace of mind.
[0536] Example 1
[0537] 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."
[0538] Modern English education is challenging, especially for elementary school students. Traditional teaching methods make it difficult to personalize learning to suit individual interests and learning progress, and it is also difficult to maintain motivation. Therefore, there is a need to provide a system that allows elementary school students to learn English effectively while having fun. Furthermore, there is a need for support for learning at home, and a system that parents can use with confidence.
[0539] 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.
[0540] In this invention, the server includes: a means for a user to download an application and register an account; a means for inputting a child's profile information and generating a personalized virtual character based on that information; a means for the user to converse with the virtual character and collect the conversation data; a means for analyzing the collected conversation data and optimizing the next lesson content based on the child's learning progress; a means for providing the user with feedback and new learning tasks; a means for managing a monthly subscription plan and reporting to the user; a means for converting voice data into text data and sending the text data to the server; and a means for personalizing the conversation based on the analysis results and using a generative AI model to generate the content for the next session. This enables elementary school children to learn English effectively while having fun, and parents can receive educational support with peace of mind.
[0541] "User" refers to an individual person or parent who uses the system or application.
[0542] "Application" refers to software that runs on electronic devices such as smartphones and tablets.
[0543] "Downloading" refers to the act of transferring data or software from a server to a device via the Internet.
[0544] An "account" refers to a set of information (usually a username and password) used to identify a user.
[0545] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and English level.
[0546] "Virtual character" refers to a system-generated digital character for a user to interact with.
[0547] "Conversation data" refers to a record of words and sentences exchanged between a user and a virtual character.
[0548] "Analysis" refers to the process of analyzing collected data and clarifying its meaning and characteristics.
[0549] "Study progress" refers to information indicating the user's learning progress and achievement level.
[0550] "Optimization" refers to making something the most effective or efficient under specific conditions.
[0551] "Feedback" refers to learning evaluation and instruction information provided to the user.
[0552] A "learning task" refers to a specific learning task or activity that a user must accomplish.
[0553] "Monthly billing plan" refers to a service plan that a user can use by paying a fixed monthly fee.
[0554] "Voice data" refers to a digital recording of a user's spoken words.
[0555] "Text data" refers to voice data expressed as a string of characters.
[0556] "Server" refers to a remote computer system that stores, manages, and processes data.
[0557] "Generative AI model" refers to an algorithm or model that uses AI techniques to generate specific results or content from data.
[0558] This invention is a smartphone application system that supports English learning for elementary school students, providing users with a tool to effectively advance their children's English learning. The system supports children's learning through conversations with personalized virtual characters using AI technology.
[0559] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, and the user creates an account by entering an email address and password. The entered information is sent from the device to the server, and the server registers the account information in a database.
[0560] Next, a screen for entering the child's profile information appears. The user enters information such as the child's name, age, gender, interests, and current English level. This data is sent from the device to the server, and the server sends prompts to the generative AI model to generate a personalized virtual character based on the entered information. The generated virtual character data is sent to the device, and the device displays the virtual character.
[0561] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0562] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to ask the AI model the next question, generating a personalized question related to sports. Learning progress is also evaluated based on the analysis results, and a personalized learning plan is generated for the next session. The generated learning plan is sent to the device, which then displays feedback to the user, saying, "Well done! Tomorrow, let's talk more about sports!"
[0563] Users can also select a monthly billing plan from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. For the free version, the service is provided on the condition that the user watches advertisements.
[0564] In a specific usage example, a child launches the app and a virtual character asks, "What did you do at school today?" If the child replies, "I learned math and played soccer," the speech is converted into text data and sent to the server. The server analyzes the text data and extracts "learned math" and "played soccer" as keywords. For the next session, the generative AI model is asked to prepare questions related to math and sports. The device provides feedback to the child, displaying, "Well done! Tomorrow, let's talk more about sports!"
[0565] This process allows children to learn English while having fun, and parents can support English education with peace of mind. This system is an effective way to solve the problems facing English learning in Japan.
[0566] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0567] Step 1:
[0568] A user downloads and installs an application from the smartphone's app store. Input: User operation. Output: Installing the application on the smartphone. Specifically, the user uses the app store's search function to find the application and presses the install button.
[0569] Step 2:
[0570] The user launches the application and enters their email address and password on the account registration screen. Input: Email address and password. Output: Account information is sent to the server. Specifically, the user clicks the account registration button to send the information to the server.
[0571] Step 3:
[0572] The server registers the received information in the database and returns a confirmation message of registration completion to the terminal. Input: User account information. Output: Confirmation message of registration completion. Specifically, it adds new user information to the database and checks whether registration was completed successfully.
[0573] Step 4:
[0574] On the screen where the user enters their child's profile information, they enter the child's name, age, gender, interests, and current English level. Input: Child's profile information. Output: Profile information is sent to the server. Specifically, the user enters the required information in the input fields and presses the send button.
[0575] Step 5:
[0576] The server sends a prompt to the generative AI model to generate a personalized virtual character based on the received profile information. Input: Child's profile information. Output: Generated virtual character data. Specifically, the server sends a prompt (e.g., "A 7-year-old boy who is a level 1 English learner who likes soccer") to the generative AI model to generate a character.
[0577] Step 6:
[0578] The server sends the data of the generated virtual character to the terminal. Input: Generated virtual character data. Output: Display the virtual character on the terminal. Specifically, the generated character data is formatted and sent to the terminal.
[0579] Step 7:
[0580] When the user launches the application and presses the "Start Session" button, the learning session begins. Input: User operation. Output: The virtual character begins to greet the user. Specifically, the session start request is sent to the server, and the character's greeting message is displayed.
[0581] Step 8:
[0582] The virtual character asks a question such as "Hello! How are you today?" Input: Question data from the virtual character. Output: Question displayed to the user. In concrete terms, the device displays the question message received from the server in voice and text.
[0583] Step 9:
[0584] The user responds through the microphone, "I am fine, thank you." Input: User's voice input. Output: Voice data. Specifically, the voice is recorded and temporarily saved on the device.
[0585] Step 10:
[0586] The device converts the voice data into text data and sends it to the server. Input: User's voice data. Output: Text data. Specifically, the device uses a voice recognition engine to convert the voice into text and sends it to the server.
[0587] Step 11:
[0588] The server analyzes the text data. Input: Text data. Output: Analysis results. Specifically, it analyzes the text data using a natural language processing engine and extracts important keywords and context.
[0589] Step 12:
[0590] The server requests the generative AI model to generate the next question based on the analysis results, generating a personalized question. Input: Analysis results. Output: Next question. Specifically, the server sends the analysis results to the generative AI model as a prompt, which generates a new question.
[0591] Step 13:
[0592] The server sends the analysis results and a personalized learning plan to the device, which displays them as feedback to the user. Input: Personalized learning plan. Output: Feedback message. Specifically, the device receives the feedback message and displays something like "Well done! Tomorrow, let's talk more about sports!"
[0593] Step 14:
[0594] The user selects a monthly billing plan from the "Basic Edition," "Multi-functional Edition," or "Free Edition" on the settings screen. Input: User selection. Output: Selected plan information. Specifically, after selecting a plan, the information is sent to the server.
[0595] Step 15:
[0596] The server manages billing information based on the plan information received. Input: Selected plan information. Output: Billing information. Specifically, it saves the selected plan information in the database and prepares for billing processing.
[0597] Step 16:
[0598] The server processes the billing at the end of the month and charges the user. For the free version, the conditions for viewing ads are checked. Input: End of month. Output: Billing processing results or ad viewing request. Specifically, the server calls the billing API and notifies the user of the processing results.
[0599] (Application example 1)
[0600] 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."
[0601] While English learning applications for elementary school students offer personalized learning experiences, they struggle to sustain user interest. Furthermore, systems for efficiently incorporating collected conversation data into learning content are lacking. In particular, automatically generating and appropriately delivering video content based on learning topics that interest children is a challenge.
[0602] 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.
[0603] In this invention, the server includes a means for automatically extracting learning topics based on collected conversation data, a means for generating related learning videos based on the extracted topics, and a means for distributing the generated learning videos within the application, thereby maintaining the user's interest and enabling an efficient and effective learning experience.
[0604] "User" refers to the user of the Application, in particular the parent or guardian who registers with the Application for the purpose of supporting elementary school children in learning English.
[0605] "Application" refers to software installed on smartphones and tablet devices, designed to support English learning for elementary school students.
[0606] An "account" is a set of identifying information used by a user to register for an application, and typically consists of an email address and a password.
[0607] "Profile Information" is personal information provided by a user, including a child's name, age, gender, interests, and English level.
[0608] A "personalized virtual character" is a digital character that is generated and individually configured based on the child's profile information and that has the role of conversing with the child.
[0609] "Conversation data" refers to voice data including the content of speech from the virtual character and the user, and related text data.
[0610] "Study progress" is an assessment of the progress a user has made during past study sessions and serves as a guide for determining what to study next.
[0611] "Feedback" is information including a response, advice, or evaluation to the user, and is provided to the user from the virtual character.
[0612] "Learning topics" are major themes or categories extracted from conversation data, such as "animals" or "sports."
[0613] "Video generation" is the process of creating relevant educational video content based on extracted learning topics, combining text, audio, and image materials.
[0614] A "monthly subscription plan" is a fee plan that a user pays for a specific period of time (usually monthly) and that entitles them to additional features and content.
[0615] This invention is a smartphone application system that supports English learning for elementary school students. The system allows users to download a smartphone application, generate a personalized virtual character using their child's profile information, and advance learning through conversations between the virtual character and the user.
[0616] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user creates an account by entering an email address and password. This information is sent from the device to the server, completing the registration.
[0617] Next, a screen appears prompting the user to enter their child's profile information (such as name, age, gender, interests, and current English level). The user enters this information, and the device generates a personalized virtual character based on that information and displays it on the device. AI technology is used to generate this virtual character.
[0618] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0619] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with sports. Furthermore, the server automatically extracts learning topics from the collected conversation data and generates related learning videos. To generate these videos, the server generates audio using the gTTS library and creates and synthesizes text-based videos using the moviepy library.
[0620] The generated learning video is delivered to the device and accessible within the application. The virtual character suggests next lesson plans related to the video content and provides feedback to the child. For example, the message may read, "Well done! Tomorrow, let's watch a video about sports!"
[0621] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0622] For example, when a child talks with a virtual character about animals, the server analyzes the conversation data and extracts learning topics related to animals. English learning videos about animals are then automatically generated and distributed within the app.
[0623] Example prompt sentence:
[0624] User Answer:
[0625] "Today I went to the zoo and saw a lot of animals. The lions and sea lions were especially interesting."
[0626] Prompt statement:
[0627] "Based on the user's answers below, determine the study topic to use in your next English study session. Extract keywords from the answers and suggest related study content."
[0628] Through this process, a system will be created that allows elementary school students to learn English effectively while having fun, and allows parents to support their children's English education with peace of mind. This will make it possible to provide a personalized learning experience that was difficult to achieve with conventional teaching materials.
[0629] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0630] Step 1:
[0631] The user downloads and installs the application.
[0632] A user downloads and installs an application from the smartphone's app store. When the application is launched, an account registration screen appears. Input: User download operation, Output: Installed application.
[0633] Step 2:
[0634] Register an account and enter your profile information.
[0635] Users create an account by entering their email address and password. This information is sent from the device to the server, completing the registration. They then enter profile information such as their child's name, age, gender, interests, and current English level. Input: Email address, password, profile information. Output: User information and child's profile information stored on the server.
[0636] Step 3:
[0637] Generating personalized virtual characters.
[0638] The server generates a personalized virtual character based on the child's profile information and sends the character data to the device. Input: Profile information, Output: Virtual character data. Specifically, it uses an AI algorithm to automatically generate a character that is optimal for the child's age, interests, and English level.
[0639] Step 4:
[0640] Start of study session.
[0641] When the user launches the application and presses the "Start Session" button, the learning session begins. The virtual character greets the child and asks a question. Input: User's "Start Session" operation, Output: Virtual character's greeting and question. Specifically, the virtual character asks a simple question such as "Hello! How are you today?"
[0642] Step 5:
[0643] Conversation data collection and speech recognition.
[0644] When the child responds through the microphone, the device converts the voice data into text data and sends it to the server. Input: Child's voice data, Output: Text data. The specific operation is to convert the voice into text using voice recognition software (e.g., Google Speech Recognition API).
[0645] Step 6:
[0646] Conversation data analysis and learning topic extraction.
[0647] The server analyzes the text data sent and evaluates the content of the conversation. For example, if the answer is "I played soccer," the server extracts "soccer" as a learning topic. Input: Text data, Output: Extracted learning topic. Specifically, it uses NLP technology to extract important keywords.
[0648] Step 7:
[0649] Generating learning videos.
[0650] The server generates related learning videos based on the extracted learning topics. It uses the gTTS library for voice generation and the moviepy library for video generation. Input: learning topic, output: learning video. Specifically, we create an English learning video about "soccer."
[0651] Step 8:
[0652] Distribution of educational videos.
[0653] The generated learning video is delivered to the device and can be accessed within the application. Input: Learning video, Output: Video delivered to the device. Specifically, the video file is sent to the device and made viewable within the app.
[0654] Step 9:
[0655] Providing feedback.
[0656] The virtual character suggests the next lesson plan related to the content of the video and provides feedback to the child. Input: lesson plan, Output: feedback message. Specifically, it displays a message such as "Well done! Tomorrow, let's watch a video about sports!"
[0657] Step 10:
[0658] Monthly subscription management and reporting.
[0659] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, which manages the billing information and processes the billing at the end of the month. Input: plan information, output: billing processing results. Specifically, the monthly fee is billed or the free plan is managed.
[0660] These are the program processing steps of the system that realizes this application example. This series of processes provides users with a personalized English learning experience and provides effective feedback and learning plans.
[0661] 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.
[0662] ---
[0663] This invention combines an emotion engine with a smartphone application system that supports English learning for elementary school students, enabling children to learn English in a fun and effective way while also providing a personalized learning experience that takes their emotions into consideration. Below, the system's program processing is explained in natural language, along with specific use examples.
[0664] User registration and initial settings
[0665] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user enters an email address and password to create an account. This information is sent from the device to the server, and registration is completed.
[0666] Next, a screen for entering the child's profile information appears. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character (AI character) based on the information entered and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[0667] Start a study session
[0668] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0669] How the Emotional Engine Works
[0670] This system has a built-in emotion engine that can recognize the user's emotions by analyzing their speech and facial expressions. For example, if a user responds, "I am sad because I lost my game," the emotion engine will recognize the emotion as "sad" and send that information to the server.
[0671] Analysis of conversation data and feedback
[0672] The server analyzes the text data and emotional data sent and comprehensively evaluates the content of the conversation and the user's emotions. For example, based on the answer "I played soccer and lost," and the emotional data indicating sadness, the server generates feedback including comforting messages and words of encouragement. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to be used in the next session.
[0673] The generated learning plan and feedback are sent to the device and displayed to the user, providing encouraging messages such as, "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[0674] Managing your monthly subscription plans
[0675] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on that information. For example, billing is processed at the end of the month and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0676] Specific use cases
[0677] 1. User: A child launches the application and begins a conversation with a virtual character.
[0678] 2. Device: "What did you do at school today?" the virtual character asks.
[0679] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[0680] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[0681] 5. Terminal: Sends the converted text data and emotion data to the server.
[0682] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[0683] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[0684] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[0685] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[0686] The processing flow will be explained below.
[0687] ---
[0688] Step 1:
[0689] User: Downloads and installs the application from the smartphone app store.
[0690] Step 2:
[0691] Device: When you launch the application, the account registration screen will appear.
[0692] Step 3:
[0693] User: Enter your email address and password to create an account.
[0694] Step 4:
[0695] Device: Sends registration information to the server.
[0696] Step 5:
[0697] Server: Based on the submitted information, the user's account is registered in the database.
[0698] Step 6:
[0699] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[0700] Step 7:
[0701] User: Fill in your profile information and submit.
[0702] Step 8:
[0703] Device: Sends the entered profile information to the server.
[0704] Step 9:
[0705] Server: Generates a personalized virtual character (AI character) based on input information.
[0706] Step 10:
[0707] Server: Sends the generated virtual characters to the device.
[0708] Step 11:
[0709] Device: A virtual character appears within the app.
[0710] Step 12:
[0711] User: Press the "Start Session" button in the app to begin a learning session.
[0712] Step 13:
[0713] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[0714] Step 14:
[0715] User: Responds into the microphone. Example: "I am fine, thank you."
[0716] Step 15:
[0717] Terminal: Converts the user's voice into text data using voice recognition technology.
[0718] Step 16:
[0719] Device: Uses an emotion engine to recognize emotions from the user's speech and facial expressions.
[0720] Step 17:
[0721] Terminal: The converted text data and the recognized emotion data are sent to the server.
[0722] Step 18:
[0723] Server: Analyzes text data and emotion data to evaluate the content of the conversation and the user's emotions.
[0724] Step 19:
[0725] Server: Based on the analysis results, generates questions and learning plans appropriate for the next session and creates emotion-based feedback.
[0726] Step 20:
[0727] Server: Sends the generated learning plan and feedback to the device.
[0728] Step 21:
[0729] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[0730] Step 22:
[0731] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[0732] Step 23:
[0733] On your device: Send the selected plan information to the server.
[0734] Step 24:
[0735] Server: Manages billing information based on the plan selected.
[0736] Step 25:
[0737] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[0738] Specific use cases
[0739] 1. User: A child launches the application and begins a conversation with a virtual character.
[0740] 2. Virtual character: Asks, "What did you do at school today?"
[0741] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[0742] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[0743] 5. Terminal: Sends the converted text data and emotion data to the server.
[0744] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[0745] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[0746] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[0747] ---
[0748] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[0749] Example 2
[0750] 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."
[0751] Conventional English learning systems for elementary school students have struggled to provide a personalized learning experience that fully considers children's emotions. They also lack the ability to provide optimal feedback and learning tasks based on learning progress and emotions. Therefore, there is a need to provide an environment where children can learn English in a fun and effective way.
[0752] 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.
[0753] In this invention, the server includes means for analyzing the user's speech and facial expressions and recognizing their emotions, means for analyzing the collected conversation data and emotional data and optimizing the next lesson content based on the learning progress, and means for transmitting the generated learning plan and feedback to the terminal. This makes it possible to provide a personalized learning environment that takes the child's emotions into consideration and to provide optimal feedback and learning tasks based on the learning progress and emotions.
[0754] "User" refers to elementary school students who use the application and their parents.
[0755] "Application" refers to software for learning English that is installed and used on smartphones or tablet devices.
[0756] "Account" refers to a user profile that contains the authentication information required for a user to access and use an application.
[0757] "Profile Information" refers to personal information used for individual settings, such as a child's name, age, gender, interests, and current English level.
[0758] "Virtual Character" refers to a digital character that is generated within the application to interact with the child and support their learning.
[0759] "Conversation data" refers to audio and text information of a conversation between a user and a virtual character.
[0760] "Emotion data" refers to the emotional state analyzed by the emotion engine from the user's speech and facial expressions.
[0761] "Study progress" refers to data that indicates the progress and achievement of a user in learning English.
[0762] "Optimization" refers to making adjustments based on collected data to provide the most effective learning content and feedback to users.
[0763] "Feedback" refers to responses and advice to users, such as evaluations of their learning and messages of encouragement.
[0764] "Monthly Billing Plan" means a fee structure whereby a User pays a monthly fee for use of an Application.
[0765] This invention is a smartphone application system that supports English learning for elementary school students by incorporating an emotion engine. The system aims to provide a personalized learning experience that takes into account children's emotions while helping them learn English in a fun and effective way.
[0766] User registration and account creation
[0767] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user creates an account by entering an email address and password. This information is sent from the device to the server, and the server completes the registration.
[0768] Profile Settings
[0769] Within the app, users enter their child's name, age, gender, interests, and current English level. The entered profile information is sent from the device to the server. The server generates a personalized virtual character based on this information and sends the data to the device. The device displays the generated virtual character, and the user completes the initial setup.
[0770] Start a study session
[0771] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character on the device first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0772] Analysis by emotion engine
[0773] The device analyzes the user's speech and facial expressions, and the emotion engine recognizes the emotion. For example, if a user says, "I am sad because I lost my game," the emotion engine recognizes the emotion as "sad." The recognized emotion data is sent from the device to the server.
[0774] Conversational data analysis and personalization
[0775] The server analyzes the text and emotional data sent to the user. Based on the analysis results, it evaluates the user's learning progress and generates a personalized learning plan for the next session. For example, based on the text data "I played soccer and lost" and the emotional data "sad," the server generates feedback including comforting messages and words of encouragement.
[0776] Providing feedback and learning plans
[0777] The feedback and learning plan generated by the server is sent to the device and displayed to the user. For example, a message such as "I'm sorry to hear that you lost your game. But remember, practice makes perfect!" is provided. This provides emotional support to the child and optimizes the learning content for the next lesson.
[0778] Select and manage your monthly billing plan
[0779] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on this information, processes the billing at the end of the month, and bills the user. With the free version, the service is provided on the condition that the user watches advertisements.
[0780] Specific examples
[0781] 1. User: A child launches the application and begins a conversation with a virtual character.
[0782] 2. Terminal: A virtual character asks, "What did you do at school today?"
[0783] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[0784] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[0785] 5. Terminal: Sends the converted text data and emotion data to the server.
[0786] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[0787] 7. Server: Prepare questions related to mathematics and sports for the next session.
[0788] 8. Device: Show your child an encouraging feedback message: "That's great! Let's talk more about math and soccer next time!"
[0789] Examples of prompts for generative AI models
[0790] Here are some example prompts for a generative AI model using this system:
[0791] "Hello! How was your day today? Can you tell me about something fun you did?"
[0792] "I'm sorry to hear that you are feeling sad. Would you like to tell me more about it?"
[0793] These prompts can be fed into an AI model to provide a more personalized learning experience.
[0794] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0795] Step 1:
[0796] User: Downloads and installs the application from the smartphone app store. When the user launches the app, they create an account by entering their email address and password. This information is sent from the device to the server.
[0797] Server: Receives the registration information, stores it in a database, creates the user account, and generates an output confirming the account creation and sends it to the device.
[0798] Terminal: Display a message to the user saying they have successfully created an account.
[0799] Step 2:
[0800] User: Enter your child's profile information (name, age, gender, interests, current English level) within the app.
[0801] Device: Sends the entered profile information to the server.
[0802] Server: Generates a personalized virtual character based on profile information and sends the generated data to the device.
[0803] Terminal: Presents a virtual character to the user and completes the initial setup.
[0804] Step 3:
[0805] User: Launches the application and presses the "Start Session" button.
[0806] Terminal: A virtual character greets you and asks questions, such as "Hello! How are you today?"
[0807] User: The child responds through the microphone, "I am fine, thank you."
[0808] Terminal: Acquires voice data and converts it into text data using voice recognition technology, then sends the text data to the server.
[0809] Step 4:
[0810] Device: Collects user speech and facial expression data using a camera and microphone.
[0811] Emotion engine: Analyzes collected data and recognizes the user's emotions. For example, recognizes the emotion "sad" from the utterance "I am sad because I lost my game." Generates emotional data as output and sends it to the device.
[0812] Terminal: Receives emotion data and sends it to the server.
[0813] Step 5:
[0814] Server: Analyzes the received text data and emotion data, and comprehensively evaluates the conversation content and the user's emotion. For example, generate a consoling message based on the text "I played soccer and lost." and the emotion data "sad." Generate the analysis results as output and send them to the device.
[0815] On the device: Display the analysis results to the user and provide feedback such as encouraging messages like "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[0816] Step 6:
[0817] Server: Evaluates learning progress and generates data to personalize the next learning experience.
[0818] On your device: Display a personalized study plan and let users know what's in their next session.
[0819] Step 7:
[0820] Users: Select from the "Basic Edition," "Advanced Edition," or "Free Edition" on the settings screen.
[0821] Device: Sends the selected plan information to the server.
[0822] Server: Receives the selected plan information and manages monthly billing. At the end of each month, the server processes the billing and bills the user for the required fee. In addition, the free version restricts functionality by restricting the viewing of advertisements.
[0823] The above are the specific steps of the program processing of this system.
[0824] (Application example 2)
[0825] 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."
[0826] In recent years, the importance of English education for elementary school students has increased. However, traditional English learning applications struggle to provide a personalized learning experience that fully considers each learner's emotions and interests. Furthermore, digitalization of brick-and-mortar learning experiences has not progressed, creating a need for effective and friendly learning environments, especially for children. In addition, a system is needed that can analyze children's learning progress and emotions in real time and optimize the next lesson content based on the results.
[0827] 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 an emotion engine that analyzes the user's speech and facial expressions to recognize emotional data, and includes a means for personalizing the learning experience in a physical store, a means for providing feedback and new learning tasks based on the analyzed conversation data and emotional data, and a means for providing intimate feedback throughout the learning experience and generating a learning plan related to the next session. This enables children to learn English in a fun and effective way, and a better learning environment can be provided by following up on the learning experience emotionally.
[0828] "User" refers to the person or parent of a child using the Application.
[0829] "Means for registering an account" refers to the method and process of providing identification information to log in to the Application and create an account.
[0830] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and current English level.
[0831] "Personalized virtual character" refers to a digital character that is individually tailored based on a child's profile information.
[0832] "Means for collecting conversation data" refers to a method and apparatus for recording the content of conversations a user has with a virtual character.
[0833] "Means for optimizing learning progress" refers to the methods and processes for analyzing collected conversation data and adjusting and improving the next learning content.
[0834] An "emotion engine that recognizes emotional data" refers to technology and devices that analyze a user's speech and facial expressions to determine their emotional state.
[0835] "Means for providing feedback and new learning tasks" refers to methods and processes for automatically presenting learning tasks and feedback appropriate to the user based on the analysis results.
[0836] "Intimate feedback" refers to providing specific, individualized responses tailored to a child's learning progress and emotional state.
[0837] "Means for generating a learning plan" refers to the method and process for planning and generating the next learning content and tasks based on the user's learning status.
[0838] "Means for managing monthly billing plans" refers to the methods and processes for managing users' usage fees and plan settings and charging fees.
[0839] "Brick and mortar" refers to a physical learning location or facility where the application of the present invention is utilized.
[0840] This invention relates to an in-store application system that supports English language learning for elementary school students. Users can install the application on their smartphones or tablets in the store, generate a personalized virtual character based on their child's profile information, and have a conversation with the character.
[0841] User registration and initial settings
[0842] Users download the application, register an account, and enter profile information such as their child's name, age, gender, interests, and current English level, which is used to generate a virtual character. This allows each child to see a personalized character and begin their learning experience.
[0843] Start a study session
[0844] When the user presses the "Start Session" button, a virtual character appears and greets the child in English or asks them simple questions. When the child responds through the microphone, the voice data is converted into text using speech recognition technology. The speech recognition engine used is the Google Speech Recognition API.
[0845] How the Emotional Engine Works
[0846] The child's speech and facial expressions are collected using a camera and microphone. The collected data is analyzed by an emotion engine to recognize the child's emotional state. As a result, text data and emotion data are generated and sent to the server. The emotion analysis library used is TextBlob.
[0847] Data analysis and feedback generation
[0848] The server analyzes the learning progress and the user's emotional state based on the received text data and emotional data. Based on the analysis results, the next learning content and task is optimized. For example, if a child answers with a happy expression, "I love playing soccer!", the server will provide soccer-related learning content in the next session. Specific feedback such as "That's fantastic! Let's talk more about soccer next time!" is displayed to the user.
[0849] Examples of specific examples and prompts
[0850] For example, if a child responds, "I played soccer today! It was fun!", the response will be recognized as "fun" through sentiment analysis and sent to the server, resulting in more soccer-related questions in the next learning session.
[0851] Example prompt for a generative AI model:
[0852] User text data: "I played soccer today! It was fun!"
[0853] Emotion data: "fun"
[0854] Next lesson plan: "Ask more soccer questions"
[0855] Managing your monthly subscription plans
[0856] Users can manage their monthly billing plans within the application. They can choose from the basic, multi-functional, or free version, and the selected plan information is sent to the server, where billing information is managed. Billing is processed monthly and the user is charged.
[0857] By implementing this system, children can learn English effectively while having fun, and by following their emotions in real time, it provides a learning experience that builds mutual trust.
[0858] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0859] Step 1: User registration and initial setup
[0860] Users download the application and register for an account. The input is an email address and password, and the output is the user's account information. Next, they enter their child's profile information, including their name, age, gender, interests, and English level. Based on this information, a personalized virtual character is generated and displayed on the device. This virtual character is a digital character designed to support the child's learning experience.
[0861] Step 2: Start your study session
[0862] When the user presses the "Start Session" button, a virtual character asks a question in English. The input is the virtual character's question, and the output is the child's response. The child's response is collected through a microphone. The data is audio data, which is converted into text data using a speech recognition engine (Google Speech Recognition API).
[0863] Step 3: Recognizing Emotional Data
[0864] Along with the text data, the child's facial expressions are also collected using a camera. The input is the collected audio and video data, and the output is text data and emotion data. An emotion analysis library (TextBlob) is used to analyze the child's emotional state and recognize emotion data such as "happy" and "sad."
[0865] Step 4: Sending data
[0866] The device sends the converted text data and emotion data to the server. The input is text data and emotion data, and the output is data storage on the server. This allows the server to understand the user's speech content and emotion at that time.
[0867] Step 5: Data analysis and feedback generation
[0868] The server analyzes the received text data and emotion data. The input is text data and emotion data, and the output is feedback and the next lesson plan. For example, if a child replies, "I played soccer today! It was fun!", this data is analyzed as "fun," and based on the analysis results, feedback is generated such as "Increase the content related to soccer in the next session."
[0869] Step 6: Provide feedback
[0870] The feedback generated based on the analysis results is sent to the device and displayed to the user. The input is the feedback generated by the server, and the output is what is displayed on the device. Specifically, it is a message such as "That's fantastic! Let's talk more about soccer next time!" This feedback acts as encouraging words that take into account the child's emotional state.
[0871] Step 7: Manage your subscriptions
[0872] The user selects a monthly billing plan on the settings screen. The input is the selected billing plan information, and the output is plan information management on the server. The information selected from the basic function version, multi-function version, or free version is sent to the server. This allows billing processing to be performed based on the plan selected by the user.
[0873] These steps ensure the in-store learning experience is fun, effective, and personalized.
[0874] 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.
[0875] 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.
[0876] 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.
[0877] [Third embodiment]
[0878] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0879] 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.
[0880] 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).
[0881] 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.
[0882] 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.
[0883] 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).
[0884] 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.
[0885] 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.
[0886] 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.
[0887] 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.
[0888] 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.
[0889] 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."
[0890] ---
[0891] This invention is a smartphone application system that supports English learning for elementary school students. The system uses AI technology to generate a virtual character based on the child's profile information, analyzes the collected conversation data, and personalizes the next lesson. Various functions are also available to users through a monthly subscription plan. Below, the system's program processing is explained in natural language, along with specific examples of use.
[0892] User registration and initial settings
[0893] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user enters an email address and password to create an account. This information is sent from the device to the server, completing the registration.
[0894] Next, a screen for entering the child's profile information is displayed. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character based on the entered information and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[0895] Start a study session
[0896] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0897] Analysis of conversation data and feedback
[0898] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with a sport. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to use in the next session. The generated learning plan is sent to the device and displayed as feedback to the user. The feedback includes an evaluation and the next learning content, as well as encouraging messages such as, "Well done! Tomorrow, let's talk more about sports!"
[0899] Managing your monthly subscription plans
[0900] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[0901] Specific use cases
[0902] 1. User: A child launches the application and begins a conversation with a virtual character.
[0903] 2. Device: "What did you do at school today?" the virtual character asks.
[0904] 3. User: Child replies, "I learned math and played soccer."
[0905] 4. Terminal: Converts the voice into text data and sends it to the server.
[0906] 5. Server: Analyze the text data and detect "learned math" and "played soccer."
[0907] 6. Server: Next time, I will prepare questions related to mathematics or sports.
[0908] 7. Device: Provide feedback to the child, saying "Well done! Tomorrow, let's talk more about sports!" and provide an encouraging message.
[0909] Through this process, children can learn English effectively while having fun, and parents can support their children's English education with peace of mind. This system is an effective way to solve the challenges of English learning in Japan.
[0910] The processing flow will be explained below.
[0911] ---
[0912] Step 1:
[0913] User: Downloads and installs the application from the smartphone app store.
[0914] Step 2:
[0915] Device: When you launch the application, the account registration screen will appear.
[0916] Step 3:
[0917] User: Enter your email address and password to create an account.
[0918] Step 4:
[0919] Device: Sends registration information to the server.
[0920] Step 5:
[0921] Server: Based on the submitted information, the user's account is registered in the database.
[0922] Step 6:
[0923] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[0924] Step 7:
[0925] User: Enter your profile information and submit.
[0926] Step 8:
[0927] Device: Sends the entered profile information to the server.
[0928] Step 9:
[0929] Server: Generates a personalized virtual character (AI character) based on input information.
[0930] Step 10:
[0931] Server: Sends the generated virtual characters to the device.
[0932] Step 11:
[0933] Device: A virtual character appears within the app.
[0934] Step 12:
[0935] User: Press the "Start Session" button in the app to begin a learning session.
[0936] Step 13:
[0937] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[0938] Step 14:
[0939] User: Responds into the microphone. Example: "I am fine, thank you."
[0940] Step 15:
[0941] Terminal: Converts the user's voice into text data using voice recognition technology.
[0942] Step 16:
[0943] Terminal: Sends the converted text data to the server.
[0944] Step 17:
[0945] Server: Analyzes the text data and evaluates the content of the conversation.
[0946] Step 18:
[0947] Server: Based on the analysis results, evaluate the user's learning progress and generate the most appropriate questions and learning plan for the next session.
[0948] Step 19:
[0949] Server: Sends the generated learning plan and feedback to the device.
[0950] Step 20:
[0951] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[0952] Step 21:
[0953] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[0954] Step 22:
[0955] On your device: Send the selected plan information to the server.
[0956] Step 23:
[0957] Server: Manages billing information based on the plan selected.
[0958] Step 24:
[0959] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[0960] These are the specific processing steps in the system's program. Through this series of steps, children can learn English in a fun and effective way, and parents can support their English education with peace of mind.
[0961] Example 1
[0962] 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."
[0963] Modern English education is challenging, especially for elementary school students. Traditional teaching methods make it difficult to personalize learning to suit individual interests and learning progress, and it is also difficult to maintain motivation. Therefore, there is a need to provide a system that allows elementary school students to learn English effectively while having fun. Furthermore, there is a need for support for learning at home, and a system that parents can use with confidence.
[0964] 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.
[0965] In this invention, the server includes: a means for a user to download an application and register an account; a means for inputting a child's profile information and generating a personalized virtual character based on that information; a means for the user to converse with the virtual character and collect the conversation data; a means for analyzing the collected conversation data and optimizing the next lesson content based on the child's learning progress; a means for providing the user with feedback and new learning tasks; a means for managing a monthly subscription plan and reporting to the user; a means for converting voice data into text data and sending the text data to the server; and a means for personalizing the conversation based on the analysis results and using a generative AI model to generate the content for the next session. This enables elementary school children to learn English effectively while having fun, and parents can receive educational support with peace of mind.
[0966] "User" refers to an individual person or parent who uses the system or application.
[0967] "Application" refers to software that runs on electronic devices such as smartphones and tablets.
[0968] "Downloading" refers to the act of transferring data or software from a server to a device via the Internet.
[0969] An "account" refers to a set of information (usually a username and password) used to identify a user.
[0970] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and English level.
[0971] "Virtual character" refers to a system-generated digital character for a user to interact with.
[0972] "Conversation data" refers to a record of words and sentences exchanged between a user and a virtual character.
[0973] "Analysis" refers to the process of analyzing collected data and clarifying its meaning and characteristics.
[0974] "Study progress" refers to information indicating the user's learning progress and achievement level.
[0975] "Optimization" refers to making something the most effective or efficient under specific conditions.
[0976] "Feedback" refers to learning evaluation and instruction information provided to the user.
[0977] A "learning task" refers to a specific learning task or activity that a user must accomplish.
[0978] "Monthly billing plan" refers to a service plan that a user can use by paying a fixed monthly fee.
[0979] "Voice data" refers to a digital recording of a user's spoken words.
[0980] "Text data" refers to voice data expressed as a string of characters.
[0981] "Server" refers to a remote computer system that stores, manages, and processes data.
[0982] "Generative AI model" refers to an algorithm or model that uses AI techniques to generate specific results or content from data.
[0983] This invention is a smartphone application system that supports English learning for elementary school students, providing users with a tool to effectively advance their children's English learning. The system supports children's learning through conversations with personalized virtual characters using AI technology.
[0984] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, and the user creates an account by entering an email address and password. The entered information is sent from the device to the server, and the server registers the account information in a database.
[0985] Next, a screen for entering the child's profile information appears. The user enters information such as the child's name, age, gender, interests, and current English level. This data is sent from the device to the server, and the server sends prompts to the generative AI model to generate a personalized virtual character based on the entered information. The generated virtual character data is sent to the device, and the device displays the virtual character.
[0986] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[0987] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to ask the AI model the next question, generating a personalized question related to sports. Learning progress is also evaluated based on the analysis results, and a personalized learning plan is generated for the next session. The generated learning plan is sent to the device, which then displays feedback to the user, saying, "Well done! Tomorrow, let's talk more about sports!"
[0988] Users can also select a monthly billing plan from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. For the free version, the service is provided on the condition that the user watches advertisements.
[0989] In a specific usage example, a child launches the app and a virtual character asks, "What did you do at school today?" If the child replies, "I learned math and played soccer," the speech is converted into text data and sent to the server. The server analyzes the text data and extracts "learned math" and "played soccer" as keywords. For the next session, the generative AI model is asked to prepare questions related to math and sports. The device provides feedback to the child, displaying, "Well done! Tomorrow, let's talk more about sports!"
[0990] This process allows children to learn English while having fun, and parents can support English education with peace of mind. This system is an effective way to solve the problems facing English learning in Japan.
[0991] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0992] Step 1:
[0993] A user downloads and installs an application from the smartphone's app store. Input: User operation. Output: Installing the application on the smartphone. Specifically, the user uses the app store's search function to find the application and presses the install button.
[0994] Step 2:
[0995] The user launches the application and enters their email address and password on the account registration screen. Input: Email address and password. Output: Account information is sent to the server. Specifically, the user clicks the account registration button to send the information to the server.
[0996] Step 3:
[0997] The server registers the received information in the database and returns a confirmation message of registration completion to the terminal. Input: User account information. Output: Confirmation message of registration completion. Specifically, it adds new user information to the database and checks whether registration was completed successfully.
[0998] Step 4:
[0999] On the screen where the user enters their child's profile information, they enter the child's name, age, gender, interests, and current English level. Input: Child's profile information. Output: Profile information is sent to the server. Specifically, the user enters the required information in the input fields and presses the send button.
[1000] Step 5:
[1001] The server sends a prompt to the generative AI model to generate a personalized virtual character based on the received profile information. Input: Child's profile information. Output: Generated virtual character data. Specifically, the server sends a prompt (e.g., "A 7-year-old boy who is a level 1 English learner who likes soccer") to the generative AI model to generate a character.
[1002] Step 6:
[1003] The server sends the data of the generated virtual character to the terminal. Input: Generated virtual character data. Output: Display the virtual character on the terminal. Specifically, the generated character data is formatted and sent to the terminal.
[1004] Step 7:
[1005] When the user launches the application and presses the "Start Session" button, the learning session begins. Input: User operation. Output: The virtual character begins to greet the user. Specifically, the session start request is sent to the server, and the character's greeting message is displayed.
[1006] Step 8:
[1007] The virtual character asks a question such as "Hello! How are you today?" Input: Question data from the virtual character. Output: Question displayed to the user. In concrete terms, the device displays the question message received from the server in voice and text.
[1008] Step 9:
[1009] The user responds through the microphone, "I am fine, thank you." Input: User's voice input. Output: Voice data. Specifically, the voice is recorded and temporarily saved on the device.
[1010] Step 10:
[1011] The device converts the voice data into text data and sends it to the server. Input: User's voice data. Output: Text data. Specifically, the device uses a voice recognition engine to convert the voice into text and sends it to the server.
[1012] Step 11:
[1013] The server analyzes the text data. Input: Text data. Output: Analysis results. Specifically, it analyzes the text data using a natural language processing engine and extracts important keywords and context.
[1014] Step 12:
[1015] The server requests the generative AI model to generate the next question based on the analysis results, generating a personalized question. Input: Analysis results. Output: Next question. Specifically, the server sends the analysis results to the generative AI model as a prompt, which generates a new question.
[1016] Step 13:
[1017] The server sends the analysis results and a personalized learning plan to the device, which displays them as feedback to the user. Input: Personalized learning plan. Output: Feedback message. Specifically, the device receives the feedback message and displays something like "Well done! Tomorrow, let's talk more about sports!"
[1018] Step 14:
[1019] The user selects a monthly billing plan from the "Basic Edition," "Multi-functional Edition," or "Free Edition" on the settings screen. Input: User selection. Output: Selected plan information. Specifically, after selecting a plan, the information is sent to the server.
[1020] Step 15:
[1021] The server manages billing information based on the plan information received. Input: Selected plan information. Output: Billing information. Specifically, it saves the selected plan information in the database and prepares for billing processing.
[1022] Step 16:
[1023] The server processes the billing at the end of the month and charges the user. For the free version, the conditions for viewing ads are checked. Input: End of month. Output: Billing processing results or ad viewing request. Specifically, the server calls the billing API and notifies the user of the processing results.
[1024] (Application example 1)
[1025] 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."
[1026] While English learning applications for elementary school students offer personalized learning experiences, they struggle to sustain user interest. Furthermore, systems for efficiently incorporating collected conversation data into learning content are lacking. In particular, automatically generating and appropriately delivering video content based on learning topics that interest children is a challenge.
[1027] 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.
[1028] In this invention, the server includes a means for automatically extracting learning topics based on collected conversation data, a means for generating related learning videos based on the extracted topics, and a means for distributing the generated learning videos within the application, thereby maintaining the user's interest and enabling an efficient and effective learning experience.
[1029] "User" refers to the user of the Application, in particular the parent or guardian who registers with the Application for the purpose of supporting elementary school children in learning English.
[1030] "Application" refers to software installed on smartphones and tablet devices, designed to support English learning for elementary school students.
[1031] An "account" is a set of identifying information used by a user to register for an application, and typically consists of an email address and a password.
[1032] "Profile Information" is personal information provided by a user, including a child's name, age, gender, interests, and English level.
[1033] A "personalized virtual character" is a digital character that is generated and individually configured based on the child's profile information and that has the role of conversing with the child.
[1034] "Conversation data" refers to voice data including the content of speech from the virtual character and the user, and related text data.
[1035] "Study progress" is an assessment of the progress a user has made during past study sessions and serves as a guide for determining what to study next.
[1036] "Feedback" is information including a response, advice, or evaluation to the user, and is provided to the user from the virtual character.
[1037] "Learning topics" are major themes or categories extracted from conversation data, such as "animals" or "sports."
[1038] "Video generation" is the process of creating relevant educational video content based on extracted learning topics, combining text, audio, and image materials.
[1039] A "monthly subscription plan" is a fee plan that a user pays for a specific period of time (usually monthly) and that entitles them to additional features and content.
[1040] This invention is a smartphone application system that supports English learning for elementary school students. The system allows users to download a smartphone application, generate a personalized virtual character using their child's profile information, and advance learning through conversations between the virtual character and the user.
[1041] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user creates an account by entering an email address and password. This information is sent from the device to the server, completing the registration.
[1042] Next, a screen appears prompting the user to enter their child's profile information (such as name, age, gender, interests, and current English level). The user enters this information, and the device generates a personalized virtual character based on that information and displays it on the device. AI technology is used to generate this virtual character.
[1043] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1044] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with sports. Furthermore, the server automatically extracts learning topics from the collected conversation data and generates related learning videos. To generate these videos, the server generates audio using the gTTS library and creates and synthesizes text-based videos using the moviepy library.
[1045] The generated learning video is delivered to the device and accessible within the application. The virtual character suggests next lesson plans related to the video content and provides feedback to the child. For example, the message may read, "Well done! Tomorrow, let's watch a video about sports!"
[1046] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[1047] For example, when a child talks with a virtual character about animals, the server analyzes the conversation data and extracts learning topics related to animals. English learning videos about animals are then automatically generated and distributed within the app.
[1048] Example prompt sentence:
[1049] User Answer:
[1050] "Today I went to the zoo and saw a lot of animals. The lions and sea lions were especially interesting."
[1051] Prompt statement:
[1052] "Based on the user's answers below, determine the study topic to use in your next English study session. Extract keywords from the answers and suggest related study content."
[1053] Through this process, a system will be created that allows elementary school students to learn English effectively while having fun, and allows parents to support their children's English education with peace of mind. This will make it possible to provide a personalized learning experience that was difficult to achieve with conventional teaching materials.
[1054] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1055] Step 1:
[1056] The user downloads and installs the application.
[1057] A user downloads and installs an application from the smartphone's app store. When the application is launched, an account registration screen appears. Input: User download operation, Output: Installed application.
[1058] Step 2:
[1059] Register an account and enter your profile information.
[1060] Users create an account by entering their email address and password. This information is sent from the device to the server, completing the registration. They then enter profile information such as their child's name, age, gender, interests, and current English level. Input: Email address, password, profile information. Output: User information and child's profile information stored on the server.
[1061] Step 3:
[1062] Generating personalized virtual characters.
[1063] The server generates a personalized virtual character based on the child's profile information and sends the character data to the device. Input: Profile information, Output: Virtual character data. Specifically, it uses an AI algorithm to automatically generate a character that is optimal for the child's age, interests, and English level.
[1064] Step 4:
[1065] Start of study session.
[1066] When the user launches the application and presses the "Start Session" button, the learning session begins. The virtual character greets the child and asks a question. Input: User's "Start Session" operation, Output: Virtual character's greeting and question. Specifically, the virtual character asks a simple question such as "Hello! How are you today?"
[1067] Step 5:
[1068] Conversation data collection and speech recognition.
[1069] When the child responds through the microphone, the device converts the voice data into text data and sends it to the server. Input: Child's voice data, Output: Text data. The specific operation is to convert the voice into text using voice recognition software (e.g., Google Speech Recognition API).
[1070] Step 6:
[1071] Conversation data analysis and learning topic extraction.
[1072] The server analyzes the text data sent and evaluates the content of the conversation. For example, if the answer is "I played soccer," the server extracts "soccer" as a learning topic. Input: Text data, Output: Extracted learning topic. Specifically, it uses NLP technology to extract important keywords.
[1073] Step 7:
[1074] Generating learning videos.
[1075] The server generates related learning videos based on the extracted learning topics. It uses the gTTS library for voice generation and the moviepy library for video generation. Input: learning topic, output: learning video. Specifically, we create an English learning video about "soccer."
[1076] Step 8:
[1077] Distribution of educational videos.
[1078] The generated learning video is delivered to the device and can be accessed within the application. Input: Learning video, Output: Video delivered to the device. Specifically, the video file is sent to the device and made viewable within the app.
[1079] Step 9:
[1080] Providing feedback.
[1081] The virtual character suggests the next lesson plan related to the content of the video and provides feedback to the child. Input: lesson plan, Output: feedback message. Specifically, it displays a message such as "Well done! Tomorrow, let's watch a video about sports!"
[1082] Step 10:
[1083] Monthly subscription management and reporting.
[1084] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, which manages the billing information and processes the billing at the end of the month. Input: plan information, output: billing processing results. Specifically, the monthly fee is billed or the free plan is managed.
[1085] These are the program processing steps of the system that realizes this application example. This series of processes provides users with a personalized English learning experience and provides effective feedback and learning plans.
[1086] 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.
[1087] ---
[1088] This invention combines an emotion engine with a smartphone application system that supports English learning for elementary school students, enabling children to learn English in a fun and effective way while also providing a personalized learning experience that takes their emotions into consideration. Below, the system's program processing is explained in natural language, along with specific use examples.
[1089] User registration and initial settings
[1090] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user enters an email address and password to create an account. This information is sent from the device to the server, and registration is completed.
[1091] Next, a screen for entering the child's profile information appears. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character (AI character) based on the information entered and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[1092] Start a study session
[1093] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1094] How the Emotional Engine Works
[1095] This system has a built-in emotion engine that can recognize the user's emotions by analyzing their speech and facial expressions. For example, if a user responds, "I am sad because I lost my game," the emotion engine will recognize the emotion as "sad" and send that information to the server.
[1096] Analysis of conversation data and feedback
[1097] The server analyzes the text data and emotional data sent and comprehensively evaluates the content of the conversation and the user's emotions. For example, based on the answer "I played soccer and lost," and the emotional data indicating sadness, the server generates feedback including comforting messages and words of encouragement. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to be used in the next session.
[1098] The generated learning plan and feedback are sent to the device and displayed to the user, providing encouraging messages such as, "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[1099] Managing your monthly subscription plans
[1100] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on that information. For example, billing is processed at the end of the month and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[1101] Specific use cases
[1102] 1. User: A child launches the application and begins a conversation with a virtual character.
[1103] 2. Device: "What did you do at school today?" the virtual character asks.
[1104] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[1105] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[1106] 5. Terminal: Sends the converted text data and emotion data to the server.
[1107] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[1108] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[1109] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[1110] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[1111] The processing flow will be explained below.
[1112] ---
[1113] Step 1:
[1114] User: Downloads and installs the application from the smartphone app store.
[1115] Step 2:
[1116] Device: When you launch the application, the account registration screen will appear.
[1117] Step 3:
[1118] User: Enter your email address and password to create an account.
[1119] Step 4:
[1120] Device: Sends registration information to the server.
[1121] Step 5:
[1122] Server: Based on the submitted information, the user's account is registered in the database.
[1123] Step 6:
[1124] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[1125] Step 7:
[1126] User: Fill in your profile information and submit.
[1127] Step 8:
[1128] Device: Sends the entered profile information to the server.
[1129] Step 9:
[1130] Server: Generates a personalized virtual character (AI character) based on input information.
[1131] Step 10:
[1132] Server: Sends the generated virtual characters to the device.
[1133] Step 11:
[1134] Device: A virtual character appears within the app.
[1135] Step 12:
[1136] User: Press the "Start Session" button in the app to begin a learning session.
[1137] Step 13:
[1138] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[1139] Step 14:
[1140] User: Responds into the microphone. Example: "I am fine, thank you."
[1141] Step 15:
[1142] Terminal: Converts the user's voice into text data using voice recognition technology.
[1143] Step 16:
[1144] Device: Uses an emotion engine to recognize emotions from the user's speech and facial expressions.
[1145] Step 17:
[1146] Terminal: The converted text data and the recognized emotion data are sent to the server.
[1147] Step 18:
[1148] Server: Analyzes text data and emotion data to evaluate the content of the conversation and the user's emotions.
[1149] Step 19:
[1150] Server: Based on the analysis results, generates questions and learning plans appropriate for the next session and creates emotion-based feedback.
[1151] Step 20:
[1152] Server: Sends the generated learning plan and feedback to the device.
[1153] Step 21:
[1154] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[1155] Step 22:
[1156] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[1157] Step 23:
[1158] On your device: Send the selected plan information to the server.
[1159] Step 24:
[1160] Server: Manages billing information based on the plan selected.
[1161] Step 25:
[1162] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[1163] Specific use cases
[1164] 1. User: A child launches the application and begins a conversation with a virtual character.
[1165] 2. Virtual character: Asks, "What did you do at school today?"
[1166] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[1167] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[1168] 5. Terminal: Sends the converted text data and emotion data to the server.
[1169] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[1170] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[1171] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[1172] ---
[1173] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[1174] Example 2
[1175] 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."
[1176] Conventional English learning systems for elementary school students have struggled to provide a personalized learning experience that fully considers children's emotions. They also lack the ability to provide optimal feedback and learning tasks based on learning progress and emotions. Therefore, there is a need to provide an environment where children can learn English in a fun and effective way.
[1177] 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.
[1178] In this invention, the server includes means for analyzing the user's speech and facial expressions and recognizing their emotions, means for analyzing the collected conversation data and emotional data and optimizing the next lesson content based on the learning progress, and means for transmitting the generated learning plan and feedback to the terminal. This makes it possible to provide a personalized learning environment that takes the child's emotions into consideration and to provide optimal feedback and learning tasks based on the learning progress and emotions.
[1179] "User" refers to elementary school students who use the application and their parents.
[1180] "Application" refers to software for learning English that is installed and used on smartphones or tablet devices.
[1181] "Account" refers to a user profile that contains the authentication information required for a user to access and use an application.
[1182] "Profile Information" refers to personal information used for individual settings, such as a child's name, age, gender, interests, and current English level.
[1183] "Virtual Character" refers to a digital character that is generated within the application to interact with the child and support their learning.
[1184] "Conversation data" refers to audio and text information of a conversation between a user and a virtual character.
[1185] "Emotion data" refers to the emotional state analyzed by the emotion engine from the user's speech and facial expressions.
[1186] "Study progress" refers to data that indicates the progress and achievement of a user in learning English.
[1187] "Optimization" refers to making adjustments based on collected data to provide the most effective learning content and feedback to users.
[1188] "Feedback" refers to responses and advice to users, such as evaluations of their learning and messages of encouragement.
[1189] "Monthly Billing Plan" means a fee structure whereby a User pays a monthly fee for use of an Application.
[1190] This invention is a smartphone application system that supports English learning for elementary school students by incorporating an emotion engine. The system aims to provide a personalized learning experience that takes into account children's emotions while helping them learn English in a fun and effective way.
[1191] User registration and account creation
[1192] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user creates an account by entering an email address and password. This information is sent from the device to the server, and the server completes the registration.
[1193] Profile Settings
[1194] Within the app, users enter their child's name, age, gender, interests, and current English level. The entered profile information is sent from the device to the server. The server generates a personalized virtual character based on this information and sends the data to the device. The device displays the generated virtual character, and the user completes the initial setup.
[1195] Start a study session
[1196] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character on the device first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1197] Analysis by emotion engine
[1198] The device analyzes the user's speech and facial expressions, and the emotion engine recognizes the emotion. For example, if a user says, "I am sad because I lost my game," the emotion engine recognizes the emotion as "sad." The recognized emotion data is sent from the device to the server.
[1199] Conversational data analysis and personalization
[1200] The server analyzes the text and emotional data sent to the user. Based on the analysis results, it evaluates the user's learning progress and generates a personalized learning plan for the next session. For example, based on the text data "I played soccer and lost" and the emotional data "sad," the server generates feedback including comforting messages and words of encouragement.
[1201] Providing feedback and learning plans
[1202] The feedback and learning plan generated by the server is sent to the device and displayed to the user. For example, a message such as "I'm sorry to hear that you lost your game. But remember, practice makes perfect!" is provided. This provides emotional support to the child and optimizes the learning content for the next lesson.
[1203] Select and manage your monthly billing plan
[1204] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on this information, processes the billing at the end of the month, and bills the user. With the free version, the service is provided on the condition that the user watches advertisements.
[1205] Specific examples
[1206] 1. User: A child launches the application and begins a conversation with a virtual character.
[1207] 2. Terminal: A virtual character asks, "What did you do at school today?"
[1208] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[1209] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[1210] 5. Terminal: Sends the converted text data and emotion data to the server.
[1211] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[1212] 7. Server: Prepare questions related to mathematics and sports for the next session.
[1213] 8. Device: Show your child an encouraging feedback message: "That's great! Let's talk more about math and soccer next time!"
[1214] Examples of prompts for generative AI models
[1215] Here are some example prompts for a generative AI model using this system:
[1216] "Hello! How was your day today? Can you tell me about something fun you did?"
[1217] "I'm sorry to hear that you are feeling sad. Would you like to tell me more about it?"
[1218] These prompts can be fed into an AI model to provide a more personalized learning experience.
[1219] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1220] Step 1:
[1221] User: Downloads and installs the application from the smartphone app store. When the user launches the app, they create an account by entering their email address and password. This information is sent from the device to the server.
[1222] Server: Receives the registration information, stores it in a database, creates the user account, and generates an output confirming the account creation and sends it to the device.
[1223] Terminal: Display a message to the user saying they have successfully created an account.
[1224] Step 2:
[1225] User: Enter your child's profile information (name, age, gender, interests, current English level) within the app.
[1226] Device: Sends the entered profile information to the server.
[1227] Server: Generates a personalized virtual character based on profile information and sends the generated data to the device.
[1228] Terminal: Presents a virtual character to the user and completes the initial setup.
[1229] Step 3:
[1230] User: Launches the application and presses the "Start Session" button.
[1231] Terminal: A virtual character greets you and asks questions, such as "Hello! How are you today?"
[1232] User: The child responds through the microphone, "I am fine, thank you."
[1233] Terminal: Acquires voice data and converts it into text data using voice recognition technology, then sends the text data to the server.
[1234] Step 4:
[1235] Device: Collects user speech and facial expression data using a camera and microphone.
[1236] Emotion engine: Analyzes collected data and recognizes the user's emotions. For example, recognizes the emotion "sad" from the utterance "I am sad because I lost my game." Generates emotional data as output and sends it to the device.
[1237] Terminal: Receives emotion data and sends it to the server.
[1238] Step 5:
[1239] Server: Analyzes the received text data and emotion data, and comprehensively evaluates the conversation content and the user's emotion. For example, generate a consoling message based on the text "I played soccer and lost." and the emotion data "sad." Generate the analysis results as output and send them to the device.
[1240] On the device: Display the analysis results to the user and provide feedback such as encouraging messages like "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[1241] Step 6:
[1242] Server: Evaluates learning progress and generates data to personalize the next learning experience.
[1243] On your device: Display a personalized study plan and let users know what's in their next session.
[1244] Step 7:
[1245] Users: Select from the "Basic Edition," "Advanced Edition," or "Free Edition" on the settings screen.
[1246] Device: Sends the selected plan information to the server.
[1247] Server: Receives the selected plan information and manages monthly billing. At the end of each month, the server processes the billing and bills the user for the required fee. In addition, the free version restricts functionality by restricting the viewing of advertisements.
[1248] The above are the specific steps of the program processing of this system.
[1249] (Application example 2)
[1250] 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."
[1251] In recent years, the importance of English education for elementary school students has increased. However, traditional English learning applications struggle to provide a personalized learning experience that fully considers each learner's emotions and interests. Furthermore, digitalization of brick-and-mortar learning experiences has not progressed, creating a need for effective and friendly learning environments, especially for children. In addition, a system is needed that can analyze children's learning progress and emotions in real time and optimize the next lesson content based on the results.
[1252] 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 an emotion engine that analyzes the user's speech and facial expressions to recognize emotional data, and includes a means for personalizing the learning experience in a physical store, a means for providing feedback and new learning tasks based on the analyzed conversation data and emotional data, and a means for providing intimate feedback throughout the learning experience and generating a learning plan related to the next session. This enables children to learn English in a fun and effective way, and a better learning environment can be provided by following up on the learning experience emotionally.
[1253] "User" refers to the person or parent of a child using the Application.
[1254] "Means for registering an account" refers to the method and process of providing identification information to log in to the Application and create an account.
[1255] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and current English level.
[1256] "Personalized virtual character" refers to a digital character that is individually tailored based on a child's profile information.
[1257] "Means for collecting conversation data" refers to a method and apparatus for recording the content of conversations a user has with a virtual character.
[1258] "Means for optimizing learning progress" refers to the methods and processes for analyzing collected conversation data and adjusting and improving the next learning content.
[1259] An "emotion engine that recognizes emotional data" refers to technology and devices that analyze a user's speech and facial expressions to determine their emotional state.
[1260] "Means for providing feedback and new learning tasks" refers to methods and processes for automatically presenting learning tasks and feedback appropriate to the user based on the analysis results.
[1261] "Intimate feedback" refers to providing specific, individualized responses tailored to a child's learning progress and emotional state.
[1262] "Means for generating a learning plan" refers to the method and process for planning and generating the next learning content and tasks based on the user's learning status.
[1263] "Means for managing monthly billing plans" refers to the methods and processes for managing users' usage fees and plan settings and charging fees.
[1264] "Brick and mortar" refers to a physical learning location or facility where the application of the present invention is utilized.
[1265] This invention relates to an in-store application system that supports English language learning for elementary school students. Users can install the application on their smartphones or tablets in the store, generate a personalized virtual character based on their child's profile information, and have a conversation with the character.
[1266] User registration and initial settings
[1267] Users download the application, register an account, and enter profile information such as their child's name, age, gender, interests, and current English level, which is used to generate a virtual character. This allows each child to see a personalized character and begin their learning experience.
[1268] Start a study session
[1269] When the user presses the "Start Session" button, a virtual character appears and greets the child in English or asks them simple questions. When the child responds through the microphone, the voice data is converted into text using speech recognition technology. The speech recognition engine used is the Google Speech Recognition API.
[1270] How the Emotional Engine Works
[1271] The child's speech and facial expressions are collected using a camera and microphone. The collected data is analyzed by an emotion engine to recognize the child's emotional state. As a result, text data and emotion data are generated and sent to the server. The emotion analysis library used is TextBlob.
[1272] Data analysis and feedback generation
[1273] The server analyzes the learning progress and the user's emotional state based on the received text data and emotional data. Based on the analysis results, the next learning content and task is optimized. For example, if a child answers with a happy expression, "I love playing soccer!", the server will provide soccer-related learning content in the next session. Specific feedback such as "That's fantastic! Let's talk more about soccer next time!" is displayed to the user.
[1274] Examples of specific examples and prompts
[1275] For example, if a child responds, "I played soccer today! It was fun!", the response will be recognized as "fun" through sentiment analysis and sent to the server, resulting in more soccer-related questions in the next learning session.
[1276] Example prompt for a generative AI model:
[1277] User text data: "I played soccer today! It was fun!"
[1278] Emotion data: "fun"
[1279] Next lesson plan: "Ask more soccer questions"
[1280] Managing your monthly subscription plans
[1281] Users can manage their monthly billing plans within the application. They can choose from the basic, multi-functional, or free version, and the selected plan information is sent to the server, where billing information is managed. Billing is processed monthly and the user is charged.
[1282] By implementing this system, children can learn English effectively while having fun, and by following their emotions in real time, it provides a learning experience that builds mutual trust.
[1283] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1284] Step 1: User registration and initial setup
[1285] Users download the application and register for an account. The input is an email address and password, and the output is the user's account information. Next, they enter their child's profile information, including their name, age, gender, interests, and English level. Based on this information, a personalized virtual character is generated and displayed on the device. This virtual character is a digital character designed to support the child's learning experience.
[1286] Step 2: Start your study session
[1287] When the user presses the "Start Session" button, a virtual character asks a question in English. The input is the virtual character's question, and the output is the child's response. The child's response is collected through a microphone. The data is audio data, which is converted into text data using a speech recognition engine (Google Speech Recognition API).
[1288] Step 3: Recognizing Emotional Data
[1289] Along with the text data, the child's facial expressions are also collected using a camera. The input is the collected audio and video data, and the output is text data and emotion data. An emotion analysis library (TextBlob) is used to analyze the child's emotional state and recognize emotion data such as "happy" and "sad."
[1290] Step 4: Sending data
[1291] The device sends the converted text data and emotion data to the server. The input is text data and emotion data, and the output is data storage on the server. This allows the server to understand the user's speech content and emotion at that time.
[1292] Step 5: Data analysis and feedback generation
[1293] The server analyzes the received text data and emotion data. The input is text data and emotion data, and the output is feedback and the next lesson plan. For example, if a child replies, "I played soccer today! It was fun!", this data is analyzed as "fun," and based on the analysis results, feedback is generated such as "Increase the content related to soccer in the next session."
[1294] Step 6: Provide feedback
[1295] The feedback generated based on the analysis results is sent to the device and displayed to the user. The input is the feedback generated by the server, and the output is what is displayed on the device. Specifically, it is a message such as "That's fantastic! Let's talk more about soccer next time!" This feedback acts as encouraging words that take into account the child's emotional state.
[1296] Step 7: Manage your subscriptions
[1297] The user selects a monthly billing plan on the settings screen. The input is the selected billing plan information, and the output is plan information management on the server. The information selected from the basic function version, multi-function version, or free version is sent to the server. This allows billing processing to be performed based on the plan selected by the user.
[1298] These steps ensure the in-store learning experience is fun, effective, and personalized.
[1299] 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.
[1300] 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.
[1301] 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.
[1302] [Fourth embodiment]
[1303] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1304] 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.
[1305] 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).
[1306] 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.
[1307] 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.
[1308] 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).
[1309] 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.
[1310] 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.
[1311] 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.
[1312] 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.
[1313] 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.
[1314] 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.
[1315] 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."
[1316] ---
[1317] This invention is a smartphone application system that supports English learning for elementary school students. The system uses AI technology to generate a virtual character based on the child's profile information, analyzes the collected conversation data, and personalizes the next lesson. Various functions are also available to users through a monthly subscription plan. Below, the system's program processing is explained in natural language, along with specific examples of use.
[1318] User registration and initial settings
[1319] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user enters an email address and password to create an account. This information is sent from the device to the server, completing the registration.
[1320] Next, a screen for entering the child's profile information is displayed. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character based on the entered information and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[1321] Start a study session
[1322] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1323] Analysis of conversation data and feedback
[1324] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with a sport. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to use in the next session. The generated learning plan is sent to the device and displayed as feedback to the user. The feedback includes an evaluation and the next learning content, as well as encouraging messages such as, "Well done! Tomorrow, let's talk more about sports!"
[1325] Managing your monthly subscription plans
[1326] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[1327] Specific use cases
[1328] 1. User: A child launches the application and begins a conversation with a virtual character.
[1329] 2. Device: "What did you do at school today?" the virtual character asks.
[1330] 3. User: Child replies, "I learned math and played soccer."
[1331] 4. Terminal: Converts the voice into text data and sends it to the server.
[1332] 5. Server: Analyze the text data and detect "learned math" and "played soccer."
[1333] 6. Server: Next time, I will prepare questions related to mathematics or sports.
[1334] 7. Device: Provide feedback to the child, saying "Well done! Tomorrow, let's talk more about sports!" and provide an encouraging message.
[1335] Through this process, children can learn English effectively while having fun, and parents can support their children's English education with peace of mind. This system is an effective way to solve the challenges of English learning in Japan.
[1336] The processing flow will be explained below.
[1337] ---
[1338] Step 1:
[1339] User: Downloads and installs the application from the smartphone app store.
[1340] Step 2:
[1341] Device: When you launch the application, the account registration screen will appear.
[1342] Step 3:
[1343] User: Enter your email address and password to create an account.
[1344] Step 4:
[1345] Device: Sends registration information to the server.
[1346] Step 5:
[1347] Server: Based on the submitted information, the user's account is registered in the database.
[1348] Step 6:
[1349] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[1350] Step 7:
[1351] User: Enter your profile information and submit.
[1352] Step 8:
[1353] Device: Sends the entered profile information to the server.
[1354] Step 9:
[1355] Server: Generates a personalized virtual character (AI character) based on input information.
[1356] Step 10:
[1357] Server: Sends the generated virtual characters to the device.
[1358] Step 11:
[1359] Device: A virtual character appears within the app.
[1360] Step 12:
[1361] User: Press the "Start Session" button in the app to begin a learning session.
[1362] Step 13:
[1363] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[1364] Step 14:
[1365] User: Responds into the microphone. Example: "I am fine, thank you."
[1366] Step 15:
[1367] Terminal: Converts the user's voice into text data using voice recognition technology.
[1368] Step 16:
[1369] Terminal: Sends the converted text data to the server.
[1370] Step 17:
[1371] Server: Analyzes the text data and evaluates the content of the conversation.
[1372] Step 18:
[1373] Server: Based on the analysis results, evaluate the user's learning progress and generate the most appropriate questions and learning plan for the next session.
[1374] Step 19:
[1375] Server: Sends the generated learning plan and feedback to the device.
[1376] Step 20:
[1377] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[1378] Step 21:
[1379] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[1380] Step 22:
[1381] On your device: Send the selected plan information to the server.
[1382] Step 23:
[1383] Server: Manages billing information based on the plan selected.
[1384] Step 24:
[1385] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[1386] These are the specific processing steps in the system's program. Through this series of steps, children can learn English in a fun and effective way, and parents can support their English education with peace of mind.
[1387] Example 1
[1388] 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."
[1389] Modern English education is challenging, especially for elementary school students. Traditional teaching methods make it difficult to personalize learning to suit individual interests and learning progress, and it is also difficult to maintain motivation. Therefore, there is a need to provide a system that allows elementary school students to learn English effectively while having fun. Furthermore, there is a need for support for learning at home, and a system that parents can use with confidence.
[1390] 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.
[1391] In this invention, the server includes: a means for a user to download an application and register an account; a means for inputting a child's profile information and generating a personalized virtual character based on that information; a means for the user to converse with the virtual character and collect the conversation data; a means for analyzing the collected conversation data and optimizing the next lesson content based on the child's learning progress; a means for providing the user with feedback and new learning tasks; a means for managing a monthly subscription plan and reporting to the user; a means for converting voice data into text data and sending the text data to the server; and a means for personalizing the conversation based on the analysis results and using a generative AI model to generate the content for the next session. This enables elementary school children to learn English effectively while having fun, and parents can receive educational support with peace of mind.
[1392] "User" refers to an individual person or parent who uses the system or application.
[1393] "Application" refers to software that runs on electronic devices such as smartphones and tablets.
[1394] "Downloading" refers to the act of transferring data or software from a server to a device via the Internet.
[1395] An "account" refers to a set of information (usually a username and password) used to identify a user.
[1396] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and English level.
[1397] "Virtual character" refers to a system-generated digital character for a user to interact with.
[1398] "Conversation data" refers to a record of words and sentences exchanged between a user and a virtual character.
[1399] "Analysis" refers to the process of analyzing collected data and clarifying its meaning and characteristics.
[1400] "Study progress" refers to information indicating the user's learning progress and achievement level.
[1401] "Optimization" refers to making something the most effective or efficient under specific conditions.
[1402] "Feedback" refers to learning evaluation and instruction information provided to the user.
[1403] A "learning task" refers to a specific learning task or activity that a user must accomplish.
[1404] "Monthly billing plan" refers to a service plan that a user can use by paying a fixed monthly fee.
[1405] "Voice data" refers to a digital recording of a user's spoken words.
[1406] "Text data" refers to voice data expressed as a string of characters.
[1407] "Server" refers to a remote computer system that stores, manages, and processes data.
[1408] "Generative AI model" refers to an algorithm or model that uses AI techniques to generate specific results or content from data.
[1409] This invention is a smartphone application system that supports English learning for elementary school students, providing users with a tool to effectively advance their children's English learning. The system supports children's learning through conversations with personalized virtual characters using AI technology.
[1410] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, and the user creates an account by entering an email address and password. The entered information is sent from the device to the server, and the server registers the account information in a database.
[1411] Next, a screen for entering the child's profile information appears. The user enters information such as the child's name, age, gender, interests, and current English level. This data is sent from the device to the server, and the server sends prompts to the generative AI model to generate a personalized virtual character based on the entered information. The generated virtual character data is sent to the device, and the device displays the virtual character.
[1412] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1413] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to ask the AI model the next question, generating a personalized question related to sports. Learning progress is also evaluated based on the analysis results, and a personalized learning plan is generated for the next session. The generated learning plan is sent to the device, which then displays feedback to the user, saying, "Well done! Tomorrow, let's talk more about sports!"
[1414] Users can also select a monthly billing plan from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. For the free version, the service is provided on the condition that the user watches advertisements.
[1415] In a specific usage example, a child launches the app and a virtual character asks, "What did you do at school today?" If the child replies, "I learned math and played soccer," the speech is converted into text data and sent to the server. The server analyzes the text data and extracts "learned math" and "played soccer" as keywords. For the next session, the generative AI model is asked to prepare questions related to math and sports. The device provides feedback to the child, displaying, "Well done! Tomorrow, let's talk more about sports!"
[1416] This process allows children to learn English while having fun, and parents can support English education with peace of mind. This system is an effective way to solve the problems facing English learning in Japan.
[1417] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1418] Step 1:
[1419] A user downloads and installs an application from the smartphone's app store. Input: User operation. Output: Installing the application on the smartphone. Specifically, the user uses the app store's search function to find the application and presses the install button.
[1420] Step 2:
[1421] The user launches the application and enters their email address and password on the account registration screen. Input: Email address and password. Output: Account information is sent to the server. Specifically, the user clicks the account registration button to send the information to the server.
[1422] Step 3:
[1423] The server registers the received information in the database and returns a confirmation message of registration completion to the terminal. Input: User account information. Output: Confirmation message of registration completion. Specifically, it adds new user information to the database and checks whether registration was completed successfully.
[1424] Step 4:
[1425] On the screen where the user enters their child's profile information, they enter the child's name, age, gender, interests, and current English level. Input: Child's profile information. Output: Profile information is sent to the server. Specifically, the user enters the required information in the input fields and presses the send button.
[1426] Step 5:
[1427] The server sends a prompt to the generative AI model to generate a personalized virtual character based on the received profile information. Input: Child's profile information. Output: Generated virtual character data. Specifically, the server sends a prompt (e.g., "A 7-year-old boy who is a level 1 English learner who likes soccer") to the generative AI model to generate a character.
[1428] Step 6:
[1429] The server sends the data of the generated virtual character to the terminal. Input: Generated virtual character data. Output: Display the virtual character on the terminal. Specifically, the generated character data is formatted and sent to the terminal.
[1430] Step 7:
[1431] When the user launches the application and presses the "Start Session" button, the learning session begins. Input: User operation. Output: The virtual character begins to greet the user. Specifically, the session start request is sent to the server, and the character's greeting message is displayed.
[1432] Step 8:
[1433] The virtual character asks a question such as "Hello! How are you today?" Input: Question data from the virtual character. Output: Question displayed to the user. In concrete terms, the device displays the question message received from the server in voice and text.
[1434] Step 9:
[1435] The user responds through the microphone, "I am fine, thank you." Input: User's voice input. Output: Voice data. Specifically, the voice is recorded and temporarily saved on the device.
[1436] Step 10:
[1437] The device converts the voice data into text data and sends it to the server. Input: User's voice data. Output: Text data. Specifically, the device uses a voice recognition engine to convert the voice into text and sends it to the server.
[1438] Step 11:
[1439] The server analyzes the text data. Input: Text data. Output: Analysis results. Specifically, it analyzes the text data using a natural language processing engine and extracts important keywords and context.
[1440] Step 12:
[1441] The server requests the generative AI model to generate the next question based on the analysis results, generating a personalized question. Input: Analysis results. Output: Next question. Specifically, the server sends the analysis results to the generative AI model as a prompt, which generates a new question.
[1442] Step 13:
[1443] The server sends the analysis results and a personalized learning plan to the device, which displays them as feedback to the user. Input: Personalized learning plan. Output: Feedback message. Specifically, the device receives the feedback message and displays something like "Well done! Tomorrow, let's talk more about sports!"
[1444] Step 14:
[1445] The user selects a monthly billing plan from the "Basic Edition," "Multi-functional Edition," or "Free Edition" on the settings screen. Input: User selection. Output: Selected plan information. Specifically, after selecting a plan, the information is sent to the server.
[1446] Step 15:
[1447] The server manages billing information based on the plan information received. Input: Selected plan information. Output: Billing information. Specifically, it saves the selected plan information in the database and prepares for billing processing.
[1448] Step 16:
[1449] The server processes the billing at the end of the month and charges the user. For the free version, the conditions for viewing ads are checked. Input: End of month. Output: Billing processing results or ad viewing request. Specifically, the server calls the billing API and notifies the user of the processing results.
[1450] (Application example 1)
[1451] 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."
[1452] While English learning applications for elementary school students offer personalized learning experiences, they struggle to sustain user interest. Furthermore, systems for efficiently incorporating collected conversation data into learning content are lacking. In particular, automatically generating and appropriately delivering video content based on learning topics that interest children is a challenge.
[1453] 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.
[1454] In this invention, the server includes a means for automatically extracting learning topics based on collected conversation data, a means for generating related learning videos based on the extracted topics, and a means for distributing the generated learning videos within the application, thereby maintaining the user's interest and enabling an efficient and effective learning experience.
[1455] "User" refers to the user of the Application, in particular the parent or guardian who registers with the Application for the purpose of supporting elementary school children in learning English.
[1456] "Application" refers to software installed on smartphones and tablet devices, designed to support English learning for elementary school students.
[1457] An "account" is a set of identifying information used by a user to register for an application, and typically consists of an email address and a password.
[1458] "Profile Information" is personal information provided by a user, including a child's name, age, gender, interests, and English level.
[1459] A "personalized virtual character" is a digital character that is generated and individually configured based on the child's profile information and that has the role of conversing with the child.
[1460] "Conversation data" refers to voice data including the content of speech from the virtual character and the user, and related text data.
[1461] "Study progress" is an assessment of the progress a user has made during past study sessions and serves as a guide for determining what to study next.
[1462] "Feedback" is information including a response, advice, or evaluation to the user, and is provided to the user from the virtual character.
[1463] "Learning topics" are major themes or categories extracted from conversation data, such as "animals" or "sports."
[1464] "Video generation" is the process of creating relevant educational video content based on extracted learning topics, combining text, audio, and image materials.
[1465] A "monthly subscription plan" is a fee plan that a user pays for a specific period of time (usually monthly) and that entitles them to additional features and content.
[1466] This invention is a smartphone application system that supports English learning for elementary school students. The system allows users to download a smartphone application, generate a personalized virtual character using their child's profile information, and advance learning through conversations between the virtual character and the user.
[1467] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears, where the user creates an account by entering an email address and password. This information is sent from the device to the server, completing the registration.
[1468] Next, a screen appears prompting the user to enter their child's profile information (such as name, age, gender, interests, and current English level). The user enters this information, and the device generates a personalized virtual character based on that information and displays it on the device. AI technology is used to generate this virtual character.
[1469] The learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1470] The server analyzes the text data sent and evaluates the content of the conversation. For example, if a child answers, "I played soccer," the server uses this response to associate the next question with sports. Furthermore, the server automatically extracts learning topics from the collected conversation data and generates related learning videos. To generate these videos, the server generates audio using the gTTS library and creates and synthesizes text-based videos using the moviepy library.
[1471] The generated learning video is delivered to the device and accessible within the application. The virtual character suggests next lesson plans related to the video content and provides feedback to the child. For example, the message may read, "Well done! Tomorrow, let's watch a video about sports!"
[1472] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, and the server manages billing information based on that information. For example, billing is processed at the end of the month, and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[1473] For example, when a child talks with a virtual character about animals, the server analyzes the conversation data and extracts learning topics related to animals. English learning videos about animals are then automatically generated and distributed within the app.
[1474] Example prompt sentence:
[1475] User Answer:
[1476] "Today I went to the zoo and saw a lot of animals. The lions and sea lions were especially interesting."
[1477] Prompt statement:
[1478] "Based on the user's answers below, determine the study topic to use in your next English study session. Extract keywords from the answers and suggest related study content."
[1479] Through this process, a system will be created that allows elementary school students to learn English effectively while having fun, and allows parents to support their children's English education with peace of mind. This will make it possible to provide a personalized learning experience that was difficult to achieve with conventional teaching materials.
[1480] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1481] Step 1:
[1482] The user downloads and installs the application.
[1483] A user downloads and installs an application from the smartphone's app store. When the application is launched, an account registration screen appears. Input: User download operation, Output: Installed application.
[1484] Step 2:
[1485] Register an account and enter your profile information.
[1486] Users create an account by entering their email address and password. This information is sent from the device to the server, completing the registration. They then enter profile information such as their child's name, age, gender, interests, and current English level. Input: Email address, password, profile information. Output: User information and child's profile information stored on the server.
[1487] Step 3:
[1488] Generating personalized virtual characters.
[1489] The server generates a personalized virtual character based on the child's profile information and sends the character data to the device. Input: Profile information, Output: Virtual character data. Specifically, it uses an AI algorithm to automatically generate a character that is optimal for the child's age, interests, and English level.
[1490] Step 4:
[1491] Start of study session.
[1492] When the user launches the application and presses the "Start Session" button, the learning session begins. The virtual character greets the child and asks a question. Input: User's "Start Session" operation, Output: Virtual character's greeting and question. Specifically, the virtual character asks a simple question such as "Hello! How are you today?"
[1493] Step 5:
[1494] Conversation data collection and speech recognition.
[1495] When the child responds through the microphone, the device converts the voice data into text data and sends it to the server. Input: Child's voice data, Output: Text data. The specific operation is to convert the voice into text using voice recognition software (e.g., Google Speech Recognition API).
[1496] Step 6:
[1497] Conversation data analysis and learning topic extraction.
[1498] The server analyzes the text data sent and evaluates the content of the conversation. For example, if the answer is "I played soccer," the server extracts "soccer" as a learning topic. Input: Text data, Output: Extracted learning topic. Specifically, it uses NLP technology to extract important keywords.
[1499] Step 7:
[1500] Generating learning videos.
[1501] The server generates related learning videos based on the extracted learning topics. It uses the gTTS library for voice generation and the moviepy library for video generation. Input: learning topic, output: learning video. Specifically, we create an English learning video about "soccer."
[1502] Step 8:
[1503] Distribution of educational videos.
[1504] The generated learning video is delivered to the device and can be accessed within the application. Input: Learning video, Output: Video delivered to the device. Specifically, the video file is sent to the device and made viewable within the app.
[1505] Step 9:
[1506] Providing feedback.
[1507] The virtual character suggests the next lesson plan related to the content of the video and provides feedback to the child. Input: lesson plan, Output: feedback message. Specifically, it displays a message such as "Well done! Tomorrow, let's watch a video about sports!"
[1508] Step 10:
[1509] Monthly subscription management and reporting.
[1510] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server, which manages the billing information and processes the billing at the end of the month. Input: plan information, output: billing processing results. Specifically, the monthly fee is billed or the free plan is managed.
[1511] These are the program processing steps of the system that realizes this application example. This series of processes provides users with a personalized English learning experience and provides effective feedback and learning plans.
[1512] 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.
[1513] ---
[1514] This invention combines an emotion engine with a smartphone application system that supports English learning for elementary school students, enabling children to learn English in a fun and effective way while also providing a personalized learning experience that takes their emotions into consideration. Below, the system's program processing is explained in natural language, along with specific use examples.
[1515] User registration and initial settings
[1516] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user enters an email address and password to create an account. This information is sent from the device to the server, and registration is completed.
[1517] Next, a screen for entering the child's profile information appears. The user enters the child's name, age, gender, interests, and current English level. The server then generates a personalized virtual character (AI character) based on the information entered and sends it to the device. The device then displays the generated virtual character, completing the initial setup.
[1518] Start a study session
[1519] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character first greets the child and asks a simple question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1520] How the Emotional Engine Works
[1521] This system has a built-in emotion engine that can recognize the user's emotions by analyzing their speech and facial expressions. For example, if a user responds, "I am sad because I lost my game," the emotion engine will recognize the emotion as "sad" and send that information to the server.
[1522] Analysis of conversation data and feedback
[1523] The server analyzes the text data and emotional data sent and comprehensively evaluates the content of the conversation and the user's emotions. For example, based on the answer "I played soccer and lost," and the emotional data indicating sadness, the server generates feedback including comforting messages and words of encouragement. Based on the analysis results, the server evaluates learning progress and generates a personalized learning plan to be used in the next session.
[1524] The generated learning plan and feedback are sent to the device and displayed to the user, providing encouraging messages such as, "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[1525] Managing your monthly subscription plans
[1526] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on that information. For example, billing is processed at the end of the month and the user is charged. With the free version, service is provided on the condition that the user watches advertisements.
[1527] Specific use cases
[1528] 1. User: A child launches the application and begins a conversation with a virtual character.
[1529] 2. Device: "What did you do at school today?" the virtual character asks.
[1530] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[1531] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[1532] 5. Terminal: Sends the converted text data and emotion data to the server.
[1533] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[1534] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[1535] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[1536] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[1537] The processing flow will be explained below.
[1538] ---
[1539] Step 1:
[1540] User: Downloads and installs the application from the smartphone app store.
[1541] Step 2:
[1542] Device: When you launch the application, the account registration screen will appear.
[1543] Step 3:
[1544] User: Enter your email address and password to create an account.
[1545] Step 4:
[1546] Device: Sends registration information to the server.
[1547] Step 5:
[1548] Server: Based on the submitted information, the user's account is registered in the database.
[1549] Step 6:
[1550] Device: After creating an account, you will be prompted to enter your child's profile information (name, age, gender, interests, English level, etc.).
[1551] Step 7:
[1552] User: Fill in your profile information and submit.
[1553] Step 8:
[1554] Device: Sends the entered profile information to the server.
[1555] Step 9:
[1556] Server: Generates a personalized virtual character (AI character) based on input information.
[1557] Step 10:
[1558] Server: Sends the generated virtual characters to the device.
[1559] Step 11:
[1560] Device: A virtual character appears within the app.
[1561] Step 12:
[1562] User: Press the "Start Session" button in the app to begin a learning session.
[1563] Step 13:
[1564] Virtual character: Says hello and asks simple questions to the user (child). Example: "Hello! How are you today?"
[1565] Step 14:
[1566] User: Responds into the microphone. Example: "I am fine, thank you."
[1567] Step 15:
[1568] Terminal: Converts the user's voice into text data using voice recognition technology.
[1569] Step 16:
[1570] Device: Uses an emotion engine to recognize emotions from the user's speech and facial expressions.
[1571] Step 17:
[1572] Terminal: The converted text data and the recognized emotion data are sent to the server.
[1573] Step 18:
[1574] Server: Analyzes text data and emotion data to evaluate the content of the conversation and the user's emotions.
[1575] Step 19:
[1576] Server: Based on the analysis results, generates questions and learning plans appropriate for the next session and creates emotion-based feedback.
[1577] Step 20:
[1578] Server: Sends the generated learning plan and feedback to the device.
[1579] Step 21:
[1580] Device: Show feedback to the user and suggest new learning tasks. Example: "Well done! Tomorrow, let's talk more about sports!"
[1581] Step 22:
[1582] User: Select a monthly subscription plan (basic, multi-functional, or free) on the settings screen.
[1583] Step 23:
[1584] On your device: Send the selected plan information to the server.
[1585] Step 24:
[1586] Server: Manages billing information based on the plan selected.
[1587] Step 25:
[1588] Server: Processes billing at the end of the month and bills the user. In the case of the free version, the server provides the service on the condition that the user watches advertisements.
[1589] Specific use cases
[1590] 1. User: A child launches the application and begins a conversation with a virtual character.
[1591] 2. Virtual character: Asks, "What did you do at school today?"
[1592] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[1593] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[1594] 5. Terminal: Sends the converted text data and emotion data to the server.
[1595] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[1596] 7. Server: Next time, I will prepare questions related to mathematics and sports.
[1597] 8. Device: Provide feedback to the child, such as "That's great! Let's talk more about math and soccer next time!", and provide an encouraging message.
[1598] ---
[1599] Through this process, children can learn English effectively while having fun, and by receiving emotional support, a better learning environment is provided. This system is an innovative way to address the challenges of English learning in Japan while also providing emotional support.
[1600] Example 2
[1601] 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."
[1602] Conventional English learning systems for elementary school students have struggled to provide a personalized learning experience that fully considers children's emotions. They also lack the ability to provide optimal feedback and learning tasks based on learning progress and emotions. Therefore, there is a need to provide an environment where children can learn English in a fun and effective way.
[1603] 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.
[1604] In this invention, the server includes means for analyzing the user's speech and facial expressions and recognizing their emotions, means for analyzing the collected conversation data and emotional data and optimizing the next lesson content based on the learning progress, and means for transmitting the generated learning plan and feedback to the terminal. This makes it possible to provide a personalized learning environment that takes the child's emotions into consideration and to provide optimal feedback and learning tasks based on the learning progress and emotions.
[1605] "User" refers to elementary school students who use the application and their parents.
[1606] "Application" refers to software for learning English that is installed and used on smartphones or tablet devices.
[1607] "Account" refers to a user profile that contains the authentication information required for a user to access and use an application.
[1608] "Profile Information" refers to personal information used for individual settings, such as a child's name, age, gender, interests, and current English level.
[1609] "Virtual Character" refers to a digital character that is generated within the application to interact with the child and support their learning.
[1610] "Conversation data" refers to audio and text information of a conversation between a user and a virtual character.
[1611] "Emotion data" refers to the emotional state analyzed by the emotion engine from the user's speech and facial expressions.
[1612] "Study progress" refers to data that indicates the progress and achievement of a user in learning English.
[1613] "Optimization" refers to making adjustments based on collected data to provide the most effective learning content and feedback to users.
[1614] "Feedback" refers to responses and advice to users, such as evaluations of their learning and messages of encouragement.
[1615] "Monthly Billing Plan" means a fee structure whereby a User pays a monthly fee for use of an Application.
[1616] This invention is a smartphone application system that supports English learning for elementary school students by incorporating an emotion engine. The system aims to provide a personalized learning experience that takes into account children's emotions while helping them learn English in a fun and effective way.
[1617] User registration and account creation
[1618] First, the user downloads and installs the application from the smartphone's app store. When the application is launched, an account registration screen appears. The user creates an account by entering an email address and password. This information is sent from the device to the server, and the server completes the registration.
[1619] Profile Settings
[1620] Within the app, users enter their child's name, age, gender, interests, and current English level. The entered profile information is sent from the device to the server. The server generates a personalized virtual character based on this information and sends the data to the device. The device displays the generated virtual character, and the user completes the initial setup.
[1621] Start a study session
[1622] A learning session begins when the user launches the application and presses the "Start Session" button. The virtual character on the device first greets the child and asks a question, such as "Hello! How are you today?" If the child responds through the microphone with something like "I am fine, thank you," the voice data is converted into text by the device and sent to the server.
[1623] Analysis by emotion engine
[1624] The device analyzes the user's speech and facial expressions, and the emotion engine recognizes the emotion. For example, if a user says, "I am sad because I lost my game," the emotion engine recognizes the emotion as "sad." The recognized emotion data is sent from the device to the server.
[1625] Conversational data analysis and personalization
[1626] The server analyzes the text and emotional data sent to the user. Based on the analysis results, it evaluates the user's learning progress and generates a personalized learning plan for the next session. For example, based on the text data "I played soccer and lost" and the emotional data "sad," the server generates feedback including comforting messages and words of encouragement.
[1627] Providing feedback and learning plans
[1628] The feedback and learning plan generated by the server is sent to the device and displayed to the user. For example, a message such as "I'm sorry to hear that you lost your game. But remember, practice makes perfect!" is provided. This provides emotional support to the child and optimizes the learning content for the next lesson.
[1629] Select and manage your monthly billing plan
[1630] Users can select from the "basic version," "multi-functional version," or "free version" on the settings screen. The selected plan information is sent from the device to the server. The server manages billing information based on this information, processes the billing at the end of the month, and bills the user. With the free version, the service is provided on the condition that the user watches advertisements.
[1631] Specific examples
[1632] 1. User: A child launches the application and begins a conversation with a virtual character.
[1633] 2. Terminal: A virtual character asks, "What did you do at school today?"
[1634] 3. User: Child replies, "I learned math and played soccer. It was fun!"
[1635] 4. Device: Converts the voice into text data and performs emotion analysis. It recognizes that the voice sounds happy.
[1636] 5. Terminal: Sends the converted text data and emotion data to the server.
[1637] 6. Server: Analyzes text data and emotion data to detect "learned math," "played soccer," and "looks fun."
[1638] 7. Server: Prepare questions related to mathematics and sports for the next session.
[1639] 8. Device: Show your child an encouraging feedback message: "That's great! Let's talk more about math and soccer next time!"
[1640] Examples of prompts for generative AI models
[1641] Here are some example prompts for a generative AI model using this system:
[1642] "Hello! How was your day today? Can you tell me about something fun you did?"
[1643] "I'm sorry to hear that you are feeling sad. Would you like to tell me more about it?"
[1644] These prompts can be fed into an AI model to provide a more personalized learning experience.
[1645] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1646] Step 1:
[1647] User: Downloads and installs the application from the smartphone app store. When the user launches the app, they create an account by entering their email address and password. This information is sent from the device to the server.
[1648] Server: Receives the registration information, stores it in a database, creates the user account, and generates an output confirming the account creation and sends it to the device.
[1649] Terminal: Display a message to the user saying they have successfully created an account.
[1650] Step 2:
[1651] User: Enter your child's profile information (name, age, gender, interests, current English level) within the app.
[1652] Device: Sends the entered profile information to the server.
[1653] Server: Generates a personalized virtual character based on profile information and sends the generated data to the device.
[1654] Terminal: Presents a virtual character to the user and completes the initial setup.
[1655] Step 3:
[1656] User: Launches the application and presses the "Start Session" button.
[1657] Terminal: A virtual character greets you and asks questions, such as "Hello! How are you today?"
[1658] User: The child responds through the microphone, "I am fine, thank you."
[1659] Terminal: Acquires voice data and converts it into text data using voice recognition technology, then sends the text data to the server.
[1660] Step 4:
[1661] Device: Collects user speech and facial expression data using a camera and microphone.
[1662] Emotion engine: Analyzes collected data and recognizes the user's emotions. For example, recognizes the emotion "sad" from the utterance "I am sad because I lost my game." Generates emotional data as output and sends it to the device.
[1663] Terminal: Receives emotion data and sends it to the server.
[1664] Step 5:
[1665] Server: Analyzes the received text data and emotion data, and comprehensively evaluates the conversation content and the user's emotion. For example, generate a consoling message based on the text "I played soccer and lost." and the emotion data "sad." Generate the analysis results as output and send them to the device.
[1666] On the device: Display the analysis results to the user and provide feedback such as encouraging messages like "I'm sorry to hear that you lost your game. But remember, practice makes perfect!"
[1667] Step 6:
[1668] Server: Evaluates learning progress and generates data to personalize the next learning experience.
[1669] On your device: Display a personalized study plan and let users know what's in their next session.
[1670] Step 7:
[1671] Users: Select from the "Basic Edition," "Advanced Edition," or "Free Edition" on the settings screen.
[1672] Device: Sends the selected plan information to the server.
[1673] Server: Receives the selected plan information and manages monthly billing. At the end of each month, the server processes the billing and bills the user for the required fee. In addition, the free version restricts functionality by restricting the viewing of advertisements.
[1674] The above are the specific steps of the program processing of this system.
[1675] (Application example 2)
[1676] 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."
[1677] In recent years, the importance of English education for elementary school students has increased. However, traditional English learning applications struggle to provide a personalized learning experience that fully considers each learner's emotions and interests. Furthermore, digitalization of brick-and-mortar learning experiences has not progressed, creating a need for effective and friendly learning environments, especially for children. In addition, a system is needed that can analyze children's learning progress and emotions in real time and optimize the next lesson content based on the results.
[1678] 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 an emotion engine that analyzes the user's speech and facial expressions to recognize emotional data, and includes a means for personalizing the learning experience in a physical store, a means for providing feedback and new learning tasks based on the analyzed conversation data and emotional data, and a means for providing intimate feedback throughout the learning experience and generating a learning plan related to the next session. This enables children to learn English in a fun and effective way, and a better learning environment can be provided by following up on the learning experience emotionally.
[1679] "User" refers to the person or parent of a child using the Application.
[1680] "Means for registering an account" refers to the method and process of providing identification information to log in to the Application and create an account.
[1681] "Child profile information" refers to personal information such as the child's name, age, gender, interests, and current English level.
[1682] "Personalized virtual character" refers to a digital character that is individually tailored based on a child's profile information.
[1683] "Means for collecting conversation data" refers to a method and apparatus for recording the content of conversations a user has with a virtual character.
[1684] "Means for optimizing learning progress" refers to the methods and processes for analyzing collected conversation data and adjusting and improving the next learning content.
[1685] An "emotion engine that recognizes emotional data" refers to technology and devices that analyze a user's speech and facial expressions to determine their emotional state.
[1686] "Means for providing feedback and new learning tasks" refers to methods and processes for automatically presenting learning tasks and feedback appropriate to the user based on the analysis results.
[1687] "Intimate feedback" refers to providing specific, individualized responses tailored to a child's learning progress and emotional state.
[1688] "Means for generating a learning plan" refers to the method and process for planning and generating the next learning content and tasks based on the user's learning status.
[1689] "Means for managing monthly billing plans" refers to the methods and processes for managing users' usage fees and plan settings and charging fees.
[1690] "Brick and mortar" refers to a physical learning location or facility where the application of the present invention is utilized.
[1691] This invention relates to an in-store application system that supports English language learning for elementary school students. Users can install the application on their smartphones or tablets in the store, generate a personalized virtual character based on their child's profile information, and have a conversation with the character.
[1692] User registration and initial settings
[1693] Users download the application, register an account, and enter profile information such as their child's name, age, gender, interests, and current English level, which is used to generate a virtual character. This allows each child to see a personalized character and begin their learning experience.
[1694] Start a study session
[1695] When the user presses the "Start Session" button, a virtual character appears and greets the child in English or asks them simple questions. When the child responds through the microphone, the voice data is converted into text using speech recognition technology. The speech recognition engine used is the Google Speech Recognition API.
[1696] How the Emotional Engine Works
[1697] The child's speech and facial expressions are collected using a camera and microphone. The collected data is analyzed by an emotion engine to recognize the child's emotional state. As a result, text data and emotion data are generated and sent to the server. The emotion analysis library used is TextBlob.
[1698] Data analysis and feedback generation
[1699] The server analyzes the learning progress and the user's emotional state based on the received text data and emotional data. Based on the analysis results, the next learning content and task is optimized. For example, if a child answers with a happy expression, "I love playing soccer!", the server will provide soccer-related learning content in the next session. Specific feedback such as "That's fantastic! Let's talk more about soccer next time!" is displayed to the user.
[1700] Examples of specific examples and prompts
[1701] For example, if a child responds, "I played soccer today! It was fun!", the response will be recognized as "fun" through sentiment analysis and sent to the server, resulting in more soccer-related questions in the next learning session.
[1702] Example prompt for a generative AI model:
[1703] User text data: "I played soccer today! It was fun!"
[1704] Emotion data: "fun"
[1705] Next lesson plan: "Ask more soccer questions"
[1706] Managing your monthly subscription plans
[1707] Users can manage their monthly billing plans within the application. They can choose from the basic, multi-functional, or free version, and the selected plan information is sent to the server, where billing information is managed. Billing is processed monthly and the user is charged.
[1708] By implementing this system, children can learn English effectively while having fun, and by following their emotions in real time, it provides a learning experience that builds mutual trust.
[1709] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1710] Step 1: User registration and initial setup
[1711] Users download the application and register for an account. The input is an email address and password, and the output is the user's account information. Next, they enter their child's profile information, including their name, age, gender, interests, and English level. Based on this information, a personalized virtual character is generated and displayed on the device. This virtual character is a digital character designed to support the child's learning experience.
[1712] Step 2: Start your study session
[1713] When the user presses the "Start Session" button, a virtual character asks a question in English. The input is the virtual character's question, and the output is the child's response. The child's response is collected through a microphone. The data is audio data, which is converted into text data using a speech recognition engine (Google Speech Recognition API).
[1714] Step 3: Recognizing Emotional Data
[1715] Along with the text data, the child's facial expressions are also collected using a camera. The input is the collected audio and video data, and the output is text data and emotion data. An emotion analysis library (TextBlob) is used to analyze the child's emotional state and recognize emotion data such as "happy" and "sad."
[1716] Step 4: Sending data
[1717] The device sends the converted text data and emotion data to the server. The input is text data and emotion data, and the output is data storage on the server. This allows the server to understand the user's speech content and emotion at that time.
[1718] Step 5: Data analysis and feedback generation
[1719] The server analyzes the received text data and emotion data. The input is text data and emotion data, and the output is feedback and the next lesson plan. For example, if a child replies, "I played soccer today! It was fun!", this data is analyzed as "fun," and based on the analysis results, feedback is generated such as "Increase the content related to soccer in the next session."
[1720] Step 6: Provide feedback
[1721] The feedback generated based on the analysis results is sent to the device and displayed to the user. The input is the feedback generated by the server, and the output is what is displayed on the device. Specifically, it is a message such as "That's fantastic! Let's talk more about soccer next time!" This feedback acts as encouraging words that take into account the child's emotional state.
[1722] Step 7: Manage your subscriptions
[1723] The user selects a monthly billing plan on the settings screen. The input is the selected billing plan information, and the output is plan information management on the server. The information selected from the basic function version, multi-function version, or free version is sent to the server. This allows billing processing to be performed based on the plan selected by the user.
[1724] These steps ensure the in-store learning experience is fun, effective, and personalized.
[1725] 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.
[1726] 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.
[1727] 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.
[1728] 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.
[1729] 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.
[1730] 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.
[1731] 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).
[1732] 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.
[1733] 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."
[1734] 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.
[1735] 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).
[1736] 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.
[1737] 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.
[1738] 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.
[1739] 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.
[1740] 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.
[1741] 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.
[1742] 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.
[1743] 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.
[1744] 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.
[1745] 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.
[1746] The following is further disclosed regarding the above embodiment.
[1747] (Claim 1)
[1748] a means for users to download the application and register an account;
[1749] means for inputting profile information of the child and generating a personalized virtual character based on the information;
[1750] A means for allowing a user to converse with a virtual character and collecting conversation data;
[1751] A means of analyzing the collected conversation data and optimizing the next learning content based on the learning progress;
[1752] a means of providing users with feedback and new learning tasks;
[1753] A means to manage monthly subscription plans and report to users;
[1754] A system including:
[1755] (Claim 2)
[1756] 10. The system of claim 1, wherein the virtual character is individually tailored to the child's interests and learning situation.
[1757] (Claim 3)
[1758] 2. The system according to claim 1, wherein the system converts the user's speech into text data by speech recognition, and transmits the text data to the server.
[1759] (Claim 4)
[1760] 2. The system according to claim 1, wherein topics that will interest children are automatically generated based on the user's learning data.
[1761] (Claim 5)
[1762] 2. The system according to claim 1, wherein the free version of the service is provided on the condition that the user watches advertisements.
[1763] That's all.
[1764] "Example 1"
[1765] (Claim 1)
[1766] a means for users to download the application and register an account;
[1767] means for inputting profile information of the child and generating a personalized virtual character based on the information;
[1768] A means for allowing a user to converse with a virtual character and collecting conversation data;
[1769] A means of analyzing the collected conversation data and optimizing the next learning content based on the learning progress;
[1770] a means of providing users with feedback and new learning tasks;
[1771] A means to manage monthly subscription plans and report to users;
[1772] means for converting the voice data into text data and transmitting the text data to a server;
[1773] A means of using generative AI models to personalize the conversation and generate content for the next session based on the analysis results; and
[1774] A system including:
[1775] (Claim 2)
[1776] 10. The system of claim 1, wherein the virtual character is individually tailored to the child's interests and learning situation.
[1777] (Claim 3)
[1778] 2. The system according to claim 1, wherein the system converts the user's speech into text data by speech recognition, and transmits the text data to the server.
[1779] "Application Example 1"
[1780] (Claim 1)
[1781] a means for users to download the application and register an account;
[1782] means for inputting profile information of the child and generating a personalized virtual character based on the information;
[1783] A means for allowing a user to converse with a virtual character and collecting conversation data;
[1784] A means of analyzing the collected conversation data and optimizing the next learning content based on the learning progress;
[1785] a means of providing users with feedback and new learning tasks;
[1786] A means for automatically extracting learning topics based on the collected conversation data and generating related learning videos;
[1787] A means to manage monthly subscription plans and report to users;
[1788] A system including:
[1789] (Claim 2)
[1790] 10. The system of claim 1, wherein the virtual character is individually tailored to the child's interests and learning situation.
[1791] (Claim 3)
[1792] 2. The system according to claim 1, wherein the system converts the user's speech into text data by speech recognition, and transmits the text data to the server.
[1793] "Example 2: Combining Emotion Engines"
[1794] (Claim 1)
[1795] a means for users to download the application and register an account;
[1796] means for inputting profile information of the child and generating a personalized virtual character based on the information;
[1797] A means for allowing a user to converse with a virtual character and collecting conversation data;
[1798] A method for analyzing collected conversation data and emotion data and optimizing the next learning content based on learning progress;
[1799] a means of providing users with feedback and new learning tasks;
[1800] A means to manage monthly subscription plans and report to users;
[1801] A means for analyzing the user's speech and facial expressions and recognizing their emotions;
[1802] The system includes a means for transmitting the generated learning plan and feedback to the device.
[1803] (Claim 2)
[1804] 10. The system of claim 1, wherein the virtual character is individually tailored to the child's interests and learning situation.
[1805] (Claim 3)
[1806] 2. The system according to claim 1, wherein the system converts the user's speech into text data by speech recognition, and transmits the text data to the server.
[1807] "Application example 2 when combining emotion engines"
[1808] (Claim 1)
[1809] a means for users to download the application and register an account;
[1810] means for inputting profile information of the child and generating a personalized virtual character based on the information;
[1811] A means for allowing a user to converse with a virtual character and collecting conversation data;
[1812] A means of analyzing the collected conversation data and optimizing the next learning content based on the learning progress;
[1813] Equipped with an emotion engine that analyzes user speech and facial expressions to recognize emotional data, it provides a means to personalize the learning experience in brick-and-mortar stores.
[1814] A means of providing feedback and new learning tasks based on the analyzed conversational and emotional data; and
[1815] A means to provide intimate feedback throughout the learning experience and generate a relevant learning plan for the next session;
[1816] A means to manage monthly subscription plans and report to users;
[1817] A system including:
[1818] (Claim 2)
[1819] 10. The system of claim 1, wherein the virtual character is individually tailored to the child's interests and learning situation.
[1820] (Claim 3)
[1821] 2. The system according to claim 1, wherein the system converts the user's speech into text data by speech recognition, and transmits the emotion data together with the text data to the server. [Explanation of symbols]
[1822] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>
Claims
1. a means for users to download the application and register an account; means for inputting profile information of the child and generating a personalized virtual character based on the information; A means for allowing a user to converse with a virtual character and collecting conversation data; A means of analyzing the collected conversation data and optimizing the next learning content based on the learning progress; a means of providing users with feedback and new learning tasks; A means to manage monthly subscription plans and report to users; A system including:
2. 10. The system of claim 1, wherein the virtual character is individually tailored to the child's interests and learning situation.
3. 2. The system according to claim 1, wherein the system converts the user's speech into text data by speech recognition, and transmits the text data to the server.
4. 2. The system according to claim 1, wherein topics that attract children's interest are automatically generated based on the user's learning data.
5. 2. The system according to claim 1, wherein the free version of the service is provided on the condition that an advertisement is viewed.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A