System
A system using questionnaires and Sugoroku-style games with AI-driven simulations helps young individuals understand their behavioral traits, improving career choices and reducing anxiety through detailed evaluation and feedback.
Patent Information
- Application Number
- JP2024130359
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-06
- Publication Date
- 2026-02-19
AI Technical Summary
Traditional job hunting often lacks clear understanding of occupations and behavioral characteristics from a young age, leading to mismatches and increased anxiety in future career choices.
A system that generates a questionnaire to collect user behavioral traits, creates a Sugoroku-style game based on these traits, allows for time leap options, and provides a report suggesting areas for improvement using generative AI.
Improves the accuracy of future career choices and reduces anxiety by providing detailed evaluation and continuous feedback on behavioral characteristics.
Smart Images

Figure 2026028061000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] In traditional job hunting, it is common for people to start looking for work based on vague goals and dreams only at the job-hunting stage, and there is no clear understanding of occupations or improvement of behavioral characteristics based on aptitude from a young age. As a result, young people are not adequately prepared to choose an occupation that suits them, which leads to problems such as mismatches and increased anxiety in future career choices. [Means for solving the problem]
[0005] The present invention enables appropriate career understanding and behavioral trait improvement from a young age through a system including: means for generating a questionnaire to collect user behavioral traits and transmitting it to a user device; means for receiving responses to the questionnaire transmitted by the user device and generating a user behavioral trait profile; means for generating a Sugoroku-style game based on the generated behavioral trait profile and transmitting it to the user device; means for receiving user choices and piece movements in the Sugoroku-style game and using AI to determine the next step based on the results and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; and means for generating a report based on the results of these simulations that presents areas for improvement in the user's behavioral traits and transmitting this to the user device. This system improves the accuracy of future career choices and fosters a sense of security in society as a whole, reducing anxiety.
[0006] "User terminal" refers to a device with which a user interacts to use the system.
[0007] "Questionnaire" means a document or digital form containing a series of questions designed to gather behavioral characteristics of users.
[0008] A "behavioral characteristic profile" refers to a collection of data that indicates the behavioral characteristics of a user, generated based on the results of a questionnaire answered by the user.
[0009] "Sugoroku-style games" refer to interactive simulation games designed based on the traditional Japanese board game format.
[0010] "Generative AI" refers to an artificial intelligence system that automatically generates next steps and outcomes based on prepared data and scenarios.
[0011] "Time leap option" refers to a feature in the game that allows you to redo past choices and try different options.
[0012] "Report" refers to a document or digital file generated by the system that summarizes user behavior characteristics and areas for improvement. [Brief explanation of the drawings]
[0013] [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
[0014] 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.
[0015] First, the terms used in the following description will be explained.
[0016] 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).
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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."
[0021] [First embodiment]
[0022] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0023] 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.
[0024] 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).
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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."
[0034] 1. Create a profile
[0035] server:
[0036] The server generates a questionnaire to collect information on the user's behavioral characteristics and sends it to the user's terminal. The questionnaire is intended to evaluate various behavioral characteristics, such as the user's stress response, problem-solving ability, and interpersonal skills.
[0037] Device:
[0038] The terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. For example, in response to the question "When do you feel stressed?", the user can select "During a presentation" from the options.
[0039] User:
[0040] The user answers the questionnaire displayed on the terminal.
[0041] Device:
[0042] The terminal transmits the user's answer results to the server.
[0043] server:
[0044] The server generates a user's behavioral profile based on the responses and stores it in a database, detailing the user's strengths and weaknesses.
[0045] 2. Sugoroku-style game progression
[0046] server:
[0047] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[0048] Device:
[0049] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" may be presented.
[0050] User:
[0051] The user plays the game using the terminal and selects options for the scenarios that appear, for example, "Check with my boss beforehand."
[0052] Device:
[0053] The terminal transmits the user's selection results and piece progress information to the server.
[0054] server:
[0055] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[0056] 3. Time Leap Function
[0057] server:
[0058] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[0059] Device:
[0060] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[0061] User:
[0062] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[0063] Device:
[0064] The terminal transmits the selection result to the server.
[0065] server:
[0066] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[0067] Device:
[0068] The terminal displays the simulation results to the user.
[0069] 4. Providing results and suggesting areas for improvement
[0070] server:
[0071] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[0072] Device:
[0073] The terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[0074] User:
[0075] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[0076] In this way, this system helps users to appropriately understand occupations and improve their behavioral characteristics from a young age, which improves the accuracy of future career choices and contributes to fostering a sense of security in society as a whole with less anxiety.
[0077] The processing flow will be explained below.
[0078] 1. Create a profile
[0079] Step 1:
[0080] The server generates a questionnaire for collecting the user's behavioral characteristics and transmits it to the user terminal.
[0081] Step 2:
[0082] The terminal displays the questionnaire sent from the server and provides an interface for the user to answer.
[0083] Step 3:
[0084] The user answers the questionnaire displayed on the terminal.
[0085] Step 4:
[0086] The terminal transmits the user's answer results to the server.
[0087] Step 5:
[0088] The server generates a behavioral characteristic profile of the user based on the response results and stores it in a database.
[0089] 2. Sugoroku-style game progression
[0090] Step 6:
[0091] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits its initial state to the terminal.
[0092] Step 7:
[0093] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[0094] Step 8:
[0095] The user uses the terminal to select an action to move the piece and input the options.
[0096] Step 9:
[0097] The terminal transmits the progress of the user's pieces and the results of their selections to the server.
[0098] Step 10:
[0099] The server uses the generative AI to determine the next step and sends the result to the device.
[0100] Step 11:
[0101] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[0102] 3. Time Leap Function
[0103] Step 12:
[0104] The server sends a time leap option to the terminal when the game has completed a certain episode.
[0105] Step 13:
[0106] The terminal displays the time leap options to the user and provides an interface to try different options.
[0107] Step 14:
[0108] The user selects the time leap option and enters different choices.
[0109] Step 15:
[0110] The terminal transmits the selection result to the server.
[0111] Step 16:
[0112] The server performs a simulation based on different choices and transmits the results to the terminal.
[0113] Step 17:
[0114] The terminal displays the simulation results to the user.
[0115] 4. Providing results and suggesting areas for improvement
[0116] Step 18:
[0117] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[0118] Step 19:
[0119] The terminal displays the report received from the server to the user.
[0120] Step 20:
[0121] Users can review the report to assess their own behavioral characteristics and learn areas for improvement.
[0122] By going through the above steps in order, the user can understand his or her own behavioral characteristics and make an appropriate career choice or improve his or her behavioral characteristics.
[0123] Example 1
[0124] 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."
[0125] Conventional user behavior characteristic evaluation systems have difficulty accurately grasping a user's behavior characteristics and clearly presenting areas for improvement. Furthermore, the lack of continuous feedback to the user makes it difficult to translate the results into actual behavioral improvements. Furthermore, the simulation function based on the user's selection behavior was insufficient, making it impossible to handle a variety of behavioral scenarios.
[0126] 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.
[0127] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving the user's selection actions and piece movements in the Sugoroku-style game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; and means for generating a report based on the simulation results, presenting areas for improvement in the user's behavioral characteristics, and transmitting the report to the user device. This allows for detailed evaluation of the user's behavioral characteristics and continuous feedback to support specific behavioral improvements. Furthermore, to accommodate a variety of behavioral scenarios, the simulation function based on the user's selection actions can be enhanced, providing practical behavioral simulations.
[0128] "User behavioral characteristics" refers to the behavioral patterns and reactions that a user exhibits in a particular situation or environment.
[0129] A "questionnaire" refers to a set of questions that are generated by the server and answered by the user in order to evaluate the user's behavioral characteristics.
[0130] "User terminal" refers to a device used by a user, such as a computer, smartphone, or tablet.
[0131] "Response" refers to information entered by a user in the form of options or free-form responses to a questionnaire.
[0132] A "behavioral characteristics profile" refers to detailed evaluation data of a user's behavioral characteristics that is generated based on the user's responses.
[0133] A "sugoroku-style game" refers to a game that includes scenarios and choices based on the user's behavioral characteristic profile, generated by the server.
[0134] "Selection behavior" refers to the options that users choose in a Sugoroku-style game.
[0135] "Piece progress" refers to an element that represents the user's progress in a Sugoroku-style game.
[0136] A "generative AI model" refers to an artificial intelligence model that generates next steps and simulations based on the user's selection actions and piece progress information.
[0137] "Time leap option" refers to a feature that allows users to go back in time and try different choices when completing a game.
[0138] "Simulation" refers to hypothetical outcomes based on different behavioral choices when using the time leap option.
[0139] A "report" refers to a document that is generated based on the simulation results and presents areas for improvement in the user's behavioral characteristics.
[0140] This invention is a system that supports specific behavioral improvements of users by evaluating their behavioral characteristics in detail and providing continuous feedback. The program processing of this system is explained below in natural language.
[0141] First, the server generates a questionnaire to collect the user's behavioral characteristics. This questionnaire is intended to evaluate the user's stress response, problem-solving ability, interpersonal skills, etc. Specifically, the server uses a generative AI model to send a prompt such as: "Please generate questions to evaluate the user's stress response."
[0142] The server then sends the generated questionnaire to the user's device. The device then displays the questionnaire to the user and provides an interface that allows the user to answer the questionnaire. For example, the question "How stressed do you feel?" is displayed.
[0143] The user answers the displayed question. For example, the user selects the option "I feel it very much." The terminal then transmits the user's answer to the server.
[0144] The server analyzes the received response data and compares it with other user data stored in a database (e.g., MySQL) to generate a behavioral profile of the user. This profile is given a label such as "low stress tolerance." The generated profile is then stored in the database.
[0145] Next, the server generates a Sugoroku-style game based on the user's behavioral characteristics profile. Using the generative AI model, it uses the prompt, "Please provide a scenario for the user's first business trip based on the user's behavioral characteristics profile." Based on the obtained scenario, it creates a Sugoroku game map and sends it to the device.
[0146] The device displays the initial scenario of the Sugoroku game to the user. For example, a scenario such as "Preparing for your first business trip" is displayed. The user uses the device to progress through the game, choosing one option from the options. For example, the user may choose "Check with their boss." The device then sends the user's selection to the server.
[0147] The server uses a generative AI model to determine the next step based on the user's selection. It uses the prompt "Generate the next step if you select the option to check with your boss." The resulting next step result might be, for example, "Get useful advice from your boss." This result is then sent to the device.
[0148] When the game is cleared, the server sends the time leap option to the device. The device displays the time leap option to the user, allowing the user to try new options. For example, the user may choose "Act at their own discretion." The device then sends the result of that choice to the server.
[0149] To run a simulation based on the new selection results, the server uses the generative AI model to send the following prompt: "Please generate a simulation result if the user acts according to their own judgment." The resulting simulation result might be something like, "The judgment was correct, leading to a good outcome." This result is sent to the device and displayed to the user.
[0150] The server compiles all the results of the game progress and time leaps and generates a report suggesting areas for improvement in the user's behavioral characteristics. Using the generative AI model, it sends a prompt message saying, "Please generate advice for improving the user's behavioral characteristics." The generated report contains specific advice, such as, "To improve your presentation skills, it is effective to practice in advance." This report is sent to the device and displayed.
[0151] The above is a detailed description of how to implement the present invention. The present invention promotes user behavioral improvement by evaluating the user's behavioral characteristics in detail and providing appropriate feedback. Furthermore, by combining a Sugoroku-style game with a time leap option, it is possible to provide a practical simulation based on the user's selection behavior.
[0152] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0153] Step 1:
[0154] server:
[0155] The server generates a questionnaire to collect the user's behavioral characteristics. Specifically, it sends a prompt to the generative AI model saying, "Please generate questions to evaluate the user's stress response." The generated questions are then aggregated to create a questionnaire. The created questionnaire is then sent to the user's device.
[0156] Input: Prompt "Generate questions to assess the user's stress response."
[0157] Output: Generated questionnaire
[0158] Step 2:
[0159] Device:
[0160] The terminal displays the received questionnaire and provides an interface that allows the user to answer it. Specifically, it displays the question "How stressed do you feel?"
[0161] Input: Questionnaire received from the server
[0162] Output: A screen display that the user can respond to
[0163] Step 3:
[0164] User:
[0165] The user answers the questionnaire, for example, by selecting the option "I feel strongly about it."
[0166] Input:View questionnaire
[0167] Output: Selected answer
[0168] Step 4:
[0169] Device:
[0170] The terminal transmits the user's answer to the server.
[0171] Input: User response data
[0172] Output: Data sent to the server
[0173] Step 5:
[0174] server:
[0175] The server analyzes the received response data and generates a behavioral characteristic profile for the user. It compares this with other user data stored in the database and assigns a behavioral characteristic label (e.g., "low stress tolerance") to the user. The generated profile is then stored in the database.
[0176] Input: User response data
[0177] Output: Behavioral profile
[0178] Step 6:
[0179] server:
[0180] The server generates a Sugoroku-style game based on the behavioral characteristics profile. It sends a prompt to the generating AI model saying, "Please provide a scenario for going on your first business trip based on the user's behavioral characteristics profile." It then creates a game map based on the resulting scenario and sends it to the device.
[0181] Input: Behavioral characteristics profile, prompt "Based on the user's behavioral characteristics profile, please provide a scenario for going on a business trip for the first time."
[0182] Output: Initial scenario for the Sugoroku game
[0183] Step 7:
[0184] Device:
[0185] The terminal displays an initial scenario of the Sugoroku game to the user. For example, a scenario called "Preparing for your first business trip" is displayed.
[0186] Input: The initial scenario of the Sugoroku game received from the server
[0187] Output: A screen display that allows the user to progress through the game
[0188] Step 8:
[0189] User:
[0190] The user selects one of the options in the game to progress through the game. For example, the user selects "Check with the boss."
[0191] Input: Display the scenario of the Sugoroku game
[0192] Output: Selected action
[0193] Step 9:
[0194] Device:
[0195] The terminal transmits the user's selection results to the server.
[0196] Input: User selection
[0197] Output: Data sent to the server
[0198] Step 10:
[0199] server:
[0200] The server sends a prompt to the generative AI model based on the user's selection to determine the next step. For example, it uses the prompt "Generate the next step if you select the option to check with your manager." The server then sends the result to the device.
[0201] Input: User selection result, prompt "Generate the next step if you select the option to check with your manager."
[0202] Output: Next step scenario
[0203] Step 11:
[0204] Device:
[0205] The terminal displays the next step scenario to the user, for example, the result "Get useful advice from your boss."
[0206] Input: Next step scenario received from the server
[0207] Output: A screen display that allows the user to proceed to the next step
[0208] Step 12:
[0209] server:
[0210] The server provides a time leap option when the game is cleared, and transmits the time leap option to the terminal.
[0211] Input: Game progress information
[0212] Output: Time Leap Option
[0213] Step 13:
[0214] Device:
[0215] The terminal displays the time leap options to the user.
[0216] Input: Time leap option received from the server
[0217] Output: The new choices that are displayed to the user
[0218] Step 14:
[0219] User:
[0220] The user selects a time leap option and tries out new options, for example, "Act on your own judgment."
[0221] Input: Show time leap options
[0222] Output: New selection
[0223] Step 15:
[0224] Device:
[0225] The terminal transmits the user's new selection to the server.
[0226] Input: The user's new selection
[0227] Output: Data sent to the server
[0228] Step 16:
[0229] server:
[0230] The server sends a prompt to the generative AI model based on the new selection results and performs a simulation. For example, it uses a prompt such as, "Please generate a simulation result if the user acts according to their own judgment." The simulation result is sent to the device.
[0231] Input: The user's new choice, prompt "Generate the simulation results if the user acts according to their own judgment."
[0232] Output: Simulation results
[0233] Step 17:
[0234] Device:
[0235] The terminal displays the simulation results to the user. For example, the simulation result "The decision was correct, leading to a good result" may be displayed.
[0236] Input: Simulation results received from the server
[0237] Output: Simulation results that are displayed to the user
[0238] Step 18:
[0239] server:
[0240] The server aggregates all the results of the game progress and time leap, and generates a report suggesting areas for improvement in the user's behavioral characteristics. It sends a prompt to the generation AI model saying, "Please generate advice to improve the user's behavioral characteristics." It then sends the generated report to the device.
[0241] Input: All game progress data and time leap results, prompt "Generate advice to improve the user's behavioral characteristics."
[0242] Output: A report showing improvements to user behavior characteristics
[0243] Step 19:
[0244] Device:
[0245] The terminal displays the report to the user, which may include specific advice such as, "To improve your presentation skills, it is effective to practice in advance."
[0246] Input: Report received from the server
[0247] Output: The report that is displayed to the user
[0248] (Application example 1)
[0249] 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."
[0250] Improving employee customer service skills and problem-solving abilities is crucial for modern brick-and-mortar stores. However, there is currently a lack of appropriate tools and systems to do this efficiently and effectively. While practical training is necessary to equip employees with the skills they need to handle various scenarios they face in the real world, this alone has limitations in terms of comprehensive skill improvement. Furthermore, there are limited ways for employees to understand and receive specific feedback on their own behavioral traits to improve them. Therefore, there is a need for a system that can evaluate employees' behavioral traits and provide feedback based on that to improve their skills.
[0251] 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.
[0252] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving user selections and piece movements in the Sugoroku-style game, determining the next step based on the selections and movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; means for generating a report suggesting improvements to the user behavioral characteristics based on the simulation results and transmitting this report to the user device; and means for implementing the system as an application installed on a smartphone to improve the customer service skills and problem-solving abilities of employees in a brick-and-mortar store. This allows employees to hone their skills through practice, understand their own behavioral characteristics through concrete feedback, and learn effective areas for improvement.
[0253] "User" refers to a person who uses a terminal to answer questionnaires and play a Sugoroku-style game.
[0254] "Behavioral characteristics" refer to characteristics that indicate how a user behaves in various situations, such as the user's stress response, problem-solving ability, and interpersonal skills.
[0255] A "questionnaire" refers to a series of questions sent from a server to a user terminal to assess the user's behavioral characteristics.
[0256] "User terminal" refers to a device (smartphone, tablet, etc.) that displays the questionnaire and allows the user to enter answers.
[0257] A "sugoroku-style game" refers to a game format in which a scenario unfolds as the user makes choices and moves pieces based on the results.
[0258] A "generative AI model" refers to an artificial intelligence model that determines the next step based on the user's selection behavior and generates a scenario.
[0259] "Time leap option" refers to an option that allows you to simulate different choices or actions after the end of a specific episode of the game.
[0260] "Simulation results" refers to data showing results based on different user choices or actions.
[0261] "Report" refers to a document that presents areas for improvement in the user's behavioral characteristics based on the progress of the game and the results of the time leap.
[0262] "Application installed on a smartphone" refers to software that allows users to play a Sugoroku-style game based on their behavioral characteristic profile.
[0263] A "physical store" refers to a location that offers products or services in a physical retail space.
[0264] The following describes an embodiment of the present invention: The invention is carried out by a system that includes a server, a user terminal, and a generative AI model as its main components.
[0265] 1. Create a profile
[0266] The server generates a questionnaire to collect information on the user's behavioral characteristics and transmits it to the user's terminal. The questionnaire is intended to evaluate the user's behavioral characteristics, such as stress response, problem-solving ability, and interpersonal skills.
[0267] The user terminal displays a questionnaire and provides an interface that allows the user to answer. For example, the user can select "during a presentation" in response to the question "When do you feel stressed?"
[0268] When the user answers the questionnaire displayed on the terminal, the terminal sends the results to the server.
[0269] Based on the responses received, the server creates a user behavioral profile and stores it in a database, detailing the user's strengths and weaknesses.
[0270] 2. Sugoroku-style game progression
[0271] The server generates a Sugoroku-style game based on the generated behavioral profile and sends its initial state to the user's device. The game is designed based on scenarios that users may encounter in the real world.
[0272] The user terminal displays the Sugoroku-style game received from the server to the user. For example, a scenario called "Going on my first business trip" is presented.
[0273] The user can play the game through the terminal and choose options for the scenario, for example, "Check with my boss in advance."
[0274] The user's selection results and progress information of the pieces are sent from the device to the server, and the server uses the generative AI model to determine the next step and sends the result to the user's device. For example, the result may be "receive useful advice from your boss."
[0275] 3. Time Leap Function
[0276] When the game finishes a certain episode, the server sends a time leap option to the user terminal.
[0277] The user terminal displays the time leap options and provides an interface that allows the user to try different options.
[0278] The user selects a time leap option and enters different options, such as "Don't ask, I'll decide."
[0279] The result of the selection is sent from the terminal to the server, and the server runs a simulation based on different choices and sends the result to the user terminal. For example, the simulation result may be "I will resolve the issue at my own risk."
[0280] The user terminal displays the simulation results to the user.
[0281] 4. Providing results and suggesting areas for improvement
[0282] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[0283] The user terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[0284] The user can check the report displayed on the terminal and obtain information for self-improvement.
[0285] For illustrative purposes, consider the following prompt:
[0286] How do you respond when a customer complains about a product?
[0287] The above is a detailed description of the embodiment of the present invention. The system evaluates the user's behavioral characteristics, provides feedback to the user through a Sugoroku-style game, and includes a function to try different options using a time leap function. It also supports the user's skill improvement through reports that suggest areas for improvement. This system can efficiently improve the customer service skills and problem-solving abilities of employees in brick-and-mortar stores.
[0288] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0289] Step 1:
[0290] The server generates a questionnaire to collect the user's behavioral characteristics and sends it to the user's terminal. Specifically, the server generates a questionnaire containing a prompt such as, "How do you deal with a customer who complains about a product?" This questionnaire is designed to evaluate the user's stress response, problem-solving ability, and interpersonal skills.
[0291] Input: Questionnaire template stored on the server
[0292] Output: The specific questionnaire sent to the device.
[0293] Step 2:
[0294] The terminal displays the questionnaire sent from the server and provides an interface where the user can enter their answers. The user answers the questionnaire using the terminal, for example, by selecting an option for "stress during presentations."
[0295] Input: Questionnaire sent from the server
[0296] Output: The answer entered by the user
[0297] Step 3:
[0298] The user terminal sends the answers to the server, which then creates a behavioral profile of the user based on the answers and stores it in a database. This profile details the user's strengths and weaknesses.
[0299] Input: Answer results submitted by the user
[0300] Output: Generated behavioral trait profile
[0301] Step 4:
[0302] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users face in the real world, such as "going on your first business trip."
[0303] Input: Behavioral trait profile
[0304] Output: The initial state of the Sugoroku game sent to the device
[0305] Step 5:
[0306] The user terminal displays the Sugoroku-style game received from the server to the user. The user can use the terminal to progress through the game and select options for the scenarios that appear. For example, the user can select the option "Check with my boss in advance."
[0307] Input: The initial state of the game sent by the server
[0308] Output: The options for the scenario selected by the user
[0309] Step 6:
[0310] The device sends the user's selection results and progress information to the server. The server uses the generative AI model to determine the next step and sends the result back to the user's device. For example, the server might generate a result such as "Get useful advice from your boss."
[0311] Input: User selection results and piece progress information
[0312] Output: The results of the next steps generated
[0313] Step 7:
[0314] When the game finishes a certain episode, the server sends a time leap option to the user's terminal. The user's terminal displays this option and provides an interface for trying different options. The user inputs different options, such as "I'll decide for myself without checking."
[0315] Input: Game progress
[0316] Output: Time Leap Option
[0317] Step 8:
[0318] The user terminal transmits the different options selected by the user to the server. The server then performs a simulation based on the different options and transmits the results to the terminal. For example, the simulation result may be "resolve at your own risk."
[0319] Input: The different choices submitted by the user
[0320] Output: Simulation results
[0321] Step 9:
[0322] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics. The user's device displays the report received from the server to the user. The report indicates areas in the real world where the user should improve, as well as behavioral characteristics that are effective for achieving this. The user can review this report and obtain information for self-improvement.
[0323] Input: Game progress data and time leap results
[0324] Output: A report of the improvements displayed on the user's device
[0325] The above are the processing steps of the system for implementing the invention.
[0326] 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.
[0327] 1. Create a profile
[0328] server:
[0329] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user terminal, which is used to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state.
[0330] Device:
[0331] The device displays the questionnaire sent from the server and provides an interface for the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. For example, to the question, "When do you feel stressed?", the user answers, "During a presentation," and at the same time, the facial recognition camera analyzes their facial expressions.
[0332] User:
[0333] The user answers the questionnaire displayed on the terminal, providing facial expressions and voices while answering.
[0334] Device:
[0335] The terminal transmits the user's answer results and emotion data to the server.
[0336] server:
[0337] The server generates a user behavioral profile based on the responses and emotional data and stores it in a database. This profile details the user's strengths and weaknesses and their emotional responses based on those strengths and weaknesses.
[0338] 2. Sugoroku-style game progression
[0339] server:
[0340] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[0341] Device:
[0342] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[0343] User:
[0344] The user uses the device to progress through the game and choose options for the scenarios that appear. For example, a scenario such as "Going on my first business trip" may be presented. At the same time, the device's camera and microphone collect the user's facial expressions and voice to analyze their emotional state.
[0345] Device:
[0346] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[0347] server:
[0348] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[0349] Device:
[0350] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[0351] 3. Time Leap Function
[0352] server:
[0353] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[0354] Device:
[0355] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[0356] User:
[0357] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[0358] Device:
[0359] The terminal transmits the selection result to the server.
[0360] server:
[0361] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[0362] Device:
[0363] The terminal displays the simulation results to the user, and also records emotional responses based on the simulation results.
[0364] 4. Providing results and suggesting areas for improvement
[0365] server:
[0366] The server compiles the results of the game and the time leap, analyzes the user's behavioral characteristics and emotional responses, and generates a report that presents the results.
[0367] Device:
[0368] The device receives the report from the server and displays it to the user, indicating areas in the user's real-world practice that need improvement and the associated emotional responses.
[0369] User:
[0370] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[0371] By going through the above steps in order, users can understand their own behavioral characteristics and emotional responses, and make appropriate career choices and improve their behavioral characteristics. This will improve the accuracy of users' future career choices and contribute to fostering a sense of security in society as a whole, with less anxiety.
[0372] The processing flow will be explained below.
[0373] 1. Create a profile
[0374] Step 1:
[0375] The server generates a questionnaire to collect the user's behavioral characteristics and emotions, and sends it to the user's terminal. The questionnaire includes questions about stress responses, problem-solving abilities, and interpersonal skills.
[0376] Step 2:
[0377] The device displays the questionnaire sent from the server, and simultaneously activates the camera and microphone to record the user's facial expressions and voice data.
[0378] Step 3:
[0379] The user answers a questionnaire displayed on the terminal. For example, to the question "When do you feel stressed?", the user answers "during a presentation."
[0380] Step 4:
[0381] The terminal transmits the user's answers and the collected facial expression and voice data to the server.
[0382] Step 5:
[0383] The server analyzes the responses and collected emotional data to generate a behavioral profile of the user, which also includes an assessment of stress levels and interpersonal skills.
[0384] 2. Sugoroku-style game progression
[0385] Step 6:
[0386] The server generates a Sugoroku-style game suited to the user based on the generated behavioral characteristic profile and transmits the initial state of the game to the terminal.
[0387] Step 7:
[0388] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" is displayed.
[0389] Step 8:
[0390] The user uses the device to progress through the game and choose options for the scenarios that appear, while the camera and microphone collect the user's facial expressions and voice to analyze their emotional state in real time.
[0391] Step 9:
[0392] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[0393] Step 10:
[0394] Based on the received data, the server uses generative AI to determine the next step and sends the result to the device. For example, it might generate an outcome such as "receive good marks for your presentation."
[0395] Step 11:
[0396] The device displays the next step sent from the server to the user, and then analyzes the user's facial expressions and voice in real time to collect emotional data.
[0397] 3. Time Leap Function
[0398] Step 12:
[0399] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[0400] Step 13:
[0401] The terminal displays the time leap options to the user and provides an interface to try different options.
[0402] Step 14:
[0403] The user selects the time leap option and inputs different choices, for example, "I'll decide for myself without checking."
[0404] Step 15:
[0405] The terminal transmits the selection result and the user's emotion data to the server.
[0406] Step 16:
[0407] The server runs a simulation based on different options and sends the results to the device. For example, it generates an outcome such as "solve the problem at your own risk."
[0408] Step 17:
[0409] The terminal displays the simulation results to the user and simultaneously records the user's emotional reactions to the results.
[0410] 4. Providing results and suggesting areas for improvement
[0411] Step 18:
[0412] The server compiles the results of the game and time leaps, analyzes the user's behavioral characteristics and emotional responses, and generates a report suggesting areas for improvement.
[0413] Step 19:
[0414] The terminal displays the report received from the server to the user, which includes an assessment of the user's behavioral characteristics and their associated emotional responses.
[0415] Step 20:
[0416] Users can review the report, evaluate their own behavioral traits, and learn areas for improvement, which will help them make better career choices and improve their behavioral traits.
[0417] By going through the above steps in sequence, users can deepen their understanding of their own behavioral characteristics and emotional responses, and make better career choices and improve their behavioral characteristics.
[0418] Example 2
[0419] 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."
[0420] In modern society, it is important to accurately understand an individual's behavioral characteristics and emotional responses and to make career choices and improve their behavior based on that understanding. However, conventional methods only superficially evaluate behavioral characteristics, making it difficult to deeply understand changes in individual characteristics and emotions. Furthermore, conventional game-style self-assessment tools have the problem of being unable to accommodate realistic and diverse scenarios, making it difficult for users to obtain practical feedback. Furthermore, they lack a function (time leap function) that allows users to go back in time and reassess the impact of their selected actions.
[0421] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving the questionnaire responses and emotional data transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a sugoroku-style interactive game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and piece movements in the sugoroku-style interactive game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the results to the user terminal; means for providing a time leap option after a certain episode of the game ends and simulating different choices; and means for generating a report suggesting improvements to the user's behavioral characteristics based on the results of these simulations and transmitting the report to the user terminal. This allows the user to deeply understand their own behavioral characteristics and emotional responses and improve their behavior based on appropriate feedback. Furthermore, the time leap function allows the user to try different options and simulate the results, thereby evaluating the impact of their selection actions in advance.
[0422] "User behavioral characteristics" refer to behavioral patterns and reactions that a user exhibits in various situations, including stress responses, problem-solving abilities, interpersonal skills, and the like.
[0423] A "questionnaire" is a set of questions designed to assess a user's behavioral characteristics and emotions, and is sent to the user's terminal in text format.
[0424] A "user terminal" is a device used by a user to answer questionnaires, operate the Sugoroku-style game, and check the results, and includes a PC, smartphone, etc.
[0425] "Emotion data" refers to data such as the user's facial expressions and voice that are recorded when the user answers a questionnaire or plays a game, and indicates the user's emotional state.
[0426] A "behavioral characteristics profile" is a data set generated based on the user's questionnaire responses and emotional data, and includes the user's strengths and weaknesses and their emotional responses based on them.
[0427] A "sugoroku-style interactive game" is a game generated based on a user's behavioral characteristic profile, in which scenarios that the user may encounter in the real world are presented in the form of a sugoroku board.
[0428] A "generative AI model" is a model that uses artificial intelligence technology to analyze data and determine next steps, and generally includes natural language processing and machine learning technologies.
[0429] The "time leap option" is a feature that allows the user to try different choices after completing a particular episode of the game, and is provided to reassess the impact of the choices they make.
[0430] "Simulation" is the process of predicting and recreating future outcomes based on different choices made by the user when using the time leap option.
[0431] A "report" is a document or data set generated based on simulation results, etc., and includes points for improvement in user behavioral characteristics and analysis results.
[0432] The present invention is a system that analyzes a user's behavioral characteristics and emotional responses, and provides appropriate feedback and suggestions for improvement based on the results. This system begins by creating a questionnaire to collect the user's behavioral characteristics and sending it to the user's terminal. It then analyzes the user's responses and emotional data to provide the user with useful information and advice for behavioral improvement.
[0433] Questionnaire generation
[0434] The server generates a questionnaire to evaluate the user's behavioral characteristics. This questionnaire is created using a generative AI model (e.g., a natural language processing model). Specifically, the server inputs the following prompt sentences into the AI model to generate questions.
[0435] Example prompt sentence:
[0436] "Generate five questions to assess the user's stress response."
[0437] The generated questions are saved in JSON format on the server and then sent to the user's device.
[0438] View questionnaire
[0439] The device receives the questionnaire sent from the server and displays it to the user through an intuitive interface. The interface is implemented using HTML and JavaScript, allowing the user to easily answer the questions. In addition, the device's camera and microphone are activated to collect facial expression and voice data while the user answers.
[0440] Sending and analyzing answer results
[0441] The user answers a questionnaire displayed on the device. For example, to the question, "When do you feel stressed?" the user answers, "During a presentation." All data, including facial expression and voice data collected during the session, is sent from the device to the server.
[0442] The server generates a user behavioral profile based on the received response results and emotional data. This profile is generated using a machine learning library (e.g., scikit-learn) to perform data clustering and pattern recognition. The generated profile is stored in a database (e.g., MySQL).
[0443] Interactive Sugoroku-style game
[0444] The server generates a Sugoroku-style interactive game based on the generated behavioral characteristic profile. The game includes scenarios that reflect the user's behavioral characteristics and simulates situations that the user may actually face. The initial state of the game is sent from the server to the terminal, allowing the user to start the game.
[0445] The device displays the initial state of the game received from the server. As the user makes choices within the game, the results are reflected in real time.
[0446] Determine next steps
[0447] The server receives the user's choices and the progress of the pieces in the interactive Sugoroku-style game, and uses the generative AI model to determine the next step based on that. For example, if a user selects "Plan it myself" in the scenario "Going on my first business trip," the server generates the next step according to that choice.
[0448] Providing a time leap function
[0449] When a certain episode of the game ends, the server sends a time leap option to the terminal. The terminal displays the time leap option to the user and provides an interface that allows the user to try different options. When the user inputs different options, the results are also sent to the server, and a simulation based on the different options is performed.
[0450] Generate and deliver reports
[0451] The server analyzes the progress of the game and the results of the time leap comprehensively, and generates a report summarizing the user's behavioral characteristics and how to improve them in the real world. The report includes areas for improvement in the user's real world and the associated emotional responses. This report is sent to the user's device and can be viewed by the user.
[0452] Through the above steps, users can gain a deeper understanding of their own behavioral characteristics and emotional responses and learn effective ways to improve them, thereby providing them with concrete feedback that can help them make practical career choices and improve their behavior.
[0453] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0454] Detailed explanation of the processing steps
[0455] Step 1: Generate the questionnaire
[0456] The server generates a questionnaire to evaluate the user's behavioral characteristics. The input is a prompt, specifically something like "Please generate five questions to evaluate the user's stress response." The output is a set of questions generated using a generative AI model (e.g., a natural language processing model). This set of questions is temporarily saved in JSON format and sent to the user's device.
[0457] Step 2: View the questionnaire
[0458] The device receives a questionnaire in JSON format sent from the server. The input includes the questionnaire data from the server. The device uses HTML and JavaScript to display the received questionnaire as an interface that makes it easy for the user to answer. The device also activates a camera and microphone to collect facial expression and voice data from the user when answering. The output is the user's answers and emotional data.
[0459] Step 3: Answer the questionnaire and collect data
[0460] The user answers a questionnaire displayed on the device. The input includes the user's answers (text data) and facial expression and voice data collected from the camera and microphone. The output is a compilation of these data and is sent from the device to the server.
[0461] Step 4: Analyze the responses and generate a behavioral profile
[0462] The server receives the user's response results and emotion data sent from the device. The input includes the user's response data and emotion data. The server analyzes the data using a machine learning library (e.g., scikit-learn) and generates a behavioral trait profile of the user. The output is the analysis result, which is a behavioral trait profile stored in a database.
[0463] Step 5: Creating an interactive Sugoroku-style game
[0464] The server generates an interactive Sugoroku-style game based on the generated behavioral profile. The input includes the behavioral profile and scenario data. The game data is created using a Python game engine (e.g., Pygame) and sent to the user's device in JSON format as output.
[0465] Step 6: Game progression and data collection
[0466] The device displays the initial state of the game received from the server to the user and collects data on the user's selection behavior and facial expression. The input includes the initial game data and the user's behavior data. The output is the user's selection behavior and emotional data.
[0467] Step 7: Determine next steps
[0468] The server receives data on the user's choices and piece movement within a Sugoroku-style interactive game, and uses this data to determine the next step using a generative AI model. Inputs include the user's choices and emotion data. The output is instructions for the next step, which are sent to the device.
[0469] Step 8: Providing time leap options
[0470] When the game finishes a certain episode, the server generates a time leap option and sends it to the device. The input includes game progress data. The output is the time leap option, and an interface is displayed on the device that allows the user to try different options.
[0471] Step 9: Simulate different options
[0472] The user selects the time leap option and inputs different choices. The device sends the selection results to the server. The input includes the user's new choice data. The server runs a simulation with different choices based on the input data and sends the output results to the device. The output is the simulation result.
[0473] Step 10: Generate and deliver reports
[0474] The server comprehensively analyzes the game progress and the results of the time leap, and generates a report summarizing improvements to the user's behavioral characteristics. The input includes game progress data and simulation results. The output is a detailed report including improvements to the user's behavioral characteristics, which is sent to the terminal.
[0475] Step 11: View and review the report
[0476] The terminal displays the report received from the server to the user. The user checks the report and learns about their own behavioral characteristics and areas for improvement. The input includes the report data sent from the server. The output is feedback for the user's understanding and behavioral improvement.
[0477] By sequentially executing the above processing steps, the user can gain a deeper understanding of his or her own behavioral characteristics and emotional reactions, and improve his or her behavior based on appropriate feedback.
[0478] (Application example 2)
[0479] 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."
[0480] Today's consumers are faced with a wide variety of choices, making it difficult to select the best products and services. There is also a need for personalized recommendations that take into account each consumer's individual behavioral characteristics and emotional state, but current systems do not easily achieve this. Furthermore, there are limitations to the means by which consumers can understand their behavioral characteristics and obtain feedback to improve them. Therefore, there is a need for a system that can analyze a user's behavioral characteristics and emotional state, and based on that, suggest appropriate products and services and provide areas for improvement.
[0481] The specification processing by the specification 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 generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving answers to the questionnaire transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a Sugoroku-style game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and the movement of the pieces in the Sugoroku-style game and determining the next step using AI based on the same and transmitting the result to the user terminal; means for providing a time leap option when the game is cleared and simulating different choices; means for generating a report suggesting improvements to the user's behavioral characteristics based on the simulation results and transmitting it to the user terminal; means for generating a specific questionnaire based on the user's purchasing tendencies and past purchase history and transmitting it to the user terminal; means for collecting and analyzing the user's facial expression data and voice data; and means for suggesting optimal products and services to the user based on the analyzed data. This makes it possible to propose optimal products and services that take into account the user's behavioral characteristics and emotional state, and allows the user to receive feedback to understand and improve their own behavioral characteristics.
[0482] "User behavioral characteristics" refer to the personality and reaction patterns that indicate how a user will behave in a particular situation.
[0483] A "questionnaire" is a written or electronic form consisting of a series of questions generated to assess a user's behavioral characteristics or emotional state.
[0484] A "user terminal" is a device used by a user to answer questionnaires and receive suggestions and information from the system, and specifically refers to a device such as a smartphone or tablet.
[0485] A "behavioral characteristics profile" is a data set that details a user's personality and behavioral patterns, generated based on the user's response results and emotional data.
[0486] A "sugoroku-style game" is a game in which a user makes decisions based on a specific scenario and moves pieces as a result, and is a tool for measuring user behavioral characteristics.
[0487] "Choice behavior" refers to the actions or decisions that a user makes from the options presented in a Sugoroku-style game.
[0488] The "Time Leap Option" is a feature that allows users to relive specific episodes in the game and try different choices.
[0489] "Simulation results" are the results the system predicts if the user uses the time leap option and chooses different options.
[0490] A "report" is a written or electronic document that presents user behavioral characteristics and areas for improvement, and specifically includes analysis results and recommendations.
[0491] "Purchase trends" is data that indicates trends in products and services that a user is likely to purchase in the future, based on the history of products and services that the user has purchased in the past.
[0492] "Facial expression data" is data obtained by analyzing a user's facial expressions using a camera or image recognition technology, and is used to understand their emotional state.
[0493] "Voice data" is data obtained by collecting a user's voice using a microphone or the like and analyzing it using voice recognition technology, and is used to understand the user's emotional state and intentions.
[0494] "Analyzed data" refers to data obtained as a result of interpreting collected facial expression data and voice data using analytical technology.
[0495] "Optimal product and service suggestions" is the process of recommending the most suitable products and services to a user based on the user's behavioral characteristics profile, emotional state, and purchasing tendencies.
[0496] This invention provides a system that analyzes a user's behavioral characteristics and emotions and proposes optimal products and services based on the results. This system is realized using a user terminal, a server, and an AI model.
[0497] System configuration
[0498] 1. User Device:
[0499] The user terminal may include a smartphone, tablet, or personal computer.
[0500] The user terminal displays the questionnaire sent from the server and collects the user's responses. It also uses a camera and microphone to collect the user's facial expression data and voice data.
[0501] 2. Server:
[0502] The server generates a questionnaire and sends it to the user's terminal. It also collects and analyzes the user's response data, facial expression data, and voice data.
[0503] The server generates a user's behavioral characteristics profile based on the analyzed data, generates a Sugoroku-style game, provides a time leap option, and generates a report based on the simulation results that includes areas for improving the user's behavioral characteristics.
[0504] 3. Generative AI Model:
[0505] The generative AI model suggests next steps and optimal products and services based on the user's behavioral characteristics profile and analytical data.
[0506] Program processing explanation
[0507] 1. Questionnaire generation and collection:
[0508] The server generates a questionnaire to evaluate the user's behavioral characteristics and emotional state and sends it to the user's device. The user's device displays the questionnaire and collects the user's responses. It also uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to the server for analysis.
[0509] 2. Data Analysis:
[0510] The server analyzes the collected response data, facial expression data, and voice data to generate a behavioral profile of the user, which includes the user's personality, emotional response, stress response, etc.
[0511] 3. Sugoroku-style game generation:
[0512] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits it to the user's device. The user makes choices in various scenarios throughout the game, and their choices and emotional state are analyzed.
[0513] 4. Time Leap and Simulation:
[0514] The server provides a time leap option at the end of each episode of the game, allowing users to try different options. The simulation results are sent to the user's device, where they can check the results.
[0515] 5. Proposal of optimal products and services:
[0516] The server uses the analyzed data and the generative AI model to suggest optimal products and services to the user, and also generates a report including areas for improvement in the user's behavioral characteristics and sends it to the user's device.
[0517] Specific examples
[0518] For example, suppose a user answers the question "When do you feel stressed?" with "During a presentation." At the same time, a facial expression camera analyzes the user's tense facial expression. Based on this data, the server analyzes situations in which the user is likely to feel stressed and suggests products to relieve stress (such as relaxation goods). In addition, in a Sugoroku-style game, the user makes choices in a scenario such as "Going on my first business trip," and the emotional data resulting from those choices is analyzed.
[0519] An example prompt is:
[0520] User ID: 1234
[0521] Trending purchases: Sporting goods
[0522] Stress response: High
[0523] Problem-solving ability: High
[0524] Interpersonal skills: Medium
[0525] Emotional state: Nervous
[0526] Based on this profile, make a list of 5 products that the user would like.
[0527] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0528] Step 1:
[0529] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user's terminal. The questionnaire includes questions to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state. The input is the user's basic information, and the output is the generated questionnaire.
[0530] Step 2:
[0531] The user terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. The input is the questionnaire sent from the server, and the output is the user's response data and the collected facial expression and voice data.
[0532] Step 3:
[0533] The user answers a questionnaire displayed on the terminal, providing facial expressions and voice while answering. Specifically, the user speaks into the camera and microphone while answering questions. The input is the questionnaire and instructions from the server, and the output is answer data, facial expression data, and voice data.
[0534] Step 4:
[0535] The terminal transmits the user's answer results and emotion data to the server. The input is the user's answer data and emotion data, and the output is a transmission packet containing these data. The terminal transmits this to the server via a communication network.
[0536] Step 5:
[0537] The server generates a user behavioral profile based on the received response data and emotional data and stores it in a database. This profile contains detailed descriptions of the user's characteristics and emotional responses. The input is the user's response data and emotional data, and the output is the behavioral profile.
[0538] Step 6:
[0539] The server generates a Sugoroku-style game based on the generated behavioral characteristics profile and sends its initial state to the terminal. The input is the behavioral characteristics profile, and the output is the game's initial state data, which reflects the user's behavior scenario.
[0540] Step 7:
[0541] The terminal displays the initial state of the Sugoroku game received from the server to the user. The user progresses through the game and selects options for the scenarios that appear. The input is the game's initial state data, and the output is the user's selection data.
[0542] Step 8:
[0543] The device sends the user's selection results and the progress of the pieces to the server, which then uses the generative AI model to determine the next step and sends the result to the device. The input is the user's selection data, and the output is the result of the next step.
[0544] Step 9:
[0545] The server provides a time leap option after each episode of the game, allowing users to try different options. The simulation results are sent to the user's device. The input is the time leap option selection data, and the output is the simulation results.
[0546] Step 10:
[0547] The terminal displays the simulation results to the user, who then checks them and decides on the next action. The input is the simulation results, and the output is the user's feedback and emotional data.
[0548] Step 11:
[0549] The server uses a generative AI model to propose optimal products and services to users based on the collected and analyzed data. The generated proposals are sent to the device. The input is the analyzed data and behavioral characteristic profile, and the output is the optimal product or service proposal.
[0550] Step 12:
[0551] The user terminal displays a list of suggested products and services and detailed information to the user, who then checks and selects them. The input is the suggested data, and the output is the user's selected data and feedback.
[0552] 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.
[0553] 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.
[0554] 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.
[0555] [Second embodiment]
[0556] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0557] 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.
[0558] 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).
[0559] 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.
[0560] 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.
[0561] 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).
[0562] 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.
[0563] 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.
[0564] 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.
[0565] 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.
[0566] 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.
[0567] 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."
[0568] 1. Create a profile
[0569] server:
[0570] The server generates a questionnaire to collect information on the user's behavioral characteristics and sends it to the user's terminal. The questionnaire is intended to evaluate various behavioral characteristics, such as the user's stress response, problem-solving ability, and interpersonal skills.
[0571] Device:
[0572] The terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. For example, in response to the question "When do you feel stressed?", the user can select "During a presentation" from the options.
[0573] User:
[0574] The user answers the questionnaire displayed on the terminal.
[0575] Device:
[0576] The terminal transmits the user's answer results to the server.
[0577] server:
[0578] The server generates a user's behavioral profile based on the responses and stores it in a database, detailing the user's strengths and weaknesses.
[0579] 2. Sugoroku-style game progression
[0580] server:
[0581] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[0582] Device:
[0583] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" may be presented.
[0584] User:
[0585] The user plays the game using the terminal and selects options for the scenarios that appear, for example, "Check with my boss beforehand."
[0586] Device:
[0587] The terminal transmits the user's selection results and piece progress information to the server.
[0588] server:
[0589] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[0590] 3. Time Leap Function
[0591] server:
[0592] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[0593] Device:
[0594] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[0595] User:
[0596] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[0597] Device:
[0598] The terminal transmits the selection result to the server.
[0599] server:
[0600] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[0601] Device:
[0602] The terminal displays the simulation results to the user.
[0603] 4. Providing results and suggesting areas for improvement
[0604] server:
[0605] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[0606] Device:
[0607] The terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[0608] User:
[0609] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[0610] In this way, this system helps users to appropriately understand occupations and improve their behavioral characteristics from a young age, which improves the accuracy of future career choices and contributes to fostering a sense of security in society as a whole with less anxiety.
[0611] The processing flow will be explained below.
[0612] 1. Create a profile
[0613] Step 1:
[0614] The server generates a questionnaire for collecting the user's behavioral characteristics and transmits it to the user terminal.
[0615] Step 2:
[0616] The terminal displays the questionnaire sent from the server and provides an interface for the user to answer.
[0617] Step 3:
[0618] The user answers the questionnaire displayed on the terminal.
[0619] Step 4:
[0620] The terminal transmits the user's answer results to the server.
[0621] Step 5:
[0622] The server generates a behavioral characteristic profile of the user based on the response results and stores it in a database.
[0623] 2. Sugoroku-style game progression
[0624] Step 6:
[0625] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits its initial state to the terminal.
[0626] Step 7:
[0627] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[0628] Step 8:
[0629] The user uses the terminal to select an action to move the piece and input the options.
[0630] Step 9:
[0631] The terminal transmits the progress of the user's pieces and the results of their selections to the server.
[0632] Step 10:
[0633] The server uses the generative AI to determine the next step and sends the result to the device.
[0634] Step 11:
[0635] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[0636] 3. Time Leap Function
[0637] Step 12:
[0638] The server sends a time leap option to the terminal when the game has completed a certain episode.
[0639] Step 13:
[0640] The terminal displays the time leap options to the user and provides an interface to try different options.
[0641] Step 14:
[0642] The user selects the time leap option and enters different choices.
[0643] Step 15:
[0644] The terminal transmits the selection result to the server.
[0645] Step 16:
[0646] The server performs a simulation based on different choices and transmits the results to the terminal.
[0647] Step 17:
[0648] The terminal displays the simulation results to the user.
[0649] 4. Providing results and suggesting areas for improvement
[0650] Step 18:
[0651] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[0652] Step 19:
[0653] The terminal displays the report received from the server to the user.
[0654] Step 20:
[0655] Users can review the report to assess their own behavioral characteristics and learn areas for improvement.
[0656] By going through the above steps in order, the user can understand his or her own behavioral characteristics and make an appropriate career choice or improve his or her behavioral characteristics.
[0657] Example 1
[0658] 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."
[0659] Conventional user behavior characteristic evaluation systems have difficulty accurately grasping a user's behavior characteristics and clearly presenting areas for improvement. Furthermore, the lack of continuous feedback to the user makes it difficult to translate the results into actual behavioral improvements. Furthermore, the simulation function based on the user's selection behavior was insufficient, making it impossible to handle a variety of behavioral scenarios.
[0660] 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.
[0661] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving the user's selection actions and piece movements in the Sugoroku-style game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; and means for generating a report based on the simulation results, presenting areas for improvement in the user's behavioral characteristics, and transmitting the report to the user device. This allows for detailed evaluation of the user's behavioral characteristics and continuous feedback to support specific behavioral improvements. Furthermore, to accommodate a variety of behavioral scenarios, the simulation function based on the user's selection actions can be enhanced, providing practical behavioral simulations.
[0662] "User behavioral characteristics" refers to the behavioral patterns and reactions that a user exhibits in a particular situation or environment.
[0663] A "questionnaire" refers to a set of questions that are generated by the server and answered by the user in order to evaluate the user's behavioral characteristics.
[0664] "User terminal" refers to a device used by a user, such as a computer, smartphone, or tablet.
[0665] "Response" refers to information entered by a user in the form of options or free-form responses to a questionnaire.
[0666] A "behavioral characteristics profile" refers to detailed evaluation data of a user's behavioral characteristics that is generated based on the user's responses.
[0667] A "sugoroku-style game" refers to a game that includes scenarios and choices based on the user's behavioral characteristic profile, generated by the server.
[0668] "Selection behavior" refers to the options that users choose in a Sugoroku-style game.
[0669] "Piece progress" refers to an element that represents the user's progress in a Sugoroku-style game.
[0670] A "generative AI model" refers to an artificial intelligence model that generates next steps and simulations based on the user's selection actions and piece progress information.
[0671] "Time leap option" refers to a feature that allows users to go back in time and try different choices when completing a game.
[0672] "Simulation" refers to hypothetical outcomes based on different behavioral choices when using the time leap option.
[0673] A "report" refers to a document that is generated based on the simulation results and presents areas for improvement in the user's behavioral characteristics.
[0674] This invention is a system that supports specific behavioral improvements of users by evaluating their behavioral characteristics in detail and providing continuous feedback. The program processing of this system is explained below in natural language.
[0675] First, the server generates a questionnaire to collect the user's behavioral characteristics. This questionnaire is intended to evaluate the user's stress response, problem-solving ability, interpersonal skills, etc. Specifically, the server uses a generative AI model to send a prompt such as: "Please generate questions to evaluate the user's stress response."
[0676] The server then sends the generated questionnaire to the user's device. The device then displays the questionnaire to the user and provides an interface that allows the user to answer the questionnaire. For example, the question "How stressed do you feel?" is displayed.
[0677] The user answers the displayed question. For example, the user selects the option "I feel it very much." The terminal then transmits the user's answer to the server.
[0678] The server analyzes the received response data and compares it with other user data stored in a database (e.g., MySQL) to generate a behavioral profile of the user. This profile is given a label such as "low stress tolerance." The generated profile is then stored in the database.
[0679] Next, the server generates a Sugoroku-style game based on the user's behavioral characteristics profile. Using the generative AI model, it uses the prompt, "Please provide a scenario for the user's first business trip based on the user's behavioral characteristics profile." Based on the obtained scenario, it creates a Sugoroku game map and sends it to the device.
[0680] The device displays the initial scenario of the Sugoroku game to the user. For example, a scenario such as "Preparing for your first business trip" is displayed. The user uses the device to progress through the game, choosing one option from the options. For example, the user may choose "Check with their boss." The device then sends the user's selection to the server.
[0681] The server uses a generative AI model to determine the next step based on the user's selection. It uses the prompt "Generate the next step if you select the option to check with your boss." The resulting next step result might be, for example, "Get useful advice from your boss." This result is then sent to the device.
[0682] When the game is cleared, the server sends the time leap option to the device. The device displays the time leap option to the user, allowing the user to try new options. For example, the user may choose "Act at their own discretion." The device then sends the result of that choice to the server.
[0683] To run a simulation based on the new selection results, the server uses the generative AI model to send the following prompt: "Please generate a simulation result if the user acts according to their own judgment." The resulting simulation result might be something like, "The judgment was correct, leading to a good outcome." This result is sent to the device and displayed to the user.
[0684] The server compiles all the results of the game progress and time leaps and generates a report suggesting areas for improvement in the user's behavioral characteristics. Using the generative AI model, it sends a prompt message saying, "Please generate advice for improving the user's behavioral characteristics." The generated report contains specific advice, such as, "To improve your presentation skills, it is effective to practice in advance." This report is sent to the device and displayed.
[0685] The above is a detailed description of how to implement the present invention. The present invention promotes user behavioral improvement by evaluating the user's behavioral characteristics in detail and providing appropriate feedback. Furthermore, by combining a Sugoroku-style game with a time leap option, it is possible to provide a practical simulation based on the user's selection behavior.
[0686] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0687] Step 1:
[0688] server:
[0689] The server generates a questionnaire to collect the user's behavioral characteristics. Specifically, it sends a prompt to the generative AI model saying, "Please generate questions to evaluate the user's stress response." The generated questions are then aggregated to create a questionnaire. The created questionnaire is then sent to the user's device.
[0690] Input: Prompt "Generate questions to assess the user's stress response."
[0691] Output: Generated questionnaire
[0692] Step 2:
[0693] Device:
[0694] The terminal displays the received questionnaire and provides an interface that allows the user to answer it. Specifically, it displays the question "How stressed do you feel?"
[0695] Input: Questionnaire received from the server
[0696] Output: A screen display that the user can respond to
[0697] Step 3:
[0698] User:
[0699] The user answers the questionnaire, for example, by selecting the option "I feel strongly about it."
[0700] Input:View questionnaire
[0701] Output: Selected answer
[0702] Step 4:
[0703] Device:
[0704] The terminal transmits the user's answer to the server.
[0705] Input: User response data
[0706] Output: Data sent to the server
[0707] Step 5:
[0708] server:
[0709] The server analyzes the received response data and generates a behavioral characteristic profile for the user. It compares this with other user data stored in the database and assigns a behavioral characteristic label (e.g., "low stress tolerance") to the user. The generated profile is then stored in the database.
[0710] Input: User response data
[0711] Output: Behavioral profile
[0712] Step 6:
[0713] server:
[0714] The server generates a Sugoroku-style game based on the behavioral characteristics profile. It sends a prompt to the generating AI model saying, "Please provide a scenario for going on your first business trip based on the user's behavioral characteristics profile." It then creates a game map based on the resulting scenario and sends it to the device.
[0715] Input: Behavioral characteristics profile, prompt "Based on the user's behavioral characteristics profile, please provide a scenario for going on a business trip for the first time."
[0716] Output: Initial scenario for the Sugoroku game
[0717] Step 7:
[0718] Device:
[0719] The terminal displays an initial scenario of the Sugoroku game to the user. For example, a scenario called "Preparing for your first business trip" is displayed.
[0720] Input: The initial scenario of the Sugoroku game received from the server
[0721] Output: A screen display that allows the user to progress through the game
[0722] Step 8:
[0723] User:
[0724] The user selects one of the options in the game to progress through the game. For example, the user selects "Check with the boss."
[0725] Input: Display the scenario of the Sugoroku game
[0726] Output: Selected action
[0727] Step 9:
[0728] Device:
[0729] The terminal transmits the user's selection results to the server.
[0730] Input: User selection
[0731] Output: Data sent to the server
[0732] Step 10:
[0733] server:
[0734] The server sends a prompt to the generative AI model based on the user's selection to determine the next step. For example, it uses the prompt "Generate the next step if you select the option to check with your manager." The server then sends the result to the device.
[0735] Input: User selection result, prompt "Generate the next step if you select the option to check with your manager."
[0736] Output: Next step scenario
[0737] Step 11:
[0738] Device:
[0739] The terminal displays the next step scenario to the user, for example, the result "Get useful advice from your boss."
[0740] Input: Next step scenario received from the server
[0741] Output: A screen display that allows the user to proceed to the next step
[0742] Step 12:
[0743] server:
[0744] The server provides a time leap option when the game is cleared, and transmits the time leap option to the terminal.
[0745] Input: Game progress information
[0746] Output: Time Leap Option
[0747] Step 13:
[0748] Device:
[0749] The terminal displays the time leap options to the user.
[0750] Input: Time leap option received from the server
[0751] Output: The new choices that are displayed to the user
[0752] Step 14:
[0753] User:
[0754] The user selects a time leap option and tries out new options, for example, "Act on your own judgment."
[0755] Input: Show time leap options
[0756] Output: New selection
[0757] Step 15:
[0758] Device:
[0759] The terminal transmits the user's new selection to the server.
[0760] Input: The user's new selection
[0761] Output: Data sent to the server
[0762] Step 16:
[0763] server:
[0764] The server sends a prompt to the generative AI model based on the new selection results and performs a simulation. For example, it uses a prompt such as, "Please generate a simulation result if the user acts according to their own judgment." The simulation result is sent to the device.
[0765] Input: The user's new choice, prompt "Generate the simulation results if the user acts according to their own judgment."
[0766] Output: Simulation results
[0767] Step 17:
[0768] Device:
[0769] The terminal displays the simulation results to the user. For example, the simulation result "The decision was correct, leading to a good result" may be displayed.
[0770] Input: Simulation results received from the server
[0771] Output: Simulation results that are displayed to the user
[0772] Step 18:
[0773] server:
[0774] The server aggregates all the results of the game progress and time leap, and generates a report suggesting areas for improvement in the user's behavioral characteristics. It sends a prompt to the generation AI model saying, "Please generate advice to improve the user's behavioral characteristics." It then sends the generated report to the device.
[0775] Input: All game progress data and time leap results, prompt "Generate advice to improve the user's behavioral characteristics."
[0776] Output: A report showing improvements to user behavior characteristics
[0777] Step 19:
[0778] Device:
[0779] The terminal displays the report to the user, which may include specific advice such as, "To improve your presentation skills, it is effective to practice in advance."
[0780] Input: Report received from the server
[0781] Output: The report that is displayed to the user
[0782] (Application example 1)
[0783] 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."
[0784] Improving employee customer service skills and problem-solving abilities is crucial for modern brick-and-mortar stores. However, there is currently a lack of appropriate tools and systems to do this efficiently and effectively. While practical training is necessary to equip employees with the skills they need to handle various scenarios they face in the real world, this alone has limitations in terms of comprehensive skill improvement. Furthermore, there are limited ways for employees to understand and receive specific feedback on their own behavioral traits to improve them. Therefore, there is a need for a system that can evaluate employees' behavioral traits and provide feedback based on that to improve their skills.
[0785] 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.
[0786] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving user selections and piece movements in the Sugoroku-style game, determining the next step based on the selections and movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; means for generating a report suggesting improvements to the user behavioral characteristics based on the simulation results and transmitting this report to the user device; and means for implementing the system as an application installed on a smartphone to improve the customer service skills and problem-solving abilities of employees in a brick-and-mortar store. This allows employees to hone their skills through practice, understand their own behavioral characteristics through concrete feedback, and learn effective areas for improvement.
[0787] "User" refers to a person who uses a terminal to answer questionnaires and play a Sugoroku-style game.
[0788] "Behavioral characteristics" refer to characteristics that indicate how a user behaves in various situations, such as the user's stress response, problem-solving ability, and interpersonal skills.
[0789] A "questionnaire" refers to a series of questions sent from a server to a user terminal to assess the user's behavioral characteristics.
[0790] "User terminal" refers to a device (smartphone, tablet, etc.) that displays the questionnaire and allows the user to enter answers.
[0791] A "sugoroku-style game" refers to a game format in which a scenario unfolds as the user makes choices and moves pieces based on the results.
[0792] A "generative AI model" refers to an artificial intelligence model that determines the next step based on the user's selection behavior and generates a scenario.
[0793] "Time leap option" refers to an option that allows you to simulate different choices or actions after the end of a specific episode of the game.
[0794] "Simulation results" refers to data showing results based on different user choices or actions.
[0795] "Report" refers to a document that presents areas for improvement in the user's behavioral characteristics based on the progress of the game and the results of the time leap.
[0796] "Application installed on a smartphone" refers to software that allows users to play a Sugoroku-style game based on their behavioral characteristic profile.
[0797] A "physical store" refers to a location that offers products or services in a physical retail space.
[0798] The following describes an embodiment of the present invention: The invention is carried out by a system that includes a server, a user terminal, and a generative AI model as its main components.
[0799] 1. Create a profile
[0800] The server generates a questionnaire to collect information on the user's behavioral characteristics and transmits it to the user's terminal. The questionnaire is intended to evaluate the user's behavioral characteristics, such as stress response, problem-solving ability, and interpersonal skills.
[0801] The user terminal displays a questionnaire and provides an interface that allows the user to answer. For example, the user can select "during a presentation" in response to the question "When do you feel stressed?"
[0802] When the user answers the questionnaire displayed on the terminal, the terminal sends the results to the server.
[0803] Based on the responses received, the server creates a user behavioral profile and stores it in a database, detailing the user's strengths and weaknesses.
[0804] 2. Sugoroku-style game progression
[0805] The server generates a Sugoroku-style game based on the generated behavioral profile and sends its initial state to the user's device. The game is designed based on scenarios that users may encounter in the real world.
[0806] The user terminal displays the Sugoroku-style game received from the server to the user. For example, a scenario called "Going on my first business trip" is presented.
[0807] The user can play the game through the terminal and choose options for the scenario, for example, "Check with my boss in advance."
[0808] The user's selection results and progress information of the pieces are sent from the device to the server, and the server uses the generative AI model to determine the next step and sends the result to the user's device. For example, the result may be "receive useful advice from your boss."
[0809] 3. Time Leap Function
[0810] When the game finishes a certain episode, the server sends a time leap option to the user terminal.
[0811] The user terminal displays the time leap options and provides an interface that allows the user to try different options.
[0812] The user selects a time leap option and enters different options, such as "Don't ask, I'll decide."
[0813] The result of the selection is sent from the terminal to the server, and the server runs a simulation based on different choices and sends the result to the user terminal. For example, the simulation result may be "I will resolve the issue at my own risk."
[0814] The user terminal displays the simulation results to the user.
[0815] 4. Providing results and suggesting areas for improvement
[0816] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[0817] The user terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[0818] The user can check the report displayed on the terminal and obtain information for self-improvement.
[0819] For illustrative purposes, consider the following prompt:
[0820] How do you respond when a customer complains about a product?
[0821] The above is a detailed description of the embodiment of the present invention. The system evaluates the user's behavioral characteristics, provides feedback to the user through a Sugoroku-style game, and includes a function to try different options using a time leap function. It also supports the user's skill improvement through reports that suggest areas for improvement. This system can efficiently improve the customer service skills and problem-solving abilities of employees in brick-and-mortar stores.
[0822] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0823] Step 1:
[0824] The server generates a questionnaire to collect the user's behavioral characteristics and sends it to the user's terminal. Specifically, the server generates a questionnaire containing a prompt such as, "How do you deal with a customer who complains about a product?" This questionnaire is designed to evaluate the user's stress response, problem-solving ability, and interpersonal skills.
[0825] Input: Questionnaire template stored on the server
[0826] Output: The specific questionnaire sent to the device.
[0827] Step 2:
[0828] The terminal displays the questionnaire sent from the server and provides an interface where the user can enter their answers. The user answers the questionnaire using the terminal, for example, by selecting an option for "stress during presentations."
[0829] Input: Questionnaire sent from the server
[0830] Output: The answer entered by the user
[0831] Step 3:
[0832] The user terminal sends the answers to the server, which then creates a behavioral profile of the user based on the answers and stores it in a database. This profile details the user's strengths and weaknesses.
[0833] Input: Answer results submitted by the user
[0834] Output: Generated behavioral trait profile
[0835] Step 4:
[0836] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users face in the real world, such as "going on your first business trip."
[0837] Input: Behavioral trait profile
[0838] Output: The initial state of the Sugoroku game sent to the device
[0839] Step 5:
[0840] The user terminal displays the Sugoroku-style game received from the server to the user. The user can use the terminal to progress through the game and select options for the scenarios that appear. For example, the user can select the option "Check with my boss in advance."
[0841] Input: The initial state of the game sent by the server
[0842] Output: The options for the scenario selected by the user
[0843] Step 6:
[0844] The device sends the user's selection results and progress information to the server. The server uses the generative AI model to determine the next step and sends the result back to the user's device. For example, the server might generate a result such as "Get useful advice from your boss."
[0845] Input: User selection results and piece progress information
[0846] Output: The results of the next steps generated
[0847] Step 7:
[0848] When the game finishes a certain episode, the server sends a time leap option to the user's terminal. The user's terminal displays this option and provides an interface for trying different options. The user inputs different options, such as "I'll decide for myself without checking."
[0849] Input: Game progress
[0850] Output: Time Leap Option
[0851] Step 8:
[0852] The user terminal transmits the different options selected by the user to the server. The server then performs a simulation based on the different options and transmits the results to the terminal. For example, the simulation result may be "resolve at your own risk."
[0853] Input: The different choices submitted by the user
[0854] Output: Simulation results
[0855] Step 9:
[0856] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics. The user's device displays the report received from the server to the user. The report indicates areas in the real world where the user should improve, as well as behavioral characteristics that are effective for achieving this. The user can review this report and obtain information for self-improvement.
[0857] Input: Game progress data and time leap results
[0858] Output: A report of the improvements displayed on the user's device
[0859] The above are the processing steps of the system for implementing the invention.
[0860] 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.
[0861] 1. Create a profile
[0862] server:
[0863] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user terminal, which is used to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state.
[0864] Device:
[0865] The device displays the questionnaire sent from the server and provides an interface for the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. For example, to the question, "When do you feel stressed?", the user answers, "During a presentation," and at the same time, the facial recognition camera analyzes their facial expressions.
[0866] User:
[0867] The user answers the questionnaire displayed on the terminal, providing facial expressions and voices while answering.
[0868] Device:
[0869] The terminal transmits the user's answer results and emotion data to the server.
[0870] server:
[0871] The server generates a user behavioral profile based on the responses and emotional data and stores it in a database. This profile details the user's strengths and weaknesses and their emotional responses based on those strengths and weaknesses.
[0872] 2. Sugoroku-style game progression
[0873] server:
[0874] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[0875] Device:
[0876] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[0877] User:
[0878] The user uses the device to progress through the game and choose options for the scenarios that appear. For example, a scenario such as "Going on my first business trip" may be presented. At the same time, the device's camera and microphone collect the user's facial expressions and voice to analyze their emotional state.
[0879] Device:
[0880] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[0881] server:
[0882] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[0883] Device:
[0884] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[0885] 3. Time Leap Function
[0886] server:
[0887] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[0888] Device:
[0889] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[0890] User:
[0891] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[0892] Device:
[0893] The terminal transmits the selection result to the server.
[0894] server:
[0895] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[0896] Device:
[0897] The terminal displays the simulation results to the user, and also records emotional responses based on the simulation results.
[0898] 4. Providing results and suggesting areas for improvement
[0899] server:
[0900] The server compiles the results of the game and the time leap, analyzes the user's behavioral characteristics and emotional responses, and generates a report that presents the results.
[0901] Device:
[0902] The device receives the report from the server and displays it to the user, indicating areas in the user's real-world practice that need improvement and the associated emotional responses.
[0903] User:
[0904] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[0905] By going through the above steps in order, users can understand their own behavioral characteristics and emotional responses, and make appropriate career choices and improve their behavioral characteristics. This will improve the accuracy of users' future career choices and contribute to fostering a sense of security in society as a whole, with less anxiety.
[0906] The processing flow will be explained below.
[0907] 1. Create a profile
[0908] Step 1:
[0909] The server generates a questionnaire to collect the user's behavioral characteristics and emotions, and sends it to the user's terminal. The questionnaire includes questions about stress responses, problem-solving abilities, and interpersonal skills.
[0910] Step 2:
[0911] The device displays the questionnaire sent from the server, and simultaneously activates the camera and microphone to record the user's facial expressions and voice data.
[0912] Step 3:
[0913] The user answers a questionnaire displayed on the terminal. For example, to the question "When do you feel stressed?", the user answers "during a presentation."
[0914] Step 4:
[0915] The terminal transmits the user's answers and the collected facial expression and voice data to the server.
[0916] Step 5:
[0917] The server analyzes the responses and collected emotional data to generate a behavioral profile of the user, which also includes an assessment of stress levels and interpersonal skills.
[0918] 2. Sugoroku-style game progression
[0919] Step 6:
[0920] The server generates a Sugoroku-style game suited to the user based on the generated behavioral characteristic profile and transmits the initial state of the game to the terminal.
[0921] Step 7:
[0922] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" is displayed.
[0923] Step 8:
[0924] The user uses the device to progress through the game and choose options for the scenarios that appear, while the camera and microphone collect the user's facial expressions and voice to analyze their emotional state in real time.
[0925] Step 9:
[0926] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[0927] Step 10:
[0928] Based on the received data, the server uses generative AI to determine the next step and sends the result to the device. For example, it might generate an outcome such as "receive good marks for your presentation."
[0929] Step 11:
[0930] The device displays the next step sent from the server to the user, and then analyzes the user's facial expressions and voice in real time to collect emotional data.
[0931] 3. Time Leap Function
[0932] Step 12:
[0933] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[0934] Step 13:
[0935] The terminal displays the time leap options to the user and provides an interface to try different options.
[0936] Step 14:
[0937] The user selects the time leap option and inputs different choices, for example, "I'll decide for myself without checking."
[0938] Step 15:
[0939] The terminal transmits the selection result and the user's emotion data to the server.
[0940] Step 16:
[0941] The server runs a simulation based on different options and sends the results to the device. For example, it generates an outcome such as "solve the problem at your own risk."
[0942] Step 17:
[0943] The terminal displays the simulation results to the user and simultaneously records the user's emotional reactions to the results.
[0944] 4. Providing results and suggesting areas for improvement
[0945] Step 18:
[0946] The server compiles the results of the game and time leaps, analyzes the user's behavioral characteristics and emotional responses, and generates a report suggesting areas for improvement.
[0947] Step 19:
[0948] The terminal displays the report received from the server to the user, which includes an assessment of the user's behavioral characteristics and their associated emotional responses.
[0949] Step 20:
[0950] Users can review the report, evaluate their own behavioral traits, and learn areas for improvement, which will help them make better career choices and improve their behavioral traits.
[0951] By going through the above steps in sequence, users can deepen their understanding of their own behavioral characteristics and emotional responses, and make better career choices and improve their behavioral characteristics.
[0952] Example 2
[0953] 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."
[0954] In modern society, it is important to accurately understand an individual's behavioral characteristics and emotional responses and to make career choices and improve their behavior based on that understanding. However, conventional methods only superficially evaluate behavioral characteristics, making it difficult to deeply understand changes in individual characteristics and emotions. Furthermore, conventional game-style self-assessment tools have the problem of being unable to accommodate realistic and diverse scenarios, making it difficult for users to obtain practical feedback. Furthermore, they lack a function (time leap function) that allows users to go back in time and reassess the impact of their selected actions.
[0955] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving the questionnaire responses and emotional data transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a sugoroku-style interactive game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and piece movements in the sugoroku-style interactive game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the results to the user terminal; means for providing a time leap option after a certain episode of the game ends and simulating different choices; and means for generating a report suggesting improvements to the user's behavioral characteristics based on the results of these simulations and transmitting the report to the user terminal. This allows the user to deeply understand their own behavioral characteristics and emotional responses and improve their behavior based on appropriate feedback. Furthermore, the time leap function allows the user to try different options and simulate the results, thereby evaluating the impact of their selection actions in advance.
[0956] "User behavioral characteristics" refer to behavioral patterns and reactions that a user exhibits in various situations, including stress responses, problem-solving abilities, interpersonal skills, and the like.
[0957] A "questionnaire" is a set of questions designed to assess a user's behavioral characteristics and emotions, and is sent to the user's terminal in text format.
[0958] A "user terminal" is a device used by a user to answer questionnaires, operate the Sugoroku-style game, and check the results, and includes a PC, smartphone, etc.
[0959] "Emotion data" refers to data such as the user's facial expressions and voice that are recorded when the user answers a questionnaire or plays a game, and indicates the user's emotional state.
[0960] A "behavioral characteristics profile" is a data set generated based on the user's questionnaire responses and emotional data, and includes the user's strengths and weaknesses and their emotional responses based on them.
[0961] A "sugoroku-style interactive game" is a game generated based on a user's behavioral characteristic profile, in which scenarios that the user may encounter in the real world are presented in the form of a sugoroku board.
[0962] A "generative AI model" is a model that uses artificial intelligence technology to analyze data and determine next steps, and generally includes natural language processing and machine learning technologies.
[0963] The "time leap option" is a feature that allows the user to try different choices after completing a particular episode of the game, and is provided to reassess the impact of the choices they make.
[0964] "Simulation" is the process of predicting and recreating future outcomes based on different choices made by the user when using the time leap option.
[0965] A "report" is a document or data set generated based on simulation results, etc., and includes points for improvement in user behavioral characteristics and analysis results.
[0966] The present invention is a system that analyzes a user's behavioral characteristics and emotional responses, and provides appropriate feedback and suggestions for improvement based on the results. This system begins by creating a questionnaire to collect the user's behavioral characteristics and sending it to the user's terminal. It then analyzes the user's responses and emotional data to provide the user with useful information and advice for behavioral improvement.
[0967] Questionnaire generation
[0968] The server generates a questionnaire to evaluate the user's behavioral characteristics. This questionnaire is created using a generative AI model (e.g., a natural language processing model). Specifically, the server inputs the following prompt sentences into the AI model to generate questions.
[0969] Example prompt sentence:
[0970] "Generate five questions to assess the user's stress response."
[0971] The generated questions are saved in JSON format on the server and then sent to the user's device.
[0972] View questionnaire
[0973] The device receives the questionnaire sent from the server and displays it to the user through an intuitive interface. The interface is implemented using HTML and JavaScript, allowing the user to easily answer the questions. In addition, the device's camera and microphone are activated to collect facial expression and voice data while the user answers.
[0974] Sending and analyzing answer results
[0975] The user answers a questionnaire displayed on the device. For example, to the question, "When do you feel stressed?" the user answers, "During a presentation." All data, including facial expression and voice data collected during the session, is sent from the device to the server.
[0976] The server generates a user behavioral profile based on the received response results and emotional data. This profile is generated using a machine learning library (e.g., scikit-learn) to perform data clustering and pattern recognition. The generated profile is stored in a database (e.g., MySQL).
[0977] Interactive Sugoroku-style game
[0978] The server generates a Sugoroku-style interactive game based on the generated behavioral characteristic profile. The game includes scenarios that reflect the user's behavioral characteristics and simulates situations that the user may actually face. The initial state of the game is sent from the server to the terminal, allowing the user to start the game.
[0979] The device displays the initial state of the game received from the server. As the user makes choices within the game, the results are reflected in real time.
[0980] Determine next steps
[0981] The server receives the user's choices and the progress of the pieces in the interactive Sugoroku-style game, and uses the generative AI model to determine the next step based on that. For example, if a user selects "Plan it myself" in the scenario "Going on my first business trip," the server generates the next step according to that choice.
[0982] Providing a time leap function
[0983] When a certain episode of the game ends, the server sends a time leap option to the terminal. The terminal displays the time leap option to the user and provides an interface that allows the user to try different options. When the user inputs different options, the results are also sent to the server, and a simulation based on the different options is performed.
[0984] Generate and deliver reports
[0985] The server analyzes the progress of the game and the results of the time leap comprehensively, and generates a report summarizing the user's behavioral characteristics and how to improve them in the real world. The report includes areas for improvement in the user's real world and the associated emotional responses. This report is sent to the user's device and can be viewed by the user.
[0986] Through the above steps, users can gain a deeper understanding of their own behavioral characteristics and emotional responses and learn effective ways to improve them, thereby providing them with concrete feedback that can help them make practical career choices and improve their behavior.
[0987] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0988] Detailed explanation of the processing steps
[0989] Step 1: Generate the questionnaire
[0990] The server generates a questionnaire to evaluate the user's behavioral characteristics. The input is a prompt, specifically something like "Please generate five questions to evaluate the user's stress response." The output is a set of questions generated using a generative AI model (e.g., a natural language processing model). This set of questions is temporarily saved in JSON format and sent to the user's device.
[0991] Step 2: View the questionnaire
[0992] The device receives a questionnaire in JSON format sent from the server. The input includes the questionnaire data from the server. The device uses HTML and JavaScript to display the received questionnaire as an interface that makes it easy for the user to answer. The device also activates a camera and microphone to collect facial expression and voice data from the user when answering. The output is the user's answers and emotional data.
[0993] Step 3: Answer the questionnaire and collect data
[0994] The user answers a questionnaire displayed on the device. The input includes the user's answers (text data) and facial expression and voice data collected from the camera and microphone. The output is a compilation of these data and is sent from the device to the server.
[0995] Step 4: Analyze the responses and generate a behavioral profile
[0996] The server receives the user's response results and emotion data sent from the device. The input includes the user's response data and emotion data. The server analyzes the data using a machine learning library (e.g., scikit-learn) and generates a behavioral trait profile of the user. The output is the analysis result, which is a behavioral trait profile stored in a database.
[0997] Step 5: Creating an interactive Sugoroku-style game
[0998] The server generates an interactive Sugoroku-style game based on the generated behavioral profile. The input includes the behavioral profile and scenario data. The game data is created using a Python game engine (e.g., Pygame) and sent to the user's device in JSON format as output.
[0999] Step 6: Game progression and data collection
[1000] The device displays the initial state of the game received from the server to the user and collects data on the user's selection behavior and facial expression. The input includes the initial game data and the user's behavior data. The output is the user's selection behavior and emotional data.
[1001] Step 7: Determine next steps
[1002] The server receives data on the user's choices and piece movement within a Sugoroku-style interactive game, and uses this data to determine the next step using a generative AI model. Inputs include the user's choices and emotion data. The output is instructions for the next step, which are sent to the device.
[1003] Step 8: Providing time leap options
[1004] When the game finishes a certain episode, the server generates a time leap option and sends it to the device. The input includes game progress data. The output is the time leap option, and an interface is displayed on the device that allows the user to try different options.
[1005] Step 9: Simulate different options
[1006] The user selects the time leap option and inputs different choices. The device sends the selection results to the server. The input includes the user's new choice data. The server runs a simulation with different choices based on the input data and sends the output results to the device. The output is the simulation result.
[1007] Step 10: Generate and deliver reports
[1008] The server comprehensively analyzes the game progress and the results of the time leap, and generates a report summarizing improvements to the user's behavioral characteristics. The input includes game progress data and simulation results. The output is a detailed report including improvements to the user's behavioral characteristics, which is sent to the terminal.
[1009] Step 11: View and review the report
[1010] The terminal displays the report received from the server to the user. The user checks the report and learns about their own behavioral characteristics and areas for improvement. The input includes the report data sent from the server. The output is feedback for the user's understanding and behavioral improvement.
[1011] By sequentially executing the above processing steps, the user can gain a deeper understanding of his or her own behavioral characteristics and emotional reactions, and improve his or her behavior based on appropriate feedback.
[1012] (Application example 2)
[1013] 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."
[1014] Today's consumers are faced with a wide variety of choices, making it difficult to select the best products and services. There is also a need for personalized recommendations that take into account each consumer's individual behavioral characteristics and emotional state, but current systems do not easily achieve this. Furthermore, there are limitations to the means by which consumers can understand their behavioral characteristics and obtain feedback to improve them. Therefore, there is a need for a system that can analyze a user's behavioral characteristics and emotional state, and based on that, suggest appropriate products and services and provide areas for improvement.
[1015] The specification processing by the specification 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 generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving answers to the questionnaire transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a Sugoroku-style game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and the movement of the pieces in the Sugoroku-style game and determining the next step using AI based on the same and transmitting the result to the user terminal; means for providing a time leap option when the game is cleared and simulating different choices; means for generating a report suggesting improvements to the user's behavioral characteristics based on the simulation results and transmitting it to the user terminal; means for generating a specific questionnaire based on the user's purchasing tendencies and past purchase history and transmitting it to the user terminal; means for collecting and analyzing the user's facial expression data and voice data; and means for suggesting optimal products and services to the user based on the analyzed data. This makes it possible to propose optimal products and services that take into account the user's behavioral characteristics and emotional state, and allows the user to receive feedback to understand and improve their own behavioral characteristics.
[1016] "User behavioral characteristics" refer to the personality and reaction patterns that indicate how a user will behave in a particular situation.
[1017] A "questionnaire" is a written or electronic form consisting of a series of questions generated to assess a user's behavioral characteristics or emotional state.
[1018] A "user terminal" is a device used by a user to answer questionnaires and receive suggestions and information from the system, and specifically refers to a device such as a smartphone or tablet.
[1019] A "behavioral characteristics profile" is a data set that details a user's personality and behavioral patterns, generated based on the user's response results and emotional data.
[1020] A "sugoroku-style game" is a game in which a user makes decisions based on a specific scenario and moves pieces as a result, and is a tool for measuring user behavioral characteristics.
[1021] "Choice behavior" refers to the actions or decisions that a user makes from the options presented in a Sugoroku-style game.
[1022] The "Time Leap Option" is a feature that allows users to relive specific episodes in the game and try different choices.
[1023] "Simulation results" are the results the system predicts if the user uses the time leap option and chooses different options.
[1024] A "report" is a written or electronic document that presents user behavioral characteristics and areas for improvement, and specifically includes analysis results and recommendations.
[1025] "Purchase trends" is data that indicates trends in products and services that a user is likely to purchase in the future, based on the history of products and services that the user has purchased in the past.
[1026] "Facial expression data" is data obtained by analyzing a user's facial expressions using a camera or image recognition technology, and is used to understand their emotional state.
[1027] "Voice data" is data obtained by collecting a user's voice using a microphone or the like and analyzing it using voice recognition technology, and is used to understand the user's emotional state and intentions.
[1028] "Analyzed data" refers to data obtained as a result of interpreting collected facial expression data and voice data using analytical technology.
[1029] "Optimal product and service suggestions" is the process of recommending the most suitable products and services to a user based on the user's behavioral characteristics profile, emotional state, and purchasing tendencies.
[1030] This invention provides a system that analyzes a user's behavioral characteristics and emotions and proposes optimal products and services based on the results. This system is realized using a user terminal, a server, and an AI model.
[1031] System configuration
[1032] 1. User Device:
[1033] The user terminal may include a smartphone, tablet, or personal computer.
[1034] The user terminal displays the questionnaire sent from the server and collects the user's responses. It also uses a camera and microphone to collect the user's facial expression data and voice data.
[1035] 2. Server:
[1036] The server generates a questionnaire and sends it to the user's terminal. It also collects and analyzes the user's response data, facial expression data, and voice data.
[1037] The server generates a user's behavioral characteristics profile based on the analyzed data, generates a Sugoroku-style game, provides a time leap option, and generates a report based on the simulation results that includes areas for improving the user's behavioral characteristics.
[1038] 3. Generative AI Model:
[1039] The generative AI model suggests next steps and optimal products and services based on the user's behavioral characteristics profile and analytical data.
[1040] Program processing explanation
[1041] 1. Questionnaire generation and collection:
[1042] The server generates a questionnaire to evaluate the user's behavioral characteristics and emotional state and sends it to the user's device. The user's device displays the questionnaire and collects the user's responses. It also uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to the server for analysis.
[1043] 2. Data Analysis:
[1044] The server analyzes the collected response data, facial expression data, and voice data to generate a behavioral profile of the user, which includes the user's personality, emotional response, stress response, etc.
[1045] 3. Sugoroku-style game generation:
[1046] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits it to the user's device. The user makes choices in various scenarios throughout the game, and their choices and emotional state are analyzed.
[1047] 4. Time Leap and Simulation:
[1048] The server provides a time leap option at the end of each episode of the game, allowing users to try different options. The simulation results are sent to the user's device, where they can check the results.
[1049] 5. Proposal of optimal products and services:
[1050] The server uses the analyzed data and the generative AI model to suggest optimal products and services to the user, and also generates a report including areas for improvement in the user's behavioral characteristics and sends it to the user's device.
[1051] Specific examples
[1052] For example, suppose a user answers the question "When do you feel stressed?" with "During a presentation." At the same time, a facial expression camera analyzes the user's tense facial expression. Based on this data, the server analyzes situations in which the user is likely to feel stressed and suggests products to relieve stress (such as relaxation goods). In addition, in a Sugoroku-style game, the user makes choices in a scenario such as "Going on my first business trip," and the emotional data resulting from those choices is analyzed.
[1053] An example prompt is:
[1054] User ID: 1234
[1055] Trending purchases: Sporting goods
[1056] Stress response: High
[1057] Problem-solving ability: High
[1058] Interpersonal skills: Medium
[1059] Emotional state: Nervous
[1060] Based on this profile, make a list of 5 products that the user would like.
[1061] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1062] Step 1:
[1063] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user's terminal. The questionnaire includes questions to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state. The input is the user's basic information, and the output is the generated questionnaire.
[1064] Step 2:
[1065] The user terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. The input is the questionnaire sent from the server, and the output is the user's response data and the collected facial expression and voice data.
[1066] Step 3:
[1067] The user answers a questionnaire displayed on the terminal, providing facial expressions and voice while answering. Specifically, the user speaks into the camera and microphone while answering questions. The input is the questionnaire and instructions from the server, and the output is answer data, facial expression data, and voice data.
[1068] Step 4:
[1069] The terminal transmits the user's answer results and emotion data to the server. The input is the user's answer data and emotion data, and the output is a transmission packet containing these data. The terminal transmits this to the server via a communication network.
[1070] Step 5:
[1071] The server generates a user behavioral profile based on the received response data and emotional data and stores it in a database. This profile contains detailed descriptions of the user's characteristics and emotional responses. The input is the user's response data and emotional data, and the output is the behavioral profile.
[1072] Step 6:
[1073] The server generates a Sugoroku-style game based on the generated behavioral characteristics profile and sends its initial state to the terminal. The input is the behavioral characteristics profile, and the output is the game's initial state data, which reflects the user's behavior scenario.
[1074] Step 7:
[1075] The terminal displays the initial state of the Sugoroku game received from the server to the user. The user progresses through the game and selects options for the scenarios that appear. The input is the game's initial state data, and the output is the user's selection data.
[1076] Step 8:
[1077] The device sends the user's selection results and the progress of the pieces to the server, which then uses the generative AI model to determine the next step and sends the result to the device. The input is the user's selection data, and the output is the result of the next step.
[1078] Step 9:
[1079] The server provides a time leap option after each episode of the game, allowing users to try different options. The simulation results are sent to the user's device. The input is the time leap option selection data, and the output is the simulation results.
[1080] Step 10:
[1081] The terminal displays the simulation results to the user, who then checks them and decides on the next action. The input is the simulation results, and the output is the user's feedback and emotional data.
[1082] Step 11:
[1083] The server uses a generative AI model to propose optimal products and services to users based on the collected and analyzed data. The generated proposals are sent to the device. The input is the analyzed data and behavioral characteristic profile, and the output is the optimal product or service proposal.
[1084] Step 12:
[1085] The user terminal displays a list of suggested products and services and detailed information to the user, who then checks and selects them. The input is the suggested data, and the output is the user's selected data and feedback.
[1086] 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.
[1087] 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.
[1088] 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.
[1089] [Third embodiment]
[1090] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1091] 5, the data processing system 310 includes the data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server.
[1092] 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).
[1093] 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.
[1094] 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.
[1095] 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).
[1096] 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.
[1097] 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.
[1098] 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.
[1099] 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.
[1100] 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.
[1101] 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."
[1102] 1. Create a profile
[1103] server:
[1104] The server generates a questionnaire to collect information on the user's behavioral characteristics and sends it to the user's terminal. The questionnaire is intended to evaluate various behavioral characteristics, such as the user's stress response, problem-solving ability, and interpersonal skills.
[1105] Device:
[1106] The terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. For example, in response to the question "When do you feel stressed?", the user can select "During a presentation" from the options.
[1107] User:
[1108] The user answers the questionnaire displayed on the terminal.
[1109] Device:
[1110] The terminal transmits the user's answer results to the server.
[1111] server:
[1112] The server generates a user's behavioral profile based on the responses and stores it in a database, detailing the user's strengths and weaknesses.
[1113] 2. Sugoroku-style game progression
[1114] server:
[1115] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[1116] Device:
[1117] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" may be presented.
[1118] User:
[1119] The user plays the game using the terminal and selects options for the scenarios that appear, for example, "Check with my boss beforehand."
[1120] Device:
[1121] The terminal transmits the user's selection results and piece progress information to the server.
[1122] server:
[1123] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[1124] 3. Time Leap Function
[1125] server:
[1126] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[1127] Device:
[1128] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[1129] User:
[1130] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[1131] Device:
[1132] The terminal transmits the selection result to the server.
[1133] server:
[1134] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[1135] Device:
[1136] The terminal displays the simulation results to the user.
[1137] 4. Providing results and suggesting areas for improvement
[1138] server:
[1139] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[1140] Device:
[1141] The terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[1142] User:
[1143] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[1144] In this way, this system helps users to appropriately understand occupations and improve their behavioral characteristics from a young age, which improves the accuracy of future career choices and contributes to fostering a sense of security in society as a whole with less anxiety.
[1145] The processing flow will be explained below.
[1146] 1. Create a profile
[1147] Step 1:
[1148] The server generates a questionnaire for collecting the user's behavioral characteristics and transmits it to the user terminal.
[1149] Step 2:
[1150] The terminal displays the questionnaire sent from the server and provides an interface for the user to answer.
[1151] Step 3:
[1152] The user answers the questionnaire displayed on the terminal.
[1153] Step 4:
[1154] The terminal transmits the user's answer results to the server.
[1155] Step 5:
[1156] The server generates a behavioral characteristic profile of the user based on the response results and stores it in a database.
[1157] 2. Sugoroku-style game progression
[1158] Step 6:
[1159] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits its initial state to the terminal.
[1160] Step 7:
[1161] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[1162] Step 8:
[1163] The user uses the terminal to select an action to move the piece and input the options.
[1164] Step 9:
[1165] The terminal transmits the progress of the user's pieces and the results of their selections to the server.
[1166] Step 10:
[1167] The server uses the generative AI to determine the next step and sends the result to the device.
[1168] Step 11:
[1169] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[1170] 3. Time Leap Function
[1171] Step 12:
[1172] The server sends a time leap option to the terminal when the game has completed a certain episode.
[1173] Step 13:
[1174] The terminal displays the time leap options to the user and provides an interface to try different options.
[1175] Step 14:
[1176] The user selects the time leap option and enters different choices.
[1177] Step 15:
[1178] The terminal transmits the selection result to the server.
[1179] Step 16:
[1180] The server performs a simulation based on different choices and transmits the results to the terminal.
[1181] Step 17:
[1182] The terminal displays the simulation results to the user.
[1183] 4. Providing results and suggesting areas for improvement
[1184] Step 18:
[1185] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[1186] Step 19:
[1187] The terminal displays the report received from the server to the user.
[1188] Step 20:
[1189] Users can review the report to assess their own behavioral characteristics and learn areas for improvement.
[1190] By going through the above steps in order, the user can understand his or her own behavioral characteristics and make an appropriate career choice or improve his or her behavioral characteristics.
[1191] Example 1
[1192] 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."
[1193] Conventional user behavior characteristic evaluation systems have difficulty accurately grasping a user's behavior characteristics and clearly presenting areas for improvement. Furthermore, the lack of continuous feedback to the user makes it difficult to translate the results into actual behavioral improvements. Furthermore, the simulation function based on the user's selection behavior was insufficient, making it impossible to handle a variety of behavioral scenarios.
[1194] 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.
[1195] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving the user's selection actions and piece movements in the Sugoroku-style game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; and means for generating a report based on the simulation results, presenting areas for improvement in the user's behavioral characteristics, and transmitting the report to the user device. This allows for detailed evaluation of the user's behavioral characteristics and continuous feedback to support specific behavioral improvements. Furthermore, to accommodate a variety of behavioral scenarios, the simulation function based on the user's selection actions can be enhanced, providing practical behavioral simulations.
[1196] "User behavioral characteristics" refers to the behavioral patterns and reactions that a user exhibits in a particular situation or environment.
[1197] A "questionnaire" refers to a set of questions that are generated by the server and answered by the user in order to evaluate the user's behavioral characteristics.
[1198] "User terminal" refers to a device used by a user, such as a computer, smartphone, or tablet.
[1199] "Response" refers to information entered by a user in the form of options or free-form responses to a questionnaire.
[1200] A "behavioral characteristics profile" refers to detailed evaluation data of a user's behavioral characteristics that is generated based on the user's responses.
[1201] A "sugoroku-style game" refers to a game that includes scenarios and choices based on the user's behavioral characteristic profile, generated by the server.
[1202] "Selection behavior" refers to the options that users choose in a Sugoroku-style game.
[1203] "Piece progress" refers to an element that represents the user's progress in a Sugoroku-style game.
[1204] A "generative AI model" refers to an artificial intelligence model that generates next steps and simulations based on the user's selection actions and piece progress information.
[1205] "Time leap option" refers to a feature that allows users to go back in time and try different choices when completing a game.
[1206] "Simulation" refers to hypothetical outcomes based on different behavioral choices when using the time leap option.
[1207] A "report" refers to a document that is generated based on the simulation results and presents areas for improvement in the user's behavioral characteristics.
[1208] This invention is a system that supports specific behavioral improvements of users by evaluating their behavioral characteristics in detail and providing continuous feedback. The program processing of this system is explained below in natural language.
[1209] First, the server generates a questionnaire to collect the user's behavioral characteristics. This questionnaire is intended to evaluate the user's stress response, problem-solving ability, interpersonal skills, etc. Specifically, the server uses a generative AI model to send a prompt such as: "Please generate questions to evaluate the user's stress response."
[1210] The server then sends the generated questionnaire to the user's device. The device then displays the questionnaire to the user and provides an interface that allows the user to answer the questionnaire. For example, the question "How stressed do you feel?" is displayed.
[1211] The user answers the displayed question. For example, the user selects the option "I feel it very much." The terminal then transmits the user's answer to the server.
[1212] The server analyzes the received response data and compares it with other user data stored in a database (e.g., MySQL) to generate a behavioral profile of the user. This profile is given a label such as "low stress tolerance." The generated profile is then stored in the database.
[1213] Next, the server generates a Sugoroku-style game based on the user's behavioral characteristics profile. Using the generative AI model, it uses the prompt, "Please provide a scenario for the user's first business trip based on the user's behavioral characteristics profile." Based on the obtained scenario, it creates a Sugoroku game map and sends it to the device.
[1214] The device displays the initial scenario of the Sugoroku game to the user. For example, a scenario such as "Preparing for your first business trip" is displayed. The user uses the device to progress through the game, choosing one option from the options. For example, the user may choose "Check with their boss." The device then sends the user's selection to the server.
[1215] The server uses a generative AI model to determine the next step based on the user's selection. It uses the prompt "Generate the next step if you select the option to check with your boss." The resulting next step result might be, for example, "Get useful advice from your boss." This result is then sent to the device.
[1216] When the game is cleared, the server sends the time leap option to the device. The device displays the time leap option to the user, allowing the user to try new options. For example, the user may choose "Act at their own discretion." The device then sends the result of that choice to the server.
[1217] To run a simulation based on the new selection results, the server uses the generative AI model to send the following prompt: "Please generate a simulation result if the user acts according to their own judgment." The resulting simulation result might be something like, "The judgment was correct, leading to a good outcome." This result is sent to the device and displayed to the user.
[1218] The server compiles all the results of the game progress and time leaps and generates a report suggesting areas for improvement in the user's behavioral characteristics. Using the generative AI model, it sends a prompt message saying, "Please generate advice for improving the user's behavioral characteristics." The generated report contains specific advice, such as, "To improve your presentation skills, it is effective to practice in advance." This report is sent to the device and displayed.
[1219] The above is a detailed description of how to implement the present invention. The present invention promotes user behavioral improvement by evaluating the user's behavioral characteristics in detail and providing appropriate feedback. Furthermore, by combining a Sugoroku-style game with a time leap option, it is possible to provide a practical simulation based on the user's selection behavior.
[1220] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1221] Step 1:
[1222] server:
[1223] The server generates a questionnaire to collect the user's behavioral characteristics. Specifically, it sends a prompt to the generative AI model saying, "Please generate questions to evaluate the user's stress response." The generated questions are then aggregated to create a questionnaire. The created questionnaire is then sent to the user's device.
[1224] Input: Prompt "Generate questions to assess the user's stress response."
[1225] Output: Generated questionnaire
[1226] Step 2:
[1227] Device:
[1228] The terminal displays the received questionnaire and provides an interface that allows the user to answer it. Specifically, it displays the question "How stressed do you feel?"
[1229] Input: Questionnaire received from the server
[1230] Output: A screen display that the user can respond to
[1231] Step 3:
[1232] User:
[1233] The user answers the questionnaire, for example, by selecting the option "I feel strongly about it."
[1234] Input:View questionnaire
[1235] Output: Selected answer
[1236] Step 4:
[1237] Device:
[1238] The terminal transmits the user's answer to the server.
[1239] Input: User response data
[1240] Output: Data sent to the server
[1241] Step 5:
[1242] server:
[1243] The server analyzes the received response data and generates a behavioral characteristic profile for the user. It compares this with other user data stored in the database and assigns a behavioral characteristic label (e.g., "low stress tolerance") to the user. The generated profile is then stored in the database.
[1244] Input: User response data
[1245] Output: Behavioral profile
[1246] Step 6:
[1247] server:
[1248] The server generates a Sugoroku-style game based on the behavioral characteristics profile. It sends a prompt to the generating AI model saying, "Please provide a scenario for going on your first business trip based on the user's behavioral characteristics profile." It then creates a game map based on the resulting scenario and sends it to the device.
[1249] Input: Behavioral characteristics profile, prompt "Based on the user's behavioral characteristics profile, please provide a scenario for going on a business trip for the first time."
[1250] Output: Initial scenario for the Sugoroku game
[1251] Step 7:
[1252] Device:
[1253] The terminal displays an initial scenario of the Sugoroku game to the user. For example, a scenario called "Preparing for your first business trip" is displayed.
[1254] Input: The initial scenario of the Sugoroku game received from the server
[1255] Output: A screen display that allows the user to progress through the game
[1256] Step 8:
[1257] User:
[1258] The user selects one of the options in the game to progress through the game. For example, the user selects "Check with the boss."
[1259] Input: Display the scenario of the Sugoroku game
[1260] Output: Selected action
[1261] Step 9:
[1262] Device:
[1263] The terminal transmits the user's selection results to the server.
[1264] Input: User selection
[1265] Output: Data sent to the server
[1266] Step 10:
[1267] server:
[1268] The server sends a prompt to the generative AI model based on the user's selection to determine the next step. For example, it uses the prompt "Generate the next step if you select the option to check with your manager." The server then sends the result to the device.
[1269] Input: User selection result, prompt "Generate the next step if you select the option to check with your manager."
[1270] Output: Next step scenario
[1271] Step 11:
[1272] Device:
[1273] The terminal displays the next step scenario to the user, for example, the result "Get useful advice from your boss."
[1274] Input: Next step scenario received from the server
[1275] Output: A screen display that allows the user to proceed to the next step
[1276] Step 12:
[1277] server:
[1278] The server provides a time leap option when the game is cleared, and transmits the time leap option to the terminal.
[1279] Input: Game progress information
[1280] Output: Time Leap Option
[1281] Step 13:
[1282] Device:
[1283] The terminal displays the time leap options to the user.
[1284] Input: Time leap option received from the server
[1285] Output: The new choices that are displayed to the user
[1286] Step 14:
[1287] User:
[1288] The user selects a time leap option and tries out new options, for example, "Act on your own judgment."
[1289] Input: Show time leap options
[1290] Output: New selection
[1291] Step 15:
[1292] Device:
[1293] The terminal transmits the user's new selection to the server.
[1294] Input: The user's new selection
[1295] Output: Data sent to the server
[1296] Step 16:
[1297] server:
[1298] The server sends a prompt to the generative AI model based on the new selection results and performs a simulation. For example, it uses a prompt such as, "Please generate a simulation result if the user acts according to their own judgment." The simulation result is sent to the device.
[1299] Input: The user's new choice, prompt "Generate the simulation results if the user acts according to their own judgment."
[1300] Output: Simulation results
[1301] Step 17:
[1302] Device:
[1303] The terminal displays the simulation results to the user. For example, the simulation result "The decision was correct, leading to a good result" may be displayed.
[1304] Input: Simulation results received from the server
[1305] Output: Simulation results that are displayed to the user
[1306] Step 18:
[1307] server:
[1308] The server aggregates all the results of the game progress and time leap, and generates a report suggesting areas for improvement in the user's behavioral characteristics. It sends a prompt to the generation AI model saying, "Please generate advice to improve the user's behavioral characteristics." It then sends the generated report to the device.
[1309] Input: All game progress data and time leap results, prompt "Generate advice to improve the user's behavioral characteristics."
[1310] Output: A report showing improvements to user behavior characteristics
[1311] Step 19:
[1312] Device:
[1313] The terminal displays the report to the user, which may include specific advice such as, "To improve your presentation skills, it is effective to practice in advance."
[1314] Input: Report received from the server
[1315] Output: The report that is displayed to the user
[1316] (Application example 1)
[1317] 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."
[1318] Improving employee customer service skills and problem-solving abilities is crucial for modern brick-and-mortar stores. However, there is currently a lack of appropriate tools and systems to do this efficiently and effectively. While practical training is necessary to equip employees with the skills they need to handle various scenarios they face in the real world, this alone has limitations in terms of comprehensive skill improvement. Furthermore, there are limited ways for employees to understand and receive specific feedback on their own behavioral traits to improve them. Therefore, there is a need for a system that can evaluate employees' behavioral traits and provide feedback based on that to improve their skills.
[1319] 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.
[1320] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving user selections and piece movements in the Sugoroku-style game, determining the next step based on the selections and movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; means for generating a report suggesting improvements to the user behavioral characteristics based on the simulation results and transmitting this report to the user device; and means for implementing the system as an application installed on a smartphone to improve the customer service skills and problem-solving abilities of employees in a brick-and-mortar store. This allows employees to hone their skills through practice, understand their own behavioral characteristics through concrete feedback, and learn effective areas for improvement.
[1321] "User" refers to a person who uses a terminal to answer questionnaires and play a Sugoroku-style game.
[1322] "Behavioral characteristics" refer to characteristics that indicate how a user behaves in various situations, such as the user's stress response, problem-solving ability, and interpersonal skills.
[1323] A "questionnaire" refers to a series of questions sent from a server to a user terminal to assess the user's behavioral characteristics.
[1324] "User terminal" refers to a device (smartphone, tablet, etc.) that displays the questionnaire and allows the user to enter answers.
[1325] A "sugoroku-style game" refers to a game format in which a scenario unfolds as the user makes choices and moves pieces based on the results.
[1326] A "generative AI model" refers to an artificial intelligence model that determines the next step based on the user's selection behavior and generates a scenario.
[1327] "Time leap option" refers to an option that allows you to simulate different choices or actions after the end of a specific episode of the game.
[1328] "Simulation results" refers to data showing results based on different user choices or actions.
[1329] "Report" refers to a document that presents areas for improvement in the user's behavioral characteristics based on the progress of the game and the results of the time leap.
[1330] "Application installed on a smartphone" refers to software that allows users to play a Sugoroku-style game based on their behavioral characteristic profile.
[1331] A "physical store" refers to a location that offers products or services in a physical retail space.
[1332] The following describes an embodiment of the present invention: The invention is carried out by a system that includes a server, a user terminal, and a generative AI model as its main components.
[1333] 1. Create a profile
[1334] The server generates a questionnaire to collect information on the user's behavioral characteristics and transmits it to the user's terminal. The questionnaire is intended to evaluate the user's behavioral characteristics, such as stress response, problem-solving ability, and interpersonal skills.
[1335] The user terminal displays a questionnaire and provides an interface that allows the user to answer. For example, the user can select "during a presentation" in response to the question "When do you feel stressed?"
[1336] When the user answers the questionnaire displayed on the terminal, the terminal sends the results to the server.
[1337] Based on the responses received, the server creates a user behavioral profile and stores it in a database, detailing the user's strengths and weaknesses.
[1338] 2. Sugoroku-style game progression
[1339] The server generates a Sugoroku-style game based on the generated behavioral profile and sends its initial state to the user's device. The game is designed based on scenarios that users may encounter in the real world.
[1340] The user terminal displays the Sugoroku-style game received from the server to the user. For example, a scenario called "Going on my first business trip" is presented.
[1341] The user can play the game through the terminal and choose options for the scenario, for example, "Check with my boss in advance."
[1342] The user's selection results and progress information of the pieces are sent from the device to the server, and the server uses the generative AI model to determine the next step and sends the result to the user's device. For example, the result may be "receive useful advice from your boss."
[1343] 3. Time Leap Function
[1344] When the game finishes a certain episode, the server sends a time leap option to the user terminal.
[1345] The user terminal displays the time leap options and provides an interface that allows the user to try different options.
[1346] The user selects a time leap option and enters different options, such as "Don't ask, I'll decide."
[1347] The result of the selection is sent from the terminal to the server, and the server runs a simulation based on different choices and sends the result to the user terminal. For example, the simulation result may be "I will resolve the issue at my own risk."
[1348] The user terminal displays the simulation results to the user.
[1349] 4. Providing results and suggesting areas for improvement
[1350] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[1351] The user terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[1352] The user can check the report displayed on the terminal and obtain information for self-improvement.
[1353] For illustrative purposes, consider the following prompt:
[1354] How do you respond when a customer complains about a product?
[1355] The above is a detailed description of the embodiment of the present invention. The system evaluates the user's behavioral characteristics, provides feedback to the user through a Sugoroku-style game, and includes a function to try different options using a time leap function. It also supports the user's skill improvement through reports that suggest areas for improvement. This system can efficiently improve the customer service skills and problem-solving abilities of employees in brick-and-mortar stores.
[1356] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1357] Step 1:
[1358] The server generates a questionnaire to collect the user's behavioral characteristics and sends it to the user's terminal. Specifically, the server generates a questionnaire containing a prompt such as, "How do you deal with a customer who complains about a product?" This questionnaire is designed to evaluate the user's stress response, problem-solving ability, and interpersonal skills.
[1359] Input: Questionnaire template stored on the server
[1360] Output: The specific questionnaire sent to the device.
[1361] Step 2:
[1362] The terminal displays the questionnaire sent from the server and provides an interface where the user can enter their answers. The user answers the questionnaire using the terminal, for example, by selecting an option for "stress during presentations."
[1363] Input: Questionnaire sent from the server
[1364] Output: The answer entered by the user
[1365] Step 3:
[1366] The user terminal sends the answers to the server, which then creates a behavioral profile of the user based on the answers and stores it in a database. This profile details the user's strengths and weaknesses.
[1367] Input: Answer results submitted by the user
[1368] Output: Generated behavioral trait profile
[1369] Step 4:
[1370] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users face in the real world, such as "going on your first business trip."
[1371] Input: Behavioral trait profile
[1372] Output: The initial state of the Sugoroku game sent to the device
[1373] Step 5:
[1374] The user terminal displays the Sugoroku-style game received from the server to the user. The user can use the terminal to progress through the game and select options for the scenarios that appear. For example, the user can select the option "Check with my boss in advance."
[1375] Input: The initial state of the game sent by the server
[1376] Output: The options for the scenario selected by the user
[1377] Step 6:
[1378] The device sends the user's selection results and progress information to the server. The server uses the generative AI model to determine the next step and sends the result back to the user's device. For example, the server might generate a result such as "Get useful advice from your boss."
[1379] Input: User selection results and piece progress information
[1380] Output: The results of the next steps generated
[1381] Step 7:
[1382] When the game finishes a certain episode, the server sends a time leap option to the user's terminal. The user's terminal displays this option and provides an interface for trying different options. The user inputs different options, such as "I'll decide for myself without checking."
[1383] Input: Game progress
[1384] Output: Time Leap Option
[1385] Step 8:
[1386] The user terminal transmits the different options selected by the user to the server. The server then performs a simulation based on the different options and transmits the results to the terminal. For example, the simulation result may be "resolve at your own risk."
[1387] Input: The different choices submitted by the user
[1388] Output: Simulation results
[1389] Step 9:
[1390] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics. The user's device displays the report received from the server to the user. The report indicates areas in the real world where the user should improve, as well as behavioral characteristics that are effective for achieving this. The user can review this report and obtain information for self-improvement.
[1391] Input: Game progress data and time leap results
[1392] Output: A report of the improvements displayed on the user's device
[1393] The above are the processing steps of the system for implementing the invention.
[1394] 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.
[1395] 1. Create a profile
[1396] server:
[1397] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user terminal, which is used to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state.
[1398] Device:
[1399] The device displays the questionnaire sent from the server and provides an interface for the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. For example, to the question, "When do you feel stressed?", the user answers, "During a presentation," and at the same time, the facial recognition camera analyzes their facial expressions.
[1400] User:
[1401] The user answers the questionnaire displayed on the terminal, providing facial expressions and voices while answering.
[1402] Device:
[1403] The terminal transmits the user's answer results and emotion data to the server.
[1404] server:
[1405] The server generates a user behavioral profile based on the responses and emotional data and stores it in a database. This profile details the user's strengths and weaknesses and their emotional responses based on those strengths and weaknesses.
[1406] 2. Sugoroku-style game progression
[1407] server:
[1408] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[1409] Device:
[1410] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[1411] User:
[1412] The user uses the device to progress through the game and choose options for the scenarios that appear. For example, a scenario such as "Going on my first business trip" may be presented. At the same time, the device's camera and microphone collect the user's facial expressions and voice to analyze their emotional state.
[1413] Device:
[1414] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[1415] server:
[1416] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[1417] Device:
[1418] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[1419] 3. Time Leap Function
[1420] server:
[1421] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[1422] Device:
[1423] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[1424] User:
[1425] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[1426] Device:
[1427] The terminal transmits the selection result to the server.
[1428] server:
[1429] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[1430] Device:
[1431] The terminal displays the simulation results to the user, and also records emotional responses based on the simulation results.
[1432] 4. Providing results and suggesting areas for improvement
[1433] server:
[1434] The server compiles the results of the game and the time leap, analyzes the user's behavioral characteristics and emotional responses, and generates a report that presents the results.
[1435] Device:
[1436] The device receives the report from the server and displays it to the user, indicating areas in the user's real-world practice that need improvement and the associated emotional responses.
[1437] User:
[1438] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[1439] By going through the above steps in order, users can understand their own behavioral characteristics and emotional responses, and make appropriate career choices and improve their behavioral characteristics. This will improve the accuracy of users' future career choices and contribute to fostering a sense of security in society as a whole, with less anxiety.
[1440] The processing flow will be explained below.
[1441] 1. Create a profile
[1442] Step 1:
[1443] The server generates a questionnaire to collect the user's behavioral characteristics and emotions, and sends it to the user's terminal. The questionnaire includes questions about stress responses, problem-solving abilities, and interpersonal skills.
[1444] Step 2:
[1445] The device displays the questionnaire sent from the server, and simultaneously activates the camera and microphone to record the user's facial expressions and voice data.
[1446] Step 3:
[1447] The user answers a questionnaire displayed on the terminal. For example, to the question "When do you feel stressed?", the user answers "during a presentation."
[1448] Step 4:
[1449] The terminal transmits the user's answers and the collected facial expression and voice data to the server.
[1450] Step 5:
[1451] The server analyzes the responses and collected emotional data to generate a behavioral profile of the user, which also includes an assessment of stress levels and interpersonal skills.
[1452] 2. Sugoroku-style game progression
[1453] Step 6:
[1454] The server generates a Sugoroku-style game suited to the user based on the generated behavioral characteristic profile and transmits the initial state of the game to the terminal.
[1455] Step 7:
[1456] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" is displayed.
[1457] Step 8:
[1458] The user uses the device to progress through the game and choose options for the scenarios that appear, while the camera and microphone collect the user's facial expressions and voice to analyze their emotional state in real time.
[1459] Step 9:
[1460] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[1461] Step 10:
[1462] Based on the received data, the server uses generative AI to determine the next step and sends the result to the device. For example, it might generate an outcome such as "receive good marks for your presentation."
[1463] Step 11:
[1464] The device displays the next step sent from the server to the user, and then analyzes the user's facial expressions and voice in real time to collect emotional data.
[1465] 3. Time Leap Function
[1466] Step 12:
[1467] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[1468] Step 13:
[1469] The terminal displays the time leap options to the user and provides an interface to try different options.
[1470] Step 14:
[1471] The user selects the time leap option and inputs different choices, for example, "I'll decide for myself without checking."
[1472] Step 15:
[1473] The terminal transmits the selection result and the user's emotion data to the server.
[1474] Step 16:
[1475] The server runs a simulation based on different options and sends the results to the device. For example, it generates an outcome such as "solve the problem at your own risk."
[1476] Step 17:
[1477] The terminal displays the simulation results to the user and simultaneously records the user's emotional reactions to the results.
[1478] 4. Providing results and suggesting areas for improvement
[1479] Step 18:
[1480] The server compiles the results of the game and time leaps, analyzes the user's behavioral characteristics and emotional responses, and generates a report suggesting areas for improvement.
[1481] Step 19:
[1482] The terminal displays the report received from the server to the user, which includes an assessment of the user's behavioral characteristics and their associated emotional responses.
[1483] Step 20:
[1484] Users can review the report, evaluate their own behavioral traits, and learn areas for improvement, which will help them make better career choices and improve their behavioral traits.
[1485] By going through the above steps in sequence, users can deepen their understanding of their own behavioral characteristics and emotional responses, and make better career choices and improve their behavioral characteristics.
[1486] Example 2
[1487] 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."
[1488] In modern society, it is important to accurately understand an individual's behavioral characteristics and emotional responses and to make career choices and improve their behavior based on that understanding. However, conventional methods only superficially evaluate behavioral characteristics, making it difficult to deeply understand changes in individual characteristics and emotions. Furthermore, conventional game-style self-assessment tools have the problem of being unable to accommodate realistic and diverse scenarios, making it difficult for users to obtain practical feedback. Furthermore, they lack a function (time leap function) that allows users to go back in time and reassess the impact of their selected actions.
[1489] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving the questionnaire responses and emotional data transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a sugoroku-style interactive game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and piece movements in the sugoroku-style interactive game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the results to the user terminal; means for providing a time leap option after a certain episode of the game ends and simulating different choices; and means for generating a report suggesting improvements to the user's behavioral characteristics based on the results of these simulations and transmitting the report to the user terminal. This allows the user to deeply understand their own behavioral characteristics and emotional responses and improve their behavior based on appropriate feedback. Furthermore, the time leap function allows the user to try different options and simulate the results, thereby evaluating the impact of their selection actions in advance.
[1490] "User behavioral characteristics" refer to behavioral patterns and reactions that a user exhibits in various situations, including stress responses, problem-solving abilities, interpersonal skills, and the like.
[1491] A "questionnaire" is a set of questions designed to assess a user's behavioral characteristics and emotions, and is sent to the user's terminal in text format.
[1492] A "user terminal" is a device used by a user to answer questionnaires, operate the Sugoroku-style game, and check the results, and includes a PC, smartphone, etc.
[1493] "Emotion data" refers to data such as the user's facial expressions and voice that are recorded when the user answers a questionnaire or plays a game, and indicates the user's emotional state.
[1494] A "behavioral characteristics profile" is a data set generated based on the user's questionnaire responses and emotional data, and includes the user's strengths and weaknesses and their emotional responses based on them.
[1495] A "sugoroku-style interactive game" is a game generated based on a user's behavioral characteristic profile, in which scenarios that the user may encounter in the real world are presented in the form of a sugoroku board.
[1496] A "generative AI model" is a model that uses artificial intelligence technology to analyze data and determine next steps, and generally includes natural language processing and machine learning technologies.
[1497] The "time leap option" is a feature that allows the user to try different choices after completing a particular episode of the game, and is provided to reassess the impact of the choices they make.
[1498] "Simulation" is the process of predicting and recreating future outcomes based on different choices made by the user when using the time leap option.
[1499] A "report" is a document or data set generated based on simulation results, etc., and includes points for improvement in user behavioral characteristics and analysis results.
[1500] The present invention is a system that analyzes a user's behavioral characteristics and emotional responses, and provides appropriate feedback and suggestions for improvement based on the results. This system begins by creating a questionnaire to collect the user's behavioral characteristics and sending it to the user's terminal. It then analyzes the user's responses and emotional data to provide the user with useful information and advice for behavioral improvement.
[1501] Questionnaire generation
[1502] The server generates a questionnaire to evaluate the user's behavioral characteristics. This questionnaire is created using a generative AI model (e.g., a natural language processing model). Specifically, the server inputs the following prompt sentences into the AI model to generate questions.
[1503] Example prompt sentence:
[1504] "Generate five questions to assess the user's stress response."
[1505] The generated questions are saved in JSON format on the server and then sent to the user's device.
[1506] View questionnaire
[1507] The device receives the questionnaire sent from the server and displays it to the user through an intuitive interface. The interface is implemented using HTML and JavaScript, allowing the user to easily answer the questions. In addition, the device's camera and microphone are activated to collect facial expression and voice data while the user answers.
[1508] Sending and analyzing answer results
[1509] The user answers a questionnaire displayed on the device. For example, to the question, "When do you feel stressed?" the user answers, "During a presentation." All data, including facial expression and voice data collected during the session, is sent from the device to the server.
[1510] The server generates a user behavioral profile based on the received response results and emotional data. This profile is generated using a machine learning library (e.g., scikit-learn) to perform data clustering and pattern recognition. The generated profile is stored in a database (e.g., MySQL).
[1511] Interactive Sugoroku-style game
[1512] The server generates a Sugoroku-style interactive game based on the generated behavioral characteristic profile. The game includes scenarios that reflect the user's behavioral characteristics and simulates situations that the user may actually face. The initial state of the game is sent from the server to the terminal, allowing the user to start the game.
[1513] The device displays the initial state of the game received from the server. As the user makes choices within the game, the results are reflected in real time.
[1514] Determine next steps
[1515] The server receives the user's choices and the progress of the pieces in the interactive Sugoroku-style game, and uses the generative AI model to determine the next step based on that. For example, if a user selects "Plan it myself" in the scenario "Going on my first business trip," the server generates the next step according to that choice.
[1516] Providing a time leap function
[1517] When a certain episode of the game ends, the server sends a time leap option to the terminal. The terminal displays the time leap option to the user and provides an interface that allows the user to try different options. When the user inputs different options, the results are also sent to the server, and a simulation based on the different options is performed.
[1518] Generate and deliver reports
[1519] The server analyzes the progress of the game and the results of the time leap comprehensively, and generates a report summarizing the user's behavioral characteristics and how to improve them in the real world. The report includes areas for improvement in the user's real world and the associated emotional responses. This report is sent to the user's device and can be viewed by the user.
[1520] Through the above steps, users can gain a deeper understanding of their own behavioral characteristics and emotional responses and learn effective ways to improve them, thereby providing them with concrete feedback that can help them make practical career choices and improve their behavior.
[1521] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1522] Detailed explanation of the processing steps
[1523] Step 1: Generate the questionnaire
[1524] The server generates a questionnaire to evaluate the user's behavioral characteristics. The input is a prompt, specifically something like "Please generate five questions to evaluate the user's stress response." The output is a set of questions generated using a generative AI model (e.g., a natural language processing model). This set of questions is temporarily saved in JSON format and sent to the user's device.
[1525] Step 2: View the questionnaire
[1526] The device receives a questionnaire in JSON format sent from the server. The input includes the questionnaire data from the server. The device uses HTML and JavaScript to display the received questionnaire as an interface that makes it easy for the user to answer. The device also activates a camera and microphone to collect facial expression and voice data from the user when answering. The output is the user's answers and emotional data.
[1527] Step 3: Answer the questionnaire and collect data
[1528] The user answers a questionnaire displayed on the device. The input includes the user's answers (text data) and facial expression and voice data collected from the camera and microphone. The output is a compilation of these data and is sent from the device to the server.
[1529] Step 4: Analyze the responses and generate a behavioral profile
[1530] The server receives the user's response results and emotion data sent from the device. The input includes the user's response data and emotion data. The server analyzes the data using a machine learning library (e.g., scikit-learn) and generates a behavioral trait profile of the user. The output is the analysis result, which is a behavioral trait profile stored in a database.
[1531] Step 5: Creating an interactive Sugoroku-style game
[1532] The server generates an interactive Sugoroku-style game based on the generated behavioral profile. The input includes the behavioral profile and scenario data. The game data is created using a Python game engine (e.g., Pygame) and sent to the user's device in JSON format as output.
[1533] Step 6: Game progression and data collection
[1534] The device displays the initial state of the game received from the server to the user and collects data on the user's selection behavior and facial expression. The input includes the initial game data and the user's behavior data. The output is the user's selection behavior and emotional data.
[1535] Step 7: Determine next steps
[1536] The server receives data on the user's choices and piece movement within a Sugoroku-style interactive game, and uses this data to determine the next step using a generative AI model. Inputs include the user's choices and emotion data. The output is instructions for the next step, which are sent to the device.
[1537] Step 8: Providing time leap options
[1538] When the game finishes a certain episode, the server generates a time leap option and sends it to the device. The input includes game progress data. The output is the time leap option, and an interface is displayed on the device that allows the user to try different options.
[1539] Step 9: Simulate different options
[1540] The user selects the time leap option and inputs different choices. The device sends the selection results to the server. The input includes the user's new choice data. The server runs a simulation with different choices based on the input data and sends the output results to the device. The output is the simulation result.
[1541] Step 10: Generate and deliver reports
[1542] The server comprehensively analyzes the game progress and the results of the time leap, and generates a report summarizing improvements to the user's behavioral characteristics. The input includes game progress data and simulation results. The output is a detailed report including improvements to the user's behavioral characteristics, which is sent to the terminal.
[1543] Step 11: View and review the report
[1544] The terminal displays the report received from the server to the user. The user checks the report and learns about their own behavioral characteristics and areas for improvement. The input includes the report data sent from the server. The output is feedback for the user's understanding and behavioral improvement.
[1545] By sequentially executing the above processing steps, the user can gain a deeper understanding of his or her own behavioral characteristics and emotional reactions, and improve his or her behavior based on appropriate feedback.
[1546] (Application example 2)
[1547] 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."
[1548] Today's consumers are faced with a wide variety of choices, making it difficult to select the best products and services. There is also a need for personalized recommendations that take into account each consumer's individual behavioral characteristics and emotional state, but current systems do not easily achieve this. Furthermore, there are limitations to the means by which consumers can understand their behavioral characteristics and obtain feedback to improve them. Therefore, there is a need for a system that can analyze a user's behavioral characteristics and emotional state, and based on that, suggest appropriate products and services and provide areas for improvement.
[1549] The specification processing by the specification 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 generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving answers to the questionnaire transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a Sugoroku-style game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and the movement of the pieces in the Sugoroku-style game and determining the next step using AI based on the same and transmitting the result to the user terminal; means for providing a time leap option when the game is cleared and simulating different choices; means for generating a report suggesting improvements to the user's behavioral characteristics based on the simulation results and transmitting it to the user terminal; means for generating a specific questionnaire based on the user's purchasing tendencies and past purchase history and transmitting it to the user terminal; means for collecting and analyzing the user's facial expression data and voice data; and means for suggesting optimal products and services to the user based on the analyzed data. This makes it possible to propose optimal products and services that take into account the user's behavioral characteristics and emotional state, and allows the user to receive feedback to understand and improve their own behavioral characteristics.
[1550] "User behavioral characteristics" refer to the personality and reaction patterns that indicate how a user will behave in a particular situation.
[1551] A "questionnaire" is a written or electronic form consisting of a series of questions generated to assess a user's behavioral characteristics or emotional state.
[1552] A "user terminal" is a device used by a user to answer questionnaires and receive suggestions and information from the system, and specifically refers to a device such as a smartphone or tablet.
[1553] A "behavioral characteristics profile" is a data set that details a user's personality and behavioral patterns, generated based on the user's response results and emotional data.
[1554] A "sugoroku-style game" is a game in which a user makes decisions based on a specific scenario and moves pieces as a result, and is a tool for measuring user behavioral characteristics.
[1555] "Choice behavior" refers to the actions or decisions that a user makes from the options presented in a Sugoroku-style game.
[1556] The "Time Leap Option" is a feature that allows users to relive specific episodes in the game and try different choices.
[1557] "Simulation results" are the results the system predicts if the user uses the time leap option and chooses different options.
[1558] A "report" is a written or electronic document that presents user behavioral characteristics and areas for improvement, and specifically includes analysis results and recommendations.
[1559] "Purchase trends" is data that indicates trends in products and services that a user is likely to purchase in the future, based on the history of products and services that the user has purchased in the past.
[1560] "Facial expression data" is data obtained by analyzing a user's facial expressions using a camera or image recognition technology, and is used to understand their emotional state.
[1561] "Voice data" is data obtained by collecting a user's voice using a microphone or the like and analyzing it using voice recognition technology, and is used to understand the user's emotional state and intentions.
[1562] "Analyzed data" refers to data obtained as a result of interpreting collected facial expression data and voice data using analytical technology.
[1563] "Optimal product and service suggestions" is the process of recommending the most suitable products and services to a user based on the user's behavioral characteristics profile, emotional state, and purchasing tendencies.
[1564] This invention provides a system that analyzes a user's behavioral characteristics and emotions and proposes optimal products and services based on the results. This system is realized using a user terminal, a server, and an AI model.
[1565] System configuration
[1566] 1. User Device:
[1567] The user terminal may include a smartphone, tablet, or personal computer.
[1568] The user terminal displays the questionnaire sent from the server and collects the user's responses. It also uses a camera and microphone to collect the user's facial expression data and voice data.
[1569] 2. Server:
[1570] The server generates a questionnaire and sends it to the user's terminal. It also collects and analyzes the user's response data, facial expression data, and voice data.
[1571] The server generates a user's behavioral characteristics profile based on the analyzed data, generates a Sugoroku-style game, provides a time leap option, and generates a report based on the simulation results that includes areas for improving the user's behavioral characteristics.
[1572] 3. Generative AI Model:
[1573] The generative AI model suggests next steps and optimal products and services based on the user's behavioral characteristics profile and analytical data.
[1574] Program processing explanation
[1575] 1. Questionnaire generation and collection:
[1576] The server generates a questionnaire to evaluate the user's behavioral characteristics and emotional state and sends it to the user's device. The user's device displays the questionnaire and collects the user's responses. It also uses a camera and microphone to collect the user's facial expression and voice data. This data is sent to the server for analysis.
[1577] 2. Data Analysis:
[1578] The server analyzes the collected response data, facial expression data, and voice data to generate a behavioral profile of the user, which includes the user's personality, emotional response, stress response, etc.
[1579] 3. Sugoroku-style game generation:
[1580] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits it to the user's device. The user makes choices in various scenarios throughout the game, and their choices and emotional state are analyzed.
[1581] 4. Time Leap and Simulation:
[1582] The server provides a time leap option at the end of each episode of the game, allowing users to try different options. The simulation results are sent to the user's device, where they can check the results.
[1583] 5. Proposal of optimal products and services:
[1584] The server uses the analyzed data and the generative AI model to suggest optimal products and services to the user, and also generates a report including areas for improvement in the user's behavioral characteristics and sends it to the user's device.
[1585] Specific examples
[1586] For example, suppose a user answers the question "When do you feel stressed?" with "During a presentation." At the same time, a facial expression camera analyzes the user's tense facial expression. Based on this data, the server analyzes situations in which the user is likely to feel stressed and suggests products to relieve stress (such as relaxation goods). In addition, in a Sugoroku-style game, the user makes choices in a scenario such as "Going on my first business trip," and the emotional data resulting from those choices is analyzed.
[1587] An example prompt is:
[1588] User ID: 1234
[1589] Trending purchases: Sporting goods
[1590] Stress response: High
[1591] Problem-solving ability: High
[1592] Interpersonal skills: Medium
[1593] Emotional state: Nervous
[1594] Based on this profile, make a list of 5 products that the user would like.
[1595] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1596] Step 1:
[1597] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user's terminal. The questionnaire includes questions to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state. The input is the user's basic information, and the output is the generated questionnaire.
[1598] Step 2:
[1599] The user terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. The input is the questionnaire sent from the server, and the output is the user's response data and the collected facial expression and voice data.
[1600] Step 3:
[1601] The user answers a questionnaire displayed on the terminal, providing facial expressions and voice while answering. Specifically, the user speaks into the camera and microphone while answering questions. The input is the questionnaire and instructions from the server, and the output is answer data, facial expression data, and voice data.
[1602] Step 4:
[1603] The terminal transmits the user's answer results and emotion data to the server. The input is the user's answer data and emotion data, and the output is a transmission packet containing these data. The terminal transmits this to the server via a communication network.
[1604] Step 5:
[1605] The server generates a user behavioral profile based on the received response data and emotional data and stores it in a database. This profile contains detailed descriptions of the user's characteristics and emotional responses. The input is the user's response data and emotional data, and the output is the behavioral profile.
[1606] Step 6:
[1607] The server generates a Sugoroku-style game based on the generated behavioral characteristics profile and sends its initial state to the terminal. The input is the behavioral characteristics profile, and the output is the game's initial state data, which reflects the user's behavior scenario.
[1608] Step 7:
[1609] The terminal displays the initial state of the Sugoroku game received from the server to the user. The user progresses through the game and selects options for the scenarios that appear. The input is the game's initial state data, and the output is the user's selection data.
[1610] Step 8:
[1611] The device sends the user's selection results and the progress of the pieces to the server, which then uses the generative AI model to determine the next step and sends the result to the device. The input is the user's selection data, and the output is the result of the next step.
[1612] Step 9:
[1613] The server provides a time leap option after each episode of the game, allowing users to try different options. The simulation results are sent to the user's device. The input is the time leap option selection data, and the output is the simulation results.
[1614] Step 10:
[1615] The terminal displays the simulation results to the user, who then checks them and decides on the next action. The input is the simulation results, and the output is the user's feedback and emotional data.
[1616] Step 11:
[1617] The server uses a generative AI model to propose optimal products and services to users based on the collected and analyzed data. The generated proposals are sent to the device. The input is the analyzed data and behavioral characteristic profile, and the output is the optimal product or service proposal.
[1618] Step 12:
[1619] The user terminal displays a list of suggested products and services and detailed information to the user, who then checks and selects them. The input is the suggested data, and the output is the user's selected data and feedback.
[1620] 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.
[1621] 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.
[1622] 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.
[1623] [Fourth embodiment]
[1624] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1625] 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.
[1626] 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).
[1627] 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.
[1628] 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.
[1629] 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).
[1630] 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.
[1631] 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.
[1632] 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.
[1633] 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.
[1634] 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.
[1635] 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.
[1636] 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."
[1637] 1. Create a profile
[1638] server:
[1639] The server generates a questionnaire to collect information on the user's behavioral characteristics and sends it to the user's terminal. The questionnaire is intended to evaluate various behavioral characteristics, such as the user's stress response, problem-solving ability, and interpersonal skills.
[1640] Device:
[1641] The terminal displays the questionnaire sent from the server and provides an interface that allows the user to answer. For example, in response to the question "When do you feel stressed?", the user can select "During a presentation" from the options.
[1642] User:
[1643] The user answers the questionnaire displayed on the terminal.
[1644] Device:
[1645] The terminal transmits the user's answer results to the server.
[1646] server:
[1647] The server generates a user's behavioral profile based on the responses and stores it in a database, detailing the user's strengths and weaknesses.
[1648] 2. Sugoroku-style game progression
[1649] server:
[1650] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[1651] Device:
[1652] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" may be presented.
[1653] User:
[1654] The user plays the game using the terminal and selects options for the scenarios that appear, for example, "Check with my boss beforehand."
[1655] Device:
[1656] The terminal transmits the user's selection results and piece progress information to the server.
[1657] server:
[1658] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[1659] 3. Time Leap Function
[1660] server:
[1661] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[1662] Device:
[1663] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[1664] User:
[1665] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[1666] Device:
[1667] The terminal transmits the selection result to the server.
[1668] server:
[1669] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[1670] Device:
[1671] The terminal displays the simulation results to the user.
[1672] 4. Providing results and suggesting areas for improvement
[1673] server:
[1674] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[1675] Device:
[1676] The terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[1677] User:
[1678] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[1679] In this way, this system helps users to appropriately understand occupations and improve their behavioral characteristics from a young age, which improves the accuracy of future career choices and contributes to fostering a sense of security in society as a whole with less anxiety.
[1680] The processing flow will be explained below.
[1681] 1. Create a profile
[1682] Step 1:
[1683] The server generates a questionnaire for collecting the user's behavioral characteristics and transmits it to the user terminal.
[1684] Step 2:
[1685] The terminal displays the questionnaire sent from the server and provides an interface for the user to answer.
[1686] Step 3:
[1687] The user answers the questionnaire displayed on the terminal.
[1688] Step 4:
[1689] The terminal transmits the user's answer results to the server.
[1690] Step 5:
[1691] The server generates a behavioral characteristic profile of the user based on the response results and stores it in a database.
[1692] 2. Sugoroku-style game progression
[1693] Step 6:
[1694] The server generates a Sugoroku-style game based on the generated behavioral characteristic profile and transmits its initial state to the terminal.
[1695] Step 7:
[1696] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[1697] Step 8:
[1698] The user uses the terminal to select an action to move the piece and input the options.
[1699] Step 9:
[1700] The terminal transmits the progress of the user's pieces and the results of their selections to the server.
[1701] Step 10:
[1702] The server uses the generative AI to determine the next step and sends the result to the device.
[1703] Step 11:
[1704] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[1705] 3. Time Leap Function
[1706] Step 12:
[1707] The server sends a time leap option to the terminal when the game has completed a certain episode.
[1708] Step 13:
[1709] The terminal displays the time leap options to the user and provides an interface to try different options.
[1710] Step 14:
[1711] The user selects the time leap option and enters different choices.
[1712] Step 15:
[1713] The terminal transmits the selection result to the server.
[1714] Step 16:
[1715] The server performs a simulation based on different choices and transmits the results to the terminal.
[1716] Step 17:
[1717] The terminal displays the simulation results to the user.
[1718] 4. Providing results and suggesting areas for improvement
[1719] Step 18:
[1720] The server compiles the results of the game and the time leap and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[1721] Step 19:
[1722] The terminal displays the report received from the server to the user.
[1723] Step 20:
[1724] Users can review the report to assess their own behavioral characteristics and learn areas for improvement.
[1725] By going through the above steps in order, the user can understand his or her own behavioral characteristics and make an appropriate career choice or improve his or her behavioral characteristics.
[1726] Example 1
[1727] 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."
[1728] Conventional user behavior characteristic evaluation systems have difficulty accurately grasping a user's behavior characteristics and clearly presenting areas for improvement. Furthermore, the lack of continuous feedback to the user makes it difficult to translate the results into actual behavioral improvements. Furthermore, the simulation function based on the user's selection behavior was insufficient, making it impossible to handle a variety of behavioral scenarios.
[1729] 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.
[1730] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving the user's selection actions and piece movements in the Sugoroku-style game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; and means for generating a report based on the simulation results, presenting areas for improvement in the user's behavioral characteristics, and transmitting the report to the user device. This allows for detailed evaluation of the user's behavioral characteristics and continuous feedback to support specific behavioral improvements. Furthermore, to accommodate a variety of behavioral scenarios, the simulation function based on the user's selection actions can be enhanced, providing practical behavioral simulations.
[1731] "User behavioral characteristics" refers to the behavioral patterns and reactions that a user exhibits in a particular situation or environment.
[1732] A "questionnaire" refers to a set of questions that are generated by the server and answered by the user in order to evaluate the user's behavioral characteristics.
[1733] "User terminal" refers to a device used by a user, such as a computer, smartphone, or tablet.
[1734] "Response" refers to information entered by a user in the form of options or free-form responses to a questionnaire.
[1735] A "behavioral characteristics profile" refers to detailed evaluation data of a user's behavioral characteristics that is generated based on the user's responses.
[1736] A "sugoroku-style game" refers to a game that includes scenarios and choices based on the user's behavioral characteristic profile, generated by the server.
[1737] "Selection behavior" refers to the options that users choose in a Sugoroku-style game.
[1738] "Piece progress" refers to an element that represents the user's progress in a Sugoroku-style game.
[1739] A "generative AI model" refers to an artificial intelligence model that generates next steps and simulations based on the user's selection actions and piece progress information.
[1740] "Time leap option" refers to a feature that allows users to go back in time and try different choices when completing a game.
[1741] "Simulation" refers to hypothetical outcomes based on different behavioral choices when using the time leap option.
[1742] A "report" refers to a document that is generated based on the simulation results and presents areas for improvement in the user's behavioral characteristics.
[1743] This invention is a system that supports specific behavioral improvements of users by evaluating their behavioral characteristics in detail and providing continuous feedback. The program processing of this system is explained below in natural language.
[1744] First, the server generates a questionnaire to collect the user's behavioral characteristics. This questionnaire is intended to evaluate the user's stress response, problem-solving ability, interpersonal skills, etc. Specifically, the server uses a generative AI model to send a prompt such as: "Please generate questions to evaluate the user's stress response."
[1745] The server then sends the generated questionnaire to the user's device. The device then displays the questionnaire to the user and provides an interface that allows the user to answer the questionnaire. For example, the question "How stressed do you feel?" is displayed.
[1746] The user answers the displayed question. For example, the user selects the option "I feel it very much." The terminal then transmits the user's answer to the server.
[1747] The server analyzes the received response data and compares it with other user data stored in a database (e.g., MySQL) to generate a behavioral profile of the user. This profile is given a label such as "low stress tolerance." The generated profile is then stored in the database.
[1748] Next, the server generates a Sugoroku-style game based on the user's behavioral characteristics profile. Using the generative AI model, it uses the prompt, "Please provide a scenario for the user's first business trip based on the user's behavioral characteristics profile." Based on the obtained scenario, it creates a Sugoroku game map and sends it to the device.
[1749] The device displays the initial scenario of the Sugoroku game to the user. For example, a scenario such as "Preparing for your first business trip" is displayed. The user uses the device to progress through the game, choosing one option from the options. For example, the user may choose "Check with their boss." The device then sends the user's selection to the server.
[1750] The server uses a generative AI model to determine the next step based on the user's selection. It uses the prompt "Generate the next step if you select the option to check with your boss." The resulting next step result might be, for example, "Get useful advice from your boss." This result is then sent to the device.
[1751] When the game is cleared, the server sends the time leap option to the device. The device displays the time leap option to the user, allowing the user to try new options. For example, the user may choose "Act at their own discretion." The device then sends the result of that choice to the server.
[1752] To run a simulation based on the new selection results, the server uses the generative AI model to send the following prompt: "Please generate a simulation result if the user acts according to their own judgment." The resulting simulation result might be something like, "The judgment was correct, leading to a good outcome." This result is sent to the device and displayed to the user.
[1753] The server compiles all the results of the game progress and time leaps and generates a report suggesting areas for improvement in the user's behavioral characteristics. Using the generative AI model, it sends a prompt message saying, "Please generate advice for improving the user's behavioral characteristics." The generated report contains specific advice, such as, "To improve your presentation skills, it is effective to practice in advance." This report is sent to the device and displayed.
[1754] The above is a detailed description of how to implement the present invention. The present invention promotes user behavioral improvement by evaluating the user's behavioral characteristics in detail and providing appropriate feedback. Furthermore, by combining a Sugoroku-style game with a time leap option, it is possible to provide a practical simulation based on the user's selection behavior.
[1755] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1756] Step 1:
[1757] server:
[1758] The server generates a questionnaire to collect the user's behavioral characteristics. Specifically, it sends a prompt to the generative AI model saying, "Please generate questions to evaluate the user's stress response." The generated questions are then aggregated to create a questionnaire. The created questionnaire is then sent to the user's device.
[1759] Input: Prompt "Generate questions to assess the user's stress response."
[1760] Output: Generated questionnaire
[1761] Step 2:
[1762] Device:
[1763] The terminal displays the received questionnaire and provides an interface that allows the user to answer it. Specifically, it displays the question "How stressed do you feel?"
[1764] Input: Questionnaire received from the server
[1765] Output: A screen display that the user can respond to
[1766] Step 3:
[1767] User:
[1768] The user answers the questionnaire, for example, by selecting the option "I feel strongly about it."
[1769] Input:View questionnaire
[1770] Output: Selected answer
[1771] Step 4:
[1772] Device:
[1773] The terminal transmits the user's answer to the server.
[1774] Input: User response data
[1775] Output: Data sent to the server
[1776] Step 5:
[1777] server:
[1778] The server analyzes the received response data and generates a behavioral characteristic profile for the user. It compares this with other user data stored in the database and assigns a behavioral characteristic label (e.g., "low stress tolerance") to the user. The generated profile is then stored in the database.
[1779] Input: User response data
[1780] Output: Behavioral profile
[1781] Step 6:
[1782] server:
[1783] The server generates a Sugoroku-style game based on the behavioral characteristics profile. It sends a prompt to the generating AI model saying, "Please provide a scenario for going on your first business trip based on the user's behavioral characteristics profile." It then creates a game map based on the resulting scenario and sends it to the device.
[1784] Input: Behavioral characteristics profile, prompt "Based on the user's behavioral characteristics profile, please provide a scenario for going on a business trip for the first time."
[1785] Output: Initial scenario for the Sugoroku game
[1786] Step 7:
[1787] Device:
[1788] The terminal displays an initial scenario of the Sugoroku game to the user. For example, a scenario called "Preparing for your first business trip" is displayed.
[1789] Input: The initial scenario of the Sugoroku game received from the server
[1790] Output: A screen display that allows the user to progress through the game
[1791] Step 8:
[1792] User:
[1793] The user selects one of the options in the game to progress through the game. For example, the user selects "Check with the boss."
[1794] Input: Display the scenario of the Sugoroku game
[1795] Output: Selected action
[1796] Step 9:
[1797] Device:
[1798] The terminal transmits the user's selection results to the server.
[1799] Input: User selection
[1800] Output: Data sent to the server
[1801] Step 10:
[1802] server:
[1803] The server sends a prompt to the generative AI model based on the user's selection to determine the next step. For example, it uses the prompt "Generate the next step if you select the option to check with your manager." The server then sends the result to the device.
[1804] Input: User selection result, prompt "Generate the next step if you select the option to check with your manager."
[1805] Output: Next step scenario
[1806] Step 11:
[1807] Device:
[1808] The terminal displays the next step scenario to the user, for example, the result "Get useful advice from your boss."
[1809] Input: Next step scenario received from the server
[1810] Output: A screen display that allows the user to proceed to the next step
[1811] Step 12:
[1812] server:
[1813] The server provides a time leap option when the game is cleared, and transmits the time leap option to the terminal.
[1814] Input: Game progress information
[1815] Output: Time Leap Option
[1816] Step 13:
[1817] Device:
[1818] The terminal displays the time leap options to the user.
[1819] Input: Time leap option received from the server
[1820] Output: The new choices that are displayed to the user
[1821] Step 14:
[1822] User:
[1823] The user selects a time leap option and tries out new options, for example, "Act on your own judgment."
[1824] Input: Show time leap options
[1825] Output: New selection
[1826] Step 15:
[1827] Device:
[1828] The terminal transmits the user's new selection to the server.
[1829] Input: The user's new selection
[1830] Output: Data sent to the server
[1831] Step 16:
[1832] server:
[1833] The server sends a prompt to the generative AI model based on the new selection results and performs a simulation. For example, it uses a prompt such as, "Please generate a simulation result if the user acts according to their own judgment." The simulation result is sent to the device.
[1834] Input: The user's new choice, prompt "Generate the simulation results if the user acts according to their own judgment."
[1835] Output: Simulation results
[1836] Step 17:
[1837] Device:
[1838] The terminal displays the simulation results to the user. For example, the simulation result "The decision was correct, leading to a good result" may be displayed.
[1839] Input: Simulation results received from the server
[1840] Output: Simulation results that are displayed to the user
[1841] Step 18:
[1842] server:
[1843] The server aggregates all the results of the game progress and time leap, and generates a report suggesting areas for improvement in the user's behavioral characteristics. It sends a prompt to the generation AI model saying, "Please generate advice to improve the user's behavioral characteristics." It then sends the generated report to the device.
[1844] Input: All game progress data and time leap results, prompt "Generate advice to improve the user's behavioral characteristics."
[1845] Output: A report showing improvements to user behavior characteristics
[1846] Step 19:
[1847] Device:
[1848] The terminal displays the report to the user, which may include specific advice such as, "To improve your presentation skills, it is effective to practice in advance."
[1849] Input: Report received from the server
[1850] Output: The report that is displayed to the user
[1851] (Application example 1)
[1852] 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."
[1853] Improving employee customer service skills and problem-solving abilities is crucial for modern brick-and-mortar stores. However, there is currently a lack of appropriate tools and systems to do this efficiently and effectively. While practical training is necessary to equip employees with the skills they need to handle various scenarios they face in the real world, this alone has limitations in terms of comprehensive skill improvement. Furthermore, there are limited ways for employees to understand and receive specific feedback on their own behavioral traits to improve them. Therefore, there is a need for a system that can evaluate employees' behavioral traits and provide feedback based on that to improve their skills.
[1854] 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.
[1855] In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user device; means for receiving answers to the questionnaire transmitted by the user device and generating a user behavioral characteristic profile; means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting it to the user device; means for receiving user selections and piece movements in the Sugoroku-style game, determining the next step based on the selections and movements using a generative AI model, and transmitting the result to the user device; means for providing a time leap option upon completion of the game and simulating different choices; means for generating a report suggesting improvements to the user behavioral characteristics based on the simulation results and transmitting this report to the user device; and means for implementing the system as an application installed on a smartphone to improve the customer service skills and problem-solving abilities of employees in a brick-and-mortar store. This allows employees to hone their skills through practice, understand their own behavioral characteristics through concrete feedback, and learn effective areas for improvement.
[1856] "User" refers to a person who uses a terminal to answer questionnaires and play a Sugoroku-style game.
[1857] "Behavioral characteristics" refer to characteristics that indicate how a user behaves in various situations, such as the user's stress response, problem-solving ability, and interpersonal skills.
[1858] A "questionnaire" refers to a series of questions sent from a server to a user terminal to assess the user's behavioral characteristics.
[1859] "User terminal" refers to a device (smartphone, tablet, etc.) that displays the questionnaire and allows the user to enter answers.
[1860] A "sugoroku-style game" refers to a game format in which a scenario unfolds as the user makes choices and moves pieces based on the results.
[1861] A "generative AI model" refers to an artificial intelligence model that determines the next step based on the user's selection behavior and generates a scenario.
[1862] "Time leap option" refers to an option that allows you to simulate different choices or actions after the end of a specific episode of the game.
[1863] "Simulation results" refers to data showing results based on different user choices or actions.
[1864] "Report" refers to a document that presents areas for improvement in the user's behavioral characteristics based on the progress of the game and the results of the time leap.
[1865] "Application installed on a smartphone" refers to software that allows users to play a Sugoroku-style game based on their behavioral characteristic profile.
[1866] A "physical store" refers to a location that offers products or services in a physical retail space.
[1867] The following describes an embodiment of the present invention: The invention is carried out by a system that includes a server, a user terminal, and a generative AI model as its main components.
[1868] 1. Create a profile
[1869] The server generates a questionnaire to collect information on the user's behavioral characteristics and transmits it to the user's terminal. The questionnaire is intended to evaluate the user's behavioral characteristics, such as stress response, problem-solving ability, and interpersonal skills.
[1870] The user terminal displays a questionnaire and provides an interface that allows the user to answer. For example, the user can select "during a presentation" in response to the question "When do you feel stressed?"
[1871] When the user answers the questionnaire displayed on the terminal, the terminal sends the results to the server.
[1872] Based on the responses received, the server creates a user behavioral profile and stores it in a database, detailing the user's strengths and weaknesses.
[1873] 2. Sugoroku-style game progression
[1874] The server generates a Sugoroku-style game based on the generated behavioral profile and sends its initial state to the user's device. The game is designed based on scenarios that users may encounter in the real world.
[1875] The user terminal displays the Sugoroku-style game received from the server to the user. For example, a scenario called "Going on my first business trip" is presented.
[1876] The user can play the game through the terminal and choose options for the scenario, for example, "Check with my boss in advance."
[1877] The user's selection results and progress information of the pieces are sent from the device to the server, and the server uses the generative AI model to determine the next step and sends the result to the user's device. For example, the result may be "receive useful advice from your boss."
[1878] 3. Time Leap Function
[1879] When the game finishes a certain episode, the server sends a time leap option to the user terminal.
[1880] The user terminal displays the time leap options and provides an interface that allows the user to try different options.
[1881] The user selects a time leap option and enters different options, such as "Don't ask, I'll decide."
[1882] The result of the selection is sent from the terminal to the server, and the server runs a simulation based on different choices and sends the result to the user terminal. For example, the simulation result may be "I will resolve the issue at my own risk."
[1883] The user terminal displays the simulation results to the user.
[1884] 4. Providing results and suggesting areas for improvement
[1885] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics.
[1886] The user terminal displays the report received from the server to the user, which indicates areas in the real world that the user should improve and behavioral characteristics that are effective for doing so.
[1887] The user can check the report displayed on the terminal and obtain information for self-improvement.
[1888] For illustrative purposes, consider the following prompt:
[1889] How do you respond when a customer complains about a product?
[1890] The above is a detailed description of the embodiment of the present invention. The system evaluates the user's behavioral characteristics, provides feedback to the user through a Sugoroku-style game, and includes a function to try different options using a time leap function. It also supports the user's skill improvement through reports that suggest areas for improvement. This system can efficiently improve the customer service skills and problem-solving abilities of employees in brick-and-mortar stores.
[1891] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1892] Step 1:
[1893] The server generates a questionnaire to collect the user's behavioral characteristics and sends it to the user's terminal. Specifically, the server generates a questionnaire containing a prompt such as, "How do you deal with a customer who complains about a product?" This questionnaire is designed to evaluate the user's stress response, problem-solving ability, and interpersonal skills.
[1894] Input: Questionnaire template stored on the server
[1895] Output: The specific questionnaire sent to the device.
[1896] Step 2:
[1897] The terminal displays the questionnaire sent from the server and provides an interface where the user can enter their answers. The user answers the questionnaire using the terminal, for example, by selecting an option for "stress during presentations."
[1898] Input: Questionnaire sent from the server
[1899] Output: The answer entered by the user
[1900] Step 3:
[1901] The user terminal sends the answers to the server, which then creates a behavioral profile of the user based on the answers and stores it in a database. This profile details the user's strengths and weaknesses.
[1902] Input: Answer results submitted by the user
[1903] Output: Generated behavioral trait profile
[1904] Step 4:
[1905] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users face in the real world, such as "going on your first business trip."
[1906] Input: Behavioral trait profile
[1907] Output: The initial state of the Sugoroku game sent to the device
[1908] Step 5:
[1909] The user terminal displays the Sugoroku-style game received from the server to the user. The user can use the terminal to progress through the game and select options for the scenarios that appear. For example, the user can select the option "Check with my boss in advance."
[1910] Input: The initial state of the game sent by the server
[1911] Output: The options for the scenario selected by the user
[1912] Step 6:
[1913] The device sends the user's selection results and progress information to the server. The server uses the generative AI model to determine the next step and sends the result back to the user's device. For example, the server might generate a result such as "Get useful advice from your boss."
[1914] Input: User selection results and piece progress information
[1915] Output: The results of the next steps generated
[1916] Step 7:
[1917] When the game finishes a certain episode, the server sends a time leap option to the user's terminal. The user's terminal displays this option and provides an interface for trying different options. The user inputs different options, such as "I'll decide for myself without checking."
[1918] Input: Game progress
[1919] Output: Time Leap Option
[1920] Step 8:
[1921] The user terminal transmits the different options selected by the user to the server. The server then performs a simulation based on the different options and transmits the results to the terminal. For example, the simulation result may be "resolve at your own risk."
[1922] Input: The different choices submitted by the user
[1923] Output: Simulation results
[1924] Step 9:
[1925] The server compiles the results of the game and the time leap, and generates a report that suggests areas for improvement in the user's behavioral characteristics. The user's device displays the report received from the server to the user. The report indicates areas in the real world where the user should improve, as well as behavioral characteristics that are effective for achieving this. The user can review this report and obtain information for self-improvement.
[1926] Input: Game progress data and time leap results
[1927] Output: A report of the improvements displayed on the user's device
[1928] The above are the processing steps of the system for implementing the invention.
[1929] 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.
[1930] 1. Create a profile
[1931] server:
[1932] The server generates a questionnaire to collect the user's behavioral characteristics and emotions and sends it to the user terminal, which is used to evaluate the user's stress response, problem-solving ability, interpersonal skills, and emotional state.
[1933] Device:
[1934] The device displays the questionnaire sent from the server and provides an interface for the user to answer. It also activates a camera and microphone to record the user's facial expressions and voice data. For example, to the question, "When do you feel stressed?", the user answers, "During a presentation," and at the same time, the facial recognition camera analyzes their facial expressions.
[1935] User:
[1936] The user answers the questionnaire displayed on the terminal, providing facial expressions and voices while answering.
[1937] Device:
[1938] The terminal transmits the user's answer results and emotion data to the server.
[1939] server:
[1940] The server generates a user behavioral profile based on the responses and emotional data and stores it in a database. This profile details the user's strengths and weaknesses and their emotional responses based on those strengths and weaknesses.
[1941] 2. Sugoroku-style game progression
[1942] server:
[1943] The server generates a Sugoroku-style game based on the generated behavioral profile and sends the initial state of the game to the device. The game is designed based on scenarios that users would encounter in the real world.
[1944] Device:
[1945] The terminal displays the initial state of the Sugoroku game received from the server to the user.
[1946] User:
[1947] The user uses the device to progress through the game and choose options for the scenarios that appear. For example, a scenario such as "Going on my first business trip" may be presented. At the same time, the device's camera and microphone collect the user's facial expressions and voice to analyze their emotional state.
[1948] Device:
[1949] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[1950] server:
[1951] The server uses the generation AI to determine the next step and sends the result to the device. For example, the result might be "Get useful advice from your boss."
[1952] Device:
[1953] The terminal displays the next step sent from the server to the user, and continues to progress through the game.
[1954] 3. Time Leap Function
[1955] server:
[1956] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[1957] Device:
[1958] The terminal presents the time leap options to the user and provides an interface that allows them to try different options.
[1959] User:
[1960] The user selects a time leap option and inputs different choices, for example, "Don't ask, I'll decide."
[1961] Device:
[1962] The terminal transmits the selection result to the server.
[1963] server:
[1964] The server runs a simulation based on different options and sends the results to the terminal. For example, the simulation result "resolve at your own risk" is generated.
[1965] Device:
[1966] The terminal displays the simulation results to the user, and also records emotional responses based on the simulation results.
[1967] 4. Providing results and suggesting areas for improvement
[1968] server:
[1969] The server compiles the results of the game and the time leap, analyzes the user's behavioral characteristics and emotional responses, and generates a report that presents the results.
[1970] Device:
[1971] The device receives the report from the server and displays it to the user, indicating areas in the user's real-world practice that need improvement and the associated emotional responses.
[1972] User:
[1973] Users can check the report displayed on their device, evaluate their own behavioral characteristics, and learn areas for improvement.
[1974] By going through the above steps in order, users can understand their own behavioral characteristics and emotional responses, and make appropriate career choices and improve their behavioral characteristics. This will improve the accuracy of users' future career choices and contribute to fostering a sense of security in society as a whole, with less anxiety.
[1975] The processing flow will be explained below.
[1976] 1. Create a profile
[1977] Step 1:
[1978] The server generates a questionnaire to collect the user's behavioral characteristics and emotions, and sends it to the user's terminal. The questionnaire includes questions about stress responses, problem-solving abilities, and interpersonal skills.
[1979] Step 2:
[1980] The device displays the questionnaire sent from the server, and simultaneously activates the camera and microphone to record the user's facial expressions and voice data.
[1981] Step 3:
[1982] The user answers a questionnaire displayed on the terminal. For example, to the question "When do you feel stressed?", the user answers "during a presentation."
[1983] Step 4:
[1984] The terminal transmits the user's answers and the collected facial expression and voice data to the server.
[1985] Step 5:
[1986] The server analyzes the responses and collected emotional data to generate a behavioral profile of the user, which also includes an assessment of stress levels and interpersonal skills.
[1987] 2. Sugoroku-style game progression
[1988] Step 6:
[1989] The server generates a Sugoroku-style game suited to the user based on the generated behavioral characteristic profile and transmits the initial state of the game to the terminal.
[1990] Step 7:
[1991] The terminal displays the initial state of the Sugoroku game received from the server to the user. For example, a scenario such as "Going on my first business trip" is displayed.
[1992] Step 8:
[1993] The user uses the device to progress through the game and choose options for the scenarios that appear, while the camera and microphone collect the user's facial expressions and voice to analyze their emotional state in real time.
[1994] Step 9:
[1995] The terminal transmits the progress of the user's pieces, the results of their selections, and emotion data to the server.
[1996] Step 10:
[1997] Based on the received data, the server uses generative AI to determine the next step and sends the result to the device. For example, it might generate an outcome such as "receive good marks for your presentation."
[1998] Step 11:
[1999] The device displays the next step sent from the server to the user, and then analyzes the user's facial expressions and voice in real time to collect emotional data.
[2000] 3. Time Leap Function
[2001] Step 12:
[2002] The server transmits a time leap option to the terminal when the game has completed a certain episode.
[2003] Step 13:
[2004] The terminal displays the time leap options to the user and provides an interface to try different options.
[2005] Step 14:
[2006] The user selects the time leap option and inputs different choices, for example, "I'll decide for myself without checking."
[2007] Step 15:
[2008] The terminal transmits the selection result and the user's emotion data to the server.
[2009] Step 16:
[2010] The server runs a simulation based on different options and sends the results to the device. For example, it generates an outcome such as "solve the problem at your own risk."
[2011] Step 17:
[2012] The terminal displays the simulation results to the user and simultaneously records the user's emotional reactions to the results.
[2013] 4. Providing results and suggesting areas for improvement
[2014] Step 18:
[2015] The server compiles the results of the game and time leaps, analyzes the user's behavioral characteristics and emotional responses, and generates a report suggesting areas for improvement.
[2016] Step 19:
[2017] The terminal displays the report received from the server to the user, which includes an assessment of the user's behavioral characteristics and their associated emotional responses.
[2018] Step 20:
[2019] Users can review the report, evaluate their own behavioral traits, and learn areas for improvement, which will help them make better career choices and improve their behavioral traits.
[2020] By going through the above steps in sequence, users can deepen their understanding of their own behavioral characteristics and emotional responses, and make better career choices and improve their behavioral characteristics.
[2021] Example 2
[2022] 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."
[2023] In modern society, it is important to accurately understand an individual's behavioral characteristics and emotional responses and to make career choices and improve their behavior based on that understanding. However, conventional methods only superficially evaluate behavioral characteristics, making it difficult to deeply understand changes in individual characteristics and emotions. Furthermore, conventional game-style self-assessment tools have the problem of being unable to accommodate realistic and diverse scenarios, making it difficult for users to obtain practical feedback. Furthermore, they lack a function (time leap function) that allows users to go back in time and reassess the impact of their selected actions.
[2024] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for generating a questionnaire to collect user behavioral characteristics and transmitting it to the user terminal; means for receiving the questionnaire responses and emotional data transmitted by the user terminal and generating a user behavioral characteristics profile; means for generating a sugoroku-style interactive game based on the generated behavioral characteristics profile and transmitting it to the user terminal; means for receiving the user's selection actions and piece movements in the sugoroku-style interactive game, determining the next step based on the selection actions and piece movements using a generative AI model, and transmitting the results to the user terminal; means for providing a time leap option after a certain episode of the game ends and simulating different choices; and means for generating a report suggesting improvements to the user's behavioral characteristics based on the results of these simulations and transmitting the report to the user terminal. This allows the user to deeply understand their own behavioral characteristics and emotional responses and improve their behavior based on appropriate feedback. Furthermore, the time leap function allows the user to try different options and simulate the results, thereby evaluating the impact of their selection actions in advance.
[2025] "User behavioral characteristics" refer to behavioral patterns and reactions that a user exhibits in various situations, including stress responses, problem-solving abilities, interpersonal skills, and the like.
[2026] A "questionnaire" is a set of questions designed to assess a user's behavioral characteristics and emotions, and is sent to the user's terminal in text format.
[2027] A "user terminal" is a device used by a user to answer questionnaires, operate the Sugoroku-style game, and check the results, and includes a PC, smartphone, etc.
[2028] "Emotion data" refers to data such as the user's facial expressions and voice that are recorded when the user answers a questionnaire or plays a game, and indicates the user's emotional state.
[2029] A "behavioral characteristics profile" is a data set generated based on the user's questionnaire responses and emotional data, and includes the user's strengths and weaknesses and their emotional responses based on them.
[2030] A "sugoroku-style interactive game" is a game generated based on a user's behavioral characteristic profile, in which scenarios that the user may encounter in the real world are presented in the form of a sugoroku board.
[2031] A "generative AI model" is a model that uses artificial intelligence technology to analyze data and determine next steps, and generally includes natural language processing and machine learning technologies.
[2032] The "time leap option" is a feature that allows the user to try different choices after completing a particular episode of the game, and is provided to reassess the impact of the choices they make.
[2033] "Simulation" is the process of predicting and recreating future outcomes based on different choices made by the user when using the time leap option.
[2034] A "report" is a document or data set generated based on simulation results, etc., and includes points for improvement in user behavioral characteristics and analysis results.
[2035] The present invention is a system that analyzes a user's behavioral characteristics and emotional responses, and provides appropriate feedback and suggestions for improvement based on the results. This system begins by creating a questionnaire to collect the user's behavioral characteristics and sending it to the user's terminal. It then analyzes the user's responses and emotional data to provide the user with useful information and advice for behavioral improvement.
[2036] Questionnaire generation
[2037] The server generates a questionnaire to evaluate the user's behavioral characteristics. This questionnaire is created using a generative AI model (e.g., a natural language processing model). Specifically, the server inputs the following prompt sentences into the AI model to generate questions.
[2038] Example prompt sentence:
[2039] "Generate five questions to assess the user's stress response."
[2040] The generated questions are saved in JSON format on the server and then sent to the user's device.
[2041] View questionnaire
[2042] The device receives the questionnaire sent from the server and displays it to the user through an intuitive interface. The interface is implemented using HTML and JavaScript, allowing the user to easily answer the questions. In addition, the device's camera and microphone are activated to collect facial expression and voice data while the user answers.
[2043] Sending and analyzing answer results
[2044] The user answers a questionnaire displayed on the device. For example, to the question, "When do you feel stressed?" the user answers, "During a presentation." All data, including facial expression and voice data collected during the session, is sent from the device to the server.
[2045] The server generates a user behavioral profile based on the received response results and emotional data. This profile is generated using a machine learning library (e.g., scikit-learn) to perform data clustering and pattern recognition. The generated profile is stored in a database (e.g., MySQL).
[2046] Interactive Sugoroku-style game
[2047] The server generates a Sugoroku-style interactive game based on the generated behavioral characteristic profile. The game includes scenarios that reflect the user's behavioral characteristics and simulates situations that the user may actually face. The initial state of the game is sent from the server to the terminal, allowing the user to start the game.
[2048] The device displays the initial state of the game received from the server. As the user makes choices within the game, the results are reflected in real time.
[2049] Determine next steps
[2050] The server receives the user's choices and the progress of the pieces in the interactive Sugoroku-style game, and uses the generative AI model to determine the next step based on that. For example, if a user selects "Plan it myself" in the scenario "Going on my first business trip," the server generates the next step according to that choice.
[2051] Providing a time leap function
[2052] When a certain episode of the game ends, the server sends a time leap option to the terminal. The terminal displays the time leap option to the user and provides an interface that allows the user to try different options. When the user inputs different options, the results are also sent to the server, and a simulation based on the different options is performed.
[2053] Generate and deliver reports
[2054] The server analyzes the progress of the game and the results of the time leap comprehensively, and generates a report summarizing the user's behavioral characteristics and how to improve them in the real world. The report includes areas for improvement in the user's real world and the associated emotional responses. This report is sent to the user's device and can be viewed by the user.
[2055] Through the above steps, users can gain a deeper understanding of their own behavioral characteristics and emotional responses and learn effective ways to improve them, thereby providing them with concrete feedback that can help them make practical career choices and improve their behavior.
[2056] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2057] Detailed explanation of the processing steps
[2058] Step 1: Generate the questionnaire
[2059] The server generates a questionnaire to evaluate the user's behavioral characteristics. The input is a prompt, specifically something like "Please generate five questions to evaluate the user's stress response." The output is a set of questions generated using a generative AI model (e.g., a natural language processing model). This set of questions is temporarily saved in JSON format and sent to the user's device.
[2060] Step 2: View the questionnaire
[2061] The device receives a questionnaire in JSON format sent from the server. The input includes the questionnaire data from the server. The device uses HTML and JavaScript to display the received questionnaire as an interface that makes it easy for the user to answer. The device also activates a camera and microphone to collect facial expression and voice data from the user when answering. The output is the user's answers and emotional data.
[2062] Step 3: Answer the questionnaire and collect data
[2063] The user answers a questionnaire displayed on the device. The input includes the user's answers (text data) and facial expression and voice data collected from the camera and microphone. The output is a compilation of these data and is sent from the device to the server.
[2064] Step 4: Analyze the responses and generate a behavioral profile
[2065] The server receives the user's response results and emotion data sent from the device. The input includes the user's response data and emotion data. The server analyzes the data using a machine learning lib...
Claims
1. means for generating a questionnaire for collecting user behavioral characteristics and transmitting the questionnaire to a user terminal; means for receiving answers to the questionnaire sent by the user terminal and generating a behavioral characteristic profile of the user; a means for generating a Sugoroku-style game based on the generated behavioral characteristic profile and transmitting the game to a user terminal; A means for receiving the user's selection actions and the progress of the pieces in a Sugoroku-style game, determining the next step based on that using AI, and transmitting the result to the user's device; It provides a time leap option when clearing the game, allowing players to simulate different choices. A means for generating a report that presents improvements to the user's behavioral characteristics based on the results of these simulations and transmitting the report to the user terminal; A system including:
2. 2. The system according to claim 1, further comprising means for comparatively analyzing the user's current behavioral characteristics and areas for improvement based on the answers to the questionnaire.
3. 2. The system according to claim 1, further comprising means for providing a different action scenario for each stage in a Sugoroku-style game, and generating a wide variety of progression patterns according to the user's choices.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A