System

A system with a unique user ID, customized content, and feedback mechanism addresses the challenge of guiding children in a safe digital environment, enhancing their learning and parental oversight.

JP2026023912APending Publication Date: 2026-02-13SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024126233
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-01
Publication Date
2026-02-13

AI Technical Summary

Technical Problem

The decline in birthrates and prevalence of nuclear families have made it difficult for children to find reliable advice and guidance, while the internet and social media expose them to inappropriate content, complicating parental monitoring.

Method used

A system that generates a unique user ID based on basic information, provides customized content, collects and organizes user activity data, and sends feedback to parents, supporting children's learning and development.

Benefits of technology

The system creates a safe and enjoyable learning environment, stimulating children's interests and allowing parents to monitor their development effectively.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: A system comprising: means for receiving basic information of a user; means for generating a unique user ID based on the basic information of the user; means for storing the generated user ID and the basic information in a database; means for receiving an interest of the user on a specific topic; means for generating customized content based on the interest of the user and the basic information; means for providing the generated customized content to the user; means for collecting activity data of the user; and means for feeding back the collected activity data to a guardian.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 the birthrate declines and nuclear families become more prevalent, there are fewer people children can easily turn to for advice about the problems and questions they face in their daily lives. Furthermore, the spread of the internet and social media has increased the risk that children will come into contact with inappropriate information and face social issues such as internet tattoos. It has also become more difficult for parents and guardians to properly monitor their children's interests and development. Given this background, there is a need for a system that provides children with a safe and enjoyable learning environment and allows parents and guardians to keep an eye on them with peace of mind. [Means for solving the problem]

[0005] This invention provides a system that receives basic information about a user (child), generates a unique user ID based on that information, and stores it. Furthermore, it generates and provides customized content to the user based on specific topics of interest to the user. This stimulates children's interests and curiosity while providing a safe and appropriate learning environment. It also collects and organizes user activity data and provides feedback to parents, allowing them to properly understand their child's development. This system efficiently manages users' basic information, interests, and activity data, and supports children's learning and growth through customized content and feedback.

[0006] "User" is the term used to refer to children who use the system.

[0007] "Basic information" is a term that refers to information about a user that is necessary for initial setup and personal identification, such as the user's name, age, and gender.

[0008] "User ID" is a term that refers to a system-generated code or number that uniquely identifies a user.

[0009] "Database" is a term that refers to a storage medium within a system that systematically stores and manages basic information and activity data of users.

[0010] "Topic" is a term that refers to a particular subject or area of ​​interest to a user.

[0011] "Customized Content" is a term that refers to information and media (text, images, video, etc.) that is specifically generated and selected based on a user's interests and basic information.

[0012] "Activity data" is a term that refers to information such as the results of learning and games that users perform through the system.

[0013] "Guardian" is a term that refers to a user's parent or legal guardian.

[0014] "Feedback" is a term that refers to reports and information provided to parents based on user activity data.

[0015] "Collection" is a term that refers to the process of obtaining and storing user activity data.

[0016] "Organization" is a term that refers to the process of organizing collected activity data into an understandable form.

[0017] "Providing" is a term that refers to the process by which the system transmits information or content to the user or parent. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION

[0019] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.

[0020] First, the terms used in the following description will be explained.

[0021] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).

[0022] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.

[0023] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.

[0024] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.

[0025] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."

[0026] [First embodiment]

[0027] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0028] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.

[0029] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0030] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.

[0031] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.

[0032] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.

[0033] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.

[0034] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0035] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0036] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0037] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0038] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0039] The present invention is a system that supports the interests and growth of users (children) and provides a safe and enjoyable learning environment. This system is composed of a server, terminals, users (children), and guardians. Specific embodiments of the system are described below.

[0040] User (child) registration

[0041] A user first uses a device to enter basic information about themselves (e.g., name, age, gender, etc.), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[0042] Providing customized content

[0043] A user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection to the server. The server generates customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[0044] Feedback to parents and guardians

[0045] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server organizes this activity data and converts it into an easy-to-understand format, such as "I learned a new word for dinosaur." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[0046] Specific examples

[0047] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to Taro's guardian, stating, "Taro has learned a new dinosaur word."

[0048] In this way, the system supports the user's (child's) interests and learning, allowing parents to keep track of their child's development.

[0049] The processing flow will be explained below.

[0050] User (child) registration and initial settings

[0051] Step 1:

[0052] The user enters basic information (name, age, gender, etc.) from the terminal.

[0053] Step 2:

[0054] The terminal sends the entered basic information to the server.

[0055] Step 3:

[0056] The server generates a unique user ID based on the basic information received, for example using a UUID.

[0057] Step 4:

[0058] The server stores the generated user ID and basic information in the database.

[0059] Step 5:

[0060] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[0061] Providing customized content

[0062] Step 1:

[0063] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[0064] Step 2:

[0065] The terminal transmits the selected topic information to the server.

[0066] Step 3:

[0067] The server retrieves the user's basic information and topic information already stored in the database.

[0068] Step 4:

[0069] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[0070] Step 5:

[0071] The server transmits the generated customized content to the terminal.

[0072] Step 6:

[0073] The terminal displays the received customized content to the user.

[0074] Feedback to parents and guardians

[0075] Step 1:

[0076] The user uses the device to complete learning activities and games.

[0077] Step 2:

[0078] The terminal transmits the user's activity data to the server.

[0079] Step 3:

[0080] The server organizes the activity data it receives and converts it into an easy-to-understand format.

[0081] Step 4:

[0082] The server obtains the parent's contact information from the user's basic information.

[0083] Step 5:

[0084] The server sends the organized feedback information to the parents by email or the like.

[0085] Step 6:

[0086] Parents can review the feedback they receive and understand the user's activity.

[0087] By performing specific actions at each step in this way, a system is realized that supports the user's (child's) interests and learning, and allows parents to properly understand their child's growth.

[0088] Example 1

[0089] 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."

[0090] In today's digital education environment, there is a demand for systems that allow children to efficiently progress through their learning in line with their interests and development. However, existing systems lack the mechanisms to provide appropriate customized content to users or to provide appropriate feedback to parents about their learning progress and interests. This makes it difficult to accurately grasp children's learning status and provide appropriate support.

[0091] 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.

[0092] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content using a generative AI model based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, and means for organizing the collected activity data, generating prompt sentences as feedback information for parents, and sending the feedback information by email. This allows the server to provide learning content tailored to the user's individual interests and growth, and enables parents to accurately understand their child's learning situation and progress.

[0093] Of course. Below are definitions of some important words:

[0094] "Basic user information" refers to information necessary to identify a user, and specifically includes the user's name, age, gender, and the like.

[0095] A "unique user ID" is an ID generated by the server to individually identify each user, and is unique to each user.

[0096] A "database" is a system for properly storing and managing information such as a user's basic information, user ID, and activity data.

[0097] "User interests in specific topics" refers to specific themes or fields in which a user is interested in learning or activities.

[0098] "Generative AI model" refers to an artificial intelligence model used to generate customized content based on a user's basic information and interests.

[0099] "Customized content" refers to learning materials and activities that are individually tailored to a user's interests and basic information.

[0100] "User activity data" is data that records the results and progress of a user's learning or activities.

[0101] "Feedback information" refers to reports and notifications generated based on the user's activity data and used to inform parents of the user's learning status.

[0102] The "prompt sentence format" is a text format for providing information concisely and clearly, and is used to succinctly convey the user's activity status and learning content.

[0103] "Email" is a communication method for sending and receiving information via the Internet, and is used when sending feedback information to parents.

[0104] The present invention is a system that supports the user's interest and growth and provides a safe and enjoyable learning environment. A specific embodiment of the system and the processing of the program for that system will be described below.

[0105] overview

[0106] This system consists of a server, a device, a user, and a guardian. The server handles the main data processing and content generation, while the device acts as the interface with the user. Users (especially children) use the device to carry out learning activities, and information based on these activities is processed by the server and fed back to the guardian.

[0107] User registration and basic information processing

[0108] A user first uses a device to enter basic information about themselves (such as name, age, and gender), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[0109] Providing customized content

[0110] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection information to the server. The server uses a generative AI model to generate customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[0111] Feedback to parents and guardians

[0112] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes this activity data and converts it into easy-to-understand feedback information. For example, it generates a prompt such as, "Taro has learned a new dinosaur word." The server then obtains the parent's contact information from the user's basic information and sends the feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[0113] Hardware and software used

[0114] The following hardware and software are used to implement the system:

[0115] Devices: Tablets, PCs, smartphones, etc.

[0116] Server: High-performance cloud server (e.g., AWS, Google Cloud)

[0117] Database: Relational database such as MySQL or PostgreSQL

[0118] Generative AI models: Machine learning models (e.g., TensorFlow, PyTorch)

[0119] Communication protocol: HTTP / HTTPS, JSON format data communication

[0120] Feedback means: Email system (e.g., SMTP server, mail sending API)

[0121] Examples and prompts

[0122] For example, a 6-year-old user named "Taro" uses a device to enter his basic information (name: Taro, age: 6 years old). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to the parent in the form of a prompt sentence, such as "Taro has learned a new dinosaur word."

[0123] In this way, the system supports the user's interests and learning, and allows parents to keep an accurate track of their child's progress.

[0124] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0125] Step 1:

[0126] The user uses the device to enter basic information (such as name, age, and gender). The entered basic information is entered in the device's input form. The device converts this information into JSON format and prepares it to be sent to the server in the next step.

[0127] Step 2:

[0128] The device sends basic information to the server. Specifically, it sends JSON data to the server as an HTTP POST request. The input is JSON data containing the user's basic information, and the output is this data received by the server.

[0129] Step 3:

[0130] The server generates a unique user ID based on the basic information received. Specifically, it uses a UUID generation library to create a unique ID. The input is JSON data containing the basic information, and the output is the generated user ID.

[0131] Step 4:

[0132] The server saves the generated user ID and basic information in the database. Specifically, it performs an INSERT operation on the database using an SQL query. The input is the user ID and basic information, and the output is the result of saving to the database (success / failure).

[0133] Step 5:

[0134] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the terminal. The input is the user-selected topic, and the output is the selected topic information. The terminal prepares to send this information to the server in the next step.

[0135] Step 6:

[0136] The terminal sends topic information to the server. Specifically, it converts the selected topic information into JSON format and sends it to the server as an HTTP POST request. The input is JSON data containing the topic information, and the output is this data received by the server.

[0137] Step 7:

[0138] The server generates customized content using a generative AI model based on the user's basic information and selected topic. Specifically, the generative AI model inputs user information and topic information as input data and generates appropriate content (e.g., video URLs, quiz questions). The input is basic information and topic information, and the output is the generated content.

[0139] Step 8:

[0140] The server sends the generated content to the terminal. Specifically, it returns the content data to the terminal as an HTTP response. The input is the generated content, and the output is the content received by the terminal.

[0141] Step 9:

[0142] The terminal displays the received content to the user. Specifically, it launches a video player, generates a quiz screen, etc. The input is the received content data, and the output is a display screen that the user can view.

[0143] Step 10:

[0144] A user consumes content and completes a learning activity, such as answering a quiz or watching a video. The input is the content consumed, and the output is the result of the activity.

[0145] Step 11:

[0146] The device sends activity data to the server. Specifically, the activity results are converted into JSON format and sent to the server as an HTTP POST request. The input is JSON data containing the activity data, and the output is this data received by the server.

[0147] Step 12:

[0148] The server organizes the activity data and generates feedback information in the form of prompt sentences. Specifically, it analyzes the activity data and generates an easy-to-understand message (e.g., "Taro learned a new dinosaur word"). The input is the activity data, and the output is the generated feedback message.

[0149] Step 13:

[0150] The server sends the generated feedback to the parent via email using an SMTP server. The input is the generated feedback message and the parent's email address, and the output is the sending status.

[0151] In this way, the entire system works together to support the user's interests and learning, and allows parents to accurately track their child's progress.

[0152] (Application example 1)

[0153] 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."

[0154] Existing systems that support users' (children's) interests and development and provide a safe and enjoyable learning environment have many problems. For example, they lack the ability to provide customized content tailored to users' interests and provide appropriate feedback to parents. Furthermore, they lack the means to improve education and learning motivation. Therefore, there is a need for a system that more effectively supports users' learning activities and allows parents to properly understand their children's development.

[0155] 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.

[0156] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, means for providing feedback on the collected activity data to parents, and means for implementing a point system based on the user's learning activity and providing benefits when a certain number of points are reached. This enables effective provision of educational and learning content tailored to the user's interests, improvement of motivation based on learning activity, and appropriate feedback to parents.

[0157] "Basic information" is personal identification information such as the user's (child's) name, age, and gender.

[0158] A "unique user ID" is a unique identification code generated to identify a user.

[0159] "Database" is a collection of digital information for storing and managing basic information and user IDs.

[0160] A "topic" is a particular subject or theme that interests a user (child).

[0161] "Customized Content" means educational and learning information and materials that are individually tailored to a user's interests and basic information.

[0162] "Media formats" are different types of information representation formats such as text, images, and video.

[0163] "Activity data" is recorded information about a user's learning activities and interactions.

[0164] "Guardian" means a parent or substitute guardian who supports and monitors the education and development of a User (child).

[0165] "Feedback" is the act of providing information to inform parents of the user's activity results and progress.

[0166] A "point system" is a system that awards points based on the user's learning activities and provides benefits when a certain number of points are reached.

[0167] "Benefits" are rewards or incentives for a user's learning activities, and include, for example, discounts or free items.

[0168] A "generative AI model" is an artificial intelligence model that automatically generates feedback messages based on a user's learning activities.

[0169] MODE FOR CARRYING OUT THE INVENTION

[0170] The present invention is a system that supports the interests and growth of users (especially children) and provides a safe and enjoyable learning environment. This system is composed of a server, a terminal, and a guardian. Specific embodiments of the system are described below.

[0171] Register your child and enter basic information

[0172] The user (child) uses the device to enter their basic information (e.g., name, age, gender, etc.). This information is sent from the device to the server, and the server generates a unique user ID and stores it in the database. This associates the user's basic information with the unique user ID.

[0173] Providing customized content

[0174] Users select topics of interest (e.g., dinosaurs or space) through their devices. The selected topic information is sent to the server, which generates customized content based on the user's information and interests in its database. This content can include multiple media formats, such as text, images, and video. The generated customized content is sent from the server to the device, which then displays it to the user.

[0175] Learning activity tracking and feedback

[0176] When a user engages in an activity using learning content, the activity data is collected from the device and stored on a server. The server then organizes the collected activity data and generates feedback data for parents. In particular, a generative AI model is used to generate feedback messages to notify parents. For example, a specific message such as "You have learned a new word for dinosaur" is generated and sent to the parent via email or other means.

[0177] Point system and rewards

[0178] Furthermore, a points system will be introduced based on users' learning activities, and rewards will be offered when a certain number of points are reached. These rewards will motivate parents and guardians to actively support their children's learning. For example, discounts or free items at the Kids Cafe will be offered when a certain number of points are reached.

[0179] Hardware and software used

[0180] The hardware used to implement this system includes smartphones (iOS, Android) and servers, and the software used is Python and Flask (server-side), Requests (client-side), and Firebase (database).

[0181] Specific examples

[0182] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID, "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (e.g., dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and learns, for example, the name of a new dinosaur, that information is sent to the server as activity data. The server uses a generative AI model to organize the activity data and send feedback to the parent, stating, "Taro learned a new dinosaur word." Additionally, if Taro earns a certain number of points, a discount will be applied on his next visit.

[0183] Example prompts to input to the generative AI model

[0184] Here's an example prompt for the generative AI model to generate a feedback message for parents:

[0185] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[0186] Name: Taro

[0187] Age: 6

[0188] Interests: Dinosaurs

[0189] Learning Outcome: I learned the name of a new dinosaur.

[0190] Generate a feedback message to send to parents.

[0191] This allows the system to support the user's growth in a safe and enjoyable way.

[0192] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0193] Step 1:

[0194] The user (child) uses the device to enter basic information such as name, age, and gender. This information is temporarily stored on the device via an input form. The user also selects a specific topic to receive customized learning content.

[0195] Step 2:

[0196] The terminal sends the basic information entered in step 1 and the selected topic information to the server. The server receives this, generates a unique user ID, and stores it in the database along with the user's basic information. The input is the basic information and topic information, and the output is a unique user ID.

[0197] Step 3:

[0198] The server generates appropriate customized content (text, images, videos, etc.) based on the user's basic information and topics of interest. The generated customized content is stored in a database and sent to the terminal. The input is the user's basic information and topic information, and the output is the customized content.

[0199] Step 4:

[0200] The terminal displays the received customized content to the user. The user uses the displayed content to carry out learning activities. At this time, the terminal collects the progress and results of the learning activities. The input is the customized content, and the output is data on the progress and results of the learning activities.

[0201] Step 5:

[0202] The terminal sends the collected learning activity progress and achievement data to the server. The server receives this data and stores it in a database. The input is the learning activity progress and achievement data, and the output is storage in the database.

[0203] Step 6:

[0204] The server generates feedback messages for parents based on the learning activity data stored in the database. In particular, it uses a generative AI model to create specific and effective messages. The input is the learning activity data, and the output is the feedback message. An example of a specific prompt sentence is shown below:

[0205] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[0206] Name: Taro

[0207] Age: 6

[0208] Interests: Dinosaurs

[0209] Learning Outcome: I learned the name of a new dinosaur.

[0210] Generate a feedback message to send to parents.

[0211] Step 7:

[0212] The server sends the generated feedback message to the parent by an appropriate means such as email. The input is the feedback message and the output is a notification to the parent.

[0213] Step 8:

[0214] The server updates the point system based on the user's learning activities and generates information to provide rewards when a certain number of points are reached. The input is the learning activity data and current points, and the output is the updated points and reward information. The reward information is saved in the database and applied the next time the user uses the service.

[0215] Through the above series of processing steps, the system supports the user's interests and growth, and enables parents to receive appropriate feedback.

[0216] 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.

[0217] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, users, and parents. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback becomes possible.

[0218] User (child) registration and initial settings

[0219] The user first enters their basic information (name, age, gender, etc.) on the device, which then sends this information to the server. The server then generates a unique user ID based on the received information and stores it in a database. This user ID is used in all subsequent interactions.

[0220] Providing customized content

[0221] The user selects a topic of interest (e.g., dinosaurs or space) using the device. The device sends the selected topic information to the server. The server retrieves the user's basic information and the selected topic information from a database and generates customized content based on this. The generated content is sent to the device and displayed to the user.

[0222] Emotion recognition by emotion engine

[0223] While the user is using the provided content, the emotion engine analyzes the user's facial expression and voice data to recognize emotions. For example, the emotion engine captures the user's facial expression and voice using a camera or microphone, and analyzes them. The emotion engine then transmits the recognized emotions to the server.

[0224] Adjusting content based on emotions

[0225] The server adjusts the content it provides in real time based on the user's emotional data received from the emotion engine. For example, if the user looks troubled, the server can add an explanation or simplify the content accordingly. On the other hand, if the user is enjoying themselves, the server can provide more advanced information or a challenging quiz.

[0226] Feedback to parents and guardians

[0227] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes the activity data and emotional data and converts them into an easy-to-understand format. For example, it might say, "Taro learned a new dinosaur word and had a lot of fun." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand their child's activity status and emotional state.

[0228] Specific examples

[0229] For example, a 6-year-old user named "Taro" uses a device to enter basic information. The server generates and stores a unique ID, "user123." Next, Taro selects that he is interested in "dinosaurs." Based on Taro's basic information and "dinosaurs," the server generates fun learning content about dinosaurs and sends it to the device. The emotion engine recognizes Taro's facial expressions as he enjoys watching the content and sends that information to the server. The server then provides more specific information and quizzes. When Taro completes his learning, his activity data and Taro's emotional data are sent to the server, and organized feedback is sent to his parents.

[0230] In this way, the system recognizes the user's interests and emotions in real time, providing an optimal learning environment and reassuring parents.

[0231] The processing flow will be explained below.

[0232] User (child) registration and initial settings

[0233] Step 1:

[0234] The user enters basic information (name, age, gender, etc.) from the terminal.

[0235] Step 2:

[0236] The terminal sends the entered basic information to the server.

[0237] Step 3:

[0238] The server generates a unique user ID based on the basic information received, for example using a UUID.

[0239] Step 4:

[0240] The server stores the generated user ID and basic information in the database.

[0241] Step 5:

[0242] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[0243] Providing customized content

[0244] Step 1:

[0245] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[0246] Step 2:

[0247] The terminal transmits the selected topic information to the server.

[0248] Step 3:

[0249] The server retrieves the user's basic information and topic information from the database.

[0250] Step 4:

[0251] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[0252] Step 5:

[0253] The server transmits the generated customized content to the terminal.

[0254] Step 6:

[0255] The terminal displays the received customized content to the user.

[0256] Emotion recognition by emotion engine

[0257] Step 1:

[0258] Use the content provided by the user.

[0259] Step 2:

[0260] The emotion engine in the device captures the user's facial expressions and voice data, for example, by using a camera or microphone to obtain the user's facial and voice states.

[0261] Step 3:

[0262] The emotion engine analyzes the captured data and recognizes the user's emotions, for example, using facial recognition technology to determine emotions such as joy, sadness, and surprise.

[0263] Step 4:

[0264] The device transmits the recognized emotion data to the server.

[0265] Adjusting content based on emotions

[0266] Step 1:

[0267] The server analyzes the user's emotion data received from the emotion engine.

[0268] Step 2:

[0269] The server adjusts the content provided in real time based on the user's emotional data, for example, providing additional explanations if the user is in distress, or more advanced information if the user is happy.

[0270] Step 3:

[0271] The server sends the adjusted content to the terminal.

[0272] Step 4:

[0273] The device displays the adapted content to the user.

[0274] Feedback to parents and guardians

[0275] Step 1:

[0276] The user completes a learning activity or game.

[0277] Step 2:

[0278] The device transmits the user's activity data and emotion data to the server.

[0279] Step 3:

[0280] The server organizes the received activity and emotion data and converts it into an easy-to-understand format, such as "Taro learned new dinosaur words and had fun."

[0281] Step 4:

[0282] The server obtains the parent's contact information from the user's basic information.

[0283] Step 5:

[0284] The server sends the organized feedback information to the parents by email or the like.

[0285] Step 6:

[0286] Parents can review the feedback they receive to understand the user's activity and emotional state.

[0287] In this way, by performing specific actions at each step, a system is realized that comprehensively supports the user's (child's) interests, learning, and emotions, and provides appropriate feedback to parents.

[0288] Example 2

[0289] 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."

[0290] In recent years, providing appropriate learning content based on individual interests and emotions has become increasingly important in children's educational environments. However, conventional systems have difficulty providing customized content that fully takes into account users' interests and emotions, which can result in reduced learning effectiveness. Furthermore, ineffective feedback to parents poses a challenge, resulting in insufficient understanding of children's learning situations and emotions.

[0291] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID, means for saving the basic information, means for receiving the user's interest in a specific topic, means for generating customized content, means for providing the customized content to the user, means for recognizing emotions by analyzing the user's facial expressions and voice data, means for adjusting the provided content in real time based on the recognized emotion data, means for collecting user activity data, and means for providing the activity data and emotion data as feedback to parents. This allows customized learning content to be provided in real time, taking into account the interests and emotions of each user, and enables parents to appropriately understand their child's learning situation and emotional state.

[0292] "Basic user information" refers to personal identification information such as the user's name, age, and gender.

[0293] "User ID" refers to a unique identifier generated based on a user's basic information.

[0294] "Database" refers to an information system that stores and manages basic user information, user IDs, and other related data.

[0295] A "topic" refers to a particular theme or category that interests a user.

[0296] "Customized content" refers to personalized learning content generated based on a user's basic information and interests.

[0297] An "emotion engine" refers to software or a system that analyzes a user's facial expressions and voice data and recognizes their emotions.

[0298] "Adjusting in real time" refers to making immediate responses or changes based on current conditions and data.

[0299] "Activity data" refers to the usage history and performance of users when using learning content, games, etc.

[0300] "Feedback" refers to the information that is collected, organized, and provided to parents.

[0301] "Guardian" refers to a parent or adult involved in the education of a user child.

[0302] "Platform" refers to the hardware and software environment for operating the entire system described above.

[0303] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, a user, and a parent. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback are possible.

[0304] User (child) registration and initial settings

[0305] First, a user launches the app using a device such as a smartphone or tablet and enters their basic information (name, age, gender, etc.). For example, they might enter "Taro, 6 years old, boy." The device sends this information to the application server, which then generates a unique user ID based on the received basic information and stores this ID and basic information in a database. For example, the user ID "user123" might be generated.

[0306] Providing customized content

[0307] The user selects a topic of interest from a list of topics provided within the app. For example, they can choose "dinosaurs." The device sends the selected topic information to the server, and the server uses a generative AI model to generate customized content based on the user's basic information and the selected topic information. For example, an illustrated book or quiz about dinosaurs might be generated. The generated learning content is sent to the device and displayed to the user.

[0308] Emotion recognition by emotion engine

[0309] While the user is using the provided content, the device's camera and microphone are activated to capture the user's facial expressions and voice in real time. This data is sent to the emotion engine, which analyzes the facial and voice data to recognize the user's emotions. For example, if the user is laughing, it is recognized as "having fun." The recognized emotion data is sent to the server.

[0310] Adjusting content based on emotions

[0311] The server analyzes the user's emotions in real time based on the emotion data received from the emotion engine and adjusts the content provided. For example, if the user looks troubled, the server can easily change the content or add an explanation. Conversely, if the user is enjoying themselves, the server can provide more challenging problems. This adjusted content is then sent back to the device and provided to the user.

[0312] Feedback to parents

[0313] When a user completes a learning activity or game, the device sends the activity data to the server. The server generates feedback information based on the activity data and emotional data. For example, the server may summarize the information as "Taro enjoyed solving the dinosaur quiz." This feedback information is sent to parents via email or in-app messages, allowing parents to understand their child's learning progress and emotional state.

[0314] Specific examples

[0315] Consider a six-year-old child named Taro. Taro uses his device to enter his basic information, and the server generates a unique ID "user123." Next, Taro selects that he is interested in "dinosaurs." The server generates learning content about dinosaurs based on Taro's basic information and "dinosaurs," and sends it to the device. While Taro is using the content, the device's camera and microphone capture his facial expressions and voice, which are analyzed by the emotion engine. If Taro is enjoying the content, the server provides more advanced quizzes. Once Taro completes his learning, his activity data and emotion data are sent to the server, and organized feedback is delivered to his parents.

[0316] Prompt Sentence Examples

[0317] "My 6-year-old is interested in dinosaurs. What customized learning content can you provide him?"

[0318] "If a child is having fun, how can we provide more advanced information or challenging quizzes?"

[0319] "If a child's facial expression is bothering you, how can you simplify the content and add explanation?"

[0320] As described above, this system recognizes the user's interests and emotions, provides optimal learning content, and provides accurate feedback to parents, thereby providing an effective learning experience.

[0321] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0322] Step 1:

[0323] The user uses the device to enter basic information. The user enters basic information such as name, age, and gender into an input form on a smartphone or tablet. The device then sends the entered basic information (e.g., "Taro, 6 years old, boy") to the server.

[0324] Step 2:

[0325] The server generates a unique user ID based on the received basic information. First, the server checks the received data and verifies whether it is in the required format. Then, it uses a user ID generation algorithm to generate a unique user ID (e.g., "user123") and stores this ID and basic information in the database.

[0326] Step 3:

[0327] Users use their devices to select topics they are interested in. When a user selects a specific topic (e.g., "dinosaurs") from a list of topics within the app, the device sends that selection to the server.

[0328] Step 4:

[0329] The server generates customized content based on the topic information and the user's basic information. First, the server retrieves the user's basic information and topic information from a database. Next, it uses a generative AI model (e.g., a text generation model or an image generation model) to generate customized learning content (e.g., a picture book page about dinosaurs or a quiz) based on this information. The generated content is sent from the server to the device and displayed to the user.

[0330] Step 5:

[0331] While the user is using the content, the device activates the camera and microphone, capturing the user's facial expressions and voice in real time and sending this data to the emotion engine.

[0332] Step 6:

[0333] The emotion engine analyzes the captured data and recognizes the user's emotions. The emotion engine uses facial expression recognition algorithms and voice analysis algorithms to analyze the user's emotions (e.g., "enjoyed" or "troubled") from the data. The recognized emotion data is sent to the server.

[0334] Step 7:

[0335] The server adjusts the content it provides in real time based on the received emotional data. The server analyzes the emotional data and provides content of increased difficulty (e.g., a more challenging quiz) if the user is enjoying it, or simplifies the content (e.g., adds more detailed explanations) if the user is having trouble. The adjusted content is then sent back to the device and displayed to the user in real time.

[0336] Step 8:

[0337] When a user completes a learning activity or game, the device sends the activity data to the server, including the user's grade, answer time, correct answer rate, etc.

[0338] Step 9:

[0339] The server integrates the activity data and emotion data to generate feedback information. The server organizes this data and generates feedback information in a format that is easy for parents to understand (e.g., "Taro enjoyed solving the dinosaur quiz").

[0340] Step 10:

[0341] Feedback information is sent to parents. The server retrieves the parents' contact information from the database and sends the feedback information to them via email or in-app messages, allowing parents to get a detailed understanding of their child's learning progress and emotional state.

[0342] This series of processes provides an optimal learning experience based on the user's interests and emotions, allowing parents to watch over their children's learning progress with peace of mind.

[0343] (Application example 2)

[0344] 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."

[0345] Conventional learning content delivery systems are limited to providing customized content based on the user's interests, making it difficult to provide an optimal learning environment that takes into account the user's emotions and stress level. Furthermore, feedback based solely on user activity data has the drawback of preventing parents and administrators from accurately understanding the user's actual situation. There is a need to solve these problems, improve users' learning efficiency, and provide more accurate information to parents and administrators.

[0346] The identification process by the identification 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 basic information about the user, means for generating a unique user ID and storing it in a database, means for receiving the user's interests in a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data and providing feedback to the parent / guardian, means for collecting user emotion data using a camera and microphone, means for analyzing and recognizing the emotion data, means for adjusting the content to be provided in real time based on the emotion, and means for organizing the emotion data and activity data and sending it to the parent / guardian. This makes it possible to provide an optimal learning environment that corresponds to the user's emotions and stress level, and realizes more accurate and rich feedback to the parent / guardian or administrator.

[0347] "User" refers to a person who uses the system to receive learning content.

[0348] "Basic information" refers to information for identifying a user, such as the user's name, age, and gender.

[0349] "User ID" refers to an identifier generated by the server to uniquely identify a user.

[0350] "Database" refers to a storage device where the server stores basic information and user IDs of users.

[0351] "Topic" refers to the subject matter or theme of the learning content.

[0352] "User interests" refers to the interest a user has in a particular topic.

[0353] "Customized content" refers to individual learning materials generated based on a user's interests and basic information.

[0354] "Camera" refers to a video capture device for capturing the user's facial expressions.

[0355] "Microphone" refers to an audio recording device for capturing a user's voice.

[0356] "Emotion data" refers to information about emotions analyzed from the user's facial expressions and voice.

[0357] "Real-time adjustment" refers to instantly changing learning content according to the user's current emotions.

[0358] "Activity data" refers to behavioral information when a user uses learning content.

[0359] "Parent" refers to a person responsible for overseeing a user's education and learning progress.

[0360] "Feedback" refers to information that summarizes the user's learning activities and emotional state and conveys it to parents.

[0361] System Overview

[0362] This invention is a learning support system consisting of a server, a terminal, a user, and a guardian. This system provides customized learning content based on the user's basic information and interests, recognizes the user's emotions in real time using an emotion engine, and provides an optimal learning environment. In addition, by providing feedback on the user's activity data and emotion data to the guardian, the system can properly grasp the user's learning progress.

[0363] User registration and initial setup

[0364] The terminal provides an interface for inputting basic user information (such as name, age, and gender). The input basic information is sent to the server, which then generates a unique user ID and stores it in a database. This identifies the user within the system.

[0365] Providing customized content

[0366] The device provides an interface where the user can select a topic of interest (e.g., science, history, etc.). The selected information is sent to a server, which generates customized content based on the user's basic information and interests. The generated content is sent to the device and served to the user. This content can include multiple media formats, such as text, images, and video.

[0367] Emotion recognition by emotion engine

[0368] The device uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to a server where it is analyzed by an emotion engine. The emotion engine recognizes the user's emotion from the collected data and sends that information to the server.

[0369] Adjusting content based on emotions

[0370] The server adjusts the content it provides in real time based on the emotional data it receives from the emotion engine. For example, if the user shows a confused expression, the server can add additional explanations or simplify the content. If the user is enjoying themselves, the server can provide more advanced information or a more challenging quiz.

[0371] Activity and emotion data feedback

[0372] When a user engages in learning activities, the activity data is sent from the device to the server. The server organizes this data and sends it to parents via email or other means along with emotional data. For example, it is possible to provide feedback such as, "The user learned new words and had a lot of fun." This allows parents to accurately grasp the user's learning situation and emotional state.

[0373] Specific operation examples for content distribution

[0374] The server selects appropriate content based on the user's interests and emotional state and sends instructions to the device. For example, if the user is interested in and enjoys science, the server can send instructions to the device to provide more advanced science quizzes. On the other hand, if the user seems confused, the server can send instructions to the device to provide basic science explanation videos. This operation allows the user to receive appropriate support during their studies.

[0375] Prompt Sentence Examples

[0376] "Using the code below, write a Python program that displays break instructions based on a worker's stress level on smart glasses and sends feedback to management."

[0377] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0378] Step 1:

[0379] The user uses the terminal to input basic information. The terminal receives basic information such as name, age, and gender through an input interface. This basic information is sent to the server. The server receives the basic information, generates a unique user ID, and stores it in a database. This allows the user to be individually identified within the system.

[0380] Step 2:

[0381] A user uses a device to select a topic of interest. Once the user selects a topic, that information is sent from the device to a server. The server then generates customized content based on the user's basic information and topics of interest. This content can include media formats such as text, images, and videos. The generated content is then sent to the device and provided to the user.

[0382] Step 3:

[0383] The device uses a camera and microphone to collect the user's facial expressions and voice data in real time. This collected data is sent to a server. The server then uses an emotion engine to analyze this data and recognize the user's emotions. This analysis uses image recognition and voice analysis technologies. The analysis results are stored on the server as emotion data.

[0384] Step 4:

[0385] The server adjusts the customized content provided to the user in real time based on the analyzed emotional data. For example, if the user looks troubled, the server sends instructions to the device to display additional explanations. If the user is enjoying themselves, the server provides more advanced information and challenging quizzes. This allows users to receive optimal learning support tailored to their own situation.

[0386] Step 5:

[0387] When the user completes a learning activity, the device sends the activity data to the server. The server then organizes the activity data and emotional data and sends feedback to the parent. This feedback is provided via communication methods such as email. For example, specific feedback such as "The user learned new words and had a lot of fun" can be provided. This allows the parent to properly understand the user's learning situation and emotional state.

[0388] 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.

[0389] 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.

[0390] 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.

[0391] [Second embodiment]

[0392] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0393] 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.

[0394] 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).

[0395] 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.

[0396] 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.

[0397] 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).

[0398] 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.

[0399] 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.

[0400] 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.

[0401] 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.

[0402] 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.

[0403] 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."

[0404] The present invention is a system that supports the interests and growth of users (children) and provides a safe and enjoyable learning environment. This system is composed of a server, terminals, users (children), and guardians. Specific embodiments of the system are described below.

[0405] User (child) registration

[0406] A user first uses a device to enter basic information about themselves (e.g., name, age, gender, etc.), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[0407] Providing customized content

[0408] A user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection to the server. The server generates customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[0409] Feedback to parents and guardians

[0410] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server organizes this activity data and converts it into an easy-to-understand format, such as "I learned a new word for dinosaur." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[0411] Specific examples

[0412] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to Taro's guardian, stating, "Taro has learned a new dinosaur word."

[0413] In this way, the system supports the user's (child's) interests and learning, allowing parents to keep track of their child's development.

[0414] The processing flow will be explained below.

[0415] User (child) registration and initial settings

[0416] Step 1:

[0417] The user enters basic information (name, age, gender, etc.) from the terminal.

[0418] Step 2:

[0419] The terminal sends the entered basic information to the server.

[0420] Step 3:

[0421] The server generates a unique user ID based on the basic information received, for example using a UUID.

[0422] Step 4:

[0423] The server stores the generated user ID and basic information in the database.

[0424] Step 5:

[0425] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[0426] Providing customized content

[0427] Step 1:

[0428] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[0429] Step 2:

[0430] The terminal transmits the selected topic information to the server.

[0431] Step 3:

[0432] The server retrieves the user's basic information and topic information already stored in the database.

[0433] Step 4:

[0434] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[0435] Step 5:

[0436] The server transmits the generated customized content to the terminal.

[0437] Step 6:

[0438] The terminal displays the received customized content to the user.

[0439] Feedback to parents and guardians

[0440] Step 1:

[0441] The user uses the device to complete learning activities and games.

[0442] Step 2:

[0443] The terminal transmits the user's activity data to the server.

[0444] Step 3:

[0445] The server organizes the activity data it receives and converts it into an easy-to-understand format.

[0446] Step 4:

[0447] The server obtains the parent's contact information from the user's basic information.

[0448] Step 5:

[0449] The server sends the organized feedback information to the parents by email or the like.

[0450] Step 6:

[0451] Parents can review the feedback they receive and understand the user's activity.

[0452] By performing specific actions at each step in this way, a system is realized that supports the user's (child's) interests and learning, and allows parents to properly understand their child's growth.

[0453] Example 1

[0454] 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."

[0455] In today's digital education environment, there is a demand for systems that allow children to efficiently progress through their learning in line with their interests and development. However, existing systems lack the mechanisms to provide appropriate customized content to users or to provide appropriate feedback to parents about their learning progress and interests. This makes it difficult to accurately grasp children's learning status and provide appropriate support.

[0456] 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.

[0457] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content using a generative AI model based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, and means for organizing the collected activity data, generating prompt sentences as feedback information for parents, and sending the feedback information by email. This allows the server to provide learning content tailored to the user's individual interests and growth, and enables parents to accurately understand their child's learning situation and progress.

[0458] Of course. Below are definitions of some important words:

[0459] "Basic user information" refers to information necessary to identify a user, and specifically includes the user's name, age, gender, and the like.

[0460] A "unique user ID" is an ID generated by the server to individually identify each user, and is unique to each user.

[0461] A "database" is a system for properly storing and managing information such as a user's basic information, user ID, and activity data.

[0462] "User interests in specific topics" refers to specific themes or fields in which a user is interested in learning or activities.

[0463] "Generative AI model" refers to an artificial intelligence model used to generate customized content based on a user's basic information and interests.

[0464] "Customized content" refers to learning materials and activities that are individually tailored to a user's interests and basic information.

[0465] "User activity data" is data that records the results and progress of a user's learning or activities.

[0466] "Feedback information" refers to reports and notifications generated based on the user's activity data and used to inform parents of the user's learning status.

[0467] The "prompt sentence format" is a text format for providing information concisely and clearly, and is used to succinctly convey the user's activity status and learning content.

[0468] "Email" is a communication method for sending and receiving information via the Internet, and is used when sending feedback information to parents.

[0469] The present invention is a system that supports the user's interest and growth and provides a safe and enjoyable learning environment. A specific embodiment of the system and the processing of the program for that system will be described below.

[0470] overview

[0471] This system consists of a server, a device, a user, and a guardian. The server handles the main data processing and content generation, while the device acts as the interface with the user. Users (especially children) use the device to carry out learning activities, and information based on these activities is processed by the server and fed back to the guardian.

[0472] User registration and basic information processing

[0473] A user first uses a device to enter basic information about themselves (such as name, age, and gender), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[0474] Providing customized content

[0475] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection information to the server. The server uses a generative AI model to generate customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[0476] Feedback to parents and guardians

[0477] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes this activity data and converts it into easy-to-understand feedback information. For example, it generates a prompt such as, "Taro has learned a new dinosaur word." The server then obtains the parent's contact information from the user's basic information and sends the feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[0478] Hardware and software used

[0479] The following hardware and software are used to implement the system:

[0480] Devices: Tablets, PCs, smartphones, etc.

[0481] Server: High-performance cloud server (e.g., AWS, Google Cloud)

[0482] Database: Relational database such as MySQL or PostgreSQL

[0483] Generative AI models: Machine learning models (e.g., TensorFlow, PyTorch)

[0484] Communication protocol: HTTP / HTTPS, JSON format data communication

[0485] Feedback means: Email system (e.g., SMTP server, mail sending API)

[0486] Examples and prompts

[0487] For example, a 6-year-old user named "Taro" uses a device to enter his basic information (name: Taro, age: 6 years old). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to the parent in the form of a prompt sentence, such as "Taro has learned a new dinosaur word."

[0488] In this way, the system supports the user's interests and learning, and allows parents to keep an accurate track of their child's progress.

[0489] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0490] Step 1:

[0491] The user uses the device to enter basic information (such as name, age, and gender). The entered basic information is entered in the device's input form. The device converts this information into JSON format and prepares it to be sent to the server in the next step.

[0492] Step 2:

[0493] The device sends basic information to the server. Specifically, it sends JSON data to the server as an HTTP POST request. The input is JSON data containing the user's basic information, and the output is this data received by the server.

[0494] Step 3:

[0495] The server generates a unique user ID based on the basic information received. Specifically, it uses a UUID generation library to create a unique ID. The input is JSON data containing the basic information, and the output is the generated user ID.

[0496] Step 4:

[0497] The server saves the generated user ID and basic information in the database. Specifically, it performs an INSERT operation on the database using an SQL query. The input is the user ID and basic information, and the output is the result of saving to the database (success / failure).

[0498] Step 5:

[0499] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the terminal. The input is the user-selected topic, and the output is the selected topic information. The terminal prepares to send this information to the server in the next step.

[0500] Step 6:

[0501] The terminal sends topic information to the server. Specifically, it converts the selected topic information into JSON format and sends it to the server as an HTTP POST request. The input is JSON data containing the topic information, and the output is this data received by the server.

[0502] Step 7:

[0503] The server generates customized content using a generative AI model based on the user's basic information and selected topic. Specifically, the generative AI model inputs user information and topic information as input data and generates appropriate content (e.g., video URLs, quiz questions). The input is basic information and topic information, and the output is the generated content.

[0504] Step 8:

[0505] The server sends the generated content to the terminal. Specifically, it returns the content data to the terminal as an HTTP response. The input is the generated content, and the output is the content received by the terminal.

[0506] Step 9:

[0507] The terminal displays the received content to the user. Specifically, it launches a video player, generates a quiz screen, etc. The input is the received content data, and the output is a display screen that the user can view.

[0508] Step 10:

[0509] A user consumes content and completes a learning activity, such as answering a quiz or watching a video. The input is the content consumed, and the output is the result of the activity.

[0510] Step 11:

[0511] The device sends activity data to the server. Specifically, the activity results are converted into JSON format and sent to the server as an HTTP POST request. The input is JSON data containing the activity data, and the output is this data received by the server.

[0512] Step 12:

[0513] The server organizes the activity data and generates feedback information in the form of prompt sentences. Specifically, it analyzes the activity data and generates an easy-to-understand message (e.g., "Taro learned a new dinosaur word"). The input is the activity data, and the output is the generated feedback message.

[0514] Step 13:

[0515] The server sends the generated feedback to the parent via email using an SMTP server. The input is the generated feedback message and the parent's email address, and the output is the sending status.

[0516] In this way, the entire system works together to support the user's interests and learning, and allows parents to accurately track their child's progress.

[0517] (Application example 1)

[0518] 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."

[0519] Existing systems that support users' (children's) interests and development and provide a safe and enjoyable learning environment have many problems. For example, they lack the ability to provide customized content tailored to users' interests and provide appropriate feedback to parents. Furthermore, they lack the means to improve education and learning motivation. Therefore, there is a need for a system that more effectively supports users' learning activities and allows parents to properly understand their children's development.

[0520] 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.

[0521] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, means for providing feedback on the collected activity data to parents, and means for implementing a point system based on the user's learning activity and providing benefits when a certain number of points are reached. This enables effective provision of educational and learning content tailored to the user's interests, improvement of motivation based on learning activity, and appropriate feedback to parents.

[0522] "Basic information" is personal identification information such as the user's (child's) name, age, and gender.

[0523] A "unique user ID" is a unique identification code generated to identify a user.

[0524] "Database" is a collection of digital information for storing and managing basic information and user IDs.

[0525] A "topic" is a particular subject or theme that interests a user (child).

[0526] "Customized Content" means educational and learning information and materials that are individually tailored to a user's interests and basic information.

[0527] "Media formats" are different types of information representation formats such as text, images, and video.

[0528] "Activity data" is recorded information about a user's learning activities and interactions.

[0529] "Guardian" means a parent or substitute guardian who supports and monitors the education and development of a User (child).

[0530] "Feedback" is the act of providing information to inform parents of the user's activity results and progress.

[0531] A "point system" is a system that awards points based on the user's learning activities and provides benefits when a certain number of points are reached.

[0532] "Benefits" are rewards or incentives for a user's learning activities, and include, for example, discounts or free items.

[0533] A "generative AI model" is an artificial intelligence model that automatically generates feedback messages based on a user's learning activities.

[0534] MODE FOR CARRYING OUT THE INVENTION

[0535] The present invention is a system that supports the interests and growth of users (especially children) and provides a safe and enjoyable learning environment. This system is composed of a server, a terminal, and a guardian. Specific embodiments of the system are described below.

[0536] Register your child and enter basic information

[0537] The user (child) uses the device to enter their basic information (e.g., name, age, gender, etc.). This information is sent from the device to the server, and the server generates a unique user ID and stores it in the database. This associates the user's basic information with the unique user ID.

[0538] Providing customized content

[0539] Users select topics of interest (e.g., dinosaurs or space) through their devices. The selected topic information is sent to the server, which generates customized content based on the user's information and interests in its database. This content can include multiple media formats, such as text, images, and video. The generated customized content is sent from the server to the device, which then displays it to the user.

[0540] Learning activity tracking and feedback

[0541] When a user engages in an activity using learning content, the activity data is collected from the device and stored on a server. The server then organizes the collected activity data and generates feedback data for parents. In particular, a generative AI model is used to generate feedback messages to notify parents. For example, a specific message such as "You have learned a new word for dinosaur" is generated and sent to the parent via email or other means.

[0542] Point system and rewards

[0543] Furthermore, a points system will be introduced based on users' learning activities, and rewards will be offered when a certain number of points are reached. These rewards will motivate parents and guardians to actively support their children's learning. For example, discounts or free items at the Kids Cafe will be offered when a certain number of points are reached.

[0544] Hardware and software used

[0545] The hardware used to implement this system includes smartphones (iOS, Android) and servers, and the software used is Python and Flask (server-side), Requests (client-side), and Firebase (database).

[0546] Specific examples

[0547] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID, "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (e.g., dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and learns, for example, the name of a new dinosaur, that information is sent to the server as activity data. The server uses a generative AI model to organize the activity data and send feedback to the parent, stating, "Taro learned a new dinosaur word." Additionally, if Taro earns a certain number of points, a discount will be applied on his next visit.

[0548] Example prompts to input to the generative AI model

[0549] Here's an example prompt for the generative AI model to generate a feedback message for parents:

[0550] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[0551] Name: Taro

[0552] Age: 6

[0553] Interests: Dinosaurs

[0554] Learning Outcome: I learned the name of a new dinosaur.

[0555] Generate a feedback message to send to parents.

[0556] This allows the system to support the user's growth in a safe and enjoyable way.

[0557] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0558] Step 1:

[0559] The user (child) uses the device to enter basic information such as name, age, and gender. This information is temporarily stored on the device via an input form. The user also selects a specific topic to receive customized learning content.

[0560] Step 2:

[0561] The terminal sends the basic information entered in step 1 and the selected topic information to the server. The server receives this, generates a unique user ID, and stores it in the database along with the user's basic information. The input is the basic information and topic information, and the output is a unique user ID.

[0562] Step 3:

[0563] The server generates appropriate customized content (text, images, videos, etc.) based on the user's basic information and topics of interest. The generated customized content is stored in a database and sent to the terminal. The input is the user's basic information and topic information, and the output is the customized content.

[0564] Step 4:

[0565] The terminal displays the received customized content to the user. The user uses the displayed content to carry out learning activities. At this time, the terminal collects the progress and results of the learning activities. The input is the customized content, and the output is data on the progress and results of the learning activities.

[0566] Step 5:

[0567] The terminal sends the collected learning activity progress and achievement data to the server. The server receives this data and stores it in a database. The input is the learning activity progress and achievement data, and the output is storage in the database.

[0568] Step 6:

[0569] The server generates feedback messages for parents based on the learning activity data stored in the database. In particular, it uses a generative AI model to create specific and effective messages. The input is the learning activity data, and the output is the feedback message. An example of a specific prompt sentence is shown below:

[0570] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[0571] Name: Taro

[0572] Age: 6

[0573] Interests: Dinosaurs

[0574] Learning Outcome: I learned the name of a new dinosaur.

[0575] Generate a feedback message to send to parents.

[0576] Step 7:

[0577] The server sends the generated feedback message to the parent by an appropriate means such as email. The input is the feedback message and the output is a notification to the parent.

[0578] Step 8:

[0579] The server updates the point system based on the user's learning activities and generates information to provide rewards when a certain number of points are reached. The input is the learning activity data and current points, and the output is the updated points and reward information. The reward information is saved in the database and applied the next time the user uses the service.

[0580] Through the above series of processing steps, the system supports the user's interests and growth, and enables parents to receive appropriate feedback.

[0581] 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.

[0582] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, users, and parents. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback becomes possible.

[0583] User (child) registration and initial settings

[0584] The user first enters their basic information (name, age, gender, etc.) on the device, which then sends this information to the server. The server then generates a unique user ID based on the received information and stores it in a database. This user ID is used in all subsequent interactions.

[0585] Providing customized content

[0586] The user selects a topic of interest (e.g., dinosaurs or space) using the device. The device sends the selected topic information to the server. The server retrieves the user's basic information and the selected topic information from a database and generates customized content based on this. The generated content is sent to the device and displayed to the user.

[0587] Emotion recognition by emotion engine

[0588] While the user is using the provided content, the emotion engine analyzes the user's facial expression and voice data to recognize emotions. For example, the emotion engine captures the user's facial expression and voice using a camera or microphone, and analyzes them. The emotion engine then transmits the recognized emotions to the server.

[0589] Adjusting content based on emotions

[0590] The server adjusts the content it provides in real time based on the user's emotional data received from the emotion engine. For example, if the user looks troubled, the server can add an explanation or simplify the content accordingly. On the other hand, if the user is enjoying themselves, the server can provide more advanced information or a challenging quiz.

[0591] Feedback to parents and guardians

[0592] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes the activity data and emotional data and converts them into an easy-to-understand format. For example, it might say, "Taro learned a new dinosaur word and had a lot of fun." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand their child's activity status and emotional state.

[0593] Specific examples

[0594] For example, a 6-year-old user named "Taro" uses a device to enter basic information. The server generates and stores a unique ID, "user123." Next, Taro selects that he is interested in "dinosaurs." Based on Taro's basic information and "dinosaurs," the server generates fun learning content about dinosaurs and sends it to the device. The emotion engine recognizes Taro's facial expressions as he enjoys watching the content and sends that information to the server. The server then provides more specific information and quizzes. When Taro completes his learning, his activity data and Taro's emotional data are sent to the server, and organized feedback is sent to his parents.

[0595] In this way, the system recognizes the user's interests and emotions in real time, providing an optimal learning environment and reassuring parents.

[0596] The processing flow will be explained below.

[0597] User (child) registration and initial settings

[0598] Step 1:

[0599] The user enters basic information (name, age, gender, etc.) from the terminal.

[0600] Step 2:

[0601] The terminal sends the entered basic information to the server.

[0602] Step 3:

[0603] The server generates a unique user ID based on the basic information received, for example using a UUID.

[0604] Step 4:

[0605] The server stores the generated user ID and basic information in the database.

[0606] Step 5:

[0607] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[0608] Providing customized content

[0609] Step 1:

[0610] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[0611] Step 2:

[0612] The terminal transmits the selected topic information to the server.

[0613] Step 3:

[0614] The server retrieves the user's basic information and topic information from the database.

[0615] Step 4:

[0616] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[0617] Step 5:

[0618] The server transmits the generated customized content to the terminal.

[0619] Step 6:

[0620] The terminal displays the received customized content to the user.

[0621] Emotion recognition by emotion engine

[0622] Step 1:

[0623] Use the content provided by the user.

[0624] Step 2:

[0625] The emotion engine in the device captures the user's facial expressions and voice data, for example, by using a camera or microphone to obtain the user's facial and voice states.

[0626] Step 3:

[0627] The emotion engine analyzes the captured data and recognizes the user's emotions, for example, using facial recognition technology to determine emotions such as joy, sadness, and surprise.

[0628] Step 4:

[0629] The device transmits the recognized emotion data to the server.

[0630] Adjusting content based on emotions

[0631] Step 1:

[0632] The server analyzes the user's emotion data received from the emotion engine.

[0633] Step 2:

[0634] The server adjusts the content provided in real time based on the user's emotional data, for example, providing additional explanations if the user is in distress, or more advanced information if the user is happy.

[0635] Step 3:

[0636] The server sends the adjusted content to the terminal.

[0637] Step 4:

[0638] The device displays the adapted content to the user.

[0639] Feedback to parents and guardians

[0640] Step 1:

[0641] The user completes a learning activity or game.

[0642] Step 2:

[0643] The device transmits the user's activity data and emotion data to the server.

[0644] Step 3:

[0645] The server organizes the received activity and emotion data and converts it into an easy-to-understand format, such as "Taro learned new dinosaur words and had fun."

[0646] Step 4:

[0647] The server obtains the parent's contact information from the user's basic information.

[0648] Step 5:

[0649] The server sends the organized feedback information to the parents by email or the like.

[0650] Step 6:

[0651] Parents can review the feedback they receive to understand the user's activity and emotional state.

[0652] In this way, by performing specific actions at each step, a system is realized that comprehensively supports the user's (child's) interests, learning, and emotions, and provides appropriate feedback to parents.

[0653] Example 2

[0654] 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."

[0655] In recent years, providing appropriate learning content based on individual interests and emotions has become increasingly important in children's educational environments. However, conventional systems have difficulty providing customized content that fully takes into account users' interests and emotions, which can result in reduced learning effectiveness. Furthermore, ineffective feedback to parents poses a challenge, resulting in insufficient understanding of children's learning situations and emotions.

[0656] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID, means for saving the basic information, means for receiving the user's interest in a specific topic, means for generating customized content, means for providing the customized content to the user, means for recognizing emotions by analyzing the user's facial expressions and voice data, means for adjusting the provided content in real time based on the recognized emotion data, means for collecting user activity data, and means for providing the activity data and emotion data as feedback to parents. This allows customized learning content to be provided in real time, taking into account the interests and emotions of each user, and enables parents to appropriately understand their child's learning situation and emotional state.

[0657] "Basic user information" refers to personal identification information such as the user's name, age, and gender.

[0658] "User ID" refers to a unique identifier generated based on a user's basic information.

[0659] "Database" refers to an information system that stores and manages basic user information, user IDs, and other related data.

[0660] A "topic" refers to a particular theme or category that interests a user.

[0661] "Customized content" refers to personalized learning content generated based on a user's basic information and interests.

[0662] An "emotion engine" refers to software or a system that analyzes a user's facial expressions and voice data and recognizes their emotions.

[0663] "Adjusting in real time" refers to making immediate responses or changes based on current conditions and data.

[0664] "Activity data" refers to the usage history and performance of users when using learning content, games, etc.

[0665] "Feedback" refers to the information that is collected, organized, and provided to parents.

[0666] "Guardian" refers to a parent or adult involved in the education of a user child.

[0667] "Platform" refers to the hardware and software environment for operating the entire system described above.

[0668] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, a user, and a parent. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback are possible.

[0669] User (child) registration and initial settings

[0670] First, a user launches the app using a device such as a smartphone or tablet and enters their basic information (name, age, gender, etc.). For example, they might enter "Taro, 6 years old, boy." The device sends this information to the application server, which then generates a unique user ID based on the received basic information and stores this ID and basic information in a database. For example, the user ID "user123" might be generated.

[0671] Providing customized content

[0672] The user selects a topic of interest from a list of topics provided within the app. For example, they can choose "dinosaurs." The device sends the selected topic information to the server, and the server uses a generative AI model to generate customized content based on the user's basic information and the selected topic information. For example, an illustrated book or quiz about dinosaurs might be generated. The generated learning content is sent to the device and displayed to the user.

[0673] Emotion recognition by emotion engine

[0674] While the user is using the provided content, the device's camera and microphone are activated to capture the user's facial expressions and voice in real time. This data is sent to the emotion engine, which analyzes the facial and voice data to recognize the user's emotions. For example, if the user is laughing, it is recognized as "having fun." The recognized emotion data is sent to the server.

[0675] Adjusting content based on emotions

[0676] The server analyzes the user's emotions in real time based on the emotion data received from the emotion engine and adjusts the content provided. For example, if the user looks troubled, the server can easily change the content or add an explanation. Conversely, if the user is enjoying themselves, the server can provide more challenging problems. This adjusted content is then sent back to the device and provided to the user.

[0677] Feedback to parents

[0678] When a user completes a learning activity or game, the device sends the activity data to the server. The server generates feedback information based on the activity data and emotional data. For example, the server may summarize the information as "Taro enjoyed solving the dinosaur quiz." This feedback information is sent to parents via email or in-app messages, allowing parents to understand their child's learning progress and emotional state.

[0679] Specific examples

[0680] Consider a six-year-old child named Taro. Taro uses his device to enter his basic information, and the server generates a unique ID "user123." Next, Taro selects that he is interested in "dinosaurs." The server generates learning content about dinosaurs based on Taro's basic information and "dinosaurs," and sends it to the device. While Taro is using the content, the device's camera and microphone capture his facial expressions and voice, which are analyzed by the emotion engine. If Taro is enjoying the content, the server provides more advanced quizzes. Once Taro completes his learning, his activity data and emotion data are sent to the server, and organized feedback is delivered to his parents.

[0681] Prompt Sentence Examples

[0682] "My 6-year-old is interested in dinosaurs. What customized learning content can you provide him?"

[0683] "If a child is having fun, how can we provide more advanced information or challenging quizzes?"

[0684] "If a child's facial expression is bothering you, how can you simplify the content and add explanation?"

[0685] As described above, this system recognizes the user's interests and emotions, provides optimal learning content, and provides accurate feedback to parents, thereby providing an effective learning experience.

[0686] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0687] Step 1:

[0688] The user uses the device to enter basic information. The user enters basic information such as name, age, and gender into an input form on a smartphone or tablet. The device then sends the entered basic information (e.g., "Taro, 6 years old, boy") to the server.

[0689] Step 2:

[0690] The server generates a unique user ID based on the received basic information. First, the server checks the received data and verifies whether it is in the required format. Then, it uses a user ID generation algorithm to generate a unique user ID (e.g., "user123") and stores this ID and basic information in the database.

[0691] Step 3:

[0692] Users use their devices to select topics they are interested in. When a user selects a specific topic (e.g., "dinosaurs") from a list of topics within the app, the device sends that selection to the server.

[0693] Step 4:

[0694] The server generates customized content based on the topic information and the user's basic information. First, the server retrieves the user's basic information and topic information from a database. Next, it uses a generative AI model (e.g., a text generation model or an image generation model) to generate customized learning content (e.g., a picture book page about dinosaurs or a quiz) based on this information. The generated content is sent from the server to the device and displayed to the user.

[0695] Step 5:

[0696] While the user is using the content, the device activates the camera and microphone, capturing the user's facial expressions and voice in real time and sending this data to the emotion engine.

[0697] Step 6:

[0698] The emotion engine analyzes the captured data and recognizes the user's emotions. The emotion engine uses facial expression recognition algorithms and voice analysis algorithms to analyze the user's emotions (e.g., "enjoyed" or "troubled") from the data. The recognized emotion data is sent to the server.

[0699] Step 7:

[0700] The server adjusts the content it provides in real time based on the received emotional data. The server analyzes the emotional data and provides content of increased difficulty (e.g., a more challenging quiz) if the user is enjoying it, or simplifies the content (e.g., adds more detailed explanations) if the user is having trouble. The adjusted content is then sent back to the device and displayed to the user in real time.

[0701] Step 8:

[0702] When a user completes a learning activity or game, the device sends the activity data to the server, including the user's grade, answer time, correct answer rate, etc.

[0703] Step 9:

[0704] The server integrates the activity data and emotion data to generate feedback information. The server organizes this data and generates feedback information in a format that is easy for parents to understand (e.g., "Taro enjoyed solving the dinosaur quiz").

[0705] Step 10:

[0706] Feedback information is sent to parents. The server retrieves the parents' contact information from the database and sends the feedback information to them via email or in-app messages, allowing parents to get a detailed understanding of their child's learning progress and emotional state.

[0707] This series of processes provides an optimal learning experience based on the user's interests and emotions, allowing parents to watch over their children's learning progress with peace of mind.

[0708] (Application example 2)

[0709] 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."

[0710] Conventional learning content delivery systems are limited to providing customized content based on the user's interests, making it difficult to provide an optimal learning environment that takes into account the user's emotions and stress level. Furthermore, feedback based solely on user activity data has the drawback of preventing parents and administrators from accurately understanding the user's actual situation. There is a need to solve these problems, improve users' learning efficiency, and provide more accurate information to parents and administrators.

[0711] The identification process by the identification 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 basic information about the user, means for generating a unique user ID and storing it in a database, means for receiving the user's interests in a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data and providing feedback to the parent / guardian, means for collecting user emotion data using a camera and microphone, means for analyzing and recognizing the emotion data, means for adjusting the content to be provided in real time based on the emotion, and means for organizing the emotion data and activity data and sending it to the parent / guardian. This makes it possible to provide an optimal learning environment that corresponds to the user's emotions and stress level, and realizes more accurate and rich feedback to the parent / guardian or administrator.

[0712] "User" refers to a person who uses the system to receive learning content.

[0713] "Basic information" refers to information for identifying a user, such as the user's name, age, and gender.

[0714] "User ID" refers to an identifier generated by the server to uniquely identify a user.

[0715] "Database" refers to a storage device where the server stores basic information and user IDs of users.

[0716] "Topic" refers to the subject matter or theme of the learning content.

[0717] "User interests" refers to the interest a user has in a particular topic.

[0718] "Customized content" refers to individual learning materials generated based on a user's interests and basic information.

[0719] "Camera" refers to a video capture device for capturing the user's facial expressions.

[0720] "Microphone" refers to an audio recording device for capturing a user's voice.

[0721] "Emotion data" refers to information about emotions analyzed from the user's facial expressions and voice.

[0722] "Real-time adjustment" refers to instantly changing learning content according to the user's current emotions.

[0723] "Activity data" refers to behavioral information when a user uses learning content.

[0724] "Parent" refers to a person responsible for overseeing a user's education and learning progress.

[0725] "Feedback" refers to information that summarizes the user's learning activities and emotional state and conveys it to parents.

[0726] System Overview

[0727] This invention is a learning support system consisting of a server, a terminal, a user, and a guardian. This system provides customized learning content based on the user's basic information and interests, recognizes the user's emotions in real time using an emotion engine, and provides an optimal learning environment. In addition, by providing feedback on the user's activity data and emotion data to the guardian, the system can properly grasp the user's learning progress.

[0728] User registration and initial setup

[0729] The terminal provides an interface for inputting basic user information (such as name, age, and gender). The input basic information is sent to the server, which then generates a unique user ID and stores it in a database. This identifies the user within the system.

[0730] Providing customized content

[0731] The device provides an interface where the user can select a topic of interest (e.g., science, history, etc.). The selected information is sent to a server, which generates customized content based on the user's basic information and interests. The generated content is sent to the device and served to the user. This content can include multiple media formats, such as text, images, and video.

[0732] Emotion recognition by emotion engine

[0733] The device uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to a server where it is analyzed by an emotion engine. The emotion engine recognizes the user's emotion from the collected data and sends that information to the server.

[0734] Adjusting content based on emotions

[0735] The server adjusts the content it provides in real time based on the emotional data it receives from the emotion engine. For example, if the user shows a confused expression, the server can add additional explanations or simplify the content. If the user is enjoying themselves, the server can provide more advanced information or a more challenging quiz.

[0736] Activity and emotion data feedback

[0737] When a user engages in learning activities, the activity data is sent from the device to the server. The server organizes this data and sends it to parents via email or other means along with emotional data. For example, it is possible to provide feedback such as, "The user learned new words and had a lot of fun." This allows parents to accurately grasp the user's learning situation and emotional state.

[0738] Specific operation examples for content distribution

[0739] The server selects appropriate content based on the user's interests and emotional state and sends instructions to the device. For example, if the user is interested in and enjoys science, the server can send instructions to the device to provide more advanced science quizzes. On the other hand, if the user seems confused, the server can send instructions to the device to provide basic science explanation videos. This operation allows the user to receive appropriate support during their studies.

[0740] Prompt Sentence Examples

[0741] "Using the code below, write a Python program that displays break instructions based on a worker's stress level on smart glasses and sends feedback to management."

[0742] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0743] Step 1:

[0744] The user uses the terminal to input basic information. The terminal receives basic information such as name, age, and gender through an input interface. This basic information is sent to the server. The server receives the basic information, generates a unique user ID, and stores it in a database. This allows the user to be individually identified within the system.

[0745] Step 2:

[0746] A user uses a device to select a topic of interest. Once the user selects a topic, that information is sent from the device to a server. The server then generates customized content based on the user's basic information and topics of interest. This content can include media formats such as text, images, and videos. The generated content is then sent to the device and provided to the user.

[0747] Step 3:

[0748] The device uses a camera and microphone to collect the user's facial expressions and voice data in real time. This collected data is sent to a server. The server then uses an emotion engine to analyze this data and recognize the user's emotions. This analysis uses image recognition and voice analysis technologies. The analysis results are stored on the server as emotion data.

[0749] Step 4:

[0750] The server adjusts the customized content provided to the user in real time based on the analyzed emotional data. For example, if the user looks troubled, the server sends instructions to the device to display additional explanations. If the user is enjoying themselves, the server provides more advanced information and challenging quizzes. This allows users to receive optimal learning support tailored to their own situation.

[0751] Step 5:

[0752] When the user completes a learning activity, the device sends the activity data to the server. The server then organizes the activity data and emotional data and sends feedback to the parent. This feedback is provided via communication methods such as email. For example, specific feedback such as "The user learned new words and had a lot of fun" can be provided. This allows the parent to properly understand the user's learning situation and emotional state.

[0753] 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.

[0754] 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.

[0755] 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.

[0756] [Third embodiment]

[0757] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[0758] 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.

[0759] 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).

[0760] 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.

[0761] 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.

[0762] 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).

[0763] 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.

[0764] 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.

[0765] 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.

[0766] 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.

[0767] 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.

[0768] 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."

[0769] The present invention is a system that supports the interests and growth of users (children) and provides a safe and enjoyable learning environment. This system is composed of a server, terminals, users (children), and guardians. Specific embodiments of the system are described below.

[0770] User (child) registration

[0771] A user first uses a device to enter basic information about themselves (e.g., name, age, gender, etc.), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[0772] Providing customized content

[0773] A user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection to the server. The server generates customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[0774] Feedback to parents and guardians

[0775] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server organizes this activity data and converts it into an easy-to-understand format, such as "I learned a new word for dinosaur." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[0776] Specific examples

[0777] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to Taro's guardian, stating, "Taro has learned a new dinosaur word."

[0778] In this way, the system supports the user's (child's) interests and learning, allowing parents to keep track of their child's development.

[0779] The processing flow will be explained below.

[0780] User (child) registration and initial settings

[0781] Step 1:

[0782] The user enters basic information (name, age, gender, etc.) from the terminal.

[0783] Step 2:

[0784] The terminal sends the entered basic information to the server.

[0785] Step 3:

[0786] The server generates a unique user ID based on the basic information received, for example using a UUID.

[0787] Step 4:

[0788] The server stores the generated user ID and basic information in the database.

[0789] Step 5:

[0790] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[0791] Providing customized content

[0792] Step 1:

[0793] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[0794] Step 2:

[0795] The terminal transmits the selected topic information to the server.

[0796] Step 3:

[0797] The server retrieves the user's basic information and topic information already stored in the database.

[0798] Step 4:

[0799] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[0800] Step 5:

[0801] The server transmits the generated customized content to the terminal.

[0802] Step 6:

[0803] The terminal displays the received customized content to the user.

[0804] Feedback to parents and guardians

[0805] Step 1:

[0806] The user uses the device to complete learning activities and games.

[0807] Step 2:

[0808] The terminal transmits the user's activity data to the server.

[0809] Step 3:

[0810] The server organizes the activity data it receives and converts it into an easy-to-understand format.

[0811] Step 4:

[0812] The server obtains the parent's contact information from the user's basic information.

[0813] Step 5:

[0814] The server sends the organized feedback information to the parents by email or the like.

[0815] Step 6:

[0816] Parents can review the feedback they receive and understand the user's activity.

[0817] By performing specific actions at each step in this way, a system is realized that supports the user's (child's) interests and learning, and allows parents to properly understand their child's growth.

[0818] Example 1

[0819] 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."

[0820] In today's digital education environment, there is a demand for systems that allow children to efficiently progress through their learning in line with their interests and development. However, existing systems lack the mechanisms to provide appropriate customized content to users or to provide appropriate feedback to parents about their learning progress and interests. This makes it difficult to accurately grasp children's learning status and provide appropriate support.

[0821] 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.

[0822] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content using a generative AI model based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, and means for organizing the collected activity data, generating prompt sentences as feedback information for parents, and sending the feedback information by email. This allows the server to provide learning content tailored to the user's individual interests and growth, and enables parents to accurately understand their child's learning situation and progress.

[0823] Of course. Below are definitions of some important words:

[0824] "Basic user information" refers to information necessary to identify a user, and specifically includes the user's name, age, gender, and the like.

[0825] A "unique user ID" is an ID generated by the server to individually identify each user, and is unique to each user.

[0826] A "database" is a system for properly storing and managing information such as a user's basic information, user ID, and activity data.

[0827] "User interests in specific topics" refers to specific themes or fields in which a user is interested in learning or activities.

[0828] "Generative AI model" refers to an artificial intelligence model used to generate customized content based on a user's basic information and interests.

[0829] "Customized content" refers to learning materials and activities that are individually tailored to a user's interests and basic information.

[0830] "User activity data" is data that records the results and progress of a user's learning or activities.

[0831] "Feedback information" refers to reports and notifications generated based on the user's activity data and used to inform parents of the user's learning status.

[0832] The "prompt sentence format" is a text format for providing information concisely and clearly, and is used to succinctly convey the user's activity status and learning content.

[0833] "Email" is a communication method for sending and receiving information via the Internet, and is used when sending feedback information to parents.

[0834] The present invention is a system that supports the user's interest and growth and provides a safe and enjoyable learning environment. A specific embodiment of the system and the processing of the program for that system will be described below.

[0835] overview

[0836] This system consists of a server, a device, a user, and a guardian. The server handles the main data processing and content generation, while the device acts as the interface with the user. Users (especially children) use the device to carry out learning activities, and information based on these activities is processed by the server and fed back to the guardian.

[0837] User registration and basic information processing

[0838] A user first uses a device to enter basic information about themselves (such as name, age, and gender), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[0839] Providing customized content

[0840] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection information to the server. The server uses a generative AI model to generate customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[0841] Feedback to parents and guardians

[0842] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes this activity data and converts it into easy-to-understand feedback information. For example, it generates a prompt such as, "Taro has learned a new dinosaur word." The server then obtains the parent's contact information from the user's basic information and sends the feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[0843] Hardware and software used

[0844] The following hardware and software are used to implement the system:

[0845] Devices: Tablets, PCs, smartphones, etc.

[0846] Server: High-performance cloud server (e.g., AWS, Google Cloud)

[0847] Database: Relational database such as MySQL or PostgreSQL

[0848] Generative AI models: Machine learning models (e.g., TensorFlow, PyTorch)

[0849] Communication protocol: HTTP / HTTPS, JSON format data communication

[0850] Feedback means: Email system (e.g., SMTP server, mail sending API)

[0851] Examples and prompts

[0852] For example, a 6-year-old user named "Taro" uses a device to enter his basic information (name: Taro, age: 6 years old). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to the parent in the form of a prompt sentence, such as "Taro has learned a new dinosaur word."

[0853] In this way, the system supports the user's interests and learning, and allows parents to keep an accurate track of their child's progress.

[0854] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0855] Step 1:

[0856] The user uses the device to enter basic information (such as name, age, and gender). The entered basic information is entered in the device's input form. The device converts this information into JSON format and prepares it to be sent to the server in the next step.

[0857] Step 2:

[0858] The device sends basic information to the server. Specifically, it sends JSON data to the server as an HTTP POST request. The input is JSON data containing the user's basic information, and the output is this data received by the server.

[0859] Step 3:

[0860] The server generates a unique user ID based on the basic information received. Specifically, it uses a UUID generation library to create a unique ID. The input is JSON data containing the basic information, and the output is the generated user ID.

[0861] Step 4:

[0862] The server saves the generated user ID and basic information in the database. Specifically, it performs an INSERT operation on the database using an SQL query. The input is the user ID and basic information, and the output is the result of saving to the database (success / failure).

[0863] Step 5:

[0864] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the terminal. The input is the user-selected topic, and the output is the selected topic information. The terminal prepares to send this information to the server in the next step.

[0865] Step 6:

[0866] The terminal sends topic information to the server. Specifically, it converts the selected topic information into JSON format and sends it to the server as an HTTP POST request. The input is JSON data containing the topic information, and the output is this data received by the server.

[0867] Step 7:

[0868] The server generates customized content using a generative AI model based on the user's basic information and selected topic. Specifically, the generative AI model inputs user information and topic information as input data and generates appropriate content (e.g., video URLs, quiz questions). The input is basic information and topic information, and the output is the generated content.

[0869] Step 8:

[0870] The server sends the generated content to the terminal. Specifically, it returns the content data to the terminal as an HTTP response. The input is the generated content, and the output is the content received by the terminal.

[0871] Step 9:

[0872] The terminal displays the received content to the user. Specifically, it launches a video player, generates a quiz screen, etc. The input is the received content data, and the output is a display screen that the user can view.

[0873] Step 10:

[0874] A user consumes content and completes a learning activity, such as answering a quiz or watching a video. The input is the content consumed, and the output is the result of the activity.

[0875] Step 11:

[0876] The device sends activity data to the server. Specifically, the activity results are converted into JSON format and sent to the server as an HTTP POST request. The input is JSON data containing the activity data, and the output is this data received by the server.

[0877] Step 12:

[0878] The server organizes the activity data and generates feedback information in the form of prompt sentences. Specifically, it analyzes the activity data and generates an easy-to-understand message (e.g., "Taro learned a new dinosaur word"). The input is the activity data, and the output is the generated feedback message.

[0879] Step 13:

[0880] The server sends the generated feedback to the parent via email using an SMTP server. The input is the generated feedback message and the parent's email address, and the output is the sending status.

[0881] In this way, the entire system works together to support the user's interests and learning, and allows parents to accurately track their child's progress.

[0882] (Application example 1)

[0883] 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."

[0884] Existing systems that support users' (children's) interests and development and provide a safe and enjoyable learning environment have many problems. For example, they lack the ability to provide customized content tailored to users' interests and provide appropriate feedback to parents. Furthermore, they lack the means to improve education and learning motivation. Therefore, there is a need for a system that more effectively supports users' learning activities and allows parents to properly understand their children's development.

[0885] 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.

[0886] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, means for providing feedback on the collected activity data to parents, and means for implementing a point system based on the user's learning activity and providing benefits when a certain number of points are reached. This enables effective provision of educational and learning content tailored to the user's interests, improvement of motivation based on learning activity, and appropriate feedback to parents.

[0887] "Basic information" is personal identification information such as the user's (child's) name, age, and gender.

[0888] A "unique user ID" is a unique identification code generated to identify a user.

[0889] "Database" is a collection of digital information for storing and managing basic information and user IDs.

[0890] A "topic" is a particular subject or theme that interests a user (child).

[0891] "Customized Content" means educational and learning information and materials that are individually tailored to a user's interests and basic information.

[0892] "Media formats" are different types of information representation formats such as text, images, and video.

[0893] "Activity data" is recorded information about a user's learning activities and interactions.

[0894] "Guardian" means a parent or substitute guardian who supports and monitors the education and development of a User (child).

[0895] "Feedback" is the act of providing information to inform parents of the user's activity results and progress.

[0896] A "point system" is a system that awards points based on the user's learning activities and provides benefits when a certain number of points are reached.

[0897] "Benefits" are rewards or incentives for a user's learning activities, and include, for example, discounts or free items.

[0898] A "generative AI model" is an artificial intelligence model that automatically generates feedback messages based on a user's learning activities.

[0899] MODE FOR CARRYING OUT THE INVENTION

[0900] The present invention is a system that supports the interests and growth of users (especially children) and provides a safe and enjoyable learning environment. This system is composed of a server, a terminal, and a guardian. Specific embodiments of the system are described below.

[0901] Register your child and enter basic information

[0902] The user (child) uses the device to enter their basic information (e.g., name, age, gender, etc.). This information is sent from the device to the server, and the server generates a unique user ID and stores it in the database. This associates the user's basic information with the unique user ID.

[0903] Providing customized content

[0904] Users select topics of interest (e.g., dinosaurs or space) through their devices. The selected topic information is sent to the server, which generates customized content based on the user's information and interests in its database. This content can include multiple media formats, such as text, images, and video. The generated customized content is sent from the server to the device, which then displays it to the user.

[0905] Learning activity tracking and feedback

[0906] When a user engages in an activity using learning content, the activity data is collected from the device and stored on a server. The server then organizes the collected activity data and generates feedback data for parents. In particular, a generative AI model is used to generate feedback messages to notify parents. For example, a specific message such as "You have learned a new word for dinosaur" is generated and sent to the parent via email or other means.

[0907] Point system and rewards

[0908] Furthermore, a points system will be introduced based on users' learning activities, and rewards will be offered when a certain number of points are reached. These rewards will motivate parents and guardians to actively support their children's learning. For example, discounts or free items at the Kids Cafe will be offered when a certain number of points are reached.

[0909] Hardware and software used

[0910] The hardware used to implement this system includes smartphones (iOS, Android) and servers, and the software used is Python and Flask (server-side), Requests (client-side), and Firebase (database).

[0911] Specific examples

[0912] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID, "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (e.g., dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and learns, for example, the name of a new dinosaur, that information is sent to the server as activity data. The server uses a generative AI model to organize the activity data and send feedback to the parent, stating, "Taro learned a new dinosaur word." Additionally, if Taro earns a certain number of points, a discount will be applied on his next visit.

[0913] Example prompts to input to the generative AI model

[0914] Here's an example prompt for the generative AI model to generate a feedback message for parents:

[0915] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[0916] Name: Taro

[0917] Age: 6

[0918] Interests: Dinosaurs

[0919] Learning Outcome: I learned the name of a new dinosaur.

[0920] Generate a feedback message to send to parents.

[0921] This allows the system to support the user's growth in a safe and enjoyable way.

[0922] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0923] Step 1:

[0924] The user (child) uses the device to enter basic information such as name, age, and gender. This information is temporarily stored on the device via an input form. The user also selects a specific topic to receive customized learning content.

[0925] Step 2:

[0926] The terminal sends the basic information entered in step 1 and the selected topic information to the server. The server receives this, generates a unique user ID, and stores it in the database along with the user's basic information. The input is the basic information and topic information, and the output is a unique user ID.

[0927] Step 3:

[0928] The server generates appropriate customized content (text, images, videos, etc.) based on the user's basic information and topics of interest. The generated customized content is stored in a database and sent to the terminal. The input is the user's basic information and topic information, and the output is the customized content.

[0929] Step 4:

[0930] The terminal displays the received customized content to the user. The user uses the displayed content to carry out learning activities. At this time, the terminal collects the progress and results of the learning activities. The input is the customized content, and the output is data on the progress and results of the learning activities.

[0931] Step 5:

[0932] The terminal sends the collected learning activity progress and achievement data to the server. The server receives this data and stores it in a database. The input is the learning activity progress and achievement data, and the output is storage in the database.

[0933] Step 6:

[0934] The server generates feedback messages for parents based on the learning activity data stored in the database. In particular, it uses a generative AI model to create specific and effective messages. The input is the learning activity data, and the output is the feedback message. An example of a specific prompt sentence is shown below:

[0935] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[0936] Name: Taro

[0937] Age: 6

[0938] Interests: Dinosaurs

[0939] Learning Outcome: I learned the name of a new dinosaur.

[0940] Generate a feedback message to send to parents.

[0941] Step 7:

[0942] The server sends the generated feedback message to the parent by an appropriate means such as email. The input is the feedback message and the output is a notification to the parent.

[0943] Step 8:

[0944] The server updates the point system based on the user's learning activities and generates information to provide rewards when a certain number of points are reached. The input is the learning activity data and current points, and the output is the updated points and reward information. The reward information is saved in the database and applied the next time the user uses the service.

[0945] Through the above series of processing steps, the system supports the user's interests and growth, and enables parents to receive appropriate feedback.

[0946] 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.

[0947] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, users, and parents. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback becomes possible.

[0948] User (child) registration and initial settings

[0949] The user first enters their basic information (name, age, gender, etc.) on the device, which then sends this information to the server. The server then generates a unique user ID based on the received information and stores it in a database. This user ID is used in all subsequent interactions.

[0950] Providing customized content

[0951] The user selects a topic of interest (e.g., dinosaurs or space) using the device. The device sends the selected topic information to the server. The server retrieves the user's basic information and the selected topic information from a database and generates customized content based on this. The generated content is sent to the device and displayed to the user.

[0952] Emotion recognition by emotion engine

[0953] While the user is using the provided content, the emotion engine analyzes the user's facial expression and voice data to recognize emotions. For example, the emotion engine captures the user's facial expression and voice using a camera or microphone, and analyzes them. The emotion engine then transmits the recognized emotions to the server.

[0954] Adjusting content based on emotions

[0955] The server adjusts the content it provides in real time based on the user's emotional data received from the emotion engine. For example, if the user looks troubled, the server can add an explanation or simplify the content accordingly. On the other hand, if the user is enjoying themselves, the server can provide more advanced information or a challenging quiz.

[0956] Feedback to parents and guardians

[0957] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes the activity data and emotional data and converts them into an easy-to-understand format. For example, it might say, "Taro learned a new dinosaur word and had a lot of fun." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand their child's activity status and emotional state.

[0958] Specific examples

[0959] For example, a 6-year-old user named "Taro" uses a device to enter basic information. The server generates and stores a unique ID, "user123." Next, Taro selects that he is interested in "dinosaurs." Based on Taro's basic information and "dinosaurs," the server generates fun learning content about dinosaurs and sends it to the device. The emotion engine recognizes Taro's facial expressions as he enjoys watching the content and sends that information to the server. The server then provides more specific information and quizzes. When Taro completes his learning, his activity data and Taro's emotional data are sent to the server, and organized feedback is sent to his parents.

[0960] In this way, the system recognizes the user's interests and emotions in real time, providing an optimal learning environment and reassuring parents.

[0961] The processing flow will be explained below.

[0962] User (child) registration and initial settings

[0963] Step 1:

[0964] The user enters basic information (name, age, gender, etc.) from the terminal.

[0965] Step 2:

[0966] The terminal sends the entered basic information to the server.

[0967] Step 3:

[0968] The server generates a unique user ID based on the basic information received, for example using a UUID.

[0969] Step 4:

[0970] The server stores the generated user ID and basic information in the database.

[0971] Step 5:

[0972] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[0973] Providing customized content

[0974] Step 1:

[0975] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[0976] Step 2:

[0977] The terminal transmits the selected topic information to the server.

[0978] Step 3:

[0979] The server retrieves the user's basic information and topic information from the database.

[0980] Step 4:

[0981] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[0982] Step 5:

[0983] The server transmits the generated customized content to the terminal.

[0984] Step 6:

[0985] The terminal displays the received customized content to the user.

[0986] Emotion recognition by emotion engine

[0987] Step 1:

[0988] Use the content provided by the user.

[0989] Step 2:

[0990] The emotion engine in the device captures the user's facial expressions and voice data, for example, by using a camera or microphone to obtain the user's facial and voice states.

[0991] Step 3:

[0992] The emotion engine analyzes the captured data and recognizes the user's emotions, for example, using facial recognition technology to determine emotions such as joy, sadness, and surprise.

[0993] Step 4:

[0994] The device transmits the recognized emotion data to the server.

[0995] Adjusting content based on emotions

[0996] Step 1:

[0997] The server analyzes the user's emotion data received from the emotion engine.

[0998] Step 2:

[0999] The server adjusts the content provided in real time based on the user's emotional data, for example, providing additional explanations if the user is in distress, or more advanced information if the user is happy.

[1000] Step 3:

[1001] The server sends the adjusted content to the terminal.

[1002] Step 4:

[1003] The device displays the adapted content to the user.

[1004] Feedback to parents and guardians

[1005] Step 1:

[1006] The user completes a learning activity or game.

[1007] Step 2:

[1008] The device transmits the user's activity data and emotion data to the server.

[1009] Step 3:

[1010] The server organizes the received activity and emotion data and converts it into an easy-to-understand format, such as "Taro learned new dinosaur words and had fun."

[1011] Step 4:

[1012] The server obtains the parent's contact information from the user's basic information.

[1013] Step 5:

[1014] The server sends the organized feedback information to the parents by email or the like.

[1015] Step 6:

[1016] Parents can review the feedback they receive to understand the user's activity and emotional state.

[1017] In this way, by performing specific actions at each step, a system is realized that comprehensively supports the user's (child's) interests, learning, and emotions, and provides appropriate feedback to parents.

[1018] Example 2

[1019] 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."

[1020] In recent years, providing appropriate learning content based on individual interests and emotions has become increasingly important in children's educational environments. However, conventional systems have difficulty providing customized content that fully takes into account users' interests and emotions, which can result in reduced learning effectiveness. Furthermore, ineffective feedback to parents poses a challenge, resulting in insufficient understanding of children's learning situations and emotions.

[1021] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID, means for saving the basic information, means for receiving the user's interest in a specific topic, means for generating customized content, means for providing the customized content to the user, means for recognizing emotions by analyzing the user's facial expressions and voice data, means for adjusting the provided content in real time based on the recognized emotion data, means for collecting user activity data, and means for providing the activity data and emotion data as feedback to parents. This allows customized learning content to be provided in real time, taking into account the interests and emotions of each user, and enables parents to appropriately understand their child's learning situation and emotional state.

[1022] "Basic user information" refers to personal identification information such as the user's name, age, and gender.

[1023] "User ID" refers to a unique identifier generated based on a user's basic information.

[1024] "Database" refers to an information system that stores and manages basic user information, user IDs, and other related data.

[1025] A "topic" refers to a particular theme or category that interests a user.

[1026] "Customized content" refers to personalized learning content generated based on a user's basic information and interests.

[1027] An "emotion engine" refers to software or a system that analyzes a user's facial expressions and voice data and recognizes their emotions.

[1028] "Adjusting in real time" refers to making immediate responses or changes based on current conditions and data.

[1029] "Activity data" refers to the usage history and performance of users when using learning content, games, etc.

[1030] "Feedback" refers to the information that is collected, organized, and provided to parents.

[1031] "Guardian" refers to a parent or adult involved in the education of a user child.

[1032] "Platform" refers to the hardware and software environment for operating the entire system described above.

[1033] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, a user, and a parent. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback are possible.

[1034] User (child) registration and initial settings

[1035] First, a user launches the app using a device such as a smartphone or tablet and enters their basic information (name, age, gender, etc.). For example, they might enter "Taro, 6 years old, boy." The device sends this information to the application server, which then generates a unique user ID based on the received basic information and stores this ID and basic information in a database. For example, the user ID "user123" might be generated.

[1036] Providing customized content

[1037] The user selects a topic of interest from a list of topics provided within the app. For example, they can choose "dinosaurs." The device sends the selected topic information to the server, and the server uses a generative AI model to generate customized content based on the user's basic information and the selected topic information. For example, an illustrated book or quiz about dinosaurs might be generated. The generated learning content is sent to the device and displayed to the user.

[1038] Emotion recognition by emotion engine

[1039] While the user is using the provided content, the device's camera and microphone are activated to capture the user's facial expressions and voice in real time. This data is sent to the emotion engine, which analyzes the facial and voice data to recognize the user's emotions. For example, if the user is laughing, it is recognized as "having fun." The recognized emotion data is sent to the server.

[1040] Adjusting content based on emotions

[1041] The server analyzes the user's emotions in real time based on the emotion data received from the emotion engine and adjusts the content provided. For example, if the user looks troubled, the server can easily change the content or add an explanation. Conversely, if the user is enjoying themselves, the server can provide more challenging problems. This adjusted content is then sent back to the device and provided to the user.

[1042] Feedback to parents

[1043] When a user completes a learning activity or game, the device sends the activity data to the server. The server generates feedback information based on the activity data and emotional data. For example, the server may summarize the information as "Taro enjoyed solving the dinosaur quiz." This feedback information is sent to parents via email or in-app messages, allowing parents to understand their child's learning progress and emotional state.

[1044] Specific examples

[1045] Consider a six-year-old child named Taro. Taro uses his device to enter his basic information, and the server generates a unique ID "user123." Next, Taro selects that he is interested in "dinosaurs." The server generates learning content about dinosaurs based on Taro's basic information and "dinosaurs," and sends it to the device. While Taro is using the content, the device's camera and microphone capture his facial expressions and voice, which are analyzed by the emotion engine. If Taro is enjoying the content, the server provides more advanced quizzes. Once Taro completes his learning, his activity data and emotion data are sent to the server, and organized feedback is delivered to his parents.

[1046] Prompt Sentence Examples

[1047] "My 6-year-old is interested in dinosaurs. What customized learning content can you provide him?"

[1048] "If a child is having fun, how can we provide more advanced information or challenging quizzes?"

[1049] "If a child's facial expression is bothering you, how can you simplify the content and add explanation?"

[1050] As described above, this system recognizes the user's interests and emotions, provides optimal learning content, and provides accurate feedback to parents, thereby providing an effective learning experience.

[1051] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1052] Step 1:

[1053] The user uses the device to enter basic information. The user enters basic information such as name, age, and gender into an input form on a smartphone or tablet. The device then sends the entered basic information (e.g., "Taro, 6 years old, boy") to the server.

[1054] Step 2:

[1055] The server generates a unique user ID based on the received basic information. First, the server checks the received data and verifies whether it is in the required format. Then, it uses a user ID generation algorithm to generate a unique user ID (e.g., "user123") and stores this ID and basic information in the database.

[1056] Step 3:

[1057] Users use their devices to select topics they are interested in. When a user selects a specific topic (e.g., "dinosaurs") from a list of topics within the app, the device sends that selection to the server.

[1058] Step 4:

[1059] The server generates customized content based on the topic information and the user's basic information. First, the server retrieves the user's basic information and topic information from a database. Next, it uses a generative AI model (e.g., a text generation model or an image generation model) to generate customized learning content (e.g., a picture book page about dinosaurs or a quiz) based on this information. The generated content is sent from the server to the device and displayed to the user.

[1060] Step 5:

[1061] While the user is using the content, the device activates the camera and microphone, capturing the user's facial expressions and voice in real time and sending this data to the emotion engine.

[1062] Step 6:

[1063] The emotion engine analyzes the captured data and recognizes the user's emotions. The emotion engine uses facial expression recognition algorithms and voice analysis algorithms to analyze the user's emotions (e.g., "enjoyed" or "troubled") from the data. The recognized emotion data is sent to the server.

[1064] Step 7:

[1065] The server adjusts the content it provides in real time based on the received emotional data. The server analyzes the emotional data and provides content of increased difficulty (e.g., a more challenging quiz) if the user is enjoying it, or simplifies the content (e.g., adds more detailed explanations) if the user is having trouble. The adjusted content is then sent back to the device and displayed to the user in real time.

[1066] Step 8:

[1067] When a user completes a learning activity or game, the device sends the activity data to the server, including the user's grade, answer time, correct answer rate, etc.

[1068] Step 9:

[1069] The server integrates the activity data and emotion data to generate feedback information. The server organizes this data and generates feedback information in a format that is easy for parents to understand (e.g., "Taro enjoyed solving the dinosaur quiz").

[1070] Step 10:

[1071] Feedback information is sent to parents. The server retrieves the parents' contact information from the database and sends the feedback information to them via email or in-app messages, allowing parents to get a detailed understanding of their child's learning progress and emotional state.

[1072] This series of processes provides an optimal learning experience based on the user's interests and emotions, allowing parents to watch over their children's learning progress with peace of mind.

[1073] (Application example 2)

[1074] 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."

[1075] Conventional learning content delivery systems are limited to providing customized content based on the user's interests, making it difficult to provide an optimal learning environment that takes into account the user's emotions and stress level. Furthermore, feedback based solely on user activity data has the drawback of preventing parents and administrators from accurately understanding the user's actual situation. There is a need to solve these problems, improve users' learning efficiency, and provide more accurate information to parents and administrators.

[1076] The identification process by the identification 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 basic information about the user, means for generating a unique user ID and storing it in a database, means for receiving the user's interests in a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data and providing feedback to the parent / guardian, means for collecting user emotion data using a camera and microphone, means for analyzing and recognizing the emotion data, means for adjusting the content to be provided in real time based on the emotion, and means for organizing the emotion data and activity data and sending it to the parent / guardian. This makes it possible to provide an optimal learning environment that corresponds to the user's emotions and stress level, and realizes more accurate and rich feedback to the parent / guardian or administrator.

[1077] "User" refers to a person who uses the system to receive learning content.

[1078] "Basic information" refers to information for identifying a user, such as the user's name, age, and gender.

[1079] "User ID" refers to an identifier generated by the server to uniquely identify a user.

[1080] "Database" refers to a storage device where the server stores basic information and user IDs of users.

[1081] "Topic" refers to the subject matter or theme of the learning content.

[1082] "User interests" refers to the interest a user has in a particular topic.

[1083] "Customized content" refers to individual learning materials generated based on a user's interests and basic information.

[1084] "Camera" refers to a video capture device for capturing the user's facial expressions.

[1085] "Microphone" refers to an audio recording device for capturing a user's voice.

[1086] "Emotion data" refers to information about emotions analyzed from the user's facial expressions and voice.

[1087] "Real-time adjustment" refers to instantly changing learning content according to the user's current emotions.

[1088] "Activity data" refers to behavioral information when a user uses learning content.

[1089] "Parent" refers to a person responsible for overseeing a user's education and learning progress.

[1090] "Feedback" refers to information that summarizes the user's learning activities and emotional state and conveys it to parents.

[1091] System Overview

[1092] This invention is a learning support system consisting of a server, a terminal, a user, and a guardian. This system provides customized learning content based on the user's basic information and interests, recognizes the user's emotions in real time using an emotion engine, and provides an optimal learning environment. In addition, by providing feedback on the user's activity data and emotion data to the guardian, the system can properly grasp the user's learning progress.

[1093] User registration and initial setup

[1094] The terminal provides an interface for inputting basic user information (such as name, age, and gender). The input basic information is sent to the server, which then generates a unique user ID and stores it in a database. This identifies the user within the system.

[1095] Providing customized content

[1096] The device provides an interface where the user can select a topic of interest (e.g., science, history, etc.). The selected information is sent to a server, which generates customized content based on the user's basic information and interests. The generated content is sent to the device and served to the user. This content can include multiple media formats, such as text, images, and video.

[1097] Emotion recognition by emotion engine

[1098] The device uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to a server where it is analyzed by an emotion engine. The emotion engine recognizes the user's emotion from the collected data and sends that information to the server.

[1099] Adjusting content based on emotions

[1100] The server adjusts the content it provides in real time based on the emotional data it receives from the emotion engine. For example, if the user shows a confused expression, the server can add additional explanations or simplify the content. If the user is enjoying themselves, the server can provide more advanced information or a more challenging quiz.

[1101] Activity and emotion data feedback

[1102] When a user engages in learning activities, the activity data is sent from the device to the server. The server organizes this data and sends it to parents via email or other means along with emotional data. For example, it is possible to provide feedback such as, "The user learned new words and had a lot of fun." This allows parents to accurately grasp the user's learning situation and emotional state.

[1103] Specific operation examples for content distribution

[1104] The server selects appropriate content based on the user's interests and emotional state and sends instructions to the device. For example, if the user is interested in and enjoys science, the server can send instructions to the device to provide more advanced science quizzes. On the other hand, if the user seems confused, the server can send instructions to the device to provide basic science explanation videos. This operation allows the user to receive appropriate support during their studies.

[1105] Prompt Sentence Examples

[1106] "Using the code below, write a Python program that displays break instructions based on a worker's stress level on smart glasses and sends feedback to management."

[1107] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1108] Step 1:

[1109] The user uses the terminal to input basic information. The terminal receives basic information such as name, age, and gender through an input interface. This basic information is sent to the server. The server receives the basic information, generates a unique user ID, and stores it in a database. This allows the user to be individually identified within the system.

[1110] Step 2:

[1111] A user uses a device to select a topic of interest. Once the user selects a topic, that information is sent from the device to a server. The server then generates customized content based on the user's basic information and topics of interest. This content can include media formats such as text, images, and videos. The generated content is then sent to the device and provided to the user.

[1112] Step 3:

[1113] The device uses a camera and microphone to collect the user's facial expressions and voice data in real time. This collected data is sent to a server. The server then uses an emotion engine to analyze this data and recognize the user's emotions. This analysis uses image recognition and voice analysis technologies. The analysis results are stored on the server as emotion data.

[1114] Step 4:

[1115] The server adjusts the customized content provided to the user in real time based on the analyzed emotional data. For example, if the user looks troubled, the server sends instructions to the device to display additional explanations. If the user is enjoying themselves, the server provides more advanced information and challenging quizzes. This allows users to receive optimal learning support tailored to their own situation.

[1116] Step 5:

[1117] When the user completes a learning activity, the device sends the activity data to the server. The server then organizes the activity data and emotional data and sends feedback to the parent. This feedback is provided via communication methods such as email. For example, specific feedback such as "The user learned new words and had a lot of fun" can be provided. This allows the parent to properly understand the user's learning situation and emotional state.

[1118] 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.

[1119] 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.

[1120] 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.

[1121] [Fourth embodiment]

[1122] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1123] 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.

[1124] 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).

[1125] 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.

[1126] 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.

[1127] 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).

[1128] 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.

[1129] 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.

[1130] 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.

[1131] 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.

[1132] 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.

[1133] 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.

[1134] 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."

[1135] The present invention is a system that supports the interests and growth of users (children) and provides a safe and enjoyable learning environment. This system is composed of a server, terminals, users (children), and guardians. Specific embodiments of the system are described below.

[1136] User (child) registration

[1137] A user first uses a device to enter basic information about themselves (e.g., name, age, gender, etc.), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[1138] Providing customized content

[1139] A user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection to the server. The server generates customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[1140] Feedback to parents and guardians

[1141] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server organizes this activity data and converts it into an easy-to-understand format, such as "I learned a new word for dinosaur." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[1142] Specific examples

[1143] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to Taro's guardian, stating, "Taro has learned a new dinosaur word."

[1144] In this way, the system supports the user's (child's) interests and learning, allowing parents to keep track of their child's development.

[1145] The processing flow will be explained below.

[1146] User (child) registration and initial settings

[1147] Step 1:

[1148] The user enters basic information (name, age, gender, etc.) from the terminal.

[1149] Step 2:

[1150] The terminal sends the entered basic information to the server.

[1151] Step 3:

[1152] The server generates a unique user ID based on the basic information received, for example using a UUID.

[1153] Step 4:

[1154] The server stores the generated user ID and basic information in the database.

[1155] Step 5:

[1156] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[1157] Providing customized content

[1158] Step 1:

[1159] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[1160] Step 2:

[1161] The terminal transmits the selected topic information to the server.

[1162] Step 3:

[1163] The server retrieves the user's basic information and topic information already stored in the database.

[1164] Step 4:

[1165] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[1166] Step 5:

[1167] The server transmits the generated customized content to the terminal.

[1168] Step 6:

[1169] The terminal displays the received customized content to the user.

[1170] Feedback to parents and guardians

[1171] Step 1:

[1172] The user uses the device to complete learning activities and games.

[1173] Step 2:

[1174] The terminal transmits the user's activity data to the server.

[1175] Step 3:

[1176] The server organizes the activity data it receives and converts it into an easy-to-understand format.

[1177] Step 4:

[1178] The server obtains the parent's contact information from the user's basic information.

[1179] Step 5:

[1180] The server sends the organized feedback information to the parents by email or the like.

[1181] Step 6:

[1182] Parents can review the feedback they receive and understand the user's activity.

[1183] By performing specific actions at each step in this way, a system is realized that supports the user's (child's) interests and learning, and allows parents to properly understand their child's growth.

[1184] Example 1

[1185] 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."

[1186] In today's digital education environment, there is a demand for systems that allow children to efficiently progress through their learning in line with their interests and development. However, existing systems lack the mechanisms to provide appropriate customized content to users or to provide appropriate feedback to parents about their learning progress and interests. This makes it difficult to accurately grasp children's learning status and provide appropriate support.

[1187] 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.

[1188] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content using a generative AI model based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, and means for organizing the collected activity data, generating prompt sentences as feedback information for parents, and sending the feedback information by email. This allows the server to provide learning content tailored to the user's individual interests and growth, and enables parents to accurately understand their child's learning situation and progress.

[1189] Of course. Below are definitions of some important words:

[1190] "Basic user information" refers to information necessary to identify a user, and specifically includes the user's name, age, gender, and the like.

[1191] A "unique user ID" is an ID generated by the server to individually identify each user, and is unique to each user.

[1192] A "database" is a system for properly storing and managing information such as a user's basic information, user ID, and activity data.

[1193] "User interests in specific topics" refers to specific themes or fields in which a user is interested in learning or activities.

[1194] "Generative AI model" refers to an artificial intelligence model used to generate customized content based on a user's basic information and interests.

[1195] "Customized content" refers to learning materials and activities that are individually tailored to a user's interests and basic information.

[1196] "User activity data" is data that records the results and progress of a user's learning or activities.

[1197] "Feedback information" refers to reports and notifications generated based on the user's activity data and used to inform parents of the user's learning status.

[1198] The "prompt sentence format" is a text format for providing information concisely and clearly, and is used to succinctly convey the user's activity status and learning content.

[1199] "Email" is a communication method for sending and receiving information via the Internet, and is used when sending feedback information to parents.

[1200] The present invention is a system that supports the user's interest and growth and provides a safe and enjoyable learning environment. A specific embodiment of the system and the processing of the program for that system will be described below.

[1201] overview

[1202] This system consists of a server, a device, a user, and a guardian. The server handles the main data processing and content generation, while the device acts as the interface with the user. Users (especially children) use the device to carry out learning activities, and information based on these activities is processed by the server and fed back to the guardian.

[1203] User registration and basic information processing

[1204] A user first uses a device to enter basic information about themselves (such as name, age, and gender), which is then sent from the device to a server, which generates a unique user ID and stores it in a database. This user ID is used to identify the user in all subsequent interactions.

[1205] Providing customized content

[1206] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the device. The device sends this selection information to the server. The server uses a generative AI model to generate customized content based on the user information in the database and the selected topic. This content can include text, images, videos, etc. The server sends the generated content to the device, which displays it to the user.

[1207] Feedback to parents and guardians

[1208] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes this activity data and converts it into easy-to-understand feedback information. For example, it generates a prompt such as, "Taro has learned a new dinosaur word." The server then obtains the parent's contact information from the user's basic information and sends the feedback information to the parent via email or other means. This allows the parent to properly understand the child's activity status.

[1209] Hardware and software used

[1210] The following hardware and software are used to implement the system:

[1211] Devices: Tablets, PCs, smartphones, etc.

[1212] Server: High-performance cloud server (e.g., AWS, Google Cloud)

[1213] Database: Relational database such as MySQL or PostgreSQL

[1214] Generative AI models: Machine learning models (e.g., TensorFlow, PyTorch)

[1215] Communication protocol: HTTP / HTTPS, JSON format data communication

[1216] Feedback means: Email system (e.g., SMTP server, mail sending API)

[1217] Examples and prompts

[1218] For example, a 6-year-old user named "Taro" uses a device to enter his basic information (name: Taro, age: 6 years old). The server receives this information and generates and stores a unique ID "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (for example, dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and, for example, learns the name of a new dinosaur, that information is sent to the server as activity data. The server organizes the activity data and sends feedback to the parent in the form of a prompt sentence, such as "Taro has learned a new dinosaur word."

[1219] In this way, the system supports the user's interests and learning, and allows parents to keep an accurate track of their child's progress.

[1220] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1221] Step 1:

[1222] The user uses the device to enter basic information (such as name, age, and gender). The entered basic information is entered in the device's input form. The device converts this information into JSON format and prepares it to be sent to the server in the next step.

[1223] Step 2:

[1224] The device sends basic information to the server. Specifically, it sends JSON data to the server as an HTTP POST request. The input is JSON data containing the user's basic information, and the output is this data received by the server.

[1225] Step 3:

[1226] The server generates a unique user ID based on the basic information received. Specifically, it uses a UUID generation library to create a unique ID. The input is JSON data containing the basic information, and the output is the generated user ID.

[1227] Step 4:

[1228] The server saves the generated user ID and basic information in the database. Specifically, it performs an INSERT operation on the database using an SQL query. The input is the user ID and basic information, and the output is the result of saving to the database (success / failure).

[1229] Step 5:

[1230] The user selects a particular topic of interest (e.g., dinosaurs, space, etc.) via the terminal. The input is the user-selected topic, and the output is the selected topic information. The terminal prepares to send this information to the server in the next step.

[1231] Step 6:

[1232] The terminal sends topic information to the server. Specifically, it converts the selected topic information into JSON format and sends it to the server as an HTTP POST request. The input is JSON data containing the topic information, and the output is this data received by the server.

[1233] Step 7:

[1234] The server generates customized content using a generative AI model based on the user's basic information and selected topic. Specifically, the generative AI model inputs user information and topic information as input data and generates appropriate content (e.g., video URLs, quiz questions). The input is basic information and topic information, and the output is the generated content.

[1235] Step 8:

[1236] The server sends the generated content to the terminal. Specifically, it returns the content data to the terminal as an HTTP response. The input is the generated content, and the output is the content received by the terminal.

[1237] Step 9:

[1238] The terminal displays the received content to the user. Specifically, it launches a video player, generates a quiz screen, etc. The input is the received content data, and the output is a display screen that the user can view.

[1239] Step 10:

[1240] A user consumes content and completes a learning activity, such as answering a quiz or watching a video. The input is the content consumed, and the output is the result of the activity.

[1241] Step 11:

[1242] The device sends activity data to the server. Specifically, the activity results are converted into JSON format and sent to the server as an HTTP POST request. The input is JSON data containing the activity data, and the output is this data received by the server.

[1243] Step 12:

[1244] The server organizes the activity data and generates feedback information in the form of prompt sentences. Specifically, it analyzes the activity data and generates an easy-to-understand message (e.g., "Taro learned a new dinosaur word"). The input is the activity data, and the output is the generated feedback message.

[1245] Step 13:

[1246] The server sends the generated feedback to the parent via email using an SMTP server. The input is the generated feedback message and the parent's email address, and the output is the sending status.

[1247] In this way, the entire system works together to support the user's interests and learning, and allows parents to accurately track their child's progress.

[1248] (Application example 1)

[1249] 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."

[1250] Existing systems that support users' (children's) interests and development and provide a safe and enjoyable learning environment have many problems. For example, they lack the ability to provide customized content tailored to users' interests and provide appropriate feedback to parents. Furthermore, they lack the means to improve education and learning motivation. Therefore, there is a need for a system that more effectively supports users' learning activities and allows parents to properly understand their children's development.

[1251] 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.

[1252] In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID based on the user's basic information, means for storing the generated user ID and basic information in a database, means for receiving the user's interests on a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data, means for providing feedback on the collected activity data to parents, and means for implementing a point system based on the user's learning activity and providing benefits when a certain number of points are reached. This enables effective provision of educational and learning content tailored to the user's interests, improvement of motivation based on learning activity, and appropriate feedback to parents.

[1253] "Basic information" is personal identification information such as the user's (child's) name, age, and gender.

[1254] A "unique user ID" is a unique identification code generated to identify a user.

[1255] "Database" is a collection of digital information for storing and managing basic information and user IDs.

[1256] A "topic" is a particular subject or theme that interests a user (child).

[1257] "Customized Content" means educational and learning information and materials that are individually tailored to a user's interests and basic information.

[1258] "Media formats" are different types of information representation formats such as text, images, and video.

[1259] "Activity data" is recorded information about a user's learning activities and interactions.

[1260] "Guardian" means a parent or substitute guardian who supports and monitors the education and development of a User (child).

[1261] "Feedback" is the act of providing information to inform parents of the user's activity results and progress.

[1262] A "point system" is a system that awards points based on the user's learning activities and provides benefits when a certain number of points are reached.

[1263] "Benefits" are rewards or incentives for a user's learning activities, and include, for example, discounts or free items.

[1264] A "generative AI model" is an artificial intelligence model that automatically generates feedback messages based on a user's learning activities.

[1265] MODE FOR CARRYING OUT THE INVENTION

[1266] The present invention is a system that supports the interests and growth of users (especially children) and provides a safe and enjoyable learning environment. This system is composed of a server, a terminal, and a guardian. Specific embodiments of the system are described below.

[1267] Register your child and enter basic information

[1268] The user (child) uses the device to enter their basic information (e.g., name, age, gender, etc.). This information is sent from the device to the server, and the server generates a unique user ID and stores it in the database. This associates the user's basic information with the unique user ID.

[1269] Providing customized content

[1270] Users select topics of interest (e.g., dinosaurs or space) through their devices. The selected topic information is sent to the server, which generates customized content based on the user's information and interests in its database. This content can include multiple media formats, such as text, images, and video. The generated customized content is sent from the server to the device, which then displays it to the user.

[1271] Learning activity tracking and feedback

[1272] When a user engages in an activity using learning content, the activity data is collected from the device and stored on a server. The server then organizes the collected activity data and generates feedback data for parents. In particular, a generative AI model is used to generate feedback messages to notify parents. For example, a specific message such as "You have learned a new word for dinosaur" is generated and sent to the parent via email or other means.

[1273] Point system and rewards

[1274] Furthermore, a points system will be introduced based on users' learning activities, and rewards will be offered when a certain number of points are reached. These rewards will motivate parents and guardians to actively support their children's learning. For example, discounts or free items at the Kids Cafe will be offered when a certain number of points are reached.

[1275] Hardware and software used

[1276] The hardware used to implement this system includes smartphones (iOS, Android) and servers, and the software used is Python and Flask (server-side), Requests (client-side), and Firebase (database).

[1277] Specific examples

[1278] For example, let's say the user is 6 years old and named "Taro." Taro uses his device to enter his basic information (name: Taro, age: 6). The server receives this information and generates and stores a unique ID, "user123." Taro then selects his topic of interest, "dinosaurs." Based on Taro's basic information and topic information, the server generates fun educational content about dinosaurs (e.g., dinosaur videos and quizzes) and sends it to the device. If Taro uses this content and learns, for example, the name of a new dinosaur, that information is sent to the server as activity data. The server uses a generative AI model to organize the activity data and send feedback to the parent, stating, "Taro learned a new dinosaur word." Additionally, if Taro earns a certain number of points, a discount will be applied on his next visit.

[1279] Example prompts to input to the generative AI model

[1280] Here's an example prompt for the generative AI model to generate a feedback message for parents:

[1281] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[1282] Name: Taro

[1283] Age: 6

[1284] Interests: Dinosaurs

[1285] Learning Outcome: I learned the name of a new dinosaur.

[1286] Generate a feedback message to send to parents.

[1287] This allows the system to support the user's growth in a safe and enjoyable way.

[1288] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1289] Step 1:

[1290] The user (child) uses the device to enter basic information such as name, age, and gender. This information is temporarily stored on the device via an input form. The user also selects a specific topic to receive customized learning content.

[1291] Step 2:

[1292] The terminal sends the basic information entered in step 1 and the selected topic information to the server. The server receives this, generates a unique user ID, and stores it in the database along with the user's basic information. The input is the basic information and topic information, and the output is a unique user ID.

[1293] Step 3:

[1294] The server generates appropriate customized content (text, images, videos, etc.) based on the user's basic information and topics of interest. The generated customized content is stored in a database and sent to the terminal. The input is the user's basic information and topic information, and the output is the customized content.

[1295] Step 4:

[1296] The terminal displays the received customized content to the user. The user uses the displayed content to carry out learning activities. At this time, the terminal collects the progress and results of the learning activities. The input is the customized content, and the output is data on the progress and results of the learning activities.

[1297] Step 5:

[1298] The terminal sends the collected learning activity progress and achievement data to the server. The server receives this data and stores it in a database. The input is the learning activity progress and achievement data, and the output is storage in the database.

[1299] Step 6:

[1300] The server generates feedback messages for parents based on the learning activity data stored in the database. In particular, it uses a generative AI model to create specific and effective messages. The input is the learning activity data, and the output is the feedback message. An example of a specific prompt sentence is shown below:

[1301] Your child has completed a learning activity in the Education Cafe. Here are some basic details:

[1302] Name: Taro

[1303] Age: 6

[1304] Interests: Dinosaurs

[1305] Learning Outcome: I learned the name of a new dinosaur.

[1306] Generate a feedback message to send to parents.

[1307] Step 7:

[1308] The server sends the generated feedback message to the parent by an appropriate means such as email. The input is the feedback message and the output is a notification to the parent.

[1309] Step 8:

[1310] The server updates the point system based on the user's learning activities and generates information to provide rewards when a certain number of points are reached. The input is the learning activity data and current points, and the output is the updated points and reward information. The reward information is saved in the database and applied the next time the user uses the service.

[1311] Through the above series of processing steps, the system supports the user's interests and growth, and enables parents to receive appropriate feedback.

[1312] 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.

[1313] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, users, and parents. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback becomes possible.

[1314] User (child) registration and initial settings

[1315] The user first enters their basic information (name, age, gender, etc.) on the device, which then sends this information to the server. The server then generates a unique user ID based on the received information and stores it in a database. This user ID is used in all subsequent interactions.

[1316] Providing customized content

[1317] The user selects a topic of interest (e.g., dinosaurs or space) using the device. The device sends the selected topic information to the server. The server retrieves the user's basic information and the selected topic information from a database and generates customized content based on this. The generated content is sent to the device and displayed to the user.

[1318] Emotion recognition by emotion engine

[1319] While the user is using the provided content, the emotion engine analyzes the user's facial expression and voice data to recognize emotions. For example, the emotion engine captures the user's facial expression and voice using a camera or microphone, and analyzes them. The emotion engine then transmits the recognized emotions to the server.

[1320] Adjusting content based on emotions

[1321] The server adjusts the content it provides in real time based on the user's emotional data received from the emotion engine. For example, if the user looks troubled, the server can add an explanation or simplify the content accordingly. On the other hand, if the user is enjoying themselves, the server can provide more advanced information or a challenging quiz.

[1322] Feedback to parents and guardians

[1323] When a user completes a learning activity or game, the activity data is sent from the device to the server. The server then organizes the activity data and emotional data and converts them into an easy-to-understand format. For example, it might say, "Taro learned a new dinosaur word and had a lot of fun." The server then obtains the parent's contact information from the user's basic information and sends feedback information to the parent via email or other means. This allows the parent to properly understand their child's activity status and emotional state.

[1324] Specific examples

[1325] For example, a 6-year-old user named "Taro" uses a device to enter basic information. The server generates and stores a unique ID, "user123." Next, Taro selects that he is interested in "dinosaurs." Based on Taro's basic information and "dinosaurs," the server generates fun learning content about dinosaurs and sends it to the device. The emotion engine recognizes Taro's facial expressions as he enjoys watching the content and sends that information to the server. The server then provides more specific information and quizzes. When Taro completes his learning, his activity data and Taro's emotional data are sent to the server, and organized feedback is sent to his parents.

[1326] In this way, the system recognizes the user's interests and emotions in real time, providing an optimal learning environment and reassuring parents.

[1327] The processing flow will be explained below.

[1328] User (child) registration and initial settings

[1329] Step 1:

[1330] The user enters basic information (name, age, gender, etc.) from the terminal.

[1331] Step 2:

[1332] The terminal sends the entered basic information to the server.

[1333] Step 3:

[1334] The server generates a unique user ID based on the basic information received, for example using a UUID.

[1335] Step 4:

[1336] The server stores the generated user ID and basic information in the database.

[1337] Step 5:

[1338] The server returns the generated user ID to the terminal and notifies it that the initial settings have been completed.

[1339] Providing customized content

[1340] Step 1:

[1341] The user selects a topic of interest (e.g., dinosaurs or space) from the device.

[1342] Step 2:

[1343] The terminal transmits the selected topic information to the server.

[1344] Step 3:

[1345] The server retrieves the user's basic information and topic information from the database.

[1346] Step 4:

[1347] The server generates customized content based on the user's basic information and topic information, such as fun educational content about dinosaurs.

[1348] Step 5:

[1349] The server transmits the generated customized content to the terminal.

[1350] Step 6:

[1351] The terminal displays the received customized content to the user.

[1352] Emotion recognition by emotion engine

[1353] Step 1:

[1354] Use the content provided by the user.

[1355] Step 2:

[1356] The emotion engine in the device captures the user's facial expressions and voice data, for example, by using a camera or microphone to obtain the user's facial and voice states.

[1357] Step 3:

[1358] The emotion engine analyzes the captured data and recognizes the user's emotions, for example, using facial recognition technology to determine emotions such as joy, sadness, and surprise.

[1359] Step 4:

[1360] The device transmits the recognized emotion data to the server.

[1361] Adjusting content based on emotions

[1362] Step 1:

[1363] The server analyzes the user's emotion data received from the emotion engine.

[1364] Step 2:

[1365] The server adjusts the content provided in real time based on the user's emotional data, for example, providing additional explanations if the user is in distress, or more advanced information if the user is happy.

[1366] Step 3:

[1367] The server sends the adjusted content to the terminal.

[1368] Step 4:

[1369] The device displays the adapted content to the user.

[1370] Feedback to parents and guardians

[1371] Step 1:

[1372] The user completes a learning activity or game.

[1373] Step 2:

[1374] The device transmits the user's activity data and emotion data to the server.

[1375] Step 3:

[1376] The server organizes the received activity and emotion data and converts it into an easy-to-understand format, such as "Taro learned new dinosaur words and had fun."

[1377] Step 4:

[1378] The server obtains the parent's contact information from the user's basic information.

[1379] Step 5:

[1380] The server sends the organized feedback information to the parents by email or the like.

[1381] Step 6:

[1382] Parents can review the feedback they receive to understand the user's activity and emotional state.

[1383] In this way, by performing specific actions at each step, a system is realized that comprehensively supports the user's (child's) interests, learning, and emotions, and provides appropriate feedback to parents.

[1384] Example 2

[1385] 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."

[1386] In recent years, providing appropriate learning content based on individual interests and emotions has become increasingly important in children's educational environments. However, conventional systems have difficulty providing customized content that fully takes into account users' interests and emotions, which can result in reduced learning effectiveness. Furthermore, ineffective feedback to parents poses a challenge, resulting in insufficient understanding of children's learning situations and emotions.

[1387] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving basic information about a user, means for generating a unique user ID, means for saving the basic information, means for receiving the user's interest in a specific topic, means for generating customized content, means for providing the customized content to the user, means for recognizing emotions by analyzing the user's facial expressions and voice data, means for adjusting the provided content in real time based on the recognized emotion data, means for collecting user activity data, and means for providing the activity data and emotion data as feedback to parents. This allows customized learning content to be provided in real time, taking into account the interests and emotions of each user, and enables parents to appropriately understand their child's learning situation and emotional state.

[1388] "Basic user information" refers to personal identification information such as the user's name, age, and gender.

[1389] "User ID" refers to a unique identifier generated based on a user's basic information.

[1390] "Database" refers to an information system that stores and manages basic user information, user IDs, and other related data.

[1391] A "topic" refers to a particular theme or category that interests a user.

[1392] "Customized content" refers to personalized learning content generated based on a user's basic information and interests.

[1393] An "emotion engine" refers to software or a system that analyzes a user's facial expressions and voice data and recognizes their emotions.

[1394] "Adjusting in real time" refers to making immediate responses or changes based on current conditions and data.

[1395] "Activity data" refers to the usage history and performance of users when using learning content, games, etc.

[1396] "Feedback" refers to the information that is collected, organized, and provided to parents.

[1397] "Guardian" refers to a parent or adult involved in the education of a user child.

[1398] "Platform" refers to the hardware and software environment for operating the entire system described above.

[1399] This invention is a system that recognizes the interests and emotions of users (children), provides customized learning content based on those interests, and provides feedback to parents. This system is composed of a server, a terminal, a user, and a parent. Furthermore, by including an emotion engine that recognizes the user's emotions, even more advanced customization and feedback are possible.

[1400] User (child) registration and initial settings

[1401] First, a user launches the app using a device such as a smartphone or tablet and enters their basic information (name, age, gender, etc.). For example, they might enter "Taro, 6 years old, boy." The device sends this information to the application server, which then generates a unique user ID based on the received basic information and stores this ID and basic information in a database. For example, the user ID "user123" might be generated.

[1402] Providing customized content

[1403] The user selects a topic of interest from a list of topics provided within the app. For example, they can choose "dinosaurs." The device sends the selected topic information to the server, and the server uses a generative AI model to generate customized content based on the user's basic information and the selected topic information. For example, an illustrated book or quiz about dinosaurs might be generated. The generated learning content is sent to the device and displayed to the user.

[1404] Emotion recognition by emotion engine

[1405] While the user is using the provided content, the device's camera and microphone are activated to capture the user's facial expressions and voice in real time. This data is sent to the emotion engine, which analyzes the facial and voice data to recognize the user's emotions. For example, if the user is laughing, it is recognized as "having fun." The recognized emotion data is sent to the server.

[1406] Adjusting content based on emotions

[1407] The server analyzes the user's emotions in real time based on the emotion data received from the emotion engine and adjusts the content provided. For example, if the user looks troubled, the server can easily change the content or add an explanation. Conversely, if the user is enjoying themselves, the server can provide more challenging problems. This adjusted content is then sent back to the device and provided to the user.

[1408] Feedback to parents

[1409] When a user completes a learning activity or game, the device sends the activity data to the server. The server generates feedback information based on the activity data and emotional data. For example, the server may summarize the information as "Taro enjoyed solving the dinosaur quiz." This feedback information is sent to parents via email or in-app messages, allowing parents to understand their child's learning progress and emotional state.

[1410] Specific examples

[1411] Consider a six-year-old child named Taro. Taro uses his device to enter his basic information, and the server generates a unique ID "user123." Next, Taro selects that he is interested in "dinosaurs." The server generates learning content about dinosaurs based on Taro's basic information and "dinosaurs," and sends it to the device. While Taro is using the content, the device's camera and microphone capture his facial expressions and voice, which are analyzed by the emotion engine. If Taro is enjoying the content, the server provides more advanced quizzes. Once Taro completes his learning, his activity data and emotion data are sent to the server, and organized feedback is delivered to his parents.

[1412] Prompt Sentence Examples

[1413] "My 6-year-old is interested in dinosaurs. What customized learning content can you provide him?"

[1414] "If a child is having fun, how can we provide more advanced information or challenging quizzes?"

[1415] "If a child's facial expression is bothering you, how can you simplify the content and add explanation?"

[1416] As described above, this system recognizes the user's interests and emotions, provides optimal learning content, and provides accurate feedback to parents, thereby providing an effective learning experience.

[1417] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1418] Step 1:

[1419] The user uses the device to enter basic information. The user enters basic information such as name, age, and gender into an input form on a smartphone or tablet. The device then sends the entered basic information (e.g., "Taro, 6 years old, boy") to the server.

[1420] Step 2:

[1421] The server generates a unique user ID based on the received basic information. First, the server checks the received data and verifies whether it is in the required format. Then, it uses a user ID generation algorithm to generate a unique user ID (e.g., "user123") and stores this ID and basic information in the database.

[1422] Step 3:

[1423] Users use their devices to select topics they are interested in. When a user selects a specific topic (e.g., "dinosaurs") from a list of topics within the app, the device sends that selection to the server.

[1424] Step 4:

[1425] The server generates customized content based on the topic information and the user's basic information. First, the server retrieves the user's basic information and topic information from a database. Next, it uses a generative AI model (e.g., a text generation model or an image generation model) to generate customized learning content (e.g., a picture book page about dinosaurs or a quiz) based on this information. The generated content is sent from the server to the device and displayed to the user.

[1426] Step 5:

[1427] While the user is using the content, the device activates the camera and microphone, capturing the user's facial expressions and voice in real time and sending this data to the emotion engine.

[1428] Step 6:

[1429] The emotion engine analyzes the captured data and recognizes the user's emotions. The emotion engine uses facial expression recognition algorithms and voice analysis algorithms to analyze the user's emotions (e.g., "enjoyed" or "troubled") from the data. The recognized emotion data is sent to the server.

[1430] Step 7:

[1431] The server adjusts the content it provides in real time based on the received emotional data. The server analyzes the emotional data and provides content of increased difficulty (e.g., a more challenging quiz) if the user is enjoying it, or simplifies the content (e.g., adds more detailed explanations) if the user is having trouble. The adjusted content is then sent back to the device and displayed to the user in real time.

[1432] Step 8:

[1433] When a user completes a learning activity or game, the device sends the activity data to the server, including the user's grade, answer time, correct answer rate, etc.

[1434] Step 9:

[1435] The server integrates the activity data and emotion data to generate feedback information. The server organizes this data and generates feedback information in a format that is easy for parents to understand (e.g., "Taro enjoyed solving the dinosaur quiz").

[1436] Step 10:

[1437] Feedback information is sent to parents. The server retrieves the parents' contact information from the database and sends the feedback information to them via email or in-app messages, allowing parents to get a detailed understanding of their child's learning progress and emotional state.

[1438] This series of processes provides an optimal learning experience based on the user's interests and emotions, allowing parents to watch over their children's learning progress with peace of mind.

[1439] (Application example 2)

[1440] 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."

[1441] Conventional learning content delivery systems are limited to providing customized content based on the user's interests, making it difficult to provide an optimal learning environment that takes into account the user's emotions and stress level. Furthermore, feedback based solely on user activity data has the drawback of preventing parents and administrators from accurately understanding the user's actual situation. There is a need to solve these problems, improve users' learning efficiency, and provide more accurate information to parents and administrators.

[1442] The identification process by the identification 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 basic information about the user, means for generating a unique user ID and storing it in a database, means for receiving the user's interests in a specific topic, means for generating customized content based on the user's interests and basic information, means for providing the generated customized content to the user, means for collecting user activity data and providing feedback to the parent / guardian, means for collecting user emotion data using a camera and microphone, means for analyzing and recognizing the emotion data, means for adjusting the content to be provided in real time based on the emotion, and means for organizing the emotion data and activity data and sending it to the parent / guardian. This makes it possible to provide an optimal learning environment that corresponds to the user's emotions and stress level, and realizes more accurate and rich feedback to the parent / guardian or administrator.

[1443] "User" refers to a person who uses the system to receive learning content.

[1444] "Basic information" refers to information for identifying a user, such as the user's name, age, and gender.

[1445] "User ID" refers to an identifier generated by the server to uniquely identify a user.

[1446] "Database" refers to a storage device where the server stores basic information and user IDs of users.

[1447] "Topic" refers to the subject matter or theme of the learning content.

[1448] "User interests" refers to the interest a user has in a particular topic.

[1449] "Customized content" refers to individual learning materials generated based on a user's interests and basic information.

[1450] "Camera" refers to a video capture device for capturing the user's facial expressions.

[1451] "Microphone" refers to an audio recording device for capturing a user's voice.

[1452] "Emotion data" refers to information about emotions analyzed from the user's facial expressions and voice.

[1453] "Real-time adjustment" refers to instantly changing learning content according to the user's current emotions.

[1454] "Activity data" refers to behavioral information when a user uses learning content.

[1455] "Parent" refers to a person responsible for overseeing a user's education and learning progress.

[1456] "Feedback" refers to information that summarizes the user's learning activities and emotional state and conveys it to parents.

[1457] System Overview

[1458] This invention is a learning support system consisting of a server, a terminal, a user, and a guardian. This system provides customized learning content based on the user's basic information and interests, recognizes the user's emotions in real time using an emotion engine, and provides an optimal learning environment. In addition, by providing feedback on the user's activity data and emotion data to the guardian, the system can properly grasp the user's learning progress.

[1459] User registration and initial setup

[1460] The terminal provides an interface for inputting basic user information (such as name, age, and gender). The input basic information is sent to the server, which then generates a unique user ID and stores it in a database. This identifies the user within the system.

[1461] Providing customized content

[1462] The device provides an interface where the user can select a topic of interest (e.g., science, history, etc.). The selected information is sent to a server, which generates customized content based on the user's basic information and interests. The generated content is sent to the device and served to the user. This content can include multiple media formats, such as text, images, and video.

[1463] Emotion recognition by emotion engine

[1464] The device uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to a server where it is analyzed by an emotion engine. The emotion engine recognizes the user's emotion from the collected data and sends that information to the server.

[1465] Adjusting content based on emotions

[1466] The server adjusts the content it provides in real time based on the emotional data it receives from the emotion engine. For example, if the user shows a confused expression, the server can add additional explanations or simplify the content. If the user is enjoying themselves, the server can provide more advanced information or a more challenging quiz.

[1467] Activity and emotion data feedback

[1468] When a user engages in learning activities, the activity data is sent from the device to the server. The server organizes this data and sends it to parents via email or other means along with emotional data. For example, it is possible to provide feedback such as, "The user learned new words and had a lot of fun." This allows parents to accurately grasp the user's learning situation and emotional state.

[1469] Specific operation examples for content distribution

[1470] The server selects appropriate content based on the user's interests and emotional state and sends instructions to the device. For example, if the user is interested in and enjoys science, the server can send instructions to the device to provide more advanced science quizzes. On the other hand, if the user seems confused, the server can send instructions to the device to provide basic science explanation videos. This operation allows the user to receive appropriate support during their studies.

[1471] Prompt Sentence Examples

[1472] "Using the code below, write a Python program that displays break instructions based on a worker's stress level on smart glasses and sends feedback to management."

[1473] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1474] Step 1:

[1475] The user uses the terminal to input basic information. The terminal receives basic information such as name, age, and gender through an input interface. This basic information is sent to the server. The server receives the basic information, generates a unique user ID, and stores it in a database. This allows the user to be individually identified within the system.

[1476] Step 2:

[1477] A user uses a device to select a topic of interest. Once the user selects a topic, that information is sent from the device to a server. The server then generates customized content based on the user's basic information and topics of interest. This content can include media formats such as text, images, and videos. The generated content is then sent to the device and provided to the user.

[1478] Step 3:

[1479] The device uses a camera and microphone to collect the user's facial expressions and voice data in real time. This collected data is sent to a server. The server then uses an emotion engine to analyze this data and recognize the user's emotions. This analysis uses image recognition and voice analysis technologies. The analysis results are stored on the server as emotion data.

[1480] Step 4:

[1481] The server adjusts the customized content provided to the user in real time based on the analyzed emotional data. For example, if the user looks troubled, the server sends instructions to the device to display additional explanations. If the user is enjoying themselves, the server provides more advanced information and challenging quizzes. This allows users to receive optimal learning support tailored to their own situation.

[1482] Step 5:

[1483] When the user completes a learning activity, the device sends the activity data to the server. The server then organizes the activity data and emotional data and sends feedback to the parent. This feedback is provided via communication methods such as email. For example, specific feedback such as "The user learned new words and had a lot of fun" can be provided. This allows the parent to properly understand the user's learning situation and emotional state.

[1484] 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.

[1485] 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.

[1486] 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.

[1487] 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.

[1488] FIG. 9 illustrates an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and behaviors arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion 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.

[1489] 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.

[1490] 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).

[1491] 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.

[1492] 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."

[1493] 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.

[1494] 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).

[1495] 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.

[1496] 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.

[1497] 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.

[1498] 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.

[1499] 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.

[1500] 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.

[1501] 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.

[1502] 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.

[1503] 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.

[1504] 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.

[1505] The following is further disclosed regarding the above embodiment.

[1506] (Claim 1)

[1507] a means for receiving basic information about a user;

[1508] A means for generating a unique user ID based on the user's basic information;

[1509] A means of storing the generated user ID and basic information in a database;

[1510] a means for receiving user interests regarding a particular topic;

[1511] means for generating customized content based on the user's interests and basic information;

[1512] means for providing the generated customized content to the user;

[1513] means for collecting user activity data;

[1514] A means of providing feedback to parents on the collected activity data;

[1515] A system including:

[1516] (Claim 2)

[1517] 10. The system of claim 1, wherein the content customized based on the user's interests includes multiple media formats (e.g., text, images, video, etc.).

[1518] (Claim 3)

[1519] 2. The system according to claim 1, wherein the user's activity data is organized and the feedback sent to the parent is via email.

[1520] "Example 1"

[1521] (Claim 1)

[1522] a means for receiving basic information about a user;

[1523] A means for generating a unique user ID based on the user's basic information;

[1524] A means of storing the generated user ID and basic information in a database;

[1525] a means for receiving user interests regarding a particular topic;

[1526] means for generating customized content using a generative AI model based on the user's interests and basic information;

[1527] means for providing the generated customized content to the user;

[1528] means for collecting user activity data;

[1529] A means for organizing the collected activity data, generating prompt sentences as feedback information for parents, and sending them by email;

[1530] A system including:

[1531] (Claim 2)

[1532] 10. The system of claim 1, wherein the content customized based on the user's interests includes multiple media formats (e.g., text, images, video, etc.).

[1533] (Claim 3)

[1534] 2. The system according to claim 1, wherein the user's activity data is organized and the feedback sent to the parent is via email.

[1535] "Application Example 1"

[1536] (Claim 1)

[1537] a means for receiving basic information about a user;

[1538] A means for generating a unique user ID based on the user's basic information;

[1539] A means of storing the generated user ID and basic information in a database;

[1540] a means for receiving user interests regarding a particular topic;

[1541] means for generating customized content based on the user's interests and basic information;

[1542] means for providing the generated customized content to the user;

[1543] means for collecting user activity data;

[1544] A means of providing feedback to parents on the collected activity data;

[1545] A means for introducing a points system based on the user's learning activities and providing rewards when a certain number of points are reached;

[1546] A system including:

[1547] (Claim 2)

[1548] 10. The system of claim 1, wherein the content customized based on the user's interests includes multiple media formats (e.g., text, images, video, etc.).

[1549] (Claim 3)

[1550] 2. The system according to claim 1, wherein the user's activity data is organized and the feedback sent to the parent is via email.

[1551] (Claim 4)

[1552] The system of claim 1 uses a generative AI model that generates feedback messages for parents based on the results of the user's learning activities.

[1553] "Example 2: Combining Emotion Engines"

[1554] (Claim 1)

[1555] a means for receiving basic information about a user;

[1556] A means for generating a unique user ID based on the user's basic information;

[1557] A means of storing the generated user ID and basic information in a database;

[1558] a means for receiving user interests regarding a particular topic;

[1559] means for generating customized content based on the user's interests and basic information;

[1560] means for providing the generated customized content to the user;

[1561] A means for recognizing emotions by analyzing the user's facial expressions and voice data;

[1562] a means for adjusting the content provided based on the recognized emotion data in real time; and

[1563] means for collecting user activity data;

[1564] a means for providing feedback to the parent or guardian of the collected activity and emotion data;

[1565] A system including:

[1566] (Claim 2)

[1567] 10. The system of claim 1, wherein the content customized based on the user's interests includes multiple media formats (e.g., text, images, video) and is dynamically adjusted based on the user's emotional data.

[1568] (Claim 3)

[1569] 2. The system of claim 1, wherein the user's activity data and emotion data are organized and the feedback sent to the parent is sent via email or in-app message.

[1570] "Application example 2 when combining emotion engines"

[1571] (Claim 1)

[1572] a means for receiving basic information about a user;

[1573] A means for generating a unique user ID based on the user's basic information;

[1574] A means of storing the generated user ID and basic information in a database;

[1575] a means for receiving user interests regarding a particular topic;

[1576] means for generating customized content based on the user's interests and basic information;

[1577] means for providing the generated customized content to the user;

[1578] means for collecting user activity data;

[1579] A means of providing feedback to parents on the collected activity data;

[1580] means for collecting user emotion data using a camera and a microphone;

[1581] means for analyzing emotion data to recognize the emotion of a user;

[1582] A way to tailor content delivery based on emotions in real time;

[1583] means for organizing and transmitting emotional and activity data to a parent;

[1584] A system including:

[1585] (Claim 2)

[1586] 10. The system of claim 1, wherein the content customized based on the user's interests includes multiple media formats (e.g., text, images, video, etc.).

[1587] (Claim 3)

[1588] 2. The system according to claim 1, wherein the activity data and emotion data of the user are organized and the feedback sent to the parent / guardian is sent via email. [Explanation of symbols]

[1589] 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 basic information about a user; A means for generating a unique user ID based on the user's basic information; A means of storing the generated user ID and basic information in a database; a means for receiving user interests regarding a particular topic; means for generating customized content based on the user's interests and basic information; means for providing the generated customized content to the user; means for collecting user activity data; A means of providing feedback to parents on the collected activity data; A system including:

2. 10. The system of claim 1, wherein the content customized based on user interests includes multiple media types (e.g., text, images, video).

3. 2. The system according to claim 1, wherein the user's activity data is compiled and the feedback sent to the parent / guardian is sent via email.

Citation Information

Patent Citations

  • Persona chatbot control method and system

    JP2022180282A