System

A system with AI-driven customization and social interaction features addresses the limitations of existing dementia prevention methods by offering enjoyable and sustainable cognitive training.

JP2026022389APending Publication Date: 2026-02-12SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024123906
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-30
Publication Date
2026-02-12

AI Technical Summary

Technical Problem

Existing methods for dementia prevention through brain training lack customization, enjoyment, and social interaction, making it difficult to maintain user motivation and effectiveness.

Method used

A system that includes receiving and storing user profile information, generating customized learning plans using AI, providing brain training games, collecting gameplay data, and facilitating online community interaction to improve cognitive function and social engagement.

Benefits of technology

The system allows users to enjoy and sustainably improve cognitive functions by providing personalized brain training and social interaction, contributing to dementia prevention.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: A system comprising: means for receiving and storing user profile information; means for analyzing a user's age, interests, and skill level based on the stored user profile information to generate a customized learning plan; means for providing brain teasing games based on the generated learning plan; means for collecting and storing game play data of the user; means for analyzing the collected game play data and providing feedback to the user; and means for providing an online community feature to facilitate interaction with other users.SELECTED DRAWING: Figure 1
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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] As our society rapidly ages, the increase in dementia patients has become a major social issue. While appropriate brain training and social interaction are known to be effective in preventing dementia, many existing methods have problems: they are short-lived, do not address individual needs, or lack enjoyment, making it difficult to maintain user motivation. To address these issues, there is a need for a system that can maintain and improve cognitive function while having fun, and that provides customized learning plans for each individual user. [Means for solving the problem]

[0005] To solve the above problems, the present invention provides a system including: a means for receiving and storing user profile information; a means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized learning plan; a means for providing brain training games based on the generated learning plan; a means for collecting and storing the user's gameplay data; a means for analyzing the collected gameplay data and providing feedback to the user; and a means for providing an online community function and promoting interaction with other users. Furthermore, the means for generating the customized learning plan uses an artificial intelligence algorithm, and the brain training games provided based on the learning plan train memory, attention, and problem-solving skills. This allows for enjoyable and sustainable dementia prevention activities.

[0006] "User" refers to a user or participant, an individual who uses the system of the present invention.

[0007] "Profile Information" refers to data such as a user's basic personal information, preferences, and ability level.

[0008] "Customized Learning Plan" refers to a training plan optimized for your individual needs and preferences based on your profile information.

[0009] "Brain games" refer to puzzles and games designed to train cognitive functions such as memory, attention, and problem-solving skills.

[0010] "Gameplay Data" refers to data such as scores and progress generated when a user plays a brain training game.

[0011] "Feedback" refers to evaluations and advice provided to users regarding their actions and achievements, and refers to information that helps improve the user's cognitive function.

[0012] "Online Community Features" means features within the System designed to enable users to interact and collaborate through a network.

[0013] "Artificial intelligence algorithm" refers to a computer program that analyzes user data and makes optimal suggestions and decisions. [Brief explanation of the drawings]

[0014] [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

[0015] 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.

[0016] First, the terms used in the following description will be explained.

[0017] 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).

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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."

[0022] [First embodiment]

[0023] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0024] 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.

[0025] 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).

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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."

[0035] This invention is a system that provides users with fun, customized brain training and social interaction functions to prevent the increasing incidence of dementia in a super-aging society. The system provides an optimized learning plan based on the user's profile information, improves cognitive function through gameplay, and allows users to interact with other users through an online community.

[0036] System Configuration

[0037] 1. Receiving and storing user profile information

[0038] Device: The user launches the application and enters information such as name, age, and interests through a registration screen.

[0039] Server: Receives the entered information and stores it in a database.

[0040] 2. Generate a customized study plan

[0041] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[0042] 3. Providing brain training games

[0043] On Device: Show users a list of brain training games based on their customized learning plan.

[0044] Users: Select your preferred brain training game from the list and start playing.

[0045] Server: Collects and stores user scores and progress data in real time during gameplay.

[0046] 4. Collection and Analysis of Gameplay Data

[0047] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[0048] On the device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to improve your attention even more!"

[0049] 5. Online Community Features

[0050] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[0051] Users: Interact with other users and share gameplay tips and experiences.

[0052] Servers: Moderate posts and messages within the community and ensure healthy communication.

[0053] Specific examples

[0054] 1. User Registration

[0055] User: Click the "Register" button and enter their name, age, and interests. For example, a 70-year-old user may enter that they are interested in "puzzles" and "languages."

[0056] Server: This information is stored in a database and analyzed.

[0057] 2. Create a learning plan

[0058] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[0059] Device: Suggests games such as "Pair Memory Match" and "English Vocabulary Quiz" to users.

[0060] 3. Gameplay

[0061] User: Select "Pair Memory Match" and play a game where you must find the pairs within a specified time.

[0062] Device: Manages the game progress and displays the user's score and progress.

[0063] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[0064] 4. Online interactions

[0065] Users: After finishing a game, share your Pair Memory Match tips and strategies with other users on the forum.

[0066] Server: Collects posts and provides replies and additional advice as needed.

[0067] The system of the present invention aims to allow users to continuously train their cognitive functions while having fun, thereby realizing a system that can contribute to the prevention of dementia.

[0068] The processing flow will be explained below.

[0069] Step 1:

[0070] Terminal: The user launches the application and the Start screen appears.

[0071] Step 2:

[0072] User: Click the New Registration button to proceed to the account creation screen.

[0073] Step 3:

[0074] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[0075] Step 4:

[0076] Terminal: Sends the information entered by the user to the server.

[0077] Step 5:

[0078] Server: Receives the entered user information and stores it in a database.

[0079] Step 6:

[0080] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[0081] Step 7:

[0082] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[0083] Step 8:

[0084] Server: Sends the generated learning plan to the device.

[0085] Step 9:

[0086] Device: Displays the learning plan on the screen and suggests it to the user.

[0087] Step 10:

[0088] User: Select your preferred brain training game from the suggested games.

[0089] Step 11:

[0090] Terminal: Receives data for the selected game from the server and creates the game screen.

[0091] Step 12:

[0092] User: Starts and interacts with the game.

[0093] Step 13:

[0094] Device: Sends in-game scores and progress data to the server in real time.

[0095] Step 14:

[0096] Server: Stores received gameplay data in a database and monitors user progress.

[0097] Step 15:

[0098] Server: Analyzes gameplay data and evaluates the user's cognitive improvement.

[0099] Step 16:

[0100] Server: Generates a feedback message to the user based on the analysis results.

[0101] Step 17:

[0102] Terminal: Pop up a feedback message to notify the user.

[0103] Step 18:

[0104] Device: Select the Online Community option from the menu screen to display the Community screen.

[0105] Step 19:

[0106] Users: Interact with other users in the forums, posting or chatting.

[0107] Step 20:

[0108] Server: Collects and stores postings and chat data and manages them appropriately.

[0109] This process allows users to improve their cognitive function while having fun on an ongoing basis, and also deepen their social interactions.

[0110] Example 1

[0111] 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."

[0112] In a super-aging society, there is a need for a system that provides customized brain training that can be continued and enjoyed in order to prevent the increasing number of dementia patients. In addition, there is a lack of a platform that allows users to share information and experiences through social interactions. If such a system existed, it would provide optimal brain training and communication functions tailored to each individual user, contributing to improving cognitive function and preventing dementia.

[0113] 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.

[0114] In this invention, the server includes means for receiving and storing user profile information, means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized study plan, means for providing a brain training game based on the generated study plan, means for collecting and storing user game play data, means for analyzing the collected game play data and providing feedback to the user, means for providing an online community function to promote interaction with other users, and means for generating a study plan by using a generative AI model and inputting prompt sentences to generate a customized study plan, thereby enabling users to perform brain training tailored to their individual needs and improve cognitive function and prevent dementia through social interaction.

[0115] "User Profile Information" means information that identifies a User, such as the User's name, age, interests, and ability level, to identify the User's identity and preferences.

[0116] A "Customized Learning Plan" is a plan designed to provide a user with optimal brain training based on the user's profile information.

[0117] "Brain training games" are games designed to improve cognitive functions, such as memory, attention, and problem-solving skills.

[0118] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[0119] "Online Community Feature" means a feature that allows users to share information and experiences and interact with other users.

[0120] A "generative AI model" is an artificial intelligence algorithm that generates a customized learning plan based on a user's profile information.

[0121] A "prompt" is text data input into a generative AI model, and is an instruction sentence used to generate the optimal learning prompt for the user.

[0122] This invention is a customized brain training system aimed at preventing dementia in a super-aging society. It provides an optimal learning plan based on the user's profile information, improves cognitive function through gameplay, and provides social interaction functions. To implement this system, a user terminal and a server are required, and the software includes an application, a database management system, and an artificial intelligence algorithm.

[0123] Receiving and storing user profile information

[0124] First, the user launches the application on their device and enters profile information such as their name, age, and interests on the new registration screen. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[0125] The device sends the entered profile information to a server, which stores the received information in a database, typically a database management system such as MySQL.

[0126] Generate a customized study plan

[0127] The server analyzes the stored profile information using artificial intelligence algorithms, specifically AI libraries such as TensorFlow, to generate an appropriate brain training plan based on the user's age, interests, and ability level.

[0128] For example, a customized learning plan might be generated, such as "Suggest a combination of crossword puzzles and math puzzles for a 60-year-old user." This generation is done using a generative AI model, and the prompt is "Suggest a brain training plan suitable for a 60-year-old user."

[0129] Providing brain training games

[0130] The device will display a list of brain training games to the user based on the customized learning plan, and the user can select the game they like from the list and start playing, such as "Memory Match" or "English Vocabulary Quiz."

[0131] User data during gameplay is sent from the device to the server, which collects it in real time and stores it in a database.

[0132] Gameplay data collection and analysis

[0133] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your attention." This feedback is sent to the device and displayed to the user.

[0134] Online community features

[0135] The device provides an online community interface where users can interact with other users, including forums and chat rooms where users can share gameplay tips and experiences.

[0136] For example, users can post tips on how to play Memory Match effectively. The server manages these posts and messages and monitors them to ensure healthy communication.

[0137] In this way, the system of the present invention aims to allow users to train their cognitive functions while having fun, which can contribute to the prevention of dementia.

[0138] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0139] Step 1:

[0140] The user enters their profile information.

[0141] Specific behavior:

[0142] Users launch the application on their device and enter their profile information, such as their name, age, and interests. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[0143] Input and Output:

[0144] Input: Profile information such as your name, age, and interests

[0145] Output: Profile information is displayed on the input screen.

[0146] Step 2:

[0147] The device sends the profile information to the server.

[0148] Specific behavior:

[0149] The device generates an API request to send the entered profile information to the server, which includes the user's name, age, and interests.

[0150] Input and Output:

[0151] Input: User profile information

[0152] Output: The API request is generated and sent to the server.

[0153] Step 3:

[0154] The server stores the information in a database.

[0155] Specific behavior:

[0156] The server parses the incoming API request and stores the user information in a database, for example, a MySQL database and executes SQL queries to store the user's name, age, and interests.

[0157] Input and Output:

[0158] Input: User profile information received from the device

[0159] Output: Profile information is saved to the database

[0160] Step 4:

[0161] The server analyzes the profile information.

[0162] Specific behavior:

[0163] The server retrieves user profile information from the database and analyzes it, using Python AI libraries (e.g., TensorFlow).

[0164] Input and Output:

[0165] Input: User profile information stored in a database

[0166] Output: The analysis results are generated

[0167] Step 5:

[0168] The server generates the lesson plan.

[0169] Specific behavior:

[0170] Based on the analysis results, the server uses a generative AI model to generate a brain training plan that is optimal for the user, such as a plan that includes "short-term memory training" or "language learning" based on age and interests.

[0171] Input and Output:

[0172] Input: Analyzed profile information

[0173] Output: A customized study plan

[0174] Step 6:

[0175] Your device will display a list of games based on your learning plan.

[0176] Specific behavior:

[0177] After receiving the customized learning plan, the device will display a list of recommended brain training games to the user, such as "Memory Match" and "English Vocabulary Quiz."

[0178] Input and Output:

[0179] Input: Customized Study Plan

[0180] Output: The game list is displayed on the user's device.

[0181] Step 7:

[0182] The user selects a game and plays it.

[0183] Specific behavior:

[0184] Users can select a game from the displayed list and start playing, for example, "Memory Match" to find pairs within a specified time.

[0185] Input and Output:

[0186] Input: User selected game

[0187] Output: Gameplay begins

[0188] Step 8:

[0189] The server collects and stores play data.

[0190] Specific behavior:

[0191] While the user is playing the game, the device sends real-time scores and progress data to the server, which receives this data and stores it in a database.

[0192] Input and Output:

[0193] Input: score and progress data during play

[0194] Output: Play data is saved in the database

[0195] Step 9:

[0196] The server analyzes the play data.

[0197] Specific behavior:

[0198] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your calculation speed."

[0199] Input and Output:

[0200] Input: Collected play data

[0201] Output: Analysis results and feedback messages

[0202] Step 10:

[0203] The device displays the analysis results.

[0204] Specific behavior:

[0205] Based on the analysis results, the device will display a feedback message to the user, for example, "Your memory has improved by 10%!"

[0206] Input and Output:

[0207] Input: Analysis results and feedback messages

[0208] Output: Feedback displayed on the user's device

[0209] Step 11:

[0210] The terminal provides a community screen.

[0211] Specific behavior:

[0212] The device provides an online community screen, displaying forums and chat rooms where users can interact with other users.

[0213] Input and Output:

[0214] Input: Online community feature launch request

[0215] Output: The community screen is displayed.

[0216] Step 12:

[0217] Users share posts and messages.

[0218] Specific behavior:

[0219] Users share posts and messages within the community to share tips and experiences on gameplay, for example, posting "Tips on how to play Memory Match well."

[0220] Input and Output:

[0221] Input: User posts and messages

[0222] Output: Posts and messages displayed in the community

[0223] Step 13:

[0224] The server manages and monitors posts and messages.

[0225] Specific behavior:

[0226] The server monitors posts and messages within the community and filters and manages them to ensure healthy communication, for example by using a filtering algorithm to automatically delete inappropriate posts.

[0227] Input and Output:

[0228] Input: Posts and messages within the community

[0229] Output: Healthy communication is maintained

[0230] (Application example 1)

[0231] 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."

[0232] In a super-aging society, the increase in dementia patients has become a serious social problem, and there is a need to provide effective means to maintain and improve cognitive function. Furthermore, there is a lack of cognitive training methods that seniors can continue while enjoying. Furthermore, it is expected that physical stores will encourage more seniors to go out and increase their social interactions by allowing them to enjoy shopping and other activities.

[0233] 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.

[0234] In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized learning plan; means for providing brain training games based on the generated learning plan; means for collecting and storing the user's gameplay data; means for analyzing the collected gameplay data and providing feedback to the user; means for conducting brain training through specific activities in the store; means for collecting gameplay data in real time and adjusting the next game content to be proposed; and means for sharing scores with other users in real time and promoting communication. This allows elderly people to continue cognitive training while having fun in a physical store. Furthermore, by promoting social interaction and increasing opportunities for going out, dementia can be prevented and social participation can be promoted.

[0235] "User Profile Information" refers to personal information about you, such as your name, age, interests, and ability level.

[0236] A "customized learning plan" refers to brain training content optimized based on the user's profile information.

[0237] "Brain training games" refer to games offered to improve users' memory, attention, and problem-solving skills.

[0238] "Brick and Mortar Store" refers to a physical store that a user can actually visit.

[0239] "Specified activities" refers to shopping and other activities that occur within a physical store.

[0240] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[0241] "Real-time" refers to the fact that the user's activities are reflected immediately.

[0242] "Interaction facilitators" refers to online features such as forums and chat rooms that facilitate communication between users.

[0243] "Feedback" refers to providing evaluations and advice to users based on their gameplay data.

[0244] "Artificial Intelligence Algorithm" refers to the computational methods used to generate a personalized learning plan based on a user's profile information.

[0245] The present invention provides a system that allows seniors to enjoy brain training in a brick-and-mortar store while promoting social interaction. The system of the present invention provides a customized brain training plan based on the user's profile information and conducts brain training through activities within the brick-and-mortar store.

[0246] System Configuration

[0247] 1. Receiving and storing user profile information

[0248] Device: Users use a tablet or smartphone installed in the physical store to enter their name, age, and interests on the "New Registration" screen.

[0249] Server: Receives the entered information and stores it in a database.

[0250] 2. Generate a customized study plan

[0251] Server: The stored profile information is analyzed using an artificial intelligence algorithm to generate the optimal brain training plan based on the user's age, interests, and ability level.

[0252] 3. Providing brain training games

[0253] On the device: Presents users with brain training games based on their customized learning plan.

[0254] User: Select and play your favorite brain training game from the presented game list.

[0255] Server: Collects gameplay data in real time and adjusts the next game proposal.

[0256] 4. Online community features

[0257] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[0258] Users: Share tips and strategies with other users after the game.

[0259] Server: Moderate posts and monitor healthy communication.

[0260] Specific examples

[0261] 1. User Registration

[0262] User: Click the "New Registration" button on a terminal in a physical store and enter your name (e.g., Tanaka Jiro), age (e.g., 75 years old), and interests (e.g., cooking, history).

[0263] Server: This information is stored in a database and analyzed.

[0264] 2. Create a learning plan

[0265] Server: Based on the analysis results, the server suggests games such as "Shopping Memory Challenge" and "History Quiz" to a 75-year-old user.

[0266] 3. Gameplay

[0267] User: Play the Shopping Memory Challenge, where you must remember the location of items on your shopping list in a physical store and find the items you remembered.

[0268] Device: A smartphone or smart glasses is used to manage the game and display the user's score and progress.

[0269] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[0270] 4. Online interactions

[0271] Users: After finishing the game, share your Shopping Memory Challenge tips and strategies with other users in the chat room.

[0272] Server: Moderate posts and provide replies or additional advice as needed.

[0273] Prompt Sentence Examples

[0274] If a user enters the following information on the "New Registration" screen:

[0275] Name: Tanaka Jiro

[0276] Age: 75

[0277] Interests: cooking, history

[0278] Generate a suggested learning plan.

[0279] An example of a generated learning plan:

[0280] Suggested study plan:

[0281] 1. Shopping Memory Challenge

[0282] 2. History Quiz

[0283] As a result, the system of the present invention allows elderly people to enjoy continuous cognitive training in a brick-and-mortar store. It also promotes social interaction and increases opportunities for going out, thereby preventing dementia and promoting social participation.

[0284] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0285] Step 1:

[0286] Receiving and storing user profile information

[0287] Device: Users enter their name, age, and interests on the "New Registration" screen using a tablet or smartphone installed in the physical store.

[0288] Input: User-entered name, age, and interests.

[0289] Output: Sends the entered information to the server.

[0290] Server: Receives the entered profile information and stores it in a database.

[0291] Input: Name, age, and interests received from the device.

[0292] Output: Profile information is saved to a database.

[0293] Step 2:

[0294] Generate a customized study plan

[0295] Server: Analyzes stored profile information using artificial intelligence algorithms to generate optimal brain training plans.

[0296] Input: User profile information stored in a database, artificial intelligence algorithm.

[0297] Output: A customized study plan.

[0298] How it works: The server analyzes the user's stored age, interests, and ability level, and determines appropriate brain training content based on this information. For example, it might suggest a "Shopping Memory Challenge" and a "History Quiz" to a 75-year-old user.

[0299] Step 3:

[0300] Providing brain training games

[0301] On the device: Presents users with brain training games based on their customized learning plan.

[0302] Input: A server-generated learning plan.

[0303] Output: Show the user a list of brain games.

[0304] User: Select and play your favorite brain training game from the presented game list.

[0305] Input: Game list based on learning plan, user selection.

[0306] Output: The selected brain training game will start.

[0307] Server: Collects gameplay data in real time and adjusts the next game proposal.

[0308] Input: User gameplay data.

[0309] Output: Data that will be reflected in your next study plan.

[0310] Step 4:

[0311] Online community features

[0312] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[0313] Input: Online community data received from the server.

[0314] Output: Shows the online community screen to the user.

[0315] Users: Share tips and strategies with other users after the game.

[0316] Input: User posts and comments from other users in the community.

[0317] Output: Displays conversations and posts within the community.

[0318] Server: Moderate posts and monitor healthy communication.

[0319] Input: User posts and comments.

[0320] Output: Filtering and monitoring data to maintain community health.

[0321] At each step, the system as a whole allows elderly people to continue brain training while having fun and promotes social interaction, which can help prevent dementia and promote social participation.

[0322] 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.

[0323] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve the user's cognitive function, and provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on dementia prevention while having fun.

[0324] System Configuration

[0325] 1. Receiving and storing user profile information

[0326] Device: The user launches the application and enters information such as name, age, and interests through a new registration screen.

[0327] Server: Receives the entered information and stores it in a database.

[0328] 2. Generate a customized study plan

[0329] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[0330] 3. Providing brain training games

[0331] On Device: Show users a list of brain training games based on their customized learning plan.

[0332] User: Select your preferred brain training game from the list and start playing.

[0333] Server: Collects and stores user scores and progress data in real time during gameplay.

[0334] 4. Collection and Analysis of Gameplay Data

[0335] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[0336] Device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to further improve your attention!"

[0337] 5. Online Community Features

[0338] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[0339] Users: Interact with other users and share gameplay tips and experiences.

[0340] Servers: Moderate posts and messages within the community and monitor healthy communication.

[0341] 6. Acquiring and Using Emotion Data with an Emotion Engine

[0342] Terminal: Emotion recognition function will be implemented to obtain emotional data through the user's facial expressions and voice.

[0343] Server: Analyzes the acquired emotional data and evaluates the user's real-time emotional state.

[0344] 7. Personalization and feedback based on emotional data

[0345] Server: Based on the data obtained by the emotion engine, the customized learning plan is further optimized and the user's gameplay experience is adjusted in real time.

[0346] Device: Dynamically change the content and tone of feedback messages based on the user's emotional state to provide a positive experience.

[0347] Specific examples

[0348] 1. User Registration

[0349] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[0350] Server: This information is stored in a database and analyzed.

[0351] 2. Create a learning plan

[0352] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[0353] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[0354] 3. Gameplay

[0355] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[0356] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[0357] Server: Collects and analyzes gameplay and sentiment data in real time.

[0358] 4. Emotional Feedback

[0359] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[0360] Terminal: Pop up a feedback message to notify the user.

[0361] As a result, the system of the present invention can effectively improve the user's cognitive function and maintain long-term motivation by providing dynamic feedback that also takes into account the user's emotional state.

[0362] The processing flow will be explained below.

[0363] Step 1:

[0364] Terminal: The user launches the application and the Start screen appears.

[0365] Step 2:

[0366] User: Click the New Registration button to proceed to the account creation screen.

[0367] Step 3:

[0368] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[0369] Step 4:

[0370] Terminal: Sends the information entered by the user to the server.

[0371] Step 5:

[0372] Server: Receives the entered user information and stores it in a database.

[0373] Step 6:

[0374] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[0375] Step 7:

[0376] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[0377] Step 8:

[0378] Server: Sends the generated learning plan to the device.

[0379] Step 9:

[0380] Device: Displays the learning plan on the screen and suggests it to the user.

[0381] Step 10:

[0382] User: Select your preferred brain training game from the suggested games.

[0383] Step 11:

[0384] Terminal: Receives data for the selected game from the server and creates the game screen.

[0385] Step 12:

[0386] User: Starts and interacts with the game.

[0387] Step 13:

[0388] Device: During the game, emotional data is collected in real time from the user's facial expressions and voice.

[0389] Step 14:

[0390] Device: At the same time, game scores and progress data are sent to the server in real time.

[0391] Step 15:

[0392] Server: Stores the received gameplay data and emotion data in a database and monitors the user's progress.

[0393] Step 16:

[0394] Server: Analyzes gameplay data and emotional data to evaluate the user's cognitive improvement.

[0395] Step 17:

[0396] Server: Based on the analysis results, generate a feedback message that corresponds to the user's emotions. For example, generate positive feedback if the user is excited, or an encouraging message if the user is depressed.

[0397] Step 18:

[0398] Terminal: Pop up a feedback message to notify the user.

[0399] Step 19:

[0400] Device: Select the Online Community option from the menu screen to display the Community screen.

[0401] Step 20:

[0402] Users: Interact with other users in the forums, posting or chatting.

[0403] Step 21:

[0404] Server: Collects and stores postings and chat data and manages them appropriately.

[0405] This allows users to continuously improve their cognitive function while having fun, and by receiving real-time feedback based on their emotions, they can maintain their motivation over the long term.

[0406] Example 2

[0407] 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."

[0408] Previous cognitive improvement systems only provided customized learning plans based on the user's profile information, but did not provide feedback that took into account the user's emotional state. This made it difficult to sustainably increase the user's motivation, and often led to ineffective cognitive improvement. Furthermore, even in systems that offered online community functions, interaction between users was limited, making it difficult to provide sufficient support.

[0409] 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.

[0410] In this invention, the server includes means for receiving and storing user profile information, means for analyzing user characteristics based on the stored user profile information and generating a customized learning plan, means for providing cognitive training activities based on the generated learning plan, means for collecting and storing user activity data, means for analyzing the collected activity data and providing feedback to the user, means for providing an online community function and promoting interaction with other users, means for acquiring user emotion data using an emotion recognition function, and means for adjusting the user experience and providing feedback based on the emotion data. This enables the provision of dynamic feedback that takes into account the user's emotional state, thereby continuously increasing user motivation. Furthermore, the online community function can promote interaction between users and strengthen support.

[0411] "User Information" refers to data such as an individual's name, age, interests, etc. provided by users of the System.

[0412] "Customized Learning Plan" means a cognitive training plan that is individually tailored to you based on your profile information.

[0413] "Cognitive training" refers to activities designed to enhance brain functions such as memory, attention, and problem-solving skills.

[0414] "Activity Data" refers to play records and performance information collected when a user uses the system.

[0415] "Online community function" refers to a platform where multiple users can interact with each other and share information and experiences.

[0416] "Emotion recognition function" refers to technology that analyzes emotions in real time from a user's facial expressions and voice.

[0417] "Dynamic feedback" refers to advice or motivational messages provided in real time based on the user's current emotional state.

[0418] "Artificial intelligence algorithm" refers to the computational methods used to analyze data and generate predictive models.

[0419] "Activity Analysis" refers to the process of analyzing collected activity data to assess the progress and trends of a user's cognitive function.

[0420] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve a user's cognitive function, and further provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on improving their cognitive function while having fun.

[0421] The system uses the following hardware and software:

[0422] Hardware

[0423] Device: Smartphone, tablet, or computer, preferably equipped with a camera and microphone to capture emotion data.

[0424] Server: High-performance processing units and large-capacity database servers are applied.

[0425] software

[0426] Database: A relational database such as MySQL or PostgreSQL

[0427] Artificial intelligence algorithms: TensorFlow, Scikit-learn, etc.

[0428] Emotion recognition API: OpenCV, Microsoft Azure Cognitive Services, etc.

[0429] System procedures and operations

[0430] 1. Enter and save your profile information

[0431] A user launches the application and enters profile information such as name, age, and interests.

[0432] The terminal transmits the input data to the server.

[0433] The server stores the received data in a relational database.

[0434] 2. Generate a customized study plan

[0435] The server analyzes the stored profile information using artificial intelligence algorithms (e.g., TensorFlow) to generate a personalized learning plan.

[0436] 3. Providing brain training games

[0437] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[0438] The user selects the game of their choice from the list and starts playing.

[0439] 4. Collection and Analysis of Gameplay Data

[0440] The device collects the user's game progress, score, and emotional data.

[0441] The server receives and analyzes this data in real time, and uses OpenCV and Microsoft Azure emotion recognition APIs to obtain emotion data.

[0442] 5. Providing Feedback

[0443] The server analyzes the collected data and generates feedback based on the user's progress.

[0444] The device notifies the user of this feedback message.

[0445] 6. Online Community Features

[0446] The terminal provides an online community screen, allowing users to interact with other users.

[0447] The server monitors and manages posts and messages within the community.

[0448] 7. Personalization and feedback based on emotional data

[0449] The server further optimizes learning plans and feedback based on emotional data obtained using emotion recognition.

[0450] The device dynamically changes the feedback message depending on the user's emotional state.

[0451] Specific examples

[0452] User Registration

[0453] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[0454] Server: This information is stored in a database and analyzed.

[0455] Generate a learning plan

[0456] Server: Based on the analysis results, create a game to train short-term memory and a language learning plan for a 70-year-old user.

[0457] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[0458] Gameplay

[0459] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[0460] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[0461] Server: Collects and analyzes gameplay and sentiment data in real time.

[0462] Emotion-based feedback

[0463] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[0464] Terminal: Pop up a feedback message to notify the user.

[0465] Prompt Sentence Examples

[0466] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[0467] Question: What is the best brain training game plan for Taro?

[0468] The present invention effectively improves the user's cognitive function and provides dynamic feedback that takes into account the user's emotional state, thereby enabling the user to maintain motivation over the long term.

[0469] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0470] Step 1: Enter and save user information

[0471] The user launches the application and opens the new registration screen.

[0472] Users enter profile information such as name, age, and interests.

[0473] Input: Name, age, and interest data entered by users into forms.

[0474] Output: User information data sent by the device to the server.

[0475] Specific actions: Use the touch keyboard on your smartphone or tablet to enter your name "Taro," your age "70," and your interests "puzzles" and "language." Touch the send button to send the data.

[0476] Step 2: Receiving and storing user information

[0477] The terminal transmits the input data to the server.

[0478] The server stores the received data in a relational database.

[0479] Input: User information data sent from the terminal.

[0480] Output: User information stored in the database.

[0481] Specific operation: Executes an SQL query to save the data "Taro", "70 years old", "Puzzle", and "Language" in a MySQL database.

[0482] Step 3: Generate a customized study plan

[0483] The server analyzes the profile information in the database using artificial intelligence algorithms, specifically TensorFlow models.

[0484] Input: User profile information retrieved from the database.

[0485] Output: A customized study plan.

[0486] How it works: Input Taro's age and interests into the TensorFlow model, and predict the optimal learning plan based on various parameters. The recommended learning plan includes "Pair Memory Match," which trains short-term memory, and "English Vocabulary Quiz," which is for English language learning.

[0487] Step 4: Provide a learning plan

[0488] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[0489] Input: Your customized study plan.

[0490] Output: The list of games displayed to the user.

[0491] Specific operation: Display the "Pair Memory Match" and "English Vocabulary Quiz" icons on the app's home screen.

[0492] Step 5: Select a game and start

[0493] The user selects the game of their choice from the list and starts playing.

[0494] Input: The game selected by the user.

[0495] Output: Start of gameplay.

[0496] Specific actions: Use the touch screen to select "Pair Memory Match" and touch the game start button.

[0497] Step 6: Collecting and sending gameplay data

[0498] The device collects the user's game progress, score, and emotional data.

[0499] The terminal transmits the collected data to the server.

[0500] Input: Game progress data, score, user emotion data.

[0501] Output: The data sent to the server.

[0502] Specific operation: The camera captures the user's facial expressions during the game, performs emotion analysis using OpenCV, and transmits the emotion data and play data to the server in real time.

[0503] Step 7: Receiving and analyzing gameplay data

[0504] The server analyzes the received data and evaluates the user's cognitive progress.

[0505] Input: Game progress data, score, and emotion data sent from the device.

[0506] Output: Performance evaluation and feedback message.

[0507] What it does: Analyzes data using AI models (e.g., Scikit-learn) to identify trends and areas for improvement in user performance.

[0508] Step 8: Generate and send a feedback message

[0509] The server generates a feedback message based on the analysis results.

[0510] The server sends a feedback message to the terminal.

[0511] Input: Analysis of gameplay data.

[0512] Output: The feedback message.

[0513] Specific behavior: Generate feedback messages such as "Your memory has improved!" or "Your next goal is to improve your attention even more!" and send them to the device.

[0514] Step 9: View your feedback

[0515] The device notifies the user of the feedback message.

[0516] Input: The feedback message sent by the server.

[0517] Output: The feedback message that is displayed to the user.

[0518] Specific behavior: Use the app's notification feature to display feedback as a pop-up message.

[0519] Step 10: Providing online community features

[0520] The device provides an online community screen, displaying forums and chat rooms.

[0521] Input: Launch community function.

[0522] Output: A screen where you can interact with other users.

[0523] Specific behavior: Select "Community" from the menu to open a screen where you can interact with other users.

[0524] Step 11: Monitor and manage community interactions

[0525] The server manages posts and messages within the community and monitors to ensure healthy communication.

[0526] Input: User posts and messages.

[0527] Output: Healthy community management.

[0528] What happens: Posts are checked through an automated screening program and inappropriate content is removed.

[0529] Step 12: Acquire and analyze emotion data

[0530] The device uses emotion recognition to obtain emotional data from the user's facial expressions and voice.

[0531] The server analyzes the acquired emotional data and evaluates the current emotional state.

[0532] Input: User's facial expression and voice data.

[0533] Output: Emotional state assessment results.

[0534] Specific operation: Uses a camera and microphone to capture facial expressions and voice in real time, and analyzes them using emotion recognition APIs (e.g., OpenCV, Microsoft Azure Cognitive Services).

[0535] Step 13: Provide feedback based on sentiment data

[0536] The server dynamically generates feedback messages based on the emotion data.

[0537] The device displays a feedback message to the user.

[0538] Input: Analysis results of emotion data.

[0539] Output: A dynamically generated feedback message.

[0540] What it does: If the user is excited during a game, generate and pop up a message saying "Great play! Keep it up!"

[0541] Prompt Sentence Examples

[0542] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[0543] Question: What is the best brain training game plan for Taro?

[0544] (Application example 2)

[0545] 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."

[0546] In the shopping experience for elderly people, it is important to provide feedback that takes into account not only cognitive function but also emotional state. In particular, there is a need for a system that allows elderly people to enjoy shopping and maintain their long-term motivation.

[0547] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized shopping plan; means for suggesting products based on the generated shopping plan; means for collecting and storing user shopping data; means for analyzing the collected shopping data and providing feedback to the user; means for providing an online community function and promoting interaction with other users; means for incorporating an emotion recognition function and analyzing the user's facial expressions and voice to obtain emotion data; and means for providing real-time feedback to the user based on the obtained emotion data. This enables elderly people to enjoy shopping and maintain their long-term motivation through feedback that takes into account their emotional state.

[0548] "User Profile Information" means basic personal information about an individual User, such as name, age, interests, and ability level.

[0549] "Customized Learning Plan" means a personalized learning and progression plan based on a user's profile information, providing training and activities that are optimal for each user.

[0550] "Brain training games" is a general term for games designed to train the user's cognitive functions, with the aim of improving memory, attention, problem-solving skills, etc.

[0551] "Gameplay data" refers to various data generated when a user plays a brain training game, including scores, progress, play time, etc.

[0552] "Online Community Features" means features that enable users to interact with and share information with other users, including forums and chat rooms.

[0553] The "emotion recognition function" is a function that uses a camera and microphone to analyze a user's facial expressions and voice to determine their real-time emotional state.

[0554] "Emotion data" is data about the user's emotional state obtained by the emotion recognition function, specifically classified into categories such as happiness, sadness, surprise, etc.

[0555] "Feedback" is a general term for information and advice provided to users based on collected data and analysis results, intended to improve user behavior and maintain motivation.

[0556] An embodiment of a system for realizing this application example will be described below. This system is designed to improve the user's shopping experience and is implemented by combining various hardware and software as follows:

[0557] Hardware and Software Configuration

[0558] Hardware:

[0559] Smartphone

[0560] Smartphone camera

[0561] Smartphone microphone

[0562] software:

[0563] Programming languages ​​and libraries:

[0564] Python

[0565] OpenCV (used for face detection and facial expression analysis)

[0566] dlib (used for facial landmark detection)

[0567] Keras (used to build and run emotion recognition models)

[0568] Receiving and storing profile information

[0569] Users launch the application on their smartphone and enter their profile information, such as their name, age, and interests, which is then received by the server and stored in a database.

[0570] Generate a customized shopping plan

[0571] The server uses artificial intelligence algorithms to generate a customized shopping plan based on the user's profile information, which is optimized according to the user's age and interests.

[0572] Suggestions and feedback while shopping

[0573] When a user uses their smartphone's camera and microphone while shopping, the device analyzes their facial expressions and voice in real time to obtain emotional data, and based on this data, it provides feedback on appropriate product suggestions and discount information.

[0574] Emotion recognition implementation

[0575] The device uses OpenCV and dlib to detect the user's face and landmarks, and then inputs the results into a Keras emotion recognition model to determine emotions, allowing the smartphone to grasp the user's emotional state in real time.

[0576] Feedback generation and notification

[0577] The server dynamically changes the content of the feedback message based on the acquired emotional data. For example, if the user is in a "happy" state, it provides positive feedback such as "Great choice!"

[0578] Online Community

[0579] The system also includes an online community feature that allows users to share their shopping experiences with other users, encouraging interaction between users.

[0580] Specific examples

[0581] If a 70-year-old user registers that they are interested in "fashion," a customized shopping plan will suggest specific fashion items, and if the user feels happy while shopping, feedback such as "Great choice!" will be provided.

[0582] Prompt Sentence Examples

[0583] To improve the shopping experience, the following prompts can be fed to the generative AI model:

[0584] "Tell us a moment when you feel happy while shopping."

[0585] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0586] Step 1:

[0587] A user launches the application on their smartphone and enters their profile information (name, age, interests, etc.). This information is treated as input. The device sends the entered information to the server, which stores it in a database. The server prepares the input data for analysis.

[0588] Step 2:

[0589] The server generates a customized shopping plan based on the user's stored profile information. It uses artificial intelligence algorithms to analyze the user's age, interests, and ability level, and outputs shopping items and plans accordingly. The plan is optimized based on the user's interests.

[0590] Step 3:

[0591] The user starts shopping and uses the smartphone's camera and microphone while shopping. The device captures the user's face with the camera and analyzes their facial expressions using OpenCV. The resulting image data is used as input, and dlib is used to detect facial landmarks. The landmark data is output.

[0592] Step 4:

[0593] The device inputs the recognized facial landmark data into a Keras emotion recognition model to analyze the user's emotional state. The Keras model determines the emotional state based on the input image data and outputs a specific emotion (e.g., happiness, sadness, surprise, etc.).

[0594] Step 5:

[0595] The server receives the acquired emotional data and generates feedback for the user in real time. It analyzes the emotional data and dynamically generates positive feedback and product suggestions according to the user's state. For example, a feedback message such as "Great choice!" is generated for a user in a "happy" state. The feedback message is output.

[0596] Step 6:

[0597] The server sends the generated feedback message to the terminal, and the terminal notifies the user of the feedback message. The terminal displays the feedback message as a pop-up screen and sends it to the user as a real-time notification.

[0598] Step 7:

[0599] Users use the online community function to interact with other users. Users input chat messages and posted data, which the server receives and manages interactions within the community.

[0600] To illustrate, here's an example prompt:

[0601] "Tell us a moment when you feel happy while shopping."

[0602] 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.

[0603] 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.

[0604] 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.

[0605] [Second embodiment]

[0606] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0607] 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.

[0608] 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).

[0609] 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.

[0610] 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.

[0611] 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).

[0612] 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.

[0613] 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.

[0614] 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.

[0615] 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.

[0616] 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.

[0617] 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."

[0618] This invention is a system that provides users with fun, customized brain training and social interaction functions to prevent the increasing incidence of dementia in a super-aging society. The system provides an optimized learning plan based on the user's profile information, improves cognitive function through gameplay, and allows users to interact with other users through an online community.

[0619] System Configuration

[0620] 1. Receiving and storing user profile information

[0621] Device: The user launches the application and enters information such as name, age, and interests through a registration screen.

[0622] Server: Receives the entered information and stores it in a database.

[0623] 2. Generate a customized study plan

[0624] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[0625] 3. Providing brain training games

[0626] On Device: Show users a list of brain training games based on their customized learning plan.

[0627] Users: Select your preferred brain training game from the list and start playing.

[0628] Server: Collects and stores user scores and progress data in real time during gameplay.

[0629] 4. Collection and Analysis of Gameplay Data

[0630] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[0631] On the device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to improve your attention even more!"

[0632] 5. Online Community Features

[0633] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[0634] Users: Interact with other users and share gameplay tips and experiences.

[0635] Servers: Moderate posts and messages within the community and ensure healthy communication.

[0636] Specific examples

[0637] 1. User Registration

[0638] User: Click the "Register" button and enter their name, age, and interests. For example, a 70-year-old user may enter that they are interested in "puzzles" and "languages."

[0639] Server: This information is stored in a database and analyzed.

[0640] 2. Create a learning plan

[0641] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[0642] Device: Suggests games such as "Pair Memory Match" and "English Vocabulary Quiz" to users.

[0643] 3. Gameplay

[0644] User: Select "Pair Memory Match" and play a game where you must find the pairs within a specified time.

[0645] Device: Manages the game progress and displays the user's score and progress.

[0646] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[0647] 4. Online interactions

[0648] Users: After finishing a game, share your Pair Memory Match tips and strategies with other users on the forum.

[0649] Server: Collects posts and provides replies and additional advice as needed.

[0650] The system of the present invention aims to allow users to continuously train their cognitive functions while having fun, thereby realizing a system that can contribute to the prevention of dementia.

[0651] The processing flow will be explained below.

[0652] Step 1:

[0653] Terminal: The user launches the application and the Start screen appears.

[0654] Step 2:

[0655] User: Click the New Registration button to proceed to the account creation screen.

[0656] Step 3:

[0657] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[0658] Step 4:

[0659] Terminal: Sends the information entered by the user to the server.

[0660] Step 5:

[0661] Server: Receives the entered user information and stores it in a database.

[0662] Step 6:

[0663] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[0664] Step 7:

[0665] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[0666] Step 8:

[0667] Server: Sends the generated learning plan to the device.

[0668] Step 9:

[0669] Device: Displays the learning plan on the screen and suggests it to the user.

[0670] Step 10:

[0671] User: Select your preferred brain training game from the suggested games.

[0672] Step 11:

[0673] Terminal: Receives data for the selected game from the server and creates the game screen.

[0674] Step 12:

[0675] User: Starts and interacts with the game.

[0676] Step 13:

[0677] Device: Sends in-game scores and progress data to the server in real time.

[0678] Step 14:

[0679] Server: Stores received gameplay data in a database and monitors user progress.

[0680] Step 15:

[0681] Server: Analyzes gameplay data and evaluates the user's cognitive improvement.

[0682] Step 16:

[0683] Server: Generates a feedback message to the user based on the analysis results.

[0684] Step 17:

[0685] Terminal: Pop up a feedback message to notify the user.

[0686] Step 18:

[0687] Device: Select the Online Community option from the menu screen to display the Community screen.

[0688] Step 19:

[0689] Users: Interact with other users in the forums, posting or chatting.

[0690] Step 20:

[0691] Server: Collects and stores postings and chat data and manages them appropriately.

[0692] This process allows users to improve their cognitive function while having fun on an ongoing basis, and also deepen their social interactions.

[0693] Example 1

[0694] 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."

[0695] In a super-aging society, there is a need for a system that provides customized brain training that can be continued and enjoyed in order to prevent the increasing number of dementia patients. In addition, there is a lack of a platform that allows users to share information and experiences through social interactions. If such a system existed, it would provide optimal brain training and communication functions tailored to each individual user, contributing to improving cognitive function and preventing dementia.

[0696] 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.

[0697] In this invention, the server includes means for receiving and storing user profile information, means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized study plan, means for providing a brain training game based on the generated study plan, means for collecting and storing user game play data, means for analyzing the collected game play data and providing feedback to the user, means for providing an online community function to promote interaction with other users, and means for generating a study plan by using a generative AI model and inputting prompt sentences to generate a customized study plan, thereby enabling users to perform brain training tailored to their individual needs and improve cognitive function and prevent dementia through social interaction.

[0698] "User Profile Information" means information that identifies a User, such as the User's name, age, interests, and ability level, to identify the User's identity and preferences.

[0699] A "Customized Learning Plan" is a plan designed to provide a user with optimal brain training based on the user's profile information.

[0700] "Brain training games" are games designed to improve cognitive functions, such as memory, attention, and problem-solving skills.

[0701] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[0702] "Online Community Feature" means a feature that allows users to share information and experiences and interact with other users.

[0703] A "generative AI model" is an artificial intelligence algorithm that generates a customized learning plan based on a user's profile information.

[0704] A "prompt" is text data input into a generative AI model, and is an instruction sentence used to generate the optimal learning prompt for the user.

[0705] This invention is a customized brain training system aimed at preventing dementia in a super-aging society. It provides an optimal learning plan based on the user's profile information, improves cognitive function through gameplay, and provides social interaction functions. To implement this system, a user terminal and a server are required, and the software includes an application, a database management system, and an artificial intelligence algorithm.

[0706] Receiving and storing user profile information

[0707] First, the user launches the application on their device and enters profile information such as their name, age, and interests on the new registration screen. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[0708] The device sends the entered profile information to a server, which stores the received information in a database, typically a database management system such as MySQL.

[0709] Generate a customized study plan

[0710] The server analyzes the stored profile information using artificial intelligence algorithms, specifically AI libraries such as TensorFlow, to generate an appropriate brain training plan based on the user's age, interests, and ability level.

[0711] For example, a customized learning plan might be generated, such as "Suggest a combination of crossword puzzles and math puzzles for a 60-year-old user." This generation is done using a generative AI model, and the prompt is "Suggest a brain training plan suitable for a 60-year-old user."

[0712] Providing brain training games

[0713] The device will display a list of brain training games to the user based on the customized learning plan, and the user can select the game they like from the list and start playing, such as "Memory Match" or "English Vocabulary Quiz."

[0714] User data during gameplay is sent from the device to the server, which collects it in real time and stores it in a database.

[0715] Gameplay data collection and analysis

[0716] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your attention." This feedback is sent to the device and displayed to the user.

[0717] Online community features

[0718] The device provides an online community interface where users can interact with other users, including forums and chat rooms where users can share gameplay tips and experiences.

[0719] For example, users can post tips on how to play Memory Match effectively. The server manages these posts and messages and monitors them to ensure healthy communication.

[0720] In this way, the system of the present invention aims to allow users to train their cognitive functions while having fun, which can contribute to the prevention of dementia.

[0721] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0722] Step 1:

[0723] The user enters their profile information.

[0724] Specific behavior:

[0725] Users launch the application on their device and enter their profile information, such as their name, age, and interests. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[0726] Input and Output:

[0727] Input: Profile information such as your name, age, and interests

[0728] Output: Profile information is displayed on the input screen.

[0729] Step 2:

[0730] The device sends the profile information to the server.

[0731] Specific behavior:

[0732] The device generates an API request to send the entered profile information to the server, which includes the user's name, age, and interests.

[0733] Input and Output:

[0734] Input: User profile information

[0735] Output: The API request is generated and sent to the server.

[0736] Step 3:

[0737] The server stores the information in a database.

[0738] Specific behavior:

[0739] The server parses the incoming API request and stores the user information in a database, for example, a MySQL database and executes SQL queries to store the user's name, age, and interests.

[0740] Input and Output:

[0741] Input: User profile information received from the device

[0742] Output: Profile information is saved to the database

[0743] Step 4:

[0744] The server analyzes the profile information.

[0745] Specific behavior:

[0746] The server retrieves user profile information from the database and analyzes it, using Python AI libraries (e.g., TensorFlow).

[0747] Input and Output:

[0748] Input: User profile information stored in a database

[0749] Output: The analysis results are generated

[0750] Step 5:

[0751] The server generates the lesson plan.

[0752] Specific behavior:

[0753] Based on the analysis results, the server uses a generative AI model to generate a brain training plan that is optimal for the user, such as a plan that includes "short-term memory training" or "language learning" based on age and interests.

[0754] Input and Output:

[0755] Input: Analyzed profile information

[0756] Output: A customized study plan

[0757] Step 6:

[0758] Your device will display a list of games based on your learning plan.

[0759] Specific behavior:

[0760] After receiving the customized learning plan, the device will display a list of recommended brain training games to the user, such as "Memory Match" and "English Vocabulary Quiz."

[0761] Input and Output:

[0762] Input: Customized Study Plan

[0763] Output: The game list is displayed on the user's device.

[0764] Step 7:

[0765] The user selects a game and plays it.

[0766] Specific behavior:

[0767] Users can select a game from the displayed list and start playing, for example, "Memory Match" to find pairs within a specified time.

[0768] Input and Output:

[0769] Input: User selected game

[0770] Output: Gameplay begins

[0771] Step 8:

[0772] The server collects and stores play data.

[0773] Specific behavior:

[0774] While the user is playing the game, the device sends real-time scores and progress data to the server, which receives this data and stores it in a database.

[0775] Input and Output:

[0776] Input: score and progress data during play

[0777] Output: Play data is saved in the database

[0778] Step 9:

[0779] The server analyzes the play data.

[0780] Specific behavior:

[0781] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your calculation speed."

[0782] Input and Output:

[0783] Input: Collected play data

[0784] Output: Analysis results and feedback messages

[0785] Step 10:

[0786] The device displays the analysis results.

[0787] Specific behavior:

[0788] Based on the analysis results, the device will display a feedback message to the user, for example, "Your memory has improved by 10%!"

[0789] Input and Output:

[0790] Input: Analysis results and feedback messages

[0791] Output: Feedback displayed on the user's device

[0792] Step 11:

[0793] The terminal provides a community screen.

[0794] Specific behavior:

[0795] The device provides an online community screen, displaying forums and chat rooms where users can interact with other users.

[0796] Input and Output:

[0797] Input: Online community feature launch request

[0798] Output: The community screen is displayed.

[0799] Step 12:

[0800] Users share posts and messages.

[0801] Specific behavior:

[0802] Users share posts and messages within the community to share tips and experiences on gameplay, for example, posting "Tips on how to play Memory Match well."

[0803] Input and Output:

[0804] Input: User posts and messages

[0805] Output: Posts and messages displayed in the community

[0806] Step 13:

[0807] The server manages and monitors posts and messages.

[0808] Specific behavior:

[0809] The server monitors posts and messages within the community and filters and manages them to ensure healthy communication, for example by using a filtering algorithm to automatically delete inappropriate posts.

[0810] Input and Output:

[0811] Input: Posts and messages within the community

[0812] Output: Healthy communication is maintained

[0813] (Application example 1)

[0814] 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."

[0815] In a super-aging society, the increase in dementia patients has become a serious social problem, and there is a need to provide effective means to maintain and improve cognitive function. Furthermore, there is a lack of cognitive training methods that seniors can continue while enjoying. Furthermore, it is expected that physical stores will encourage more seniors to go out and increase their social interactions by allowing them to enjoy shopping and other activities.

[0816] 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.

[0817] In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized learning plan; means for providing brain training games based on the generated learning plan; means for collecting and storing the user's gameplay data; means for analyzing the collected gameplay data and providing feedback to the user; means for conducting brain training through specific activities in the store; means for collecting gameplay data in real time and adjusting the next game content to be proposed; and means for sharing scores with other users in real time and promoting communication. This allows elderly people to continue cognitive training while having fun in a physical store. Furthermore, by promoting social interaction and increasing opportunities for going out, dementia can be prevented and social participation can be promoted.

[0818] "User Profile Information" refers to personal information about you, such as your name, age, interests, and ability level.

[0819] A "customized learning plan" refers to brain training content optimized based on the user's profile information.

[0820] "Brain training games" refer to games offered to improve users' memory, attention, and problem-solving skills.

[0821] "Brick and Mortar Store" refers to a physical store that a user can actually visit.

[0822] "Specified activities" refers to shopping and other activities that occur within a physical store.

[0823] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[0824] "Real-time" refers to the fact that the user's activities are reflected immediately.

[0825] "Interaction facilitators" refers to online features such as forums and chat rooms that facilitate communication between users.

[0826] "Feedback" refers to providing evaluations and advice to users based on their gameplay data.

[0827] "Artificial Intelligence Algorithm" refers to the computational methods used to generate a personalized learning plan based on a user's profile information.

[0828] The present invention provides a system that allows seniors to enjoy brain training in a brick-and-mortar store while promoting social interaction. The system of the present invention provides a customized brain training plan based on the user's profile information and conducts brain training through activities within the brick-and-mortar store.

[0829] System Configuration

[0830] 1. Receiving and storing user profile information

[0831] Device: Users use a tablet or smartphone installed in the physical store to enter their name, age, and interests on the "New Registration" screen.

[0832] Server: Receives the entered information and stores it in a database.

[0833] 2. Generate a customized study plan

[0834] Server: The stored profile information is analyzed using an artificial intelligence algorithm to generate the optimal brain training plan based on the user's age, interests, and ability level.

[0835] 3. Providing brain training games

[0836] On the device: Presents users with brain training games based on their customized learning plan.

[0837] User: Select and play your favorite brain training game from the presented game list.

[0838] Server: Collects gameplay data in real time and adjusts the next game proposal.

[0839] 4. Online community features

[0840] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[0841] Users: Share tips and strategies with other users after the game.

[0842] Server: Moderate posts and monitor healthy communication.

[0843] Specific examples

[0844] 1. User Registration

[0845] User: Click the "New Registration" button on a terminal in a physical store and enter your name (e.g., Tanaka Jiro), age (e.g., 75 years old), and interests (e.g., cooking, history).

[0846] Server: This information is stored in a database and analyzed.

[0847] 2. Create a learning plan

[0848] Server: Based on the analysis results, the server suggests games such as "Shopping Memory Challenge" and "History Quiz" to a 75-year-old user.

[0849] 3. Gameplay

[0850] User: Play the Shopping Memory Challenge, where you must remember the location of items on your shopping list in a physical store and find the items you remembered.

[0851] Device: A smartphone or smart glasses is used to manage the game and display the user's score and progress.

[0852] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[0853] 4. Online interactions

[0854] Users: After finishing the game, share your Shopping Memory Challenge tips and strategies with other users in the chat room.

[0855] Server: Moderate posts and provide replies or additional advice as needed.

[0856] Prompt Sentence Examples

[0857] If a user enters the following information on the "New Registration" screen:

[0858] Name: Tanaka Jiro

[0859] Age: 75

[0860] Interests: cooking, history

[0861] Generate a suggested learning plan.

[0862] An example of a generated learning plan:

[0863] Suggested study plan:

[0864] 1. Shopping Memory Challenge

[0865] 2. History Quiz

[0866] As a result, the system of the present invention allows elderly people to enjoy continuous cognitive training in a brick-and-mortar store. It also promotes social interaction and increases opportunities for going out, thereby preventing dementia and promoting social participation.

[0867] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0868] Step 1:

[0869] Receiving and storing user profile information

[0870] Device: Users enter their name, age, and interests on the "New Registration" screen using a tablet or smartphone installed in the physical store.

[0871] Input: User-entered name, age, and interests.

[0872] Output: Sends the entered information to the server.

[0873] Server: Receives the entered profile information and stores it in a database.

[0874] Input: Name, age, and interests received from the device.

[0875] Output: Profile information is saved to a database.

[0876] Step 2:

[0877] Generate a customized study plan

[0878] Server: Analyzes stored profile information using artificial intelligence algorithms to generate optimal brain training plans.

[0879] Input: User profile information stored in a database, artificial intelligence algorithm.

[0880] Output: A customized study plan.

[0881] How it works: The server analyzes the user's stored age, interests, and ability level, and determines appropriate brain training content based on this information. For example, it might suggest a "Shopping Memory Challenge" and a "History Quiz" to a 75-year-old user.

[0882] Step 3:

[0883] Providing brain training games

[0884] On the device: Presents users with brain training games based on their customized learning plan.

[0885] Input: A server-generated learning plan.

[0886] Output: Show the user a list of brain games.

[0887] User: Select and play your favorite brain training game from the presented game list.

[0888] Input: Game list based on learning plan, user selection.

[0889] Output: The selected brain training game will start.

[0890] Server: Collects gameplay data in real time and adjusts the next game proposal.

[0891] Input: User gameplay data.

[0892] Output: Data that will be reflected in your next study plan.

[0893] Step 4:

[0894] Online community features

[0895] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[0896] Input: Online community data received from the server.

[0897] Output: Shows the online community screen to the user.

[0898] Users: Share tips and strategies with other users after the game.

[0899] Input: User posts and comments from other users in the community.

[0900] Output: Displays conversations and posts within the community.

[0901] Server: Moderate posts and monitor healthy communication.

[0902] Input: User posts and comments.

[0903] Output: Filtering and monitoring data to maintain community health.

[0904] At each step, the system as a whole allows elderly people to continue brain training while having fun and promotes social interaction, which can help prevent dementia and promote social participation.

[0905] 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.

[0906] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve the user's cognitive function, and provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on dementia prevention while having fun.

[0907] System Configuration

[0908] 1. Receiving and storing user profile information

[0909] Device: The user launches the application and enters information such as name, age, and interests through a new registration screen.

[0910] Server: Receives the entered information and stores it in a database.

[0911] 2. Generate a customized study plan

[0912] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[0913] 3. Providing brain training games

[0914] On Device: Show users a list of brain training games based on their customized learning plan.

[0915] User: Select your preferred brain training game from the list and start playing.

[0916] Server: Collects and stores user scores and progress data in real time during gameplay.

[0917] 4. Collection and Analysis of Gameplay Data

[0918] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[0919] Device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to further improve your attention!"

[0920] 5. Online Community Features

[0921] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[0922] Users: Interact with other users and share gameplay tips and experiences.

[0923] Servers: Moderate posts and messages within the community and monitor healthy communication.

[0924] 6. Acquiring and Using Emotion Data with an Emotion Engine

[0925] Terminal: Emotion recognition function will be implemented to obtain emotional data through the user's facial expressions and voice.

[0926] Server: Analyzes the acquired emotional data and evaluates the user's real-time emotional state.

[0927] 7. Personalization and feedback based on emotional data

[0928] Server: Based on the data obtained by the emotion engine, the customized learning plan is further optimized and the user's gameplay experience is adjusted in real time.

[0929] Device: Dynamically change the content and tone of feedback messages based on the user's emotional state to provide a positive experience.

[0930] Specific examples

[0931] 1. User Registration

[0932] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[0933] Server: This information is stored in a database and analyzed.

[0934] 2. Create a learning plan

[0935] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[0936] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[0937] 3. Gameplay

[0938] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[0939] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[0940] Server: Collects and analyzes gameplay and sentiment data in real time.

[0941] 4. Emotional Feedback

[0942] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[0943] Terminal: Pop up a feedback message to notify the user.

[0944] As a result, the system of the present invention can effectively improve the user's cognitive function and maintain long-term motivation by providing dynamic feedback that also takes into account the user's emotional state.

[0945] The processing flow will be explained below.

[0946] Step 1:

[0947] Terminal: The user launches the application and the Start screen appears.

[0948] Step 2:

[0949] User: Click the New Registration button to proceed to the account creation screen.

[0950] Step 3:

[0951] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[0952] Step 4:

[0953] Terminal: Sends the information entered by the user to the server.

[0954] Step 5:

[0955] Server: Receives the entered user information and stores it in a database.

[0956] Step 6:

[0957] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[0958] Step 7:

[0959] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[0960] Step 8:

[0961] Server: Sends the generated learning plan to the device.

[0962] Step 9:

[0963] Device: Displays the learning plan on the screen and suggests it to the user.

[0964] Step 10:

[0965] User: Select your preferred brain training game from the suggested games.

[0966] Step 11:

[0967] Terminal: Receives data for the selected game from the server and creates the game screen.

[0968] Step 12:

[0969] User: Starts and interacts with the game.

[0970] Step 13:

[0971] Device: During the game, emotional data is collected in real time from the user's facial expressions and voice.

[0972] Step 14:

[0973] Device: At the same time, game scores and progress data are sent to the server in real time.

[0974] Step 15:

[0975] Server: Stores the received gameplay data and emotion data in a database and monitors the user's progress.

[0976] Step 16:

[0977] Server: Analyzes gameplay data and emotional data to evaluate the user's cognitive improvement.

[0978] Step 17:

[0979] Server: Based on the analysis results, generate a feedback message that corresponds to the user's emotions. For example, generate positive feedback if the user is excited, or an encouraging message if the user is depressed.

[0980] Step 18:

[0981] Terminal: Pop up a feedback message to notify the user.

[0982] Step 19:

[0983] Device: Select the Online Community option from the menu screen to display the Community screen.

[0984] Step 20:

[0985] Users: Interact with other users in the forums, posting or chatting.

[0986] Step 21:

[0987] Server: Collects and stores postings and chat data and manages them appropriately.

[0988] This allows users to continuously improve their cognitive function while having fun, and by receiving real-time feedback based on their emotions, they can maintain their motivation over the long term.

[0989] Example 2

[0990] 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."

[0991] Previous cognitive improvement systems only provided customized learning plans based on the user's profile information, but did not provide feedback that took into account the user's emotional state. This made it difficult to sustainably increase the user's motivation, and often led to ineffective cognitive improvement. Furthermore, even in systems that offered online community functions, interaction between users was limited, making it difficult to provide sufficient support.

[0992] 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.

[0993] In this invention, the server includes means for receiving and storing user profile information, means for analyzing user characteristics based on the stored user profile information and generating a customized learning plan, means for providing cognitive training activities based on the generated learning plan, means for collecting and storing user activity data, means for analyzing the collected activity data and providing feedback to the user, means for providing an online community function and promoting interaction with other users, means for acquiring user emotion data using an emotion recognition function, and means for adjusting the user experience and providing feedback based on the emotion data. This enables the provision of dynamic feedback that takes into account the user's emotional state, thereby continuously increasing user motivation. Furthermore, the online community function can promote interaction between users and strengthen support.

[0994] "User Information" refers to data such as an individual's name, age, interests, etc. provided by users of the System.

[0995] "Customized Learning Plan" means a cognitive training plan that is individually tailored to you based on your profile information.

[0996] "Cognitive training" refers to activities designed to enhance brain functions such as memory, attention, and problem-solving skills.

[0997] "Activity Data" refers to play records and performance information collected when a user uses the system.

[0998] "Online community function" refers to a platform where multiple users can interact with each other and share information and experiences.

[0999] "Emotion recognition function" refers to technology that analyzes emotions in real time from a user's facial expressions and voice.

[1000] "Dynamic feedback" refers to advice or motivational messages provided in real time based on the user's current emotional state.

[1001] "Artificial intelligence algorithm" refers to the computational methods used to analyze data and generate predictive models.

[1002] "Activity Analysis" refers to the process of analyzing collected activity data to assess the progress and trends of a user's cognitive function.

[1003] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve a user's cognitive function, and further provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on improving their cognitive function while having fun.

[1004] The system uses the following hardware and software:

[1005] Hardware

[1006] Device: Smartphone, tablet, or computer, preferably equipped with a camera and microphone to capture emotion data.

[1007] Server: High-performance processing units and large-capacity database servers are applied.

[1008] software

[1009] Database: A relational database such as MySQL or PostgreSQL

[1010] Artificial intelligence algorithms: TensorFlow, Scikit-learn, etc.

[1011] Emotion recognition API: OpenCV, Microsoft Azure Cognitive Services, etc.

[1012] System procedures and operations

[1013] 1. Enter and save your profile information

[1014] A user launches the application and enters profile information such as name, age, and interests.

[1015] The terminal transmits the input data to the server.

[1016] The server stores the received data in a relational database.

[1017] 2. Generate a customized study plan

[1018] The server analyzes the stored profile information using artificial intelligence algorithms (e.g., TensorFlow) to generate a personalized learning plan.

[1019] 3. Providing brain training games

[1020] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[1021] The user selects the game of their choice from the list and starts playing.

[1022] 4. Collection and Analysis of Gameplay Data

[1023] The device collects the user's game progress, score, and emotional data.

[1024] The server receives and analyzes this data in real time, and uses OpenCV and Microsoft Azure emotion recognition APIs to obtain emotion data.

[1025] 5. Providing Feedback

[1026] The server analyzes the collected data and generates feedback based on the user's progress.

[1027] The device notifies the user of this feedback message.

[1028] 6. Online Community Features

[1029] The terminal provides an online community screen, allowing users to interact with other users.

[1030] The server monitors and manages posts and messages within the community.

[1031] 7. Personalization and feedback based on emotional data

[1032] The server further optimizes learning plans and feedback based on emotional data obtained using emotion recognition.

[1033] The device dynamically changes the feedback message depending on the user's emotional state.

[1034] Specific examples

[1035] User Registration

[1036] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[1037] Server: This information is stored in a database and analyzed.

[1038] Generate a learning plan

[1039] Server: Based on the analysis results, create a game to train short-term memory and a language learning plan for a 70-year-old user.

[1040] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[1041] Gameplay

[1042] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[1043] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[1044] Server: Collects and analyzes gameplay and sentiment data in real time.

[1045] Emotion-based feedback

[1046] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[1047] Terminal: Pop up a feedback message to notify the user.

[1048] Prompt Sentence Examples

[1049] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[1050] Question: What is the best brain training game plan for Taro?

[1051] The present invention effectively improves the user's cognitive function and provides dynamic feedback that takes into account the user's emotional state, thereby enabling the user to maintain motivation over the long term.

[1052] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1053] Step 1: Enter and save user information

[1054] The user launches the application and opens the new registration screen.

[1055] Users enter profile information such as name, age, and interests.

[1056] Input: Name, age, and interest data entered by users into forms.

[1057] Output: User information data sent by the device to the server.

[1058] Specific actions: Use the touch keyboard on your smartphone or tablet to enter your name "Taro," your age "70," and your interests "puzzles" and "language." Touch the send button to send the data.

[1059] Step 2: Receiving and storing user information

[1060] The terminal transmits the input data to the server.

[1061] The server stores the received data in a relational database.

[1062] Input: User information data sent from the terminal.

[1063] Output: User information stored in the database.

[1064] Specific operation: Executes an SQL query to save the data "Taro", "70 years old", "Puzzle", and "Language" in a MySQL database.

[1065] Step 3: Generate a customized study plan

[1066] The server analyzes the profile information in the database using artificial intelligence algorithms, specifically TensorFlow models.

[1067] Input: User profile information retrieved from the database.

[1068] Output: A customized study plan.

[1069] How it works: Input Taro's age and interests into the TensorFlow model, and predict the optimal learning plan based on various parameters. The recommended learning plan includes "Pair Memory Match," which trains short-term memory, and "English Vocabulary Quiz," which is for English language learning.

[1070] Step 4: Provide a learning plan

[1071] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[1072] Input: Your customized study plan.

[1073] Output: The list of games displayed to the user.

[1074] Specific operation: Display the "Pair Memory Match" and "English Vocabulary Quiz" icons on the app's home screen.

[1075] Step 5: Select a game and start

[1076] The user selects the game of their choice from the list and starts playing.

[1077] Input: The game selected by the user.

[1078] Output: Start of gameplay.

[1079] Specific actions: Use the touch screen to select "Pair Memory Match" and touch the game start button.

[1080] Step 6: Collecting and sending gameplay data

[1081] The device collects the user's game progress, score, and emotional data.

[1082] The terminal transmits the collected data to the server.

[1083] Input: Game progress data, score, user emotion data.

[1084] Output: The data sent to the server.

[1085] Specific operation: The camera captures the user's facial expressions during the game, performs emotion analysis using OpenCV, and transmits the emotion data and play data to the server in real time.

[1086] Step 7: Receiving and analyzing gameplay data

[1087] The server analyzes the received data and evaluates the user's cognitive progress.

[1088] Input: Game progress data, score, and emotion data sent from the device.

[1089] Output: Performance evaluation and feedback message.

[1090] What it does: Analyzes data using AI models (e.g., Scikit-learn) to identify trends and areas for improvement in user performance.

[1091] Step 8: Generate and send a feedback message

[1092] The server generates a feedback message based on the analysis results.

[1093] The server sends a feedback message to the terminal.

[1094] Input: Analysis of gameplay data.

[1095] Output: The feedback message.

[1096] Specific behavior: Generate feedback messages such as "Your memory has improved!" or "Your next goal is to improve your attention even more!" and send them to the device.

[1097] Step 9: View your feedback

[1098] The device notifies the user of the feedback message.

[1099] Input: The feedback message sent by the server.

[1100] Output: The feedback message that is displayed to the user.

[1101] Specific behavior: Use the app's notification feature to display feedback as a pop-up message.

[1102] Step 10: Providing online community features

[1103] The device provides an online community screen, displaying forums and chat rooms.

[1104] Input: Launch community function.

[1105] Output: A screen where you can interact with other users.

[1106] Specific behavior: Select "Community" from the menu to open a screen where you can interact with other users.

[1107] Step 11: Monitor and manage community interactions

[1108] The server manages posts and messages within the community and monitors to ensure healthy communication.

[1109] Input: User posts and messages.

[1110] Output: Healthy community management.

[1111] What happens: Posts are checked through an automated screening program and inappropriate content is removed.

[1112] Step 12: Acquire and analyze emotion data

[1113] The device uses emotion recognition to obtain emotional data from the user's facial expressions and voice.

[1114] The server analyzes the acquired emotional data and evaluates the current emotional state.

[1115] Input: User's facial expression and voice data.

[1116] Output: Emotional state assessment results.

[1117] Specific operation: Uses a camera and microphone to capture facial expressions and voice in real time, and analyzes them using emotion recognition APIs (e.g., OpenCV, Microsoft Azure Cognitive Services).

[1118] Step 13: Provide feedback based on sentiment data

[1119] The server dynamically generates feedback messages based on the emotion data.

[1120] The device displays a feedback message to the user.

[1121] Input: Analysis results of emotion data.

[1122] Output: A dynamically generated feedback message.

[1123] What it does: If the user is excited during a game, generate and pop up a message saying "Great play! Keep it up!"

[1124] Prompt Sentence Examples

[1125] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[1126] Question: What is the best brain training game plan for Taro?

[1127] (Application example 2)

[1128] 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."

[1129] In the shopping experience for elderly people, it is important to provide feedback that takes into account not only cognitive function but also emotional state. In particular, there is a need for a system that allows elderly people to enjoy shopping and maintain their long-term motivation.

[1130] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized shopping plan; means for suggesting products based on the generated shopping plan; means for collecting and storing user shopping data; means for analyzing the collected shopping data and providing feedback to the user; means for providing an online community function and promoting interaction with other users; means for incorporating an emotion recognition function and analyzing the user's facial expressions and voice to obtain emotion data; and means for providing real-time feedback to the user based on the obtained emotion data. This enables elderly people to enjoy shopping and maintain their long-term motivation through feedback that takes into account their emotional state.

[1131] "User Profile Information" means basic personal information about an individual User, such as name, age, interests, and ability level.

[1132] "Customized Learning Plan" means a personalized learning and progression plan based on a user's profile information, providing training and activities that are optimal for each user.

[1133] "Brain training games" is a general term for games designed to train the user's cognitive functions, with the aim of improving memory, attention, problem-solving skills, etc.

[1134] "Gameplay data" refers to various data generated when a user plays a brain training game, including scores, progress, play time, etc.

[1135] "Online Community Features" means features that enable users to interact with and share information with other users, including forums and chat rooms.

[1136] The "emotion recognition function" is a function that uses a camera and microphone to analyze a user's facial expressions and voice to determine their real-time emotional state.

[1137] "Emotion data" is data about the user's emotional state obtained by the emotion recognition function, specifically classified into categories such as happiness, sadness, surprise, etc.

[1138] "Feedback" is a general term for information and advice provided to users based on collected data and analysis results, intended to improve user behavior and maintain motivation.

[1139] An embodiment of a system for realizing this application example will be described below. This system is designed to improve the user's shopping experience and is implemented by combining various hardware and software as follows:

[1140] Hardware and Software Configuration

[1141] Hardware:

[1142] Smartphone

[1143] Smartphone camera

[1144] Smartphone microphone

[1145] software:

[1146] Programming languages ​​and libraries:

[1147] Python

[1148] OpenCV (used for face detection and facial expression analysis)

[1149] dlib (used for facial landmark detection)

[1150] Keras (used to build and run emotion recognition models)

[1151] Receiving and storing profile information

[1152] Users launch the application on their smartphone and enter their profile information, such as their name, age, and interests, which is then received by the server and stored in a database.

[1153] Generate a customized shopping plan

[1154] The server uses artificial intelligence algorithms to generate a customized shopping plan based on the user's profile information, which is optimized according to the user's age and interests.

[1155] Suggestions and feedback while shopping

[1156] When a user uses their smartphone's camera and microphone while shopping, the device analyzes their facial expressions and voice in real time to obtain emotional data, and based on this data, it provides feedback on appropriate product suggestions and discount information.

[1157] Emotion recognition implementation

[1158] The device uses OpenCV and dlib to detect the user's face and landmarks, and then inputs the results into a Keras emotion recognition model to determine emotions, allowing the smartphone to grasp the user's emotional state in real time.

[1159] Feedback generation and notification

[1160] The server dynamically changes the content of the feedback message based on the acquired emotional data. For example, if the user is in a "happy" state, it provides positive feedback such as "Great choice!"

[1161] Online Community

[1162] The system also includes an online community feature that allows users to share their shopping experiences with other users, encouraging interaction between users.

[1163] Specific examples

[1164] If a 70-year-old user registers that they are interested in "fashion," a customized shopping plan will suggest specific fashion items, and if the user feels happy while shopping, feedback such as "Great choice!" will be provided.

[1165] Prompt Sentence Examples

[1166] To improve the shopping experience, the following prompts can be fed to the generative AI model:

[1167] "Tell us a moment when you feel happy while shopping."

[1168] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1169] Step 1:

[1170] A user launches the application on their smartphone and enters their profile information (name, age, interests, etc.). This information is treated as input. The device sends the entered information to the server, which stores it in a database. The server prepares the input data for analysis.

[1171] Step 2:

[1172] The server generates a customized shopping plan based on the user's stored profile information. It uses artificial intelligence algorithms to analyze the user's age, interests, and ability level, and outputs shopping items and plans accordingly. The plan is optimized based on the user's interests.

[1173] Step 3:

[1174] The user starts shopping and uses the smartphone's camera and microphone while shopping. The device captures the user's face with the camera and analyzes their facial expressions using OpenCV. The resulting image data is used as input, and dlib is used to detect facial landmarks. The landmark data is output.

[1175] Step 4:

[1176] The device inputs the recognized facial landmark data into a Keras emotion recognition model to analyze the user's emotional state. The Keras model determines the emotional state based on the input image data and outputs a specific emotion (e.g., happiness, sadness, surprise, etc.).

[1177] Step 5:

[1178] The server receives the acquired emotional data and generates feedback for the user in real time. It analyzes the emotional data and dynamically generates positive feedback and product suggestions according to the user's state. For example, a feedback message such as "Great choice!" is generated for a user in a "happy" state. The feedback message is output.

[1179] Step 6:

[1180] The server sends the generated feedback message to the terminal, and the terminal notifies the user of the feedback message. The terminal displays the feedback message as a pop-up screen and sends it to the user as a real-time notification.

[1181] Step 7:

[1182] Users use the online community function to interact with other users. Users input chat messages and posted data, which the server receives and manages interactions within the community.

[1183] To illustrate, here's an example prompt:

[1184] "Tell us a moment when you feel happy while shopping."

[1185] 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.

[1186] 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.

[1187] 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.

[1188] [Third embodiment]

[1189] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[1190] 5, the data processing system 310 includes the data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server.

[1191] 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).

[1192] 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.

[1193] 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.

[1194] 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).

[1195] 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.

[1196] 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.

[1197] 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.

[1198] 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.

[1199] 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.

[1200] 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."

[1201] This invention is a system that provides users with fun, customized brain training and social interaction functions to prevent the increasing incidence of dementia in a super-aging society. The system provides an optimized learning plan based on the user's profile information, improves cognitive function through gameplay, and allows users to interact with other users through an online community.

[1202] System Configuration

[1203] 1. Receiving and storing user profile information

[1204] Device: The user launches the application and enters information such as name, age, and interests through a registration screen.

[1205] Server: Receives the entered information and stores it in a database.

[1206] 2. Generate a customized study plan

[1207] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[1208] 3. Providing brain training games

[1209] On Device: Show users a list of brain training games based on their customized learning plan.

[1210] Users: Select your preferred brain training game from the list and start playing.

[1211] Server: Collects and stores user scores and progress data in real time during gameplay.

[1212] 4. Collection and Analysis of Gameplay Data

[1213] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[1214] On the device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to improve your attention even more!"

[1215] 5. Online Community Features

[1216] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[1217] Users: Interact with other users and share gameplay tips and experiences.

[1218] Servers: Moderate posts and messages within the community and ensure healthy communication.

[1219] Specific examples

[1220] 1. User Registration

[1221] User: Click the "Register" button and enter their name, age, and interests. For example, a 70-year-old user may enter that they are interested in "puzzles" and "languages."

[1222] Server: This information is stored in a database and analyzed.

[1223] 2. Create a learning plan

[1224] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[1225] Device: Suggests games such as "Pair Memory Match" and "English Vocabulary Quiz" to users.

[1226] 3. Gameplay

[1227] User: Select "Pair Memory Match" and play a game where you must find the pairs within a specified time.

[1228] Device: Manages the game progress and displays the user's score and progress.

[1229] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[1230] 4. Online interactions

[1231] Users: After finishing a game, share your Pair Memory Match tips and strategies with other users on the forum.

[1232] Server: Collects posts and provides replies and additional advice as needed.

[1233] The system of the present invention aims to allow users to continuously train their cognitive functions while having fun, thereby realizing a system that can contribute to the prevention of dementia.

[1234] The processing flow will be explained below.

[1235] Step 1:

[1236] Terminal: The user launches the application and the Start screen appears.

[1237] Step 2:

[1238] User: Click the New Registration button to proceed to the account creation screen.

[1239] Step 3:

[1240] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[1241] Step 4:

[1242] Terminal: Sends the information entered by the user to the server.

[1243] Step 5:

[1244] Server: Receives the entered user information and stores it in a database.

[1245] Step 6:

[1246] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[1247] Step 7:

[1248] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[1249] Step 8:

[1250] Server: Sends the generated learning plan to the device.

[1251] Step 9:

[1252] Device: Displays the learning plan on the screen and suggests it to the user.

[1253] Step 10:

[1254] User: Select your preferred brain training game from the suggested games.

[1255] Step 11:

[1256] Terminal: Receives data for the selected game from the server and creates the game screen.

[1257] Step 12:

[1258] User: Starts and interacts with the game.

[1259] Step 13:

[1260] Device: Sends in-game scores and progress data to the server in real time.

[1261] Step 14:

[1262] Server: Stores received gameplay data in a database and monitors user progress.

[1263] Step 15:

[1264] Server: Analyzes gameplay data and evaluates the user's cognitive improvement.

[1265] Step 16:

[1266] Server: Generates a feedback message to the user based on the analysis results.

[1267] Step 17:

[1268] Terminal: Pop up a feedback message to notify the user.

[1269] Step 18:

[1270] Device: Select the Online Community option from the menu screen to display the Community screen.

[1271] Step 19:

[1272] Users: Interact with other users in the forums, posting or chatting.

[1273] Step 20:

[1274] Server: Collects and stores postings and chat data and manages them appropriately.

[1275] This process allows users to improve their cognitive function while having fun on an ongoing basis, and also deepen their social interactions.

[1276] Example 1

[1277] 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."

[1278] In a super-aging society, there is a need for a system that provides customized brain training that can be continued and enjoyed in order to prevent the increasing number of dementia patients. In addition, there is a lack of a platform that allows users to share information and experiences through social interactions. If such a system existed, it would provide optimal brain training and communication functions tailored to each individual user, contributing to improving cognitive function and preventing dementia.

[1279] 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.

[1280] In this invention, the server includes means for receiving and storing user profile information, means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized study plan, means for providing a brain training game based on the generated study plan, means for collecting and storing user game play data, means for analyzing the collected game play data and providing feedback to the user, means for providing an online community function to promote interaction with other users, and means for generating a study plan by using a generative AI model and inputting prompt sentences to generate a customized study plan, thereby enabling users to perform brain training tailored to their individual needs and improve cognitive function and prevent dementia through social interaction.

[1281] "User Profile Information" means information that identifies a User, such as the User's name, age, interests, and ability level, to identify the User's identity and preferences.

[1282] A "Customized Learning Plan" is a plan designed to provide a user with optimal brain training based on the user's profile information.

[1283] "Brain training games" are games designed to improve cognitive functions, such as memory, attention, and problem-solving skills.

[1284] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[1285] "Online Community Feature" means a feature that allows users to share information and experiences and interact with other users.

[1286] A "generative AI model" is an artificial intelligence algorithm that generates a customized learning plan based on a user's profile information.

[1287] A "prompt" is text data input into a generative AI model, and is an instruction sentence used to generate the optimal learning prompt for the user.

[1288] This invention is a customized brain training system aimed at preventing dementia in a super-aging society. It provides an optimal learning plan based on the user's profile information, improves cognitive function through gameplay, and provides social interaction functions. To implement this system, a user terminal and a server are required, and the software includes an application, a database management system, and an artificial intelligence algorithm.

[1289] Receiving and storing user profile information

[1290] First, the user launches the application on their device and enters profile information such as their name, age, and interests on the new registration screen. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[1291] The device sends the entered profile information to a server, which stores the received information in a database, typically a database management system such as MySQL.

[1292] Generate a customized study plan

[1293] The server analyzes the stored profile information using artificial intelligence algorithms, specifically AI libraries such as TensorFlow, to generate an appropriate brain training plan based on the user's age, interests, and ability level.

[1294] For example, a customized learning plan might be generated, such as "Suggest a combination of crossword puzzles and math puzzles for a 60-year-old user." This generation is done using a generative AI model, and the prompt is "Suggest a brain training plan suitable for a 60-year-old user."

[1295] Providing brain training games

[1296] The device will display a list of brain training games to the user based on the customized learning plan, and the user can select the game they like from the list and start playing, such as "Memory Match" or "English Vocabulary Quiz."

[1297] User data during gameplay is sent from the device to the server, which collects it in real time and stores it in a database.

[1298] Gameplay data collection and analysis

[1299] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your attention." This feedback is sent to the device and displayed to the user.

[1300] Online community features

[1301] The device provides an online community interface where users can interact with other users, including forums and chat rooms where users can share gameplay tips and experiences.

[1302] For example, users can post tips on how to play Memory Match effectively. The server manages these posts and messages and monitors them to ensure healthy communication.

[1303] In this way, the system of the present invention aims to allow users to train their cognitive functions while having fun, which can contribute to the prevention of dementia.

[1304] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1305] Step 1:

[1306] The user enters their profile information.

[1307] Specific behavior:

[1308] Users launch the application on their device and enter their profile information, such as their name, age, and interests. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[1309] Input and Output:

[1310] Input: Profile information such as your name, age, and interests

[1311] Output: Profile information is displayed on the input screen.

[1312] Step 2:

[1313] The device sends the profile information to the server.

[1314] Specific behavior:

[1315] The device generates an API request to send the entered profile information to the server, which includes the user's name, age, and interests.

[1316] Input and Output:

[1317] Input: User profile information

[1318] Output: The API request is generated and sent to the server.

[1319] Step 3:

[1320] The server stores the information in a database.

[1321] Specific behavior:

[1322] The server parses the incoming API request and stores the user information in a database, for example, a MySQL database and executes SQL queries to store the user's name, age, and interests.

[1323] Input and Output:

[1324] Input: User profile information received from the device

[1325] Output: Profile information is saved to the database

[1326] Step 4:

[1327] The server analyzes the profile information.

[1328] Specific behavior:

[1329] The server retrieves user profile information from the database and analyzes it, using Python AI libraries (e.g., TensorFlow).

[1330] Input and Output:

[1331] Input: User profile information stored in a database

[1332] Output: The analysis results are generated

[1333] Step 5:

[1334] The server generates the lesson plan.

[1335] Specific behavior:

[1336] Based on the analysis results, the server uses a generative AI model to generate a brain training plan that is optimal for the user, such as a plan that includes "short-term memory training" or "language learning" based on age and interests.

[1337] Input and Output:

[1338] Input: Analyzed profile information

[1339] Output: A customized study plan

[1340] Step 6:

[1341] Your device will display a list of games based on your learning plan.

[1342] Specific behavior:

[1343] After receiving the customized learning plan, the device will display a list of recommended brain training games to the user, such as "Memory Match" and "English Vocabulary Quiz."

[1344] Input and Output:

[1345] Input: Customized Study Plan

[1346] Output: The game list is displayed on the user's device.

[1347] Step 7:

[1348] The user selects a game and plays it.

[1349] Specific behavior:

[1350] Users can select a game from the displayed list and start playing, for example, "Memory Match" to find pairs within a specified time.

[1351] Input and Output:

[1352] Input: User selected game

[1353] Output: Gameplay begins

[1354] Step 8:

[1355] The server collects and stores play data.

[1356] Specific behavior:

[1357] While the user is playing the game, the device sends real-time scores and progress data to the server, which receives this data and stores it in a database.

[1358] Input and Output:

[1359] Input: score and progress data during play

[1360] Output: Play data is saved in the database

[1361] Step 9:

[1362] The server analyzes the play data.

[1363] Specific behavior:

[1364] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your calculation speed."

[1365] Input and Output:

[1366] Input: Collected play data

[1367] Output: Analysis results and feedback messages

[1368] Step 10:

[1369] The device displays the analysis results.

[1370] Specific behavior:

[1371] Based on the analysis results, the device will display a feedback message to the user, for example, "Your memory has improved by 10%!"

[1372] Input and Output:

[1373] Input: Analysis results and feedback messages

[1374] Output: Feedback displayed on the user's device

[1375] Step 11:

[1376] The terminal provides a community screen.

[1377] Specific behavior:

[1378] The device provides an online community screen, displaying forums and chat rooms where users can interact with other users.

[1379] Input and Output:

[1380] Input: Online community feature launch request

[1381] Output: The community screen is displayed.

[1382] Step 12:

[1383] Users share posts and messages.

[1384] Specific behavior:

[1385] Users share posts and messages within the community to share tips and experiences on gameplay, for example, posting "Tips on how to play Memory Match well."

[1386] Input and Output:

[1387] Input: User posts and messages

[1388] Output: Posts and messages displayed in the community

[1389] Step 13:

[1390] The server manages and monitors posts and messages.

[1391] Specific behavior:

[1392] The server monitors posts and messages within the community and filters and manages them to ensure healthy communication, for example by using a filtering algorithm to automatically delete inappropriate posts.

[1393] Input and Output:

[1394] Input: Posts and messages within the community

[1395] Output: Healthy communication is maintained

[1396] (Application example 1)

[1397] 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."

[1398] In a super-aging society, the increase in dementia patients has become a serious social problem, and there is a need to provide effective means to maintain and improve cognitive function. Furthermore, there is a lack of cognitive training methods that seniors can continue while enjoying. Furthermore, it is expected that physical stores will encourage more seniors to go out and increase their social interactions by allowing them to enjoy shopping and other activities.

[1399] 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.

[1400] In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized learning plan; means for providing brain training games based on the generated learning plan; means for collecting and storing the user's gameplay data; means for analyzing the collected gameplay data and providing feedback to the user; means for conducting brain training through specific activities in the store; means for collecting gameplay data in real time and adjusting the next game content to be proposed; and means for sharing scores with other users in real time and promoting communication. This allows elderly people to continue cognitive training while having fun in a physical store. Furthermore, by promoting social interaction and increasing opportunities for going out, dementia can be prevented and social participation can be promoted.

[1401] "User Profile Information" refers to personal information about you, such as your name, age, interests, and ability level.

[1402] A "customized learning plan" refers to brain training content optimized based on the user's profile information.

[1403] "Brain training games" refer to games offered to improve users' memory, attention, and problem-solving skills.

[1404] "Brick and Mortar Store" refers to a physical store that a user can actually visit.

[1405] "Specified activities" refers to shopping and other activities that occur within a physical store.

[1406] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[1407] "Real-time" refers to the fact that the user's activities are reflected immediately.

[1408] "Interaction facilitators" refers to online features such as forums and chat rooms that facilitate communication between users.

[1409] "Feedback" refers to providing evaluations and advice to users based on their gameplay data.

[1410] "Artificial Intelligence Algorithm" refers to the computational methods used to generate a personalized learning plan based on a user's profile information.

[1411] The present invention provides a system that allows seniors to enjoy brain training in a brick-and-mortar store while promoting social interaction. The system of the present invention provides a customized brain training plan based on the user's profile information and conducts brain training through activities within the brick-and-mortar store.

[1412] System Configuration

[1413] 1. Receiving and storing user profile information

[1414] Device: Users use a tablet or smartphone installed in the physical store to enter their name, age, and interests on the "New Registration" screen.

[1415] Server: Receives the entered information and stores it in a database.

[1416] 2. Generate a customized study plan

[1417] Server: The stored profile information is analyzed using an artificial intelligence algorithm to generate the optimal brain training plan based on the user's age, interests, and ability level.

[1418] 3. Providing brain training games

[1419] On the device: Presents users with brain training games based on their customized learning plan.

[1420] User: Select and play your favorite brain training game from the presented game list.

[1421] Server: Collects gameplay data in real time and adjusts the next game proposal.

[1422] 4. Online community features

[1423] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[1424] Users: Share tips and strategies with other users after the game.

[1425] Server: Moderate posts and monitor healthy communication.

[1426] Specific examples

[1427] 1. User Registration

[1428] User: Click the "New Registration" button on a terminal in a physical store and enter your name (e.g., Tanaka Jiro), age (e.g., 75 years old), and interests (e.g., cooking, history).

[1429] Server: This information is stored in a database and analyzed.

[1430] 2. Create a learning plan

[1431] Server: Based on the analysis results, the server suggests games such as "Shopping Memory Challenge" and "History Quiz" to a 75-year-old user.

[1432] 3. Gameplay

[1433] User: Play the Shopping Memory Challenge, where you must remember the location of items on your shopping list in a physical store and find the items you remembered.

[1434] Device: A smartphone or smart glasses is used to manage the game and display the user's score and progress.

[1435] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[1436] 4. Online interactions

[1437] Users: After finishing the game, share your Shopping Memory Challenge tips and strategies with other users in the chat room.

[1438] Server: Moderate posts and provide replies or additional advice as needed.

[1439] Prompt Sentence Examples

[1440] If a user enters the following information on the "New Registration" screen:

[1441] Name: Tanaka Jiro

[1442] Age: 75

[1443] Interests: cooking, history

[1444] Generate a suggested learning plan.

[1445] An example of a generated learning plan:

[1446] Suggested study plan:

[1447] 1. Shopping Memory Challenge

[1448] 2. History Quiz

[1449] As a result, the system of the present invention allows elderly people to enjoy continuous cognitive training in a brick-and-mortar store. It also promotes social interaction and increases opportunities for going out, thereby preventing dementia and promoting social participation.

[1450] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1451] Step 1:

[1452] Receiving and storing user profile information

[1453] Device: Users enter their name, age, and interests on the "New Registration" screen using a tablet or smartphone installed in the physical store.

[1454] Input: User-entered name, age, and interests.

[1455] Output: Sends the entered information to the server.

[1456] Server: Receives the entered profile information and stores it in a database.

[1457] Input: Name, age, and interests received from the device.

[1458] Output: Profile information is saved to a database.

[1459] Step 2:

[1460] Generate a customized study plan

[1461] Server: Analyzes stored profile information using artificial intelligence algorithms to generate optimal brain training plans.

[1462] Input: User profile information stored in a database, artificial intelligence algorithm.

[1463] Output: A customized study plan.

[1464] How it works: The server analyzes the user's stored age, interests, and ability level, and determines appropriate brain training content based on this information. For example, it might suggest a "Shopping Memory Challenge" and a "History Quiz" to a 75-year-old user.

[1465] Step 3:

[1466] Providing brain training games

[1467] On the device: Presents users with brain training games based on their customized learning plan.

[1468] Input: A server-generated learning plan.

[1469] Output: Show the user a list of brain games.

[1470] User: Select and play your favorite brain training game from the presented game list.

[1471] Input: Game list based on learning plan, user selection.

[1472] Output: The selected brain training game will start.

[1473] Server: Collects gameplay data in real time and adjusts the next game proposal.

[1474] Input: User gameplay data.

[1475] Output: Data that will be reflected in your next study plan.

[1476] Step 4:

[1477] Online community features

[1478] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[1479] Input: Online community data received from the server.

[1480] Output: Shows the online community screen to the user.

[1481] Users: Share tips and strategies with other users after the game.

[1482] Input: User posts and comments from other users in the community.

[1483] Output: Displays conversations and posts within the community.

[1484] Server: Moderate posts and monitor healthy communication.

[1485] Input: User posts and comments.

[1486] Output: Filtering and monitoring data to maintain community health.

[1487] At each step, the system as a whole allows elderly people to continue brain training while having fun and promotes social interaction, which can help prevent dementia and promote social participation.

[1488] 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.

[1489] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve the user's cognitive function, and provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on dementia prevention while having fun.

[1490] System Configuration

[1491] 1. Receiving and storing user profile information

[1492] Device: The user launches the application and enters information such as name, age, and interests through a new registration screen.

[1493] Server: Receives the entered information and stores it in a database.

[1494] 2. Generate a customized study plan

[1495] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[1496] 3. Providing brain training games

[1497] On Device: Show users a list of brain training games based on their customized learning plan.

[1498] User: Select your preferred brain training game from the list and start playing.

[1499] Server: Collects and stores user scores and progress data in real time during gameplay.

[1500] 4. Collection and Analysis of Gameplay Data

[1501] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[1502] Device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to further improve your attention!"

[1503] 5. Online Community Features

[1504] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[1505] Users: Interact with other users and share gameplay tips and experiences.

[1506] Servers: Moderate posts and messages within the community and monitor healthy communication.

[1507] 6. Acquiring and Using Emotion Data with an Emotion Engine

[1508] Terminal: Emotion recognition function will be implemented to obtain emotional data through the user's facial expressions and voice.

[1509] Server: Analyzes the acquired emotional data and evaluates the user's real-time emotional state.

[1510] 7. Personalization and feedback based on emotional data

[1511] Server: Based on the data obtained by the emotion engine, the customized learning plan is further optimized and the user's gameplay experience is adjusted in real time.

[1512] Device: Dynamically change the content and tone of feedback messages based on the user's emotional state to provide a positive experience.

[1513] Specific examples

[1514] 1. User Registration

[1515] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[1516] Server: This information is stored in a database and analyzed.

[1517] 2. Create a learning plan

[1518] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[1519] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[1520] 3. Gameplay

[1521] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[1522] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[1523] Server: Collects and analyzes gameplay and sentiment data in real time.

[1524] 4. Emotional Feedback

[1525] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[1526] Terminal: Pop up a feedback message to notify the user.

[1527] As a result, the system of the present invention can effectively improve the user's cognitive function and maintain long-term motivation by providing dynamic feedback that also takes into account the user's emotional state.

[1528] The processing flow will be explained below.

[1529] Step 1:

[1530] Terminal: The user launches the application and the Start screen appears.

[1531] Step 2:

[1532] User: Click the New Registration button to proceed to the account creation screen.

[1533] Step 3:

[1534] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[1535] Step 4:

[1536] Terminal: Sends the information entered by the user to the server.

[1537] Step 5:

[1538] Server: Receives the entered user information and stores it in a database.

[1539] Step 6:

[1540] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[1541] Step 7:

[1542] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[1543] Step 8:

[1544] Server: Sends the generated learning plan to the device.

[1545] Step 9:

[1546] Device: Displays the learning plan on the screen and suggests it to the user.

[1547] Step 10:

[1548] User: Select your preferred brain training game from the suggested games.

[1549] Step 11:

[1550] Terminal: Receives data for the selected game from the server and creates the game screen.

[1551] Step 12:

[1552] User: Starts and interacts with the game.

[1553] Step 13:

[1554] Device: During the game, emotional data is collected in real time from the user's facial expressions and voice.

[1555] Step 14:

[1556] Device: At the same time, game scores and progress data are sent to the server in real time.

[1557] Step 15:

[1558] Server: Stores the received gameplay data and emotion data in a database and monitors the user's progress.

[1559] Step 16:

[1560] Server: Analyzes gameplay data and emotional data to evaluate the user's cognitive improvement.

[1561] Step 17:

[1562] Server: Based on the analysis results, generate a feedback message that corresponds to the user's emotions. For example, generate positive feedback if the user is excited, or an encouraging message if the user is depressed.

[1563] Step 18:

[1564] Terminal: Pop up a feedback message to notify the user.

[1565] Step 19:

[1566] Device: Select the Online Community option from the menu screen to display the Community screen.

[1567] Step 20:

[1568] Users: Interact with other users in the forums, posting or chatting.

[1569] Step 21:

[1570] Server: Collects and stores postings and chat data and manages them appropriately.

[1571] This allows users to continuously improve their cognitive function while having fun, and by receiving real-time feedback based on their emotions, they can maintain their motivation over the long term.

[1572] Example 2

[1573] 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."

[1574] Previous cognitive improvement systems only provided customized learning plans based on the user's profile information, but did not provide feedback that took into account the user's emotional state. This made it difficult to sustainably increase the user's motivation, and often led to ineffective cognitive improvement. Furthermore, even in systems that offered online community functions, interaction between users was limited, making it difficult to provide sufficient support.

[1575] 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.

[1576] In this invention, the server includes means for receiving and storing user profile information, means for analyzing user characteristics based on the stored user profile information and generating a customized learning plan, means for providing cognitive training activities based on the generated learning plan, means for collecting and storing user activity data, means for analyzing the collected activity data and providing feedback to the user, means for providing an online community function and promoting interaction with other users, means for acquiring user emotion data using an emotion recognition function, and means for adjusting the user experience and providing feedback based on the emotion data. This enables the provision of dynamic feedback that takes into account the user's emotional state, thereby continuously increasing user motivation. Furthermore, the online community function can promote interaction between users and strengthen support.

[1577] "User Information" refers to data such as an individual's name, age, interests, etc. provided by users of the System.

[1578] "Customized Learning Plan" means a cognitive training plan that is individually tailored to you based on your profile information.

[1579] "Cognitive training" refers to activities designed to enhance brain functions such as memory, attention, and problem-solving skills.

[1580] "Activity Data" refers to play records and performance information collected when a user uses the system.

[1581] "Online community function" refers to a platform where multiple users can interact with each other and share information and experiences.

[1582] "Emotion recognition function" refers to technology that analyzes emotions in real time from a user's facial expressions and voice.

[1583] "Dynamic feedback" refers to advice or motivational messages provided in real time based on the user's current emotional state.

[1584] "Artificial intelligence algorithm" refers to the computational methods used to analyze data and generate predictive models.

[1585] "Activity Analysis" refers to the process of analyzing collected activity data to assess the progress and trends of a user's cognitive function.

[1586] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve a user's cognitive function, and further provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on improving their cognitive function while having fun.

[1587] The system uses the following hardware and software:

[1588] Hardware

[1589] Device: Smartphone, tablet, or computer, preferably equipped with a camera and microphone to capture emotion data.

[1590] Server: High-performance processing units and large-capacity database servers are applied.

[1591] software

[1592] Database: A relational database such as MySQL or PostgreSQL

[1593] Artificial intelligence algorithms: TensorFlow, Scikit-learn, etc.

[1594] Emotion recognition API: OpenCV, Microsoft Azure Cognitive Services, etc.

[1595] System procedures and operations

[1596] 1. Enter and save your profile information

[1597] A user launches the application and enters profile information such as name, age, and interests.

[1598] The terminal transmits the input data to the server.

[1599] The server stores the received data in a relational database.

[1600] 2. Generate a customized study plan

[1601] The server analyzes the stored profile information using artificial intelligence algorithms (e.g., TensorFlow) to generate a personalized learning plan.

[1602] 3. Providing brain training games

[1603] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[1604] The user selects the game of their choice from the list and starts playing.

[1605] 4. Collection and Analysis of Gameplay Data

[1606] The device collects the user's game progress, score, and emotional data.

[1607] The server receives and analyzes this data in real time, and uses OpenCV and Microsoft Azure emotion recognition APIs to obtain emotion data.

[1608] 5. Providing Feedback

[1609] The server analyzes the collected data and generates feedback based on the user's progress.

[1610] The device notifies the user of this feedback message.

[1611] 6. Online Community Features

[1612] The terminal provides an online community screen, allowing users to interact with other users.

[1613] The server monitors and manages posts and messages within the community.

[1614] 7. Personalization and feedback based on emotional data

[1615] The server further optimizes learning plans and feedback based on emotional data obtained using emotion recognition.

[1616] The device dynamically changes the feedback message depending on the user's emotional state.

[1617] Specific examples

[1618] User Registration

[1619] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[1620] Server: This information is stored in a database and analyzed.

[1621] Generate a learning plan

[1622] Server: Based on the analysis results, create a game to train short-term memory and a language learning plan for a 70-year-old user.

[1623] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[1624] Gameplay

[1625] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[1626] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[1627] Server: Collects and analyzes gameplay and sentiment data in real time.

[1628] Emotion-based feedback

[1629] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[1630] Terminal: Pop up a feedback message to notify the user.

[1631] Prompt Sentence Examples

[1632] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[1633] Question: What is the best brain training game plan for Taro?

[1634] The present invention effectively improves the user's cognitive function and provides dynamic feedback that takes into account the user's emotional state, thereby enabling the user to maintain motivation over the long term.

[1635] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1636] Step 1: Enter and save user information

[1637] The user launches the application and opens the new registration screen.

[1638] Users enter profile information such as name, age, and interests.

[1639] Input: Name, age, and interest data entered by users into forms.

[1640] Output: User information data sent by the device to the server.

[1641] Specific actions: Use the touch keyboard on your smartphone or tablet to enter your name "Taro," your age "70," and your interests "puzzles" and "language." Touch the send button to send the data.

[1642] Step 2: Receiving and storing user information

[1643] The terminal transmits the input data to the server.

[1644] The server stores the received data in a relational database.

[1645] Input: User information data sent from the terminal.

[1646] Output: User information stored in the database.

[1647] Specific operation: Executes an SQL query to save the data "Taro", "70 years old", "Puzzle", and "Language" in a MySQL database.

[1648] Step 3: Generate a customized study plan

[1649] The server analyzes the profile information in the database using artificial intelligence algorithms, specifically TensorFlow models.

[1650] Input: User profile information retrieved from the database.

[1651] Output: A customized study plan.

[1652] How it works: Input Taro's age and interests into the TensorFlow model, and predict the optimal learning plan based on various parameters. The recommended learning plan includes "Pair Memory Match," which trains short-term memory, and "English Vocabulary Quiz," which is for English language learning.

[1653] Step 4: Provide a learning plan

[1654] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[1655] Input: Your customized study plan.

[1656] Output: The list of games displayed to the user.

[1657] Specific operation: Display the "Pair Memory Match" and "English Vocabulary Quiz" icons on the app's home screen.

[1658] Step 5: Select a game and start

[1659] The user selects the game of their choice from the list and starts playing.

[1660] Input: The game selected by the user.

[1661] Output: Start of gameplay.

[1662] Specific actions: Use the touch screen to select "Pair Memory Match" and touch the game start button.

[1663] Step 6: Collecting and sending gameplay data

[1664] The device collects the user's game progress, score, and emotional data.

[1665] The terminal transmits the collected data to the server.

[1666] Input: Game progress data, score, user emotion data.

[1667] Output: The data sent to the server.

[1668] Specific operation: The camera captures the user's facial expressions during the game, performs emotion analysis using OpenCV, and transmits the emotion data and play data to the server in real time.

[1669] Step 7: Receiving and analyzing gameplay data

[1670] The server analyzes the received data and evaluates the user's cognitive progress.

[1671] Input: Game progress data, score, and emotion data sent from the device.

[1672] Output: Performance evaluation and feedback message.

[1673] What it does: Analyzes data using AI models (e.g., Scikit-learn) to identify trends and areas for improvement in user performance.

[1674] Step 8: Generate and send a feedback message

[1675] The server generates a feedback message based on the analysis results.

[1676] The server sends a feedback message to the terminal.

[1677] Input: Analysis of gameplay data.

[1678] Output: The feedback message.

[1679] Specific behavior: Generate feedback messages such as "Your memory has improved!" or "Your next goal is to improve your attention even more!" and send them to the device.

[1680] Step 9: View your feedback

[1681] The device notifies the user of the feedback message.

[1682] Input: The feedback message sent by the server.

[1683] Output: The feedback message that is displayed to the user.

[1684] Specific behavior: Use the app's notification feature to display feedback as a pop-up message.

[1685] Step 10: Providing online community features

[1686] The device provides an online community screen, displaying forums and chat rooms.

[1687] Input: Launch community function.

[1688] Output: A screen where you can interact with other users.

[1689] Specific behavior: Select "Community" from the menu to open a screen where you can interact with other users.

[1690] Step 11: Monitor and manage community interactions

[1691] The server manages posts and messages within the community and monitors to ensure healthy communication.

[1692] Input: User posts and messages.

[1693] Output: Healthy community management.

[1694] What happens: Posts are checked through an automated screening program and inappropriate content is removed.

[1695] Step 12: Acquire and analyze emotion data

[1696] The device uses emotion recognition to obtain emotional data from the user's facial expressions and voice.

[1697] The server analyzes the acquired emotional data and evaluates the current emotional state.

[1698] Input: User's facial expression and voice data.

[1699] Output: Emotional state assessment results.

[1700] Specific operation: Uses a camera and microphone to capture facial expressions and voice in real time, and analyzes them using emotion recognition APIs (e.g., OpenCV, Microsoft Azure Cognitive Services).

[1701] Step 13: Provide feedback based on sentiment data

[1702] The server dynamically generates feedback messages based on the emotion data.

[1703] The device displays a feedback message to the user.

[1704] Input: Analysis results of emotion data.

[1705] Output: A dynamically generated feedback message.

[1706] What it does: If the user is excited during a game, generate and pop up a message saying "Great play! Keep it up!"

[1707] Prompt Sentence Examples

[1708] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[1709] Question: What is the best brain training game plan for Taro?

[1710] (Application example 2)

[1711] 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."

[1712] In the shopping experience for elderly people, it is important to provide feedback that takes into account not only cognitive function but also emotional state. In particular, there is a need for a system that allows elderly people to enjoy shopping and maintain their long-term motivation.

[1713] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized shopping plan; means for suggesting products based on the generated shopping plan; means for collecting and storing user shopping data; means for analyzing the collected shopping data and providing feedback to the user; means for providing an online community function and promoting interaction with other users; means for incorporating an emotion recognition function and analyzing the user's facial expressions and voice to obtain emotion data; and means for providing real-time feedback to the user based on the obtained emotion data. This enables elderly people to enjoy shopping and maintain their long-term motivation through feedback that takes into account their emotional state.

[1714] "User Profile Information" means basic personal information about an individual User, such as name, age, interests, and ability level.

[1715] "Customized Learning Plan" means a personalized learning and progression plan based on a user's profile information, providing training and activities that are optimal for each user.

[1716] "Brain training games" is a general term for games designed to train the user's cognitive functions, with the aim of improving memory, attention, problem-solving skills, etc.

[1717] "Gameplay data" refers to various data generated when a user plays a brain training game, including scores, progress, play time, etc.

[1718] "Online Community Features" means features that enable users to interact with and share information with other users, including forums and chat rooms.

[1719] The "emotion recognition function" is a function that uses a camera and microphone to analyze a user's facial expressions and voice to determine their real-time emotional state.

[1720] "Emotion data" is data about the user's emotional state obtained by the emotion recognition function, specifically classified into categories such as happiness, sadness, surprise, etc.

[1721] "Feedback" is a general term for information and advice provided to users based on collected data and analysis results, intended to improve user behavior and maintain motivation.

[1722] An embodiment of a system for realizing this application example will be described below. This system is designed to improve the user's shopping experience and is implemented by combining various hardware and software as follows:

[1723] Hardware and Software Configuration

[1724] Hardware:

[1725] Smartphone

[1726] Smartphone camera

[1727] Smartphone microphone

[1728] software:

[1729] Programming languages ​​and libraries:

[1730] Python

[1731] OpenCV (used for face detection and facial expression analysis)

[1732] dlib (used for facial landmark detection)

[1733] Keras (used to build and run emotion recognition models)

[1734] Receiving and storing profile information

[1735] Users launch the application on their smartphone and enter their profile information, such as their name, age, and interests, which is then received by the server and stored in a database.

[1736] Generate a customized shopping plan

[1737] The server uses artificial intelligence algorithms to generate a customized shopping plan based on the user's profile information, which is optimized according to the user's age and interests.

[1738] Suggestions and feedback while shopping

[1739] When a user uses their smartphone's camera and microphone while shopping, the device analyzes their facial expressions and voice in real time to obtain emotional data, and based on this data, it provides feedback on appropriate product suggestions and discount information.

[1740] Emotion recognition implementation

[1741] The device uses OpenCV and dlib to detect the user's face and landmarks, and then inputs the results into a Keras emotion recognition model to determine emotions, allowing the smartphone to grasp the user's emotional state in real time.

[1742] Feedback generation and notification

[1743] The server dynamically changes the content of the feedback message based on the acquired emotional data. For example, if the user is in a "happy" state, it provides positive feedback such as "Great choice!"

[1744] Online Community

[1745] The system also includes an online community feature that allows users to share their shopping experiences with other users, encouraging interaction between users.

[1746] Specific examples

[1747] If a 70-year-old user registers that they are interested in "fashion," a customized shopping plan will suggest specific fashion items, and if the user feels happy while shopping, feedback such as "Great choice!" will be provided.

[1748] Prompt Sentence Examples

[1749] To improve the shopping experience, the following prompts can be fed to the generative AI model:

[1750] "Tell us a moment when you feel happy while shopping."

[1751] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1752] Step 1:

[1753] A user launches the application on their smartphone and enters their profile information (name, age, interests, etc.). This information is treated as input. The device sends the entered information to the server, which stores it in a database. The server prepares the input data for analysis.

[1754] Step 2:

[1755] The server generates a customized shopping plan based on the user's stored profile information. It uses artificial intelligence algorithms to analyze the user's age, interests, and ability level, and outputs shopping items and plans accordingly. The plan is optimized based on the user's interests.

[1756] Step 3:

[1757] The user starts shopping and uses the smartphone's camera and microphone while shopping. The device captures the user's face with the camera and analyzes their facial expressions using OpenCV. The resulting image data is used as input, and dlib is used to detect facial landmarks. The landmark data is output.

[1758] Step 4:

[1759] The device inputs the recognized facial landmark data into a Keras emotion recognition model to analyze the user's emotional state. The Keras model determines the emotional state based on the input image data and outputs a specific emotion (e.g., happiness, sadness, surprise, etc.).

[1760] Step 5:

[1761] The server receives the acquired emotional data and generates feedback for the user in real time. It analyzes the emotional data and dynamically generates positive feedback and product suggestions according to the user's state. For example, a feedback message such as "Great choice!" is generated for a user in a "happy" state. The feedback message is output.

[1762] Step 6:

[1763] The server sends the generated feedback message to the terminal, and the terminal notifies the user of the feedback message. The terminal displays the feedback message as a pop-up screen and sends it to the user as a real-time notification.

[1764] Step 7:

[1765] Users use the online community function to interact with other users. Users input chat messages and posted data, which the server receives and manages interactions within the community.

[1766] To illustrate, here's an example prompt:

[1767] "Tell us a moment when you feel happy while shopping."

[1768] 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.

[1769] 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.

[1770] 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.

[1771] [Fourth embodiment]

[1772] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1773] 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.

[1774] 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).

[1775] 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.

[1776] 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.

[1777] 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).

[1778] 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.

[1779] 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.

[1780] 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.

[1781] 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.

[1782] 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.

[1783] 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.

[1784] 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."

[1785] This invention is a system that provides users with fun, customized brain training and social interaction functions to prevent the increasing incidence of dementia in a super-aging society. The system provides an optimized learning plan based on the user's profile information, improves cognitive function through gameplay, and allows users to interact with other users through an online community.

[1786] System Configuration

[1787] 1. Receiving and storing user profile information

[1788] Device: The user launches the application and enters information such as name, age, and interests through a registration screen.

[1789] Server: Receives the entered information and stores it in a database.

[1790] 2. Generate a customized study plan

[1791] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[1792] 3. Providing brain training games

[1793] On Device: Show users a list of brain training games based on their customized learning plan.

[1794] Users: Select your preferred brain training game from the list and start playing.

[1795] Server: Collects and stores user scores and progress data in real time during gameplay.

[1796] 4. Collection and Analysis of Gameplay Data

[1797] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[1798] On the device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to improve your attention even more!"

[1799] 5. Online Community Features

[1800] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[1801] Users: Interact with other users and share gameplay tips and experiences.

[1802] Servers: Moderate posts and messages within the community and ensure healthy communication.

[1803] Specific examples

[1804] 1. User Registration

[1805] User: Click the "Register" button and enter their name, age, and interests. For example, a 70-year-old user may enter that they are interested in "puzzles" and "languages."

[1806] Server: This information is stored in a database and analyzed.

[1807] 2. Create a learning plan

[1808] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[1809] Device: Suggests games such as "Pair Memory Match" and "English Vocabulary Quiz" to users.

[1810] 3. Gameplay

[1811] User: Select "Pair Memory Match" and play a game where you must find the pairs within a specified time.

[1812] Device: Manages the game progress and displays the user's score and progress.

[1813] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[1814] 4. Online interactions

[1815] Users: After finishing a game, share your Pair Memory Match tips and strategies with other users on the forum.

[1816] Server: Collects posts and provides replies and additional advice as needed.

[1817] The system of the present invention aims to allow users to continuously train their cognitive functions while having fun, thereby realizing a system that can contribute to the prevention of dementia.

[1818] The processing flow will be explained below.

[1819] Step 1:

[1820] Terminal: The user launches the application and the Start screen appears.

[1821] Step 2:

[1822] User: Click the New Registration button to proceed to the account creation screen.

[1823] Step 3:

[1824] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[1825] Step 4:

[1826] Terminal: Sends the information entered by the user to the server.

[1827] Step 5:

[1828] Server: Receives the entered user information and stores it in a database.

[1829] Step 6:

[1830] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[1831] Step 7:

[1832] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[1833] Step 8:

[1834] Server: Sends the generated learning plan to the device.

[1835] Step 9:

[1836] Device: Displays the learning plan on the screen and suggests it to the user.

[1837] Step 10:

[1838] User: Select your preferred brain training game from the suggested games.

[1839] Step 11:

[1840] Terminal: Receives data for the selected game from the server and creates the game screen.

[1841] Step 12:

[1842] User: Starts and interacts with the game.

[1843] Step 13:

[1844] Device: Sends in-game scores and progress data to the server in real time.

[1845] Step 14:

[1846] Server: Stores received gameplay data in a database and monitors user progress.

[1847] Step 15:

[1848] Server: Analyzes gameplay data and evaluates the user's cognitive improvement.

[1849] Step 16:

[1850] Server: Generates a feedback message to the user based on the analysis results.

[1851] Step 17:

[1852] Terminal: Pop up a feedback message to notify the user.

[1853] Step 18:

[1854] Device: Select the Online Community option from the menu screen to display the Community screen.

[1855] Step 19:

[1856] Users: Interact with other users in the forums, posting or chatting.

[1857] Step 20:

[1858] Server: Collects and stores postings and chat data and manages them appropriately.

[1859] This process allows users to improve their cognitive function while having fun on an ongoing basis, and also deepen their social interactions.

[1860] Example 1

[1861] 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."

[1862] In a super-aging society, there is a need for a system that provides customized brain training that can be continued and enjoyed in order to prevent the increasing number of dementia patients. In addition, there is a lack of a platform that allows users to share information and experiences through social interactions. If such a system existed, it would provide optimal brain training and communication functions tailored to each individual user, contributing to improving cognitive function and preventing dementia.

[1863] 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.

[1864] In this invention, the server includes means for receiving and storing user profile information, means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized study plan, means for providing a brain training game based on the generated study plan, means for collecting and storing user game play data, means for analyzing the collected game play data and providing feedback to the user, means for providing an online community function to promote interaction with other users, and means for generating a study plan by using a generative AI model and inputting prompt sentences to generate a customized study plan, thereby enabling users to perform brain training tailored to their individual needs and improve cognitive function and prevent dementia through social interaction.

[1865] "User Profile Information" means information that identifies a User, such as the User's name, age, interests, and ability level, to identify the User's identity and preferences.

[1866] A "Customized Learning Plan" is a plan designed to provide a user with optimal brain training based on the user's profile information.

[1867] "Brain training games" are games designed to improve cognitive functions, such as memory, attention, and problem-solving skills.

[1868] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[1869] "Online Community Feature" means a feature that allows users to share information and experiences and interact with other users.

[1870] A "generative AI model" is an artificial intelligence algorithm that generates a customized learning plan based on a user's profile information.

[1871] A "prompt" is text data input into a generative AI model, and is an instruction sentence used to generate the optimal learning prompt for the user.

[1872] This invention is a customized brain training system aimed at preventing dementia in a super-aging society. It provides an optimal learning plan based on the user's profile information, improves cognitive function through gameplay, and provides social interaction functions. To implement this system, a user terminal and a server are required, and the software includes an application, a database management system, and an artificial intelligence algorithm.

[1873] Receiving and storing user profile information

[1874] First, the user launches the application on their device and enters profile information such as their name, age, and interests on the new registration screen. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[1875] The device sends the entered profile information to a server, which stores the received information in a database, typically a database management system such as MySQL.

[1876] Generate a customized study plan

[1877] The server analyzes the stored profile information using artificial intelligence algorithms, specifically AI libraries such as TensorFlow, to generate an appropriate brain training plan based on the user's age, interests, and ability level.

[1878] For example, a customized learning plan might be generated, such as "Suggest a combination of crossword puzzles and math puzzles for a 60-year-old user." This generation is done using a generative AI model, and the prompt is "Suggest a brain training plan suitable for a 60-year-old user."

[1879] Providing brain training games

[1880] The device will display a list of brain training games to the user based on the customized learning plan, and the user can select the game they like from the list and start playing, such as "Memory Match" or "English Vocabulary Quiz."

[1881] User data during gameplay is sent from the device to the server, which collects it in real time and stores it in a database.

[1882] Gameplay data collection and analysis

[1883] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your attention." This feedback is sent to the device and displayed to the user.

[1884] Online community features

[1885] The device provides an online community interface where users can interact with other users, including forums and chat rooms where users can share gameplay tips and experiences.

[1886] For example, users can post tips on how to play Memory Match effectively. The server manages these posts and messages and monitors them to ensure healthy communication.

[1887] In this way, the system of the present invention aims to allow users to train their cognitive functions while having fun, which can contribute to the prevention of dementia.

[1888] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1889] Step 1:

[1890] The user enters their profile information.

[1891] Specific behavior:

[1892] Users launch the application on their device and enter their profile information, such as their name, age, and interests. For example, a 70-year-old user might enter that they are interested in "puzzles" and "language studies."

[1893] Input and Output:

[1894] Input: Profile information such as your name, age, and interests

[1895] Output: Profile information is displayed on the input screen.

[1896] Step 2:

[1897] The device sends the profile information to the server.

[1898] Specific behavior:

[1899] The device generates an API request to send the entered profile information to the server, which includes the user's name, age, and interests.

[1900] Input and Output:

[1901] Input: User profile information

[1902] Output: The API request is generated and sent to the server.

[1903] Step 3:

[1904] The server stores the information in a database.

[1905] Specific behavior:

[1906] The server parses the incoming API request and stores the user information in a database, for example, a MySQL database and executes SQL queries to store the user's name, age, and interests.

[1907] Input and Output:

[1908] Input: User profile information received from the device

[1909] Output: Profile information is saved to the database

[1910] Step 4:

[1911] The server analyzes the profile information.

[1912] Specific behavior:

[1913] The server retrieves user profile information from the database and analyzes it, using Python AI libraries (e.g., TensorFlow).

[1914] Input and Output:

[1915] Input: User profile information stored in a database

[1916] Output: The analysis results are generated

[1917] Step 5:

[1918] The server generates a lesson plan.

[1919] Specific behavior:

[1920] Based on the analysis results, the server uses a generative AI model to generate a brain training plan that is optimal for the user, for example, a plan that includes "short-term memory training" or "language learning" based on age and interests.

[1921] Input and Output:

[1922] Input: Analyzed profile information

[1923] Output: A customized study plan

[1924] Step 6:

[1925] Your device will display a list of games based on your learning plan.

[1926] Specific behavior:

[1927] After receiving the customized learning plan, the device will display a list of recommended brain training games to the user, such as "Memory Match" and "English Vocabulary Quiz."

[1928] Input and Output:

[1929] Input: Customized Study Plan

[1930] Output: The game list is displayed on the user's device.

[1931] Step 7:

[1932] The user selects a game and plays it.

[1933] Specific behavior:

[1934] Users can select a game from the displayed list and start playing, for example, "Memory Match" to find pairs within a specified time.

[1935] Input and Output:

[1936] Input: User selected game

[1937] Output: Gameplay begins

[1938] Step 8:

[1939] The server collects and stores play data.

[1940] Specific behavior:

[1941] While the user is playing the game, the device sends real-time scores and progress data to the server, which receives this data and stores it in a database.

[1942] Input and Output:

[1943] Input: score and progress data during play

[1944] Output: Play data is saved in the database

[1945] Step 9:

[1946] The server analyzes the play data.

[1947] Specific behavior:

[1948] The server analyzes the collected gameplay data and evaluates the user's cognitive progress, generating feedback such as "Your memory has improved" or "Your next goal is to further improve your calculation speed."

[1949] Input and Output:

[1950] Input: Collected play data

[1951] Output: Analysis results and feedback messages

[1952] Step 10:

[1953] The device displays the analysis results.

[1954] Specific behavior:

[1955] Based on the analysis results, the device will display a feedback message to the user, for example, "Your memory has improved by 10%!"

[1956] Input and Output:

[1957] Input: Analysis results and feedback messages

[1958] Output: Feedback displayed on the user's device

[1959] Step 11:

[1960] The terminal provides a community screen.

[1961] Specific behavior:

[1962] The device provides an online community screen, displaying forums and chat rooms where users can interact with other users.

[1963] Input and Output:

[1964] Input: Online community feature launch request

[1965] Output: The community screen is displayed.

[1966] Step 12:

[1967] Users share posts and messages.

[1968] Specific behavior:

[1969] Users share posts and messages within the community to share tips and experiences on gameplay, for example, posting "Tips on how to play Memory Match well."

[1970] Input and Output:

[1971] Input: User posts and messages

[1972] Output: Posts and messages displayed in the community

[1973] Step 13:

[1974] The server manages and monitors posts and messages.

[1975] Specific behavior:

[1976] The server monitors posts and messages within the community and filters and manages them to ensure healthy communication, for example by using a filtering algorithm to automatically delete inappropriate posts.

[1977] Input and Output:

[1978] Input: Posts and messages within the community

[1979] Output: Healthy communication is maintained

[1980] (Application example 1)

[1981] 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."

[1982] In a super-aging society, the increase in dementia patients has become a serious social problem, and there is a need to provide effective means to maintain and improve cognitive function. Furthermore, there is a lack of cognitive training methods that seniors can continue while enjoying. Furthermore, it is expected that physical stores will encourage more seniors to go out and increase their social interactions by allowing them to enjoy shopping and other activities.

[1983] 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.

[1984] In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized learning plan; means for providing brain training games based on the generated learning plan; means for collecting and storing the user's gameplay data; means for analyzing the collected gameplay data and providing feedback to the user; means for conducting brain training through specific activities in the store; means for collecting gameplay data in real time and adjusting the next game content to be proposed; and means for sharing scores with other users in real time and promoting communication. This allows elderly people to continue cognitive training while having fun in a physical store. Furthermore, by promoting social interaction and increasing opportunities for going out, dementia can be prevented and social participation can be promoted.

[1985] "User Profile Information" refers to personal information about you, such as your name, age, interests, and ability level.

[1986] A "customized learning plan" refers to brain training content optimized based on the user's profile information.

[1987] "Brain training games" refer to games offered to improve users' memory, attention, and problem-solving skills.

[1988] "Brick and Mortar Store" refers to a physical store that a user can actually visit.

[1989] "Specified activities" refers to shopping and other activities that occur within a physical store.

[1990] "Gameplay data" refers to data such as scores and progress generated when a user plays a brain training game.

[1991] "Real-time" refers to the fact that the user's activities are reflected immediately.

[1992] "Interaction facilitators" refers to online features such as forums and chat rooms that facilitate communication between users.

[1993] "Feedback" refers to providing evaluations and advice to users based on their gameplay data.

[1994] "Artificial Intelligence Algorithm" refers to the computational methods used to generate a personalized learning plan based on a user's profile information.

[1995] The present invention provides a system that allows seniors to enjoy brain training in a brick-and-mortar store while promoting social interaction. The system of the present invention provides a customized brain training plan based on the user's profile information and conducts brain training through activities within the brick-and-mortar store.

[1996] System Configuration

[1997] 1. Receiving and storing user profile information

[1998] Device: Users use a tablet or smartphone installed in the physical store to enter their name, age, and interests on the "New Registration" screen.

[1999] Server: Receives the entered information and stores it in a database.

[2000] 2. Generate a customized study plan

[2001] Server: The stored profile information is analyzed using an artificial intelligence algorithm to generate the optimal brain training plan based on the user's age, interests, and ability level.

[2002] 3. Providing brain training games

[2003] On the device: Presents users with brain training games based on their customized learning plan.

[2004] User: Select and play your favorite brain training game from the presented game list.

[2005] Server: Collects gameplay data in real time and adjusts the next game proposal.

[2006] 4. Online community features

[2007] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[2008] Users: Share tips and strategies with other users after the game.

[2009] Server: Moderate posts and monitor healthy communication.

[2010] Specific examples

[2011] 1. User Registration

[2012] User: Click the "New Registration" button on a terminal in a physical store and enter your name (e.g., Tanaka Jiro), age (e.g., 75 years old), and interests (e.g., cooking, history).

[2013] Server: This information is stored in a database and analyzed.

[2014] 2. Create a learning plan

[2015] Server: Based on the analysis results, the server suggests games such as "Shopping Memory Challenge" and "History Quiz" to a 75-year-old user.

[2016] 3. Gameplay

[2017] User: Play the Shopping Memory Challenge, where you must remember the location of items on your shopping list in a physical store and find the items you remembered.

[2018] Device: A smartphone or smart glasses is used to manage the game and display the user's score and progress.

[2019] Server: Collects gameplay data in real time and adjusts the game content proposed next time.

[2020] 4. Online interactions

[2021] Users: After finishing the game, share your Shopping Memory Challenge tips and strategies with other users in the chat room.

[2022] Server: Moderate posts and provide replies or additional advice as needed.

[2023] Prompt Sentence Examples

[2024] If a user enters the following information on the "New Registration" screen:

[2025] Name: Tanaka Jiro

[2026] Age: 75

[2027] Interests: cooking, history

[2028] Generate a suggested learning plan.

[2029] An example of a generated lesson plan:

[2030] Suggested study plan:

[2031] 1. Shopping Memory Challenge

[2032] 2. History Quiz

[2033] As a result, the system of the present invention allows elderly people to enjoy continuous cognitive training in a brick-and-mortar store. It also promotes social interaction and increases opportunities for going out, thereby preventing dementia and promoting social participation.

[2034] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[2035] Step 1:

[2036] Receiving and storing user profile information

[2037] Device: Users enter their name, age, and interests on the "New Registration" screen using a tablet or smartphone installed in the physical store.

[2038] Input: User-entered name, age, and interests.

[2039] Output: Sends the entered information to the server.

[2040] Server: Receives the entered profile information and stores it in a database.

[2041] Input: Name, age, and interests received from the device.

[2042] Output: Profile information is saved to a database.

[2043] Step 2:

[2044] Generate a customized study plan

[2045] Server: Analyzes stored profile information using artificial intelligence algorithms to generate optimal brain training plans.

[2046] Input: User profile information stored in a database, artificial intelligence algorithm.

[2047] Output: A customized study plan.

[2048] How it works: The server analyzes the user's stored age, interests, and ability level, and determines appropriate brain training content based on this information. For example, it might suggest a "Shopping Memory Challenge" and a "History Quiz" to a 75-year-old user.

[2049] Step 3:

[2050] Providing brain training games

[2051] On the device: Presents users with brain training games based on their customized learning plan.

[2052] Input: A server-generated learning plan.

[2053] Output: Show the user a list of brain games.

[2054] User: Select and play your favorite brain training game from the presented game list.

[2055] Input: Game list based on learning plan, user selection.

[2056] Output: The selected brain training game will start.

[2057] Server: Collects gameplay data in real time and adjusts the next game proposal.

[2058] Input: User gameplay data.

[2059] Output: Data that will be reflected in your next study plan.

[2060] Step 4:

[2061] Online community features

[2062] Terminal: Provides forums and chat rooms, allowing users to share their scores in real time and foster interaction.

[2063] Input: Online community data received from the server.

[2064] Output: Shows the online community screen to the user.

[2065] Users: Share tips and strategies with other users after the game.

[2066] Input: User posts and comments from other users in the community.

[2067] Output: Displays conversations and posts within the community.

[2068] Server: Moderate posts and monitor healthy communication.

[2069] Input: User posts and comments.

[2070] Output: Filtering and monitoring data to maintain community health.

[2071] At each step, the system as a whole allows elderly people to continue brain training while having fun and promotes social interaction, which can help prevent dementia and promote social participation.

[2072] 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.

[2073] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve the user's cognitive function, and provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on dementia prevention while having fun.

[2074] System Configuration

[2075] 1. Receiving and storing user profile information

[2076] Device: The user launches the application and enters information such as name, age, and interests through a new registration screen.

[2077] Server: Receives the entered information and stores it in a database.

[2078] 2. Generate a customized study plan

[2079] Server: Analyzes stored profile information and generates an appropriate brain training plan based on the user's age, interests, and ability level. Artificial intelligence algorithms are used to provide a plan optimized for each individual user.

[2080] 3. Providing brain training games

[2081] On Device: Show users a list of brain training games based on their customized learning plan.

[2082] User: Select your preferred brain training game from the list and start playing.

[2083] Server: Collects and stores user scores and progress data in real time during gameplay.

[2084] 4. Collection and Analysis of Gameplay Data

[2085] Server: Analyzes collected gameplay data and evaluates the user's cognitive progress.

[2086] Device: Based on the analysis results, provide performance feedback, such as messages like "Your memory has improved!" or "Your next goal is to further improve your attention!"

[2087] 5. Online Community Features

[2088] Terminal: Providing an online community interface, allowing you to interact with other users in forums and chat rooms.

[2089] Users: Interact with other users and share gameplay tips and experiences.

[2090] Servers: Moderate posts and messages within the community and monitor healthy communication.

[2091] 6. Acquiring and Using Emotion Data with an Emotion Engine

[2092] Terminal: Emotion recognition function will be implemented to obtain emotional data through the user's facial expressions and voice.

[2093] Server: Analyzes the acquired emotional data and evaluates the user's real-time emotional state.

[2094] 7. Personalization and feedback based on emotional data

[2095] Server: Based on the data obtained by the emotion engine, the customized learning plan is further optimized and the user's gameplay experience is adjusted in real time.

[2096] Device: Dynamically change the content and tone of feedback messages based on the user's emotional state to provide a positive experience.

[2097] Specific examples

[2098] 1. User Registration

[2099] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[2100] Server: This information is stored in a database and analyzed.

[2101] 2. Create a learning plan

[2102] Server: Based on the analysis results, create a game to train short-term memory and an English learning plan for a 70-year-old user.

[2103] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[2104] 3. Gameplay

[2105] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[2106] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[2107] Server: Collects and analyzes gameplay and sentiment data in real time.

[2108] 4. Emotional Feedback

[2109] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[2110] Terminal: Pop up a feedback message to notify the user.

[2111] As a result, the system of the present invention can effectively improve the user's cognitive function and maintain long-term motivation by providing dynamic feedback that also takes into account the user's emotional state.

[2112] The processing flow will be explained below.

[2113] Step 1:

[2114] Terminal: The user launches the application and the Start screen appears.

[2115] Step 2:

[2116] User: Click the New Registration button to proceed to the account creation screen.

[2117] Step 3:

[2118] User: Enter basic information such as name, age, interests, and password, then click the submit button.

[2119] Step 4:

[2120] Terminal: Sends the information entered by the user to the server.

[2121] Step 5:

[2122] Server: Receives the entered user information and stores it in a database.

[2123] Step 6:

[2124] Server: Analyzes your age, interests, and ability level based on your stored profile information.

[2125] Step 7:

[2126] Server: Uses artificial intelligence algorithms to generate a customized learning plan from the analysis results.

[2127] Step 8:

[2128] Server: Sends the generated learning plan to the device.

[2129] Step 9:

[2130] Device: Displays the learning plan on the screen and suggests it to the user.

[2131] Step 10:

[2132] User: Select your preferred brain training game from the suggested games.

[2133] Step 11:

[2134] Terminal: Receives data for the selected game from the server and creates the game screen.

[2135] Step 12:

[2136] User: Starts and interacts with the game.

[2137] Step 13:

[2138] Device: During the game, emotional data is collected in real time from the user's facial expressions and voice.

[2139] Step 14:

[2140] Device: At the same time, game scores and progress data are sent to the server in real time.

[2141] Step 15:

[2142] Server: Stores the received gameplay data and emotion data in a database and monitors the user's progress.

[2143] Step 16:

[2144] Server: Analyzes gameplay data and emotional data to evaluate the user's cognitive improvement.

[2145] Step 17:

[2146] Server: Based on the analysis results, generate a feedback message that corresponds to the user's emotions. For example, if the user is excited, generate a positive feedback message, and if the user is depressed, generate an encouraging message.

[2147] Step 18:

[2148] Terminal: Pop up a feedback message to notify the user.

[2149] Step 19:

[2150] Device: Select the Online Community option from the menu screen to display the Community screen.

[2151] Step 20:

[2152] Users: Interact with other users in the forums, posting or chatting.

[2153] Step 21:

[2154] Server: Collects and stores postings and chat data and manages them appropriately.

[2155] This allows users to continuously improve their cognitive function while having fun, and by receiving real-time feedback based on their emotions, they can maintain their motivation over the long term.

[2156] Example 2

[2157] 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."

[2158] Previous cognitive improvement systems only provided customized learning plans based on the user's profile information, but did not provide feedback that took into account the user's emotional state. This made it difficult to sustainably increase the user's motivation, and often led to ineffective cognitive improvement. Furthermore, even in systems that offered online community functions, interaction between users was limited, making it difficult to provide sufficient support.

[2159] 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.

[2160] In this invention, the server includes means for receiving and storing user profile information, means for analyzing user characteristics based on the stored user profile information and generating a customized learning plan, means for providing cognitive training activities based on the generated learning plan, means for collecting and storing user activity data, means for analyzing the collected activity data and providing feedback to the user, means for providing an online community function and promoting interaction with other users, means for acquiring user emotion data using an emotion recognition function, and means for adjusting the user experience and providing feedback based on the emotion data. This enables the provision of dynamic feedback that takes into account the user's emotional state, thereby continuously increasing user motivation. Furthermore, the online community function can promote interaction between users and strengthen support.

[2161] "User Information" refers to data such as an individual's name, age, interests, etc. provided by users of the System.

[2162] "Customized Learning Plan" means a cognitive training plan that is individually tailored to you based on your profile information.

[2163] "Cognitive training" refers to activities designed to enhance brain functions such as memory, attention, and problem-solving skills.

[2164] "Activity Data" refers to play records and performance information collected when a user uses the system.

[2165] "Online community function" refers to a platform where multiple users can interact with each other and share information and experiences.

[2166] "Emotion recognition function" refers to technology that analyzes emotions in real time from a user's facial expressions and voice.

[2167] "Dynamic feedback" refers to advice or motivational messages provided in real time based on the user's current emotional state.

[2168] "Artificial intelligence algorithm" refers to the computational methods used to analyze data and generate predictive models.

[2169] "Activity Analysis" refers to the process of analyzing collected activity data to assess the progress and trends of a user's cognitive function.

[2170] This invention is a system that provides a customized learning plan based on individual profile information to maintain and improve a user's cognitive function, and further provides feedback that reflects the user's emotional state by combining it with an emotion engine. This system allows users to work on improving their cognitive function while having fun.

[2171] The system uses the following hardware and software:

[2172] Hardware

[2173] Device: Smartphone, tablet, or computer, preferably equipped with a camera and microphone to capture emotion data.

[2174] Server: High-performance processing units and large-capacity database servers are applied.

[2175] software

[2176] Database: A relational database such as MySQL or PostgreSQL

[2177] Artificial intelligence algorithms: TensorFlow, Scikit-learn, etc.

[2178] Emotion recognition API: OpenCV, Microsoft Azure Cognitive Services, etc.

[2179] System procedures and operations

[2180] 1. Enter and save your profile information

[2181] A user launches the application and enters profile information such as name, age, and interests.

[2182] The terminal transmits the input data to the server.

[2183] The server stores the received data in a relational database.

[2184] 2. Generate a customized study plan

[2185] The server analyzes the stored profile information using artificial intelligence algorithms (e.g., TensorFlow) to generate a personalized learning plan.

[2186] 3. Providing brain training games

[2187] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[2188] The user selects the game of their choice from the list and starts playing.

[2189] 4. Collection and Analysis of Gameplay Data

[2190] The device collects the user's game progress, score, and emotional data.

[2191] The server receives and analyzes this data in real time, and uses OpenCV and Microsoft Azure emotion recognition APIs to obtain emotion data.

[2192] 5. Providing Feedback

[2193] The server analyzes the collected data and generates feedback based on the user's progress.

[2194] The device notifies the user of this feedback message.

[2195] 6. Online Community Features

[2196] The terminal provides an online community screen, allowing users to interact with other users.

[2197] The server monitors and manages posts and messages within the community.

[2198] 7. Personalization and feedback based on emotional data

[2199] The server further optimizes learning plans and feedback based on emotional data obtained using emotion recognition.

[2200] The device dynamically changes the feedback message depending on the user's emotional state.

[2201] Specific examples

[2202] User Registration

[2203] User: A 70-year-old user clicks the "Sign Up" button and enters their name, age, and interests. For example, they might enter that they are interested in "puzzles" and "languages."

[2204] Server: This information is stored in a database and analyzed.

[2205] Generate a learning plan

[2206] Server: Based on the analysis results, create a game to train short-term memory and a language learning plan for a 70-year-old user.

[2207] Device: Suggests games such as "Pair Memory Match" and "English Word Quiz" to users.

[2208] Gameplay

[2209] User: Select "Pair Memory Match" on a device equipped with an emotion engine and play a game in which the user must find pairs within a specified time.

[2210] Terminal: Manages the progress of the game while collecting emotional data from the user's facial expressions and voice.

[2211] Server: Collects and analyzes gameplay and sentiment data in real time.

[2212] Emotion-based feedback

[2213] Server: Create appropriate feedback messages based on the user's emotional data. For example, if the user is excited during the game, send a message like "Great play! Keep it up!"

[2214] Terminal: Pop up a feedback message to notify the user.

[2215] Prompt Sentence Examples

[2216] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[2217] Question: What is the best brain training game plan for Taro?

[2218] The present invention effectively improves the user's cognitive function and provides dynamic feedback that takes into account the user's emotional state, thereby enabling the user to maintain motivation over the long term.

[2219] The flow of the identification process in the second embodiment will be described with reference to FIG.

[2220] Step 1: Enter and save user information

[2221] The user launches the application and opens the new registration screen.

[2222] Users enter profile information such as name, age, and interests.

[2223] Input: Name, age, and interest data entered by users into forms.

[2224] Output: User information data sent by the device to the server.

[2225] Specific actions: Use the touch keyboard on your smartphone or tablet to enter your name "Taro," your age "70," and your interests "puzzles" and "language." Touch the send button to send the data.

[2226] Step 2: Receiving and storing user information

[2227] The terminal transmits the input data to the server.

[2228] The server stores the received data in a relational database.

[2229] Input: User information data sent from the terminal.

[2230] Output: User information stored in the database.

[2231] Specific operation: Executes an SQL query to save the data "Taro", "70 years old", "Puzzle", and "Language" in a MySQL database.

[2232] Step 3: Generate a customized study plan

[2233] The server analyzes the profile information in the database using artificial intelligence algorithms, specifically TensorFlow models.

[2234] Input: User profile information retrieved from the database.

[2235] Output: A customized study plan.

[2236] How it works: Input Taro's age and interests into the TensorFlow model, and predict the optimal learning plan based on various parameters. The recommended learning plan includes "Pair Memory Match," which trains short-term memory, and "English Vocabulary Quiz," which is for English language learning.

[2237] Step 4: Provide a learning plan

[2238] The device displays a list of brain training games to the user based on the customized learning plan retrieved from the server.

[2239] Input: Your customized study plan.

[2240] Output: The list of games displayed to the user.

[2241] Specific operation: Display the "Pair Memory Match" and "English Vocabulary Quiz" icons on the app's home screen.

[2242] Step 5: Select a game and start

[2243] The user selects the game of their choice from the list and starts playing.

[2244] Input: The game selected by the user.

[2245] Output: Start of gameplay.

[2246] Specific actions: Use the touch screen to select "Pair Memory Match" and touch the game start button.

[2247] Step 6: Collecting and sending gameplay data

[2248] The device collects the user's game progress, score, and emotional data.

[2249] The terminal transmits the collected data to the server.

[2250] Input: Game progress data, score, user emotion data.

[2251] Output: The data sent to the server.

[2252] Specific operation: The camera captures the user's facial expressions during the game, performs emotion analysis using OpenCV, and transmits the emotion data and play data to the server in real time.

[2253] Step 7: Receiving and analyzing gameplay data

[2254] The server analyzes the received data and evaluates the user's cognitive progress.

[2255] Input: Game progress data, score, and emotion data sent from the device.

[2256] Output: Performance evaluation and feedback message.

[2257] What it does: Analyzes data using AI models (e.g., Scikit-learn) to identify trends and areas for improvement in user performance.

[2258] Step 8: Generate and send a feedback message

[2259] The server generates a feedback message based on the analysis results.

[2260] The server sends a feedback message to the terminal.

[2261] Input: Analysis of gameplay data.

[2262] Output: The feedback message.

[2263] Specific behavior: Generate feedback messages such as "Your memory has improved!" or "Your next goal is to improve your attention even more!" and send them to the device.

[2264] Step 9: View your feedback

[2265] The device notifies the user of the feedback message.

[2266] Input: The feedback message sent by the server.

[2267] Output: The feedback message that is displayed to the user.

[2268] Specific behavior: Use the app's notification feature to display feedback as a pop-up message.

[2269] Step 10: Providing online community features

[2270] The device provides an online community screen, displaying forums and chat rooms.

[2271] Input: Launch community function.

[2272] Output: A screen where you can interact with other users.

[2273] Specific behavior: Select "Community" from the menu to open a screen where you can interact with other users.

[2274] Step 11: Monitor and manage community interactions

[2275] The server manages posts and messages within the community and monitors to ensure healthy communication.

[2276] Input: User posts and messages.

[2277] Output: Healthy community management.

[2278] What happens: Posts are checked through an automated screening program and inappropriate content is removed.

[2279] Step 12: Acquire and analyze emotion data

[2280] The device uses emotion recognition to obtain emotional data from the user's facial expressions and voice.

[2281] The server analyzes the acquired emotional data and evaluates the current emotional state.

[2282] Input: User's facial expression and voice data.

[2283] Output: Emotional state assessment results.

[2284] Specific operation: Uses a camera and microphone to capture facial expressions and voice in real time, and analyzes them using emotion recognition APIs (e.g., OpenCV, Microsoft Azure Cognitive Services).

[2285] Step 13: Provide feedback based on sentiment data

[2286] The server dynamically generates feedback messages based on the emotion data.

[2287] The device displays a feedback message to the user.

[2288] Input: Analysis results of emotion data.

[2289] Output: A dynamically generated feedback message.

[2290] What it does: If the user is excited during a game, generate and pop up a message saying "Great play! Keep it up!"

[2291] Prompt Sentence Examples

[2292] User profile: Name: Taro Age: 70 Interests: Puzzles, languages

[2293] Question: What is the best brain training game plan for Taro?

[2294] (Application example 2)

[2295] 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."

[2296] In the shopping experience for elderly people, it is important to provide feedback that takes into account not only cognitive function but also emotional state. In particular, there is a need for a system that allows elderly people to enjoy shopping and maintain their long-term motivation.

[2297] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving and storing user profile information; means for analyzing the user's age, interests, and ability level based on the stored user profile information and generating a customized shopping plan; means for suggesting products based on the generated shopping plan; means for collecting and storing user shopping data; means for analyzing the collected shopping data and providing feedback to the user; means for providing an online community function and promoting interaction with other users; means for incorporating an emotion recognition function and analyzing the user's facial expressions and voice to obtain emotion data; and means for providing real-time feedback to the user based on the obtained emotion data. This enables elderly people to enjoy shopping and maintain their long-term motivation through feedback that takes into account their emotional state.

[2298] "User Profile Information" means basic personal information about an individual User, such as name, age, interests, and ability level.

[2299] "Customized Learning Plan" means a personalized learning and progression plan based on a user's profile information, providing training and activities that are optimal for each user.

[2300] "Brain training games" is a general term for games designed to train the user's cognitive functions, with the aim of improving memory, attention, problem-solving skills, etc.

[2301] "Gameplay data" refers to various data generated when a user plays a brain training game, including scores, progress, play time, etc.

[2302] "Online Community Features" means features that enable users to interact with and share information with other users, including forums and chat rooms.

[2303] The "emotion recognition function" is a function that uses a camera and microphone to analyze a user's facial expressions and voice to determine their real-time emotional state.

[2304] "Emotion data" is data about the user's emotional state obtained by the emotion recognition function, specifically classified into categories such as happiness, sadness, surprise, etc.

[2305] "Feedback" is a general term for information and advice provided to users based on collected data and analysis results, intended to improve user behavior and maintain motivation.

[2306] An embodiment of a system for realizing this application example will be described below. This system is designed to improve the user's shopping experience and is implemented by combining various hardware and software as follows:

[2307] Hardware and Software Configuration

[2308] Hardware:

[2309] Smartphone

[2310] Smartphone camera

[2311] Smartphone microphone

[2312] software:

[2313] Programming languages ​​and libraries:

[2314] Python

[2315] OpenCV (used for face detection and facial expression analysis)

[2316] dlib (used for facial landmark detection)

[2317] Keras (used to build and run emotion recognition models)

[2318] Receiving and storing profile information

[2319] Users launch the application on their smartphone and enter their profile information, such as their name, age, and interests, which is then received by the server and stored in a database.

[2320] Generate a customized shopping plan

[2321] The server uses artificial intelligence algorithms to generate a customized shopping plan based on the user's profile information, which is optimized according to the user's age and interests.

[2322] Suggestions and feedback while shopping

[2323] When a user uses their smartphone's camera and microphone while shopping, the device analyzes their facial expressions and voice in real time to obtain emotional data, and based on this data, it provides feedback on appropriate product suggestions and discount information.

[2324] Emotion recognition implementation

[2325] The device uses OpenCV and dlib to detect the user's face and landmarks, and then inputs the results into a Keras emotion recognition model to determine emotions, allowing the smartphone to grasp the user's emotional state in real time.

[2326] Feedback generation and notification

[2327] The server dynamically changes the content of the feedback message based on the acquired emotional data. For example, if the user is in a "happy" state, it provides positive feedback such as "Great choice!"

[2328] Online Community

[2329] The system also includes an online community feature that allows users to share their shopping experiences with other users, encouraging interaction between users.

[2330] Specific examples

[2331] If a 70-year-old user registers that they are interested in "fashion," a customized shopping plan will suggest specific fashion items, and if the user feels happy while shopping, feedback such as "Great choice!" will be provided.

[2332] Prompt Sentence Examples

[2333] To improve the shopping experience, the following prompts can be fed to the generative AI model:

[2334] "Tell us a moment when you feel happy while shopping."

[2335] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[2336] Step 1:

[2337] A user launches the application on their smartphone and enters their profile information (name, age, interests, etc.). This information is treated as input. The device sends the entered information to the server, which stores it in a database. The server prepares the input data for analysis.

[2338] Step 2:

[2339] The server generates a customized shopping plan based on the user's stored profile information. It uses artificial intelligence algorithms to analyze the user's age, interests, and ability level, and outputs shopping items and plans accordingly. The plan is optimized based on the user's interests.

[2340] Step 3:

[2341] The user starts shopping and uses the smartphone's camera and microphone while shopping. The device captures the user's face with the camera and analyzes their facial expressions using OpenCV. The resulting image data is used as input, and dlib is used to detect facial landmarks. The landmark data is output.

[2342] Step 4:

[2343] The device inputs the recognized facial landmark data into a Keras emotion recognition model to analyze the user's emotional state. The Keras model determines the emotional state based on the input image data and outputs a specific emotion (e.g., happiness, sadness, surprise, etc.).

[2344] Step 5:

[2345] The server receives the acquired emotional data and generates feedback for the user in real time. It analyzes the emotional data and dynamically generates positive feedback and product suggestions according to the user's state. For example, a feedback message such as "Great choice!" is generated for a user in a "happy" state. The feedback message is output.

[2346] Step 6:

[2347] The server sends the generated feedback message to the terminal, and the terminal notifies the user of the feedback message. The terminal displays the feedback message as a pop-up screen and sends it to the user as a real-time notification.

[2348] Step 7:

[2349] Users use the online community function to interact with other users. Users input chat messages and posted data, which the server receives and manages interactions within the community.

[2350] To illustrate, here's an example prompt:

[2351] "Tell us a moment when you feel happy while shopping."

[2352] 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.

[2353] 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.

[2354] 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.

[2355] 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.

[2356] 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.

[2357] 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.

[2358] 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).

[2359] 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.

[2360] 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."

[2361] 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.

[2362] 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).

[2363] 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.

[2364] 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.

[2365] 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.

[2366] 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.

[2367] 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.

[2368] 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.

[2369] 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.

[2370] 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.

[2371] 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.

[2372] 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.

[2373] The following is further disclosed regarding the above embodiment.

[2374] (Claim 1)

[2375] A means for receiving and storing user profile information;

[2376] A means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized learning plan;

[2377] A means for providing a brain training game based on the generated learning plan;

[2378] A means of collecting and storing user gameplay data;

[2379] a means for analyzing collected gameplay data and providing feedback to users;

[2380] Providing online community features and facilitating interaction with other users;

[2381] A system including:

[2382] (Claim 2)

[2383] 10. The system of claim 1, wherein the means for generating the customized study plan uses an artificial intelligence algorithm.

[2384] (Claim 3)

[2385] 2. The system according to claim 1, wherein the brain training games provided based on the customized learning plan are for training memory, attention, and problem-solving skills.

[2386] "Example 1"

[2387] (Claim 1)

[2388] A means for receiving and storing user profile information;

[2389] A means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized learning plan;

[2390] A means for providing a brain training game based on the generated learning plan;

[2391] A means of collecting and storing user gameplay data;

[2392] a means for analyzing collected gameplay data and providing feedback to users;

[2393] Providing online community features and facilitating interaction with other users;

[2394] a means for generating a customized lesson plan by inputting a prompt sentence, the means using a generative AI model to generate the customized lesson plan;

[2395] A system including:

[2396] (Claim 2)

[2397] 10. The system of claim 1, wherein the means for generating the customized study plan uses an artificial intelligence algorithm.

[2398] (Claim 3)

[2399] 2. The system according to claim 1, wherein the brain training games provided based on the customized learning plan are for training memory, attention, and problem-solving skills.

[2400] "Application Example 1"

[2401] (Claim 1)

[2402] A means for receiving and storing user profile information;

[2403] A means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized learning plan;

[2404] A means for providing a brain training game based on the generated learning plan;

[2405] A means of collecting and storing user gameplay data;

[2406] a means for analyzing collected gameplay data and providing feedback to users;

[2407] A means of brain training through specific in-store activities;

[2408] A means to collect play data in real time and adjust the game content proposed next time,

[2409] A way to share scores with other users in real time and promote interaction,

[2410] A system including:

[2411] (Claim 2)

[2412] 10. The system of claim 1, wherein the means for generating the customized study plan uses an artificial intelligence algorithm.

[2413] (Claim 3)

[2414] 2. The system according to claim 1, wherein the brain training games provided based on the customized learning plan are for training memory, attention, and problem-solving skills.

[2415] "Example 2: Combining Emotion Engines"

[2416] (Claim 1)

[2417] A means for receiving and storing user profile information;

[2418] A means for analyzing user characteristics and generating a customized learning plan based on the stored user profile information;

[2419] means for providing cognitive training activities based on the generated learning plan;

[2420] means of collecting and storing user activity data;

[2421] a means of analyzing the collected activity data and providing feedback to users;

[2422] Providing online community features and facilitating interaction with other users;

[2423] A means for acquiring user emotion data using an emotion recognition function;

[2424] A means of tailoring the user's experience and providing feedback based on emotional data; and

[2425] A system including:

[2426] (Claim 2)

[2427] 10. The system of claim 1, wherein the means for generating the customized study plan uses an artificial intelligence algorithm.

[2428] (Claim 3)

[2429] 2. The system of claim 1, wherein the cognitive training provided based on a customized learning plan is designed to improve memory, attention, and problem-solving skills, and provides feedback according to emotional state.

[2430] "Application example 2 when combining emotion engines"

[2431] (Claim 1)

[2432] A means for receiving and storing user profile information;

[2433] A means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized learning plan;

[2434] A means for providing a brain training game based on the generated learning plan;

[2435] A means of collecting and storing user gameplay data;

[2436] a means for analyzing collected gameplay data and providing feedback to users;

[2437] Providing online community features and facilitating interaction with other users;

[2438] Introducing emotion recognition functionality to analyze the user's facial expressions and voice to obtain emotional data,

[2439] A means of providing real-time feedback to users based on the acquired emotional data;

[2440] A system including:

[2441] (Claim 2)

[2442] 10. The system of claim 1, wherein the means for generating the customized study plan uses an artificial intelligence algorithm.

[2443] (Claim 3)

[2444] 2. The system according to claim 1, wherein the brain training games provided based on the customized learning plan are for training memory, attention, and problem-solving skills. [Explanation of symbols]

[2445] 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 receiving and storing user profile information; A means for analyzing the user's age, interests, and ability level based on the stored user profile information to generate a customized learning plan; A means for providing a brain training game based on the generated learning plan; A means of collecting and storing user gameplay data; a means for analyzing collected gameplay data and providing feedback to users; Providing online community features and facilitating interaction with other users; A system including:

2. 10. The system of claim 1, wherein the means for generating the customized lesson plan uses an artificial intelligence algorithm.

3. 2. The system according to claim 1, wherein the brain training games provided based on the customized learning plan are for training memory, attention, and problem-solving ability.

Citation Information

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