System

The system addresses the challenge of uniform fitness training by offering personalized plans, virtual reality environments, and gamification to enhance user engagement and motivation.

JP2026028022APending Publication Date: 2026-02-19SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024130320
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-06
Publication Date
2026-02-19

AI Technical Summary

Technical Problem

Conventional fitness training systems and nutritional guidance provide uniform programs, making it difficult to tailor plans to individual users, leading to reduced motivation and ineffective training due to lack of real-time progress evaluation and gamification elements.

Method used

A system that includes inputting and saving personal information and goal data, using an artificial intelligence engine to generate customized training and nutritional plans, providing a virtual reality training environment, collecting progress data for real-time evaluation, and implementing gamification elements to maintain user motivation.

Benefits of technology

Provides personalized fitness and nutritional guidance, maintaining user motivation and ensuring long-term adherence through customized plans and real-time feedback.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: A system comprising: means for inputting and storing personal information and goal data of a user; means including an artificial intelligence engine for generating an optimal training plan and a nutritional guidance plan based on the data; means for providing a training environment to the user using a virtual reality technology; means for collecting training progress data of the user and performing evaluation and advice in real time; and means for implementing a gamification element according to training progress.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The technology of the present disclosure relates to a system. [Background technology]

[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]

[0004] Conventional fitness training systems and nutritional guidance generally provide uniform programs. This makes it difficult to provide an optimal plan for each user, making it difficult to maintain motivation and continue over the long term. Furthermore, users tend to get bored easily in a real-world environment, making it difficult to continue. Furthermore, progress evaluation and feedback are often not provided in real time, which can lead to ineffective training. Therefore, there is a need for a system that provides personalized training and nutritional guidance tailored to each individual user, increasing motivation and allowing users to continue enjoying the program over the long term. [Means for solving the problem]

[0005] The present invention solves the above problems by providing a system that includes a means for inputting and saving a user's personal information and goal data, a means including an artificial intelligence engine that generates optimal training plans and nutritional guidance plans based on the data, a means for providing a training environment to the user using virtual reality technology, a means for collecting the user's training progress data and providing real-time evaluation and advice, and a means for implementing gamification elements according to the training progress. This provides training and nutritional guidance customized for each user, creating an environment that maintains motivation and encourages long-term continuity.

[0006] "User" means an individual who uses the System to receive fitness training and nutritional guidance.

[0007] "Personal Information" refers to basic information about the user, such as name, age, gender, height, weight, etc.

[0008] "Goal Data" refers to the specific fitness or diet goals set by the user.

[0009] "Training Plan" refers to a program of exercises or workouts customized to the user's goals.

[0010] A "nutritional guidance plan" is a program that includes guidance on diet and nutritional intake tailored to the user's goals.

[0011] "Artificial intelligence engine" refers to the algorithms and software systems that analyze users' personal information and goal data to generate optimal training and nutritional guidance plans.

[0012] "Virtual reality technology" means technology that enables users to experience a virtual training environment, including, for example, VR headsets and related software.

[0013] "Training progress data" refers to data that indicates the progress of a user's training, including the training content, time, calories burned, etc.

[0014] "Evaluation and advice means" refers to the function that evaluates the user's training progress data and provides appropriate advice.

[0015] "Gamification elements" are game-style elements that are used to increase user motivation, such as leveling up and achievements. [Brief explanation of the drawings]

[0016] [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

[0017] 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.

[0018] First, the terms used in the following description will be explained.

[0019] 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).

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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."

[0024] [First embodiment]

[0025] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0026] 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.

[0027] 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).

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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."

[0037] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[0038] 1. A means for inputting and storing user personal information and target data.

[0039] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[0040] 3. A means of providing a training environment using virtual reality technology.

[0041] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[0042] 5. A means to implement gamification elements according to training progress.

[0043] Program Overview

[0044] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[0045] Program processing

[0046] User Registration

[0047] Enter and save personal information

[0048] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[0049] The terminal receives the input data and transmits it to the server.

[0050] The server receives the data and stores a profile for each user in a database.

[0051] AI-powered data analysis and planning

[0052] Data analysis and plan generation

[0053] The server sends the user's data to the AI ​​engine.

[0054] An AI engine analyzes the data and generates individually customized training and nutritional plans.

[0055] The server stores the generated plan and transfers it to the device.

[0056] Providing a training environment

[0057] Setting up a virtual environment

[0058] The user interacts with the application to begin training.

[0059] The device retrieves the training plan from the server and displays it to the user.

[0060] The device will set up the VR as needed, providing a virtual gym or natural training environment.

[0061] Progress tracking and advice

[0062] Progress data collection and analysis

[0063] The user performs training and inputs progress data into the device or collects it using sensors.

[0064] The data collected by the device is sent to the server in real time.

[0065] The server sends the data to the AI ​​engine to evaluate progress.

[0066] The AI ​​engine generates advice and correction plans as needed and provides them to the device via the server.

[0067] Implementing gamification elements

[0068] Leveling up and achievements

[0069] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0070] The device will display notifications to the user when they level up or reach a new training goal.

[0071] Users feel a sense of accomplishment and are further motivated.

[0072] Specific examples

[0073] For example, when a user "Sato" uses this system, the process is executed as follows.

[0074] 1. User Registration

[0075] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[0076] The server stores the information in a database.

[0077] 2. AI-based data analysis and planning

[0078] The server sends Sato's data to the AI ​​engine.

[0079] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[0080] The server stores the generated plan and sends it to the device.

[0081] 3. Providing a training environment

[0082] The user begins training and puts on the VR headset.

[0083] The device sets up the VR environment, and Sato exercises on a virtual beach.

[0084] 4. Progress tracking and advice

[0085] The user performs the workout and the device collects progress data.

[0086] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[0087] 5. Implementing gamification elements

[0088] The server evaluates Sato's progress and notifies him of level-ups and new achievements.

[0089] The device will show Sato that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[0090] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[0091] The processing flow will be explained below.

[0092] Step 1: User Registration

[0093] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[0094] The terminal receives the input data and converts it into a dedicated data format.

[0095] The terminal transmits the converted data to the server.

[0096] The server checks the received data and stores it in the database if there are no problems.

[0097] The server creates a profile for each user and generates an acknowledgement.

[0098] The device displays a confirmation notice to the user.

[0099] Step 2: AI-powered data analysis and planning

[0100] The server sends the saved user data to the AI ​​engine.

[0101] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[0102] The AI ​​engine sends the generated plan back to the server.

[0103] The server stores the generated plan in a database and transfers it to the terminal.

[0104] The device will display the best plan for the user.

[0105] Step 3: Providing a training environment

[0106] The user interacts with the application to begin training.

[0107] The device retrieves the latest training plan from the server and presents it to the user.

[0108] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[0109] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[0110] Step 4: Track progress and advise

[0111] The user performs training and records their progress data on the device.

[0112] The device collects training progress data and sends it to a server in real time.

[0113] The server receives the progress data and sends it to the AI ​​engine.

[0114] The AI ​​engine analyzes progress data and assesses the user's current situation.

[0115] The AI ​​engine generates advice and next step suggestions as needed.

[0116] The server sends advice and suggestions to the device.

[0117] The device displays advice and suggestions to the user.

[0118] Step 5: Implementing gamification elements

[0119] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0120] The server updates the level-ups and achievements if the user meets the conditions.

[0121] The device displays level-up and achievement notifications to the user.

[0122] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[0123] This specific processing flow allows users to always receive training based on the latest personalized training plan, maintaining motivation and continuing to manage their health.

[0124] Example 1

[0125] 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."

[0126] In modern society, personal health management and fitness improvement are important concerns. However, providing personalized training plans and nutritional guidance to individual users is difficult, and many users find generic fitness plans ineffective. Furthermore, while real-time evaluation of training progress, provision of appropriate advice, and gamification elements are necessary to keep users motivated, current systems do not adequately meet these requirements. Furthermore, manual validation and analysis of collected data are inefficient and lack accuracy, so these issues must be resolved.

[0127] 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.

[0128] In this invention, the server includes means for inputting and storing a user's personal information and goal data, means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data, means for providing a training environment to the user using virtual reality technology, means for collecting the user's training progress data and evaluating and providing advice in real time, means for implementing gamification elements according to the training progress, means for validating the progress data input by the user, and means for analyzing the collected data with the artificial intelligence engine and generating customized advice and correction plans. This makes it possible to provide personalized fitness training and nutritional guidance to each user, and also to analyze and validate the user's progress data and increase motivation through gamification elements.

[0129] "User" refers to an individual who utilizes the System to receive fitness and nutritional guidance.

[0130] "Personal information" refers to basic information such as a user's name, age, gender, weight, and height.

[0131] "Goal Data" means the specific fitness or health goals you wish to achieve.

[0132] "Input and storage means" refers to the device or software used to input and record the user's personal information and target data.

[0133] "Artificial Intelligence Engine" refers to the algorithms and software used to generate optimal training and nutritional plans based on user data.

[0134] "Virtual reality technology" refers to technology and devices that provide users with a virtual training environment, typically a VR headset.

[0135] "Training Progress Data" refers to data regarding the content and results of the training that a user actually undertakes.

[0136] "Collection Means" refers to a device or software for collecting a user's training progress data.

[0137] "Real-time assessment and advice means" refers to a device or software that instantly analyzes collected training progress data and provides advice to the user as needed.

[0138] "Gamification elements" refer to game elements such as leveling up and achievements that increase motivation for training.

[0139] "Validation Measures" means any device or software used to verify the accuracy and consistency of progress data entered by a user.

[0140] "Analysis means" refers to a device or software for performing detailed analysis based on collected data.

[0141] "Customized advice and modification plans" refers to specific advice and / or training plan modifications tailored to a User's progress and needs.

[0142] The present invention is a system that provides personalized fitness training and nutritional guidance to individual users. This system consists of three main components: a server, a terminal, and a user. Specific embodiments are described in detail below.

[0143] User registration and data entry

[0144] Enter your personal and goal data

[0145] The user installs and launches the application on their smartphone or tablet.

[0146] The user enters personal information (e.g., name, age, gender, weight, height) and goal data (e.g., weight loss, muscle gain, or performance improvement in a specific sport).

[0147] The terminal validates the entered data and checks that it is in the correct format.

[0148] The terminal sends the data that has passed validation to the server.

[0149] The server stores the received data in a database and creates individual user profiles.

[0150] AI-powered data analysis and planning

[0151] Data analysis and plan generation

[0152] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[0153] An AI engine analyzes the data and generates customized training and nutrition plans based on the user's goals and personal information.

[0154] The server stores the generated plan in a database and sends it to the terminal.

[0155] Providing a training environment

[0156] Use of virtual reality technology

[0157] The user takes an action in the application to start training.

[0158] The device retrieves the latest training plan from the server and displays it to the user.

[0159] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[0160] Users wear a VR headset and train in a virtual environment.

[0161] Training progress tracking and advice

[0162] Progress data collection and analysis

[0163] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[0164] The data collected by the device is sent to the server in real time.

[0165] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[0166] The AI ​​engine performs the analysis and generates customized advice and remediation plans as needed.

[0167] The server sends the generated advice and correction plan to the device and notifies the user.

[0168] Implementing gamification elements

[0169] Leveling up and achievements

[0170] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0171] If the server meets the conditions, it will increase the user's level or set a new achievement.

[0172] The device will display notifications to the user when they level up or reach a new training goal.

[0173] Users receive notifications to motivate them for their next workout.

[0174] Specific Examples

[0175] For example, if a user weighs 70 kg, has a target weight of 65 kg, and wants to train three times a week, the system will operate as follows:

[0176] 1. User Registration

[0177] The user enters personal information and sends it from the device to the server.

[0178] The server stores the data in a database and creates a profile.

[0179] 2. AI-based data analysis and planning

[0180] The server sends the user data to the AI ​​engine.

[0181] The AI ​​engine generates a plan for three cardio sessions per week, two strength sessions per week, and a balanced diet.

[0182] The server sends the generated plan to the terminal.

[0183] 3. Providing a training environment

[0184] Users put on a VR headset and exercise on a virtual beach.

[0185] 4. Progress tracking and advice

[0186] The user performs the workout and the device collects progress data.

[0187] The server analyzes your progress data and sends you advice on slightly increasing the load in your next workout.

[0188] 5. Implementing gamification elements

[0189] The server evaluates your progress and notifies you of new achievements.

[0190] This gives users a sense of accomplishment and motivates them to do their next workout.

[0191] Prompt Sentence Examples

[0192] "My current weight is 70kg and my goal weight is 65kg. Please generate a training plan that combines cardio 3 days a week and strength training 2 days a week, along with a balanced meal plan."

[0193] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[0194] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0195] Step 1:

[0196] User registration and data entry

[0197] The user installs and launches the application on their smartphone or tablet.

[0198] Users enter personal information (name, age, gender, weight, height) and goal data (weight loss, muscle gain, performance improvement in a specific sport).

[0199] The terminal validates the entered data and checks that it is in the correct format.

[0200] Input: Personal information and goal data entered by the user

[0201] Data processing: Validation of input data (checking data format)

[0202] Output: Data that passes validation

[0203] The terminal sends the data that has passed validation to the server.

[0204] The server stores the received data in a database and creates individual user profiles.

[0205] Input: Data that passes validation

[0206] Data processing: saving data, creating profiles

[0207] Output: User profile stored in database

[0208] Step 2:

[0209] AI-powered data analysis and planning

[0210] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[0211] Input: User data

[0212] Data processing: Sending data to the AI ​​engine

[0213] Output: Analysis results from the AI ​​engine

[0214] An AI engine analyzes the data and generates customized training and nutritional plans.

[0215] Input: User data

[0216] Data Computing: Analysis and Plan Generation with Machine Learning Models

[0217] Output: Customized training and nutrition plans

[0218] The server stores the generated plan in a database and sends it to the terminal.

[0219] Input: Generated plan

[0220] Data processing: saving to database, sending to terminal

[0221] Output: Training plan and nutritional guidance plan sent to the device

[0222] Step 3:

[0223] Providing a training environment

[0224] The user takes an action in the application to start training.

[0225] The device retrieves the latest training plan from the server and displays it to the user.

[0226] Input: Start training operation, training plan saved on the server

[0227] Data processing: Acquisition and display of training plans

[0228] Output: Training plan displayed to the user

[0229] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[0230] Input: Connect a VR headset

[0231] Data processing: Setting up a virtual training environment

[0232] Output: Configured virtual training environment

[0233] Users wear a VR headset and train in a virtual environment.

[0234] Step 4:

[0235] Progress data collection and advice

[0236] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[0237] Input: User's training data

[0238] Data collection: Data collection from heart rate monitors and accelerometers

[0239] Output: Collected progress data

[0240] The data collected by the device is sent to the server in real time.

[0241] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[0242] Input: Collected progress data

[0243] Data processing: Sending progress data to the AI ​​engine

[0244] Output: Progress data analysis results using AI engine

[0245] The AI ​​engine performs the analysis and generates customized advice and remediation plans.

[0246] Input: Progress data

[0247] Data Computing: Analysis and Advice Generation

[0248] Output: Customized advice and remediation plan

[0249] The server sends the generated advice and correction plan to the device and notifies the user.

[0250] Input: Advice and fix plan

[0251] Data processing: Sending to the device

[0252] Output: Advice and remediation plan communicated to the user

[0253] Step 5:

[0254] Implementing gamification elements

[0255] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0256] Input: User progress data

[0257] Data Calculation: Conditional Evaluation

[0258] Output: Level up and achievement acquisition decisions

[0259] If the server meets the conditions, it will increase the user's level or set a new achievement.

[0260] The device will display notifications to the user when they level up or reach a new training goal.

[0261] Input: Level-up and achievement information

[0262] Data Processing: User Notification

[0263] Output: Level-up notifications and achievement information displayed to the user

[0264] Users receive notifications to motivate them for their next workout.

[0265] (Application example 1)

[0266] 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."

[0267] Conventional fitness training systems were not sufficiently customized to accommodate individual health conditions and work environments, making it difficult to balance worker health and efficiency, especially in workplaces such as factories. Furthermore, there was a lack of a system that could monitor workers' real-time health conditions and provide optimal training and nutritional guidance based on that information, making it difficult to maximize work efficiency and maintain worker health.

[0268] 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.

[0269] In this invention, the server includes: means for inputting and saving a user's personal information and goal data; means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data; means for providing a training environment to the user using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means for providing fitness management functions aimed at optimizing the worker's work environment and improving work efficiency; and means for monitoring the user's health condition in real time using wearable sensors and providing customized advice to workers training in the VR environment, thereby enabling both worker health and work efficiency to be achieved.

[0270] "Means for inputting and storing user personal information and goal data" refers to a system or interface that allows users to input data such as their height, weight, age, health status, and goals they wish to achieve into the application and store it in a database.

[0271] "Means including an artificial intelligence engine that generates optimal training plans and nutritional guidance plans" refers to an AI system or algorithm that automatically creates optimized training programs and meal plans for each user based on collected personal information and goal data.

[0272] "Means of providing users with a training environment using virtual reality technology" refers to technology that creates an environment in which users can train in a virtual gym or training area using devices such as VR headsets.

[0273] "Means for collecting user training progress data and providing evaluation and advice in real time" refers to a system that collects user training data in real time and provides immediate feedback and advice based on that data.

[0274] "Means of implementing gamification elements according to training progress" refers to a system that introduces game elements such as leveling up and unlocking achievements based on training progress, thereby increasing user motivation.

[0275] "Means for providing fitness management functions aimed at optimizing workers' working environments and improving work efficiency" refers to functions that improve work efficiency by managing the health of workers in factories and workplaces and providing optimal fitness training and rest plans.

[0276] "Means for using wearable sensors to monitor a user's health condition in real time and provide customized advice to workers training in a VR environment" is a system that uses sensors that can measure heart rate and activity to monitor a user's health condition in real time and provides personalized training and nutrition advice based on that data.

[0277] The present invention provides a system for providing customized fitness training and nutritional guidance to individual workers, thereby supporting maximization of work efficiency and health management. Detailed descriptions of embodiments are provided below.

[0278] Generating a Program

[0279] This system program mainly consists of three components that work together: the server, the terminal (smartphone), and the user. The role and processing of each component are explained below.

[0280] Hardware and software used

[0281] Hardware:

[0282] Smartphone

[0283] VR headset

[0284] Wearable sensors (measure heart rate and activity)

[0285] software:

[0286] Server (including database and AI engine)

[0287] Application (iOS or Android)

[0288] Virtual Reality (VR) engine (Unreal Engine or Unity)

[0289] Processing explanation

[0290] 1. User Registration

[0291] The user launches the app on their smartphone and enters their personal information (e.g., height, weight, health status) and the goals they want to achieve.

[0292] The terminal sends the entered data to the server, which stores the information in a database.

[0293] 2. Data analysis and plan generation

[0294] The server sends the input data to the AI ​​engine.

[0295] The AI ​​engine analyzes the data and generates optimal fitness training and nutritional guidance plans for each user.

[0296] The server stores the generated plan and sends it to the device.

[0297] 3. Setting up a virtual environment

[0298] The user uses their smartphone to start training.

[0299] The device retrieves the training plan from the server and displays it to the user.

[0300] The VR headset sets up the virtual environment and provides the user with a virtual training environment.

[0301] 4. Progress tracking and advice

[0302] The user wears a wearable sensor and performs training.

[0303] The health data collected by the sensor (e.g., heart rate, activity level) is sent to the device in real time.

[0304] The device sends the collected data to a server, which then stores the data and sends it to the AI ​​engine.

[0305] The AI ​​engine performs analysis and provides optimal advice to users in real time.

[0306] 5. Implementing gamification elements

[0307] The server evaluates level-ups and achievements based on the user's progress data.

[0308] The device will display level-up notifications and goal achievement rewards to the user.

[0309] Specific examples

[0310] For example, when worker "A" uses this system, the process is as follows:

[0311] 1. User Registration

[0312] Worker A enters personal information (e.g., height 170 cm, weight 70 kg) and goal (e.g., reduce weight to 65 kg) and sends it to the server from his / her smartphone.

[0313] The server stores the information in a database.

[0314] 2. AI-based data analysis and planning

[0315] The server sends worker A's data to the AI ​​engine.

[0316] The AI ​​engine generates a cardiovascular exercise plan three times a week, strength training twice a week, and a balanced meal plan.

[0317] The server stores the generated plan and sends it to the smartphone.

[0318] 3. Providing a training environment

[0319] Worker A puts on the VR headset and begins training.

[0320] The VR system sets up a virtual gym or natural environment, and Worker A trains in that environment.

[0321] 4. Progress tracking and advice

[0322] Worker A wears a wearable sensor and undergoes training.

[0323] The sensors collect health data and send it to your smartphone in real time.

[0324] The server analyzes the data and sends advice such as "Increase the load a little in your next workout."

[0325] 5. Implementing gamification elements

[0326] The server evaluates worker A's progress and provides level-up notifications and new achievements.

[0327] The smartphone displays to Worker A that a new training goal has been achieved, giving Worker A a sense of accomplishment.

[0328] Example prompts to be input to the generative AI model

[0329] "We are developing an app that provides customized fitness training and nutritional guidance to factory workers. Please explain in detail how the system uses VR and AI technology to analyze the health status of workers in real time and provide optimal training and nutrition plans."

[0330] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0331] Step 1:

[0332] User Registration

[0333] Input: The worker uses a smartphone to input personal information (e.g., height, weight, age, health status) and goal data.

[0334] Specific operation: The worker logs in to the smartphone application and enters the necessary information into the profile screen.

[0335] Data processing: A smartphone app collects and formats this data.

[0336] Output: The terminal sends formatted data to the server.

[0337] Specific operation: After the data is sent, it is recorded in the database on the server side, and the server responds to the device to confirm that the data has been successfully saved.

[0338] Step 2:

[0339] Data analysis and plan generation

[0340] Input: The server sends the stored personal information and goal data of the worker to the AI ​​engine.

[0341] Specific operation: The server's scheduler periodically checks the database and provides the data to the AI ​​engine if there is new or changed data.

[0342] Data calculation: The AI ​​engine analyzes the received data and generates a customized fitness training plan and nutritional guidance plan.

[0343] Output: The generated training plan and nutritional guidance plan are sent from the server to the device.

[0344] Specific operation: The server notifies the device of the plan, and the training plan is displayed in the application on the device.

[0345] Step 3:

[0346] Setting up a virtual environment

[0347] Input: The user selects to start training in the application on their smartphone.

[0348] Specific operation: The user presses the application's Start Training button.

[0349] Data processing: The device retrieves the user's training plan from the server and simultaneously retrieves the necessary virtual environment data.

[0350] Output: The virtual environment is set up in the VR headset and presented to the user.

[0351] What it does: The device connects to a VR headset and displays a properly rendered virtual environment (e.g., gym, natural environment).

[0352] Step 4:

[0353] Progress tracking and advice

[0354] Input: Workers wear wearable sensors and conduct training. The sensors collect data in real time.

[0355] What it does: The sensor sends your heart rate, activity level, and other health data to your device.

[0356] Data calculation: The data collected by the device is sent to the server in real time, and the server analyzes it using an AI engine.

[0357] Output: Real-time advice and correction plans are generated and sent to the device to be provided to the user.

[0358] Specific operation: The device receives the advice and displays it to the worker through the application interface, such as "Increase the weight on the next set."

[0359] Step 5:

[0360] Implementing gamification elements

[0361] Input: The server evaluates the gamification elements based on the worker's progress data.

[0362] What it does: A script on the server side periodically analyzes progress data and checks for level-up and achievement conditions.

[0363] Data calculations: Executes logic to determine achievements and level-ups based on progress.

[0364] Output: Messages are sent to the device to notify you of leveling up and new achievements.

[0365] What it does: A notification will pop up on your device, and the user interface will display the completed goal or newly earned reward.

[0366] 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.

[0367] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[0368] 1. A means for inputting and storing user personal information and target data.

[0369] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[0370] 3. A means of providing a training environment using virtual reality technology.

[0371] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[0372] 5. A means to implement gamification elements according to training progress.

[0373] 6. Means including an emotion engine that recognizes user emotions.

[0374] Program Overview

[0375] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[0376] Program processing

[0377] User Registration

[0378] Enter and save personal information

[0379] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[0380] The terminal receives the input data and converts it into a dedicated data format.

[0381] The terminal transmits the converted data to the server.

[0382] The server checks the received data and stores it in the database if there are no problems.

[0383] The server creates a profile for each user and generates an acknowledgement.

[0384] The device displays a confirmation notice to the user.

[0385] AI-powered data analysis and planning

[0386] Data analysis and plan generation

[0387] The server sends the saved user data to the AI ​​engine.

[0388] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[0389] The AI ​​engine sends the generated plan back to the server.

[0390] The server stores the generated plan in a database and transfers it to the terminal.

[0391] The device will display the best plan for the user.

[0392] Providing a training environment

[0393] Setting up a virtual environment

[0394] The user interacts with the application to begin training.

[0395] The device retrieves the latest training plan from the server and presents it to the user.

[0396] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[0397] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[0398] Progress tracking and advice

[0399] Progress data collection and analysis

[0400] The user performs training and records their progress data on the device.

[0401] The device collects training progress data and sends it to a server in real time.

[0402] The server receives the progress data and sends it to the AI ​​engine.

[0403] The AI ​​engine analyzes progress data and assesses the user's current situation.

[0404] The AI ​​engine generates advice and next step suggestions as needed.

[0405] The server sends advice and suggestions to the device.

[0406] The device displays advice and suggestions to the user.

[0407] Implementing gamification elements

[0408] Leveling up and achievements

[0409] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0410] The server updates the level-ups and achievements if the user meets the conditions.

[0411] The device displays level-up and achievement notifications to the user.

[0412] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[0413] Implementing the Emotion Engine

[0414] Emotion Recognition and Regulation

[0415] The user interacts with the system during and after training, and the emotion engine analyzes their facial expressions and tone of voice.

[0416] The device sends the emotion engine's analysis results to the server.

[0417] The server evaluates the user's emotional state based on the analytical data from the emotion engine.

[0418] The server requests the AI ​​engine to adjust training and provide advice based on the emotional state.

[0419] The AI ​​engine adjusts training plans and advice based on the user's emotions.

[0420] The device will then display adjusted training plans and advice to the user.

[0421] Specific examples

[0422] For example, when a user "Yamada" uses this system, the process is executed as follows.

[0423] 1. User Registration

[0424] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[0425] The server stores the information in a database.

[0426] 2. AI-based data analysis and planning

[0427] The server sends Yamada's data to the AI ​​engine.

[0428] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[0429] The server stores the generated plan and sends it to the device.

[0430] 3. Providing a training environment

[0431] The user begins training and puts on the VR headset.

[0432] The device sets up the VR environment, and Yamada exercises on a virtual beach.

[0433] 4. Progress tracking and advice

[0434] The user performs the workout and the device collects progress data.

[0435] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[0436] 5. Implementing gamification elements

[0437] The server evaluates Yamada's progress and notifies him of level-ups and new achievements.

[0438] The device will show Yamada that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[0439] 6. Implementing the Emotion Engine

[0440] After training, users interact with the emotion engine and emotional data is collected.

[0441] The device sends emotion data to the server, which then evaluates the analysis results.

[0442] The server adjusts the next training plan and advice based on the user's emotional state and sends it to the device.

[0443] The device displays the newly adjusted plan and advice to Yamada.

[0444] In this way, the system provides users with personalized fitness training and nutritional guidance, and by using an emotion engine, it can provide optimal support based on the user's emotional state.

[0445] The processing flow will be explained below.

[0446] Step 1: User Registration

[0447] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[0448] The terminal receives the input data and converts it into a dedicated data format.

[0449] The terminal transmits the converted data to the server.

[0450] The server checks the received data and stores it in the database if there are no problems.

[0451] The server creates a profile for each user and generates an acknowledgement.

[0452] The device displays a confirmation notice to the user.

[0453] Step 2: AI-powered data analysis and planning

[0454] The server sends the saved user data to the AI ​​engine.

[0455] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[0456] The AI ​​engine sends the generated plan back to the server.

[0457] The server stores the generated plan in a database and transfers it to the terminal.

[0458] The device will display the best plan for the user.

[0459] Step 3: Providing a training environment

[0460] The user interacts with the application to begin training.

[0461] The device retrieves the latest training plan from the server and presents it to the user.

[0462] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[0463] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[0464] Step 4: Track progress and advise

[0465] The user performs training and records their progress data on the device.

[0466] The device collects training progress data and sends it to a server in real time.

[0467] The server receives the progress data and sends it to the AI ​​engine.

[0468] The AI ​​engine analyzes progress data and assesses the user's current situation.

[0469] The AI ​​engine generates advice and next step suggestions as needed.

[0470] The server sends advice and suggestions to the device.

[0471] The device displays advice and suggestions to the user.

[0472] Step 5: Implementing gamification elements

[0473] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0474] The server updates the level-ups and achievements if the user meets the conditions.

[0475] The device displays level-up and achievement notifications to the user.

[0476] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[0477] Step 6: Implementing the Emotion Engine

[0478] After training, users interact with the emotion engine within the application.

[0479] The emotion engine analyzes the user's facial expressions and tone of voice to assess their emotional state.

[0480] The device transmits the emotion information to the server.

[0481] The server processes the data from the emotion engine and evaluates the user's emotional state.

[0482] The server requests the AI ​​engine to adjust the training plan and advice based on the evaluation results.

[0483] The AI ​​engine generates training plans and advice based on the emotional state and sends them back to the server.

[0484] The server sends the adjusted training plan and advice to the device.

[0485] The device will display adjusted training plans and advice to the user.

[0486] In this way, the system provides users with personalized fitness training and nutritional guidance, and optimal support based on feedback from the emotion engine, resulting in effective training and high motivation.

[0487] Example 2

[0488] 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."

[0489] Traditional fitness training systems struggle to provide personalized plans tailored to users' individual needs and goals. They also lack the ability to adjust training plans to take into account users' emotional state, making it difficult to maintain motivation. Furthermore, they lack real-time progress assessment, appropriate advice, and gamification elements, making it difficult to motivate users to continue training.

[0490] The specific processing by the specific 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 inputting and saving the user's personal information and goal data, means including an artificial intelligence engine that generates an optimal training plan and nutritional guidance plan based on the data, means for providing the user with a training environment using virtual reality technology, means including an emotion engine that recognizes the user's emotions and adjusts the training plan and advice based on the results, and means for implementing gamification elements according to the training progress. This makes it possible to provide the user with personalized fitness training and nutritional guidance, maintaining motivation with support according to the user's emotional state and promoting continuous training.

[0491] "Personal information and goal data" refers to data such as the user's name, age, gender, weight, height, past dieting experience, current physical condition, and exercise goals.

[0492] The "artificial intelligence engine" is a computer program that uses algorithms to analyze a user's personal information and goal data and generate optimal training and nutritional guidance plans.

[0493] "Virtual reality technology" refers to VR devices and software technologies that provide users with a real-time, interactive training environment.

[0494] "Progress Data" means data obtained as a result of the user's training, including heart rate, calories burned, exercise time, and achievement level.

[0495] The "emotion engine" is a computer program that uses algorithms to recognize emotions from the user's facial expressions, tone of voice, etc., and adjust training plans and advice based on the user's emotional state.

[0496] "Gamification elements" are mechanisms that allow users to level up and earn achievements as their training progresses, and are elements that increase user motivation.

[0497] "Leveling up" refers to the rewards and status improvements that are given as a result of a user achieving certain training goals.

[0498] "Achievements" are benefits or rewards given to users when they achieve a specific goal, and are intended to enhance the user's sense of accomplishment.

[0499] The present invention is a system for providing personalized fitness training and nutritional guidance to an individual user. The system includes the following major components:

[0500] 1. Means for inputting and saving user personal information and target data

[0501] Users enter their personal information (name, age, gender, weight, height, etc.), past dieting experiences, current physical condition, exercise goals, etc. through a smartphone or PC application.

[0502] The terminal collects the input data, converts it into a dedicated data format such as JSON, and sends it to the server.

[0503] The server validates the received data and stores it in a database (e.g., MySQL or PostgreSQL).

[0504] 2. Means including an artificial intelligence engine for generating training and nutritional coaching plans.

[0505] The server sends the stored user data to an AI engine (such as TensorFlow or PyTorch).

[0506] The AI ​​engine analyzes the user's data and generates training and nutritional guidance plans using specific machine learning algorithms.

[0507] The server stores the generated plans in a database and sends the optimal plan to the user's device.

[0508] The device will display this to the user as this month's training menu.

[0509] 3. Means of providing users with a training environment using virtual reality technology

[0510] The user operates the application and puts on the VR headset to begin training.

[0511] The device sets up a VR environment (virtual gym or natural environment) and provides users with a real-time, interactive training environment. The hardware used is Oculus Rift or HTC Vive.

[0512] For example, users can exercise on a virtual beach and enjoy a visually rich training environment.

[0513] 4. Means including an emotion engine that recognizes the user's emotions and adjusts training plans and advice based on the results.

[0514] Emotional data is collected via camera and microphone during and after training.

[0515] The data collected by the device is sent to an emotion recognition engine (Microsoft Azure Emotion API or Google Cloud AI) for emotion analysis.

[0516] Based on the results of the emotion analysis, the server requests the AI ​​engine to adjust the training plan and advice, and provides the adjusted plan to the user.

[0517] For example, it provides advice adapted to the user's emotions, such as "Try some relaxing exercise today."

[0518] 5. A means to collect user training progress data and provide real-time evaluation and advice

[0519] The user performs training and records progress data (heart rate, calories burned, exercise time, etc.) on the device.

[0520] The data collected by the device is sent to the server in real time.

[0521] The server analyzes the progress data and generates advice and next step suggestions as needed, which are then sent to the device.

[0522] The device will display specific advice to the user, such as "Try increasing the load a little in your next workout."

[0523] 6. A means of implementing gamification elements according to training progress

[0524] The server evaluates level-ups and achievements based on the progress data and generates updates when conditions are met.

[0525] The device will display notifications to the user such as "You've leveled up!" or "You've earned a new achievement!"

[0526] For example, when a user achieves a certain exercise goal, a level up or new achievement will be displayed, allowing the user to feel a sense of accomplishment as they move on to the next training session.

[0527] Each component of the system works in conjunction with each other to provide users with personalized fitness training, nutritional guidance, and emotional support, ultimately motivating them to continue their training in a sustainable manner.

[0528] Prompt Sentence Examples

[0529] For example, if user "Yamada" sets a goal of "I want to lose 5 kg," the prompt sentence would be as follows:

[0530] "Ms. Yamada currently weighs 70 kg and her goal weight is 65 kg. Please create a training plan that includes cardio exercise three times a week and strength training twice a week. Also, please include a balanced meal plan."

[0531] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0532] Step 1: User Registration

[0533] Input: User's personal information (name, age, gender, weight, height, past dieting experience, current physical condition, exercise goals, etc.)

[0534] Output: Verified user information sent to the server

[0535] Process flow:

[0536] 1. The user launches the application on their smartphone or PC and enters their personal information and goal data.

[0537] 2. The device collects the input data and converts it into a dedicated data format such as JSON.

[0538] 3. The terminal sends the converted data to the server using the HTTPS protocol.

[0539] 4. The server performs initial validation of the data received (checking required fields, verifying data format, etc.).

[0540] 5. The server stores the verified data in a database and creates a profile for each user, which includes personal information and goal data.

[0541] 6. The server generates an acknowledgement and sends it to the device.

[0542] 7. The device receives a confirmation notification and displays "Registration complete" to the user.

[0543] Step 2: AI-powered data analysis and planning

[0544] Input: Stored user personal information and goal data

[0545] Output: Generated training and nutrition plans

[0546] Process flow:

[0547] 1. The server retrieves the user's data from the database and sends it to the AI ​​engine.

[0548] 2. The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific machine learning algorithms (e.g., neural networks).

[0549] 3. The plan generated by the AI ​​engine is converted into JSON format and sent back to the server.

[0550] 4. The server stores the received plan in its database.

[0551] 5. The server notifies the user of the generated plan and transfers it to the device.

[0552] 6. The device displays the optimal plan for the user as "This month's training menu." For example, "Cardio 3 times a week, strength training 2 times a week."

[0553] Step 3: Providing a training environment

[0554] Input: User's training start command, latest training plan from server

[0555] Output: A virtual training environment delivered in real time

[0556] Process flow:

[0557] 1. The user operates the application and presses the "Start Training" button.

[0558] 2. The device retrieves the latest training plan from the server and displays to the user, "Virtual training will now begin."

[0559] 3. The device connects to VR equipment such as Oculus Rift or HTC Vive to set up a virtual gym or natural environment.

[0560] 4. The terminal transmits the virtual training environment to the VR device and provides it to the user in real time. For example, the user exercises on a virtual beach.

[0561] Step 4: Track progress and advise

[0562] Input: User's training progress data (heart rate, calories burned, exercise time, etc.)

[0563] Output: Real-time advice or suggested next steps

[0564] Process flow:

[0565] 1. The user performs training and records progress data on the device, including heart rate, calories burned, and exercise time.

[0566] 2. The device sends the collected data to the server in real time. This communication uses WebSocket.

[0567] 3. The server receives the progress data and stores it in a database.

[0568] 4. The server sends the progress data to the AI ​​engine and requests analysis.

[0569] 5. The AI ​​engine analyzes the data and evaluates the user's current training status.

[0570] 6. The AI ​​engine generates advice or next step suggestions as needed and sends them back to the server, e.g., "Try increasing the load a little in your next workout."

[0571] 7. The server notifies the user of advice and suggestions and sends them to the device.

[0572] 8. The device displays real-time advice to the user.

[0573] Step 5: Implementing gamification elements

[0574] Input: User progress data and assessment results

[0575] Output: Level up and new achievement notifications

[0576] Process flow:

[0577] 1. The server evaluates the conditions for leveling up and achieving achievements based on the progress data collected.

[0578] 2. The server generates a level-up or achievement update if the user meets the criteria, e.g. "You've leveled up because you exercised 5 days a week."

[0579] 3. The device receives a notification from the server and displays a message to the user saying "You've leveled up!" or "You've earned a new achievement!"

[0580] 4. Users can check notifications, feel a sense of accomplishment, and be motivated to train next time.

[0581] Step 6: Implementing the Emotion Engine

[0582] Input: Emotional data such as the user's facial expressions and tone of voice

[0583] Output: Adapting training plans and advice based on emotional state

[0584] Process flow:

[0585] 1. The user interacts with the system during and after training, and facial expressions and tone of voice are collected using the device's camera and microphone.

[0586] 2. The device sends the collected emotional data to an emotion recognition engine for analysis, using technologies such as Microsoft Azure Emotion API and Google Cloud AI.

[0587] 3. The emotion engine analyzes the user's emotions and sends the results back to the server.

[0588] 4. Based on the analysis results received by the server, the user's emotional state is evaluated.

[0589] 5. The server asks the AI ​​engine to adjust the training plan and advice based on the emotional state.

[0590] 6. The AI ​​engine generates training plans and advice tailored to the user's emotions and sends them back to the server. For example, "Try some relaxing exercise today."

[0591] 7. The server notifies the user of the adjusted training plan and advice and sends it to the device.

[0592] 8. The device will display the adjusted training plan and advice to the user.

[0593] (Application example 2)

[0594] 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."

[0595] Conventional fitness systems struggle to provide personalized training and nutritional guidance tailored to individual users' needs, and are unable to adjust training based on the user's emotional state. This makes it difficult for users to continue training sustainably, and maintaining motivation is a challenge. Furthermore, systems that provide real-time evaluation and advice are lacking, and feedback based on the user's progress is insufficient. To address these issues, it is necessary to develop a system that can provide the optimal training environment and advice for each user, and support tailored to their emotional state.

[0596] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for inputting and saving the user's personal information and goal data; means including an artificial intelligence engine for generating an optimal training plan and nutritional guidance plan based on the data; means for providing the user with a training environment using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means including an emotion recognition engine for recognizing the user's emotions; means for adjusting the training plan and providing advice based on the emotions; and means for providing the user with a training environment and advice using smart glasses. This allows the user to receive individually optimized training plans and nutritional guidance and receive support tailored to their emotional state. Furthermore, real-time progress evaluation and advice can increase motivation for continuous training.

[0597] "User Personal Information" refers to basic data about the User, such as name, age, gender, height, weight, and goals.

[0598] "Goal Data" means data that indicates a specific fitness or health objective or goal that a User wishes to achieve.

[0599] The "artificial intelligence engine" is a software system that generates optimal training and nutritional guidance plans based on the user's personal information and goal data.

[0600] "Virtual reality technology" is a technology that uses computer technology to provide users with a virtually realistic training environment.

[0601] A "training environment" is a physical or virtual location or setting in which a user actually engages in fitness training.

[0602] "Training Progress Data" means performance and results data collected in the course of a User's fitness training.

[0603] "Evaluation and Advice" refers to evaluating the effectiveness of a user's training based on collected training progress data and making recommendations for further improvements or next steps.

[0604] "Gamification elements" are a mechanism that incorporates game design elements into training to increase user motivation and engagement.

[0605] An "emotion recognition engine" is a software system that has the function of analyzing a user's emotions, and determines the user's emotional state by analyzing facial expressions and tone of voice.

[0606] "Adjusting a training plan based on emotions" means changing the content and intensity of a training plan according to the user's emotional state analyzed by an emotion recognition engine.

[0607] "Smart glasses" are a type of wearable computer that is worn on the head to provide visual information and monitor the user's activities and environment.

[0608] The embodiments of the present invention will be described in detail below.

[0609] User Registration

[0610] The user puts on the smart glasses and launches the application. The user enters personal information (e.g., name, age, gender, height, weight) and goal data (e.g., goal weight, improving performance in a specific sport). The smart glasses convert this data into a dedicated data format and send it to the server. The server stores the received data in a database and displays a confirmation notification on the smart glasses.

[0611] AI-powered data analysis and planning

[0612] The server sends the saved user data to an AI engine (e.g., TensorFlow, a Python-based machine learning library). The AI ​​engine analyzes the user's personal information and goal data and generates an appropriate training plan and nutritional guidance plan. The generated plan is sent back to the server and stored in a database. The smart glasses then display the optimal plan to the user.

[0613] Providing a training environment

[0614] When a user starts training, the smart glasses retrieve the latest training plan from the server. The smart glasses then set up a VR environment (e.g., virtual reality technology using Unity) and provide the user with a virtual gym or natural environment. The user can then perform fitness training in a virtual training environment.

[0615] Progress tracking and advice

[0616] As the user trains, the smart glasses record progress data, which is then sent to a server in real time. The server then sends the progress data to an AI engine, which evaluates the user's training status. The AI ​​engine generates advice and suggestions for the next step as needed, and sends them to the smart glasses via the server. The user can receive advice and suggestions in real time.

[0617] Implementing gamification elements

[0618] The server evaluates the conditions for leveling up and achievements based on the user's progress data. If the conditions are met, the server updates the leveling up and achievements and notifies the smart glasses. The user can check the notification and feel a sense of accomplishment.

[0619] Implementing the Emotion Engine

[0620] The smart glasses analyze the user's facial expressions and tone of voice using an emotion recognition engine (e.g., Microsoft Azure's Emotion API). The analysis results are sent to a server, which evaluates the user's emotional state. Based on the emotional state, the AI ​​engine adjusts the training plan and advice and displays it on the smart glasses. This provides optimal support according to the user's emotional state.

[0621] Specific examples

[0622] For example, when a user starts a workout, the smart glasses ask, "Which workout would you like to do today? Beach running or mountain climbing?" If the user selects "mountain climbing," a virtual mountain climbing workout will begin. If the smart glasses ask, "How are you feeling today?" during a workout, and the user responds, "I'm a little tired," the emotion recognition engine will analyze the situation and adjust the workout intensity accordingly.

[0623] Example prompt sentence:

[0624] Enter your name, weight, height, body fat percentage, and fitness goals.

[0625] Displays the training plan and nutritional guidance plan generated by the system.

[0626] Get advice on your next training steps.

[0627] Analyze your users' emotional state through facial expressions and tone of voice.

[0628] Adjust your training plan based on your emotional state.

[0629] In this way, the present invention can achieve personalized fitness optimization, increase user motivation, and provide a sustainable training environment.

[0630] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0631] Step 1: User Registration

[0632] Input: The user puts on the smart glasses and enters their personal information (name, age, gender, height, weight) and goal data (target weight, improving performance in a specific sport).

[0633] Processing: The smart glasses convert these data into a proprietary data format and send it to the server.

[0634] Output: The server stores the received data in a database and displays a confirmation notice on the smart glasses.

[0635] How it works: Once the user has completed their input, the smart glasses send the data to the server, which stores it and displays a confirmation message to the user.

[0636] Step 2: AI-powered data analysis and planning

[0637] Input: User's personal information and goal data stored on the server.

[0638] Processing: The server sends the stored data to an AI engine (a Python-based machine learning library, TensorFlow), which analyzes the data and generates training and nutritional guidance plans.

[0639] Output: The generated plan is sent back to the server and stored in a database. The smart glasses display the optimal plan to the user.

[0640] How it works: The user's registration data is sent, the AI ​​engine generates an individual training plan, and the results are displayed on the smart glasses via the server.

[0641] Step 3: Providing a training environment

[0642] Input: The latest training plan retrieved from the server.

[0643] Processing: The smart glasses set up the VR environment (virtual reality technology using Unity) and provide it to the user.

[0644] Output: The user starts training in a virtual gym or in a natural environment.

[0645] How it works: When a user starts training, the smart glasses generate a virtual training environment in real time and provide it to the user visually.

[0646] Step 4: Track progress and advise

[0647] Input: User performs workouts and progress data collected by the smart glasses.

[0648] Processing: The smart glasses send progress data in real time to the server, which then sends the data to the AI ​​engine for analysis. The AI ​​engine generates advice and next step suggestions as needed, which are then sent to the smart glasses via the server.

[0649] Output: Real-time advice and suggested next steps are displayed to the user.

[0650] How it works: Collects progress data as you train and provides real-time advice based on the analysis.

[0651] Step 5: Implementing gamification elements

[0652] Input: User progress data.

[0653] Action: The server evaluates the progress data and updates and notifies the player of level-ups and achievements when the conditions are met.

[0654] Output: Smart glasses display level-up and achievement notifications to the user.

[0655] How it works: The server automatically evaluates your progress and notifies you of rewards when conditions are met.

[0656] Step 6: Implementing the Emotion Engine

[0657] Input: User facial expression and tone of voice data.

[0658] Processing: The smart glasses use an emotion recognition engine to analyze facial expressions and tone of voice, and send the results to a server. The server evaluates the user's emotional state, and the AI ​​engine adjusts the training plan and advice accordingly.

[0659] Output: Tailored training plans and advice displayed on smart glasses.

[0660] How it works: Adapts training in real time based on your emotional state to provide optimal support.

[0661] 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.

[0662] 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.

[0663] 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.

[0664] [Second embodiment]

[0665] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0666] 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.

[0667] 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).

[0668] 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.

[0669] 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.

[0670] 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).

[0671] 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.

[0672] 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.

[0673] 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.

[0674] 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.

[0675] 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.

[0676] 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."

[0677] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[0678] 1. A means for inputting and storing user personal information and target data.

[0679] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[0680] 3. A means of providing a training environment using virtual reality technology.

[0681] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[0682] 5. A means to implement gamification elements according to training progress.

[0683] Program Overview

[0684] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[0685] Program processing

[0686] User Registration

[0687] Enter and save personal information

[0688] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[0689] The terminal receives the input data and transmits it to the server.

[0690] The server receives the data and stores a profile for each user in a database.

[0691] AI-powered data analysis and planning

[0692] Data analysis and plan generation

[0693] The server sends the user's data to the AI ​​engine.

[0694] An AI engine analyzes the data and generates individually customized training and nutritional plans.

[0695] The server stores the generated plan and transfers it to the device.

[0696] Providing a training environment

[0697] Setting up a virtual environment

[0698] The user interacts with the application to begin training.

[0699] The device retrieves the training plan from the server and displays it to the user.

[0700] The device will set up the VR as needed, providing a virtual gym or natural training environment.

[0701] Progress tracking and advice

[0702] Progress data collection and analysis

[0703] The user performs training and inputs progress data into the device or collects it using sensors.

[0704] The data collected by the device is sent to the server in real time.

[0705] The server sends the data to the AI ​​engine to evaluate progress.

[0706] The AI ​​engine generates advice and correction plans as needed and provides them to the device via the server.

[0707] Implementing gamification elements

[0708] Leveling up and achievements

[0709] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0710] The device will display notifications to the user when they level up or reach a new training goal.

[0711] Users feel a sense of accomplishment and are further motivated.

[0712] Specific examples

[0713] For example, when a user "Sato" uses this system, the process is executed as follows.

[0714] 1. User Registration

[0715] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[0716] The server stores the information in a database.

[0717] 2. AI-based data analysis and planning

[0718] The server sends Sato's data to the AI ​​engine.

[0719] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[0720] The server stores the generated plan and sends it to the device.

[0721] 3. Providing a training environment

[0722] The user begins training and puts on the VR headset.

[0723] The device sets up the VR environment, and Sato exercises on a virtual beach.

[0724] 4. Progress tracking and advice

[0725] The user performs the workout and the device collects progress data.

[0726] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[0727] 5. Implementing gamification elements

[0728] The server evaluates Sato's progress and notifies him of level-ups and new achievements.

[0729] The device will show Sato that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[0730] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[0731] The processing flow will be explained below.

[0732] Step 1: User Registration

[0733] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[0734] The terminal receives the input data and converts it into a dedicated data format.

[0735] The terminal transmits the converted data to the server.

[0736] The server checks the received data and stores it in the database if there are no problems.

[0737] The server creates a profile for each user and generates an acknowledgement.

[0738] The device displays a confirmation notice to the user.

[0739] Step 2: AI-powered data analysis and planning

[0740] The server sends the saved user data to the AI ​​engine.

[0741] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[0742] The AI ​​engine sends the generated plan back to the server.

[0743] The server stores the generated plan in a database and transfers it to the terminal.

[0744] The device will display the best plan for the user.

[0745] Step 3: Providing a training environment

[0746] The user interacts with the application to begin training.

[0747] The device retrieves the latest training plan from the server and presents it to the user.

[0748] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[0749] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[0750] Step 4: Track progress and advise

[0751] The user performs training and records their progress data on the device.

[0752] The device collects training progress data and sends it to a server in real time.

[0753] The server receives the progress data and sends it to the AI ​​engine.

[0754] The AI ​​engine analyzes progress data and assesses the user's current situation.

[0755] The AI ​​engine generates advice and next step suggestions as needed.

[0756] The server sends advice and suggestions to the device.

[0757] The device displays advice and suggestions to the user.

[0758] Step 5: Implementing gamification elements

[0759] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0760] The server updates the level-ups and achievements if the user meets the conditions.

[0761] The device displays level-up and achievement notifications to the user.

[0762] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[0763] This specific processing flow allows users to always receive training based on the latest personalized training plan, maintaining motivation and continuing to manage their health.

[0764] Example 1

[0765] 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."

[0766] In modern society, personal health management and fitness improvement are important concerns. However, providing personalized training plans and nutritional guidance to individual users is difficult, and many users find generic fitness plans ineffective. Furthermore, while real-time evaluation of training progress, provision of appropriate advice, and gamification elements are necessary to keep users motivated, current systems do not adequately meet these requirements. Furthermore, manual validation and analysis of collected data are inefficient and lack accuracy, so these issues must be resolved.

[0767] 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.

[0768] In this invention, the server includes means for inputting and storing a user's personal information and goal data, means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data, means for providing a training environment to the user using virtual reality technology, means for collecting the user's training progress data and evaluating and providing advice in real time, means for implementing gamification elements according to the training progress, means for validating the progress data input by the user, and means for analyzing the collected data with the artificial intelligence engine and generating customized advice and correction plans. This makes it possible to provide personalized fitness training and nutritional guidance to each user, and also to analyze and validate the user's progress data and increase motivation through gamification elements.

[0769] "User" refers to an individual who utilizes the System to receive fitness and nutritional guidance.

[0770] "Personal information" refers to basic information such as a user's name, age, gender, weight, and height.

[0771] "Goal Data" means the specific fitness or health goals you wish to achieve.

[0772] "Input and storage means" refers to the device or software used to input and record the user's personal information and target data.

[0773] "Artificial Intelligence Engine" refers to the algorithms and software used to generate optimal training and nutritional plans based on user data.

[0774] "Virtual reality technology" refers to technology and devices that provide users with a virtual training environment, typically a VR headset.

[0775] "Training Progress Data" refers to data regarding the content and results of the training that a user actually undertakes.

[0776] "Collection Means" refers to a device or software for collecting a user's training progress data.

[0777] "Real-time assessment and advice means" refers to a device or software that instantly analyzes collected training progress data and provides advice to the user as needed.

[0778] "Gamification elements" refer to game elements such as leveling up and achievements that increase motivation for training.

[0779] "Validation Measures" means any device or software used to verify the accuracy and consistency of progress data entered by a user.

[0780] "Analysis means" refers to a device or software for performing detailed analysis based on collected data.

[0781] "Customized advice and modification plans" refers to specific advice and / or training plan modifications tailored to a User's progress and needs.

[0782] The present invention is a system that provides personalized fitness training and nutritional guidance to individual users. This system consists of three main components: a server, a terminal, and a user. Specific embodiments are described in detail below.

[0783] User registration and data entry

[0784] Enter your personal and goal data

[0785] The user installs and launches the application on their smartphone or tablet.

[0786] The user enters personal information (e.g., name, age, gender, weight, height) and goal data (e.g., weight loss, muscle gain, or performance improvement in a specific sport).

[0787] The terminal validates the entered data and checks that it is in the correct format.

[0788] The terminal sends the data that has passed validation to the server.

[0789] The server stores the received data in a database and creates individual user profiles.

[0790] AI-powered data analysis and planning

[0791] Data analysis and plan generation

[0792] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[0793] An AI engine analyzes the data and generates customized training and nutrition plans based on the user's goals and personal information.

[0794] The server stores the generated plan in a database and sends it to the terminal.

[0795] Providing a training environment

[0796] Use of virtual reality technology

[0797] The user takes an action in the application to start training.

[0798] The device retrieves the latest training plan from the server and displays it to the user.

[0799] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[0800] Users wear a VR headset and train in a virtual environment.

[0801] Training progress tracking and advice

[0802] Progress data collection and analysis

[0803] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[0804] The data collected by the device is sent to the server in real time.

[0805] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[0806] The AI ​​engine performs the analysis and generates customized advice and remediation plans as needed.

[0807] The server sends the generated advice and correction plan to the device and notifies the user.

[0808] Implementing gamification elements

[0809] Leveling up and achievements

[0810] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0811] If the server meets the conditions, it will increase the user's level or set a new achievement.

[0812] The device will display notifications to the user when they level up or reach a new training goal.

[0813] Users receive notifications to motivate them for their next workout.

[0814] Specific Examples

[0815] For example, if a user weighs 70 kg, has a target weight of 65 kg, and wants to train three times a week, the system will operate as follows:

[0816] 1. User Registration

[0817] The user enters personal information and sends it from the device to the server.

[0818] The server stores the data in a database and creates a profile.

[0819] 2. AI-based data analysis and planning

[0820] The server sends the user data to the AI ​​engine.

[0821] The AI ​​engine generates a plan for three cardio sessions per week, two strength sessions per week, and a balanced diet.

[0822] The server sends the generated plan to the terminal.

[0823] 3. Providing a training environment

[0824] Users put on a VR headset and exercise on a virtual beach.

[0825] 4. Progress tracking and advice

[0826] The user performs the workout and the device collects progress data.

[0827] The server analyzes your progress data and sends you advice on slightly increasing the load in your next workout.

[0828] 5. Implementing gamification elements

[0829] The server evaluates your progress and notifies you of new achievements.

[0830] This gives users a sense of accomplishment and motivates them to do their next workout.

[0831] Prompt Sentence Examples

[0832] "My current weight is 70kg and my goal weight is 65kg. Please generate a training plan that combines cardio 3 days a week and strength training 2 days a week, along with a balanced meal plan."

[0833] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[0834] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0835] Step 1:

[0836] User registration and data entry

[0837] The user installs and launches the application on their smartphone or tablet.

[0838] Users enter personal information (name, age, gender, weight, height) and goal data (weight loss, muscle gain, performance improvement in a specific sport).

[0839] The terminal validates the entered data and checks that it is in the correct format.

[0840] Input: Personal information and goal data entered by the user

[0841] Data processing: Validation of input data (checking data format)

[0842] Output: Data that passes validation

[0843] The terminal sends the data that has passed validation to the server.

[0844] The server stores the received data in a database and creates individual user profiles.

[0845] Input: Data that passes validation

[0846] Data processing: saving data, creating profiles

[0847] Output: User profile stored in database

[0848] Step 2:

[0849] AI-powered data analysis and planning

[0850] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[0851] Input: User data

[0852] Data processing: Sending data to the AI ​​engine

[0853] Output: Analysis results from the AI ​​engine

[0854] An AI engine analyzes the data and generates customized training and nutritional plans.

[0855] Input: User data

[0856] Data Computing: Analysis and Plan Generation with Machine Learning Models

[0857] Output: Customized training and nutrition plans

[0858] The server stores the generated plan in a database and sends it to the terminal.

[0859] Input: Generated plan

[0860] Data processing: saving to database, sending to terminal

[0861] Output: Training plan and nutritional guidance plan sent to the device

[0862] Step 3:

[0863] Providing a training environment

[0864] The user takes an action in the application to start training.

[0865] The device retrieves the latest training plan from the server and displays it to the user.

[0866] Input: Start training operation, training plan saved on the server

[0867] Data processing: Acquisition and display of training plans

[0868] Output: Training plan displayed to the user

[0869] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[0870] Input: Connect a VR headset

[0871] Data processing: Setting up a virtual training environment

[0872] Output: Configured virtual training environment

[0873] Users wear a VR headset and train in a virtual environment.

[0874] Step 4:

[0875] Progress data collection and advice

[0876] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[0877] Input: User's training data

[0878] Data collection: Data collection from heart rate monitors and accelerometers

[0879] Output: Collected progress data

[0880] The data collected by the device is sent to the server in real time.

[0881] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[0882] Input: Collected progress data

[0883] Data processing: Sending progress data to the AI ​​engine

[0884] Output: Progress data analysis results using AI engine

[0885] The AI ​​engine performs the analysis and generates customized advice and remediation plans.

[0886] Input: Progress data

[0887] Data Computing: Analysis and Advice Generation

[0888] Output: Customized advice and remediation plan

[0889] The server sends the generated advice and correction plan to the device and notifies the user.

[0890] Input: Advice and fix plan

[0891] Data processing: Sending to the device

[0892] Output: Advice and remediation plan communicated to the user

[0893] Step 5:

[0894] Implementing gamification elements

[0895] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[0896] Input: User progress data

[0897] Data Calculation: Conditional Evaluation

[0898] Output: Level up and achievement acquisition decisions

[0899] If the server meets the conditions, it will increase the user's level or set a new achievement.

[0900] The device will display notifications to the user when they level up or reach a new training goal.

[0901] Input: Level-up and achievement information

[0902] Data Processing: User Notification

[0903] Output: Level-up notifications and achievement information displayed to the user

[0904] Users receive notifications to motivate them for their next workout.

[0905] (Application example 1)

[0906] 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."

[0907] Conventional fitness training systems were not sufficiently customized to accommodate individual health conditions and work environments, making it difficult to balance worker health and efficiency, especially in workplaces such as factories. Furthermore, there was a lack of a system that could monitor workers' real-time health conditions and provide optimal training and nutritional guidance based on that information, making it difficult to maximize work efficiency and maintain worker health.

[0908] 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.

[0909] In this invention, the server includes: means for inputting and saving a user's personal information and goal data; means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data; means for providing a training environment to the user using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means for providing fitness management functions aimed at optimizing the worker's work environment and improving work efficiency; and means for monitoring the user's health condition in real time using wearable sensors and providing customized advice to workers training in the VR environment, thereby enabling both worker health and work efficiency to be achieved.

[0910] "Means for inputting and storing user personal information and goal data" refers to a system or interface that allows users to input data such as their height, weight, age, health status, and goals they wish to achieve into the application and store it in a database.

[0911] "Means including an artificial intelligence engine that generates optimal training plans and nutritional guidance plans" refers to an AI system or algorithm that automatically creates optimized training programs and meal plans for each user based on collected personal information and goal data.

[0912] "Means of providing users with a training environment using virtual reality technology" refers to technology that creates an environment in which users can train in a virtual gym or training area using devices such as VR headsets.

[0913] "Means for collecting user training progress data and providing evaluation and advice in real time" refers to a system that collects user training data in real time and provides immediate feedback and advice based on that data.

[0914] "Means of implementing gamification elements according to training progress" refers to a system that introduces game elements such as leveling up and unlocking achievements based on training progress, thereby increasing user motivation.

[0915] "Means for providing fitness management functions aimed at optimizing workers' working environments and improving work efficiency" refers to functions that improve work efficiency by managing the health of workers in factories and workplaces and providing optimal fitness training and rest plans.

[0916] "Means for using wearable sensors to monitor a user's health condition in real time and provide customized advice to workers training in a VR environment" is a system that uses sensors that can measure heart rate and activity to monitor a user's health condition in real time and provides personalized training and nutrition advice based on that data.

[0917] The present invention provides a system for providing customized fitness training and nutritional guidance to individual workers, thereby supporting maximization of work efficiency and health management. Detailed descriptions of embodiments are provided below.

[0918] Generating a Program

[0919] This system program mainly consists of three components that work together: the server, the terminal (smartphone), and the user. The role and processing of each component are explained below.

[0920] Hardware and software used

[0921] Hardware:

[0922] Smartphone

[0923] VR headset

[0924] Wearable sensors (measure heart rate and activity)

[0925] software:

[0926] Server (including database and AI engine)

[0927] Application (iOS or Android)

[0928] Virtual Reality (VR) engine (Unreal Engine or Unity)

[0929] Processing explanation

[0930] 1. User Registration

[0931] The user launches the app on their smartphone and enters their personal information (e.g., height, weight, health status) and the goals they want to achieve.

[0932] The terminal sends the entered data to the server, which stores the information in a database.

[0933] 2. Data analysis and plan generation

[0934] The server sends the input data to the AI ​​engine.

[0935] The AI ​​engine analyzes the data and generates optimal fitness training and nutritional guidance plans for each user.

[0936] The server stores the generated plan and sends it to the device.

[0937] 3. Setting up a virtual environment

[0938] The user uses their smartphone to start training.

[0939] The device retrieves the training plan from the server and displays it to the user.

[0940] The VR headset sets up the virtual environment and provides the user with a virtual training environment.

[0941] 4. Progress tracking and advice

[0942] The user wears a wearable sensor and performs training.

[0943] The health data collected by the sensor (e.g., heart rate, activity level) is sent to the device in real time.

[0944] The device sends the collected data to a server, which then stores the data and sends it to the AI ​​engine.

[0945] The AI ​​engine performs analysis and provides optimal advice to users in real time.

[0946] 5. Implementing gamification elements

[0947] The server evaluates level-ups and achievements based on the user's progress data.

[0948] The device will display level-up notifications and goal achievement rewards to the user.

[0949] Specific examples

[0950] For example, when worker "A" uses this system, the process is as follows:

[0951] 1. User Registration

[0952] Worker A enters personal information (e.g., height 170 cm, weight 70 kg) and goal (e.g., reduce weight to 65 kg) and sends it to the server from his / her smartphone.

[0953] The server stores the information in a database.

[0954] 2. AI-based data analysis and planning

[0955] The server sends worker A's data to the AI ​​engine.

[0956] The AI ​​engine generates a cardiovascular exercise plan three times a week, strength training twice a week, and a balanced meal plan.

[0957] The server stores the generated plan and sends it to the smartphone.

[0958] 3. Providing a training environment

[0959] Worker A puts on the VR headset and begins training.

[0960] The VR system sets up a virtual gym or natural environment, and Worker A trains in that environment.

[0961] 4. Progress tracking and advice

[0962] Worker A wears a wearable sensor and undergoes training.

[0963] The sensors collect health data and send it to your smartphone in real time.

[0964] The server analyzes the data and sends advice such as "Increase the load a little in your next workout."

[0965] 5. Implementing gamification elements

[0966] The server evaluates worker A's progress and provides level-up notifications and new achievements.

[0967] The smartphone displays to Worker A that a new training goal has been achieved, giving Worker A a sense of accomplishment.

[0968] Example prompts to be input to the generative AI model

[0969] "We are developing an app that provides customized fitness training and nutritional guidance to factory workers. Please explain in detail how the system uses VR and AI technology to analyze the health status of workers in real time and provide optimal training and nutrition plans."

[0970] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0971] Step 1:

[0972] User Registration

[0973] Input: The worker uses a smartphone to input personal information (e.g., height, weight, age, health status) and goal data.

[0974] Specific operation: The worker logs in to the smartphone application and enters the necessary information into the profile screen.

[0975] Data processing: A smartphone app collects and formats this data.

[0976] Output: The terminal sends formatted data to the server.

[0977] Specific operation: After the data is sent, it is recorded in the database on the server side, and the server responds to the device to confirm that the data has been successfully saved.

[0978] Step 2:

[0979] Data analysis and plan generation

[0980] Input: The server sends the stored personal information and goal data of the worker to the AI ​​engine.

[0981] Specific operation: The server's scheduler periodically checks the database and provides the data to the AI ​​engine if there is new or changed data.

[0982] Data calculation: The AI ​​engine analyzes the received data and generates a customized fitness training plan and nutritional guidance plan.

[0983] Output: The generated training plan and nutritional guidance plan are sent from the server to the device.

[0984] Specific operation: The server notifies the device of the plan, and the training plan is displayed in the application on the device.

[0985] Step 3:

[0986] Setting up a virtual environment

[0987] Input: The user selects to start training in the application on their smartphone.

[0988] Specific operation: The user presses the application's Start Training button.

[0989] Data processing: The device retrieves the user's training plan from the server and simultaneously retrieves the necessary virtual environment data.

[0990] Output: The virtual environment is set up in the VR headset and presented to the user.

[0991] What it does: The device connects to a VR headset and displays a properly rendered virtual environment (e.g., gym, natural environment).

[0992] Step 4:

[0993] Progress tracking and advice

[0994] Input: Workers wear wearable sensors and conduct training. The sensors collect data in real time.

[0995] What it does: The sensor sends your heart rate, activity level, and other health data to your device.

[0996] Data calculation: The data collected by the device is sent to the server in real time, and the server analyzes it using an AI engine.

[0997] Output: Real-time advice and correction plans are generated and sent to the device to be provided to the user.

[0998] Specific operation: The device receives the advice and displays it to the worker through the application interface, such as "Increase the weight on the next set."

[0999] Step 5:

[1000] Implementing gamification elements

[1001] Input: The server evaluates the gamification elements based on the worker's progress data.

[1002] What it does: A script on the server side periodically analyzes progress data and checks for level-up and achievement conditions.

[1003] Data calculations: Executes logic to determine achievements and level-ups based on progress.

[1004] Output: Messages are sent to the device to notify you of leveling up and new achievements.

[1005] What it does: A notification will pop up on your device, and the user interface will display the completed goal or newly earned reward.

[1006] 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.

[1007] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[1008] 1. A means for inputting and storing user personal information and target data.

[1009] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[1010] 3. A means of providing a training environment using virtual reality technology.

[1011] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[1012] 5. A means to implement gamification elements according to training progress.

[1013] 6. Means including an emotion engine that recognizes user emotions.

[1014] Program Overview

[1015] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[1016] Program processing

[1017] User Registration

[1018] Enter and save personal information

[1019] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1020] The terminal receives the input data and converts it into a dedicated data format.

[1021] The terminal transmits the converted data to the server.

[1022] The server checks the received data and stores it in the database if there are no problems.

[1023] The server creates a profile for each user and generates an acknowledgement.

[1024] The device displays a confirmation notice to the user.

[1025] AI-powered data analysis and planning

[1026] Data analysis and plan generation

[1027] The server sends the saved user data to the AI ​​engine.

[1028] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[1029] The AI ​​engine sends the generated plan back to the server.

[1030] The server stores the generated plan in a database and transfers it to the terminal.

[1031] The device will display the best plan for the user.

[1032] Providing a training environment

[1033] Setting up a virtual environment

[1034] The user interacts with the application to begin training.

[1035] The device retrieves the latest training plan from the server and presents it to the user.

[1036] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[1037] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[1038] Progress tracking and advice

[1039] Progress data collection and analysis

[1040] The user performs training and records their progress data on the device.

[1041] The device collects training progress data and sends it to a server in real time.

[1042] The server receives the progress data and sends it to the AI ​​engine.

[1043] The AI ​​engine analyzes progress data and assesses the user's current situation.

[1044] The AI ​​engine generates advice and next step suggestions as needed.

[1045] The server sends advice and suggestions to the device.

[1046] The device displays advice and suggestions to the user.

[1047] Implementing gamification elements

[1048] Leveling up and achievements

[1049] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1050] The server updates the level-ups and achievements if the user meets the conditions.

[1051] The device displays level-up and achievement notifications to the user.

[1052] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[1053] Implementing the Emotion Engine

[1054] Emotion Recognition and Regulation

[1055] The user interacts with the system during and after training, and the emotion engine analyzes their facial expressions and tone of voice.

[1056] The device sends the emotion engine's analysis results to the server.

[1057] The server evaluates the user's emotional state based on the analytical data from the emotion engine.

[1058] The server requests the AI ​​engine to adjust training and provide advice based on the emotional state.

[1059] The AI ​​engine adjusts training plans and advice based on the user's emotions.

[1060] The device will then display adjusted training plans and advice to the user.

[1061] Specific examples

[1062] For example, when a user "Yamada" uses this system, the process is executed as follows.

[1063] 1. User Registration

[1064] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[1065] The server stores the information in a database.

[1066] 2. AI-based data analysis and planning

[1067] The server sends Yamada's data to the AI ​​engine.

[1068] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[1069] The server stores the generated plan and sends it to the device.

[1070] 3. Providing a training environment

[1071] The user begins training and puts on the VR headset.

[1072] The device sets up the VR environment, and Yamada exercises on a virtual beach.

[1073] 4. Progress tracking and advice

[1074] The user performs the workout and the device collects progress data.

[1075] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[1076] 5. Implementing gamification elements

[1077] The server evaluates Yamada's progress and notifies him of level-ups and new achievements.

[1078] The device will show Yamada that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[1079] 6. Implementing the Emotion Engine

[1080] After training, users interact with the emotion engine and emotional data is collected.

[1081] The device sends emotion data to the server, which then evaluates the analysis results.

[1082] The server adjusts the next training plan and advice based on the user's emotional state and sends it to the device.

[1083] The device displays the newly adjusted plan and advice to Yamada.

[1084] In this way, the system provides users with personalized fitness training and nutritional guidance, and by using an emotion engine, it can provide optimal support based on the user's emotional state.

[1085] The processing flow will be explained below.

[1086] Step 1: User Registration

[1087] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1088] The terminal receives the input data and converts it into a dedicated data format.

[1089] The terminal transmits the converted data to the server.

[1090] The server checks the received data and stores it in the database if there are no problems.

[1091] The server creates a profile for each user and generates an acknowledgement.

[1092] The device displays a confirmation notice to the user.

[1093] Step 2: AI-powered data analysis and planning

[1094] The server sends the saved user data to the AI ​​engine.

[1095] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[1096] The AI ​​engine sends the generated plan back to the server.

[1097] The server stores the generated plan in a database and transfers it to the terminal.

[1098] The device will display the best plan for the user.

[1099] Step 3: Providing a training environment

[1100] The user interacts with the application to begin training.

[1101] The device retrieves the latest training plan from the server and presents it to the user.

[1102] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[1103] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[1104] Step 4: Track progress and advise

[1105] The user performs training and records their progress data on the device.

[1106] The device collects training progress data and sends it to a server in real time.

[1107] The server receives the progress data and sends it to the AI ​​engine.

[1108] The AI ​​engine analyzes progress data and assesses the user's current situation.

[1109] The AI ​​engine generates advice and next step suggestions as needed.

[1110] The server sends advice and suggestions to the device.

[1111] The device displays advice and suggestions to the user.

[1112] Step 5: Implementing gamification elements

[1113] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1114] The server updates the level-ups and achievements if the user meets the conditions.

[1115] The device displays level-up and achievement notifications to the user.

[1116] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[1117] Step 6: Implementing the Emotion Engine

[1118] After training, users interact with the emotion engine within the application.

[1119] The emotion engine analyzes the user's facial expressions and tone of voice to assess their emotional state.

[1120] The device transmits the emotion information to the server.

[1121] The server processes the data from the emotion engine and evaluates the user's emotional state.

[1122] The server requests the AI ​​engine to adjust the training plan and advice based on the evaluation results.

[1123] The AI ​​engine generates training plans and advice based on the emotional state and sends them back to the server.

[1124] The server sends the adjusted training plan and advice to the device.

[1125] The device will display adjusted training plans and advice to the user.

[1126] In this way, the system provides users with personalized fitness training and nutritional guidance, and optimal support based on feedback from the emotion engine, resulting in effective training and high motivation.

[1127] Example 2

[1128] 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."

[1129] Traditional fitness training systems struggle to provide personalized plans tailored to users' individual needs and goals. They also lack the ability to adjust training plans to take into account users' emotional state, making it difficult to maintain motivation. Furthermore, they lack real-time progress assessment, appropriate advice, and gamification elements, making it difficult to motivate users to continue training.

[1130] The specific processing by the specific 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 inputting and saving the user's personal information and goal data, means including an artificial intelligence engine that generates an optimal training plan and nutritional guidance plan based on the data, means for providing the user with a training environment using virtual reality technology, means including an emotion engine that recognizes the user's emotions and adjusts the training plan and advice based on the results, and means for implementing gamification elements according to the training progress. This makes it possible to provide the user with personalized fitness training and nutritional guidance, maintaining motivation with support according to the user's emotional state and promoting continuous training.

[1131] "Personal information and goal data" refers to data such as the user's name, age, gender, weight, height, past dieting experience, current physical condition, and exercise goals.

[1132] The "artificial intelligence engine" is a computer program that uses algorithms to analyze a user's personal information and goal data and generate optimal training and nutritional guidance plans.

[1133] "Virtual reality technology" refers to VR devices and software technologies that provide users with a real-time, interactive training environment.

[1134] "Progress Data" means data obtained as a result of the user's training, including heart rate, calories burned, exercise time, and achievement level.

[1135] The "emotion engine" is a computer program that uses algorithms to recognize emotions from the user's facial expressions, tone of voice, etc., and adjust training plans and advice based on the user's emotional state.

[1136] "Gamification elements" are mechanisms that allow users to level up and earn achievements as their training progresses, and are elements that increase user motivation.

[1137] "Leveling up" refers to the rewards and status improvements that are given as a result of a user achieving certain training goals.

[1138] "Achievements" are benefits or rewards given to users when they achieve a specific goal, and are intended to enhance the user's sense of accomplishment.

[1139] The present invention is a system for providing personalized fitness training and nutritional guidance to an individual user. The system includes the following major components:

[1140] 1. Means for inputting and saving user personal information and target data

[1141] Users enter their personal information (name, age, gender, weight, height, etc.), past dieting experiences, current physical condition, exercise goals, etc. through a smartphone or PC application.

[1142] The terminal collects the input data, converts it into a dedicated data format such as JSON, and sends it to the server.

[1143] The server validates the received data and stores it in a database (e.g., MySQL or PostgreSQL).

[1144] 2. Means including an artificial intelligence engine for generating training and nutritional coaching plans.

[1145] The server sends the stored user data to an AI engine (such as TensorFlow or PyTorch).

[1146] The AI ​​engine analyzes the user's data and generates training and nutritional guidance plans using specific machine learning algorithms.

[1147] The server stores the generated plans in a database and sends the optimal plan to the user's device.

[1148] The device will display this to the user as this month's training menu.

[1149] 3. Means of providing users with a training environment using virtual reality technology

[1150] The user operates the application and puts on the VR headset to begin training.

[1151] The device sets up a VR environment (virtual gym or natural environment) and provides users with a real-time, interactive training environment. The hardware used is Oculus Rift or HTC Vive.

[1152] For example, users can exercise on a virtual beach and enjoy a visually rich training environment.

[1153] 4. Means including an emotion engine that recognizes the user's emotions and adjusts training plans and advice based on the results.

[1154] Emotional data is collected via camera and microphone during and after training.

[1155] The data collected by the device is sent to an emotion recognition engine (Microsoft Azure Emotion API or Google Cloud AI) for emotion analysis.

[1156] Based on the results of the emotion analysis, the server requests the AI ​​engine to adjust the training plan and advice, and provides the adjusted plan to the user.

[1157] For example, it provides advice adapted to the user's emotions, such as "Try some relaxing exercise today."

[1158] 5. A means to collect user training progress data and provide real-time evaluation and advice

[1159] The user performs training and records progress data (heart rate, calories burned, exercise time, etc.) on the device.

[1160] The data collected by the device is sent to the server in real time.

[1161] The server analyzes the progress data and generates advice and next step suggestions as needed, which are then sent to the device.

[1162] The device will display specific advice to the user, such as "Try increasing the load a little in your next workout."

[1163] 6. A means of implementing gamification elements according to training progress

[1164] The server evaluates level-ups and achievements based on the progress data and generates updates when conditions are met.

[1165] The device will display notifications to the user such as "You've leveled up!" or "You've earned a new achievement!"

[1166] For example, when a user achieves a certain exercise goal, a level up or new achievement will be displayed, allowing the user to feel a sense of accomplishment as they move on to the next training session.

[1167] Each component of the system works in conjunction with each other to provide users with personalized fitness training, nutritional guidance, and emotional support, ultimately motivating them to continue their training in a sustainable manner.

[1168] Prompt Sentence Examples

[1169] For example, if user "Yamada" sets a goal of "I want to lose 5 kg," the prompt sentence would be as follows:

[1170] "Ms. Yamada currently weighs 70 kg and her goal weight is 65 kg. Please create a training plan that includes cardio exercise three times a week and strength training twice a week. Also, please include a balanced meal plan."

[1171] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1172] Step 1: User Registration

[1173] Input: User's personal information (name, age, gender, weight, height, past dieting experience, current physical condition, exercise goals, etc.)

[1174] Output: Verified user information sent to the server

[1175] Process flow:

[1176] 1. The user launches the application on their smartphone or PC and enters their personal information and goal data.

[1177] 2. The device collects the input data and converts it into a dedicated data format such as JSON.

[1178] 3. The terminal sends the converted data to the server using the HTTPS protocol.

[1179] 4. The server performs initial validation of the data received (checking required fields, verifying data format, etc.).

[1180] 5. The server stores the verified data in a database and creates a profile for each user, which includes personal information and goal data.

[1181] 6. The server generates an acknowledgement and sends it to the device.

[1182] 7. The device receives a confirmation notification and displays "Registration complete" to the user.

[1183] Step 2: AI-powered data analysis and planning

[1184] Input: Stored user personal information and goal data

[1185] Output: Generated training and nutrition plans

[1186] Process flow:

[1187] 1. The server retrieves the user's data from the database and sends it to the AI ​​engine.

[1188] 2. The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific machine learning algorithms (e.g., neural networks).

[1189] 3. The plan generated by the AI ​​engine is converted into JSON format and sent back to the server.

[1190] 4. The server stores the received plan in its database.

[1191] 5. The server notifies the user of the generated plan and transfers it to the device.

[1192] 6. The device displays the optimal plan for the user as "This month's training menu." For example, "Cardio 3 times a week, strength training 2 times a week."

[1193] Step 3: Providing a training environment

[1194] Input: User's training start command, latest training plan from server

[1195] Output: A virtual training environment delivered in real time

[1196] Process flow:

[1197] 1. The user operates the application and presses the "Start Training" button.

[1198] 2. The device retrieves the latest training plan from the server and displays to the user, "Virtual training will now begin."

[1199] 3. The device connects to VR equipment such as Oculus Rift or HTC Vive to set up a virtual gym or natural environment.

[1200] 4. The terminal transmits the virtual training environment to the VR device and provides it to the user in real time. For example, the user exercises on a virtual beach.

[1201] Step 4: Track progress and advise

[1202] Input: User's training progress data (heart rate, calories burned, exercise time, etc.)

[1203] Output: Real-time advice or suggested next steps

[1204] Process flow:

[1205] 1. The user performs training and records progress data on the device, including heart rate, calories burned, and exercise time.

[1206] 2. The device sends the collected data to the server in real time. This communication uses WebSocket.

[1207] 3. The server receives the progress data and stores it in a database.

[1208] 4. The server sends the progress data to the AI ​​engine and requests analysis.

[1209] 5. The AI ​​engine analyzes the data and evaluates the user's current training status.

[1210] 6. The AI ​​engine generates advice or next step suggestions as needed and sends them back to the server, e.g., "Try increasing the load a little in your next workout."

[1211] 7. The server notifies the user of advice and suggestions and sends them to the device.

[1212] 8. The device displays real-time advice to the user.

[1213] Step 5: Implementing gamification elements

[1214] Input: User progress data and assessment results

[1215] Output: Level up and new achievement notifications

[1216] Process flow:

[1217] 1. The server evaluates the conditions for leveling up and achieving achievements based on the progress data collected.

[1218] 2. The server generates a level-up or achievement update if the user meets the criteria, e.g. "You've leveled up because you exercised 5 days a week."

[1219] 3. The device receives a notification from the server and displays a message to the user saying "You've leveled up!" or "You've earned a new achievement!"

[1220] 4. Users can check notifications, feel a sense of accomplishment, and be motivated to train next time.

[1221] Step 6: Implementing the Emotion Engine

[1222] Input: Emotional data such as the user's facial expressions and tone of voice

[1223] Output: Adapting training plans and advice based on emotional state

[1224] Process flow:

[1225] 1. The user interacts with the system during and after training, and facial expressions and tone of voice are collected using the device's camera and microphone.

[1226] 2. The device sends the collected emotional data to an emotion recognition engine for analysis, using technologies such as Microsoft Azure Emotion API and Google Cloud AI.

[1227] 3. The emotion engine analyzes the user's emotions and sends the results back to the server.

[1228] 4. Based on the analysis results received by the server, the user's emotional state is evaluated.

[1229] 5. The server asks the AI ​​engine to adjust the training plan and advice based on the emotional state.

[1230] 6. The AI ​​engine generates training plans and advice tailored to the user's emotions and sends them back to the server. For example, "Try some relaxing exercise today."

[1231] 7. The server notifies the user of the adjusted training plan and advice and sends it to the device.

[1232] 8. The device will display the adjusted training plan and advice to the user.

[1233] (Application example 2)

[1234] 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."

[1235] Conventional fitness systems struggle to provide personalized training and nutritional guidance tailored to individual users' needs, and are unable to adjust training based on the user's emotional state. This makes it difficult for users to continue training sustainably, and maintaining motivation is a challenge. Furthermore, systems that provide real-time evaluation and advice are lacking, and feedback based on the user's progress is insufficient. To address these issues, it is necessary to develop a system that can provide the optimal training environment and advice for each user, and support tailored to their emotional state.

[1236] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for inputting and saving the user's personal information and goal data; means including an artificial intelligence engine for generating an optimal training plan and nutritional guidance plan based on the data; means for providing the user with a training environment using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means including an emotion recognition engine for recognizing the user's emotions; means for adjusting the training plan and providing advice based on the emotions; and means for providing the user with a training environment and advice using smart glasses. This allows the user to receive individually optimized training plans and nutritional guidance and receive support tailored to their emotional state. Furthermore, real-time progress evaluation and advice can increase motivation for continuous training.

[1237] "User Personal Information" refers to basic data about the User, such as name, age, gender, height, weight, and goals.

[1238] "Goal Data" means data that indicates a specific fitness or health objective or goal that a User wishes to achieve.

[1239] The "artificial intelligence engine" is a software system that generates optimal training and nutritional guidance plans based on the user's personal information and goal data.

[1240] "Virtual reality technology" is a technology that uses computer technology to provide users with a virtually realistic training environment.

[1241] A "training environment" is a physical or virtual location or setting in which a user actually engages in fitness training.

[1242] "Training Progress Data" means performance and results data collected in the course of a User's fitness training.

[1243] "Evaluation and Advice" refers to evaluating the effectiveness of a user's training based on collected training progress data and making recommendations for further improvements or next steps.

[1244] "Gamification elements" are a mechanism that incorporates game design elements into training to increase user motivation and engagement.

[1245] An "emotion recognition engine" is a software system that has the function of analyzing a user's emotions, and determines the user's emotional state by analyzing facial expressions and tone of voice.

[1246] "Adjusting a training plan based on emotions" means changing the content and intensity of a training plan according to the user's emotional state analyzed by an emotion recognition engine.

[1247] "Smart glasses" are a type of wearable computer that is worn on the head to provide visual information and monitor the user's activities and environment.

[1248] The embodiments of the present invention will be described in detail below.

[1249] User Registration

[1250] The user puts on the smart glasses and launches the application. The user enters personal information (e.g., name, age, gender, height, weight) and goal data (e.g., goal weight, improving performance in a specific sport). The smart glasses convert this data into a dedicated data format and send it to the server. The server stores the received data in a database and displays a confirmation notification on the smart glasses.

[1251] AI-powered data analysis and planning

[1252] The server sends the saved user data to an AI engine (e.g., TensorFlow, a Python-based machine learning library). The AI ​​engine analyzes the user's personal information and goal data and generates an appropriate training plan and nutritional guidance plan. The generated plan is sent back to the server and stored in a database. The smart glasses then display the optimal plan to the user.

[1253] Providing a training environment

[1254] When a user starts training, the smart glasses retrieve the latest training plan from the server. The smart glasses then set up a VR environment (e.g., virtual reality technology using Unity) and provide the user with a virtual gym or natural environment. The user can then perform fitness training in a virtual training environment.

[1255] Progress tracking and advice

[1256] As the user trains, the smart glasses record progress data, which is then sent to a server in real time. The server then sends the progress data to an AI engine, which evaluates the user's training status. The AI ​​engine generates advice and suggestions for the next step as needed, and sends them to the smart glasses via the server. The user can receive advice and suggestions in real time.

[1257] Implementing gamification elements

[1258] The server evaluates the conditions for leveling up and achievements based on the user's progress data. If the conditions are met, the server updates the leveling up and achievements and notifies the smart glasses. The user can check the notification and feel a sense of accomplishment.

[1259] Implementing the Emotion Engine

[1260] The smart glasses analyze the user's facial expressions and tone of voice using an emotion recognition engine (e.g., Microsoft Azure's Emotion API). The analysis results are sent to a server, which evaluates the user's emotional state. Based on the emotional state, the AI ​​engine adjusts the training plan and advice and displays it on the smart glasses. This provides optimal support according to the user's emotional state.

[1261] Specific examples

[1262] For example, when a user starts a workout, the smart glasses ask, "Which workout would you like to do today? Beach running or mountain climbing?" If the user selects "mountain climbing," a virtual mountain climbing workout will begin. If the smart glasses ask, "How are you feeling today?" during a workout, and the user responds, "I'm a little tired," the emotion recognition engine will analyze the situation and adjust the workout intensity accordingly.

[1263] Example prompt sentence:

[1264] Enter your name, weight, height, body fat percentage, and fitness goals.

[1265] Displays the training plan and nutritional guidance plan generated by the system.

[1266] Get advice on your next training steps.

[1267] Analyze your users' emotional state through facial expressions and tone of voice.

[1268] Adjust your training plan based on your emotional state.

[1269] In this way, the present invention can achieve personalized fitness optimization, increase user motivation, and provide a sustainable training environment.

[1270] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1271] Step 1: User Registration

[1272] Input: The user puts on the smart glasses and enters their personal information (name, age, gender, height, weight) and goal data (target weight, improving performance in a specific sport).

[1273] Processing: The smart glasses convert these data into a proprietary data format and send it to the server.

[1274] Output: The server stores the received data in a database and displays a confirmation notice on the smart glasses.

[1275] How it works: Once the user has completed their input, the smart glasses send the data to the server, which stores it and displays a confirmation message to the user.

[1276] Step 2: AI-powered data analysis and planning

[1277] Input: User's personal information and goal data stored on the server.

[1278] Processing: The server sends the stored data to an AI engine (a Python-based machine learning library, TensorFlow), which analyzes the data and generates training and nutritional guidance plans.

[1279] Output: The generated plan is sent back to the server and stored in a database. The smart glasses display the optimal plan to the user.

[1280] How it works: The user's registration data is sent, the AI ​​engine generates an individual training plan, and the results are displayed on the smart glasses via the server.

[1281] Step 3: Providing a training environment

[1282] Input: The latest training plan retrieved from the server.

[1283] Processing: The smart glasses set up the VR environment (virtual reality technology using Unity) and provide it to the user.

[1284] Output: The user starts training in a virtual gym or in a natural environment.

[1285] How it works: When a user starts training, the smart glasses generate a virtual training environment in real time and provide it to the user visually.

[1286] Step 4: Track progress and advise

[1287] Input: User performs workouts and progress data collected by the smart glasses.

[1288] Processing: The smart glasses send progress data in real time to the server, which then sends the data to the AI ​​engine for analysis. The AI ​​engine generates advice and next step suggestions as needed, which are then sent to the smart glasses via the server.

[1289] Output: Real-time advice and suggested next steps are displayed to the user.

[1290] How it works: Collects progress data as you train and provides real-time advice based on the analysis.

[1291] Step 5: Implementing gamification elements

[1292] Input: User progress data.

[1293] Action: The server evaluates the progress data and updates and notifies the player of level-ups and achievements when the conditions are met.

[1294] Output: Smart glasses display level-up and achievement notifications to the user.

[1295] How it works: The server automatically evaluates your progress and notifies you of rewards when conditions are met.

[1296] Step 6: Implementing the Emotion Engine

[1297] Input: User facial expression and tone of voice data.

[1298] Processing: The smart glasses use an emotion recognition engine to analyze facial expressions and tone of voice, and send the results to a server. The server evaluates the user's emotional state, and the AI ​​engine adjusts the training plan and advice accordingly.

[1299] Output: Tailored training plans and advice displayed on smart glasses.

[1300] How it works: Adapts training in real time based on your emotional state to provide optimal support.

[1301] 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.

[1302] 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.

[1303] 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.

[1304] [Third embodiment]

[1305] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[1306] 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.

[1307] 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).

[1308] 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.

[1309] 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.

[1310] 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).

[1311] 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.

[1312] 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.

[1313] 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.

[1314] 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.

[1315] 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.

[1316] 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."

[1317] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[1318] 1. A means for inputting and storing user personal information and target data.

[1319] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[1320] 3. A means of providing a training environment using virtual reality technology.

[1321] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[1322] 5. A means to implement gamification elements according to training progress.

[1323] Program Overview

[1324] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[1325] Program processing

[1326] User Registration

[1327] Enter and save personal information

[1328] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1329] The terminal receives the input data and transmits it to the server.

[1330] The server receives the data and stores a profile for each user in a database.

[1331] AI-powered data analysis and planning

[1332] Data analysis and plan generation

[1333] The server sends the user's data to the AI ​​engine.

[1334] An AI engine analyzes the data and generates individually customized training and nutritional plans.

[1335] The server stores the generated plan and transfers it to the device.

[1336] Providing a training environment

[1337] Setting up a virtual environment

[1338] The user interacts with the application to begin training.

[1339] The device retrieves the training plan from the server and displays it to the user.

[1340] The device will set up the VR as needed, providing a virtual gym or natural training environment.

[1341] Progress tracking and advice

[1342] Progress data collection and analysis

[1343] The user performs training and inputs progress data into the device or collects it using sensors.

[1344] The data collected by the device is sent to the server in real time.

[1345] The server sends the data to the AI ​​engine to evaluate progress.

[1346] The AI ​​engine generates advice and correction plans as needed and provides them to the device via the server.

[1347] Implementing gamification elements

[1348] Leveling up and achievements

[1349] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1350] The device will display notifications to the user when they level up or reach a new training goal.

[1351] Users feel a sense of accomplishment and are further motivated.

[1352] Specific examples

[1353] For example, when a user "Sato" uses this system, the process is executed as follows.

[1354] 1. User Registration

[1355] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[1356] The server stores the information in a database.

[1357] 2. AI-based data analysis and planning

[1358] The server sends Sato's data to the AI ​​engine.

[1359] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[1360] The server stores the generated plan and sends it to the device.

[1361] 3. Providing a training environment

[1362] The user begins training and puts on the VR headset.

[1363] The device sets up the VR environment, and Sato exercises on a virtual beach.

[1364] 4. Progress tracking and advice

[1365] The user performs the workout and the device collects progress data.

[1366] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[1367] 5. Implementing gamification elements

[1368] The server evaluates Sato's progress and notifies him of level-ups and new achievements.

[1369] The device will show Sato that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[1370] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[1371] The processing flow will be explained below.

[1372] Step 1: User Registration

[1373] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1374] The terminal receives the input data and converts it into a dedicated data format.

[1375] The terminal transmits the converted data to the server.

[1376] The server checks the received data and stores it in the database if there are no problems.

[1377] The server creates a profile for each user and generates an acknowledgement.

[1378] The device displays a confirmation notice to the user.

[1379] Step 2: AI-powered data analysis and planning

[1380] The server sends the saved user data to the AI ​​engine.

[1381] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[1382] The AI ​​engine sends the generated plan back to the server.

[1383] The server stores the generated plan in a database and transfers it to the terminal.

[1384] The device will display the best plan for the user.

[1385] Step 3: Providing a training environment

[1386] The user interacts with the application to begin training.

[1387] The device retrieves the latest training plan from the server and presents it to the user.

[1388] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[1389] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[1390] Step 4: Track progress and advise

[1391] The user performs training and records their progress data on the device.

[1392] The device collects training progress data and sends it to a server in real time.

[1393] The server receives the progress data and sends it to the AI ​​engine.

[1394] The AI ​​engine analyzes progress data and assesses the user's current situation.

[1395] The AI ​​engine generates advice and next step suggestions as needed.

[1396] The server sends advice and suggestions to the device.

[1397] The device displays advice and suggestions to the user.

[1398] Step 5: Implementing gamification elements

[1399] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1400] The server updates the level-ups and achievements if the user meets the conditions.

[1401] The device displays level-up and achievement notifications to the user.

[1402] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[1403] This specific processing flow allows users to always receive training based on the latest personalized training plan, maintaining motivation and continuing to manage their health.

[1404] Example 1

[1405] 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."

[1406] In modern society, personal health management and fitness improvement are important concerns. However, providing personalized training plans and nutritional guidance to individual users is difficult, and many users find generic fitness plans ineffective. Furthermore, while real-time evaluation of training progress, provision of appropriate advice, and gamification elements are necessary to keep users motivated, current systems do not adequately meet these requirements. Furthermore, manual validation and analysis of collected data are inefficient and lack accuracy, so these issues must be resolved.

[1407] 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.

[1408] In this invention, the server includes means for inputting and storing a user's personal information and goal data, means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data, means for providing a training environment to the user using virtual reality technology, means for collecting the user's training progress data and evaluating and providing advice in real time, means for implementing gamification elements according to the training progress, means for validating the progress data input by the user, and means for analyzing the collected data with the artificial intelligence engine and generating customized advice and correction plans. This makes it possible to provide personalized fitness training and nutritional guidance to each user, and also to analyze and validate the user's progress data and increase motivation through gamification elements.

[1409] "User" refers to an individual who utilizes the System to receive fitness and nutritional guidance.

[1410] "Personal information" refers to basic information such as a user's name, age, gender, weight, and height.

[1411] "Goal Data" means the specific fitness or health goals you wish to achieve.

[1412] "Input and storage means" refers to the device or software used to input and record the user's personal information and target data.

[1413] "Artificial Intelligence Engine" refers to the algorithms and software used to generate optimal training and nutritional plans based on user data.

[1414] "Virtual reality technology" refers to technology and devices that provide users with a virtual training environment, typically a VR headset.

[1415] "Training Progress Data" refers to data regarding the content and results of the training that a user actually undertakes.

[1416] "Collection Means" refers to a device or software for collecting a user's training progress data.

[1417] "Real-time assessment and advice means" refers to a device or software that instantly analyzes collected training progress data and provides advice to the user as needed.

[1418] "Gamification elements" refer to game elements such as leveling up and achievements that increase motivation for training.

[1419] "Validation Measures" means any device or software used to verify the accuracy and consistency of progress data entered by a user.

[1420] "Analysis means" refers to a device or software for performing detailed analysis based on collected data.

[1421] "Customized advice and modification plans" refers to specific advice and / or training plan modifications tailored to a User's progress and needs.

[1422] The present invention is a system that provides personalized fitness training and nutritional guidance to individual users. This system consists of three main components: a server, a terminal, and a user. Specific embodiments are described in detail below.

[1423] User registration and data entry

[1424] Enter your personal and goal data

[1425] The user installs and launches the application on their smartphone or tablet.

[1426] The user enters personal information (e.g., name, age, gender, weight, height) and goal data (e.g., weight loss, muscle gain, or performance improvement in a specific sport).

[1427] The terminal validates the entered data and checks that it is in the correct format.

[1428] The terminal sends the data that has passed validation to the server.

[1429] The server stores the received data in a database and creates individual user profiles.

[1430] AI-powered data analysis and planning

[1431] Data analysis and plan generation

[1432] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[1433] An AI engine analyzes the data and generates customized training and nutrition plans based on the user's goals and personal information.

[1434] The server stores the generated plan in a database and sends it to the terminal.

[1435] Providing a training environment

[1436] Use of virtual reality technology

[1437] The user takes an action in the application to start training.

[1438] The device retrieves the latest training plan from the server and displays it to the user.

[1439] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[1440] Users wear a VR headset and train in a virtual environment.

[1441] Training progress tracking and advice

[1442] Progress data collection and analysis

[1443] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[1444] The data collected by the device is sent to the server in real time.

[1445] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[1446] The AI ​​engine performs the analysis and generates customized advice and remediation plans as needed.

[1447] The server sends the generated advice and correction plan to the device and notifies the user.

[1448] Implementing gamification elements

[1449] Leveling up and achievements

[1450] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1451] If the server meets the conditions, it will increase the user's level or set a new achievement.

[1452] The device will display notifications to the user when they level up or reach a new training goal.

[1453] Users receive notifications to motivate them for their next workout.

[1454] Specific Examples

[1455] For example, if a user weighs 70 kg, has a target weight of 65 kg, and wants to train three times a week, the system will operate as follows:

[1456] 1. User Registration

[1457] The user enters personal information and sends it from the device to the server.

[1458] The server stores the data in a database and creates a profile.

[1459] 2. AI-based data analysis and planning

[1460] The server sends the user data to the AI ​​engine.

[1461] The AI ​​engine generates a plan for three cardio sessions per week, two strength sessions per week, and a balanced diet.

[1462] The server sends the generated plan to the terminal.

[1463] 3. Providing a training environment

[1464] Users put on a VR headset and exercise on a virtual beach.

[1465] 4. Progress tracking and advice

[1466] The user performs the workout and the device collects progress data.

[1467] The server analyzes your progress data and sends you advice on slightly increasing the load in your next workout.

[1468] 5. Implementing gamification elements

[1469] The server evaluates your progress and notifies you of new achievements.

[1470] This gives users a sense of accomplishment and motivates them to do their next workout.

[1471] Prompt Sentence Examples

[1472] "My current weight is 70kg and my goal weight is 65kg. Please generate a training plan that combines cardio 3 days a week and strength training 2 days a week, along with a balanced meal plan."

[1473] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[1474] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1475] Step 1:

[1476] User registration and data entry

[1477] The user installs and launches the application on their smartphone or tablet.

[1478] Users enter personal information (name, age, gender, weight, height) and goal data (weight loss, muscle gain, performance improvement in a specific sport).

[1479] The terminal validates the entered data and checks that it is in the correct format.

[1480] Input: Personal information and goal data entered by the user

[1481] Data processing: Validation of input data (checking data format)

[1482] Output: Data that passes validation

[1483] The terminal sends the data that has passed validation to the server.

[1484] The server stores the received data in a database and creates individual user profiles.

[1485] Input: Data that passes validation

[1486] Data processing: saving data, creating profiles

[1487] Output: User profile stored in database

[1488] Step 2:

[1489] AI-powered data analysis and planning

[1490] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[1491] Input: User data

[1492] Data processing: Sending data to the AI ​​engine

[1493] Output: Analysis results from the AI ​​engine

[1494] An AI engine analyzes the data and generates customized training and nutritional plans.

[1495] Input: User data

[1496] Data Computing: Analysis and Plan Generation with Machine Learning Models

[1497] Output: Customized training and nutrition plans

[1498] The server stores the generated plan in a database and sends it to the terminal.

[1499] Input: Generated plan

[1500] Data processing: saving to database, sending to terminal

[1501] Output: Training plan and nutritional guidance plan sent to the device

[1502] Step 3:

[1503] Providing a training environment

[1504] The user takes an action in the application to start training.

[1505] The device retrieves the latest training plan from the server and displays it to the user.

[1506] Input: Start training operation, training plan saved on the server

[1507] Data processing: Acquisition and display of training plans

[1508] Output: Training plan displayed to the user

[1509] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[1510] Input: Connect a VR headset

[1511] Data processing: Setting up a virtual training environment

[1512] Output: Configured virtual training environment

[1513] Users wear a VR headset and train in a virtual environment.

[1514] Step 4:

[1515] Progress data collection and advice

[1516] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[1517] Input: User's training data

[1518] Data collection: Data collection from heart rate monitors and accelerometers

[1519] Output: Collected progress data

[1520] The data collected by the device is sent to the server in real time.

[1521] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[1522] Input: Collected progress data

[1523] Data processing: Sending progress data to the AI ​​engine

[1524] Output: Progress data analysis results using AI engine

[1525] The AI ​​engine performs the analysis and generates customized advice and remediation plans.

[1526] Input: Progress data

[1527] Data Computing: Analysis and Advice Generation

[1528] Output: Customized advice and remediation plan

[1529] The server sends the generated advice and correction plan to the device and notifies the user.

[1530] Input: Advice and fix plan

[1531] Data processing: Sending to the device

[1532] Output: Advice and remediation plan communicated to the user

[1533] Step 5:

[1534] Implementing gamification elements

[1535] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1536] Input: User progress data

[1537] Data Calculation: Conditional Evaluation

[1538] Output: Level up and achievement acquisition decisions

[1539] If the server meets the conditions, it will increase the user's level or set a new achievement.

[1540] The device will display notifications to the user when they level up or reach a new training goal.

[1541] Input: Level-up and achievement information

[1542] Data Processing: User Notification

[1543] Output: Level-up notifications and achievement information displayed to the user

[1544] Users receive notifications to motivate them for their next workout.

[1545] (Application example 1)

[1546] 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."

[1547] Conventional fitness training systems were not sufficiently customized to accommodate individual health conditions and work environments, making it difficult to balance worker health and efficiency, especially in workplaces such as factories. Furthermore, there was a lack of a system that could monitor workers' real-time health conditions and provide optimal training and nutritional guidance based on that information, making it difficult to maximize work efficiency and maintain worker health.

[1548] 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.

[1549] In this invention, the server includes: means for inputting and saving a user's personal information and goal data; means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data; means for providing a training environment to the user using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means for providing fitness management functions aimed at optimizing the worker's work environment and improving work efficiency; and means for monitoring the user's health condition in real time using wearable sensors and providing customized advice to workers training in the VR environment, thereby enabling both worker health and work efficiency to be achieved.

[1550] "Means for inputting and storing user personal information and goal data" refers to a system or interface that allows users to input data such as their height, weight, age, health status, and goals they wish to achieve into the application and store it in a database.

[1551] "Means including an artificial intelligence engine that generates optimal training plans and nutritional guidance plans" refers to an AI system or algorithm that automatically creates optimized training programs and meal plans for each user based on collected personal information and goal data.

[1552] "Means of providing users with a training environment using virtual reality technology" refers to technology that creates an environment in which users can train in a virtual gym or training area using devices such as VR headsets.

[1553] "Means for collecting user training progress data and providing evaluation and advice in real time" refers to a system that collects user training data in real time and provides immediate feedback and advice based on that data.

[1554] "Means of implementing gamification elements according to training progress" refers to a system that introduces game elements such as leveling up and unlocking achievements based on training progress, thereby increasing user motivation.

[1555] "Means for providing fitness management functions aimed at optimizing workers' working environments and improving work efficiency" refers to functions that improve work efficiency by managing the health of workers in factories and workplaces and providing optimal fitness training and rest plans.

[1556] "Means for using wearable sensors to monitor a user's health condition in real time and provide customized advice to workers training in a VR environment" is a system that uses sensors that can measure heart rate and activity to monitor a user's health condition in real time and provides personalized training and nutrition advice based on that data.

[1557] The present invention provides a system for providing customized fitness training and nutritional guidance to individual workers, thereby supporting maximization of work efficiency and health management. Detailed descriptions of embodiments are provided below.

[1558] Generating a Program

[1559] This system program mainly consists of three components that work together: the server, the terminal (smartphone), and the user. The role and processing of each component are explained below.

[1560] Hardware and software used

[1561] Hardware:

[1562] Smartphone

[1563] VR headset

[1564] Wearable sensors (measure heart rate and activity)

[1565] software:

[1566] Server (including database and AI engine)

[1567] Application (iOS or Android)

[1568] Virtual Reality (VR) engine (Unreal Engine or Unity)

[1569] Processing explanation

[1570] 1. User Registration

[1571] The user launches the app on their smartphone and enters their personal information (e.g., height, weight, health status) and the goals they want to achieve.

[1572] The terminal sends the entered data to the server, which stores the information in a database.

[1573] 2. Data analysis and plan generation

[1574] The server sends the input data to the AI ​​engine.

[1575] The AI ​​engine analyzes the data and generates optimal fitness training and nutritional guidance plans for each user.

[1576] The server stores the generated plan and sends it to the device.

[1577] 3. Setting up a virtual environment

[1578] The user uses their smartphone to start training.

[1579] The device retrieves the training plan from the server and displays it to the user.

[1580] The VR headset sets up the virtual environment and provides the user with a virtual training environment.

[1581] 4. Progress tracking and advice

[1582] The user wears a wearable sensor and performs training.

[1583] The health data collected by the sensor (e.g., heart rate, activity level) is sent to the device in real time.

[1584] The device sends the collected data to a server, which then stores the data and sends it to the AI ​​engine.

[1585] The AI ​​engine performs analysis and provides optimal advice to users in real time.

[1586] 5. Implementing gamification elements

[1587] The server evaluates level-ups and achievements based on the user's progress data.

[1588] The device will display level-up notifications and goal achievement rewards to the user.

[1589] Specific examples

[1590] For example, when worker "A" uses this system, the process is as follows:

[1591] 1. User Registration

[1592] Worker A enters personal information (e.g., height 170 cm, weight 70 kg) and goal (e.g., reduce weight to 65 kg) and sends it to the server from his / her smartphone.

[1593] The server stores the information in a database.

[1594] 2. AI-based data analysis and planning

[1595] The server sends worker A's data to the AI ​​engine.

[1596] The AI ​​engine generates a cardiovascular exercise plan three times a week, strength training twice a week, and a balanced meal plan.

[1597] The server stores the generated plan and sends it to the smartphone.

[1598] 3. Providing a training environment

[1599] Worker A puts on the VR headset and begins training.

[1600] The VR system sets up a virtual gym or natural environment, and Worker A trains in that environment.

[1601] 4. Progress tracking and advice

[1602] Worker A wears a wearable sensor and undergoes training.

[1603] The sensors collect health data and send it to your smartphone in real time.

[1604] The server analyzes the data and sends advice such as "Increase the load a little in your next workout."

[1605] 5. Implementing gamification elements

[1606] The server evaluates worker A's progress and provides level-up notifications and new achievements.

[1607] The smartphone displays to Worker A that a new training goal has been achieved, giving Worker A a sense of accomplishment.

[1608] Example prompts to be input to the generative AI model

[1609] "We are developing an app that provides customized fitness training and nutritional guidance to factory workers. Please explain in detail how the system uses VR and AI technology to analyze the health status of workers in real time and provide optimal training and nutrition plans."

[1610] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1611] Step 1:

[1612] User Registration

[1613] Input: The worker uses a smartphone to input personal information (e.g., height, weight, age, health status) and goal data.

[1614] Specific operation: The worker logs in to the smartphone application and enters the necessary information into the profile screen.

[1615] Data processing: A smartphone app collects and formats this data.

[1616] Output: The terminal sends formatted data to the server.

[1617] Specific operation: After the data is sent, it is recorded in the database on the server side, and the server responds to the device to confirm that the data has been successfully saved.

[1618] Step 2:

[1619] Data analysis and plan generation

[1620] Input: The server sends the stored personal information and goal data of the worker to the AI ​​engine.

[1621] Specific operation: The server's scheduler periodically checks the database and provides the data to the AI ​​engine if there is new or changed data.

[1622] Data calculation: The AI ​​engine analyzes the received data and generates a customized fitness training plan and nutritional guidance plan.

[1623] Output: The generated training plan and nutritional guidance plan are sent from the server to the device.

[1624] Specific operation: The server notifies the device of the plan, and the training plan is displayed in the application on the device.

[1625] Step 3:

[1626] Setting up a virtual environment

[1627] Input: The user selects to start training in the application on their smartphone.

[1628] Specific operation: The user presses the application's Start Training button.

[1629] Data processing: The device retrieves the user's training plan from the server and simultaneously retrieves the necessary virtual environment data.

[1630] Output: The virtual environment is set up in the VR headset and presented to the user.

[1631] What it does: The device connects to a VR headset and displays a properly rendered virtual environment (e.g., gym, natural environment).

[1632] Step 4:

[1633] Progress tracking and advice

[1634] Input: Workers wear wearable sensors and conduct training. The sensors collect data in real time.

[1635] What it does: The sensor sends your heart rate, activity level, and other health data to your device.

[1636] Data calculation: The data collected by the device is sent to the server in real time, and the server analyzes it using an AI engine.

[1637] Output: Real-time advice and correction plans are generated and sent to the device to be provided to the user.

[1638] Specific operation: The device receives the advice and displays it to the worker through the application interface, such as "Increase the weight on the next set."

[1639] Step 5:

[1640] Implementing gamification elements

[1641] Input: The server evaluates the gamification elements based on the worker's progress data.

[1642] What it does: A script on the server side periodically analyzes progress data and checks for level-up and achievement conditions.

[1643] Data calculations: Executes logic to determine achievements and level-ups based on progress.

[1644] Output: Messages are sent to the device to notify you of leveling up and new achievements.

[1645] What it does: A notification will pop up on your device, and the user interface will display the completed goal or newly earned reward.

[1646] 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.

[1647] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[1648] 1. A means for inputting and storing user personal information and target data.

[1649] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[1650] 3. A means of providing a training environment using virtual reality technology.

[1651] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[1652] 5. A means to implement gamification elements according to training progress.

[1653] 6. Means including an emotion engine that recognizes user emotions.

[1654] Program Overview

[1655] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[1656] Program processing

[1657] User Registration

[1658] Enter and save personal information

[1659] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1660] The terminal receives the input data and converts it into a dedicated data format.

[1661] The terminal transmits the converted data to the server.

[1662] The server checks the received data and stores it in the database if there are no problems.

[1663] The server creates a profile for each user and generates an acknowledgement.

[1664] The device displays a confirmation notice to the user.

[1665] AI-powered data analysis and planning

[1666] Data analysis and plan generation

[1667] The server sends the saved user data to the AI ​​engine.

[1668] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[1669] The AI ​​engine sends the generated plan back to the server.

[1670] The server stores the generated plan in a database and transfers it to the terminal.

[1671] The device will display the best plan for the user.

[1672] Providing a training environment

[1673] Setting up a virtual environment

[1674] The user interacts with the application to begin training.

[1675] The device retrieves the latest training plan from the server and presents it to the user.

[1676] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[1677] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[1678] Progress tracking and advice

[1679] Progress data collection and analysis

[1680] The user performs training and records their progress data on the device.

[1681] The device collects training progress data and sends it to a server in real time.

[1682] The server receives the progress data and sends it to the AI ​​engine.

[1683] The AI ​​engine analyzes progress data and assesses the user's current situation.

[1684] The AI ​​engine generates advice and next step suggestions as needed.

[1685] The server sends advice and suggestions to the device.

[1686] The device displays advice and suggestions to the user.

[1687] Implementing gamification elements

[1688] Leveling up and achievements

[1689] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1690] The server updates the level-ups and achievements if the user meets the conditions.

[1691] The device displays level-up and achievement notifications to the user.

[1692] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[1693] Implementing the Emotion Engine

[1694] Emotion Recognition and Regulation

[1695] The user interacts with the system during and after training, and the emotion engine analyzes their facial expressions and tone of voice.

[1696] The device sends the emotion engine's analysis results to the server.

[1697] The server evaluates the user's emotional state based on the analytical data from the emotion engine.

[1698] The server requests the AI ​​engine to adjust training and provide advice based on the emotional state.

[1699] The AI ​​engine adjusts training plans and advice based on the user's emotions.

[1700] The device will then display adjusted training plans and advice to the user.

[1701] Specific examples

[1702] For example, when a user "Yamada" uses this system, the process is executed as follows.

[1703] 1. User Registration

[1704] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[1705] The server stores the information in a database.

[1706] 2. AI-based data analysis and planning

[1707] The server sends Yamada's data to the AI ​​engine.

[1708] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[1709] The server stores the generated plan and sends it to the device.

[1710] 3. Providing a training environment

[1711] The user begins training and puts on the VR headset.

[1712] The device sets up the VR environment, and Yamada exercises on a virtual beach.

[1713] 4. Progress tracking and advice

[1714] The user performs the workout and the device collects progress data.

[1715] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[1716] 5. Implementing gamification elements

[1717] The server evaluates Yamada's progress and notifies him of level-ups and new achievements.

[1718] The device will show Yamada that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[1719] 6. Implementing the Emotion Engine

[1720] After training, users interact with the emotion engine and emotional data is collected.

[1721] The device sends emotion data to the server, which then evaluates the analysis results.

[1722] The server adjusts the next training plan and advice based on the user's emotional state and sends it to the device.

[1723] The device displays the newly adjusted plan and advice to Yamada.

[1724] In this way, the system provides users with personalized fitness training and nutritional guidance, and by using an emotion engine, it can provide optimal support based on the user's emotional state.

[1725] The processing flow will be explained below.

[1726] Step 1: User Registration

[1727] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1728] The terminal receives the input data and converts it into a dedicated data format.

[1729] The terminal transmits the converted data to the server.

[1730] The server checks the received data and stores it in the database if there are no problems.

[1731] The server creates a profile for each user and generates an acknowledgement.

[1732] The device displays a confirmation notice to the user.

[1733] Step 2: AI-powered data analysis and planning

[1734] The server sends the saved user data to the AI ​​engine.

[1735] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[1736] The AI ​​engine sends the generated plan back to the server.

[1737] The server stores the generated plan in a database and transfers it to the terminal.

[1738] The device will display the best plan for the user.

[1739] Step 3: Providing a training environment

[1740] The user interacts with the application to begin training.

[1741] The device retrieves the latest training plan from the server and presents it to the user.

[1742] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[1743] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[1744] Step 4: Track progress and advise

[1745] The user performs training and records their progress data on the device.

[1746] The device collects training progress data and sends it to a server in real time.

[1747] The server receives the progress data and sends it to the AI ​​engine.

[1748] The AI ​​engine analyzes progress data and assesses the user's current situation.

[1749] The AI ​​engine generates advice and next step suggestions as needed.

[1750] The server sends advice and suggestions to the device.

[1751] The device displays advice and suggestions to the user.

[1752] Step 5: Implementing gamification elements

[1753] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1754] The server updates the level-ups and achievements if the user meets the conditions.

[1755] The device displays level-up and achievement notifications to the user.

[1756] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[1757] Step 6: Implementing the Emotion Engine

[1758] After training, users interact with the emotion engine within the application.

[1759] The emotion engine analyzes the user's facial expressions and tone of voice to assess their emotional state.

[1760] The device transmits the emotion information to the server.

[1761] The server processes the data from the emotion engine and evaluates the user's emotional state.

[1762] The server requests the AI ​​engine to adjust the training plan and advice based on the evaluation results.

[1763] The AI ​​engine generates training plans and advice based on the emotional state and sends them back to the server.

[1764] The server sends the adjusted training plan and advice to the device.

[1765] The device will display adjusted training plans and advice to the user.

[1766] In this way, the system provides users with personalized fitness training and nutritional guidance, and optimal support based on feedback from the emotion engine, resulting in effective training and high motivation.

[1767] Example 2

[1768] 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."

[1769] Traditional fitness training systems struggle to provide personalized plans tailored to users' individual needs and goals. They also lack the ability to adjust training plans to take into account users' emotional state, making it difficult to maintain motivation. Furthermore, they lack real-time progress assessment, appropriate advice, and gamification elements, making it difficult to motivate users to continue training.

[1770] The specific processing by the specific 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 inputting and saving the user's personal information and goal data, means including an artificial intelligence engine that generates an optimal training plan and nutritional guidance plan based on the data, means for providing the user with a training environment using virtual reality technology, means including an emotion engine that recognizes the user's emotions and adjusts the training plan and advice based on the results, and means for implementing gamification elements according to the training progress. This makes it possible to provide the user with personalized fitness training and nutritional guidance, maintaining motivation with support according to the user's emotional state and promoting continuous training.

[1771] "Personal information and goal data" refers to data such as the user's name, age, gender, weight, height, past dieting experience, current physical condition, and exercise goals.

[1772] The "artificial intelligence engine" is a computer program that uses algorithms to analyze a user's personal information and goal data and generate optimal training and nutritional guidance plans.

[1773] "Virtual reality technology" refers to VR devices and software technologies that provide users with a real-time, interactive training environment.

[1774] "Progress Data" means data obtained as a result of the user's training, including heart rate, calories burned, exercise time, and achievement level.

[1775] The "emotion engine" is a computer program that uses algorithms to recognize emotions from the user's facial expressions, tone of voice, etc., and adjust training plans and advice based on the user's emotional state.

[1776] "Gamification elements" are mechanisms that allow users to level up and earn achievements as their training progresses, and are elements that increase user motivation.

[1777] "Leveling up" refers to the rewards and status improvements that are given as a result of a user achieving certain training goals.

[1778] "Achievements" are benefits or rewards given to users when they achieve a specific goal, and are intended to enhance the user's sense of accomplishment.

[1779] The present invention is a system for providing personalized fitness training and nutritional guidance to an individual user. The system includes the following major components:

[1780] 1. Means for inputting and saving user personal information and target data

[1781] Users enter their personal information (name, age, gender, weight, height, etc.), past dieting experiences, current physical condition, exercise goals, etc. through a smartphone or PC application.

[1782] The terminal collects the input data, converts it into a dedicated data format such as JSON, and sends it to the server.

[1783] The server validates the received data and stores it in a database (e.g., MySQL or PostgreSQL).

[1784] 2. Means including an artificial intelligence engine for generating training and nutritional coaching plans.

[1785] The server sends the stored user data to an AI engine (such as TensorFlow or PyTorch).

[1786] The AI ​​engine analyzes the user's data and generates training and nutritional guidance plans using specific machine learning algorithms.

[1787] The server stores the generated plans in a database and sends the optimal plan to the user's device.

[1788] The device will display this to the user as this month's training menu.

[1789] 3. Means of providing users with a training environment using virtual reality technology

[1790] The user operates the application and puts on the VR headset to begin training.

[1791] The device sets up a VR environment (virtual gym or natural environment) and provides users with a real-time, interactive training environment. The hardware used is Oculus Rift or HTC Vive.

[1792] For example, users can exercise on a virtual beach and enjoy a visually rich training environment.

[1793] 4. Means including an emotion engine that recognizes the user's emotions and adjusts training plans and advice based on the results.

[1794] Emotional data is collected via camera and microphone during and after training.

[1795] The data collected by the device is sent to an emotion recognition engine (Microsoft Azure Emotion API or Google Cloud AI) for emotion analysis.

[1796] Based on the results of the emotion analysis, the server requests the AI ​​engine to adjust the training plan and advice, and provides the adjusted plan to the user.

[1797] For example, it provides advice adapted to the user's emotions, such as "Try some relaxing exercise today."

[1798] 5. A means to collect user training progress data and provide real-time evaluation and advice

[1799] The user performs training and records progress data (heart rate, calories burned, exercise time, etc.) on the device.

[1800] The data collected by the device is sent to the server in real time.

[1801] The server analyzes the progress data and generates advice and next step suggestions as needed, which are then sent to the device.

[1802] The device will display specific advice to the user, such as "Try increasing the load a little in your next workout."

[1803] 6. A means of implementing gamification elements according to training progress

[1804] The server evaluates level-ups and achievements based on the progress data and generates updates when conditions are met.

[1805] The device will display notifications to the user such as "You've leveled up!" or "You've earned a new achievement!"

[1806] For example, when a user achieves a certain exercise goal, a level up or new achievement will be displayed, allowing the user to feel a sense of accomplishment as they move on to the next training session.

[1807] Each component of the system works in conjunction with each other to provide users with personalized fitness training, nutritional guidance, and emotional support, ultimately motivating them to continue their training in a sustainable manner.

[1808] Prompt Sentence Examples

[1809] For example, if user "Yamada" sets a goal of "I want to lose 5 kg," the prompt sentence would be as follows:

[1810] "Ms. Yamada currently weighs 70 kg and her goal weight is 65 kg. Please create a training plan that includes cardio exercise three times a week and strength training twice a week. Also, please include a balanced meal plan."

[1811] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1812] Step 1: User Registration

[1813] Input: User's personal information (name, age, gender, weight, height, past dieting experience, current physical condition, exercise goals, etc.)

[1814] Output: Verified user information sent to the server

[1815] Process flow:

[1816] 1. The user launches the application on their smartphone or PC and enters their personal information and goal data.

[1817] 2. The device collects the input data and converts it into a dedicated data format such as JSON.

[1818] 3. The terminal sends the converted data to the server using the HTTPS protocol.

[1819] 4. The server performs initial validation of the data received (checking required fields, verifying data format, etc.).

[1820] 5. The server stores the verified data in a database and creates a profile for each user, which includes personal information and goal data.

[1821] 6. The server generates an acknowledgement and sends it to the device.

[1822] 7. The device receives a confirmation notification and displays "Registration complete" to the user.

[1823] Step 2: AI-powered data analysis and planning

[1824] Input: Stored user personal information and goal data

[1825] Output: Generated training and nutrition plans

[1826] Process flow:

[1827] 1. The server retrieves the user's data from the database and sends it to the AI ​​engine.

[1828] 2. The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific machine learning algorithms (e.g., neural networks).

[1829] 3. The plan generated by the AI ​​engine is converted into JSON format and sent back to the server.

[1830] 4. The server stores the received plan in its database.

[1831] 5. The server notifies the user of the generated plan and transfers it to the device.

[1832] 6. The device displays the optimal plan for the user as "This month's training menu." For example, "Cardio 3 times a week, strength training 2 times a week."

[1833] Step 3: Providing a training environment

[1834] Input: User's training start command, latest training plan from server

[1835] Output: A virtual training environment delivered in real time

[1836] Process flow:

[1837] 1. The user operates the application and presses the "Start Training" button.

[1838] 2. The device retrieves the latest training plan from the server and displays to the user, "Virtual training will now begin."

[1839] 3. The device connects to VR equipment such as Oculus Rift or HTC Vive to set up a virtual gym or natural environment.

[1840] 4. The terminal transmits the virtual training environment to the VR device and provides it to the user in real time. For example, the user exercises on a virtual beach.

[1841] Step 4: Track progress and advise

[1842] Input: User's training progress data (heart rate, calories burned, exercise time, etc.)

[1843] Output: Real-time advice or suggested next steps

[1844] Process flow:

[1845] 1. The user performs training and records progress data on the device, including heart rate, calories burned, and exercise time.

[1846] 2. The device sends the collected data to the server in real time. This communication uses WebSocket.

[1847] 3. The server receives the progress data and stores it in a database.

[1848] 4. The server sends the progress data to the AI ​​engine and requests analysis.

[1849] 5. The AI ​​engine analyzes the data and evaluates the user's current training status.

[1850] 6. The AI ​​engine generates advice or next step suggestions as needed and sends them back to the server, e.g., "Try increasing the load a little in your next workout."

[1851] 7. The server notifies the user of advice and suggestions and sends them to the device.

[1852] 8. The device displays real-time advice to the user.

[1853] Step 5: Implementing gamification elements

[1854] Input: User progress data and assessment results

[1855] Output: Level up and new achievement notifications

[1856] Process flow:

[1857] 1. The server evaluates the conditions for leveling up and achieving achievements based on the progress data collected.

[1858] 2. The server generates a level-up or achievement update if the user meets the criteria, e.g. "You've leveled up because you exercised 5 days a week."

[1859] 3. The device receives a notification from the server and displays a message to the user saying "You've leveled up!" or "You've earned a new achievement!"

[1860] 4. Users can check notifications, feel a sense of accomplishment, and be motivated to train next time.

[1861] Step 6: Implementing the Emotion Engine

[1862] Input: Emotional data such as the user's facial expressions and tone of voice

[1863] Output: Adapting training plans and advice based on emotional state

[1864] Process flow:

[1865] 1. The user interacts with the system during and after training, and facial expressions and tone of voice are collected using the device's camera and microphone.

[1866] 2. The device sends the collected emotional data to an emotion recognition engine for analysis, using technologies such as Microsoft Azure Emotion API and Google Cloud AI.

[1867] 3. The emotion engine analyzes the user's emotions and sends the results back to the server.

[1868] 4. Based on the analysis results received by the server, the user's emotional state is evaluated.

[1869] 5. The server asks the AI ​​engine to adjust the training plan and advice based on the emotional state.

[1870] 6. The AI ​​engine generates training plans and advice tailored to the user's emotions and sends them back to the server. For example, "Try some relaxing exercise today."

[1871] 7. The server notifies the user of the adjusted training plan and advice and sends it to the device.

[1872] 8. The device will display the adjusted training plan and advice to the user.

[1873] (Application example 2)

[1874] 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."

[1875] Conventional fitness systems struggle to provide personalized training and nutritional guidance tailored to individual users' needs, and are unable to adjust training based on the user's emotional state. This makes it difficult for users to continue training sustainably, and maintaining motivation is a challenge. Furthermore, systems that provide real-time evaluation and advice are lacking, and feedback based on the user's progress is insufficient. To address these issues, it is necessary to develop a system that can provide the optimal training environment and advice for each user, and support tailored to their emotional state.

[1876] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for inputting and saving the user's personal information and goal data; means including an artificial intelligence engine for generating an optimal training plan and nutritional guidance plan based on the data; means for providing the user with a training environment using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means including an emotion recognition engine for recognizing the user's emotions; means for adjusting the training plan and providing advice based on the emotions; and means for providing the user with a training environment and advice using smart glasses. This allows the user to receive individually optimized training plans and nutritional guidance and receive support tailored to their emotional state. Furthermore, real-time progress evaluation and advice can increase motivation for continuous training.

[1877] "User Personal Information" refers to basic data about the User, such as name, age, gender, height, weight, and goals.

[1878] "Goal Data" means data that indicates a specific fitness or health objective or goal that a User wishes to achieve.

[1879] The "artificial intelligence engine" is a software system that generates optimal training and nutritional guidance plans based on the user's personal information and goal data.

[1880] "Virtual reality technology" is a technology that uses computer technology to provide users with a virtually realistic training environment.

[1881] A "training environment" is a physical or virtual location or setting in which a user actually engages in fitness training.

[1882] "Training Progress Data" means performance and results data collected in the course of a User's fitness training.

[1883] "Evaluation and Advice" refers to evaluating the effectiveness of a user's training based on collected training progress data and making recommendations for further improvements or next steps.

[1884] "Gamification elements" are a mechanism that incorporates game design elements into training to increase user motivation and engagement.

[1885] An "emotion recognition engine" is a software system that has the function of analyzing a user's emotions, and determines the user's emotional state by analyzing facial expressions and tone of voice.

[1886] "Adjusting a training plan based on emotions" means changing the content and intensity of a training plan according to the user's emotional state analyzed by an emotion recognition engine.

[1887] "Smart glasses" are a type of wearable computer that is worn on the head to provide visual information and monitor the user's activities and environment.

[1888] The embodiments of the present invention will be described in detail below.

[1889] User Registration

[1890] The user puts on the smart glasses and launches the application. The user enters personal information (e.g., name, age, gender, height, weight) and goal data (e.g., goal weight, improving performance in a specific sport). The smart glasses convert this data into a dedicated data format and send it to the server. The server stores the received data in a database and displays a confirmation notification on the smart glasses.

[1891] AI-powered data analysis and planning

[1892] The server sends the saved user data to an AI engine (e.g., TensorFlow, a Python-based machine learning library). The AI ​​engine analyzes the user's personal information and goal data and generates an appropriate training plan and nutritional guidance plan. The generated plan is sent back to the server and stored in a database. The smart glasses then display the optimal plan to the user.

[1893] Providing a training environment

[1894] When a user starts training, the smart glasses retrieve the latest training plan from the server. The smart glasses then set up a VR environment (e.g., virtual reality technology using Unity) and provide the user with a virtual gym or natural environment. The user can then perform fitness training in a virtual training environment.

[1895] Progress tracking and advice

[1896] As the user trains, the smart glasses record progress data, which is then sent to a server in real time. The server then sends the progress data to an AI engine, which evaluates the user's training status. The AI ​​engine generates advice and suggestions for the next step as needed, and sends them to the smart glasses via the server. The user can receive advice and suggestions in real time.

[1897] Implementing gamification elements

[1898] The server evaluates the conditions for leveling up and achievements based on the user's progress data. If the conditions are met, the server updates the leveling up and achievements and notifies the smart glasses. The user can check the notification and feel a sense of accomplishment.

[1899] Implementing the Emotion Engine

[1900] The smart glasses analyze the user's facial expressions and tone of voice using an emotion recognition engine (e.g., Microsoft Azure's Emotion API). The analysis results are sent to a server, which evaluates the user's emotional state. Based on the emotional state, the AI ​​engine adjusts the training plan and advice and displays it on the smart glasses. This provides optimal support according to the user's emotional state.

[1901] Specific examples

[1902] For example, when a user starts a workout, the smart glasses ask, "Which workout would you like to do today? Beach running or mountain climbing?" If the user selects "mountain climbing," a virtual mountain climbing workout will begin. If the smart glasses ask, "How are you feeling today?" during a workout, and the user responds, "I'm a little tired," the emotion recognition engine will analyze the situation and adjust the workout intensity accordingly.

[1903] Example prompt sentence:

[1904] Enter your name, weight, height, body fat percentage, and fitness goals.

[1905] Displays the training plan and nutritional guidance plan generated by the system.

[1906] Get advice on your next training steps.

[1907] Analyze your users' emotional state through facial expressions and tone of voice.

[1908] Adjust your training plan based on your emotional state.

[1909] In this way, the present invention can achieve personalized fitness optimization, increase user motivation, and provide a sustainable training environment.

[1910] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1911] Step 1: User Registration

[1912] Input: The user puts on the smart glasses and enters their personal information (name, age, gender, height, weight) and goal data (target weight, improving performance in a specific sport).

[1913] Processing: The smart glasses convert these data into a proprietary data format and send it to the server.

[1914] Output: The server stores the received data in a database and displays a confirmation notice on the smart glasses.

[1915] How it works: Once the user has completed their input, the smart glasses send the data to the server, which stores it and displays a confirmation message to the user.

[1916] Step 2: AI-powered data analysis and planning

[1917] Input: User's personal information and goal data stored on the server.

[1918] Processing: The server sends the stored data to an AI engine (a Python-based machine learning library, TensorFlow), which analyzes the data and generates training and nutritional guidance plans.

[1919] Output: The generated plan is sent back to the server and stored in a database. The smart glasses display the optimal plan to the user.

[1920] How it works: The user's registration data is sent, the AI ​​engine generates an individual training plan, and the results are displayed on the smart glasses via the server.

[1921] Step 3: Providing a training environment

[1922] Input: The latest training plan retrieved from the server.

[1923] Processing: The smart glasses set up the VR environment (virtual reality technology using Unity) and provide it to the user.

[1924] Output: The user starts training in a virtual gym or in a natural environment.

[1925] How it works: When a user starts training, the smart glasses generate a virtual training environment in real time and provide it to the user visually.

[1926] Step 4: Track progress and advise

[1927] Input: User performs workouts and progress data collected by the smart glasses.

[1928] Processing: The smart glasses send progress data in real time to the server, which then sends the data to the AI ​​engine for analysis. The AI ​​engine generates advice and next step suggestions as needed, which are then sent to the smart glasses via the server.

[1929] Output: Real-time advice and suggested next steps are displayed to the user.

[1930] How it works: Collects progress data as you train and provides real-time advice based on the analysis.

[1931] Step 5: Implementing gamification elements

[1932] Input: User progress data.

[1933] Action: The server evaluates the progress data and updates and notifies the player of level-ups and achievements when the conditions are met.

[1934] Output: Smart glasses display level-up and achievement notifications to the user.

[1935] How it works: The server automatically evaluates your progress and notifies you of rewards when conditions are met.

[1936] Step 6: Implementing the Emotion Engine

[1937] Input: User facial expression and tone of voice data.

[1938] Processing: The smart glasses use an emotion recognition engine to analyze facial expressions and tone of voice, and send the results to a server. The server evaluates the user's emotional state, and the AI ​​engine adjusts the training plan and advice accordingly.

[1939] Output: Tailored training plans and advice displayed on smart glasses.

[1940] How it works: Adapts training in real time based on your emotional state to provide optimal support.

[1941] 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.

[1942] 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.

[1943] 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.

[1944] [Fourth embodiment]

[1945] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1946] 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.

[1947] 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).

[1948] 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.

[1949] 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.

[1950] 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).

[1951] 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.

[1952] 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.

[1953] 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.

[1954] 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.

[1955] 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.

[1956] 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.

[1957] 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."

[1958] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[1959] 1. A means for inputting and storing user personal information and target data.

[1960] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[1961] 3. A means of providing a training environment using virtual reality technology.

[1962] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[1963] 5. A means to implement gamification elements according to training progress.

[1964] Program Overview

[1965] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[1966] Program processing

[1967] User Registration

[1968] Enter and save personal information

[1969] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[1970] The terminal receives the input data and transmits it to the server.

[1971] The server receives the data and stores a profile for each user in a database.

[1972] AI-powered data analysis and planning

[1973] Data analysis and plan generation

[1974] The server sends the user's data to the AI ​​engine.

[1975] An AI engine analyzes the data and generates individually customized training and nutritional plans.

[1976] The server stores the generated plan and transfers it to the device.

[1977] Providing a training environment

[1978] Setting up a virtual environment

[1979] The user interacts with the application to begin training.

[1980] The device retrieves the training plan from the server and displays it to the user.

[1981] The device will set up the VR as needed, providing a virtual gym or natural training environment.

[1982] Progress tracking and advice

[1983] Progress data collection and analysis

[1984] The user performs training and inputs progress data into the device or collects it using sensors.

[1985] The data collected by the device is sent to the server in real time.

[1986] The server sends the data to the AI ​​engine to evaluate progress.

[1987] The AI ​​engine generates advice and correction plans as needed and provides them to the device via the server.

[1988] Implementing gamification elements

[1989] Leveling up and achievements

[1990] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[1991] The device will display notifications to the user when they level up or reach a new training goal.

[1992] Users feel a sense of accomplishment and are further motivated.

[1993] Specific examples

[1994] For example, when a user "Sato" uses this system, the process is executed as follows.

[1995] 1. User Registration

[1996] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[1997] The server stores the information in a database.

[1998] 2. AI-based data analysis and planning

[1999] The server sends Sato's data to the AI ​​engine.

[2000] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[2001] The server stores the generated plan and sends it to the device.

[2002] 3. Providing a training environment

[2003] The user begins training and puts on the VR headset.

[2004] The device sets up the VR environment, and Sato exercises on a virtual beach.

[2005] 4. Progress tracking and advice

[2006] The user performs the workout and the device collects progress data.

[2007] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[2008] 5. Implementing gamification elements

[2009] The server evaluates Sato's progress and notifies him of level-ups and new achievements.

[2010] The device will show Sato that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[2011] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[2012] The processing flow will be explained below.

[2013] Step 1: User Registration

[2014] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[2015] The terminal receives the input data and converts it into a dedicated data format.

[2016] The terminal transmits the converted data to the server.

[2017] The server checks the received data and stores it in the database if there are no problems.

[2018] The server creates a profile for each user and generates an acknowledgement.

[2019] The device displays a confirmation notice to the user.

[2020] Step 2: AI-powered data analysis and planning

[2021] The server sends the saved user data to the AI ​​engine.

[2022] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[2023] The AI ​​engine sends the generated plan back to the server.

[2024] The server stores the generated plan in a database and transfers it to the terminal.

[2025] The device will display the best plan for the user.

[2026] Step 3: Providing a training environment

[2027] The user interacts with the application to begin training.

[2028] The device retrieves the latest training plan from the server and presents it to the user.

[2029] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[2030] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[2031] Step 4: Track progress and advise

[2032] The user performs training and records their progress data on the device.

[2033] The device collects training progress data and sends it to a server in real time.

[2034] The server receives the progress data and sends it to the AI ​​engine.

[2035] The AI ​​engine analyzes progress data and assesses the user's current situation.

[2036] The AI ​​engine generates advice and next step suggestions as needed.

[2037] The server sends advice and suggestions to the device.

[2038] The device displays advice and suggestions to the user.

[2039] Step 5: Implementing gamification elements

[2040] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[2041] The server updates the level-ups and achievements if the user meets the conditions.

[2042] The device displays level-up and achievement notifications to the user.

[2043] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[2044] This specific processing flow allows users to always receive training based on the latest personalized training plan, maintaining motivation and continuing to manage their health.

[2045] Example 1

[2046] 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."

[2047] In modern society, personal health management and fitness improvement are important concerns. However, providing personalized training plans and nutritional guidance to individual users is difficult, and many users find generic fitness plans ineffective. Furthermore, while real-time evaluation of training progress, provision of appropriate advice, and gamification elements are necessary to keep users motivated, current systems do not adequately meet these requirements. Furthermore, manual validation and analysis of collected data are inefficient and lack accuracy, so these issues must be resolved.

[2048] 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.

[2049] In this invention, the server includes means for inputting and storing a user's personal information and goal data, means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data, means for providing a training environment to the user using virtual reality technology, means for collecting the user's training progress data and evaluating and providing advice in real time, means for implementing gamification elements according to the training progress, means for validating the progress data input by the user, and means for analyzing the collected data with the artificial intelligence engine and generating customized advice and correction plans. This makes it possible to provide personalized fitness training and nutritional guidance to each user, and also to analyze and validate the user's progress data and increase motivation through gamification elements.

[2050] "User" refers to an individual who utilizes the System to receive fitness and nutritional guidance.

[2051] "Personal information" refers to basic information such as a user's name, age, gender, weight, and height.

[2052] "Goal Data" means the specific fitness or health goals you wish to achieve.

[2053] "Input and storage means" refers to the device or software used to input and record the user's personal information and target data.

[2054] "Artificial Intelligence Engine" refers to the algorithms and software used to generate optimal training and nutritional plans based on user data.

[2055] "Virtual reality technology" refers to technology and devices that provide users with a virtual training environment, typically a VR headset.

[2056] "Training Progress Data" refers to data regarding the content and results of the training that a user actually undertakes.

[2057] "Collection Means" refers to a device or software for collecting a user's training progress data.

[2058] "Real-time assessment and advice means" refers to a device or software that instantly analyzes collected training progress data and provides advice to the user as needed.

[2059] "Gamification elements" refer to game elements such as leveling up and achievements that increase motivation for training.

[2060] "Validation Measures" means any device or software used to verify the accuracy and consistency of progress data entered by a user.

[2061] "Analysis means" refers to a device or software for performing detailed analysis based on collected data.

[2062] "Customized advice and modification plans" refers to specific advice and / or training plan modifications tailored to a User's progress and needs.

[2063] The present invention is a system that provides personalized fitness training and nutritional guidance to individual users. This system consists of three main components: a server, a terminal, and a user. Specific embodiments are described in detail below.

[2064] User registration and data entry

[2065] Enter your personal and goal data

[2066] The user installs and launches the application on their smartphone or tablet.

[2067] The user enters personal information (e.g., name, age, gender, weight, height) and goal data (e.g., weight loss, muscle gain, or performance improvement in a specific sport).

[2068] The terminal validates the entered data and checks that it is in the correct format.

[2069] The terminal sends the data that has passed validation to the server.

[2070] The server stores the received data in a database and creates individual user profiles.

[2071] AI-powered data analysis and planning

[2072] Data analysis and plan generation

[2073] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[2074] An AI engine analyzes the data and generates customized training and nutrition plans based on the user's goals and personal information.

[2075] The server stores the generated plan in a database and sends it to the terminal.

[2076] Providing a training environment

[2077] Use of virtual reality technology

[2078] The user takes an action in the application to start training.

[2079] The device retrieves the latest training plan from the server and displays it to the user.

[2080] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[2081] Users wear a VR headset and train in a virtual environment.

[2082] Training progress tracking and advice

[2083] Progress data collection and analysis

[2084] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[2085] The data collected by the device is sent to the server in real time.

[2086] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[2087] The AI ​​engine performs the analysis and generates customized advice and remediation plans as needed.

[2088] The server sends the generated advice and correction plan to the device and notifies the user.

[2089] Implementing gamification elements

[2090] Leveling up and achievements

[2091] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[2092] If the server meets the conditions, it will increase the user's level or set a new achievement.

[2093] The device will display notifications to the user when they level up or reach a new training goal.

[2094] Users receive notifications to motivate them for their next workout.

[2095] Specific Examples

[2096] For example, if a user weighs 70 kg, has a target weight of 65 kg, and wants to train three times a week, the system will operate as follows:

[2097] 1. User Registration

[2098] The user enters personal information and sends it from the device to the server.

[2099] The server stores the data in a database and creates a profile.

[2100] 2. AI-based data analysis and planning

[2101] The server sends the user data to the AI ​​engine.

[2102] The AI ​​engine generates a plan for three cardio sessions per week, two strength sessions per week, and a balanced diet.

[2103] The server sends the generated plan to the terminal.

[2104] 3. Providing a training environment

[2105] Users put on a VR headset and exercise on a virtual beach.

[2106] 4. Progress tracking and advice

[2107] The user performs the workout and the device collects progress data.

[2108] The server analyzes your progress data and sends you advice on slightly increasing the load in your next workout.

[2109] 5. Implementing gamification elements

[2110] The server evaluates your progress and notifies you of new achievements.

[2111] This gives users a sense of accomplishment and motivates them to do their next workout.

[2112] Prompt Sentence Examples

[2113] "My current weight is 70kg and my goal weight is 65kg. Please generate a training plan that combines cardio 3 days a week and strength training 2 days a week, along with a balanced meal plan."

[2114] In this way, the system can provide users with personalized fitness training and nutritional guidance, supporting health management in an enjoyable and effective way.

[2115] The flow of the identification process in the first embodiment will be described with reference to FIG.

[2116] Step 1:

[2117] User registration and data entry

[2118] The user installs and launches the application on their smartphone or tablet.

[2119] Users enter personal information (name, age, gender, weight, height) and goal data (weight loss, muscle gain, performance improvement in a specific sport).

[2120] The terminal validates the entered data and checks that it is in the correct format.

[2121] Input: Personal information and goal data entered by the user

[2122] Data processing: Validation of input data (checking data format)

[2123] Output: Data that passes validation

[2124] The terminal sends the data that has passed validation to the server.

[2125] The server stores the received data in a database and creates individual user profiles.

[2126] Input: Data that passes validation

[2127] Data processing: saving data, creating profiles

[2128] Output: User profile stored in database

[2129] Step 2:

[2130] AI-powered data analysis and planning

[2131] The server sends user data to the AI ​​engine, which uses machine learning models such as TensorFlow.

[2132] Input: User data

[2133] Data processing: Sending data to the AI ​​engine

[2134] Output: Analysis results from the AI ​​engine

[2135] An AI engine analyzes the data and generates customized training and nutritional plans.

[2136] Input: User data

[2137] Data Computing: Analysis and Plan Generation with Machine Learning Models

[2138] Output: Customized training and nutrition plans

[2139] The server stores the generated plan in a database and sends it to the terminal.

[2140] Input: Generated plan

[2141] Data processing: saving to database, sending to terminal

[2142] Output: Training plan and nutritional guidance plan sent to the device

[2143] Step 3:

[2144] Providing a training environment

[2145] The user takes an action in the application to start training.

[2146] The device retrieves the latest training plan from the server and displays it to the user.

[2147] Input: Start training operation, training plan saved on the server

[2148] Data processing: Acquisition and display of training plans

[2149] Output: Training plan displayed to the user

[2150] The device uses a VR headset (e.g., Oculus Quest 2) to create a virtual training environment. The virtual environment can be diverse, such as a virtual gym or a natural landscape.

[2151] Input: Connect a VR headset

[2152] Data processing: Setting up a virtual training environment

[2153] Output: Configured virtual training environment

[2154] Users wear a VR headset and train in a virtual environment.

[2155] Step 4:

[2156] Progress data collection and advice

[2157] Users train and input progress data into the device, which collects data in real time from heart rate monitors and accelerometers.

[2158] Input: User's training data

[2159] Data collection: Data collection from heart rate monitors and accelerometers

[2160] Output: Collected progress data

[2161] The data collected by the device is sent to the server in real time.

[2162] The server sends the received progress data to the AI ​​engine to evaluate the progress.

[2163] Input: Collected progress data

[2164] Data processing: Sending progress data to the AI ​​engine

[2165] Output: Progress data analysis results using AI engine

[2166] The AI ​​engine performs the analysis and generates customized advice and remediation plans.

[2167] Input: Progress data

[2168] Data Computing: Analysis and Advice Generation

[2169] Output: Customized advice and remediation plan

[2170] The server sends the generated advice and correction plan to the device and notifies the user.

[2171] Input: Advice and fix plan

[2172] Data processing: Sending to the device

[2173] Output: Advice and remediation plan communicated to the user

[2174] Step 5:

[2175] Implementing gamification elements

[2176] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[2177] Input: User progress data

[2178] Data Calculation: Conditional Evaluation

[2179] Output: Level up and achievement acquisition decisions

[2180] If the server meets the conditions, it will increase the user's level or set a new achievement.

[2181] The device will display notifications to the user when they level up or reach a new training goal.

[2182] Input: Level-up and achievement information

[2183] Data Processing: User Notification

[2184] Output: Level-up notifications and achievement information displayed to the user

[2185] Users receive notifications to motivate them for their next workout.

[2186] (Application example 1)

[2187] 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."

[2188] Conventional fitness training systems were not sufficiently customized to accommodate individual health conditions and work environments, making it difficult to balance worker health and efficiency, especially in workplaces such as factories. Furthermore, there was a lack of a system that could monitor workers' real-time health conditions and provide optimal training and nutritional guidance based on that information, making it difficult to maximize work efficiency and maintain worker health.

[2189] 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.

[2190] In this invention, the server includes: means for inputting and saving a user's personal information and goal data; means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data; means for providing a training environment to the user using virtual reality technology; means for collecting the user's training progress data and providing real-time evaluation and advice; means for implementing gamification elements according to the training progress; means for providing fitness management functions aimed at optimizing the worker's work environment and improving work efficiency; and means for monitoring the user's health condition in real time using wearable sensors and providing customized advice to workers training in the VR environment, thereby enabling both worker health and work efficiency to be achieved.

[2191] "Means for inputting and storing user personal information and goal data" refers to a system or interface that allows users to input data such as their height, weight, age, health status, and goals they wish to achieve into the application and store it in a database.

[2192] "Means including an artificial intelligence engine that generates optimal training plans and nutritional guidance plans" refers to an AI system or algorithm that automatically creates optimized training programs and meal plans for each user based on collected personal information and goal data.

[2193] "Means of providing users with a training environment using virtual reality technology" refers to technology that creates an environment in which users can train in a virtual gym or training area using devices such as VR headsets.

[2194] "Means for collecting user training progress data and providing evaluation and advice in real time" refers to a system that collects user training data in real time and provides immediate feedback and advice based on that data.

[2195] "Means of implementing gamification elements according to training progress" refers to a system that introduces game elements such as leveling up and unlocking achievements based on training progress, thereby increasing user motivation.

[2196] "Means for providing fitness management functions aimed at optimizing workers' working environments and improving work efficiency" refers to functions that improve work efficiency by managing the health of workers in factories and workplaces and providing optimal fitness training and rest plans.

[2197] "Means for using wearable sensors to monitor a user's health condition in real time and provide customized advice to workers training in a VR environment" is a system that uses sensors that can measure heart rate and activity to monitor a user's health condition in real time and provides personalized training and nutrition advice based on that data.

[2198] The present invention provides a system for providing customized fitness training and nutritional guidance to individual workers, thereby supporting maximization of work efficiency and health management. Detailed descriptions of embodiments are provided below.

[2199] Generating a Program

[2200] This system program mainly consists of three components that work together: the server, the terminal (smartphone), and the user. The role and processing of each component are explained below.

[2201] Hardware and software used

[2202] Hardware:

[2203] Smartphone

[2204] VR headset

[2205] Wearable sensors (measure heart rate and activity)

[2206] software:

[2207] Server (including database and AI engine)

[2208] Application (iOS or Android)

[2209] Virtual Reality (VR) engine (Unreal Engine or Unity)

[2210] Processing explanation

[2211] 1. User Registration

[2212] The user launches the app on their smartphone and enters their personal information (e.g., height, weight, health status) and the goals they want to achieve.

[2213] The terminal sends the entered data to the server, which stores the information in a database.

[2214] 2. Data analysis and plan generation

[2215] The server sends the input data to the AI ​​engine.

[2216] The AI ​​engine analyzes the data and generates optimal fitness training and nutritional guidance plans for each user.

[2217] The server stores the generated plan and sends it to the device.

[2218] 3. Setting up a virtual environment

[2219] The user uses their smartphone to start training.

[2220] The device retrieves the training plan from the server and displays it to the user.

[2221] The VR headset sets up the virtual environment and provides the user with a virtual training environment.

[2222] 4. Progress tracking and advice

[2223] The user wears a wearable sensor and performs training.

[2224] The health data collected by the sensor (e.g., heart rate, activity level) is sent to the device in real time.

[2225] The device sends the collected data to a server, which then stores the data and sends it to the AI ​​engine.

[2226] The AI ​​engine performs analysis and provides optimal advice to users in real time.

[2227] 5. Implementing gamification elements

[2228] The server evaluates level-ups and achievements based on the user's progress data.

[2229] The device will display level-up notifications and goal achievement rewards to the user.

[2230] Specific examples

[2231] For example, when worker "A" uses this system, the process is as follows:

[2232] 1. User Registration

[2233] Worker A enters personal information (e.g., height 170 cm, weight 70 kg) and goal (e.g., reduce weight to 65 kg) and sends it to the server from his / her smartphone.

[2234] The server stores the information in a database.

[2235] 2. AI-based data analysis and planning

[2236] The server sends worker A's data to the AI ​​engine.

[2237] The AI ​​engine generates a cardiovascular exercise plan three times a week, strength training twice a week, and a balanced meal plan.

[2238] The server stores the generated plan and sends it to the smartphone.

[2239] 3. Providing a training environment

[2240] Worker A puts on the VR headset and begins training.

[2241] The VR system sets up a virtual gym or natural environment, and Worker A trains in that environment.

[2242] 4. Progress tracking and advice

[2243] Worker A wears a wearable sensor and undergoes training.

[2244] The sensors collect health data and send it to your smartphone in real time.

[2245] The server analyzes the data and sends advice such as "Increase the load a little in your next workout."

[2246] 5. Implementing gamification elements

[2247] The server evaluates worker A's progress and provides level-up notifications and new achievements.

[2248] The smartphone displays to Worker A that a new training goal has been achieved, giving Worker A a sense of accomplishment.

[2249] Example prompts to be input to the generative AI model

[2250] "We are developing an app that provides customized fitness training and nutritional guidance to factory workers. Please explain in detail how the system uses VR and AI technology to analyze the health status of workers in real time and provide optimal training and nutrition plans."

[2251] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[2252] Step 1:

[2253] User Registration

[2254] Input: The worker uses a smartphone to input personal information (e.g., height, weight, age, health status) and goal data.

[2255] Specific operation: The worker logs in to the smartphone application and enters the necessary information into the profile screen.

[2256] Data processing: A smartphone app collects and formats this data.

[2257] Output: The terminal sends formatted data to the server.

[2258] Specific operation: After the data is sent, it is recorded in the database on the server side, and the server responds to the device to confirm that the data has been successfully saved.

[2259] Step 2:

[2260] Data analysis and plan generation

[2261] Input: The server sends the stored personal information and goal data of the worker to the AI ​​engine.

[2262] Specific operation: The server's scheduler periodically checks the database and provides the data to the AI ​​engine if there is new or changed data.

[2263] Data calculation: The AI ​​engine analyzes the received data and generates a customized fitness training plan and nutritional guidance plan.

[2264] Output: The generated training plan and nutritional guidance plan are sent from the server to the device.

[2265] Specific operation: The server notifies the device of the plan, and the training plan is displayed in the application on the device.

[2266] Step 3:

[2267] Setting up a virtual environment

[2268] Input: The user selects to start training in the application on their smartphone.

[2269] Specific operation: The user presses the application's Start Training button.

[2270] Data processing: The device retrieves the user's training plan from the server and simultaneously retrieves the necessary virtual environment data.

[2271] Output: The virtual environment is set up in the VR headset and presented to the user.

[2272] What it does: The device connects to a VR headset and displays a properly rendered virtual environment (e.g., gym, natural environment).

[2273] Step 4:

[2274] Progress tracking and advice

[2275] Input: Workers wear wearable sensors and conduct training. The sensors collect data in real time.

[2276] What it does: The sensor sends your heart rate, activity level, and other health data to your device.

[2277] Data calculation: The data collected by the device is sent to the server in real time, and the server analyzes it using an AI engine.

[2278] Output: Real-time advice and correction plans are generated and sent to the device to be provided to the user.

[2279] Specific operation: The device receives the advice and displays it to the worker through the application interface, such as "Increase the weight on the next set."

[2280] Step 5:

[2281] Implementing gamification elements

[2282] Input: The server evaluates the gamification elements based on the worker's progress data.

[2283] What it does: A script on the server side periodically analyzes progress data and checks for level-up and achievement conditions.

[2284] Data calculations: Executes logic to determine achievements and level-ups based on progress.

[2285] Output: Messages are sent to the device to notify you of leveling up and new achievements.

[2286] What it does: A notification will pop up on your device, and the user interface will display the completed goal or newly earned reward.

[2287] 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.

[2288] The present invention is a system for providing personalized fitness training and nutritional guidance to individual users. The system includes the following major components:

[2289] 1. A means for inputting and storing user personal information and target data.

[2290] 2. Means including an artificial intelligence engine that generates training and nutritional coaching plans based on said data.

[2291] 3. A means of providing a training environment using virtual reality technology.

[2292] 4. A means of collecting user training progress data and providing real-time evaluation and advice.

[2293] 5. A means to implement gamification elements according to training progress.

[2294] 6. Means including an emotion engine that recognizes user emotions.

[2295] Program Overview

[2296] The program for this system operates mainly through the cooperation of three components: the server, the terminal, and the user. The specific processing performed by each component is explained below.

[2297] Program processing

[2298] User Registration

[2299] Enter and save personal information

[2300] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[2301] The terminal receives the input data and converts it into a dedicated data format.

[2302] The terminal transmits the converted data to the server.

[2303] The server checks the received data and stores it in the database if there are no problems.

[2304] The server creates a profile for each user and generates an acknowledgement.

[2305] The device displays a confirmation notice to the user.

[2306] AI-powered data analysis and planning

[2307] Data analysis and plan generation

[2308] The server sends the saved user data to the AI ​​engine.

[2309] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[2310] The AI ​​engine sends the generated plan back to the server.

[2311] The server stores the generated plan in a database and transfers it to the terminal.

[2312] The device will display the best plan for the user.

[2313] Providing a training environment

[2314] Setting up a virtual environment

[2315] The user interacts with the application to begin training.

[2316] The device retrieves the latest training plan from the server and presents it to the user.

[2317] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[2318] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[2319] Progress tracking and advice

[2320] Progress data collection and analysis

[2321] The user performs training and records their progress data on the device.

[2322] The device collects training progress data and sends it to a server in real time.

[2323] The server receives the progress data and sends it to the AI ​​engine.

[2324] The AI ​​engine analyzes progress data and assesses the user's current situation.

[2325] The AI ​​engine generates advice and next step suggestions as needed.

[2326] The server sends advice and suggestions to the device.

[2327] The device displays advice and suggestions to the user.

[2328] Implementing gamification elements

[2329] Leveling up and achievements

[2330] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[2331] The server updates the level-ups and achievements if the user meets the conditions.

[2332] The device displays level-up and achievement notifications to the user.

[2333] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[2334] Implementing the Emotion Engine

[2335] Emotion Recognition and Regulation

[2336] The user interacts with the system during and after training, and the emotion engine analyzes their facial expressions and tone of voice.

[2337] The device sends the emotion engine's analysis results to the server.

[2338] The server evaluates the user's emotional state based on the analytical data from the emotion engine.

[2339] The server requests the AI ​​engine to adjust training and provide advice based on the emotional state.

[2340] The AI ​​engine adjusts training plans and advice based on the user's emotions.

[2341] The device will then display adjusted training plans and advice to the user.

[2342] Specific examples

[2343] For example, when a user "Yamada" uses this system, the process is executed as follows.

[2344] 1. User Registration

[2345] The user enters personal information (e.g., weight 70 kg, target weight 65 kg) and sends it from the terminal to the server.

[2346] The server stores the information in a database.

[2347] 2. AI-based data analysis and planning

[2348] The server sends Yamada's data to the AI ​​engine.

[2349] The AI ​​engine generates a balanced meal plan with three cardio sessions per week, two strength sessions per week, and more.

[2350] The server stores the generated plan and sends it to the device.

[2351] 3. Providing a training environment

[2352] The user begins training and puts on the VR headset.

[2353] The device sets up the VR environment, and Yamada exercises on a virtual beach.

[2354] 4. Progress tracking and advice

[2355] The user performs the workout and the device collects progress data.

[2356] The server analyzes the progress data and sends advice such as "Increase the load a little in your next workout."

[2357] 5. Implementing gamification elements

[2358] The server evaluates Yamada's progress and notifies him of level-ups and new achievements.

[2359] The device will show Yamada that he has achieved his new training goal, giving him a sense of accomplishment and motivating him to do his next workout.

[2360] 6. Implementing the Emotion Engine

[2361] After training, users interact with the emotion engine and emotional data is collected.

[2362] The device sends emotion data to the server, which then evaluates the analysis results.

[2363] The server adjusts the next training plan and advice based on the user's emotional state and sends it to the device.

[2364] The device displays the newly adjusted plan and advice to Yamada.

[2365] In this way, the system provides users with personalized fitness training and nutritional guidance, and by using an emotion engine, it can provide optimal support based on the user's emotional state.

[2366] The processing flow will be explained below.

[2367] Step 1: User Registration

[2368] The user launches the application and enters their personal information, past dieting experience, goals, and abilities.

[2369] The terminal receives the input data and converts it into a dedicated data format.

[2370] The terminal transmits the converted data to the server.

[2371] The server checks the received data and stores it in the database if there are no problems.

[2372] The server creates a profile for each user and generates an acknowledgement.

[2373] The device displays a confirmation notice to the user.

[2374] Step 2: AI-powered data analysis and planning

[2375] The server sends the saved user data to the AI ​​engine.

[2376] The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific algorithms.

[2377] The AI ​​engine sends the generated plan back to the server.

[2378] The server stores the generated plan in a database and transfers it to the terminal.

[2379] The device will display the best plan for the user.

[2380] Step 3: Providing a training environment

[2381] The user interacts with the application to begin training.

[2382] The device retrieves the latest training plan from the server and presents it to the user.

[2383] The device will connect to the VR equipment and begin setting up a virtual gym or natural environment.

[2384] The terminal transmits the virtual training environment to the VR device, providing the user with a training environment in real time.

[2385] Step 4: Track progress and advise

[2386] The user performs training and records their progress data on the device.

[2387] The device collects training progress data and sends it to a server in real time.

[2388] The server receives the progress data and sends it to the AI ​​engine.

[2389] The AI ​​engine analyzes progress data and assesses the user's current situation.

[2390] The AI ​​engine generates advice and next step suggestions as needed.

[2391] The server sends advice and suggestions to the device.

[2392] The device displays advice and suggestions to the user.

[2393] Step 5: Implementing gamification elements

[2394] The server evaluates the conditions for leveling up and achieving achievements based on the user's progress data.

[2395] The server updates the level-ups and achievements if the user meets the conditions.

[2396] The device displays level-up and achievement notifications to the user.

[2397] Users can check notifications, feel a sense of accomplishment, and be motivated to train again.

[2398] Step 6: Implementing the Emotion Engine

[2399] After training, users interact with the emotion engine within the application.

[2400] The emotion engine analyzes the user's facial expressions and tone of voice to assess their emotional state.

[2401] The device transmits the emotion information to the server.

[2402] The server processes the data from the emotion engine and evaluates the user's emotional state.

[2403] The server requests the AI ​​engine to adjust the training plan and advice based on the evaluation results.

[2404] The AI ​​engine generates training plans and advice based on the emotional state and sends them back to the server.

[2405] The server sends the adjusted training plan and advice to the device.

[2406] The device will display adjusted training plans and advice to the user.

[2407] In this way, the system provides users with personalized fitness training and nutritional guidance, and optimal support based on feedback from the emotion engine, resulting in effective training and high motivation.

[2408] Example 2

[2409] 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."

[2410] Traditional fitness training systems struggle to provide personalized plans tailored to users' individual needs and goals. They also lack the ability to adjust training plans to take into account users' emotional state, making it difficult to maintain motivation. Furthermore, they lack real-time progress assessment, appropriate advice, and gamification elements, making it difficult to motivate users to continue training.

[2411] The specific processing by the specific 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 inputting and saving the user's personal information and goal data, means including an artificial intelligence engine that generates an optimal training plan and nutritional guidance plan based on the data, means for providing the user with a training environment using virtual reality technology, means including an emotion engine that recognizes the user's emotions and adjusts the training plan and advice based on the results, and means for implementing gamification elements according to the training progress. This makes it possible to provide the user with personalized fitness training and nutritional guidance, maintaining motivation with support according to the user's emotional state and promoting continuous training.

[2412] "Personal information and goal data" refers to data such as the user's name, age, gender, weight, height, past dieting experience, current physical condition, and exercise goals.

[2413] The "artificial intelligence engine" is a computer program that uses algorithms to analyze a user's personal information and goal data and generate optimal training and nutritional guidance plans.

[2414] "Virtual reality technology" refers to VR devices and software technologies that provide users with a real-time, interactive training environment.

[2415] "Progress Data" means data obtained as a result of the user's training, including heart rate, calories burned, exercise time, and achievement level.

[2416] The "emotion engine" is a computer program that uses algorithms to recognize emotions from the user's facial expressions, tone of voice, etc., and adjust training plans and advice based on the user's emotional state.

[2417] "Gamification elements" are mechanisms that allow users to level up and earn achievements as their training progresses, and are elements that increase user motivation.

[2418] "Leveling up" refers to the rewards and status improvements that are given as a result of a user achieving certain training goals.

[2419] "Achievements" are benefits or rewards given to users when they achieve a specific goal, and are intended to enhance the user's sense of accomplishment.

[2420] The present invention is a system for providing personalized fitness training and nutritional guidance to an individual user. The system includes the following major components:

[2421] 1. Means for inputting and saving user personal information and target data

[2422] Users enter their personal information (name, age, gender, weight, height, etc.), past dieting experiences, current physical condition, exercise goals, etc. through a smartphone or PC application.

[2423] The terminal collects the input data, converts it into a dedicated data format such as JSON, and sends it to the server.

[2424] The server validates the received data and stores it in a database (e.g., MySQL or PostgreSQL).

[2425] 2. Means including an artificial intelligence engine for generating training and nutritional coaching plans.

[2426] The server sends the stored user data to an AI engine (such as TensorFlow or PyTorch).

[2427] The AI ​​engine analyzes the user's data and generates training and nutritional guidance plans using specific machine learning algorithms.

[2428] The server stores the generated plans in a database and sends the optimal plan to the user's device.

[2429] The device will display this to the user as this month's training menu.

[2430] 3. Means of providing users with a training environment using virtual reality technology

[2431] The user operates the application and puts on the VR headset to begin training.

[2432] The device sets up a VR environment (virtual gym or natural environment) and provides users with a real-time, interactive training environment. The hardware used is Oculus Rift or HTC Vive.

[2433] For example, users can exercise on a virtual beach and enjoy a visually rich training environment.

[2434] 4. Means including an emotion engine that recognizes the user's emotions and adjusts training plans and advice based on the results.

[2435] Emotional data is collected via camera and microphone during and after training.

[2436] The data collected by the device is sent to an emotion recognition engine (Microsoft Azure Emotion API or Google Cloud AI) for emotion analysis.

[2437] Based on the results of the emotion analysis, the server requests the AI ​​engine to adjust the training plan and advice, and provides the adjusted plan to the user.

[2438] For example, it provides advice adapted to the user's emotions, such as "Try some relaxing exercise today."

[2439] 5. A means to collect user training progress data and provide real-time evaluation and advice

[2440] The user performs training and records progress data (heart rate, calories burned, exercise time, etc.) on the device.

[2441] The data collected by the device is sent to the server in real time.

[2442] The server analyzes the progress data and generates advice and next step suggestions as needed, which are then sent to the device.

[2443] The device will display specific advice to the user, such as "Try increasing the load a little in your next workout."

[2444] 6. A means of implementing gamification elements according to training progress

[2445] The server evaluates level-ups and achievements based on the progress data and generates updates when conditions are met.

[2446] The device will display notifications to the user such as "You've leveled up!" or "You've earned a new achievement!"

[2447] For example, when a user achieves a certain exercise goal, a level up or new achievement will be displayed, allowing the user to feel a sense of accomplishment as they move on to the next training session.

[2448] Each component of the system works in conjunction with each other to provide users with personalized fitness training, nutritional guidance, and emotional support, ultimately motivating them to continue their training in a sustainable manner.

[2449] Prompt Sentence Examples

[2450] For example, if user "Yamada" sets a goal of "I want to lose 5 kg," the prompt sentence would be as follows:

[2451] "Ms. Yamada currently weighs 70 kg and her goal weight is 65 kg. Please create a training plan that includes cardio exercise three times a week and strength training twice a week. Also, please include a balanced meal plan."

[2452] The flow of the identification process in the second embodiment will be described with reference to FIG.

[2453] Step 1: User Registration

[2454] Input: User's personal information (name, age, gender, weight, height, past dieting experience, current physical condition, exercise goals, etc.)

[2455] Output: Verified user information sent to the server

[2456] Process flow:

[2457] 1. The user launches the application on their smartphone or PC and enters their personal information and goal data.

[2458] 2. The device collects the input data and converts it into a dedicated data format such as JSON.

[2459] 3. The terminal sends the converted data to the server using the HTTPS protocol.

[2460] 4. The server performs initial validation of the data received (checking required fields, verifying data format, etc.).

[2461] 5. The server stores the verified data in a database and creates a profile for each user, which includes personal information and goal data.

[2462] 6. The server generates an acknowledgement and sends it to the device.

[2463] 7. The device receives a confirmation notification and displays "Registration complete" to the user.

[2464] Step 2: AI-powered data analysis and planning

[2465] Input: Stored user personal information and goal data

[2466] Output: Generated training and nutrition plans

[2467] Process flow:

[2468] 1. The server retrieves the user's data from the database and sends it to the AI ​​engine.

[2469] 2. The AI ​​engine analyzes the user's personal information and goal data and generates training and nutritional guidance plans using specific machine learning algorithms (e.g., neural networks).

[2470] 3. The plan generated by the AI ​​engine is converted into JSON format and sent back to the server.

[2471] 4. The server stores the received plan in its database.

[2472] 5. The server notifies the user of the generated plan and transfers it to the device.

[2473] 6. The device displays the optimal plan for the user as "This month's training menu." For example, "Cardio 3 times a week, strength training 2 times a week."

[2474] Step 3: Providing a training environment

[2475] Input: User's training start command, latest training plan from server

[2476] Output: A virtual training environment delivered in real time

[2477] Process flow:

[2478] 1. The user operates the application and presses the "Start Training" button.

[2479] 2. The device retrieves the latest training plan from the server and displays to the user, "Virtual training will now begin."

[2480] 3. The device connects to VR equipment such as Oculus Rift or HTC Vive to set up a virtual gym or natural environment.

[2481] 4. The terminal transmits the virtual training environment to the VR device and provides it to the user in real time. For example, the user exercises on a virtual beach.

[2482] Step 4: Track progress and advise

[2483] Input: User's training progress data (heart rate, calories burned, exercise time, etc.)

[2484] Output: Real-time advice or suggested next steps

[2485] Process flow:

[2486] 1. The user performs training and records progress data on the device, including heart rate, calories burned, and exercise time.

[2487] 2. The device sends the collected data to the server in real time. This communication uses WebSocket.

[2488] 3. The server receives the progress data and stores it in a database.

[2489] 4. The server sends the progress data to the AI ​​engine and requests analysis.

[2490] 5. The AI ​​engine analyzes the data and evaluates the user's current training status.

[2491] 6. The AI ​​engine generates advice or next step suggestions as needed and sends them back to the server, e.g., "Try increasing the load a little in your next workout."

[2492] 7. The server notifies the user of advice and suggestions and sends them to the device.

[2493] 8. The device displays real-time advice to the user.

[2494] Step 5: Implementing gamification elements

[2495] Input: User progress data and assessment results

[2496] Output: Level up and new achievement notifications

[2497] Process flow:

[2498] 1. The server evaluates the conditions for leveling up and achieving achievements based on the progress data collected.

[2499] 2. The server generates a level-up or achievement update if the user meets the criteria, e.g. "You've leveled up because you exercised 5 days a week."

[2500] 3. The device receives a notification from the server and displays a message to the user saying "You've leveled up!" or "You've earned a new achievement!"

[2501] 4. Users can check notifications, feel a sense of accomplishment, and be motivated to train next time.

[2502] Step 6: Implementing the Emotion Engine

[2503] Input: Emotional data such as the user's facial expressions and tone of voice

[2504] Output: Adapting training plans and advice based on emotional state

[2505] Process flow:

[2506] 1. The user interacts with the system during and after training, and facial expressions and tone of voice are collected using the device's camera and microphone.

[2507] 2. The device sends the collected emotional data to an emotion recognition engine for analysis, using technologies such as Microsoft Azure Emotion API and Google Cloud AI.

[2508] 3. The emotion engine analyzes the user's emotions and sends the results back to the server.

[2509] 4. Based on the analysis results received by the server, the user's emotional state is evaluated.

[2510] 5. The server asks the AI ​​engine to adjust the training plan and advice based on the emotional state.

[2511] 6. The AI ​​engine generates training plans and advice tailored to the user's emotions and sends them back to the server. For example, "Try some relaxing exercise today."

[2512] 7. The server notifies the use...

Claims

1. A means for entering and storing user personal and goal data; means including an artificial intelligence engine for generating optimal training plans and nutritional guidance plans based on the data; a means for providing a training environment to a user using virtual reality technology; A means to collect user training progress data and provide real-time evaluation and advice; A means for implementing gamification elements according to training progress; A system including:

2. 10. The system of claim 1, further comprising means for suggesting sport-specific exercises if the user is interested in a particular sport.

3. The system of claim 1 , further comprising: means for generating level-up and achievement notifications based on the user's progress data; and means for displaying the notifications.

Citation Information

Patent Citations

  • Persona chatbot control method and system

    JP2022180282A