System
A system using generative AI to raise a virtual pet addresses the lack of accessible stress relief by providing personalized emotional support and relaxation through interactions and item acquisition, effectively reducing stress.
Patent Information
- Application Number
- JP2024129430
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-05
- Publication Date
- 2026-02-18
AI Technical Summary
Many individuals, particularly those living alone or with busy schedules, lack accessible means to relieve stress and find it difficult to organize their feelings and relax.
A system utilizing generative artificial intelligence to raise a virtual pet that learns a user's personality and emotions, providing emotional support and relaxation through interactions, music suggestions, and allowing users to acquire necessary items using coins earned by watching advertisements.
The system effectively reduces everyday stress and provides personalized emotional support by allowing users to interact with a virtual pet, receive customized music, and obtain items, enhancing user satisfaction and relaxation.
Smart Images

Figure 2026027009000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] In modern society, many people are stressed and unable to find a way to relieve stress because they have no one or place to talk to. In particular, people who live alone or are busy with work often have limited opportunities to organize their feelings and relax. In such situations, providing easily accessible mental support and relaxation methods is an important issue. [Means for solving the problem]
[0005] The present invention provides a system for raising a virtual pet that uses generative artificial intelligence to learn the user's personality and emotions and interact with the user. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. The system also allows users to purchase coins to acquire items necessary for raising the virtual pet, and allows users to obtain coins by watching advertisements. This allows users to easily obtain emotional support and relaxation, helping to relieve stress.
[0006] "Generative AI" is AI that uses algorithms to analyze information based on user interactions and input data, and generate appropriate responses and suggestions.
[0007] "User" refers to any individual who uses this system.
[0008] "Personality" refers to a user's unique characteristics, such as personality, traits, and preferences.
[0009] "Emotion" refers to the state of mind or mood a user is experiencing.
[0010] A "virtual pet" is a simulated pet character that is raised through interaction with the user in a digital space.
[0011] "Developing" refers to the process of growing and improving a user's abilities and skills through interaction with them.
[0012] "Analyzing" refers to examining input information in detail and clarifying its content and structure.
[0013] "Emotion data" refers to data relating to an emotional state extracted from user input information.
[0014] "Generate" refers to creating new information or content from existing data and algorithms.
[0015] "Music" refers to auditory compositions with melodies and rhythms suggested to suit the user's emotions and circumstances.
[0016] "Suggestions" refer to specific activities or content presented to users to reduce stress or promote relaxation.
[0017] "Coin" refers to the virtual currency used for transactions and purchasing items within the system.
[0018] "Items" refer to virtual objects such as toys and food that are used to raise virtual pets.
[0019] "Acquire" refers to the user obtaining coins or items.
[0020] "Interaction" refers to a series of actions and reactions that affect the user and the virtual pet. [Brief explanation of the drawings]
[0021] [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
[0022] 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.
[0023] First, the terms used in the following description will be explained.
[0024] 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).
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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."
[0029] [First embodiment]
[0030] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0031] 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.
[0032] 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).
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] 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."
[0042] The present invention is a system for raising a virtual pet that uses generative artificial intelligence to learn the user's personality and emotions and interact with the user. The system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. The system also allows users to purchase coins to acquire items necessary for raising the virtual pet, and allows users to earn coins by watching advertisements.
[0043] To realize this system, the following program processing is provided.
[0044] User registration and pet selection
[0045] 1. Create an account
[0046] Device: The user installs and launches the app, which displays a form for the user to enter information such as their name, email address, and password.
[0047] User: Enters registration information and submits it to the server.
[0048] Server: Validates the input information and creates a new user account in the database.
[0049] Server: Sends a registration completion message to the terminal and displays the pet character selection screen.
[0050] 2. Pet character selection
[0051] Terminal: Displays a list of pet characters to the user.
[0052] User: Choose your favorite pet and enter a name.
[0053] Server: Save the selected pet character information to the database.
[0054] Pet Raising and User Emotion Learning
[0055] 1. Early dialogue and emotional learning
[0056] Terminal: Your pet will ask "Hello! How are you feeling today?"
[0057] User: Responds to pet by saying "I'm feeling a bit down today."
[0058] Server: Analyzes the text of the response, extracts the user's emotional data, and saves it as learning data.
[0059] 2. Suggestions and Feedback
[0060] Server: Generates appropriate music and suggestions based on the learning data.
[0061] Device: The generated music and suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[0062] Terminal: Plays music and supports user relaxation.
[0063] Items and Interactions
[0064] 1. Item purchase and use
[0065] Terminal: Display the Item Shop screen.
[0066] User: Choose to watch ads or buy coins to buy toys or food using coins.
[0067] Server: Processes purchases and updates the user's inventory.
[0068] 2. Using items on pets
[0069] User: Give the purchased item to the pet.
[0070] Server: Updates the pet's status and the pet gives feedback saying "Thanks, I feel better now!"
[0071] Music suggestion feature
[0072] 1. Music suggestions and playback
[0073] Device: User types "I want some relaxing music."
[0074] Server: Generates an appropriate music playlist based on past data and current emotional state.
[0075] Device: View your music playlist and press play to listen to music.
[0076] Device: Streams music and supports user relaxation.
[0077] Specific examples
[0078] If the user types, "I'm so tired from work today"
[0079] 1. Terminal: The user types, "I'm very tired from work today."
[0080] 2. Server: Analyzes the input and determines that fatigue is indicated.
[0081] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[0082] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[0083] When a user gives a toy to a pet
[0084] 1. Terminal: The user uses the toys they purchased for their pet.
[0085] 2. Server: Update pet status.
[0086] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[0087] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[0088] The processing flow will be explained below.
[0089] Program flow:
[0090] User registration and pet selection
[0091] Create an account
[0092] Step 1:
[0093] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[0094] Step 2:
[0095] User: Enters the required information and presses the send to server button.
[0096] Step 3:
[0097] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[0098] Step 4:
[0099] Server: Generates a message indicating that account creation is complete and sends it to the device.
[0100] Step 5:
[0101] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[0102] Pet character selection
[0103] Step 6:
[0104] Terminal: Displays a list of pet characters to the user.
[0105] Step 7:
[0106] User: Select your favorite pet character and enter a name.
[0107] Step 8:
[0108] Terminal: Sends the selected character information and name to the server.
[0109] Step 9:
[0110] Server: Save the selected pet character information to the database.
[0111] Pet Raising and User Emotion Learning
[0112] Early dialogue and emotional learning
[0113] Step 1:
[0114] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[0115] Step 2:
[0116] User: Responds to their pet by typing, "I'm feeling a bit down today."
[0117] Step 3:
[0118] Terminal: Sends user input to the server.
[0119] Step 4:
[0120] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[0121] Step 5:
[0122] Server: The extracted emotion data is stored in a database as a user profile.
[0123] Suggestions and Feedback
[0124] Step 6:
[0125] Server: Generates appropriate music and suggestions based on the stored emotional data.
[0126] Step 7:
[0127] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[0128] Step 8:
[0129] Device: Streams music sent from the server.
[0130] Items and Interactions
[0131] Item purchase and use
[0132] Step 1:
[0133] Terminal: Displays the item shop screen to the user.
[0134] Step 2:
[0135] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[0136] Step 3:
[0137] Terminal: Sends the user's selection to the server.
[0138] Step 4:
[0139] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[0140] Step 5:
[0141] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[0142] Using items on pets
[0143] Step 6:
[0144] User: Select a toy from your inventory and give it to your pet.
[0145] Step 7:
[0146] Terminal: Sends item use information to the server.
[0147] Step 8:
[0148] Server: Updates pet stats and skills.
[0149] Step 9:
[0150] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[0151] Music suggestion feature
[0152] Music suggestions and playback
[0153] Step 1:
[0154] Device: User types "I want some relaxing music."
[0155] Step 2:
[0156] Terminal: Sends input information to the server.
[0157] Step 3:
[0158] Server: Generates an appropriate music playlist based on past data and current emotional state.
[0159] Step 4:
[0160] Server: Sends the generated playlist to the device.
[0161] Step 5:
[0162] Device: Displays the playlist and streams music when the play button is pressed.
[0163] Step 6:
[0164] Device: Supports background playback while music is playing.
[0165] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[0166] Example 1
[0167] 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."
[0168] In modern society, many people suffer from daily stress and loneliness. Traditional methods are particularly difficult to provide personalized support for people seeking emotional support and relaxation. Furthermore, the growth and customization of virtual agents as interactive systems is limited, creating a need for methods to improve user satisfaction. Furthermore, the methods by which users obtain the resources necessary to develop their agents are often compulsory, requiring inconvenient usage and other issues. A new interactive system that can address these issues is needed.
[0169] 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.
[0170] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and train a virtual agent that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate media content and suggestions based on the extracted emotional data; means for the user to purchase electronic currency and obtain resources necessary for training the virtual agent; means for the user to obtain electronic currency by viewing advertisements; means for recording and managing interactions between the user and the virtual agent; means for generating a customized music playlist based on a specific mood or state; means for making customized suggestions based on past data and the user's current emotional state; and means for playing music to support the user's relaxation. This allows the user to reduce daily stress and receive personalized emotional support. Furthermore, a more personalized experience can be provided through the user's interaction with the virtual agent.
[0171] "Generative artificial intelligence" refers to advanced machine learning algorithms used to learn a user's personality and emotions and generate appropriate dialogue and suggestions.
[0172] A "virtual agent" refers to a digital pet or character that uses generative artificial intelligence to converse and interact with users.
[0173] "Emotion data" refers to data that indicates the user's emotional state, extracted from information entered by the user.
[0174] "Media content" refers to various digital content such as music, video, and text that is provided based on the user's emotional state.
[0175] "Electronic Currency" means a digital form of currency that a User may purchase or acquire for use in developing and customizing a Virtual Agent.
[0176] "Interaction" refers to the two-way exchange or action between a user and a virtual agent.
[0177] "Music Playlist" refers to a set list of music that is customized based on the user's emotional state and past data.
[0178] "Suggestions" refers to recommendations for relaxation techniques and activities based on the user's emotional state and past behavior.
[0179] "Relaxation methods" refer to various techniques and methods provided to users to reduce stress and refresh themselves.
[0180] This system is designed to use generative artificial intelligence to learn the user's personality and emotions and develop a virtual agent. A specific embodiment of this system is described below.
[0181] System Configuration
[0182] Hardware Configuration
[0183] Device: A user device such as a smartphone, tablet, or PC.
[0184] Server: High-performance servers, either cloud-based or on-premise.
[0185] Network: A communication environment via the Internet.
[0186] Software Configuration
[0187] Frontend: Android / iOS apps, frontend frameworks (e.g. React, Vue.js).
[0188] Backend: API server (e.g. Node.js, Django).
[0189] Database: Relational database (e.g. MySQL), NoSQL database (e.g. MongoDB).
[0190] Machine learning libraries: TensorFlow, PyTorch, SpaCy, BERT.
[0191] Music streaming service API: Example: Spotify API.
[0192] E-commerce APIs: Examples: Stripe, AdMob.
[0193] User registration and pet selection
[0194] The system begins when a user installs and launches the app. The user creates an account by entering their name, email address, and password. The server verifies the information entered and creates a new user account in the database. The user then selects a character to develop as a virtual agent and sets a name.
[0195] Pet Raising and User Emotion Learning
[0196] Early dialogue and emotional learning
[0197] The virtual agent asks the user, "Hello! How are you feeling today?" The user inputs their emotional state, for example, replying, "I'm feeling a little down today." The server analyzes the received text using a natural language processing (NLP) library, extracts the user's emotional data, and saves it as training data.
[0198] Suggestions and Feedback
[0199] The server generates appropriate music and suggestions based on the user's emotional data. The generated music and suggestions are displayed on the user's device, and the virtual agent speaks to the user, saying, "I'll play some relaxing music." The device then plays the music to support the user's relaxation.
[0200] Items and Interactions
[0201] Item purchase and use
[0202] Users can purchase resources needed to develop their virtual agents using digital currency in the item shop. Digital currency can also be acquired by watching advertisements. Purchased items are used by virtual agents to update their status.
[0203] Music suggestion feature
[0204] Music suggestions and playback
[0205] When a user requests "I want relaxing music," the server generates an appropriate music playlist based on past data and their current emotional state. The generated playlist is displayed on the device, and the user can press the play button to listen to the music. The music is streamed to support the user's relaxation.
[0206] Specific examples
[0207] For example, if a user inputs "I'm very tired from work today," the server analyzes the input and determines that it indicates fatigue. A classical music playlist is generated as a relaxing music suggestion. The virtual agent responds, "You should take a break. I'll play some classical music," and music begins to play.
[0208] Also, when a user gives a toy to a pet, the server updates the pet's status and displays an animation of the virtual agent saying, "Thank you, I'm glad you played with me!" to provide feedback to the user.
[0209] This system allows users to receive emotional support and relaxation through interactions with a virtual agent, helping to reduce everyday stress.
[0210] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0211] Step 1:
[0212] Create an account
[0213] Device: The user installs and launches the app. A form appears prompting them to enter their name, email address, and password (Input: User Information).
[0214] User: Enter your name, email address, and password, then click the Send button (Enter: name, email address, password).
[0215] Terminal: Generates and sends an API request to the server to send the entered user information (output: API request).
[0216] Server: Receives the API request and validates the entered information. If the format is invalid, it returns an error message (Data Calculation: Information Validation).
[0217] Server: If validation is successful, create a new user account in the database (Output: Create user account).
[0218] Server: Sends a response to the terminal indicating that account creation is complete (Output: Response).
[0219] Terminal: Display a message to the user that account registration is complete, and display a button to proceed (output: screen update).
[0220] Step 2:
[0221] Pet character selection
[0222] Terminal: Displays a list of pet characters to the user (input: user's pet selection operation).
[0223] User: Choose your favorite pet and enter a name (Input: Pet character selection and name).
[0224] Terminal: Generates and sends an API request to the server with the selected pet character information and name (Output: API request).
[0225] Server: Receives the API request and saves the selected pet character information to the database (data processing: saving information).
[0226] Terminal: Display a message to the user indicating that pet character selection is complete, and proceed to the main interaction screen (output: screen update).
[0227] Step 3:
[0228] Early dialogue and emotional learning
[0229] Terminal: The virtual agent asks, "Hello! How are you feeling today?" (Input: User emotion input).
[0230] User: Enters his / her emotional state, for example, responds "I'm feeling a little depressed today" (Input: Emotional state).
[0231] Terminal: Generates and sends an API request to the server to receive the user's response as text (output: API request).
[0232] Server: Receives API requests and analyzes the text using a natural language processing (NLP) library (data calculation: emotion data extraction).
[0233] Server: Save the extracted emotion data in a database as learning data (Output: Save emotion data).
[0234] Step 4:
[0235] Suggestions and Feedback
[0236] Server: Generates appropriate music and suggestions based on the learned emotional data (Data Calculation: Music and Suggestion Generation).
[0237] Terminal: The generated music and suggestions are displayed to the user, and the virtual agent says, "I'll play some relaxing music." (Output: Screen update).
[0238] Terminal: Plays music to support the user's relaxation (Output: Play music).
[0239] Step 5:
[0240] Item purchase and use
[0241] Terminal: Displays the Item Shop screen, showing available items and their prices (Input: user's item purchase action).
[0242] User: Uses coins to select toys or food. Optionally, watches ads or purchases coins (input: select item, purchase).
[0243] Terminal: Generates and sends an API request to the server to make a purchase (output: API request).
[0244] Server: Receives the API request, processes the purchase, and updates the user's inventory (data processing: inventory update).
[0245] Terminal: Display the new item in the inventory with a purchase successful message (Output: Screen refresh).
[0246] Step 6:
[0247] Using items on pets
[0248] User: Use the purchased item on the virtual agent (Input: Item Use).
[0249] Terminal: Generates and sends an API request to the server to request the use of an item (Output: API request).
[0250] Server: Receives item use requests and updates the pet's status (data processing: status update).
[0251] Terminal: The virtual agent says "Thanks, I feel more energetic now!" and displays a feedback animation (output: screen update).
[0252] Step 7:
[0253] Music suggestions and playback
[0254] Terminal: The user inputs "I want relaxing music" (input: input of relaxation desire).
[0255] Server: Generates an appropriate music playlist based on past data and the user's current emotional state (Data Calculation: Playlist Generation).
[0256] Terminal: Display the generated playlist to the user (output: screen update).
[0257] User: Press the play button from the playlist to listen to music (input: play operation).
[0258] Terminal: Streams music to support user relaxation (Output: Music playback).
[0259] (Application example 1)
[0260] 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."
[0261] Conventional virtual pet systems can interact with and suggest products based on the user's emotions, but these functions have limited utility. In particular, they lack the ability to suggest products and services based on the user's emotional state in virtual stores, making it difficult to provide a more personalized shopping experience for users. Furthermore, the interestingness and suitability of products in virtual stores tend to be lacking, and an effective method to improve user satisfaction is needed.
[0262] 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.
[0263] In this invention, the server includes means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user, means for analyzing information entered by the user and extracting emotional data, and means for generating appropriate music and suggestions based on the extracted emotional data, thereby enabling personalized suggestions of products and services to be made to the user in the virtual store based on their emotions.
[0264] "Generative AI" is an AI that has the ability to learn from vast amounts of data, generate new information based on the results of that learning, and make independent judgments and predictions.
[0265] A "virtual pet" is a character within an application that interacts with the user and grows like a real animal.
[0266] "Emotion data" is information that indicates the psychological state of a user analyzed from their statements and actions.
[0267] The "means for generating music and suggestions" is a function that recommends music or specific actions to provide relaxation or enjoyment based on the user's emotional data.
[0268] "Means for purchasing coins and acquiring items necessary for raising virtual pets" refers to a system that allows users to use virtual currency to purchase items to support the growth and enjoyment of their pets.
[0269] "Means for recording and managing interactions between users and virtual pets" refers to a function that stores the user's actions and conversation history with the pet, and makes it useful for future interactions.
[0270] "Means for suggesting appropriate products and services to users in virtual stores" refers to a function that personalizes and recommends products and services sold online based on the user's emotional data.
[0271] The "means for purchasing suggested products and services in a virtual store" is a system that allows a user to purchase products and services in a virtual store based on suggestions from a pet.
[0272] The system for realizing this application example is configured as follows.
[0273] Hardware and software configuration:
[0274] The server uses generative artificial intelligence to learn the user's personality and emotions and performs calculations to raise an interactive virtual pet. Specifically, it uses the Google Cloud Natural Language API to analyze the text information entered by the user and extract emotional data. The emotional data is stored in Firebase Firestore. Furthermore, it uses TensorFlow to learn the emotional data and generate suggestions for the user. The Spotify API is used as a music streaming service.
[0275] Process flow:
[0276] The user interacts with a virtual pet on a device (smartphone). When the user inputs something like "I'm not feeling too great today," the server uses the Google Cloud Natural Language API to analyze the sentiment of the input text. The emotional data extracted as a result of the analysis is stored in Firebase Firestore. Based on the stored emotional data, TensorFlow performs learning and suggests products and services that best fit the user's emotions within the virtual store.
[0277] For example, if a user inputs "I'm not feeling too great today," the system will interpret this as "low energy" and suggest relaxing music or products with a relaxing effect (such as aroma candles or bath salts). The user can check the suggested products on the device screen and purchase them in the virtual store. The pet will then say, "How about a relaxing aroma candle? We're offering it at a special price right now," and direct the user to a related product page.
[0278] Examples:
[0279] The user talks to the virtual pet, saying, "I'm so tired from work today."
[0280] The server analyzes the input text using the Google Cloud Natural Language API and extracts emotional data on fatigue.
[0281] The server stores this emotion data in Firebase Firestore and uses TensorFlow to learn the data in combination with past data.
[0282] This allows the system to generate a playlist of relaxing classical music and products with a relaxing effect, and suggest them to the user.
[0283] The device then plays music as the virtual pet says, "It's good to take a break. I'll play some classical music."
[0284] Example prompt sentence:
[0285] "Analyze the emotions from the text entered by the user and suggest appropriate relaxation products based on those emotions. For example, if the user enters, 'I'm feeling a bit down today,' suggest a relaxing aroma candle."
[0286] In this way, by making appropriate suggestions based on the user's sentiment analysis, it is possible to provide a personalized purchasing experience and increase user satisfaction.
[0287] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0288] Step 1:
[0289] The user uses the terminal to talk to the virtual pet, for example, by typing "I'm not feeling too great today." This input is sent from the terminal to the server.
[0290] Step 2:
[0291] The server uses the Google Cloud Natural Language API to analyze the user's input text. Emotion data is extracted from the input text. Specifically, the emotion "depressed" is extracted. The extracted emotion data is stored in Firebase Firestore.
[0292] Step 3:
[0293] The server uses TensorFlow to learn emotional data based on the stored emotional data. By learning from the emotional data and past data, the model for generating optimal suggestions for users is updated.
[0294] Step 4:
[0295] The server selects products and services that best fit the user's emotions based on the emotion data and learning model. In this process, if the user expresses an emotion of "depression," products and music with a relaxing effect will be selected.
[0296] Step 5:
[0297] The server generates information about the selected products and services, and generates dialogue content for the virtual pet to suggest, such as, "How about a relaxing aroma candle? We're offering it at a special price right now." The generated dialogue content is sent to the device.
[0298] Step 6:
[0299] The terminal displays the proposal received from the server to the user, and the virtual pet makes the proposal. The user can then confirm the proposed products and services through the terminal.
[0300] Step 7:
[0301] If the user decides to purchase the suggested goods or services, the device will execute the purchase process in the virtual store. Once the user confirms the purchase, the device will send the information to the server, and a record of the purchase will be stored in Firebase Firestore.
[0302] This series of processes allows personalized suggestions based on the user's emotions, allowing the user to purchase appropriate products and services in the virtual store.
[0303] 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.
[0304] The present invention relates to a system for raising a virtual pet that uses generative artificial intelligence to learn a user's personality and emotions and interact with the user. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet, and can also earn coins by watching advertisements. Furthermore, by combining this system with an emotion engine that recognizes the user's emotions, more accurate emotion analysis can be achieved.
[0305] To realize this system, the following program processing is provided.
[0306] User registration and pet selection
[0307] Create an account
[0308] 1. Device: The user installs the app and launches it. On first launch, a form is displayed asking for the user's name, email address, and password.
[0309] 2. User: Enter the required information and press the send to server button.
[0310] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[0311] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[0312] 5. Device: A completion message will be displayed and the pet character selection screen will be displayed.
[0313] Pet character selection
[0314] 1. Terminal: Display a list of pet characters to the user.
[0315] 2. User: Select your favorite pet character and enter a name.
[0316] 3. Terminal: Sends the selected character information and name to the server.
[0317] 4. Server: Save the selected pet character information in the database.
[0318] Pet Raising and User Emotion Learning
[0319] Early dialogue and emotional learning
[0320] 1. Terminal: The pet displays text asking the user, "Hello! How are you feeling today?"
[0321] 2. User: Responds to their pet by typing, "I'm feeling a little down today."
[0322] 3. Terminal: Sends user input to the server.
[0323] 4. Server: Executes an algorithm to analyze the text of the received user responses and extract emotional data.
[0324] 5. Server: The extracted emotion data is stored in a database as a user profile.
[0325] Suggestions and Feedback
[0326] 1. Server: Generates appropriate music and suggestions based on the stored emotion data.
[0327] 2. Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[0328] 3. Device: Streams music sent from the server.
[0329] Items and Interactions
[0330] Item purchase and use
[0331] 1. Terminal: Display the item shop screen to the user.
[0332] 2. User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[0333] 3. Terminal: Sends the user's selection to the server.
[0334] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates the user's inventory information.
[0335] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[0336] Using items on pets
[0337] 1. User: Select a toy from the inventory and give it to the pet.
[0338] 2. Terminal: Sends item usage information to the server.
[0339] 3. Server: Update pet status and skills.
[0340] 4. Device: Play animation and sound feedback from your pet saying "Thank you, I'm glad you played with me!"
[0341] Built-in emotion recognition engine
[0342] Real-time analysis by emotion engine
[0343] 1. Terminal: Collects text entered by the user, as well as voice and facial expression data.
[0344] 2. Terminal: Sends collected data to the server.
[0345] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[0346] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[0347] Music suggestion feature
[0348] Music suggestions and playback
[0349] 1. Device: User types "I want some relaxing music."
[0350] 2. Terminal: Sends input information to the server.
[0351] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[0352] 4. Server: Sends the generated playlist to the device.
[0353] 5. Device: Displays the playlist and streams music when the play button is pressed.
[0354] 6. Device: Supports background playback while music is playing.
[0355] Specific examples
[0356] If the user types, "I'm so tired from work today"
[0357] 1. Terminal: The user types, "I'm very tired from work today."
[0358] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[0359] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[0360] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[0361] When a user gives a toy to a pet
[0362] 1. Terminal: The user uses the toys they purchased for their pet.
[0363] 2. Server: Update pet status.
[0364] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[0365] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[0366] The processing flow will be explained below.
[0367] Program flow:
[0368] User registration and pet selection
[0369] Create an account
[0370] Step 1:
[0371] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[0372] Step 2:
[0373] User: Enters the required information and presses the send to server button.
[0374] Step 3:
[0375] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[0376] Step 4:
[0377] Server: Generates a message indicating that account creation is complete and sends it to the device.
[0378] Step 5:
[0379] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[0380] Pet character selection
[0381] Step 6:
[0382] Terminal: Displays a list of pet characters to the user.
[0383] Step 7:
[0384] User: Select your favorite pet character and enter a name.
[0385] Step 8:
[0386] Terminal: Sends the selected character information and name to the server.
[0387] Step 9:
[0388] Server: Save the selected pet character information to the database.
[0389] Pet Raising and User Emotion Learning
[0390] Early dialogue and emotional learning
[0391] Step 1:
[0392] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[0393] Step 2:
[0394] User: Responds to their pet by typing, "I'm feeling a bit down today."
[0395] Step 3:
[0396] Terminal: Sends user input to the server.
[0397] Step 4:
[0398] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[0399] Step 5:
[0400] Server: The extracted emotion data is stored in a database as a user profile.
[0401] Suggestions and Feedback
[0402] Step 6:
[0403] Server: Generates appropriate music and suggestions based on the stored emotional data.
[0404] Step 7:
[0405] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[0406] Step 8:
[0407] Device: Streams music sent from the server.
[0408] Items and Interactions
[0409] Item purchase and use
[0410] Step 1:
[0411] Terminal: Displays the item shop screen to the user.
[0412] Step 2:
[0413] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[0414] Step 3:
[0415] Terminal: Sends the user's selection to the server.
[0416] Step 4:
[0417] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[0418] Step 5:
[0419] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[0420] Using items on pets
[0421] Step 6:
[0422] User: Select a toy from your inventory and give it to your pet.
[0423] Step 7:
[0424] Terminal: Sends item use information to the server.
[0425] Step 8:
[0426] Server: Updates pet stats and skills.
[0427] Step 9:
[0428] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[0429] Built-in emotion recognition engine
[0430] Real-time analysis by emotion engine
[0431] Step 1:
[0432] Terminal: Collects text, voice, and facial expression data entered by the user.
[0433] Step 2:
[0434] Terminal: Sends collected data to the server.
[0435] Step 3:
[0436] Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[0437] Step 4:
[0438] Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[0439] Music suggestion feature
[0440] Music suggestions and playback
[0441] Step 1:
[0442] Device: User types "I want some relaxing music."
[0443] Step 2:
[0444] Terminal: Sends input information to the server.
[0445] Step 3:
[0446] Server: Generates an appropriate music playlist based on past data and current emotional state.
[0447] Step 4:
[0448] Server: Sends the generated playlist to the device.
[0449] Step 5:
[0450] Device: Displays the playlist and streams music when the play button is pressed.
[0451] Step 6:
[0452] Device: Supports background playback while music is playing.
[0453] Specific examples
[0454] If the user types, "I'm so tired from work today"
[0455] Step 1:
[0456] Terminal: The user types, "I'm very tired from work today."
[0457] Step 2:
[0458] Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[0459] Step 3:
[0460] Server: Generate a classical music playlist as a relaxing music suggestion.
[0461] Step 4:
[0462] Device: Your pet replies, "You should take a break. I'll play some classical music," and plays some music.
[0463] When a user gives a toy to a pet
[0464] Step 1:
[0465] Terminal: The user purchases toys to use on their pets.
[0466] Step 2:
[0467] Server: Update pet status.
[0468] Step 3:
[0469] Terminal: Displays an animation of the pet saying "Thanks, I'm glad you played with me!", providing feedback to the user.
[0470] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[0471] Example 2
[0472] 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."
[0473] In modern society, there is a demand for effective methods to support users' mental stability and relaxation. In particular, daily healing and emotional support through virtual pets is highly effective, but existing systems have difficulty in analyzing emotions in real time and generating dynamic suggestions. In addition, to improve the quality of interaction between users and virtual pets, more personalized music suggestions and interaction record management are needed.
[0474] 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 using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing emotions in real time using an emotion engine and dynamically generating dialogue content and suggestions; and means for generating a music playlist customized according to past data and the user's current emotional state based on information input by the user. This makes it possible to effectively provide psychological support and relaxation by analyzing the user's emotions in real time and providing individually personalized suggestions and music playlists.
[0475] "Generative AI" is an AI technology that learns from user input data and dynamically generates dialogue and suggestions.
[0476] A "virtual pet" is a digital character that users can raise and interact with through digital devices.
[0477] "Emotional data" refers to data that indicates the emotional state of a user extracted from the user's input and actions.
[0478] "Coins" are virtual currency used to raise virtual pets and purchase items.
[0479] "Items" are digital objects used to improve the quality of a virtual pet's development and interaction with the user.
[0480] "Interaction" refers to the dialogue and actions that take place between the user and the virtual pet.
[0481] An "emotion engine" is an algorithm or system that analyzes user input data in real time and identifies the user's emotions.
[0482] A "music playlist" is a list of music generated based on the user's emotions and past data.
[0483] "Database" refers to a system for organizing and managing information about users and virtual pets.
[0484] "Natural language processing" refers to the technology that computers use to understand and analyze human language.
[0485] "Real-time" is a term that refers to immediate reaction or processing with minimal delay.
[0486] The present invention is a system for raising a virtual pet that learns and interacts with the user's personality and emotions. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet. Coins can also be acquired by watching advertisements. The system is equipped with a means for recording and managing interactions between the user and the virtual pet, and has the function of analyzing emotions in real time using an emotion engine to dynamically generate dialogue content and suggestions.
[0487] User registration and pet selection
[0488] Create an account
[0489] 1. Device: The user installs the app and launches it. When the app is launched for the first time, a form is displayed to enter the user's name, email address, and password. This form has a user-friendly UI, making it easy to enter information.
[0490] 2. User: Enter the required information and press the "Send" button. The information is sent from the terminal to the server.
[0491] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[0492] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[0493] 5. Device: A completion message will be displayed and the screen will transition to the virtual pet character selection screen.
[0494] Pet character selection
[0495] 1. Terminal: Displays multiple virtual pet characters to the user. The characters are animated and designed to attract the user's attention.
[0496] 2. User: Select your favorite virtual pet character and enter its name. This information is sent from the device to the server.
[0497] 3. Server: Save the selected character information and name in the database.
[0498] Pet Raising and User Emotion Learning
[0499] Early dialogue and emotional learning
[0500] 1. Terminal: The virtual pet asks, "Hello! How are you feeling today?" A text box appears for the user to enter.
[0501] 2. User: Responds to the virtual pet by typing, "I'm feeling a little down today."
[0502] 3. Terminal: Sends this input to the server.
[0503] 4. Server: Analyzes the received user response using a natural language processing algorithm and extracts emotional data.
[0504] 5. Server: The extracted emotion data is stored in a database as a user profile.
[0505] Suggestions and Feedback
[0506] 1. Server: Generates appropriate music and suggestions based on the stored emotional data. For example, it makes suggestions such as "play relaxing music."
[0507] 2. Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music." The music is based on the user's preferences.
[0508] 3. Device: Streams music sent from the server.
[0509] Items and Interactions
[0510] Item purchase and use
[0511] 1. Device: The item shop screen is displayed to the user. The shop displays items that will help raise virtual pets.
[0512] 2. User: Select the item they want to purchase and specify the purchase option (advertising, cash, coins).
[0513] 3. Terminal: Sends the user's selection information to the server.
[0514] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates inventory information.
[0515] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[0516] Using items on pets
[0517] 1. User: Select a toy from the inventory and give it to the virtual pet. This provides an interactive experience.
[0518] 2. Terminal: Sends item usage information to the server.
[0519] 3. Server: Updates the status and skills of virtual pets.
[0520] 4. Device: Play animation and audio feedback from your virtual pet saying, "Thank you, I'm glad you played with me!"
[0521] Built-in emotion recognition engine
[0522] Real-time analysis by emotion engine
[0523] 1. Device: Collects text, voice, and facial expression data entered by the user using a high-performance camera and microphone.
[0524] 2. Terminal: Sends collected data to the server.
[0525] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[0526] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[0527] Music suggestion feature
[0528] Music suggestions and playback
[0529] 1. User: The user types, "I want relaxing music."
[0530] 2. Terminal: Sends input information to the server.
[0531] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[0532] 4. Server: Sends the generated playlist to the device.
[0533] 5. Device: Displays the playlist and streams music when the play button is pressed. Background playback is also supported.
[0534] Specific examples
[0535] If the user types, "I'm so tired from work today"
[0536] 1. Terminal: The user types, "I'm very tired from work today."
[0537] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[0538] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[0539] 4. Device: The virtual pet responds, "You should take a break. I'll play some classical music," and plays music.
[0540] When a user gives a toy to a pet
[0541] 1. Device: The user uses the toy they purchased as a virtual pet.
[0542] 2. Server: Update the status of the virtual pet.
[0543] 3. Terminal: The virtual pet displays an animation that gives feedback to the user, saying, "Thank you, I'm glad you played with me!"
[0544] The system allows users to interact with virtual pets to receive emotional support and relaxation, helping to reduce daily stress. The incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[0545] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0546] Step 1:
[0547] First launch and form display for account creation
[0548] On the device, the user installs and launches the app. When the app is launched for the first time, a form appears prompting the user to enter their name, email address, and password.
[0549] Input: User's name, email address, and password.
[0550] Output: Display of input form.
[0551] What it does: The form is designed with a user-friendly UI, allowing users to enter information easily.
[0552] Step 2:
[0553] Enter and submit information
[0554] User: The user enters the required information and presses the "Submit" button.
[0555] Input: User's name, email address, and password.
[0556] Output: The data sent to the server.
[0557] Specific operation: When the user presses the "Send" button, information is sent from the device to the server. The transmitted data is encrypted using a security protocol.
[0558] Step 3:
[0559] Verify information and create an account
[0560] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[0561] Input: User's name, email address, and password.
[0562] Output: New user account created.
[0563] What happens: The server validates the email address format, checks for duplicates, and then creates a new account in the database.
[0564] Step 4:
[0565] Notification of registration completion and transition to the next screen
[0566] Server: Generates a message indicating that account creation is complete and sends it to the device.
[0567] Enter: New user account information.
[0568] Output: Account creation successful message.
[0569] Specific operation: The server generates a message such as "Account created successfully" and sends it to the device.
[0570] Step 5:
[0571] Completion message display and transition to pet selection screen
[0572] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[0573] Input: Account creation complete message.
[0574] Output: Display of pet character selection screen.
[0575] Specific operation: A completion message will be displayed to the user, and then the user will be taken to a screen where they can select a pet character.
[0576] Step 6:
[0577] Pet character list display
[0578] Terminal: Displays multiple virtual pet characters to the user.
[0579] Input: Character list data.
[0580] Output: Display of character selection screen.
[0581] What it does: An animated character appears on the screen.
[0582] Step 7:
[0583] Character selection and name entry
[0584] User: Select your favorite virtual pet character and enter a name.
[0585] Input: Character selection and name.
[0586] Output: The data sent to the server.
[0587] Specific operation: When the user taps on a character, enters a name, and presses the "Send" button, the data is sent to the server.
[0588] Step 8:
[0589] Save character information
[0590] Server: Save the selected character information and name to the database.
[0591] Input: Character data and name.
[0592] Output: Information stored in a database.
[0593] Specific operation: The server associates the user ID with the selected character information and name and saves them.
[0594] Step 9:
[0595] Displaying questions in the initial dialogue
[0596] Device: Your virtual pet asks, "Hello! How are you feeling today?"
[0597] Input: Startup data.
[0598] Output: Display of question text.
[0599] Specific behavior: An animation of a virtual pet will appear and a question text will appear on the screen.
[0600] Step 10:
[0601] Entering user responses
[0602] User: Responds to virtual pet by typing, "I'm feeling a little down today."
[0603] Input: The user's response text.
[0604] Output: The data sent to the server.
[0605] Specific actions: The user fills in the text box and presses the "Send" button.
[0606] Step 11:
[0607] Analysis of response data
[0608] Terminal: Sends user input to the server.
[0609] Input: Response data.
[0610] Output: Analysis request data.
[0611] Specific operation: Input data is sent to the server in real time.
[0612] Step 12:
[0613] Emotional Data Extraction
[0614] Server: Analyzes the received user responses using a natural language processing algorithm and extracts emotional data.
[0615] Input: Response data.
[0616] Output: Extracted emotion data.
[0617] Specific operation: The server analyzes the user's input using natural language processing (NLP) and extracts the identified emotion (e.g., "depressed") as data.
[0618] Step 13:
[0619] Storing Emotional Data
[0620] Server: The extracted emotion data is stored in a database as a user profile.
[0621] Input: Emotion data.
[0622] Output: Emotion data stored in a database.
[0623] Specific operation: The extracted emotion data is associated with the user's profile and stored in a database.
[0624] Step 14:
[0625] Proposal data generation
[0626] Server: Generates appropriate music and suggestions based on the stored emotional data.
[0627] Input: Emotion data.
[0628] Output: The generated proposal data.
[0629] Specific operation: The server's AI model uses emotional data to generate suggestions such as "play relaxing music."
[0630] Step 15:
[0631] Suggestion display
[0632] Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music."
[0633] Input: Proposal data.
[0634] Output: Display of suggested text and animation.
[0635] What it does: An animation of a virtual pet appears and text appears on the screen.
[0636] Step 16:
[0637] Music playback
[0638] Device: Streams music sent from the server.
[0639] Input: Music data.
[0640] Output: Streaming playback.
[0641] Specific behavior: Plays music using a music streaming service (e.g., Spotify API).
[0642] (Application example 2)
[0643] 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."
[0644] Conventional virtual pet systems simply analyze users' emotional data to make suggestions, but are unable to provide personalized product suggestions or navigation functions that reflect real-time emotional changes. Furthermore, they lack the ability to generate and play music playlists tailored to the user's emotions, limiting their emotional support and entertainment capabilities. This limits the user experience and prevents them from fully contributing to reducing daily stress or increasing purchasing motivation.
[0645] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[0646] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information entered by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing the user's emotional state in real time and providing personalized product suggestions and navigation within the store; and means for generating and playing music playlists based on the user's emotions. This allows users to receive personalized purchasing experiences and emotional support, resulting in a comfortable shopping experience.
[0647] "Generative AI" is an advanced machine learning algorithm designed to learn a user's personality and emotions and engage in natural conversations.
[0648] A "virtual pet" is a digital character that interacts with users in a digital environment, providing a simulated pet experience that can be raised.
[0649] "Emotional data" is information that represents a user's psychological state, extracted from the user's input and behavior.
[0650] "Appropriate music and suggestions" are music playlists and action suggestions that are generated based on the user's emotional data and optimized for the user's mood and situation.
[0651] "Real-time emotional state analysis" is a data processing technology that quickly identifies a user's current psychological state and responds immediately.
[0652] "Personalized product suggestions" is a method of recommending the most suitable products to individual users based on their emotional data and purchasing history.
[0653] "Navigation" is a function that provides directions and location information to help users reach their desired products or areas effectively.
[0654] "Purchasing coins" refers to the act of a user acquiring virtual currency that can be used within an app through real money or by watching advertisements.
[0655] "Items necessary for raising" are digital objects and tools that can be used to grow and improve the abilities of a virtual pet.
[0656] "Recording and managing interactions" is the process of storing the user's interactions and behavioral history with the virtual pet in a database and using it for analysis and feedback.
[0657] "Generate and play music playlists" is a function that creates a music list based on the user's emotional data and provides and plays that music to the user.
[0658] The present invention realizes a system that uses generative artificial intelligence to learn the user's personality and emotions and allows them to interact with a virtual pet. This system has the function of a shopping assistant, especially in physical stores.
[0659] Hardware and software used
[0660] Hardware
[0661] Smartphone: A device that allows users to operate the system and interact with virtual pets.
[0662] Smart glasses: Devices used for in-store navigation and real-time information display (e.g., Google Glass and Vuzix Blade).
[0663] software
[0664] EmotionAnalyzer: Analyzes user input data and facial expressions to generate emotion data (e.g., Google Cloud Natural Language API).
[0665] ProductRecommender: Suggest products based on sentiment data (e.g., Recommender API).
[0666] StoreNavigator: Calculates the optimal route within the store and provides navigation information (e.g., Google Maps API).
[0667] MusicPlayer: Suggest and play music based on emotions (e.g., Spotify API).
[0668] Data processing and calculation
[0669] 1. User Registration:
[0670] Users access the app using a smartphone or smart glasses and register by entering information such as their name and email address, which allows the server to create a user profile and store it in a database.
[0671] 2. Emotional Data Analysis:
[0672] The EmotionAnalyzer analyzes text and voice data entered by users to extract emotional data, which is then stored in the user profile.
[0673] 3. Product proposal and music generation:
[0674] Based on emotional data, ProductRecommender generates personalized product recommendations, and MusicPlayer generates and plays music playlists appropriate for the user's current emotional state.
[0675] 4. In-store navigation:
[0676] Using smart glasses, the StoreNavigator calculates and displays the optimal route to help users reach their destination within the store efficiently.
[0677] Specific examples
[0678] Example user input
[0679] When a user types "I'm looking for a gift today" in a store:
[0680] 1. The server analyzes the user's emotions using EmotionAnalyzer and determines that the user is excited.
[0681] 2. ProductRecommender lists suitable products for gifts and displays them on the smartphone and smart glasses.
[0682] 3. The StoreNavigator calculates the location information of recommended products and presents the optimal route to the user via smart glasses.
[0683] Prompt Sentence Examples
[0684] User input: "I'm looking for a gift today."
[0685] The AI model responds: "We'll suggest the perfect gift for you. Check out this list of products. Recommended products near you can be found in the gift section."
[0686] Expected emotion: "Excitement"
[0687] Music suggestion: "Play some pop music."
[0688] As a result, the system of the present invention enables users to make product suggestions and generate and play music playlists based on their emotions in real time, providing a pleasant shopping experience.
[0689] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0690] Step 1:
[0691] The user launches the app on their device and creates an account.
[0692] Input: Name, Email Address, Password
[0693] Data processing: The entered information is sent to the server and a user profile is created.
[0694] Output: Account creation successful message
[0695] Specific operation: The terminal displays an input form, the user enters the required information, and presses the submit button. The server verifies the user information and saves it in the database.
[0696] Step 2:
[0697] The user selects a virtual pet and enters a name.
[0698] Input: Pet character, pet name
[0699] Data processing: Selected character information and name are sent to the server and saved in the database.
[0700] Output: Confirmation screen for pet character information and name
[0701] Specific operation: The device displays a list of pet characters, and the user selects a character. After selection, the information is sent to the server and saved in the database.
[0702] Step 3:
[0703] The initial interaction and emotional learning between the user and the virtual pet begins.
[0704] Input: User text input (e.g., "I'm feeling a bit down today")
[0705] Data processing: The server analyzes the input data using EmotionAnalyzer and extracts emotional data.
[0706] Output: Generate emotion data and save it to a profile
[0707] Specific operation: The device displays the pet's question, and the user inputs text. The server analyzes the text, extracts emotion data, and stores it.
[0708] Step 4:
[0709] Generate appropriate music and suggestions based on the extracted emotion data.
[0710] Input: Emotion data
[0711] Data processing: ProductRecommender generates product recommendations, and MusicPlayer creates music playlists
[0712] Output: Display and playback of suggestions and music playlists
[0713] Specific operation: The server generates product suggestions based on emotion data and sends them to the device. The Music Player selects and plays appropriate music.
[0714] Step 5:
[0715] The user performs an operation to give an item to the virtual pet.
[0716] Input: Item name (e.g., toy)
[0717] Data processing: The server updates the user's item usage data and changes the pet's status.
[0718] Output: Feedback from your pet (e.g. "Thank you, I'm glad you played with me!")
[0719] Specific behavior: The device displays the inventory screen, the user selects an item, the server updates the usage data, and the pet's status is reflected.
[0720] Step 6:
[0721] Navigate within the store.
[0722] Input: User's current location and destination
[0723] Data processing: StoreNavigator calculates the optimal route and generates navigation information
[0724] Output: Display of navigation route
[0725] Specific operation: The device or smart glasses obtains the current location, the user inputs the destination, the server calculates the route and displays the navigation information.
[0726] Step 7:
[0727] Users receive real-time product suggestions based on their emotions.
[0728] Input: User's emotional data and past purchase history
[0729] Data processing: ProductRecommender offers personalized product suggestions
[0730] Output: Product suggestion list and its location information
[0731] Specific operation: The server selects appropriate products based on emotional data and purchase history, and displays the product list and location on the device or smart glasses.
[0732] Step 8:
[0733] A music playlist is generated and played according to the user's emotional state.
[0734] Input: Emotion data
[0735] Data processing: MusicPlayer generates optimal music playlists and streams them
[0736] Output: Display and playback of music playlists
[0737] Specific operation: The server generates a music playlist based on the emotion data and plays it on the device. The virtual pet plays the music with appropriate comments.
[0738] Through these steps, users can receive real-time, emotion-based product suggestions and music playlists, providing a comfortable and personalized shopping experience.
[0739] 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.
[0740] 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.
[0741] 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.
[0742] [Second embodiment]
[0743] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0744] 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.
[0745] 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).
[0746] 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.
[0747] 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.
[0748] 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).
[0749] 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.
[0750] 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.
[0751] 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.
[0752] 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.
[0753] 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.
[0754] 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."
[0755] The present invention is a system for raising a virtual pet that uses generative artificial intelligence to learn the user's personality and emotions and interact with the user. The system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. The system also allows users to purchase coins to acquire items necessary for raising the virtual pet, and allows users to earn coins by watching advertisements.
[0756] To realize this system, the following program processing is provided.
[0757] User registration and pet selection
[0758] 1. Create an account
[0759] Device: The user installs and launches the app, which displays a form for the user to enter information such as their name, email address, and password.
[0760] User: Enters registration information and submits it to the server.
[0761] Server: Validates the input information and creates a new user account in the database.
[0762] Server: Sends a registration completion message to the terminal and displays the pet character selection screen.
[0763] 2. Pet character selection
[0764] Terminal: Displays a list of pet characters to the user.
[0765] User: Choose your favorite pet and enter a name.
[0766] Server: Save the selected pet character information to the database.
[0767] Pet Raising and User Emotion Learning
[0768] 1. Early dialogue and emotional learning
[0769] Terminal: Your pet will ask "Hello! How are you feeling today?"
[0770] User: Responds to pet by saying "I'm feeling a bit down today."
[0771] Server: Analyzes the text of the response, extracts the user's emotional data, and saves it as learning data.
[0772] 2. Suggestions and Feedback
[0773] Server: Generates appropriate music and suggestions based on the learning data.
[0774] Device: The generated music and suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[0775] Terminal: Plays music and supports user relaxation.
[0776] Items and Interactions
[0777] 1. Item purchase and use
[0778] Terminal: Display the Item Shop screen.
[0779] User: Choose to watch ads or buy coins to buy toys or food using coins.
[0780] Server: Processes purchases and updates the user's inventory.
[0781] 2. Using items on pets
[0782] User: Give the purchased item to the pet.
[0783] Server: Updates the pet's status and the pet gives feedback saying "Thanks, I feel better now!"
[0784] Music suggestion feature
[0785] 1. Music suggestions and playback
[0786] Device: User types "I want some relaxing music."
[0787] Server: Generates an appropriate music playlist based on past data and current emotional state.
[0788] Device: View your music playlist and press play to listen to music.
[0789] Device: Streams music and supports user relaxation.
[0790] Specific examples
[0791] If the user types, "I'm so tired from work today"
[0792] 1. Terminal: The user types, "I'm very tired from work today."
[0793] 2. Server: Analyzes the input and determines that fatigue is indicated.
[0794] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[0795] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[0796] When a user gives a toy to a pet
[0797] 1. Terminal: The user uses the toys they purchased for their pet.
[0798] 2. Server: Update pet status.
[0799] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[0800] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[0801] The processing flow will be explained below.
[0802] Program flow:
[0803] User registration and pet selection
[0804] Create an account
[0805] Step 1:
[0806] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[0807] Step 2:
[0808] User: Enters the required information and presses the send to server button.
[0809] Step 3:
[0810] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[0811] Step 4:
[0812] Server: Generates a message indicating that account creation is complete and sends it to the device.
[0813] Step 5:
[0814] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[0815] Pet character selection
[0816] Step 6:
[0817] Terminal: Displays a list of pet characters to the user.
[0818] Step 7:
[0819] User: Select your favorite pet character and enter a name.
[0820] Step 8:
[0821] Terminal: Sends the selected character information and name to the server.
[0822] Step 9:
[0823] Server: Save the selected pet character information to the database.
[0824] Pet Raising and User Emotion Learning
[0825] Early dialogue and emotional learning
[0826] Step 1:
[0827] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[0828] Step 2:
[0829] User: Responds to their pet by typing, "I'm feeling a bit down today."
[0830] Step 3:
[0831] Terminal: Sends user input to the server.
[0832] Step 4:
[0833] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[0834] Step 5:
[0835] Server: The extracted emotion data is stored in a database as a user profile.
[0836] Suggestions and Feedback
[0837] Step 6:
[0838] Server: Generates appropriate music and suggestions based on the stored emotional data.
[0839] Step 7:
[0840] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[0841] Step 8:
[0842] Device: Streams music sent from the server.
[0843] Items and Interactions
[0844] Item purchase and use
[0845] Step 1:
[0846] Terminal: Displays the item shop screen to the user.
[0847] Step 2:
[0848] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[0849] Step 3:
[0850] Terminal: Sends the user's selection to the server.
[0851] Step 4:
[0852] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[0853] Step 5:
[0854] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[0855] Using items on pets
[0856] Step 6:
[0857] User: Select a toy from your inventory and give it to your pet.
[0858] Step 7:
[0859] Terminal: Sends item use information to the server.
[0860] Step 8:
[0861] Server: Updates pet stats and skills.
[0862] Step 9:
[0863] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[0864] Music suggestion feature
[0865] Music suggestions and playback
[0866] Step 1:
[0867] Device: User types "I want some relaxing music."
[0868] Step 2:
[0869] Terminal: Sends input information to the server.
[0870] Step 3:
[0871] Server: Generates an appropriate music playlist based on past data and current emotional state.
[0872] Step 4:
[0873] Server: Sends the generated playlist to the device.
[0874] Step 5:
[0875] Device: Displays the playlist and streams music when the play button is pressed.
[0876] Step 6:
[0877] Device: Supports background playback while music is playing.
[0878] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[0879] Example 1
[0880] 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."
[0881] In modern society, many people suffer from daily stress and loneliness. Traditional methods are particularly difficult to provide personalized support for people seeking emotional support and relaxation. Furthermore, the growth and customization of virtual agents as interactive systems is limited, creating a need for methods to improve user satisfaction. Furthermore, the methods by which users obtain the resources necessary to develop their agents are often compulsory, requiring inconvenient usage and other issues. A new interactive system that can address these issues is needed.
[0882] 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.
[0883] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and train a virtual agent that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate media content and suggestions based on the extracted emotional data; means for the user to purchase electronic currency and obtain resources necessary for training the virtual agent; means for the user to obtain electronic currency by viewing advertisements; means for recording and managing interactions between the user and the virtual agent; means for generating a customized music playlist based on a specific mood or state; means for making customized suggestions based on past data and the user's current emotional state; and means for playing music to support the user's relaxation. This allows the user to reduce daily stress and receive personalized emotional support. Furthermore, a more personalized experience can be provided through the user's interaction with the virtual agent.
[0884] "Generative artificial intelligence" refers to advanced machine learning algorithms used to learn a user's personality and emotions and generate appropriate dialogue and suggestions.
[0885] A "virtual agent" refers to a digital pet or character that uses generative artificial intelligence to converse and interact with users.
[0886] "Emotion data" refers to data that indicates the user's emotional state, extracted from information entered by the user.
[0887] "Media content" refers to various digital content such as music, video, and text that is provided based on the user's emotional state.
[0888] "Electronic Currency" means a digital form of currency that a User may purchase or acquire for use in developing and customizing a Virtual Agent.
[0889] "Interaction" refers to the two-way exchange or action between a user and a virtual agent.
[0890] "Music Playlist" refers to a set list of music that is customized based on the user's emotional state and past data.
[0891] "Suggestions" refers to recommendations for relaxation techniques and activities based on the user's emotional state and past behavior.
[0892] "Relaxation methods" refer to various techniques and methods provided to users to reduce stress and refresh themselves.
[0893] This system is designed to use generative artificial intelligence to learn the user's personality and emotions and develop a virtual agent. A specific embodiment of this system is described below.
[0894] System Configuration
[0895] Hardware Configuration
[0896] Device: A user device such as a smartphone, tablet, or PC.
[0897] Server: High-performance servers, either cloud-based or on-premise.
[0898] Network: A communication environment via the Internet.
[0899] Software Configuration
[0900] Frontend: Android / iOS apps, frontend frameworks (e.g. React, Vue.js).
[0901] Backend: API server (e.g. Node.js, Django).
[0902] Database: Relational database (e.g. MySQL), NoSQL database (e.g. MongoDB).
[0903] Machine learning libraries: TensorFlow, PyTorch, SpaCy, BERT.
[0904] Music streaming service API: Example: Spotify API.
[0905] E-commerce APIs: Examples: Stripe, AdMob.
[0906] User registration and pet selection
[0907] The system begins when a user installs and launches the app. The user creates an account by entering their name, email address, and password. The server verifies the information entered and creates a new user account in the database. The user then selects a character to develop as a virtual agent and sets a name.
[0908] Pet Raising and User Emotion Learning
[0909] Early dialogue and emotional learning
[0910] The virtual agent asks the user, "Hello! How are you feeling today?" The user inputs their emotional state, for example, replying, "I'm feeling a little down today." The server analyzes the received text using a natural language processing (NLP) library, extracts the user's emotional data, and saves it as training data.
[0911] Suggestions and Feedback
[0912] The server generates appropriate music and suggestions based on the user's emotional data. The generated music and suggestions are displayed on the user's device, and the virtual agent speaks to the user, saying, "I'll play some relaxing music." The device then plays the music to support the user's relaxation.
[0913] Items and Interactions
[0914] Item purchase and use
[0915] Users can purchase resources needed to develop their virtual agents using digital currency in the item shop. Digital currency can also be acquired by watching advertisements. Purchased items are used by virtual agents to update their status.
[0916] Music suggestion feature
[0917] Music suggestions and playback
[0918] When a user requests "I want relaxing music," the server generates an appropriate music playlist based on past data and their current emotional state. The generated playlist is displayed on the device, and the user can press the play button to listen to the music. The music is streamed to support the user's relaxation.
[0919] Specific examples
[0920] For example, if a user inputs "I'm very tired from work today," the server analyzes the input and determines that it indicates fatigue. A classical music playlist is generated as a relaxing music suggestion. The virtual agent responds, "You should take a break. I'll play some classical music," and music begins to play.
[0921] Also, when a user gives a toy to a pet, the server updates the pet's status and displays an animation of the virtual agent saying, "Thank you, I'm glad you played with me!" to provide feedback to the user.
[0922] This system allows users to receive emotional support and relaxation through interactions with a virtual agent, helping to reduce everyday stress.
[0923] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0924] Step 1:
[0925] Create an account
[0926] Device: The user installs and launches the app. A form appears prompting them to enter their name, email address, and password (Input: User Information).
[0927] User: Enter your name, email address, and password, then click the Send button (Enter: name, email address, password).
[0928] Terminal: Generates and sends an API request to the server to send the entered user information (output: API request).
[0929] Server: Receives the API request and validates the entered information. If the format is invalid, it returns an error message (Data Calculation: Information Validation).
[0930] Server: If validation is successful, create a new user account in the database (Output: Create user account).
[0931] Server: Sends a response to the terminal indicating that account creation is complete (Output: Response).
[0932] Terminal: Display a message to the user that account registration is complete, and display a button to proceed (output: screen update).
[0933] Step 2:
[0934] Pet character selection
[0935] Terminal: Displays a list of pet characters to the user (input: user's pet selection operation).
[0936] User: Choose your favorite pet and enter a name (Input: Pet character selection and name).
[0937] Terminal: Generates and sends an API request to the server with the selected pet character information and name (Output: API request).
[0938] Server: Receives the API request and saves the selected pet character information to the database (data processing: saving information).
[0939] Terminal: Display a message to the user indicating that pet character selection is complete, and proceed to the main interaction screen (output: screen update).
[0940] Step 3:
[0941] Early dialogue and emotional learning
[0942] Terminal: The virtual agent asks, "Hello! How are you feeling today?" (Input: User emotion input).
[0943] User: Enters his / her emotional state, for example, responds "I'm feeling a little depressed today" (Input: Emotional state).
[0944] Terminal: Generates and sends an API request to the server to receive the user's response as text (output: API request).
[0945] Server: Receives API requests and analyzes the text using a natural language processing (NLP) library (data calculation: emotion data extraction).
[0946] Server: Save the extracted emotion data in a database as learning data (Output: Save emotion data).
[0947] Step 4:
[0948] Suggestions and Feedback
[0949] Server: Generates appropriate music and suggestions based on the learned emotional data (Data Calculation: Music and Suggestion Generation).
[0950] Terminal: The generated music and suggestions are displayed to the user, and the virtual agent says, "I'll play some relaxing music." (Output: Screen update).
[0951] Terminal: Plays music to support the user's relaxation (Output: Play music).
[0952] Step 5:
[0953] Item purchase and use
[0954] Terminal: Displays the Item Shop screen, showing available items and their prices (Input: user's item purchase action).
[0955] User: Uses coins to select toys or food. Optionally, watches ads or purchases coins (input: select item, purchase).
[0956] Terminal: Generates and sends an API request to the server to make a purchase (output: API request).
[0957] Server: Receives the API request, processes the purchase, and updates the user's inventory (data processing: inventory update).
[0958] Terminal: Display the new item in the inventory with a purchase successful message (Output: Screen refresh).
[0959] Step 6:
[0960] Using items on pets
[0961] User: Use the purchased item on the virtual agent (Input: Item Use).
[0962] Terminal: Generates and sends an API request to the server to request the use of an item (Output: API request).
[0963] Server: Receives item use requests and updates the pet's status (data processing: status update).
[0964] Terminal: The virtual agent says "Thanks, I feel more energetic now!" and displays a feedback animation (output: screen update).
[0965] Step 7:
[0966] Music suggestions and playback
[0967] Terminal: The user inputs "I want relaxing music" (input: input of relaxation desire).
[0968] Server: Generates an appropriate music playlist based on past data and the user's current emotional state (Data Calculation: Playlist Generation).
[0969] Terminal: Display the generated playlist to the user (output: screen update).
[0970] User: Press the play button from the playlist to listen to music (input: play operation).
[0971] Terminal: Streams music to support user relaxation (Output: Music playback).
[0972] (Application example 1)
[0973] 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."
[0974] Conventional virtual pet systems can interact with and suggest products based on the user's emotions, but these functions have limited utility. In particular, they lack the ability to suggest products and services based on the user's emotional state in virtual stores, making it difficult to provide a more personalized shopping experience for users. Furthermore, the interestingness and suitability of products in virtual stores tend to be lacking, and an effective method to improve user satisfaction is needed.
[0975] 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.
[0976] In this invention, the server includes means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user, means for analyzing information entered by the user and extracting emotional data, and means for generating appropriate music and suggestions based on the extracted emotional data, thereby enabling personalized suggestions of products and services to be made to the user in the virtual store based on their emotions.
[0977] "Generative AI" is an AI that has the ability to learn from vast amounts of data, generate new information based on the results of that learning, and make independent judgments and predictions.
[0978] A "virtual pet" is a character within an application that interacts with the user and grows like a real animal.
[0979] "Emotion data" is information that indicates the psychological state of a user analyzed from their statements and actions.
[0980] The "means for generating music and suggestions" is a function that recommends music or specific actions to provide relaxation or enjoyment based on the user's emotional data.
[0981] "Means for purchasing coins and acquiring items necessary for raising virtual pets" refers to a system that allows users to use virtual currency to purchase items to support the growth and enjoyment of their pets.
[0982] "Means for recording and managing interactions between users and virtual pets" refers to a function that stores the user's actions and conversation history with the pet, and makes it useful for future interactions.
[0983] "Means for suggesting appropriate products and services to users in virtual stores" refers to a function that personalizes and recommends products and services sold online based on the user's emotional data.
[0984] The "means for purchasing suggested products and services in a virtual store" is a system that allows a user to purchase products and services in a virtual store based on suggestions from a pet.
[0985] The system for realizing this application example is configured as follows.
[0986] Hardware and software configuration:
[0987] The server uses generative artificial intelligence to learn the user's personality and emotions and performs calculations to raise an interactive virtual pet. Specifically, it uses the Google Cloud Natural Language API to analyze the text information entered by the user and extract emotional data. The emotional data is stored in Firebase Firestore. Furthermore, it uses TensorFlow to learn the emotional data and generate suggestions for the user. The Spotify API is used as a music streaming service.
[0988] Process flow:
[0989] The user interacts with a virtual pet on a device (smartphone). When the user inputs something like "I'm not feeling too great today," the server uses the Google Cloud Natural Language API to analyze the sentiment of the input text. The emotional data extracted as a result of the analysis is stored in Firebase Firestore. Based on the stored emotional data, TensorFlow performs learning and suggests products and services that best fit the user's emotions within the virtual store.
[0990] For example, if a user inputs "I'm not feeling too great today," the system will interpret this as "low energy" and suggest relaxing music or products with a relaxing effect (such as aroma candles or bath salts). The user can check the suggested products on the device screen and purchase them in the virtual store. The pet will then say, "How about a relaxing aroma candle? We're offering it at a special price right now," and direct the user to a related product page.
[0991] Examples:
[0992] The user talks to the virtual pet, saying, "I'm so tired from work today."
[0993] The server analyzes the input text using the Google Cloud Natural Language API and extracts emotional data on fatigue.
[0994] The server stores this emotion data in Firebase Firestore and uses TensorFlow to learn the data in combination with past data.
[0995] This allows the system to generate a playlist of relaxing classical music and products with a relaxing effect, and suggest them to the user.
[0996] The device then plays music as the virtual pet says, "It's good to take a break. I'll play some classical music."
[0997] Example prompt sentence:
[0998] "Analyze the emotions from the text entered by the user and suggest appropriate relaxation products based on those emotions. For example, if the user enters, 'I'm feeling a bit down today,' suggest a relaxing aroma candle."
[0999] In this way, by making appropriate suggestions based on the user's sentiment analysis, it is possible to provide a personalized purchasing experience and increase user satisfaction.
[1000] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1001] Step 1:
[1002] The user uses the terminal to talk to the virtual pet, for example, by typing "I'm not feeling too great today." This input is sent from the terminal to the server.
[1003] Step 2:
[1004] The server uses the Google Cloud Natural Language API to analyze the user's input text. Emotion data is extracted from the input text. Specifically, the emotion "depressed" is extracted. The extracted emotion data is stored in Firebase Firestore.
[1005] Step 3:
[1006] The server uses TensorFlow to learn emotional data based on the stored emotional data. By learning from the emotional data and past data, the model for generating optimal suggestions for users is updated.
[1007] Step 4:
[1008] The server selects products and services that best fit the user's emotions based on the emotion data and learning model. In this process, if the user expresses an emotion of "depression," products and music with a relaxing effect will be selected.
[1009] Step 5:
[1010] The server generates information about the selected products and services, and generates dialogue content for the virtual pet to suggest, such as, "How about a relaxing aroma candle? We're offering it at a special price right now." The generated dialogue content is sent to the device.
[1011] Step 6:
[1012] The terminal displays the proposal received from the server to the user, and the virtual pet makes the proposal. The user can then confirm the proposed products and services through the terminal.
[1013] Step 7:
[1014] If the user decides to purchase the suggested goods or services, the device will execute the purchase process in the virtual store. Once the user confirms the purchase, the device will send the information to the server, and a record of the purchase will be stored in Firebase Firestore.
[1015] This series of processes allows personalized suggestions based on the user's emotions, allowing the user to purchase appropriate products and services in the virtual store.
[1016] 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.
[1017] The present invention relates to a system for raising a virtual pet that uses generative artificial intelligence to learn a user's personality and emotions and interact with the user. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet, and can also earn coins by watching advertisements. Furthermore, by combining this system with an emotion engine that recognizes the user's emotions, more accurate emotion analysis can be achieved.
[1018] To realize this system, the following program processing is provided.
[1019] User registration and pet selection
[1020] Create an account
[1021] 1. Device: The user installs the app and launches it. On first launch, a form is displayed asking for the user's name, email address, and password.
[1022] 2. User: Enter the required information and press the send to server button.
[1023] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1024] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[1025] 5. Device: A completion message will be displayed and the pet character selection screen will be displayed.
[1026] Pet character selection
[1027] 1. Terminal: Display a list of pet characters to the user.
[1028] 2. User: Select your favorite pet character and enter a name.
[1029] 3. Terminal: Sends the selected character information and name to the server.
[1030] 4. Server: Save the selected pet character information in the database.
[1031] Pet Raising and User Emotion Learning
[1032] Early dialogue and emotional learning
[1033] 1. Terminal: The pet displays text asking the user, "Hello! How are you feeling today?"
[1034] 2. User: Responds to their pet by typing, "I'm feeling a little down today."
[1035] 3. Terminal: Sends user input to the server.
[1036] 4. Server: Executes an algorithm to analyze the text of the received user responses and extract emotional data.
[1037] 5. Server: The extracted emotion data is stored in a database as a user profile.
[1038] Suggestions and Feedback
[1039] 1. Server: Generates appropriate music and suggestions based on the stored emotion data.
[1040] 2. Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[1041] 3. Device: Streams music sent from the server.
[1042] Items and Interactions
[1043] Item purchase and use
[1044] 1. Terminal: Display the item shop screen to the user.
[1045] 2. User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[1046] 3. Terminal: Sends the user's selection to the server.
[1047] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates the user's inventory information.
[1048] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[1049] Using items on pets
[1050] 1. User: Select a toy from the inventory and give it to the pet.
[1051] 2. Terminal: Sends item usage information to the server.
[1052] 3. Server: Update pet status and skills.
[1053] 4. Device: Play animation and sound feedback from your pet saying "Thank you, I'm glad you played with me!"
[1054] Built-in emotion recognition engine
[1055] Real-time analysis by emotion engine
[1056] 1. Terminal: Collects text entered by the user, as well as voice and facial expression data.
[1057] 2. Terminal: Sends collected data to the server.
[1058] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[1059] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[1060] Music suggestion feature
[1061] Music suggestions and playback
[1062] 1. Device: User types "I want some relaxing music."
[1063] 2. Terminal: Sends input information to the server.
[1064] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[1065] 4. Server: Sends the generated playlist to the device.
[1066] 5. Device: Displays the playlist and streams music when the play button is pressed.
[1067] 6. Device: Supports background playback while music is playing.
[1068] Specific examples
[1069] If the user types, "I'm so tired from work today"
[1070] 1. Terminal: The user types, "I'm very tired from work today."
[1071] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[1072] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[1073] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[1074] When a user gives a toy to a pet
[1075] 1. Terminal: The user uses the toys they purchased for their pet.
[1076] 2. Server: Update pet status.
[1077] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[1078] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[1079] The processing flow will be explained below.
[1080] Program flow:
[1081] User registration and pet selection
[1082] Create an account
[1083] Step 1:
[1084] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[1085] Step 2:
[1086] User: Enters the required information and presses the send to server button.
[1087] Step 3:
[1088] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1089] Step 4:
[1090] Server: Generates a message indicating that account creation is complete and sends it to the device.
[1091] Step 5:
[1092] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[1093] Pet character selection
[1094] Step 6:
[1095] Terminal: Displays a list of pet characters to the user.
[1096] Step 7:
[1097] User: Select your favorite pet character and enter a name.
[1098] Step 8:
[1099] Terminal: Sends the selected character information and name to the server.
[1100] Step 9:
[1101] Server: Save the selected pet character information to the database.
[1102] Pet Raising and User Emotion Learning
[1103] Early dialogue and emotional learning
[1104] Step 1:
[1105] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[1106] Step 2:
[1107] User: Responds to their pet by typing, "I'm feeling a bit down today."
[1108] Step 3:
[1109] Terminal: Sends user input to the server.
[1110] Step 4:
[1111] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[1112] Step 5:
[1113] Server: The extracted emotion data is stored in a database as a user profile.
[1114] Suggestions and Feedback
[1115] Step 6:
[1116] Server: Generates appropriate music and suggestions based on the stored emotional data.
[1117] Step 7:
[1118] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[1119] Step 8:
[1120] Device: Streams music sent from the server.
[1121] Items and Interactions
[1122] Item purchase and use
[1123] Step 1:
[1124] Terminal: Displays the item shop screen to the user.
[1125] Step 2:
[1126] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[1127] Step 3:
[1128] Terminal: Sends the user's selection to the server.
[1129] Step 4:
[1130] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[1131] Step 5:
[1132] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[1133] Using items on pets
[1134] Step 6:
[1135] User: Select a toy from your inventory and give it to your pet.
[1136] Step 7:
[1137] Terminal: Sends item use information to the server.
[1138] Step 8:
[1139] Server: Updates pet stats and skills.
[1140] Step 9:
[1141] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[1142] Built-in emotion recognition engine
[1143] Real-time analysis by emotion engine
[1144] Step 1:
[1145] Terminal: Collects text, voice, and facial expression data entered by the user.
[1146] Step 2:
[1147] Terminal: Sends collected data to the server.
[1148] Step 3:
[1149] Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[1150] Step 4:
[1151] Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[1152] Music suggestion feature
[1153] Music suggestions and playback
[1154] Step 1:
[1155] Device: User types "I want some relaxing music."
[1156] Step 2:
[1157] Terminal: Sends input information to the server.
[1158] Step 3:
[1159] Server: Generates an appropriate music playlist based on past data and current emotional state.
[1160] Step 4:
[1161] Server: Sends the generated playlist to the device.
[1162] Step 5:
[1163] Device: Displays the playlist and streams music when the play button is pressed.
[1164] Step 6:
[1165] Device: Supports background playback while music is playing.
[1166] Specific examples
[1167] If the user types, "I'm so tired from work today"
[1168] Step 1:
[1169] Terminal: The user types, "I'm very tired from work today."
[1170] Step 2:
[1171] Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[1172] Step 3:
[1173] Server: Generate a classical music playlist as a relaxing music suggestion.
[1174] Step 4:
[1175] Device: Your pet replies, "You should take a break. I'll play some classical music," and plays some music.
[1176] When a user gives a toy to a pet
[1177] Step 1:
[1178] Terminal: The user purchases toys to use on their pets.
[1179] Step 2:
[1180] Server: Update pet status.
[1181] Step 3:
[1182] Terminal: Displays an animation of the pet saying "Thanks, I'm glad you played with me!", providing feedback to the user.
[1183] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[1184] Example 2
[1185] 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."
[1186] In modern society, there is a demand for effective methods to support users' mental stability and relaxation. In particular, daily healing and emotional support through virtual pets is highly effective, but existing systems have difficulty in analyzing emotions in real time and generating dynamic suggestions. In addition, to improve the quality of interaction between users and virtual pets, more personalized music suggestions and interaction record management are needed.
[1187] 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 using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing emotions in real time using an emotion engine and dynamically generating dialogue content and suggestions; and means for generating a music playlist customized according to past data and the user's current emotional state based on information input by the user. This makes it possible to effectively provide psychological support and relaxation by analyzing the user's emotions in real time and providing individually personalized suggestions and music playlists.
[1188] "Generative AI" is an AI technology that learns from user input data and dynamically generates dialogue and suggestions.
[1189] A "virtual pet" is a digital character that users can raise and interact with through digital devices.
[1190] "Emotional data" refers to data that indicates the emotional state of a user extracted from the user's input and actions.
[1191] "Coins" are virtual currency used to raise virtual pets and purchase items.
[1192] "Items" are digital objects used to improve the quality of a virtual pet's development and interaction with the user.
[1193] "Interaction" refers to the dialogue and actions that take place between the user and the virtual pet.
[1194] An "emotion engine" is an algorithm or system that analyzes user input data in real time and identifies the user's emotions.
[1195] A "music playlist" is a list of music generated based on the user's emotions and past data.
[1196] "Database" refers to a system for organizing and managing information about users and virtual pets.
[1197] "Natural language processing" refers to the technology that computers use to understand and analyze human language.
[1198] "Real-time" is a term that refers to immediate reaction or processing with minimal delay.
[1199] The present invention is a system for raising a virtual pet that learns and interacts with the user's personality and emotions. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet. Coins can also be acquired by watching advertisements. The system is equipped with a means for recording and managing interactions between the user and the virtual pet, and has the function of analyzing emotions in real time using an emotion engine to dynamically generate dialogue content and suggestions.
[1200] User registration and pet selection
[1201] Create an account
[1202] 1. Device: The user installs the app and launches it. When the app is launched for the first time, a form is displayed to enter the user's name, email address, and password. This form has a user-friendly UI, making it easy to enter information.
[1203] 2. User: Enter the required information and press the "Send" button. The information is sent from the terminal to the server.
[1204] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1205] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[1206] 5. Device: A completion message will be displayed and the screen will transition to the virtual pet character selection screen.
[1207] Pet character selection
[1208] 1. Terminal: Displays multiple virtual pet characters to the user. The characters are animated and designed to attract the user's attention.
[1209] 2. User: Select your favorite virtual pet character and enter its name. This information is sent from the device to the server.
[1210] 3. Server: Save the selected character information and name in the database.
[1211] Pet Raising and User Emotion Learning
[1212] Early dialogue and emotional learning
[1213] 1. Terminal: The virtual pet asks, "Hello! How are you feeling today?" A text box appears for the user to enter.
[1214] 2. User: Responds to the virtual pet by typing, "I'm feeling a little down today."
[1215] 3. Terminal: Sends this input to the server.
[1216] 4. Server: Analyzes the received user response using a natural language processing algorithm and extracts emotional data.
[1217] 5. Server: The extracted emotion data is stored in a database as a user profile.
[1218] Suggestions and Feedback
[1219] 1. Server: Generates appropriate music and suggestions based on the stored emotional data. For example, it makes suggestions such as "play relaxing music."
[1220] 2. Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music." The music is based on the user's preferences.
[1221] 3. Device: Streams music sent from the server.
[1222] Items and Interactions
[1223] Item purchase and use
[1224] 1. Device: The item shop screen is displayed to the user. The shop displays items that will help raise virtual pets.
[1225] 2. User: Select the item they want to purchase and specify the purchase option (advertising, cash, coins).
[1226] 3. Terminal: Sends the user's selection information to the server.
[1227] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates inventory information.
[1228] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[1229] Using items on pets
[1230] 1. User: Select a toy from the inventory and give it to the virtual pet. This provides an interactive experience.
[1231] 2. Terminal: Sends item usage information to the server.
[1232] 3. Server: Updates the status and skills of virtual pets.
[1233] 4. Device: Play animation and audio feedback from your virtual pet saying, "Thank you, I'm glad you played with me!"
[1234] Built-in emotion recognition engine
[1235] Real-time analysis by emotion engine
[1236] 1. Device: Collects text, voice, and facial expression data entered by the user using a high-performance camera and microphone.
[1237] 2. Terminal: Sends collected data to the server.
[1238] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[1239] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[1240] Music suggestion feature
[1241] Music suggestions and playback
[1242] 1. User: The user types, "I want relaxing music."
[1243] 2. Terminal: Sends input information to the server.
[1244] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[1245] 4. Server: Sends the generated playlist to the device.
[1246] 5. Device: Displays the playlist and streams music when the play button is pressed. Background playback is also supported.
[1247] Specific examples
[1248] If the user types, "I'm so tired from work today"
[1249] 1. Terminal: The user types, "I'm very tired from work today."
[1250] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[1251] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[1252] 4. Device: The virtual pet responds, "You should take a break. I'll play some classical music," and plays music.
[1253] When a user gives a toy to a pet
[1254] 1. Device: The user uses the toy they purchased as a virtual pet.
[1255] 2. Server: Update the status of the virtual pet.
[1256] 3. Terminal: The virtual pet displays an animation that gives feedback to the user, saying, "Thank you, I'm glad you played with me!"
[1257] The system allows users to interact with virtual pets to receive emotional support and relaxation, helping to reduce daily stress. The incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[1258] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1259] Step 1:
[1260] First launch and form display for account creation
[1261] On the device, the user installs and launches the app. When the app is launched for the first time, a form appears prompting the user to enter their name, email address, and password.
[1262] Input: User's name, email address, and password.
[1263] Output: Display of input form.
[1264] What it does: The form is designed with a user-friendly UI, allowing users to enter information easily.
[1265] Step 2:
[1266] Enter and submit information
[1267] User: The user enters the required information and presses the "Submit" button.
[1268] Input: User's name, email address, and password.
[1269] Output: The data sent to the server.
[1270] Specific operation: When the user presses the "Send" button, information is sent from the device to the server. The transmitted data is encrypted using a security protocol.
[1271] Step 3:
[1272] Verify information and create an account
[1273] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1274] Input: User's name, email address, and password.
[1275] Output: New user account created.
[1276] What happens: The server validates the email address format, checks for duplicates, and then creates a new account in the database.
[1277] Step 4:
[1278] Notification of registration completion and transition to the next screen
[1279] Server: Generates a message indicating that account creation is complete and sends it to the device.
[1280] Enter: New user account information.
[1281] Output: Account creation successful message.
[1282] Specific operation: The server generates a message such as "Account created successfully" and sends it to the device.
[1283] Step 5:
[1284] Completion message display and transition to pet selection screen
[1285] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[1286] Input: Account creation complete message.
[1287] Output: Display of pet character selection screen.
[1288] Specific operation: A completion message will be displayed to the user, and then the user will be taken to a screen where they can select a pet character.
[1289] Step 6:
[1290] Pet character list display
[1291] Terminal: Displays multiple virtual pet characters to the user.
[1292] Input: Character list data.
[1293] Output: Display of character selection screen.
[1294] What it does: An animated character appears on the screen.
[1295] Step 7:
[1296] Character selection and name entry
[1297] User: Select your favorite virtual pet character and enter a name.
[1298] Input: Character selection and name.
[1299] Output: The data sent to the server.
[1300] Specific operation: When the user taps on a character, enters a name, and presses the "Send" button, the data is sent to the server.
[1301] Step 8:
[1302] Save character information
[1303] Server: Save the selected character information and name to the database.
[1304] Input: Character data and name.
[1305] Output: Information stored in a database.
[1306] Specific operation: The server associates the user ID with the selected character information and name and saves them.
[1307] Step 9:
[1308] Displaying questions in the initial dialogue
[1309] Device: Your virtual pet asks, "Hello! How are you feeling today?"
[1310] Input: Startup data.
[1311] Output: Display of question text.
[1312] Specific behavior: An animation of a virtual pet will appear and a question text will appear on the screen.
[1313] Step 10:
[1314] Entering user responses
[1315] User: Responds to virtual pet by typing, "I'm feeling a little down today."
[1316] Input: The user's response text.
[1317] Output: The data sent to the server.
[1318] Specific actions: The user fills in the text box and presses the "Send" button.
[1319] Step 11:
[1320] Analysis of response data
[1321] Terminal: Sends user input to the server.
[1322] Input: Response data.
[1323] Output: Analysis request data.
[1324] Specific operation: Input data is sent to the server in real time.
[1325] Step 12:
[1326] Emotional Data Extraction
[1327] Server: Analyzes the received user responses using a natural language processing algorithm and extracts emotional data.
[1328] Input: Response data.
[1329] Output: Extracted emotion data.
[1330] Specific operation: The server analyzes the user's input using natural language processing (NLP) and extracts the identified emotion (e.g., "depressed") as data.
[1331] Step 13:
[1332] Storing Emotional Data
[1333] Server: The extracted emotion data is stored in a database as a user profile.
[1334] Input: Emotion data.
[1335] Output: Emotion data stored in a database.
[1336] Specific operation: The extracted emotion data is associated with the user's profile and stored in a database.
[1337] Step 14:
[1338] Proposal data generation
[1339] Server: Generates appropriate music and suggestions based on the stored emotional data.
[1340] Input: Emotion data.
[1341] Output: The generated proposal data.
[1342] Specific operation: The server's AI model uses emotional data to generate suggestions such as "play relaxing music."
[1343] Step 15:
[1344] Suggestion display
[1345] Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music."
[1346] Input: Proposal data.
[1347] Output: Display of suggested text and animation.
[1348] What it does: An animation of a virtual pet appears and text appears on the screen.
[1349] Step 16:
[1350] Music playback
[1351] Device: Streams music sent from the server.
[1352] Input: Music data.
[1353] Output: Streaming playback.
[1354] Specific behavior: Plays music using a music streaming service (e.g., Spotify API).
[1355] (Application example 2)
[1356] 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."
[1357] Conventional virtual pet systems simply analyze users' emotional data to make suggestions, but are unable to provide personalized product suggestions or navigation functions that reflect real-time emotional changes. Furthermore, they lack the ability to generate and play music playlists tailored to the user's emotions, limiting their emotional support and entertainment capabilities. This limits the user experience and prevents them from fully contributing to reducing daily stress or increasing purchasing motivation.
[1358] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[1359] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information entered by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing the user's emotional state in real time and providing personalized product suggestions and navigation within the store; and means for generating and playing music playlists based on the user's emotions. This allows users to receive personalized purchasing experiences and emotional support, resulting in a comfortable shopping experience.
[1360] "Generative AI" is an advanced machine learning algorithm designed to learn a user's personality and emotions and engage in natural conversations.
[1361] A "virtual pet" is a digital character that interacts with users in a digital environment, providing a simulated pet experience that can be raised.
[1362] "Emotional data" is information that represents a user's psychological state, extracted from the user's input and behavior.
[1363] "Appropriate music and suggestions" are music playlists and action suggestions that are generated based on the user's emotional data and optimized for the user's mood and situation.
[1364] "Real-time emotional state analysis" is a data processing technology that quickly identifies a user's current psychological state and responds immediately.
[1365] "Personalized product suggestions" is a method of recommending the most suitable products to individual users based on their emotional data and purchasing history.
[1366] "Navigation" is a function that provides directions and location information to help users reach their desired products or areas effectively.
[1367] "Purchasing coins" refers to the act of a user acquiring virtual currency that can be used within an app through real money or by watching advertisements.
[1368] "Items necessary for raising" are digital objects and tools that can be used to grow and improve the abilities of a virtual pet.
[1369] "Recording and managing interactions" is the process of storing the user's interactions and behavioral history with the virtual pet in a database and using it for analysis and feedback.
[1370] "Generate and play music playlists" is a function that creates a music list based on the user's emotional data and provides and plays that music to the user.
[1371] The present invention realizes a system that uses generative artificial intelligence to learn the user's personality and emotions and allows them to interact with a virtual pet. This system has the function of a shopping assistant, especially in physical stores.
[1372] Hardware and software used
[1373] Hardware
[1374] Smartphone: A device that allows users to operate the system and interact with virtual pets.
[1375] Smart glasses: Devices used for in-store navigation and real-time information display (e.g., Google Glass and Vuzix Blade).
[1376] software
[1377] EmotionAnalyzer: Analyzes user input data and facial expressions to generate emotion data (e.g., Google Cloud Natural Language API).
[1378] ProductRecommender: Suggest products based on sentiment data (e.g., Recommender API).
[1379] StoreNavigator: Calculates the optimal route within the store and provides navigation information (e.g., Google Maps API).
[1380] MusicPlayer: Suggest and play music based on emotions (e.g., Spotify API).
[1381] Data processing and calculation
[1382] 1. User Registration:
[1383] Users access the app using a smartphone or smart glasses and register by entering information such as their name and email address, which allows the server to create a user profile and store it in a database.
[1384] 2. Emotional Data Analysis:
[1385] The EmotionAnalyzer analyzes text and voice data entered by users to extract emotional data, which is then stored in the user profile.
[1386] 3. Product proposal and music generation:
[1387] Based on emotional data, ProductRecommender generates personalized product recommendations, and MusicPlayer generates and plays music playlists appropriate for the user's current emotional state.
[1388] 4. In-store navigation:
[1389] Using smart glasses, the StoreNavigator calculates and displays the optimal route to help users reach their destination within the store efficiently.
[1390] Specific examples
[1391] Example user input
[1392] When a user types "I'm looking for a gift today" in a store:
[1393] 1. The server analyzes the user's emotions using EmotionAnalyzer and determines that the user is excited.
[1394] 2. ProductRecommender lists suitable products for gifts and displays them on the smartphone and smart glasses.
[1395] 3. The StoreNavigator calculates the location information of recommended products and presents the optimal route to the user via smart glasses.
[1396] Prompt Sentence Examples
[1397] User input: "I'm looking for a gift today."
[1398] The AI model responds: "We'll suggest the perfect gift for you. Check out this list of products. Recommended products near you can be found in the gift section."
[1399] Expected emotion: "Excitement"
[1400] Music suggestion: "Play some pop music."
[1401] As a result, the system of the present invention enables users to make product suggestions and generate and play music playlists based on their emotions in real time, providing a pleasant shopping experience.
[1402] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1403] Step 1:
[1404] The user launches the app on their device and creates an account.
[1405] Input: Name, Email Address, Password
[1406] Data processing: The entered information is sent to the server and a user profile is created.
[1407] Output: Account creation successful message
[1408] Specific operation: The terminal displays an input form, the user enters the required information, and presses the submit button. The server verifies the user information and saves it in the database.
[1409] Step 2:
[1410] The user selects a virtual pet and enters a name.
[1411] Input: Pet character, pet name
[1412] Data processing: Selected character information and name are sent to the server and saved in the database.
[1413] Output: Confirmation screen for pet character information and name
[1414] Specific operation: The device displays a list of pet characters, and the user selects a character. After selection, the information is sent to the server and saved in the database.
[1415] Step 3:
[1416] The initial interaction and emotional learning between the user and the virtual pet begins.
[1417] Input: User text input (e.g., "I'm feeling a bit down today")
[1418] Data processing: The server analyzes the input data using EmotionAnalyzer and extracts emotional data.
[1419] Output: Generate emotion data and save it to a profile
[1420] Specific operation: The device displays the pet's question, and the user inputs text. The server analyzes the text, extracts emotion data, and stores it.
[1421] Step 4:
[1422] Generate appropriate music and suggestions based on the extracted emotion data.
[1423] Input: Emotion data
[1424] Data processing: ProductRecommender generates product recommendations, and MusicPlayer creates music playlists
[1425] Output: Display and playback of suggestions and music playlists
[1426] Specific operation: The server generates product suggestions based on emotion data and sends them to the device. The Music Player selects and plays appropriate music.
[1427] Step 5:
[1428] The user performs an operation to give an item to the virtual pet.
[1429] Input: Item name (e.g., toy)
[1430] Data processing: The server updates the user's item usage data and changes the pet's status.
[1431] Output: Feedback from your pet (e.g. "Thank you, I'm glad you played with me!")
[1432] Specific behavior: The device displays the inventory screen, the user selects an item, the server updates the usage data, and the pet's status is reflected.
[1433] Step 6:
[1434] Navigate within the store.
[1435] Input: User's current location and destination
[1436] Data processing: StoreNavigator calculates the optimal route and generates navigation information
[1437] Output: Display of navigation route
[1438] Specific operation: The device or smart glasses obtains the current location, the user inputs the destination, the server calculates the route and displays the navigation information.
[1439] Step 7:
[1440] Users receive real-time product suggestions based on their emotions.
[1441] Input: User's emotional data and past purchase history
[1442] Data processing: ProductRecommender offers personalized product suggestions
[1443] Output: Product suggestion list and its location information
[1444] Specific operation: The server selects appropriate products based on emotional data and purchase history, and displays the product list and location on the device or smart glasses.
[1445] Step 8:
[1446] A music playlist is generated and played according to the user's emotional state.
[1447] Input: Emotion data
[1448] Data processing: MusicPlayer generates optimal music playlists and streams them
[1449] Output: Display and playback of music playlists
[1450] Specific operation: The server generates a music playlist based on the emotion data and plays it on the device. The virtual pet plays the music with appropriate comments.
[1451] Through these steps, users can receive real-time, emotion-based product suggestions and music playlists, providing a comfortable and personalized shopping experience.
[1452] 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.
[1453] 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.
[1454] 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.
[1455] [Third embodiment]
[1456] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1457] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[1458] 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).
[1459] 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.
[1460] 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.
[1461] 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).
[1462] 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.
[1463] 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.
[1464] 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.
[1465] 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.
[1466] 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.
[1467] 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."
[1468] The present invention is a system for raising a virtual pet that uses generative artificial intelligence to learn the user's personality and emotions and interact with the user. The system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. The system also allows users to purchase coins to acquire items necessary for raising the virtual pet, and allows users to earn coins by watching advertisements.
[1469] To realize this system, the following program processing is provided.
[1470] User registration and pet selection
[1471] 1. Create an account
[1472] Device: The user installs and launches the app, which displays a form for the user to enter information such as their name, email address, and password.
[1473] User: Enters registration information and submits it to the server.
[1474] Server: Validates the input information and creates a new user account in the database.
[1475] Server: Sends a registration completion message to the terminal and displays the pet character selection screen.
[1476] 2. Pet character selection
[1477] Terminal: Displays a list of pet characters to the user.
[1478] User: Choose your favorite pet and enter a name.
[1479] Server: Save the selected pet character information to the database.
[1480] Pet Raising and User Emotion Learning
[1481] 1. Early dialogue and emotional learning
[1482] Terminal: Your pet will ask "Hello! How are you feeling today?"
[1483] User: Responds to pet by saying "I'm feeling a bit down today."
[1484] Server: Analyzes the text of the response, extracts the user's emotional data, and saves it as learning data.
[1485] 2. Suggestions and Feedback
[1486] Server: Generates appropriate music and suggestions based on the learning data.
[1487] Device: The generated music and suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[1488] Terminal: Plays music and supports user relaxation.
[1489] Items and Interactions
[1490] 1. Item purchase and use
[1491] Terminal: Display the Item Shop screen.
[1492] User: Choose to watch ads or buy coins to buy toys or food using coins.
[1493] Server: Processes purchases and updates the user's inventory.
[1494] 2. Using items on pets
[1495] User: Give the purchased item to the pet.
[1496] Server: Updates the pet's status and the pet gives feedback saying "Thanks, I feel better now!"
[1497] Music suggestion feature
[1498] 1. Music suggestions and playback
[1499] Device: User types "I want some relaxing music."
[1500] Server: Generates an appropriate music playlist based on past data and current emotional state.
[1501] Device: View your music playlist and press play to listen to music.
[1502] Device: Streams music and supports user relaxation.
[1503] Specific examples
[1504] If the user types, "I'm so tired from work today"
[1505] 1. Terminal: The user types, "I'm very tired from work today."
[1506] 2. Server: Analyzes the input and determines that fatigue is indicated.
[1507] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[1508] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[1509] When a user gives a toy to a pet
[1510] 1. Terminal: The user uses the toys they purchased for their pet.
[1511] 2. Server: Update pet status.
[1512] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[1513] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[1514] The processing flow will be explained below.
[1515] Program flow:
[1516] User registration and pet selection
[1517] Create an account
[1518] Step 1:
[1519] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[1520] Step 2:
[1521] User: Enters the required information and presses the send to server button.
[1522] Step 3:
[1523] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1524] Step 4:
[1525] Server: Generates a message indicating that account creation is complete and sends it to the device.
[1526] Step 5:
[1527] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[1528] Pet character selection
[1529] Step 6:
[1530] Terminal: Displays a list of pet characters to the user.
[1531] Step 7:
[1532] User: Select your favorite pet character and enter a name.
[1533] Step 8:
[1534] Terminal: Sends the selected character information and name to the server.
[1535] Step 9:
[1536] Server: Save the selected pet character information to the database.
[1537] Pet Raising and User Emotion Learning
[1538] Early dialogue and emotional learning
[1539] Step 1:
[1540] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[1541] Step 2:
[1542] User: Responds to their pet by typing, "I'm feeling a bit down today."
[1543] Step 3:
[1544] Terminal: Sends user input to the server.
[1545] Step 4:
[1546] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[1547] Step 5:
[1548] Server: The extracted emotion data is stored in a database as a user profile.
[1549] Suggestions and Feedback
[1550] Step 6:
[1551] Server: Generates appropriate music and suggestions based on the stored emotional data.
[1552] Step 7:
[1553] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[1554] Step 8:
[1555] Device: Streams music sent from the server.
[1556] Items and Interactions
[1557] Item purchase and use
[1558] Step 1:
[1559] Terminal: Displays the item shop screen to the user.
[1560] Step 2:
[1561] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[1562] Step 3:
[1563] Terminal: Sends the user's selection to the server.
[1564] Step 4:
[1565] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[1566] Step 5:
[1567] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[1568] Using items on pets
[1569] Step 6:
[1570] User: Select a toy from your inventory and give it to your pet.
[1571] Step 7:
[1572] Terminal: Sends item use information to the server.
[1573] Step 8:
[1574] Server: Updates pet stats and skills.
[1575] Step 9:
[1576] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[1577] Music suggestion feature
[1578] Music suggestions and playback
[1579] Step 1:
[1580] Device: User types "I want some relaxing music."
[1581] Step 2:
[1582] Terminal: Sends input information to the server.
[1583] Step 3:
[1584] Server: Generates an appropriate music playlist based on past data and current emotional state.
[1585] Step 4:
[1586] Server: Sends the generated playlist to the device.
[1587] Step 5:
[1588] Device: Displays the playlist and streams music when the play button is pressed.
[1589] Step 6:
[1590] Device: Supports background playback while music is playing.
[1591] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[1592] Example 1
[1593] 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."
[1594] In modern society, many people suffer from daily stress and loneliness. Traditional methods are particularly difficult to provide personalized support for people seeking emotional support and relaxation. Furthermore, the growth and customization of virtual agents as interactive systems is limited, creating a need for methods to improve user satisfaction. Furthermore, the methods by which users obtain the resources necessary to develop their agents are often compulsory, requiring inconvenient usage and other issues. A new interactive system that can address these issues is needed.
[1595] 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.
[1596] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and train a virtual agent that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate media content and suggestions based on the extracted emotional data; means for the user to purchase electronic currency and obtain resources necessary for training the virtual agent; means for the user to obtain electronic currency by viewing advertisements; means for recording and managing interactions between the user and the virtual agent; means for generating a customized music playlist based on a specific mood or state; means for making customized suggestions based on past data and the user's current emotional state; and means for playing music to support the user's relaxation. This allows the user to reduce daily stress and receive personalized emotional support. Furthermore, a more personalized experience can be provided through the user's interaction with the virtual agent.
[1597] "Generative artificial intelligence" refers to advanced machine learning algorithms used to learn a user's personality and emotions and generate appropriate dialogue and suggestions.
[1598] A "virtual agent" refers to a digital pet or character that uses generative artificial intelligence to converse and interact with users.
[1599] "Emotion data" refers to data that indicates the user's emotional state, extracted from information entered by the user.
[1600] "Media content" refers to various digital content such as music, video, and text that is provided based on the user's emotional state.
[1601] "Electronic Currency" means a digital form of currency that a User may purchase or acquire for use in developing and customizing a Virtual Agent.
[1602] "Interaction" refers to the two-way exchange or action between a user and a virtual agent.
[1603] "Music Playlist" refers to a set list of music that is customized based on the user's emotional state and past data.
[1604] "Suggestions" refers to recommendations for relaxation techniques and activities based on the user's emotional state and past behavior.
[1605] "Relaxation methods" refer to various techniques and methods provided to users to reduce stress and refresh themselves.
[1606] This system is designed to use generative artificial intelligence to learn the user's personality and emotions and develop a virtual agent. A specific embodiment of this system is described below.
[1607] System Configuration
[1608] Hardware Configuration
[1609] Device: A user device such as a smartphone, tablet, or PC.
[1610] Server: High-performance servers, either cloud-based or on-premise.
[1611] Network: A communication environment via the Internet.
[1612] Software Configuration
[1613] Frontend: Android / iOS apps, frontend frameworks (e.g. React, Vue.js).
[1614] Backend: API server (e.g. Node.js, Django).
[1615] Database: Relational database (e.g. MySQL), NoSQL database (e.g. MongoDB).
[1616] Machine learning libraries: TensorFlow, PyTorch, SpaCy, BERT.
[1617] Music streaming service API: Example: Spotify API.
[1618] E-commerce APIs: Examples: Stripe, AdMob.
[1619] User registration and pet selection
[1620] The system begins when a user installs and launches the app. The user creates an account by entering their name, email address, and password. The server verifies the information entered and creates a new user account in the database. The user then selects a character to develop as a virtual agent and sets a name.
[1621] Pet Raising and User Emotion Learning
[1622] Early dialogue and emotional learning
[1623] The virtual agent asks the user, "Hello! How are you feeling today?" The user inputs their emotional state, for example, replying, "I'm feeling a little down today." The server analyzes the received text using a natural language processing (NLP) library, extracts the user's emotional data, and saves it as training data.
[1624] Suggestions and Feedback
[1625] The server generates appropriate music and suggestions based on the user's emotional data. The generated music and suggestions are displayed on the user's device, and the virtual agent speaks to the user, saying, "I'll play some relaxing music." The device then plays the music to support the user's relaxation.
[1626] Items and Interactions
[1627] Item purchase and use
[1628] Users can purchase resources needed to develop their virtual agents using digital currency in the item shop. Digital currency can also be acquired by watching advertisements. Purchased items are used by virtual agents to update their status.
[1629] Music suggestion feature
[1630] Music suggestions and playback
[1631] When a user requests "I want relaxing music," the server generates an appropriate music playlist based on past data and their current emotional state. The generated playlist is displayed on the device, and the user can press the play button to listen to the music. The music is streamed to support the user's relaxation.
[1632] Specific examples
[1633] For example, if a user inputs "I'm very tired from work today," the server analyzes the input and determines that it indicates fatigue. A classical music playlist is generated as a relaxing music suggestion. The virtual agent responds, "You should take a break. I'll play some classical music," and music begins to play.
[1634] Also, when a user gives a toy to a pet, the server updates the pet's status and displays an animation of the virtual agent saying, "Thank you, I'm glad you played with me!" to provide feedback to the user.
[1635] This system allows users to receive emotional support and relaxation through interactions with a virtual agent, helping to reduce everyday stress.
[1636] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1637] Step 1:
[1638] Create an account
[1639] Device: The user installs and launches the app. A form appears prompting them to enter their name, email address, and password (Input: User Information).
[1640] User: Enter your name, email address, and password, then click the Send button (Enter: name, email address, password).
[1641] Terminal: Generates and sends an API request to the server to send the entered user information (output: API request).
[1642] Server: Receives the API request and validates the entered information. If the format is invalid, it returns an error message (Data Calculation: Information Validation).
[1643] Server: If validation is successful, create a new user account in the database (Output: Create user account).
[1644] Server: Sends a response to the terminal indicating that account creation is complete (Output: Response).
[1645] Terminal: Display a message to the user that account registration is complete, and display a button to proceed (output: screen update).
[1646] Step 2:
[1647] Pet character selection
[1648] Terminal: Displays a list of pet characters to the user (input: user's pet selection operation).
[1649] User: Choose your favorite pet and enter a name (Input: Pet character selection and name).
[1650] Terminal: Generates and sends an API request to the server with the selected pet character information and name (Output: API request).
[1651] Server: Receives the API request and saves the selected pet character information to the database (data processing: saving information).
[1652] Terminal: Display a message to the user indicating that pet character selection is complete, and proceed to the main interaction screen (output: screen update).
[1653] Step 3:
[1654] Early dialogue and emotional learning
[1655] Terminal: The virtual agent asks, "Hello! How are you feeling today?" (Input: User emotion input).
[1656] User: Enters his / her emotional state, for example, responds "I'm feeling a little depressed today" (Input: Emotional state).
[1657] Terminal: Generates and sends an API request to the server to receive the user's response as text (output: API request).
[1658] Server: Receives API requests and analyzes the text using a natural language processing (NLP) library (data calculation: emotion data extraction).
[1659] Server: Save the extracted emotion data in a database as learning data (Output: Save emotion data).
[1660] Step 4:
[1661] Suggestions and Feedback
[1662] Server: Generates appropriate music and suggestions based on the learned emotional data (Data Calculation: Music and Suggestion Generation).
[1663] Terminal: The generated music and suggestions are displayed to the user, and the virtual agent says, "I'll play some relaxing music." (Output: Screen update).
[1664] Terminal: Plays music to support the user's relaxation (Output: Play music).
[1665] Step 5:
[1666] Item purchase and use
[1667] Terminal: Displays the Item Shop screen, showing available items and their prices (Input: user's item purchase action).
[1668] User: Uses coins to select toys or food. Optionally, watches ads or purchases coins (input: select item, purchase).
[1669] Terminal: Generates and sends an API request to the server to make a purchase (output: API request).
[1670] Server: Receives the API request, processes the purchase, and updates the user's inventory (data processing: inventory update).
[1671] Terminal: Display the new item in the inventory with a purchase successful message (Output: Screen refresh).
[1672] Step 6:
[1673] Using items on pets
[1674] User: Use the purchased item on the virtual agent (Input: Item Use).
[1675] Terminal: Generates and sends an API request to the server to request the use of an item (Output: API request).
[1676] Server: Receives item use requests and updates the pet's status (data processing: status update).
[1677] Terminal: The virtual agent says "Thanks, I feel more energetic now!" and displays a feedback animation (output: screen update).
[1678] Step 7:
[1679] Music suggestions and playback
[1680] Terminal: The user inputs "I want relaxing music" (input: input of relaxation desire).
[1681] Server: Generates an appropriate music playlist based on past data and the user's current emotional state (Data Calculation: Playlist Generation).
[1682] Terminal: Display the generated playlist to the user (output: screen update).
[1683] User: Press the play button from the playlist to listen to music (input: play operation).
[1684] Terminal: Streams music to support user relaxation (Output: Music playback).
[1685] (Application example 1)
[1686] 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."
[1687] Conventional virtual pet systems can interact with and suggest products based on the user's emotions, but these functions have limited utility. In particular, they lack the ability to suggest products and services based on the user's emotional state in virtual stores, making it difficult to provide a more personalized shopping experience for users. Furthermore, the interestingness and suitability of products in virtual stores tend to be lacking, and an effective method to improve user satisfaction is needed.
[1688] 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.
[1689] In this invention, the server includes means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user, means for analyzing information entered by the user and extracting emotional data, and means for generating appropriate music and suggestions based on the extracted emotional data, thereby enabling personalized suggestions of products and services to be made to the user in the virtual store based on their emotions.
[1690] "Generative AI" is an AI that has the ability to learn from vast amounts of data, generate new information based on the results of that learning, and make independent judgments and predictions.
[1691] A "virtual pet" is a character within an application that interacts with the user and grows like a real animal.
[1692] "Emotion data" is information that indicates the psychological state of a user analyzed from their statements and actions.
[1693] The "means for generating music and suggestions" is a function that recommends music or specific actions to provide relaxation or enjoyment based on the user's emotional data.
[1694] "Means for purchasing coins and acquiring items necessary for raising virtual pets" refers to a system that allows users to use virtual currency to purchase items to support the growth and enjoyment of their pets.
[1695] "Means for recording and managing interactions between users and virtual pets" refers to a function that stores the user's actions and conversation history with the pet, and makes it useful for future interactions.
[1696] "Means for suggesting appropriate products and services to users in virtual stores" refers to a function that personalizes and recommends products and services sold online based on the user's emotional data.
[1697] The "means for purchasing suggested products and services in a virtual store" is a system that allows a user to purchase products and services in a virtual store based on suggestions from a pet.
[1698] The system for realizing this application example is configured as follows.
[1699] Hardware and software configuration:
[1700] The server uses generative artificial intelligence to learn the user's personality and emotions and performs calculations to raise an interactive virtual pet. Specifically, it uses the Google Cloud Natural Language API to analyze the text information entered by the user and extract emotional data. The emotional data is stored in Firebase Firestore. Furthermore, it uses TensorFlow to learn the emotional data and generate suggestions for the user. The Spotify API is used as a music streaming service.
[1701] Process flow:
[1702] The user interacts with a virtual pet on a device (smartphone). When the user inputs something like "I'm not feeling too great today," the server uses the Google Cloud Natural Language API to analyze the sentiment of the input text. The emotional data extracted as a result of the analysis is stored in Firebase Firestore. Based on the stored emotional data, TensorFlow performs learning and suggests products and services that best fit the user's emotions within the virtual store.
[1703] For example, if a user inputs "I'm not feeling too great today," the system will interpret this as "low energy" and suggest relaxing music or products with a relaxing effect (such as aroma candles or bath salts). The user can check the suggested products on the device screen and purchase them in the virtual store. The pet will then say, "How about a relaxing aroma candle? We're offering it at a special price right now," and direct the user to a related product page.
[1704] Examples:
[1705] The user talks to the virtual pet, saying, "I'm so tired from work today."
[1706] The server analyzes the input text using the Google Cloud Natural Language API and extracts emotional data on fatigue.
[1707] The server stores this emotion data in Firebase Firestore and uses TensorFlow to learn the data in combination with past data.
[1708] This allows the system to generate a playlist of relaxing classical music and products with a relaxing effect, and suggest them to the user.
[1709] The device then plays music as the virtual pet says, "It's good to take a break. I'll play some classical music."
[1710] Example prompt sentence:
[1711] "Analyze the emotions from the text entered by the user and suggest appropriate relaxation products based on those emotions. For example, if the user enters, 'I'm feeling a bit down today,' suggest a relaxing aroma candle."
[1712] In this way, by making appropriate suggestions based on the user's sentiment analysis, it is possible to provide a personalized purchasing experience and increase user satisfaction.
[1713] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1714] Step 1:
[1715] The user uses the terminal to talk to the virtual pet, for example, by typing "I'm not feeling too great today." This input is sent from the terminal to the server.
[1716] Step 2:
[1717] The server uses the Google Cloud Natural Language API to analyze the user's input text. Emotion data is extracted from the input text. Specifically, the emotion "depressed" is extracted. The extracted emotion data is stored in Firebase Firestore.
[1718] Step 3:
[1719] The server uses TensorFlow to learn emotional data based on the stored emotional data. By learning from the emotional data and past data, the model for generating optimal suggestions for users is updated.
[1720] Step 4:
[1721] The server selects products and services that best fit the user's emotions based on the emotion data and learning model. In this process, if the user expresses an emotion of "depression," products and music with a relaxing effect will be selected.
[1722] Step 5:
[1723] The server generates information about the selected products and services, and generates dialogue content for the virtual pet to suggest, such as, "How about a relaxing aroma candle? We're offering it at a special price right now." The generated dialogue content is sent to the device.
[1724] Step 6:
[1725] The terminal displays the proposal received from the server to the user, and the virtual pet makes the proposal. The user can then confirm the proposed products and services through the terminal.
[1726] Step 7:
[1727] If the user decides to purchase the suggested goods or services, the device will execute the purchase process in the virtual store. Once the user confirms the purchase, the device will send the information to the server, and a record of the purchase will be stored in Firebase Firestore.
[1728] This series of processes allows personalized suggestions based on the user's emotions, allowing the user to purchase appropriate products and services in the virtual store.
[1729] 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.
[1730] The present invention relates to a system for raising a virtual pet that uses generative artificial intelligence to learn a user's personality and emotions and interact with the user. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet, and can also earn coins by watching advertisements. Furthermore, by combining this system with an emotion engine that recognizes the user's emotions, more accurate emotion analysis can be achieved.
[1731] To realize this system, the following program processing is provided.
[1732] User registration and pet selection
[1733] Create an account
[1734] 1. Device: The user installs the app and launches it. On first launch, a form is displayed asking for the user's name, email address, and password.
[1735] 2. User: Enter the required information and press the send to server button.
[1736] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1737] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[1738] 5. Device: A completion message will be displayed and the pet character selection screen will be displayed.
[1739] Pet character selection
[1740] 1. Terminal: Display a list of pet characters to the user.
[1741] 2. User: Select your favorite pet character and enter a name.
[1742] 3. Terminal: Sends the selected character information and name to the server.
[1743] 4. Server: Save the selected pet character information in the database.
[1744] Pet Raising and User Emotion Learning
[1745] Early dialogue and emotional learning
[1746] 1. Terminal: The pet displays text asking the user, "Hello! How are you feeling today?"
[1747] 2. User: Responds to their pet by typing, "I'm feeling a little down today."
[1748] 3. Terminal: Sends user input to the server.
[1749] 4. Server: Executes an algorithm to analyze the text of the received user responses and extract emotional data.
[1750] 5. Server: The extracted emotion data is stored in a database as a user profile.
[1751] Suggestions and Feedback
[1752] 1. Server: Generates appropriate music and suggestions based on the stored emotion data.
[1753] 2. Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[1754] 3. Device: Streams music sent from the server.
[1755] Items and Interactions
[1756] Item purchase and use
[1757] 1. Terminal: Display the item shop screen to the user.
[1758] 2. User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[1759] 3. Terminal: Sends the user's selection to the server.
[1760] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates the user's inventory information.
[1761] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[1762] Using items on pets
[1763] 1. User: Select a toy from the inventory and give it to the pet.
[1764] 2. Terminal: Sends item usage information to the server.
[1765] 3. Server: Update pet status and skills.
[1766] 4. Device: Play animation and sound feedback from your pet saying "Thank you, I'm glad you played with me!"
[1767] Built-in emotion recognition engine
[1768] Real-time analysis by emotion engine
[1769] 1. Terminal: Collects text entered by the user, as well as voice and facial expression data.
[1770] 2. Terminal: Sends collected data to the server.
[1771] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[1772] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[1773] Music suggestion feature
[1774] Music suggestions and playback
[1775] 1. Device: User types "I want some relaxing music."
[1776] 2. Terminal: Sends input information to the server.
[1777] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[1778] 4. Server: Sends the generated playlist to the device.
[1779] 5. Device: Displays the playlist and streams music when the play button is pressed.
[1780] 6. Device: Supports background playback while music is playing.
[1781] Specific examples
[1782] If the user types, "I'm so tired from work today"
[1783] 1. Terminal: The user types, "I'm very tired from work today."
[1784] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[1785] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[1786] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[1787] When a user gives a toy to a pet
[1788] 1. Terminal: The user uses the toys they purchased for their pet.
[1789] 2. Server: Update pet status.
[1790] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[1791] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[1792] The processing flow will be explained below.
[1793] Program flow:
[1794] User registration and pet selection
[1795] Create an account
[1796] Step 1:
[1797] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[1798] Step 2:
[1799] User: Enters the required information and presses the send to server button.
[1800] Step 3:
[1801] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1802] Step 4:
[1803] Server: Generates a message indicating that account creation is complete and sends it to the device.
[1804] Step 5:
[1805] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[1806] Pet character selection
[1807] Step 6:
[1808] Terminal: Displays a list of pet characters to the user.
[1809] Step 7:
[1810] User: Select your favorite pet character and enter a name.
[1811] Step 8:
[1812] Terminal: Sends the selected character information and name to the server.
[1813] Step 9:
[1814] Server: Save the selected pet character information to the database.
[1815] Pet Raising and User Emotion Learning
[1816] Early dialogue and emotional learning
[1817] Step 1:
[1818] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[1819] Step 2:
[1820] User: Responds to their pet by typing, "I'm feeling a bit down today."
[1821] Step 3:
[1822] Terminal: Sends user input to the server.
[1823] Step 4:
[1824] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[1825] Step 5:
[1826] Server: The extracted emotion data is stored in a database as a user profile.
[1827] Suggestions and Feedback
[1828] Step 6:
[1829] Server: Generates appropriate music and suggestions based on the stored emotional data.
[1830] Step 7:
[1831] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[1832] Step 8:
[1833] Device: Streams music sent from the server.
[1834] Items and Interactions
[1835] Item purchase and use
[1836] Step 1:
[1837] Terminal: Displays the item shop screen to the user.
[1838] Step 2:
[1839] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[1840] Step 3:
[1841] Terminal: Sends the user's selection to the server.
[1842] Step 4:
[1843] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[1844] Step 5:
[1845] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[1846] Using items on pets
[1847] Step 6:
[1848] User: Select a toy from your inventory and give it to your pet.
[1849] Step 7:
[1850] Terminal: Sends item use information to the server.
[1851] Step 8:
[1852] Server: Updates pet stats and skills.
[1853] Step 9:
[1854] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[1855] Built-in emotion recognition engine
[1856] Real-time analysis by emotion engine
[1857] Step 1:
[1858] Terminal: Collects text, voice, and facial expression data entered by the user.
[1859] Step 2:
[1860] Terminal: Sends collected data to the server.
[1861] Step 3:
[1862] Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[1863] Step 4:
[1864] Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[1865] Music suggestion feature
[1866] Music suggestions and playback
[1867] Step 1:
[1868] Device: User types "I want some relaxing music."
[1869] Step 2:
[1870] Terminal: Sends input information to the server.
[1871] Step 3:
[1872] Server: Generates an appropriate music playlist based on past data and current emotional state.
[1873] Step 4:
[1874] Server: Sends the generated playlist to the device.
[1875] Step 5:
[1876] Device: Displays the playlist and streams music when the play button is pressed.
[1877] Step 6:
[1878] Device: Supports background playback while music is playing.
[1879] Specific examples
[1880] If the user types, "I'm so tired from work today"
[1881] Step 1:
[1882] Terminal: The user types, "I'm very tired from work today."
[1883] Step 2:
[1884] Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[1885] Step 3:
[1886] Server: Generate a classical music playlist as a relaxing music suggestion.
[1887] Step 4:
[1888] Device: Your pet replies, "You should take a break. I'll play some classical music," and plays some music.
[1889] When a user gives a toy to a pet
[1890] Step 1:
[1891] Terminal: The user purchases toys to use on their pets.
[1892] Step 2:
[1893] Server: Update pet status.
[1894] Step 3:
[1895] Terminal: Displays an animation of the pet saying "Thanks, I'm glad you played with me!", providing feedback to the user.
[1896] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[1897] Example 2
[1898] 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."
[1899] In modern society, there is a demand for effective methods to support users' mental stability and relaxation. In particular, daily healing and emotional support through virtual pets is highly effective, but existing systems have difficulty in analyzing emotions in real time and generating dynamic suggestions. In addition, to improve the quality of interaction between users and virtual pets, more personalized music suggestions and interaction record management are needed.
[1900] 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 using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing emotions in real time using an emotion engine and dynamically generating dialogue content and suggestions; and means for generating a music playlist customized according to past data and the user's current emotional state based on information input by the user. This makes it possible to effectively provide psychological support and relaxation by analyzing the user's emotions in real time and providing individually personalized suggestions and music playlists.
[1901] "Generative AI" is an AI technology that learns from user input data and dynamically generates dialogue and suggestions.
[1902] A "virtual pet" is a digital character that users can raise and interact with through digital devices.
[1903] "Emotional data" refers to data that indicates the emotional state of a user extracted from the user's input and actions.
[1904] "Coins" are virtual currency used to raise virtual pets and purchase items.
[1905] "Items" are digital objects used to improve the quality of a virtual pet's development and interaction with the user.
[1906] "Interaction" refers to the dialogue and actions that take place between the user and the virtual pet.
[1907] An "emotion engine" is an algorithm or system that analyzes user input data in real time and identifies the user's emotions.
[1908] A "music playlist" is a list of music generated based on the user's emotions and past data.
[1909] "Database" refers to a system for organizing and managing information about users and virtual pets.
[1910] "Natural language processing" refers to the technology that computers use to understand and analyze human language.
[1911] "Real-time" is a term that refers to immediate reaction or processing with minimal delay.
[1912] The present invention is a system for raising a virtual pet that learns and interacts with the user's personality and emotions. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet. Coins can also be acquired by watching advertisements. The system is equipped with a means for recording and managing interactions between the user and the virtual pet, and has the function of analyzing emotions in real time using an emotion engine to dynamically generate dialogue content and suggestions.
[1913] User registration and pet selection
[1914] Create an account
[1915] 1. Device: The user installs the app and launches it. When the app is launched for the first time, a form is displayed to enter the user's name, email address, and password. This form has a user-friendly UI, making it easy to enter information.
[1916] 2. User: Enter the required information and press the "Send" button. The information is sent from the terminal to the server.
[1917] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1918] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[1919] 5. Device: A completion message will be displayed and the screen will transition to the virtual pet character selection screen.
[1920] Pet character selection
[1921] 1. Terminal: Displays multiple virtual pet characters to the user. The characters are animated and designed to attract the user's attention.
[1922] 2. User: Select your favorite virtual pet character and enter its name. This information is sent from the device to the server.
[1923] 3. Server: Save the selected character information and name in the database.
[1924] Pet Raising and User Emotion Learning
[1925] Early dialogue and emotional learning
[1926] 1. Terminal: The virtual pet asks, "Hello! How are you feeling today?" A text box appears for the user to enter.
[1927] 2. User: Responds to the virtual pet by typing, "I'm feeling a little down today."
[1928] 3. Terminal: Sends this input to the server.
[1929] 4. Server: Analyzes the received user response using a natural language processing algorithm and extracts emotional data.
[1930] 5. Server: The extracted emotion data is stored in a database as a user profile.
[1931] Suggestions and Feedback
[1932] 1. Server: Generates appropriate music and suggestions based on the stored emotional data. For example, it makes suggestions such as "play relaxing music."
[1933] 2. Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music." The music is based on the user's preferences.
[1934] 3. Device: Streams music sent from the server.
[1935] Items and Interactions
[1936] Item purchase and use
[1937] 1. Device: The item shop screen is displayed to the user. The shop displays items that will help raise virtual pets.
[1938] 2. User: Select the item they want to purchase and specify the purchase option (advertising, cash, coins).
[1939] 3. Terminal: Sends the user's selection information to the server.
[1940] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates inventory information.
[1941] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[1942] Using items on pets
[1943] 1. User: Select a toy from the inventory and give it to the virtual pet. This provides an interactive experience.
[1944] 2. Terminal: Sends item usage information to the server.
[1945] 3. Server: Updates the status and skills of virtual pets.
[1946] 4. Device: Play animation and audio feedback from your virtual pet saying, "Thank you, I'm glad you played with me!"
[1947] Built-in emotion recognition engine
[1948] Real-time analysis by emotion engine
[1949] 1. Device: Collects text, voice, and facial expression data entered by the user using a high-performance camera and microphone.
[1950] 2. Terminal: Sends collected data to the server.
[1951] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[1952] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[1953] Music suggestion feature
[1954] Music suggestions and playback
[1955] 1. User: The user types, "I want relaxing music."
[1956] 2. Terminal: Sends input information to the server.
[1957] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[1958] 4. Server: Sends the generated playlist to the device.
[1959] 5. Device: Displays the playlist and streams music when the play button is pressed. Background playback is also supported.
[1960] Specific examples
[1961] If the user types, "I'm so tired from work today"
[1962] 1. Terminal: The user types, "I'm very tired from work today."
[1963] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[1964] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[1965] 4. Device: The virtual pet responds, "You should take a break. I'll play some classical music," and plays music.
[1966] When a user gives a toy to a pet
[1967] 1. Device: The user uses the toy they purchased as a virtual pet.
[1968] 2. Server: Update the status of the virtual pet.
[1969] 3. Terminal: The virtual pet displays an animation that gives feedback to the user, saying, "Thank you, I'm glad you played with me!"
[1970] The system allows users to interact with virtual pets to receive emotional support and relaxation, helping to reduce daily stress. The incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[1971] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1972] Step 1:
[1973] First launch and form display for account creation
[1974] On the device, the user installs and launches the app. When the app is launched for the first time, a form appears prompting the user to enter their name, email address, and password.
[1975] Input: User's name, email address, and password.
[1976] Output: Display of input form.
[1977] What it does: The form is designed with a user-friendly UI, allowing users to enter information easily.
[1978] Step 2:
[1979] Enter and submit information
[1980] User: The user enters the required information and presses the "Submit" button.
[1981] Input: User's name, email address, and password.
[1982] Output: The data sent to the server.
[1983] Specific operation: When the user presses the "Send" button, information is sent from the device to the server. The transmitted data is encrypted using a security protocol.
[1984] Step 3:
[1985] Verify information and create an account
[1986] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[1987] Input: User's name, email address, and password.
[1988] Output: New user account created.
[1989] What happens: The server validates the email address format, checks for duplicates, and then creates a new account in the database.
[1990] Step 4:
[1991] Notification of registration completion and transition to the next screen
[1992] Server: Generates a message indicating that account creation is complete and sends it to the device.
[1993] Enter: New user account information.
[1994] Output: Account creation successful message.
[1995] Specific operation: The server generates a message such as "Account created successfully" and sends it to the device.
[1996] Step 5:
[1997] Completion message display and transition to pet selection screen
[1998] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[1999] Input: Account creation complete message.
[2000] Output: Display of pet character selection screen.
[2001] Specific operation: A completion message will be displayed to the user, and then the user will be taken to a screen where they can select a pet character.
[2002] Step 6:
[2003] Pet character list display
[2004] Terminal: Displays multiple virtual pet characters to the user.
[2005] Input: Character list data.
[2006] Output: Display of character selection screen.
[2007] What it does: An animated character appears on the screen.
[2008] Step 7:
[2009] Character selection and name entry
[2010] User: Select your favorite virtual pet character and enter a name.
[2011] Input: Character selection and name.
[2012] Output: The data sent to the server.
[2013] Specific operation: When the user taps on a character, enters a name, and presses the "Send" button, the data is sent to the server.
[2014] Step 8:
[2015] Save character information
[2016] Server: Save the selected character information and name to the database.
[2017] Input: Character data and name.
[2018] Output: Information stored in a database.
[2019] Specific operation: The server associates the user ID with the selected character information and name and saves them.
[2020] Step 9:
[2021] Displaying questions in the initial dialogue
[2022] Device: Your virtual pet asks, "Hello! How are you feeling today?"
[2023] Input: Startup data.
[2024] Output: Display of question text.
[2025] Specific behavior: An animation of a virtual pet will appear and a question text will appear on the screen.
[2026] Step 10:
[2027] Entering user responses
[2028] User: Responds to virtual pet by typing, "I'm feeling a little down today."
[2029] Input: The user's response text.
[2030] Output: The data sent to the server.
[2031] Specific actions: The user fills in the text box and presses the "Send" button.
[2032] Step 11:
[2033] Analysis of response data
[2034] Terminal: Sends user input to the server.
[2035] Input: Response data.
[2036] Output: Analysis request data.
[2037] Specific operation: Input data is sent to the server in real time.
[2038] Step 12:
[2039] Emotional Data Extraction
[2040] Server: Analyzes the received user responses using a natural language processing algorithm and extracts emotional data.
[2041] Input: Response data.
[2042] Output: Extracted emotion data.
[2043] Specific operation: The server analyzes the user's input using natural language processing (NLP) and extracts the identified emotion (e.g., "depressed") as data.
[2044] Step 13:
[2045] Storing Emotional Data
[2046] Server: The extracted emotion data is stored in a database as a user profile.
[2047] Input: Emotion data.
[2048] Output: Emotion data stored in a database.
[2049] Specific operation: The extracted emotion data is associated with the user's profile and stored in a database.
[2050] Step 14:
[2051] Proposal data generation
[2052] Server: Generates appropriate music and suggestions based on the stored emotional data.
[2053] Input: Emotion data.
[2054] Output: The generated proposal data.
[2055] Specific operation: The server's AI model uses emotional data to generate suggestions such as "play relaxing music."
[2056] Step 15:
[2057] Suggestion display
[2058] Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music."
[2059] Input: Proposal data.
[2060] Output: Display of suggested text and animation.
[2061] What it does: An animation of a virtual pet appears and text appears on the screen.
[2062] Step 16:
[2063] Music playback
[2064] Device: Streams music sent from the server.
[2065] Input: Music data.
[2066] Output: Streaming playback.
[2067] Specific behavior: Plays music using a music streaming service (e.g., Spotify API).
[2068] (Application example 2)
[2069] 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."
[2070] Conventional virtual pet systems simply analyze users' emotional data to make suggestions, but are unable to provide personalized product suggestions or navigation functions that reflect real-time emotional changes. Furthermore, they lack the ability to generate and play music playlists tailored to the user's emotions, limiting their emotional support and entertainment capabilities. This limits the user experience and prevents them from fully contributing to reducing daily stress or increasing purchasing motivation.
[2071] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[2072] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information entered by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing the user's emotional state in real time and providing personalized product suggestions and navigation within the store; and means for generating and playing music playlists based on the user's emotions. This allows users to receive personalized purchasing experiences and emotional support, resulting in a comfortable shopping experience.
[2073] "Generative AI" is an advanced machine learning algorithm designed to learn a user's personality and emotions and engage in natural conversations.
[2074] A "virtual pet" is a digital character that interacts with users in a digital environment, providing a simulated pet experience that can be raised.
[2075] "Emotional data" is information that represents a user's psychological state, extracted from the user's input and behavior.
[2076] "Appropriate music and suggestions" are music playlists and action suggestions that are generated based on the user's emotional data and optimized for the user's mood and situation.
[2077] "Real-time emotional state analysis" is a data processing technology that quickly identifies a user's current psychological state and responds immediately.
[2078] "Personalized product suggestions" is a method of recommending the most suitable products to individual users based on their emotional data and purchasing history.
[2079] "Navigation" is a function that provides directions and location information to help users reach their desired products or areas effectively.
[2080] "Purchasing coins" refers to the act of a user acquiring virtual currency that can be used within an app through real money or by watching advertisements.
[2081] "Items necessary for raising" are digital objects and tools that can be used to grow and improve the abilities of a virtual pet.
[2082] "Recording and managing interactions" is the process of storing the user's interactions and behavioral history with the virtual pet in a database and using it for analysis and feedback.
[2083] "Generate and play music playlists" is a function that creates a music list based on the user's emotional data and provides and plays that music to the user.
[2084] The present invention realizes a system that uses generative artificial intelligence to learn the user's personality and emotions and allows them to interact with a virtual pet. This system has the function of a shopping assistant, especially in physical stores.
[2085] Hardware and software used
[2086] Hardware
[2087] Smartphone: A device that allows users to operate the system and interact with virtual pets.
[2088] Smart glasses: Devices used for in-store navigation and real-time information display (e.g., Google Glass and Vuzix Blade).
[2089] software
[2090] EmotionAnalyzer: Analyzes user input data and facial expressions to generate emotion data (e.g., Google Cloud Natural Language API).
[2091] ProductRecommender: Suggest products based on sentiment data (e.g., Recommender API).
[2092] StoreNavigator: Calculates the optimal route within the store and provides navigation information (e.g., Google Maps API).
[2093] MusicPlayer: Suggest and play music based on emotions (e.g., Spotify API).
[2094] Data processing and calculation
[2095] 1. User Registration:
[2096] Users access the app using a smartphone or smart glasses and register by entering information such as their name and email address, which allows the server to create a user profile and store it in a database.
[2097] 2. Emotional Data Analysis:
[2098] The EmotionAnalyzer analyzes text and voice data entered by users to extract emotional data, which is then stored in the user profile.
[2099] 3. Product proposal and music generation:
[2100] Based on emotional data, ProductRecommender generates personalized product recommendations, and MusicPlayer generates and plays music playlists appropriate for the user's current emotional state.
[2101] 4. In-store navigation:
[2102] Using smart glasses, the StoreNavigator calculates and displays the optimal route to help users reach their destination within the store efficiently.
[2103] Specific examples
[2104] Example user input
[2105] When a user types "I'm looking for a gift today" in a store:
[2106] 1. The server analyzes the user's emotions using EmotionAnalyzer and determines that the user is excited.
[2107] 2. ProductRecommender lists suitable products for gifts and displays them on the smartphone and smart glasses.
[2108] 3. The StoreNavigator calculates the location information of recommended products and presents the optimal route to the user via smart glasses.
[2109] Prompt Sentence Examples
[2110] User input: "I'm looking for a gift today."
[2111] The AI model responds: "We'll suggest the perfect gift for you. Check out this list of products. Recommended products near you can be found in the gift section."
[2112] Expected emotion: "Excitement"
[2113] Music suggestion: "Play some pop music."
[2114] As a result, the system of the present invention enables users to make product suggestions and generate and play music playlists based on their emotions in real time, providing a pleasant shopping experience.
[2115] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2116] Step 1:
[2117] The user launches the app on their device and creates an account.
[2118] Input: Name, Email Address, Password
[2119] Data processing: The entered information is sent to the server and a user profile is created.
[2120] Output: Account creation successful message
[2121] Specific operation: The terminal displays an input form, the user enters the required information, and presses the submit button. The server verifies the user information and saves it in the database.
[2122] Step 2:
[2123] The user selects a virtual pet and enters a name.
[2124] Input: Pet character, pet name
[2125] Data processing: Selected character information and name are sent to the server and saved in the database.
[2126] Output: Confirmation screen for pet character information and name
[2127] Specific operation: The device displays a list of pet characters, and the user selects a character. After selection, the information is sent to the server and saved in the database.
[2128] Step 3:
[2129] The initial interaction and emotional learning between the user and the virtual pet begins.
[2130] Input: User text input (e.g., "I'm feeling a bit down today")
[2131] Data processing: The server analyzes the input data using EmotionAnalyzer and extracts emotional data.
[2132] Output: Generate emotion data and save it to a profile
[2133] Specific operation: The device displays the pet's question, and the user inputs text. The server analyzes the text, extracts emotion data, and stores it.
[2134] Step 4:
[2135] Generate appropriate music and suggestions based on the extracted emotion data.
[2136] Input: Emotion data
[2137] Data processing: ProductRecommender generates product recommendations, and MusicPlayer creates music playlists
[2138] Output: Display and playback of suggestions and music playlists
[2139] Specific operation: The server generates product suggestions based on emotion data and sends them to the device. The Music Player selects and plays appropriate music.
[2140] Step 5:
[2141] The user performs an operation to give an item to the virtual pet.
[2142] Input: Item name (e.g., toy)
[2143] Data processing: The server updates the user's item usage data and changes the pet's status.
[2144] Output: Feedback from your pet (e.g. "Thank you, I'm glad you played with me!")
[2145] Specific behavior: The device displays the inventory screen, the user selects an item, the server updates the usage data, and the pet's status is reflected.
[2146] Step 6:
[2147] Navigate within the store.
[2148] Input: User's current location and destination
[2149] Data processing: StoreNavigator calculates the optimal route and generates navigation information
[2150] Output: Display of navigation route
[2151] Specific operation: The device or smart glasses obtains the current location, the user inputs the destination, the server calculates the route and displays the navigation information.
[2152] Step 7:
[2153] Users receive real-time product suggestions based on their emotions.
[2154] Input: User's emotional data and past purchase history
[2155] Data processing: ProductRecommender offers personalized product suggestions
[2156] Output: Product suggestion list and its location information
[2157] Specific operation: The server selects appropriate products based on emotional data and purchase history, and displays the product list and location on the device or smart glasses.
[2158] Step 8:
[2159] A music playlist is generated and played according to the user's emotional state.
[2160] Input: Emotion data
[2161] Data processing: MusicPlayer generates optimal music playlists and streams them
[2162] Output: Display and playback of music playlists
[2163] Specific operation: The server generates a music playlist based on the emotion data and plays it on the device. The virtual pet plays the music with appropriate comments.
[2164] Through these steps, users can receive real-time, emotion-based product suggestions and music playlists, providing a comfortable and personalized shopping experience.
[2165] 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.
[2166] 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.
[2167] 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.
[2168] [Fourth embodiment]
[2169] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[2170] 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.
[2171] 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).
[2172] 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.
[2173] 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.
[2174] 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).
[2175] 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.
[2176] 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.
[2177] 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.
[2178] 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.
[2179] 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.
[2180] 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.
[2181] 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."
[2182] The present invention is a system for raising a virtual pet that uses generative artificial intelligence to learn the user's personality and emotions and interact with the user. The system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. The system also allows users to purchase coins to acquire items necessary for raising the virtual pet, and allows users to earn coins by watching advertisements.
[2183] To realize this system, the following program processing is provided.
[2184] User registration and pet selection
[2185] 1. Create an account
[2186] Device: The user installs and launches the app, which displays a form for the user to enter information such as their name, email address, and password.
[2187] User: Enters registration information and submits it to the server.
[2188] Server: Validates the input information and creates a new user account in the database.
[2189] Server: Sends a registration completion message to the terminal and displays the pet character selection screen.
[2190] 2. Pet character selection
[2191] Terminal: Displays a list of pet characters to the user.
[2192] User: Choose your favorite pet and enter a name.
[2193] Server: Save the selected pet character information to the database.
[2194] Pet Raising and User Emotion Learning
[2195] 1. Early dialogue and emotional learning
[2196] Terminal: Your pet will ask "Hello! How are you feeling today?"
[2197] User: Responds to pet by saying "I'm feeling a bit down today."
[2198] Server: Analyzes the text of the response, extracts the user's emotional data, and saves it as learning data.
[2199] 2. Suggestions and Feedback
[2200] Server: Generates appropriate music and suggestions based on the learning data.
[2201] Device: The generated music and suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[2202] Terminal: Plays music and supports user relaxation.
[2203] Items and Interactions
[2204] 1. Item purchase and use
[2205] Terminal: Display the Item Shop screen.
[2206] User: Choose to watch ads or buy coins to buy toys or food using coins.
[2207] Server: Processes purchases and updates the user's inventory.
[2208] 2. Using items on pets
[2209] User: Give the purchased item to the pet.
[2210] Server: Updates the pet's status and the pet gives feedback saying "Thanks, I feel better now!"
[2211] Music suggestion feature
[2212] 1. Music suggestions and playback
[2213] Device: User types "I want some relaxing music."
[2214] Server: Generates an appropriate music playlist based on past data and current emotional state.
[2215] Device: View your music playlist and press play to listen to music.
[2216] Device: Streams music and supports user relaxation.
[2217] Specific examples
[2218] If the user types, "I'm so tired from work today"
[2219] 1. Terminal: The user types, "I'm very tired from work today."
[2220] 2. Server: Analyzes the input and determines that fatigue is indicated.
[2221] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[2222] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[2223] When a user gives a toy to a pet
[2224] 1. Terminal: The user uses the toys they purchased for their pet.
[2225] 2. Server: Update pet status.
[2226] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[2227] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[2228] The processing flow will be explained below.
[2229] Program flow:
[2230] User registration and pet selection
[2231] Create an account
[2232] Step 1:
[2233] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[2234] Step 2:
[2235] User: Enters the required information and presses the send to server button.
[2236] Step 3:
[2237] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[2238] Step 4:
[2239] Server: Generates a message indicating that account creation is complete and sends it to the device.
[2240] Step 5:
[2241] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[2242] Pet character selection
[2243] Step 6:
[2244] Terminal: Displays a list of pet characters to the user.
[2245] Step 7:
[2246] User: Select your favorite pet character and enter a name.
[2247] Step 8:
[2248] Terminal: Sends the selected character information and name to the server.
[2249] Step 9:
[2250] Server: Save the selected pet character information to the database.
[2251] Pet Raising and User Emotion Learning
[2252] Early dialogue and emotional learning
[2253] Step 1:
[2254] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[2255] Step 2:
[2256] User: Responds to their pet by typing, "I'm feeling a bit down today."
[2257] Step 3:
[2258] Terminal: Sends user input to the server.
[2259] Step 4:
[2260] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[2261] Step 5:
[2262] Server: The extracted emotion data is stored in a database as a user profile.
[2263] Suggestions and Feedback
[2264] Step 6:
[2265] Server: Generates appropriate music and suggestions based on the stored emotional data.
[2266] Step 7:
[2267] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[2268] Step 8:
[2269] Device: Streams music sent from the server.
[2270] Items and Interactions
[2271] Item purchase and use
[2272] Step 1:
[2273] Terminal: Displays the item shop screen to the user.
[2274] Step 2:
[2275] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[2276] Step 3:
[2277] Terminal: Sends the user's selection to the server.
[2278] Step 4:
[2279] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[2280] Step 5:
[2281] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[2282] Using items on pets
[2283] Step 6:
[2284] User: Select a toy from your inventory and give it to your pet.
[2285] Step 7:
[2286] Terminal: Sends item use information to the server.
[2287] Step 8:
[2288] Server: Updates pet stats and skills.
[2289] Step 9:
[2290] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[2291] Music suggestion feature
[2292] Music suggestions and playback
[2293] Step 1:
[2294] Device: User types "I want some relaxing music."
[2295] Step 2:
[2296] Terminal: Sends input information to the server.
[2297] Step 3:
[2298] Server: Generates an appropriate music playlist based on past data and current emotional state.
[2299] Step 4:
[2300] Server: Sends the generated playlist to the device.
[2301] Step 5:
[2302] Device: Displays the playlist and streams music when the play button is pressed.
[2303] Step 6:
[2304] Device: Supports background playback while music is playing.
[2305] This allows users to gain emotional support and relaxation through interactions with virtual pets, helping to reduce everyday stress.
[2306] Example 1
[2307] 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."
[2308] In modern society, many people suffer from daily stress and loneliness. Traditional methods are particularly difficult to provide personalized support for people seeking emotional support and relaxation. Furthermore, the growth and customization of virtual agents as interactive systems is limited, creating a need for methods to improve user satisfaction. Furthermore, the methods by which users obtain the resources necessary to develop their agents are often compulsory, requiring inconvenient usage and other issues. A new interactive system that can address these issues is needed.
[2309] 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.
[2310] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and train a virtual agent that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate media content and suggestions based on the extracted emotional data; means for the user to purchase electronic currency and obtain resources necessary for training the virtual agent; means for the user to obtain electronic currency by viewing advertisements; means for recording and managing interactions between the user and the virtual agent; means for generating a customized music playlist based on a specific mood or state; means for making customized suggestions based on past data and the user's current emotional state; and means for playing music to support the user's relaxation. This allows the user to reduce daily stress and receive personalized emotional support. Furthermore, a more personalized experience can be provided through the user's interaction with the virtual agent.
[2311] "Generative artificial intelligence" refers to advanced machine learning algorithms used to learn a user's personality and emotions and generate appropriate dialogue and suggestions.
[2312] A "virtual agent" refers to a digital pet or character that uses generative artificial intelligence to converse and interact with users.
[2313] "Emotion data" refers to data that indicates the user's emotional state, extracted from information entered by the user.
[2314] "Media content" refers to various digital content such as music, video, and text that is provided based on the user's emotional state.
[2315] "Electronic Currency" means a digital form of currency that a User may purchase or acquire for use in developing and customizing a Virtual Agent.
[2316] "Interaction" refers to the two-way exchange or action between a user and a virtual agent.
[2317] "Music Playlist" refers to a set list of music that is customized based on the user's emotional state and past data.
[2318] "Suggestions" refers to recommendations for relaxation techniques and activities based on the user's emotional state and past behavior.
[2319] "Relaxation methods" refer to various techniques and methods provided to users to reduce stress and refresh themselves.
[2320] This system is designed to use generative artificial intelligence to learn the user's personality and emotions and develop a virtual agent. A specific embodiment of this system is described below.
[2321] System Configuration
[2322] Hardware Configuration
[2323] Device: A user device such as a smartphone, tablet, or PC.
[2324] Server: High-performance servers, either cloud-based or on-premise.
[2325] Network: A communication environment via the Internet.
[2326] Software Configuration
[2327] Frontend: Android / iOS apps, frontend frameworks (e.g. React, Vue.js).
[2328] Backend: API server (e.g. Node.js, Django).
[2329] Database: Relational database (e.g. MySQL), NoSQL database (e.g. MongoDB).
[2330] Machine learning libraries: TensorFlow, PyTorch, SpaCy, BERT.
[2331] Music streaming service API: Example: Spotify API.
[2332] E-commerce APIs: Examples: Stripe, AdMob.
[2333] User registration and pet selection
[2334] The system begins when a user installs and launches the app. The user creates an account by entering their name, email address, and password. The server verifies the information entered and creates a new user account in the database. The user then selects a character to develop as a virtual agent and sets a name.
[2335] Pet Raising and User Emotion Learning
[2336] Early dialogue and emotional learning
[2337] The virtual agent asks the user, "Hello! How are you feeling today?" The user inputs their emotional state, for example, replying, "I'm feeling a little down today." The server analyzes the received text using a natural language processing (NLP) library, extracts the user's emotional data, and saves it as training data.
[2338] Suggestions and Feedback
[2339] The server generates appropriate music and suggestions based on the user's emotional data. The generated music and suggestions are displayed on the user's device, and the virtual agent speaks to the user, saying, "I'll play some relaxing music." The device then plays the music to support the user's relaxation.
[2340] Items and Interactions
[2341] Item purchase and use
[2342] Users can purchase resources needed to develop their virtual agents using digital currency in the item shop. Digital currency can also be acquired by watching advertisements. Purchased items are used by virtual agents to update their status.
[2343] Music suggestion feature
[2344] Music suggestions and playback
[2345] When a user requests "I want relaxing music," the server generates an appropriate music playlist based on past data and their current emotional state. The generated playlist is displayed on the device, and the user can press the play button to listen to the music. The music is streamed to support the user's relaxation.
[2346] Specific examples
[2347] For example, if a user inputs "I'm very tired from work today," the server analyzes the input and determines that it indicates fatigue. A classical music playlist is generated as a relaxing music suggestion. The virtual agent responds, "You should take a break. I'll play some classical music," and music begins to play.
[2348] Also, when a user gives a toy to a pet, the server updates the pet's status and displays an animation of the virtual agent saying, "Thank you, I'm glad you played with me!" to provide feedback to the user.
[2349] This system allows users to receive emotional support and relaxation through interactions with a virtual agent, helping to reduce everyday stress.
[2350] The flow of the identification process in the first embodiment will be described with reference to FIG.
[2351] Step 1:
[2352] Create an account
[2353] Device: The user installs and launches the app. A form appears prompting them to enter their name, email address, and password (Input: User Information).
[2354] User: Enter your name, email address, and password, then click the Send button (Enter: name, email address, password).
[2355] Terminal: Generates and sends an API request to the server to send the entered user information (output: API request).
[2356] Server: Receives the API request and validates the entered information. If the format is invalid, it returns an error message (Data Calculation: Information Validation).
[2357] Server: If validation is successful, create a new user account in the database (Output: Create user account).
[2358] Server: Sends a response to the terminal indicating that account creation is complete (Output: Response).
[2359] Terminal: Display a message to the user that account registration is complete, and display a button to proceed (output: screen update).
[2360] Step 2:
[2361] Pet character selection
[2362] Terminal: Displays a list of pet characters to the user (input: user's pet selection operation).
[2363] User: Choose your favorite pet and enter a name (Input: Pet character selection and name).
[2364] Terminal: Generates and sends an API request to the server with the selected pet character information and name (Output: API request).
[2365] Server: Receives the API request and saves the selected pet character information to the database (data processing: saving information).
[2366] Terminal: Display a message to the user indicating that pet character selection is complete, and proceed to the main interaction screen (output: screen update).
[2367] Step 3:
[2368] Early dialogue and emotional learning
[2369] Terminal: The virtual agent asks, "Hello! How are you feeling today?" (Input: User emotion input).
[2370] User: Enters his / her emotional state, for example, responds "I'm feeling a little depressed today" (Input: Emotional state).
[2371] Terminal: Generates and sends an API request to the server to receive the user's response as text (output: API request).
[2372] Server: Receives API requests and analyzes the text using a natural language processing (NLP) library (data calculation: emotion data extraction).
[2373] Server: Save the extracted emotion data in a database as learning data (Output: Save emotion data).
[2374] Step 4:
[2375] Suggestions and Feedback
[2376] Server: Generates appropriate music and suggestions based on the learned emotional data (Data Calculation: Music and Suggestion Generation).
[2377] Terminal: The generated music and suggestions are displayed to the user, and the virtual agent says, "I'll play some relaxing music." (Output: Screen update).
[2378] Terminal: Plays music to support the user's relaxation (Output: Play music).
[2379] Step 5:
[2380] Item purchase and use
[2381] Terminal: Displays the Item Shop screen, showing available items and their prices (Input: user's item purchase action).
[2382] User: Uses coins to select toys or food. Optionally, watches ads or purchases coins (input: select item, purchase).
[2383] Terminal: Generates and sends an API request to the server to make a purchase (output: API request).
[2384] Server: Receives the API request, processes the purchase, and updates the user's inventory (data processing: inventory update).
[2385] Terminal: Display the new item in the inventory with a purchase successful message (Output: Screen refresh).
[2386] Step 6:
[2387] Using items on pets
[2388] User: Use the purchased item on the virtual agent (Input: Item Use).
[2389] Terminal: Generates and sends an API request to the server to request the use of an item (Output: API request).
[2390] Server: Receives item use requests and updates the pet's status (data processing: status update).
[2391] Terminal: The virtual agent says "Thanks, I feel more energetic now!" and displays a feedback animation (output: screen update).
[2392] Step 7:
[2393] Music suggestions and playback
[2394] Terminal: The user inputs "I want relaxing music" (input: input of relaxation desire).
[2395] Server: Generates an appropriate music playlist based on past data and the user's current emotional state (Data Calculation: Playlist Generation).
[2396] Terminal: Display the generated playlist to the user (output: screen update).
[2397] User: Press the play button from the playlist to listen to music (input: play operation).
[2398] Terminal: Streams music to support user relaxation (Output: Music playback).
[2399] (Application example 1)
[2400] 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."
[2401] Conventional virtual pet systems can interact with and suggest products based on the user's emotions, but these functions have limited utility. In particular, they lack the ability to suggest products and services based on the user's emotional state in virtual stores, making it difficult to provide a more personalized shopping experience for users. Furthermore, the interestingness and suitability of products in virtual stores tend to be lacking, and an effective method to improve user satisfaction is needed.
[2402] 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.
[2403] In this invention, the server includes means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user, means for analyzing information entered by the user and extracting emotional data, and means for generating appropriate music and suggestions based on the extracted emotional data, thereby enabling personalized suggestions of products and services to be made to the user in the virtual store based on their emotions.
[2404] "Generative AI" is an AI that has the ability to learn from vast amounts of data, generate new information based on the results of that learning, and make independent judgments and predictions.
[2405] A "virtual pet" is a character within an application that interacts with the user and grows like a real animal.
[2406] "Emotion data" is information that indicates the psychological state of a user analyzed from their statements and actions.
[2407] The "means for generating music and suggestions" is a function that recommends music or specific actions to provide relaxation or enjoyment based on the user's emotional data.
[2408] "Means for purchasing coins and acquiring items necessary for raising virtual pets" refers to a system that allows users to use virtual currency to purchase items to support the growth and enjoyment of their pets.
[2409] "Means for recording and managing interactions between users and virtual pets" refers to a function that stores the user's actions and conversation history with the pet, and makes it useful for future interactions.
[2410] "Means for suggesting appropriate products and services to users in virtual stores" refers to a function that personalizes and recommends products and services sold online based on the user's emotional data.
[2411] The "means for purchasing suggested products and services in a virtual store" is a system that allows a user to purchase products and services in a virtual store based on suggestions from a pet.
[2412] The system for realizing this application example is configured as follows.
[2413] Hardware and software configuration:
[2414] The server uses generative artificial intelligence to learn the user's personality and emotions and performs calculations to raise an interactive virtual pet. Specifically, it uses the Google Cloud Natural Language API to analyze the text information entered by the user and extract emotional data. The emotional data is stored in Firebase Firestore. Furthermore, it uses TensorFlow to learn the emotional data and generate suggestions for the user. The Spotify API is used as a music streaming service.
[2415] Process flow:
[2416] The user interacts with a virtual pet on a device (smartphone). When the user inputs something like "I'm not feeling too great today," the server uses the Google Cloud Natural Language API to analyze the sentiment of the input text. The emotional data extracted as a result of the analysis is stored in Firebase Firestore. Based on the stored emotional data, TensorFlow performs learning and suggests products and services that best fit the user's emotions within the virtual store.
[2417] For example, if a user inputs "I'm not feeling too great today," the system will interpret this as "low energy" and suggest relaxing music or products with a relaxing effect (such as aroma candles or bath salts). The user can check the suggested products on the device screen and purchase them in the virtual store. The pet will then say, "How about a relaxing aroma candle? We're offering it at a special price right now," and direct the user to a related product page.
[2418] Examples:
[2419] The user talks to the virtual pet, saying, "I'm so tired from work today."
[2420] The server analyzes the input text using the Google Cloud Natural Language API and extracts emotional data on fatigue.
[2421] The server stores this emotion data in Firebase Firestore and uses TensorFlow to learn the data in combination with past data.
[2422] This allows the system to generate a playlist of relaxing classical music and products with a relaxing effect, and suggest them to the user.
[2423] The device then plays music as the virtual pet says, "It's good to take a break. I'll play some classical music."
[2424] Example prompt sentence:
[2425] "Analyze the emotions from the text entered by the user and suggest appropriate relaxation products based on those emotions. For example, if the user enters, 'I'm feeling a bit down today,' suggest a relaxing aroma candle."
[2426] In this way, by making appropriate suggestions based on the user's sentiment analysis, it is possible to provide a personalized purchasing experience and increase user satisfaction.
[2427] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[2428] Step 1:
[2429] The user uses the terminal to talk to the virtual pet, for example, by typing "I'm not feeling too great today." This input is sent from the terminal to the server.
[2430] Step 2:
[2431] The server uses the Google Cloud Natural Language API to analyze the user's input text. Emotion data is extracted from the input text. Specifically, the emotion "depressed" is extracted. The extracted emotion data is stored in Firebase Firestore.
[2432] Step 3:
[2433] The server uses TensorFlow to learn emotional data based on the stored emotional data. By learning from the emotional data and past data, the model for generating optimal suggestions for users is updated.
[2434] Step 4:
[2435] The server selects products and services that best fit the user's emotions based on the emotion data and learning model. In this process, if the user expresses an emotion of "depression," products and music with a relaxing effect will be selected.
[2436] Step 5:
[2437] The server generates information about the selected products and services, and generates dialogue content for the virtual pet to suggest, such as, "How about a relaxing aroma candle? We're offering it at a special price right now." The generated dialogue content is sent to the device.
[2438] Step 6:
[2439] The terminal displays the proposal received from the server to the user, and the virtual pet makes the proposal. The user can then confirm the proposed products and services through the terminal.
[2440] Step 7:
[2441] If the user decides to purchase the suggested goods or services, the device will execute the purchase process in the virtual store. Once the user confirms the purchase, the device will send the information to the server, and a record of the purchase will be stored in Firebase Firestore.
[2442] This series of processes allows personalized suggestions based on the user's emotions, allowing the user to purchase appropriate products and services in the virtual store.
[2443] 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.
[2444] The present invention relates to a system for raising a virtual pet that uses generative artificial intelligence to learn a user's personality and emotions and interact with the user. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet, and can also earn coins by watching advertisements. Furthermore, by combining this system with an emotion engine that recognizes the user's emotions, more accurate emotion analysis can be achieved.
[2445] To realize this system, the following program processing is provided.
[2446] User registration and pet selection
[2447] Create an account
[2448] 1. Device: The user installs the app and launches it. On first launch, a form is displayed asking for the user's name, email address, and password.
[2449] 2. User: Enter the required information and press the send to server button.
[2450] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[2451] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[2452] 5. Device: A completion message will be displayed and the pet character selection screen will be displayed.
[2453] Pet character selection
[2454] 1. Terminal: Display a list of pet characters to the user.
[2455] 2. User: Select your favorite pet character and enter a name.
[2456] 3. Terminal: Sends the selected character information and name to the server.
[2457] 4. Server: Save the selected pet character information in the database.
[2458] Pet Raising and User Emotion Learning
[2459] Early dialogue and emotional learning
[2460] 1. Terminal: The pet displays text asking the user, "Hello! How are you feeling today?"
[2461] 2. User: Responds to their pet by typing, "I'm feeling a little down today."
[2462] 3. Terminal: Sends user input to the server.
[2463] 4. Server: Executes an algorithm to analyze the text of the received user responses and extract emotional data.
[2464] 5. Server: The extracted emotion data is stored in a database as a user profile.
[2465] Suggestions and Feedback
[2466] 1. Server: Generates appropriate music and suggestions based on the stored emotion data.
[2467] 2. Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[2468] 3. Device: Streams music sent from the server.
[2469] Items and Interactions
[2470] Item purchase and use
[2471] 1. Terminal: Display the item shop screen to the user.
[2472] 2. User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[2473] 3. Terminal: Sends the user's selection to the server.
[2474] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates the user's inventory information.
[2475] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[2476] Using items on pets
[2477] 1. User: Select a toy from the inventory and give it to the pet.
[2478] 2. Terminal: Sends item usage information to the server.
[2479] 3. Server: Update pet status and skills.
[2480] 4. Device: Play animation and sound feedback from your pet saying "Thank you, I'm glad you played with me!"
[2481] Built-in emotion recognition engine
[2482] Real-time analysis by emotion engine
[2483] 1. Terminal: Collects text entered by the user, as well as voice and facial expression data.
[2484] 2. Terminal: Sends collected data to the server.
[2485] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[2486] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[2487] Music suggestion feature
[2488] Music suggestions and playback
[2489] 1. Device: User types "I want some relaxing music."
[2490] 2. Terminal: Sends input information to the server.
[2491] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[2492] 4. Server: Sends the generated playlist to the device.
[2493] 5. Device: Displays the playlist and streams music when the play button is pressed.
[2494] 6. Device: Supports background playback while music is playing.
[2495] Specific examples
[2496] If the user types, "I'm so tired from work today"
[2497] 1. Terminal: The user types, "I'm very tired from work today."
[2498] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[2499] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[2500] 4. Device: The pet responds, "You should take a break. I'll play some classical music," and plays music.
[2501] When a user gives a toy to a pet
[2502] 1. Terminal: The user uses the toys they purchased for their pet.
[2503] 2. Server: Update pet status.
[2504] 3. Terminal: The pet displays an animation that gives feedback to the user, saying "Thank you, I'm glad you played with me!"
[2505] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[2506] The processing flow will be explained below.
[2507] Program flow:
[2508] User registration and pet selection
[2509] Create an account
[2510] Step 1:
[2511] On the device: The user installs the app and launches it. On first launch, a form is displayed asking the user to enter their name, email address, and password.
[2512] Step 2:
[2513] User: Enters the required information and presses the send to server button.
[2514] Step 3:
[2515] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[2516] Step 4:
[2517] Server: Generates a message indicating that account creation is complete and sends it to the device.
[2518] Step 5:
[2519] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[2520] Pet character selection
[2521] Step 6:
[2522] Terminal: Displays a list of pet characters to the user.
[2523] Step 7:
[2524] User: Select your favorite pet character and enter a name.
[2525] Step 8:
[2526] Terminal: Sends the selected character information and name to the server.
[2527] Step 9:
[2528] Server: Save the selected pet character information to the database.
[2529] Pet Raising and User Emotion Learning
[2530] Early dialogue and emotional learning
[2531] Step 1:
[2532] Terminal: Your pet displays text asking the user, "Hello! How are you feeling today?"
[2533] Step 2:
[2534] User: Responds to their pet by typing, "I'm feeling a bit down today."
[2535] Step 3:
[2536] Terminal: Sends user input to the server.
[2537] Step 4:
[2538] Server: Executes an algorithm that analyzes the text of the received user responses and extracts sentiment data.
[2539] Step 5:
[2540] Server: The extracted emotion data is stored in a database as a user profile.
[2541] Suggestions and Feedback
[2542] Step 6:
[2543] Server: Generates appropriate music and suggestions based on the stored emotional data.
[2544] Step 7:
[2545] Device: The generated suggestions are displayed to the user, and the pet says, "I'll play some relaxing music."
[2546] Step 8:
[2547] Device: Streams music sent from the server.
[2548] Items and Interactions
[2549] Item purchase and use
[2550] Step 1:
[2551] Terminal: Displays the item shop screen to the user.
[2552] Step 2:
[2553] User: Select the item they want to purchase and choose a purchase option (ad, cash, coins).
[2554] Step 3:
[2555] Terminal: Sends the user's selection to the server.
[2556] Step 4:
[2557] Server: Confirms whether coins have been deducted or whether an ad has been viewed, completes the purchase, and updates the user's inventory information.
[2558] Step 5:
[2559] Terminal: Displays a successful purchase message and allows you to confirm the item was added to your inventory.
[2560] Using items on pets
[2561] Step 6:
[2562] User: Select a toy from your inventory and give it to your pet.
[2563] Step 7:
[2564] Terminal: Sends item use information to the server.
[2565] Step 8:
[2566] Server: Updates pet stats and skills.
[2567] Step 9:
[2568] Device: Plays animation and sound feedback from your pet saying "Thanks, I'm glad you played with me!"
[2569] Built-in emotion recognition engine
[2570] Real-time analysis by emotion engine
[2571] Step 1:
[2572] Terminal: Collects text, voice, and facial expression data entered by the user.
[2573] Step 2:
[2574] Terminal: Sends collected data to the server.
[2575] Step 3:
[2576] Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[2577] Step 4:
[2578] Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[2579] Music suggestion feature
[2580] Music suggestions and playback
[2581] Step 1:
[2582] Device: User types "I want some relaxing music."
[2583] Step 2:
[2584] Terminal: Sends input information to the server.
[2585] Step 3:
[2586] Server: Generates an appropriate music playlist based on past data and current emotional state.
[2587] Step 4:
[2588] Server: Sends the generated playlist to the device.
[2589] Step 5:
[2590] Device: Displays the playlist and streams music when the play button is pressed.
[2591] Step 6:
[2592] Device: Supports background playback while music is playing.
[2593] Specific examples
[2594] If the user types, "I'm so tired from work today"
[2595] Step 1:
[2596] Terminal: The user types, "I'm very tired from work today."
[2597] Step 2:
[2598] Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[2599] Step 3:
[2600] Server: Generate a classical music playlist as a relaxing music suggestion.
[2601] Step 4:
[2602] Device: Your pet replies, "You should take a break. I'll play some classical music," and plays some music.
[2603] When a user gives a toy to a pet
[2604] Step 1:
[2605] Terminal: The user purchases toys to use on their pets.
[2606] Step 2:
[2607] Server: Update pet status.
[2608] Step 3:
[2609] Terminal: Displays an animation of the pet saying "Thanks, I'm glad you played with me!", providing feedback to the user.
[2610] This allows users to interact with their virtual pets to gain emotional support and relaxation, helping to reduce everyday stress, and the incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[2611] Example 2
[2612] 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."
[2613] In modern society, there is a demand for effective methods to support users' mental stability and relaxation. In particular, daily healing and emotional support through virtual pets is highly effective, but existing systems have difficulty in analyzing emotions in real time and generating dynamic suggestions. In addition, to improve the quality of interaction between users and virtual pets, more personalized music suggestions and interaction record management are needed.
[2614] 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 using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information input by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing emotions in real time using an emotion engine and dynamically generating dialogue content and suggestions; and means for generating a music playlist customized according to past data and the user's current emotional state based on information input by the user. This makes it possible to effectively provide psychological support and relaxation by analyzing the user's emotions in real time and providing individually personalized suggestions and music playlists.
[2615] "Generative AI" is an AI technology that learns from user input data and dynamically generates dialogue and suggestions.
[2616] A "virtual pet" is a digital character that users can raise and interact with through digital devices.
[2617] "Emotional data" refers to data that indicates the emotional state of a user extracted from the user's input and actions.
[2618] "Coins" are virtual currency used to raise virtual pets and purchase items.
[2619] "Items" are digital objects used to improve the quality of a virtual pet's development and interaction with the user.
[2620] "Interaction" refers to the dialogue and actions that take place between the user and the virtual pet.
[2621] An "emotion engine" is an algorithm or system that analyzes user input data in real time and identifies the user's emotions.
[2622] A "music playlist" is a list of music generated based on the user's emotions and past data.
[2623] "Database" refers to a system for organizing and managing information about users and virtual pets.
[2624] "Natural language processing" refers to the technology that computers use to understand and analyze human language.
[2625] "Real-time" is a term that refers to immediate reaction or processing with minimal delay.
[2626] The present invention is a system for raising a virtual pet that learns and interacts with the user's personality and emotions. This system includes a means for analyzing information entered by the user and extracting emotional data, and a means for generating appropriate music and suggestions based on the extracted emotional data. Users can also purchase coins to acquire items necessary for raising their virtual pet. Coins can also be acquired by watching advertisements. The system is equipped with a means for recording and managing interactions between the user and the virtual pet, and has the function of analyzing emotions in real time using an emotion engine to dynamically generate dialogue content and suggestions.
[2627] User registration and pet selection
[2628] Create an account
[2629] 1. Device: The user installs the app and launches it. When the app is launched for the first time, a form is displayed to enter the user's name, email address, and password. This form has a user-friendly UI, making it easy to enter information.
[2630] 2. User: Enter the required information and press the "Send" button. The information is sent from the terminal to the server.
[2631] 3. Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[2632] 4. Server: Generates a message indicating that the account has been created and sends it to the device.
[2633] 5. Device: A completion message will be displayed and the screen will transition to the virtual pet character selection screen.
[2634] Pet character selection
[2635] 1. Terminal: Displays multiple virtual pet characters to the user. The characters are animated and designed to attract the user's attention.
[2636] 2. User: Select your favorite virtual pet character and enter its name. This information is sent from the device to the server.
[2637] 3. Server: Save the selected character information and name in the database.
[2638] Pet Raising and User Emotion Learning
[2639] Early dialogue and emotional learning
[2640] 1. Terminal: The virtual pet asks, "Hello! How are you feeling today?" A text box appears for the user to enter.
[2641] 2. User: Responds to the virtual pet by typing, "I'm feeling a little down today."
[2642] 3. Terminal: Sends this input to the server.
[2643] 4. Server: Analyzes the received user response using a natural language processing algorithm and extracts emotional data.
[2644] 5. Server: The extracted emotion data is stored in a database as a user profile.
[2645] Suggestions and Feedback
[2646] 1. Server: Generates appropriate music and suggestions based on the stored emotional data. For example, it makes suggestions such as "play relaxing music."
[2647] 2. Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music." The music is based on the user's preferences.
[2648] 3. Device: Streams music sent from the server.
[2649] Items and Interactions
[2650] Item purchase and use
[2651] 1. Device: The item shop screen is displayed to the user. The shop displays items that will help raise virtual pets.
[2652] 2. User: Select the item they want to purchase and specify the purchase option (advertising, cash, coins).
[2653] 3. Terminal: Sends the user's selection information to the server.
[2654] 4. Server: Confirms that the coins have been deducted or that the ad has been viewed, completes the purchase, and updates inventory information.
[2655] 5. Terminal: Display a successful purchase message and allow the user to confirm the item was added to their inventory.
[2656] Using items on pets
[2657] 1. User: Select a toy from the inventory and give it to the virtual pet. This provides an interactive experience.
[2658] 2. Terminal: Sends item usage information to the server.
[2659] 3. Server: Updates the status and skills of virtual pets.
[2660] 4. Device: Play animation and audio feedback from your virtual pet saying, "Thank you, I'm glad you played with me!"
[2661] Built-in emotion recognition engine
[2662] Real-time analysis by emotion engine
[2663] 1. Device: Collects text, voice, and facial expression data entered by the user using a high-performance camera and microphone.
[2664] 2. Terminal: Sends collected data to the server.
[2665] 3. Server: The emotion engine analyzes the data and recognizes the user's current emotion in real time.
[2666] 4. Server: Dynamically generates dialogue content and suggestions based on the recognized emotion data.
[2667] Music suggestion feature
[2668] Music suggestions and playback
[2669] 1. User: The user types, "I want relaxing music."
[2670] 2. Terminal: Sends input information to the server.
[2671] 3. Server: Generates an appropriate music playlist based on past data and current emotional state.
[2672] 4. Server: Sends the generated playlist to the device.
[2673] 5. Device: Displays the playlist and streams music when the play button is pressed. Background playback is also supported.
[2674] Specific examples
[2675] If the user types, "I'm so tired from work today"
[2676] 1. Terminal: The user types, "I'm very tired from work today."
[2677] 2. Server: Analyzes the input using an emotion engine and determines that it indicates fatigue.
[2678] 3. Server: Generate a classical music playlist as relaxing music suggestions.
[2679] 4. Device: The virtual pet responds, "You should take a break. I'll play some classical music," and plays music.
[2680] When a user gives a toy to a pet
[2681] 1. Device: The user uses the toy they purchased as a virtual pet.
[2682] 2. Server: Update the status of the virtual pet.
[2683] 3. Terminal: The virtual pet displays an animation that gives feedback to the user, saying, "Thank you, I'm glad you played with me!"
[2684] The system allows users to interact with virtual pets to receive emotional support and relaxation, helping to reduce daily stress. The incorporation of an emotion engine that recognizes emotions in real time further personalizes the user experience.
[2685] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2686] Step 1:
[2687] First launch and form display for account creation
[2688] On the device, the user installs and launches the app. When the app is launched for the first time, a form appears prompting the user to enter their name, email address, and password.
[2689] Input: User's name, email address, and password.
[2690] Output: Display of input form.
[2691] What it does: The form is designed with a user-friendly UI, allowing users to enter information easily.
[2692] Step 2:
[2693] Enter and submit information
[2694] User: The user enters the required information and presses the "Submit" button.
[2695] Input: User's name, email address, and password.
[2696] Output: The data sent to the server.
[2697] Specific operation: When the user presses the "Send" button, information is sent from the device to the server. The transmitted data is encrypted using a security protocol.
[2698] Step 3:
[2699] Verify information and create an account
[2700] Server: Validates the submitted user information and, if valid, creates a new user account in the database.
[2701] Input: User's name, email address, and password.
[2702] Output: New user account created.
[2703] What happens: The server validates the email address format, checks for duplicates, and then creates a new account in the database.
[2704] Step 4:
[2705] Notification of registration completion and transition to the next screen
[2706] Server: Generates a message indicating that account creation is complete and sends it to the device.
[2707] Enter: New user account information.
[2708] Output: Account creation successful message.
[2709] Specific operation: The server generates a message such as "Account created successfully" and sends it to the device.
[2710] Step 5:
[2711] Completion message display and transition to pet selection screen
[2712] Terminal: A completion message will be displayed and the pet character selection screen will be displayed.
[2713] Input: Account creation complete message.
[2714] Output: Display of pet character selection screen.
[2715] Specific operation: A completion message will be displayed to the user, and then the user will be taken to a screen where they can select a pet character.
[2716] Step 6:
[2717] Pet character list display
[2718] Terminal: Displays multiple virtual pet characters to the user.
[2719] Input: Character list data.
[2720] Output: Display of character selection screen.
[2721] What it does: An animated character appears on the screen.
[2722] Step 7:
[2723] Character selection and name entry
[2724] User: Select your favorite virtual pet character and enter a name.
[2725] Input: Character selection and name.
[2726] Output: The data sent to the server.
[2727] Specific operation: When the user taps on a character, enters a name, and presses the "Send" button, the data is sent to the server.
[2728] Step 8:
[2729] Save character information
[2730] Server: Save the selected character information and name to the database.
[2731] Input: Character data and name.
[2732] Output: Information stored in a database.
[2733] Specific operation: The server associates the user ID with the selected character information and name and saves them.
[2734] Step 9:
[2735] Displaying questions in the initial dialogue
[2736] Device: Your virtual pet asks, "Hello! How are you feeling today?"
[2737] Input: Startup data.
[2738] Output: Display of question text.
[2739] Specific behavior: An animation of a virtual pet will appear and a question text will appear on the screen.
[2740] Step 10:
[2741] Entering user responses
[2742] User: Responds to virtual pet by typing, "I'm feeling a little down today."
[2743] Input: The user's response text.
[2744] Output: The data sent to the server.
[2745] Specific actions: The user fills in the text box and presses the "Send" button.
[2746] Step 11:
[2747] Analysis of response data
[2748] Terminal: Sends user input to the server.
[2749] Input: Response data.
[2750] Output: Analysis request data.
[2751] Specific operation: Input data is sent to the server in real time.
[2752] Step 12:
[2753] Emotional Data Extraction
[2754] Server: Analyzes the received user responses using a natural language processing algorithm and extracts emotional data.
[2755] Input: Response data.
[2756] Output: Extracted emotion data.
[2757] Specific operation: The server analyzes the user's input using natural language processing (NLP) and extracts the identified emotion (e.g., "depressed") as data.
[2758] Step 13:
[2759] Storing Emotional Data
[2760] Server: The extracted emotion data is stored in a database as a user profile.
[2761] Input: Emotion data.
[2762] Output: Emotion data stored in a database.
[2763] Specific operation: The extracted emotion data is associated with the user's profile and stored in a database.
[2764] Step 14:
[2765] Proposal data generation
[2766] Server: Generates appropriate music and suggestions based on the stored emotional data.
[2767] Input: Emotion data.
[2768] Output: The generated proposal data.
[2769] Specific operation: The server's AI model uses emotional data to generate suggestions such as "play relaxing music."
[2770] Step 15:
[2771] Suggestion display
[2772] Device: The generated suggestions are displayed to the user, and the virtual pet says, "I'll play some relaxing music."
[2773] Input: Proposal data.
[2774] Output: Display of suggested text and animation.
[2775] What it does: An animation of a virtual pet appears and text appears on the screen.
[2776] Step 16:
[2777] Music playback
[2778] Device: Streams music sent from the server.
[2779] Input: Music data.
[2780] Output: Streaming playback.
[2781] Specific behavior: Plays music using a music streaming service (e.g., Spotify API).
[2782] (Application example 2)
[2783] 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."
[2784] Conventional virtual pet systems simply analyze users' emotional data to make suggestions, but are unable to provide personalized product suggestions or navigation functions that reflect real-time emotional changes. Furthermore, they lack the ability to generate and play music playlists tailored to the user's emotions, limiting their emotional support and entertainment capabilities. This limits the user experience and prevents them from fully contributing to reducing daily stress or increasing purchasing motivation.
[2785] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[2786] In this invention, the server includes: means for using generative artificial intelligence to learn the user's personality and emotions and raise a virtual pet that interacts with the user; means for analyzing information entered by the user and extracting emotional data; means for generating appropriate music and suggestions based on the extracted emotional data; means for the user to purchase coins and acquire items necessary for raising the virtual pet; means for recording and managing interactions between the user and the virtual pet; means for analyzing the user's emotional state in real time and providing personalized product suggestions and navigation within the store; and means for generating and playing music playlists based on the user's emotions. This allows users to receive personalized purchasing experiences and emotional support, resulting in a comfortable shopping experience.
[2787] "Generative AI" is an advanced machine learning algorithm designed to learn a user's personality and emotions and engage in natural conversations.
[2788] A "virtual pet" is a digital character that interacts with users in a digital environment, providing a simulated pet experience that can be raised.
[2789] "Emotional data" is information that represents a user's psychological state, extracted from the user's input and behavior.
[2790] "Appropriate music and suggestions" are music playlists and action suggestions that are generated based on the user's emotional data and optimized for the user's mood and situation.
[2791] "Real-time emotional state analysis" is a data processing technology that quickly identifies a user's current psychological state and responds immediately.
[2792] "Personalized product suggestions" is a method of recommending the most suitable products to individual users based on their emotional data and purchasing history.
[2793] "Navigation" is a function that provides directions and location information to help users reach their desired products or areas effectively.
[2794] "Purchasing coins" refers to the act of a user acquiring virtual currency that can be used within an app through real money or by watching advertisements.
[2795] "Items necessary for raising" are digital objects and tools that can be used to grow and improve the abilities of a virtual pet.
[2796] "Recording and managing interactions" is the process of storing the user's interactions and behavioral history with the virtual pet in a database and using it for analysis and feedback.
[2797] "Generate and play music playlists" is a function that creates a music list based on the user's emotional data and provides and plays that music to the user.
[2798] The present invention realizes a system that uses generative artificial intelligence to learn the user's personality and emotions and allows them to interact with a virtual pet. This system has the function of a shopping assistant, especially in physical stores.
[2799] Hardware and software used
[2800] Hardware
[2801] Smartphone: A device that allows users to operate the system and interact with virtual pets.
[2802] Smart glasses: Devices used for in-store navigation and real-time information display (e.g., Google Glass and Vuzix Blade).
[2803] software
[2804] EmotionAnalyzer: Analyzes user input data and facial expressions to generate emotion data (e.g., Google Cloud Natural Language API).
[2805] ProductRecommender: Suggest products based on sentiment data (e.g., Recommender API).
[2806] StoreNavigator: Calculates the optimal route within the store and provides navigation information (e.g., Google Maps API).
[2807] MusicPlayer: Suggest and play music based on emotions (e.g., Spotify API).
[2808] Data processing and calculation
[2809] 1. User Registration:
[2810] Users access the app using a smartphone or smart glasses and register by entering information such as their name and email address, which allows the server to create a user profile and store it in a database.
[2811] 2. Emotional Data Analysis:
[2812] The EmotionAnalyzer analyzes text and voice data entered by users to extract emotional data, which is then stored in the user profile.
[2813] 3. Product proposal and music generation:
[2814] Based on emotional data, ProductRecommender generates personalized product recommendations, and MusicPlayer generates and plays music playlists appropriate for the user's current emotional state.
[2815] 4. In-store navigation:
[2816] Using smart glasses, the StoreNavigator calculates and displays the optimal route to help users reach their destination within the store efficiently.
[2817] Specific examples
[2818] Example user input
[2819] When a user types "I'm looking for a gift today" in a store:
[2820] 1. The server analyzes the user's emotions using EmotionAnalyzer and determines that the user is excited.
[2821] 2. ProductRecommender lists suitable products for gifts and displays them on the smartphone and smart glasses.
[2822] 3. The StoreNavigator calculates the location information of recommended products and presents the optimal route to the user via smart glasses.
[2823] Prompt Sentence Examples
[2824] User input: "I'm looking for a gift today."
[2825] The AI model responds: "We'll suggest the perfect gift for you. Check out this list of products. Recommended products near you can be found in the gift section."
[2826] Expected emotion: "Excitement"
[2827] Music suggestion: "Play some pop music."
[2828] As a result, the system of the present invention enables users to make product sug...
Claims
1. A means for raising a virtual pet that uses generative artificial intelligence to learn the user's personality and emotions and interact with the user; A means for analyzing information input by a user and extracting emotion data; means for generating appropriate music or suggestions based on the extracted emotion data; A means for users to purchase coins and acquire items necessary for raising virtual pets; a means for recording and managing interactions between a user and a virtual pet; A system including:
2. The system of claim 1 , further comprising means for generating a customized music playlist based on the user's emotional data.
3. 10. The system of claim 1, further comprising means for allowing a user to obtain coins by viewing advertisements.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A
Cited By
AI accompanied learning virtual pet interaction method, device and equipment
CN121879588A