System
A system using a smartphone app, generative AI, AI-enabled speakers, and sensors helps parents teach lifestyle habits to children interactively, addressing engagement and burden issues, ensuring habit development and family bonding.
Patent Information
- Application Number
- JP2024137116
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-16
- Publication Date
- 2026-02-27
AI Technical Summary
Parents, especially dual-income couples, face challenges in helping preschool children develop good lifestyle habits due to lack of engaging educational methods, leading to trust issues and increased burden, with children often losing interest and finding it difficult to maintain these habits.
A system that includes a smartphone app for parents to set lifestyle habits, a generative AI model to create quests, an AI-enabled speaker to provide instructions, sensors to detect child responses, and a server to analyze and adjust quests, ensuring children develop habits in a fun and interactive manner.
The system allows children to acquire lifestyle habits independently and enjoyably, reducing parental burden while maintaining engagement and deepening family bonds through interactive quests.
Smart Images

Figure 2026033995000001_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] For parents of preschool children, especially dual-income couples, helping their children develop good lifestyle habits is a major challenge. The traditional "guidance" method can sometimes create problems with the trust between parent and child. Furthermore, children often lack interest and find it difficult to maintain good lifestyle habits. Parents often feel frustrated and stressed while searching for appropriate educational methods for their children amid the hustle and bustle of daily work. Furthermore, various methods and ingenuity are needed to keep children interested, and consistently implementing these methods can be a significant burden. Therefore, new educational methods are needed that reduce the burden on parents and children and allow children to develop good lifestyle habits in a fun way. [Means for solving the problem]
[0005] The present invention provides a system that includes a means for receiving lifestyle habit information set by a parent, a means for generating quests based on the lifestyle habits using a generative AI model, a means for providing the quest information to a child as audio, a means for detecting the child's responses using a sensor, a means for transmitting and analyzing the detected data to a server, and a means for adjusting the data to reflect the quest in the next quest. When a parent inputs the lifestyle habits they want their child to acquire using a smartphone app, the generative AI model creates an appropriate quest based on that information and issues instructions to the child via an AI-enabled speaker that can be attached to a stuffed animal or doll. The sensor captures the child's responses in real time, and the data is transmitted to a server for analysis to reflect the next quest. This repetition allows children to acquire lifestyle habits while having fun and reduces the burden on parents. Furthermore, by generating different quests based on multiple settings, a system is provided that keeps children interested and prevents them from getting bored. Furthermore, families can participate in quests together, which is expected to have the effect of deepening parent-child bonds.
[0006] "Means for receiving lifestyle habit information set by parents" refers to a function that allows the system to receive information entered by parents via a smartphone app or other means about specific lifestyle habits (e.g., brushing teeth, tidying up, etc.) that they want their children to acquire.
[0007] "Means for generating quests based on lifestyle habits using a generative AI model" is a function that uses a generative AI model based on received lifestyle information to automatically create stories and missions (quests) that help children develop lifestyle habits while having fun.
[0008] "Means of providing quest information to children as audio" refers to a function that uses an AI-enabled speaker attached to a stuffed animal or doll to communicate the content of the generated quest to children in audio format.
[0009] "Means for detecting children's reactions using sensors" refers to a function that uses built-in sensors to capture how children respond to quests (e.g., voice, movements, etc.), and the system captures that information.
[0010] "Means for sending detected data to a server and analyzing it" is a function for sending data collected by the sensor to a server, analyzing it, and making adjustments necessary for the next quest.
[0011] "Means to adjust data to reflect in the next quest" is a function that adjusts the content and progress of the next quest based on the analyzed data, ensuring that children continue to be interested in the quest.
[0012] "Means for generating different quests based on multiple settings" is a function that generates different quests based on multiple lifestyle habit information set by the parent, allowing children to continue working on them without getting bored.
[0013] "AI-enabled speakers that can be attached to stuffed toys and dolls" refers to speakers used to provide quest information via audio, and are designed to be attached to any stuffed toy or doll. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0015] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0016] First, the terms used in the following description will be explained.
[0017] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0018] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0019] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0020] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0021] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0022] [First embodiment]
[0023] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0024] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0025] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0026] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0027] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0028] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0029] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0030] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0031] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0032] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0033] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0034] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0035] Overall system description
[0036] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to develop and then generating and providing fun quests using a generative AI model.The system mainly consists of a smartphone app operated by parents, a server that generates quests, and an AI-enabled speaker that communicates the quests to children.
[0037] Parent operation (user)
[0038] 1. Download the app and register:
[0039] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[0040] 2. Lifestyle settings:
[0041] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[0042] Quest generation (server)
[0043] 1. Receiving lifestyle information:
[0044] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[0045] 2. Quest generation:
[0046] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[0047] 3. Submit quest information:
[0048] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[0049] Quest execution (terminal)
[0050] 1. Receiving and preparing quest information:
[0051] The smartphone app receives quest information from the server and sends it to the AI-equipped speaker attached to the stuffed toy. The speaker stores the received information in a buffer and prepares it.
[0052] 2. Start the quest:
[0053] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[0054] 3. Children's reactions and real-time responses:
[0055] The speaker uses sensors to detect the child's reactions and responds appropriately. For example, when a child starts brushing their teeth, it provides feedback like, "Congratulations! Your dragon's teeth are shiny!"
[0056] Quest completion and data collection (server and device)
[0057] 1. Quest End:
[0058] When the quest ends, the AI-enabled speaker will play a voice message announcing the end.
[0059] 2. Data collection and transmission:
[0060] Children's behavior data (start time, end time, success / failure, etc.) is collected and sent to the server.
[0061] 3. Analyze the data and adjust the next quest:
[0062] The server analyzes the received data and adjusts the content of the next quest more appropriately. Parents can also check their child's progress within the app.
[0063] Specific examples
[0064] Example 1: When you want to help your child develop the habit of brushing their teeth
[0065] 1. User (Parent): Set the app to "Brush teeth regularly."
[0066] 2. Device: Sends lifestyle information to the server.
[0067] 3. Server: Generate the "Dragon Teeth Cleaning Quest" and send it to the device.
[0068] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[0069] 5. User (child): Brush teeth.
[0070] 6. Device: Collects children's behavioral data and sends it to the server.
[0071] 7. Server: Analyze the data and adjust the next quest content.
[0072] Example 2: When you want your child to develop the habit of tidying up
[0073] 1. User (Parent): Set "Put away toys" in the app.
[0074] 2. Device: Sends lifestyle information to the server.
[0075] 3. Server: Generates the "Quest to collect magic gems" and sends it to the device.
[0076] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[0077] 5. User (child): Put away toys while playing.
[0078] 6. Device: Collects children's behavioral data and sends it to the server.
[0079] 7. Server: Analyze the data and adjust the next quest content.
[0080] This invention allows parents to teach their children healthy habits in a fun way, and children can learn healthy habits independently without getting bored. This reduces the burden on parents and children and is expected to have the effect of strengthening the bond between the whole family.
[0081] The processing flow will be explained below.
[0082] Program processing details
[0083] Parent operation (user)
[0084] Step 1:
[0085] The user (parent) downloads the smartphone app and creates an account by entering an email address and password.
[0086] Step 2:
[0087] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[0088] Step 3:
[0089] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[0090] Quest generation (server)
[0091] Step 4:
[0092] The server receives the lifestyle habit information sent from the user (parent).
[0093] Step 5:
[0094] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[0095] Step 6:
[0096] The server sends detailed information about the generated quest (such as the story template, instructions, and related audio data) to the user's smartphone app.
[0097] Quest execution (terminal)
[0098] Step 7:
[0099] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[0100] Step 8:
[0101] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[0102] Step 9:
[0103] The AI-powered speaker will inform the child of the quest via a voice message when it is time to start, such as "Today we'll clean the dragon's teeth!"
[0104] Step 10:
[0105] The device (an AI-enabled speaker) uses sensors to detect the child's reactions and responds appropriately in real time. For example, when a child starts brushing their teeth, it provides feedback such as, "Congratulations! Your dragon's teeth are shiny now!"
[0106] Quest completion and data collection (server and device)
[0107] Step 11:
[0108] When the quest ends, the device (AI-enabled speaker) will notify the child via a voice message saying, "The quest is over!"
[0109] Step 12:
[0110] The device (AI-equipped speaker) collects the child's behavioral data (start time, end time, success / failure, etc.) and sends it to the server.
[0111] Step 13:
[0112] The server analyzes the received behavioral data and adjusts the content of the next quest. Parents can also check their child's progress within the app.
[0113] Adding a new lifestyle habit (user)
[0114] Step 14:
[0115] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[0116] Step 15:
[0117] The device (smartphone app) sends the new lifestyle setting information to the server.
[0118] Step 16:
[0119] The server receives the new lifestyle information and generates new quests using the generative AI model.
[0120] Step 17:
[0121] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[0122] Step 18:
[0123] The device (AI-enabled speaker) provides the child with a new quest as a voice message, and the quest begins again.
[0124] This detailed processing realizes a system that allows children to acquire lifestyle habits in a fun way without getting bored, based on multiple lifestyle habits set by their parents.
[0125] Example 1
[0126] 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."
[0127] Today's parents find it difficult to teach their children proper lifestyle habits in their busy lives. Furthermore, there are few effective ways for children to learn healthy habits independently and in a fun way. Therefore, there is a need for a system that can help children develop healthy habits in a fun way while reducing the burden on parents.
[0128] 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.
[0129] In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating quests based on the lifestyle habits using a generative AI model, means for providing the quest information to the child as audio, means for detecting the child's response using a sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the data to reflect the data in the next quest, and means for providing the parent with the quest execution status via a smartphone application.As a result, by generating quests based on the lifestyle habits set by the parent and providing them to the child, it becomes possible for the child to independently acquire lifestyle habits while having fun.
[0130] The "means for receiving lifestyle information set by parents" is a function that allows the server to receive lifestyle information entered by parents through a smartphone application.
[0131] A "generative AI model" is a type of artificial intelligence that automatically generates appropriate quests based on input prompts and lifestyle information.
[0132] "Means for providing quest information to children as audio" refers to a function that uses, for example, an AI-equipped speaker to convey the content of the generated quest to children as audio.
[0133] "Means for detecting children's reactions using sensors" refers to a function that uses sensors installed in AI-enabled speakers or other devices to detect children's movements and reactions in real time.
[0134] "Means for transmitting detected data to a server and analyzing it" refers to a function that transmits the child's movement data detected by the sensor to a server, analyzes the data, and reflects it in the next quest.
[0135] "Means for adjusting data to reflect the next quest" refers to a function that adjusts data as necessary to make the next quest more effective based on the analysis results.
[0136] "Means for providing parents with the status of quest execution via a smartphone application" is a function that provides parents with information such as the progress and results of quests executed by their children via a smartphone application.
[0137] MODE FOR CARRYING OUT THE INVENTION
[0138] This invention is a support system that helps parents help their children develop healthy lifestyle habits in a fun way. Parents input lifestyle information using a smartphone application, and the server generates quests based on that information using a generative AI model. The generated quests are provided to the child as audio through an AI-equipped speaker, and the system uses sensors to detect the child's reactions. The data is analyzed and reflected in the next quest.
[0139] Hardware and software used
[0140] Smartphone application: An interface for parents to input lifestyle information and receive quest information.
[0141] Server: Generates quests using generative AI models and analyzes data.
[0142] AI-enabled speaker: A speaker that can be attached to a stuffed animal or doll provides children with audio quests.
[0143] Sensor: A device that detects a child's movements and reactions in real time.
[0144] Natural language explanation of the process
[0145] First, the user (parent) downloads the smartphone app and creates an account. After logging in to the app, the parent enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.). This information includes the type of lifestyle habit, priority, specific tasks, etc. The entered information is sent from the app to the server.
[0146] The server launches a generative AI model based on the received lifestyle information. The generative AI model generates a quest using a prompt. For example, if the prompt is "Brush the dragon's teeth," the AI model generates a story called "Brush the dragon's teeth in the dragon kingdom."
[0147] The generated quest information is sent from the server to a smartphone app, where the user (parent) can confirm the information. After confirmation, the smartphone app sends the quest information to an AI-enabled speaker. The speaker stores the information in a buffer and, when ready, conveys the quest to the child via a voice message. For example, a voice message saying, "Today, let's clean the dragon's teeth!" is played.
[0148] While the quest is underway, a sensor built into the speaker detects the child's movements in real time. When the sensor detects an action such as the child picking up a toothbrush, it provides real-time feedback such as, "Good job! You've started to clean the dragon's teeth!" When the quest is over, the speaker plays a voice message to inform the child, "Good job! Your dragon's teeth are sparkling clean!"
[0149] Quest execution data (e.g., start time, end time, success / failure, etc.) is sent to a server via a smartphone app. The server analyzes the received data and adjusts the content and difficulty of the next quest. Parents can check their child's progress through the smartphone app and keep track of their child's growth in real time.
[0150] Specific examples
[0151] 1. If you want your child to develop the habit of brushing their teeth
[0152] The user (parent) sets the app to "brush teeth regularly."
[0153] The server generates a "quest to clean the dragon's teeth" and sends it to the device.
[0154] The speaker plays an audio message saying, "Today, let's clean your dragon's teeth!"
[0155] The user (child) brushes their teeth.
[0156] The speaker detects the child's actions and provides feedback: "Congratulations! Your dragon's teeth are shiny now!"
[0157] 2. If you want your child to develop the habit of tidying up
[0158] The user (parent) sets the app to "put away toys."
[0159] The server generates a "quest to collect magic gems" and sends it to the device.
[0160] The speaker plays a voice message saying, "Collect all the magical gems!"
[0161] The user (child) puts away toys while playing.
[0162] The speaker senses the child's actions and provides feedback, saying, "You've collected all the gems!"
[0163] This allows the system to efficiently support parents in the process of helping their children develop healthy habits in a fun way, helping children learn habits independently without getting bored. Furthermore, the generative AI model provides the most suitable quests for each child, further promoting habit formation.
[0164] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0165] Step 1:
[0166] The user (parent) downloads the smartphone app and creates an account when they start it for the first time.
[0167] Input: Email address, password
[0168] Output: Account creation completion notification
[0169] Specific operation: The parent downloads and installs the app from the app store. When the app is launched for the first time, the parent enters their email address and password on the screen that appears to register an account. The registration information is sent to the server, and a confirmation email is sent to the parent's email address. The parent clicks on the link in the confirmation email to complete the account creation.
[0170] Step 2:
[0171] The user (parent) enters lifestyle information within the app and sends it to the server.
[0172] Input: Type of lifestyle, priority, specific task
[0173] Output: Lifestyle information transmission completion notification
[0174] Specific operation: After logging in to the app, parents go to the "Lifestyle Habit Settings" menu and enter the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, bathing, etc.). The setting information includes the type of lifestyle habit, specific task details, and priority. The entered information is sent from the app to the server. The server stores the received information in a database and notifies the user that the information has been sent.
[0175] Step 3:
[0176] The server launches a generative AI model based on the received lifestyle information.
[0177] Input: Lifestyle information (user ID, lifestyle type, priority)
[0178] Output: Generated quest information
[0179] Specific operation: The server retrieves lifestyle habit information from the database and passes it to the generative AI model. The generative AI model generates a quest based on the input prompt. For example, if the input prompt is "Develop the habit of brushing your teeth," the AI model generates a "Quest to brush your teeth in the Dragon Kingdom." The generated quest information is returned to the server and saved in the database.
[0180] Step 4:
[0181] The server sends the generated quest information to the smartphone app.
[0182] Input: Generated quest information
[0183] Output: Quest information sending completion notification
[0184] Specific operation: The server retrieves the generated quest information from the database and sends it to the smartphone app. The app receives the sent quest information and notifies the parent. The notification includes a story summary of the quest and specific tasks.
[0185] Step 5:
[0186] The smartphone app transmits quest information to an AI-enabled speaker.
[0187] Input: Quest information
[0188] Output: Quest information sending completion notification
[0189] Specific operation: The quest information confirmed by the parent is sent from the app to the AI-enabled speaker. The speaker stores the received information in a buffer and prepares for the quest. Once preparation is complete, the speaker sends a preparation completion notification to the app.
[0190] Step 6:
[0191] The AI-equipped speaker will explain the quest details to the child via audio.
[0192] Input: Quest information saved in the buffer
[0193] Output: Quest start sound
[0194] Specific operation: The speaker generates a voice message based on the saved quest information. For example, a message such as "Let's clean the dragon's teeth today!" is played from the speaker. The child hears the voice and starts the quest.
[0195] Step 7:
[0196] The sensors detect the child's reactions in real time and provide appropriate feedback.
[0197] Input: Child's movement data
[0198] Output: Real-time feedback audio
[0199] Specific actions: The speaker's built-in sensor detects actions such as when a child picks up a toothbrush in real time. The detected action data is sent to the speaker, which then provides feedback such as, "Well done! You've started to clean the dragon's teeth!"
[0200] Step 8:
[0201] When the quest is completed, the speaker will announce the completion message.
[0202] Input: Quest completion condition achievement data
[0203] Output: Quest end audio
[0204] What it does: Once the set quest task is completed, the speaker will generate a voice message announcing completion, telling the child, "Good job, your dragon's teeth are shiny!" This officially ends the quest.
[0205] Step 9:
[0206] The speaker collects data on the child's behavior and sends it to a server via a smartphone app.
[0207] Input: Start time, End time, Success / Failure data
[0208] Output: Action data transmission completion notification
[0209] Specific operation: The child's behavior data obtained from the sensor is sent to the smartphone app via the speaker. The app then sends the received data to the server and receives a notification that the data has been sent.
[0210] Step 10:
[0211] The server analyzes the received data and adjusts the content of the next quest.
[0212] Input: Action data (start time, end time, success / failure, etc.)
[0213] Output: Adjusted next quest information
[0214] How it works: The server runs the received behavioral data through an analysis algorithm to adjust the content and difficulty of the next quest. Based on the analysis results, new quest information is generated and saved in the database. Parents can check the analysis results and their child's progress through the app.
[0215] (Application example 1)
[0216] 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."
[0217] Conventional lifestyle habit guidance systems have problems such as children becoming bored, or the guidance being monotonous and not lasting. Another issue is the lack of a fun way to develop healthy eating habits. Furthermore, there is no mechanism for flexible quest generation based on information set by parents, or for providing children with experiences using actual ingredients. To solve these problems, a system that helps children develop lifestyle and eating habits in an interactive and fun way is needed.
[0218] 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.
[0219] In this invention, the server includes: a means for receiving lifestyle habit information set by a human; a means for generating quests based on the lifestyle habit using a generative AI model; a means for providing the quest information to the child as audio; a means for detecting the child's response using a sensor; a means for transmitting the detected data to the server and analyzing it; a means for adjusting the data to reflect the data in the next quest; a means for receiving eating habit information set by the parent; a means for generating quests based on the eating habit using a generative AI model; a means for providing the quest information to the child using animation or audio; and a food delivery means for delivering food. This makes it possible to keep children entertained and help them develop lifestyle and eating habits. Furthermore, using actual ingredients provides a more specific and realistic experience and enables flexible quest generation.
[0220] "Lifestyle information" refers to information about the behaviors and habits that parents want their children to acquire.
[0221] A "generative AI model" is an artificial intelligence that generates quests and scenarios suitable for specific purposes based on input data.
[0222] "Quest information" refers to information including the content and instructions of the quest generated by the generation AI model.
[0223] A "sensor" is a device that detects a child's reactions and behavior.
[0224] A "server" is a computer system that receives data, analyzes it, and generates quests.
[0225] "Data adjustment" means analyzing the collected data and processing and correcting the data to improve the content and delivery method of the next quest.
[0226] "Dietary habit information" refers to information about meals and foods that parents want their children to acquire.
[0227] "Animation" refers to visual expression with movement, and is a means of visually conveying the content of a quest to children.
[0228] "Food delivery" is a service that delivers set ingredients and dishes to a specified location.
[0229] "Audio" refers to the sound output from a speaker or the like, and is the sound used to communicate the quest details to the child.
[0230] Overall system configuration
[0231] The present invention is a system for developing lifestyle and eating habits in an enjoyable and effective way. The system consists of the following main components:
[0232] 1. Parent-controlled smartphone apps
[0233] 2. Server for generating quests
[0234] 3. Device that receives quest information (smartphone, AI-enabled speaker, etc.)
[0235] 4. Food delivery services
[0236] Parent Operations
[0237] 1. Download the app and register:
[0238] The user (parent) downloads the smartphone app and creates an account.
[0239] 2. Setting lifestyle and dietary habits:
[0240] Parents use the app to set lifestyle habits (e.g., brushing teeth, tidying up) and eating habits (e.g., eating vegetables, eating fruits) that they want their children to acquire, and this setting information is then sent to the server.
[0241] Quest Generation
[0242] 1. Receiving lifestyle and dietary information:
[0243] The server receives the lifestyle and eating habit information sent by the parent.
[0244] 2. Quest generation using generative AI models:
[0245] The server uses a generative AI model to generate quests based on the information it receives, such as a "Dragon's teeth brushing quest" based on information about lifestyle habits, or a "Spinach soup eating quest to defeat the green monster" based on information about eating habits.
[0246] For example, the prompt text entered is:
[0247] "Create a fun quest involving spinach soup for a child."
[0248] 3. Submit quest information:
[0249] The server sends the generated quest information to the parent's smartphone app, and then sends the information necessary to complete the quest to the device.
[0250] Quest execution
[0251] 1. Receiving and preparing quest information:
[0252] The device (smartphone or AI-enabled speaker) stores the quest information received from the server in a buffer and prepares for the quest.
[0253] 2. Start the quest:
[0254] The device presents the child with the quest through audio, animation, or text, such as a voice message saying, "Today, let's clean the dragon's teeth!"
[0255] 3. Using food delivery services:
[0256] The food items will be delivered via a food delivery service, and children can enjoy eating the food items delivered along with the quest as they progress through the quest.
[0257] Data collection and analysis
[0258] 1. Data collection and transmission:
[0259] The device uses sensors to detect the child's behavioral data (start time, end time, success / failure, etc. of the quest) and sends it to the server.
[0260] 2. Analyze the data and adjust the next quest:
[0261] The server analyzes the received data and adjusts the content of the next quest more appropriately.
[0262] Hardware and software used
[0263] The system uses the following hardware and software:
[0264] Hardware:
[0265] Smartphones: The primary interface for parents and children
[0266] AI-equipped speaker: A device that provides quest information by voice
[0267] Food delivery service delivery methods (automated delivery robots and delivery bikes)
[0268] software:
[0269] Server software: A computer system that receives data, analyzes it, and generates requests.
[0270] Generative AI model: For example, an AI responsible for generating quests, such as OpenAI's GPT-3.
[0271] This system allows children to acquire lifestyle and eating habits in a fun and natural way, and is expected to deepen the bond between parents and children.
[0272] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0273] Step 1:
[0274] The user (parent) downloads the smartphone app and creates an account. The input includes an email address and password. The output is the parent's account information, which is registered on the server.
[0275] Step 2:
[0276] Through the app, users (parents) set the lifestyle and eating habits they want their children to acquire. The input includes the habit information set by the parent (e.g., brushing teeth, tidying up, eating vegetables). As output, this information is sent to the server and saved as lifestyle and eating habit information.
[0277] Step 3:
[0278] The server receives lifestyle and eating habit information sent by the parent. This input data includes the type and priority of the habit. The server stores this information in a database.
[0279] Step 4:
[0280] The server uses the generative AI model to generate a quest based on lifestyle and eating habits. At this time, a prompt sentence is sent as input to the generative AI model. An example prompt sentence is "Create a fun quest involving spinach soup for a child." The generated quest information is obtained as output.
[0281] Step 5:
[0282] The server sends the quest information to the parent's smartphone app. The generated quest information is used as input. Detailed quest information is displayed on the parent's smartphone as output.
[0283] Step 6:
[0284] The device (smartphone or AI-enabled speaker) receives quest information from the server, stores it in a buffer, and prepares the quest for the child. Specific operations include preloading audio guides and preparing animation files. Quest information is stored on the device as input, and the prepared quest information is stored on the device as output.
[0285] Step 7:
[0286] The device will communicate the quest to the child visually or audibly, for example, by playing a voice message saying, "Today, let's brush the dragon's teeth!". Inputs include quest information, and outputs include playing audio and animations.
[0287] Step 8:
[0288] The food items selected through the food delivery service are delivered based on the parent's settings. The input is eating habits information, and the output is the specified food items delivered to the child.
[0289] Step 9:
[0290] The device uses sensors to detect the child's behavioral data (such as the start and end times of the quest, success or failure, etc.) and sends this to the server. Specific operations include collecting data using sensors and analyzing that data. The detected data is input, and the behavioral data sent to the server is output.
[0291] Step 10:
[0292] The server analyzes the behavioral data sent and adjusts the content of the next quest. The behavioral data is input and the adjusted new quest information is output. The server uses this information to generate the next quest.
[0293] In this way, the system can help children develop good lifestyle and eating habits in a fun way.
[0294] 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.
[0295] Overall system description
[0296] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to acquire and then generating and providing fun quests using a generative AI model. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system provides optimal quest content based on the emotions and adaptively adjusts the progress of the quest. The system primarily consists of a smartphone app operated by the parent, a server that generates quests, an AI-enabled speaker that communicates the quests to the child, and a sensor that recognizes emotions.
[0297] Parent operation (user)
[0298] 1. Download the app and register:
[0299] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[0300] 2. Lifestyle settings:
[0301] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[0302] Quest generation (server)
[0303] 1. Receiving lifestyle information:
[0304] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[0305] 2. Quest generation:
[0306] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[0307] 3. Emotional engine regulation:
[0308] The emotion engine analyzes the user's emotional data and adjusts the quest content to suit their needs. For example, if a child seems to be having fun, the difficulty level may be increased slightly.
[0309] 4. Submit quest information:
[0310] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[0311] Quest execution (terminal)
[0312] 1. Receiving and preparing quest information:
[0313] The smartphone app transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[0314] 2. Start the quest:
[0315] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[0316] 3. Children's reactions and emotion recognition:
[0317] The AI-powered speaker uses sensors to capture a child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[0318] 4. Real-time response:
[0319] The speaker provides feedback based on the emotion. For example, when a child starts brushing their teeth, the speaker gives feedback like, "Congratulations! Your dragon's teeth are shiny!"
[0320] Quest completion and data collection (server and device)
[0321] 1. Quest End:
[0322] The AI-equipped speaker will announce the end of the quest with voice.
[0323] 2. Data collection and transmission:
[0324] Children's behavioral and emotional data is collected and sent to a server.
[0325] 3. Analyze the data and adjust the next quest:
[0326] The server analyzes the data and adjusts the next quest content, and parents can check their child's progress and emotional data within the app.
[0327] Adding a new lifestyle habit (user)
[0328] 1. Adding new habits:
[0329] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[0330] 2. Sending information on new lifestyle habits:
[0331] The device (smartphone app) sends the new lifestyle setting information to the server.
[0332] 3. Generate a new quest:
[0333] The server uses a generative AI model to generate quests based on the new lifestyle information.
[0334] 4. Submit quest information:
[0335] The server sends the new quest information it generates to the device, which then transmits it to the AI-equipped speaker.
[0336] 5. New quest execution:
[0337] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[0338] Specific examples
[0339] Example 1: When you want to help your child develop the habit of brushing their teeth
[0340] 1. User (Parent): Set the app to "Brush teeth regularly."
[0341] 2. Device: Sends lifestyle information to the server.
[0342] 3. Server: Generate the "Dragon Teeth Cleaning Quest", adjust it appropriately using the emotion engine, and send it to the device.
[0343] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[0344] 5. User (child): Brush teeth.
[0345] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[0346] 7. Server: Analyze the data and adjust the next quest content.
[0347] Example 2: When you want your child to develop the habit of tidying up
[0348] 1. User (Parent): Set "Put away toys" in the app.
[0349] 2. Device: Sends lifestyle information to the server.
[0350] 3. Server: Generates the "quest to collect magic gems," adjusts it appropriately using the emotion engine, and sends it to the device.
[0351] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[0352] 5. User (child): Put away toys while playing.
[0353] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[0354] 7. Server: Analyze the data and adjust the next quest content.
[0355] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[0356] The processing flow will be explained below.
[0357] Program processing details
[0358] Parent operation (user)
[0359] Step 1:
[0360] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password).
[0361] Step 2:
[0362] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[0363] Step 3:
[0364] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[0365] Quest generation (server)
[0366] Step 4:
[0367] The server receives the lifestyle habit information sent from the user (parent).
[0368] Step 5:
[0369] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[0370] Step 6:
[0371] The emotion engine analyzes the user's (child's) emotional data and adjusts the quest content optimally. For example, if the child seems to be having fun, the difficulty level may be increased slightly.
[0372] Step 7:
[0373] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[0374] Quest execution (terminal)
[0375] Step 8:
[0376] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[0377] Step 9:
[0378] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[0379] Step 10:
[0380] The AI-powered speaker will inform the child of the quest via voice message when it is time to start, for example, "Today we'll clean the dragon's teeth!"
[0381] Step 11:
[0382] The AI-powered speaker uses sensors to capture the child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[0383] Step 12:
[0384] Depending on the emotion, the AI-powered speaker will provide real-time feedback. For example, when a child starts brushing their teeth, the speaker will say, "Congratulations! Your dragon's teeth are shiny!"
[0385] Quest completion and data collection (server and device)
[0386] Step 13:
[0387] When the quest ends, the AI-enabled speaker will notify the child via a voice message saying, "The quest is over!"
[0388] Step 14:
[0389] The AI-enabled speaker collects children's behavioral and emotional data and sends it to a server.
[0390] Step 15:
[0391] The server analyzes the received behavioral and emotional data and adjusts the content of the next quest. Parents can also check their child's progress and emotional data within the app.
[0392] Adding a new lifestyle habit (user)
[0393] Step 16:
[0394] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[0395] Step 17:
[0396] The device (smartphone app) sends the new lifestyle setting information to the server.
[0397] Step 18:
[0398] The server uses the generative AI model to generate new quests based on the new lifestyle information.
[0399] Step 19:
[0400] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[0401] Step 20:
[0402] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[0403] This detailed processing allows children to learn lifestyle habits based on multiple lifestyle habits set by their parents in a fun way without getting bored, and also realizes a system in which the emotion engine provides quests in a way that is optimal for each individual child.
[0404] Example 2
[0405] 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."
[0406] Until now, there have been limited ways to help children develop healthy lifestyle habits in a fun way. Furthermore, there was a lack of a system that could provide optimal feedback in real time based on a child's emotions, making it difficult to maintain a child's interest. This created a heavy burden on both parents and children, making it difficult to develop healthy lifestyle habits effectively.
[0407] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating a quest based on the lifestyle habit using a generation AI model, means for providing the quest information to the child as voice, means for detecting the child's reaction using an emotion recognition sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the next quest based on the analyzed data, and means for adding a new lifestyle habit. This makes it possible to help children acquire lifestyle habits in a fun way and provide optimal feedback according to their emotions in real time.
[0408] "Lifestyle information set by parents" is information about specific lifestyle habits that parents want their children to acquire.
[0409] A "generative AI model" is an artificial intelligence algorithm that generates specific tasks or stories based on input information.
[0410] "Means of generating quests" refers to the process of using generative AI models to create specific actions or story-style tasks.
[0411] "Quest information" refers to the detailed content of the generated quest, and is information that provides the content to the child as a voice message or instructions.
[0412] An "emotion recognition sensor" is a sensor device that detects a child's voice, facial expressions, movements, etc. and analyzes their emotions.
[0413] A "server" is a computing system responsible for receiving, analyzing, and communicating with other devices.
[0414] The "means for adjusting the next quest based on the analyzed data" is a process for analyzing the detected emotional data of the child and adaptively changing the difficulty and content of the next quest based on the results.
[0415] "Means for adding new lifestyle habits" refers to the process in which parents register newly set lifestyle information in the system and generate new quests based on that information.
[0416] An "AI-equipped voice output terminal" is a device equipped with artificial intelligence that outputs voice messages and can be attached to a stuffed animal, for example.
[0417] This invention is a system that helps parents help their children develop good lifestyle habits, and it achieves this by combining a generative AI model and emotion recognition technology. The system consists of a smartphone app operated by the parent, a server that generates quests, an AI-equipped voice output device that communicates quests to the child, and a sensor that recognizes emotions.
[0418] Hardware and software used
[0419] Smartphone app (device)
[0420] server
[0421] AI-equipped voice output terminal (e.g., a voice output device that can be attached to a stuffed toy)
[0422] Emotion recognition sensors (e.g. microphone, camera)
[0423] Program processing
[0424] Parent operation (user)
[0425] 1. Download the app and register:
[0426] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password), which allows them to set lifestyle habit information.
[0427] 2. Lifestyle settings:
[0428] Parents enter the lifestyle habits they want their children to develop (e.g., brushing teeth, tidying up, taking baths, etc.) into the app, and that information is sent to the server.
[0429] Quest generation (server)
[0430] 1. Receiving and storing lifestyle information:
[0431] The server receives the lifestyle information sent by the parent and stores it in a database.
[0432] 2. Quest generation:
[0433] Based on the received lifestyle information, the generative AI model generates a quest using a prompt. For example, for tooth brushing, the prompt might be, "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon kingdom."
[0434] 3. Emotional engine regulation:
[0435] The server uses an emotion engine to analyze the child's past reaction data and adjust the quest content to suit their needs.
[0436] 4. Submit quest information:
[0437] Detailed information about the adjusted quest will be sent to the smartphone app.
[0438] Quest execution (terminal)
[0439] 1. Receiving and preparing quest information:
[0440] The smartphone app sends the quest information received from the server to an AI-equipped voice output device.
[0441] 2. Start the quest:
[0442] The AI-powered voice output device will then convey the received quest details to the child as a voice message, for example, "Today, let's clean the dragon's teeth!"
[0443] Emotion Recognition and Feedback (Device)
[0444] 1. Children's reactions and emotional recognition:
[0445] The AI-powered voice output device and emotion recognition sensor capture the child's movements and vocal responses and send the data to the emotion engine. For example, the sensor detects a child's "happy voice" or "smile."
[0446] 2. Real-time feedback:
[0447] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device will provide real-time feedback, such as "Congratulations! Your dragon's teeth are shiny!"
[0448] Quest completion and data collection (server and device)
[0449] 1. Quest completion and notification:
[0450] The AI-equipped voice output device will notify the child by voice when the quest is over, for example, saying, "Dragon Quest is over. Good job!"
[0451] 2. Data collection and transmission:
[0452] The smartphone app collects and transmits behavioral and emotional data of the child to a server. This data includes behavioral data (time spent brushing teeth and frequency of brushing) and emotional data (level of enjoyment).
[0453] 3. Analyze the data and adjust the next quest:
[0454] The server analyzes the received data and adjusts the content of the next quest, for example, by changing the story of the next quest to something a little more complicated.
[0455] Adding a new lifestyle habit (user)
[0456] 1. Adding new habits:
[0457] The user (parent) can set a new lifestyle habit through the app. For example, they can add a new "bath habit."
[0458] 2. Sending information on new lifestyle habits:
[0459] The smartphone sends the new lifestyle setting information to the server.
[0460] 3. Create and submit a new quest:
[0461] The server uses the generative AI model to generate quests based on new lifestyle information and sends the generated quest information to a smartphone app.
[0462] 4. New quest execution:
[0463] The AI-powered voice output device will provide the child with a new quest as a voice message, and the quest execution will start again, for example, playing a message like "Let's take a bath with the dragon today!"
[0464] Prompt Sentence Examples
[0465] In this system, a quest is generated by inputting the following prompt sentence into the generation AI model:
[0466] Toothbrushing quest spawn prompt
[0467] A parent wants to encourage their child to develop good tooth brushing habits. Create a quest that makes brushing fun for the child. For example, "Clean the dragon's teeth in the dragon kingdom."
[0468] Tidy-up quest generation prompt
[0469] A parent wants their child to develop the habit of tidying up their toys. Create a quest that will make tidying up fun for the child. For example, "Collect magic gems."
[0470] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[0471] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0472] Step 1:
[0473] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password). At this time, the user information (e.g., email address "example@example.com", password "password123") is used as input data and the user information is registered. The output is a message confirming successful account creation.
[0474] Step 2:
[0475] After creating an account, the user (parent) enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app. This information is sent from the app to the server. The input data is the lifestyle information (e.g., lifestyle "brushing teeth," frequency "every day"), and the output is a message receiving the lifestyle information sent to the server.
[0476] Step 3:
[0477] The server receives the lifestyle information sent by the parent and stores it in a database. The user ID, lifestyle type, priority, etc. are used as input data. The output is a message confirming that the information has been saved.
[0478] Step 4:
[0479] The server generates a quest by inputting a prompt sentence into the generative AI model based on the saved lifestyle information. The input data is the prompt sentence (e.g., "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon's kingdom."), and the output is the generated quest information (e.g., "A quest to clean the dragon's teeth.").
[0480] Step 5:
[0481] The server analyzes the generated quest information using an emotion engine and adjusts the quest content based on the child's past reaction data. The input data is the generated quest information and past emotion data, and the output is the adjusted quest content (e.g., "A quest with slightly increased difficulty").
[0482] Step 6:
[0483] The server sends the details of the adjusted quest to the smartphone app. The input data is the adjusted quest content (e.g., "A slightly more difficult dragon toothbrushing quest"), and the output is a confirmation message that the quest has been sent.
[0484] Step 7:
[0485] The device (smartphone) receives quest information from the server and sends it to the AI-equipped voice output device. The input data is the received quest information, and the output is the message to be sent (e.g., "Let's clean the dragon's teeth!").
[0486] Step 8:
[0487] The AI-equipped voice output device conveys quest information to the child as a voice message. The input data is the voice data of the quest, and the output is the voice message (e.g., "Let's clean the dragon's teeth today!").
[0488] Step 9:
[0489] The AI-equipped voice output device and emotion recognition sensor detect the child's reactions (e.g., movements and voice responses) and send the data to the emotion engine. The input data is the reaction sensor data, and the output is analytical data (e.g., "The child is having fun").
[0490] Step 10:
[0491] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device provides real-time feedback. The input data is the analyzed emotional data, and the output is real-time feedback (e.g., "Congratulations! Your dragon's teeth are shiny!").
[0492] Step 11:
[0493] When the quest ends, the AI-equipped voice output device notifies the child by voice. The input data is the voice data of the quest end, and the output is a message notifying the end (e.g., "Dragon Quest is over. Good job!").
[0494] Step 12:
[0495] The device (smartphone) collects the child's behavioral and emotional data and sends it to the server. The input data is the collected behavioral and emotional data, and the output is a message confirming the completion of the transmission.
[0496] Step 13:
[0497] The server analyzes the received data and adjusts the content of the next quest. The input data is the child's behavioral and emotional data, and the output is the adjustment content of the next quest (e.g., "Make the story more complicated next time").
[0498] Step 14:
[0499] The user (parent) sets new lifestyle habits using a smartphone app and sends the information to the server. The input data is the new lifestyle information (e.g., "bathing habits"), and the output is a confirmation message that the information has been sent.
[0500] Step 15:
[0501] The server generates a quest using a generative AI model based on the new lifestyle information and sends the details to the device. The input data is the lifestyle information and a prompt, and the output is the new quest information. For example, a quest for "bathing habits" is generated.
[0502] Step 16:
[0503] The device (smartphone) receives new quest information from the server and sends it to the AI-equipped voice output device to start the quest. The input data is the new quest information, and the output is a voice message (e.g., "Let's take a bath with the dragon today!").
[0504] (Application example 2)
[0505] 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."
[0506] Traditional lifestyle education is a method where parents forcefully teach their children about certain habits, making it difficult for them to motivate themselves to participate. Furthermore, there are limited ways for children to develop these habits while having fun, which can lead to a lack of parent-child communication. Furthermore, there is a risk of a decline in learning effectiveness due to a lack of feedback that takes children's emotions into consideration.
[0507] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[0508] In this invention, the server includes means for receiving lifestyle habit information set by parents, means for generating quests based on the lifestyle habits using a generative AI model, means for providing quest information for children to participate in within a virtual store, means for analyzing the child's facial expressions and voice in real time using an emotion recognition function, means for transmitting the detected data to the server and analyzing it, and means for adjusting the data to reflect it in the next quest. This allows children to acquire lifestyle habits while having fun, promotes parent-child communication, and makes it possible to provide appropriate feedback according to the child's emotions.
[0509] "Parents" are guardians who set lifestyle habits and educate their children.
[0510] "Lifestyle information" is information about specific lifestyle habits that parents want their children to acquire.
[0511] A "generative AI model" is an artificial intelligence model that automatically generates quests for acquiring lifestyle habits based on input lifestyle information.
[0512] "Quests" are specific activities or challenges that help children learn lifestyle habits while having fun.
[0513] A "virtual store" is a virtual store space that provides an environment for children to challenge themselves to quests in a virtual space.
[0514] The "emotion recognition function" is a technology that analyzes data such as a child's facial expressions and voice and recognizes their emotions.
[0515] A "server" is a computer system that provides functions such as receiving lifestyle information, generating quests, analyzing data, and adjusting data.
[0516] "Real-time" refers to the temporal characteristics that allow processing and feedback to occur immediately without delay.
[0517] "Feedback" refers to information such as evaluation and advice provided to children based on their quest progress and emotion recognition.
[0518] "Data adjustment" refers to optimizing or modifying the content of the next quest based on the acquired data.
[0519] "Detection" refers to using sensors to capture children's reactions and behavior.
[0520] This system provides quests in a virtual store for children to have fun while acquiring new lifestyle habits, based on lifestyle information set by parents. The system consists of devices such as smartphones, smart glasses, and head-mounted displays (HMDs), a server, and a sensor device with emotion recognition capabilities.
[0521] System configuration
[0522] 1. Setting and receiving lifestyle information
[0523] Parents first download the smartphone app and input lifestyle information, including the lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). After inputting the information, the lifestyle information is sent to the server.
[0524] 2. Quest generation and virtual store provision
[0525] The server uses a generative AI model to generate appropriate quests based on lifestyle information sent by parents. The generated quests are then presented to children in a virtual store, which is a virtual space that children can access via smartphones, smart glasses, or head-mounted displays.
[0526] 3. Emotion Recognition and Real-Time Feedback
[0527] While a child is participating in a quest, the device's built-in camera and microphone are used to analyze the child's facial expressions and voice in real time to recognize emotions. This technology uses machine learning models such as TENSORFLOW (registered trademark). The analyzed emotional data is sent to a server, and appropriate feedback is provided in real time as the child progresses through the quest. For example, if the child is enjoying the quest, instructions are given to encourage further challenges, and if the child appears to be having difficulty, instructions are given to help.
[0528] 4. Data collection and adjustments for the next quest
[0529] When a quest is completed, the child's behavioral and emotional data is sent to the server for analysis. Based on this data, the content of the next quest is adjusted. This allows for a continuous supply of quests that correspond to the child's growth and emotions.
[0530] Hardware and software used
[0531] Hardware: smartphones, smart glasses, head-mounted displays, cameras, microphones
[0532] Software: TensorFlow (emotion recognition), Unity (virtual store construction), Amazon Web Services (servers and data analysis)
[0533] Specific examples
[0534] For example, a parent may set a daily habit of "tidying up toys." In this case, the server generates a quest with the theme of "collecting magical treasures" and provides it in the virtual store. A child accesses the virtual store using smart glasses and follows the instructions displayed on the screen to tidy up their toys. When the emotion recognition function detects a child's smile, encouraging feedback such as "Great! Let's try harder!" is provided in real time.
[0535] Prompt Sentence Examples
[0536] 1. "Let's put away the toys."
[0537] 2. "Find one thing to put away and put it in its designated place."
[0538] 3. "Follow the instructions and put away all the toys to win the treasure."
[0539] This invention allows children to acquire lifestyle habits while having fun, and at the same time promotes communication between parents and children. Furthermore, feedback based on emotions enables more effective habit learning.
[0540] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0541] Step 1:
[0542] Parents download a smartphone app and input lifestyle information. This information includes specific lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). The input lifestyle information is sent to a server by the app. The input is done by the parent, and the output is the lifestyle information sent to the server.
[0543] Step 2:
[0544] The server receives the lifestyle information sent by the parent. The received information includes the user ID, lifestyle type, priority, etc. Based on this information, the generative AI model generates an appropriate quest. The input is the lifestyle information, and the output is the generated quest information. At this point, the generative AI model analyzes the data and creates a quest.
[0545] Step 3:
[0546] The server is used as a means to provide the generated quest information to the virtual store. Specifically, the quest information is created using virtual environment creation software such as Unity. The input is the quest information, and the output is the quests provided within the virtual store. Once the virtual store is created, quests are prepared for children to experience.
[0547] Step 4:
[0548] Children access the virtual store using a smartphone, smart glasses, or a head-mounted display (HMD). The device connects to the virtual store and displays the quest. The input is the virtual store's URL and login information, and the output is a screen that starts the quest. This allows children to take on the quest.
[0549] Step 5:
[0550] While the child is completing a quest in the virtual store, the device's built-in camera and microphone detect the child's facial expressions and voice. The device collects this data and analyzes it in real time using emotion recognition. The input is emotional data such as facial expressions and voice, and the output is analyzed emotional data. For example, a machine learning model such as TensorFlow analyzes facial expressions and determines the child's emotional state.
[0551] Step 6:
[0552] The server receives and analyzes the emotional data sent from the device. Based on the analysis results, the server adjusts the progress of the quest and generates appropriate feedback. The generated feedback is provided to the child in real time. The input is the emotional data and the progress of the quest, and the output is feedback information. For example, if the child is having fun, an encouraging message such as "Try harder!" is displayed.
[0553] Step 7:
[0554] When a quest ends, the device sends the child's behavioral and emotional data to the server. The server analyzes this data and adjusts the content of the next quest. The input is the behavioral and emotional data after the quest ends, and the output is the adjustment results for the next quest. This allows for continuous provision of quests that correspond to the child's growth and emotions.
[0555] Step 8:
[0556] Parents can check their child's quest progress and emotional data through the app. The server sends daily progress and analysis results to the app, which parents can then view. The input is data sent from the server, and the output is displayed on the parent's app. This allows parents to understand their child's growth in real time and provide appropriate support.
[0557] 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.
[0558] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (registered trademark) (Internet search engine).<URL: https: / / openai.com / blog / chatgpt> ), Gemini (registered trademark) (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.
[0559] 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.
[0560] [Second embodiment]
[0561] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0562] 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.
[0563] 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).
[0564] 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.
[0565] 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.
[0566] 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).
[0567] 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. 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.
[0568] 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.
[0569] 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.
[0570] 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.
[0571] 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.
[0572] 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."
[0573] Overall system description
[0574] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to develop and then generating and providing fun quests using a generative AI model.The system mainly consists of a smartphone app operated by parents, a server that generates quests, and an AI-enabled speaker that communicates the quests to children.
[0575] Parent operation (user)
[0576] 1. Download the app and register:
[0577] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[0578] 2. Lifestyle settings:
[0579] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[0580] Quest generation (server)
[0581] 1. Receiving lifestyle information:
[0582] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[0583] 2. Quest generation:
[0584] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[0585] 3. Submit quest information:
[0586] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[0587] Quest execution (terminal)
[0588] 1. Receiving and preparing quest information:
[0589] The smartphone app receives quest information from the server and sends it to the AI-equipped speaker attached to the stuffed toy. The speaker stores the received information in a buffer and prepares it.
[0590] 2. Start the quest:
[0591] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[0592] 3. Children's reactions and real-time responses:
[0593] The speaker uses sensors to detect the child's reactions and responds appropriately. For example, when a child starts brushing their teeth, it provides feedback like, "Congratulations! Your dragon's teeth are shiny!"
[0594] Quest completion and data collection (server and device)
[0595] 1. Quest End:
[0596] When the quest ends, the AI-enabled speaker will play a voice message announcing the end.
[0597] 2. Data collection and transmission:
[0598] Children's behavior data (start time, end time, success / failure, etc.) is collected and sent to the server.
[0599] 3. Analyze the data and adjust the next quest:
[0600] The server analyzes the received data and adjusts the content of the next quest more appropriately. Parents can also check their child's progress within the app.
[0601] Specific examples
[0602] Example 1: When you want to help your child develop the habit of brushing their teeth
[0603] 1. User (Parent): Set the app to "Brush teeth regularly."
[0604] 2. Device: Sends lifestyle information to the server.
[0605] 3. Server: Generate the "Dragon Teeth Cleaning Quest" and send it to the device.
[0606] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[0607] 5. User (child): Brush teeth.
[0608] 6. Device: Collects children's behavioral data and sends it to the server.
[0609] 7. Server: Analyze the data and adjust the next quest content.
[0610] Example 2: When you want your child to develop the habit of tidying up
[0611] 1. User (Parent): Set "Put away toys" in the app.
[0612] 2. Device: Sends lifestyle information to the server.
[0613] 3. Server: Generates the "Quest to collect magic gems" and sends it to the device.
[0614] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[0615] 5. User (child): Put away toys while playing.
[0616] 6. Device: Collects children's behavioral data and sends it to the server.
[0617] 7. Server: Analyze the data and adjust the next quest content.
[0618] This invention allows parents to teach their children healthy habits in a fun way, and children can learn healthy habits independently without getting bored. This reduces the burden on parents and children and is expected to have the effect of strengthening the bond between the whole family.
[0619] The processing flow will be explained below.
[0620] Program processing details
[0621] Parent operation (user)
[0622] Step 1:
[0623] The user (parent) downloads the smartphone app and creates an account by entering an email address and password.
[0624] Step 2:
[0625] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[0626] Step 3:
[0627] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[0628] Quest generation (server)
[0629] Step 4:
[0630] The server receives the lifestyle habit information sent from the user (parent).
[0631] Step 5:
[0632] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[0633] Step 6:
[0634] The server sends detailed information about the generated quest (such as the story template, instructions, and related audio data) to the user's smartphone app.
[0635] Quest execution (terminal)
[0636] Step 7:
[0637] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[0638] Step 8:
[0639] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[0640] Step 9:
[0641] The AI-powered speaker will inform the child of the quest via a voice message when it is time to start, such as "Today we'll clean the dragon's teeth!"
[0642] Step 10:
[0643] The device (an AI-enabled speaker) uses sensors to detect the child's reactions and responds appropriately in real time. For example, when a child starts brushing their teeth, it provides feedback such as, "Congratulations! Your dragon's teeth are shiny!"
[0644] Quest completion and data collection (server and device)
[0645] Step 11:
[0646] When the quest ends, the device (AI-enabled speaker) will notify the child via a voice message saying, "The quest is over!"
[0647] Step 12:
[0648] The device (AI-equipped speaker) collects the child's behavioral data (start time, end time, success / failure, etc.) and sends it to the server.
[0649] Step 13:
[0650] The server analyzes the received behavioral data and adjusts the content of the next quest. Parents can also check their child's progress within the app.
[0651] Adding a new lifestyle habit (user)
[0652] Step 14:
[0653] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[0654] Step 15:
[0655] The device (smartphone app) sends the new lifestyle setting information to the server.
[0656] Step 16:
[0657] The server receives the new lifestyle information and generates new quests using the generative AI model.
[0658] Step 17:
[0659] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[0660] Step 18:
[0661] The device (AI-enabled speaker) provides the child with a new quest as a voice message, and the quest begins again.
[0662] This detailed processing realizes a system that allows children to acquire lifestyle habits in a fun way without getting bored, based on multiple lifestyle habits set by their parents.
[0663] Example 1
[0664] 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."
[0665] Today's parents find it difficult to teach their children proper lifestyle habits in their busy lives. Furthermore, there are few effective ways for children to learn healthy habits independently and in a fun way. Therefore, there is a need for a system that can help children develop healthy habits in a fun way while reducing the burden on parents.
[0666] 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.
[0667] In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating quests based on the lifestyle habits using a generative AI model, means for providing the quest information to the child as audio, means for detecting the child's response using a sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the data to reflect the data in the next quest, and means for providing the parent with the quest execution status via a smartphone application.As a result, by generating quests based on the lifestyle habits set by the parent and providing them to the child, it becomes possible for the child to independently acquire lifestyle habits while having fun.
[0668] The "means for receiving lifestyle information set by parents" is a function that allows the server to receive lifestyle information entered by parents through a smartphone application.
[0669] A "generative AI model" is a type of artificial intelligence that automatically generates appropriate quests based on input prompts and lifestyle information.
[0670] "Means for providing quest information to children as audio" refers to a function that uses, for example, an AI-equipped speaker to convey the content of the generated quest to children as audio.
[0671] "Means for detecting children's reactions using sensors" refers to a function that uses sensors installed in AI-enabled speakers or other devices to detect children's movements and reactions in real time.
[0672] "Means for transmitting detected data to a server and analyzing it" refers to a function that transmits the child's movement data detected by the sensor to a server, analyzes the data, and reflects it in the next quest.
[0673] "Means for adjusting data to reflect the next quest" refers to a function that adjusts data as necessary to make the next quest more effective based on the analysis results.
[0674] "Means for providing parents with the status of quest execution via a smartphone application" is a function that provides parents with information such as the progress and results of quests executed by their children via a smartphone application.
[0675] MODE FOR CARRYING OUT THE INVENTION
[0676] This invention is a support system that helps parents help their children develop healthy lifestyle habits in a fun way. Parents input lifestyle information using a smartphone application, and the server generates quests based on that information using a generative AI model. The generated quests are provided to the child as audio through an AI-equipped speaker, and the system uses sensors to detect the child's reactions. The data is analyzed and reflected in the next quest.
[0677] Hardware and software used
[0678] Smartphone application: An interface for parents to input lifestyle information and receive quest information.
[0679] Server: Generates quests using generative AI models and analyzes data.
[0680] AI-enabled speaker: A speaker that can be attached to a stuffed animal or doll provides children with audio quests.
[0681] Sensor: A device that detects a child's movements and reactions in real time.
[0682] Natural language explanation of the process
[0683] First, the user (parent) downloads the smartphone app and creates an account. After logging in to the app, the parent enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.). This information includes the type of lifestyle habit, priority, specific tasks, etc. The entered information is sent from the app to the server.
[0684] The server launches a generative AI model based on the received lifestyle information. The generative AI model generates a quest using a prompt. For example, if the prompt is "Brush the dragon's teeth," the AI model generates a story called "Brush the dragon's teeth in the dragon kingdom."
[0685] The generated quest information is sent from the server to a smartphone app, where the user (parent) can confirm the information. After confirmation, the smartphone app sends the quest information to an AI-enabled speaker. The speaker stores the information in a buffer and, when ready, conveys the quest to the child via a voice message. For example, a voice message saying, "Today, let's clean the dragon's teeth!" is played.
[0686] While the quest is underway, a sensor built into the speaker detects the child's movements in real time. When the sensor detects an action such as the child picking up a toothbrush, it provides real-time feedback such as, "Good job! You've started to clean the dragon's teeth!" When the quest is over, the speaker plays a voice message to inform the child, "Good job! Your dragon's teeth are sparkling clean!"
[0687] Quest execution data (e.g., start time, end time, success / failure, etc.) is sent to a server via a smartphone app. The server analyzes the received data and adjusts the content and difficulty of the next quest. Parents can check their child's progress through the smartphone app and keep track of their child's growth in real time.
[0688] Specific examples
[0689] 1. If you want your child to develop the habit of brushing their teeth
[0690] The user (parent) sets the app to "brush teeth regularly."
[0691] The server generates a "quest to clean the dragon's teeth" and sends it to the device.
[0692] The speaker plays an audio message saying, "Today, let's clean your dragon's teeth!"
[0693] The user (child) brushes their teeth.
[0694] The speaker detects the child's actions and provides feedback: "Congratulations! Your dragon's teeth are shiny now!"
[0695] 2. If you want your child to develop the habit of tidying up
[0696] The user (parent) sets the app to "put away toys."
[0697] The server generates a "quest to collect magic gems" and sends it to the device.
[0698] The speaker plays a voice message saying, "Collect all the magical gems!"
[0699] The user (child) puts away toys while playing.
[0700] The speaker senses the child's actions and provides feedback, saying, "You've collected all the gems!"
[0701] This allows the system to efficiently support parents in the process of helping their children develop healthy habits in a fun way, helping children learn habits independently without getting bored. Furthermore, the generative AI model provides the most suitable quests for each child, further promoting habit formation.
[0702] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0703] Step 1:
[0704] The user (parent) downloads the smartphone app and creates an account when they start it for the first time.
[0705] Input: Email address, password
[0706] Output: Account creation completion notification
[0707] Specific operation: The parent downloads and installs the app from the app store. When the app is launched for the first time, the parent enters their email address and password on the screen that appears to register an account. The registration information is sent to the server, and a confirmation email is sent to the parent's email address. The parent clicks on the link in the confirmation email to complete the account creation.
[0708] Step 2:
[0709] The user (parent) enters lifestyle information within the app and sends it to the server.
[0710] Input: Type of lifestyle, priority, specific task
[0711] Output: Lifestyle information transmission completion notification
[0712] Specific operation: After logging in to the app, parents go to the "Lifestyle Habit Settings" menu and enter the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, bathing, etc.). The setting information includes the type of lifestyle habit, specific task details, and priority. The entered information is sent from the app to the server. The server stores the received information in a database and notifies the user that the information has been sent.
[0713] Step 3:
[0714] The server launches a generative AI model based on the received lifestyle information.
[0715] Input: Lifestyle information (user ID, lifestyle type, priority)
[0716] Output: Generated quest information
[0717] Specific operation: The server retrieves lifestyle habit information from the database and passes it to the generative AI model. The generative AI model generates a quest based on the input prompt. For example, if the input prompt is "Develop the habit of brushing your teeth," the AI model generates a "Quest to brush your teeth in the Dragon Kingdom." The generated quest information is returned to the server and saved in the database.
[0718] Step 4:
[0719] The server sends the generated quest information to the smartphone app.
[0720] Input: Generated quest information
[0721] Output: Quest information sending completion notification
[0722] Specific operation: The server retrieves the generated quest information from the database and sends it to the smartphone app. The app receives the sent quest information and notifies the parent. The notification includes a story summary of the quest and specific tasks.
[0723] Step 5:
[0724] The smartphone app transmits quest information to an AI-enabled speaker.
[0725] Input: Quest information
[0726] Output: Quest information sending completion notification
[0727] Specific operation: The quest information confirmed by the parent is sent from the app to the AI-enabled speaker. The speaker stores the received information in a buffer and prepares for the quest. Once preparation is complete, the speaker sends a preparation completion notification to the app.
[0728] Step 6:
[0729] The AI-equipped speaker will explain the quest details to the child via audio.
[0730] Input: Quest information saved in the buffer
[0731] Output: Quest start sound
[0732] Specific operation: The speaker generates a voice message based on the saved quest information. For example, a message such as "Let's clean the dragon's teeth today!" is played from the speaker. The child hears the voice and starts the quest.
[0733] Step 7:
[0734] The sensors detect the child's reactions in real time and provide appropriate feedback.
[0735] Input: Child's movement data
[0736] Output: Real-time feedback audio
[0737] Specific actions: The speaker's built-in sensor detects actions such as when a child picks up a toothbrush in real time. The detected action data is sent to the speaker, which then provides feedback such as, "Well done! You've started to clean the dragon's teeth!"
[0738] Step 8:
[0739] When the quest is completed, the speaker will announce the completion message.
[0740] Input: Quest completion condition achievement data
[0741] Output: Quest end audio
[0742] What it does: Once the set quest task is completed, the speaker will generate a voice message announcing completion, telling the child, "Good job, your dragon's teeth are shiny!" This officially ends the quest.
[0743] Step 9:
[0744] The speaker collects data on the child's behavior and sends it to a server via a smartphone app.
[0745] Input: Start time, End time, Success / Failure data
[0746] Output: Action data transmission completion notification
[0747] Specific operation: The child's behavior data obtained from the sensor is sent to the smartphone app via the speaker. The app then sends the received data to the server and receives a notification that the data has been sent.
[0748] Step 10:
[0749] The server analyzes the received data and adjusts the content of the next quest.
[0750] Input: Action data (start time, end time, success / failure, etc.)
[0751] Output: Adjusted next quest information
[0752] How it works: The server runs the received behavioral data through an analysis algorithm to adjust the content and difficulty of the next quest. Based on the analysis results, new quest information is generated and saved in the database. Parents can check the analysis results and their child's progress through the app.
[0753] (Application example 1)
[0754] 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."
[0755] Conventional lifestyle habit guidance systems have problems such as children becoming bored, or the guidance being monotonous and not lasting. Another issue is the lack of a fun way to develop healthy eating habits. Furthermore, there is no mechanism for flexible quest generation based on information set by parents, or for providing children with experiences using actual ingredients. To solve these problems, a system that helps children develop lifestyle and eating habits in an interactive and fun way is needed.
[0756] 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.
[0757] In this invention, the server includes: a means for receiving lifestyle habit information set by a human; a means for generating quests based on the lifestyle habit using a generative AI model; a means for providing the quest information to the child as audio; a means for detecting the child's response using a sensor; a means for transmitting the detected data to the server and analyzing it; a means for adjusting the data to reflect the data in the next quest; a means for receiving eating habit information set by the parent; a means for generating quests based on the eating habit using a generative AI model; a means for providing the quest information to the child using animation or audio; and a food delivery means for delivering food. This makes it possible to keep children entertained and help them develop lifestyle and eating habits. Furthermore, using actual ingredients provides a more specific and realistic experience and enables flexible quest generation.
[0758] "Lifestyle information" refers to information about the behaviors and habits that parents want their children to acquire.
[0759] A "generative AI model" is an artificial intelligence that generates quests and scenarios suitable for specific purposes based on input data.
[0760] "Quest information" refers to information including the content and instructions of the quest generated by the generation AI model.
[0761] A "sensor" is a device that detects a child's reactions and behavior.
[0762] A "server" is a computer system that receives data, analyzes it, and generates quests.
[0763] "Data adjustment" means analyzing the collected data and processing and correcting the data to improve the content and delivery method of the next quest.
[0764] "Dietary habit information" refers to information about meals and foods that parents want their children to acquire.
[0765] "Animation" refers to visual expression with movement, and is a means of visually conveying the content of a quest to children.
[0766] "Food delivery" is a service that delivers set ingredients and dishes to a specified location.
[0767] "Audio" refers to the sound output from a speaker or the like, and is the sound used to communicate the quest details to the child.
[0768] Overall system configuration
[0769] The present invention is a system for developing lifestyle and eating habits in an enjoyable and effective way. The system consists of the following main components:
[0770] 1. Parent-controlled smartphone apps
[0771] 2. Server for generating quests
[0772] 3. Device that receives quest information (smartphone, AI-enabled speaker, etc.)
[0773] 4. Food delivery services
[0774] Parent Operations
[0775] 1. Download the app and register:
[0776] The user (parent) downloads the smartphone app and creates an account.
[0777] 2. Setting lifestyle and dietary habits:
[0778] Parents use the app to set lifestyle habits (e.g., brushing teeth, tidying up) and eating habits (e.g., eating vegetables, eating fruits) that they want their children to acquire, and this setting information is then sent to the server.
[0779] Quest Generation
[0780] 1. Receiving lifestyle and dietary information:
[0781] The server receives the lifestyle and eating habit information sent by the parent.
[0782] 2. Quest generation using generative AI models:
[0783] The server uses a generative AI model to generate quests based on the information it receives, such as a "Dragon's teeth brushing quest" based on information about lifestyle habits, or a "Spinach soup eating quest to defeat the green monster" based on information about eating habits.
[0784] For example, the prompt text entered is:
[0785] "Create a fun quest involving spinach soup for a child."
[0786] 3. Submit quest information:
[0787] The server sends the generated quest information to the parent's smartphone app, and then sends the information necessary to complete the quest to the device.
[0788] Quest execution
[0789] 1. Receiving and preparing quest information:
[0790] The device (smartphone or AI-enabled speaker) stores the quest information received from the server in a buffer and prepares for the quest.
[0791] 2. Start the quest:
[0792] The device presents the child with the quest through audio, animation, or text, such as a voice message saying, "Today, let's clean the dragon's teeth!"
[0793] 3. Using food delivery services:
[0794] The food items will be delivered via a food delivery service, and children can enjoy eating the food items delivered along with the quest as they progress through the quest.
[0795] Data collection and analysis
[0796] 1. Data collection and transmission:
[0797] The device uses sensors to detect the child's behavioral data (start time, end time, success / failure, etc. of the quest) and sends it to the server.
[0798] 2. Analyze the data and adjust the next quest:
[0799] The server analyzes the received data and adjusts the content of the next quest more appropriately.
[0800] Hardware and software used
[0801] The system uses the following hardware and software:
[0802] Hardware:
[0803] Smartphones: The primary interface for parents and children
[0804] AI-equipped speaker: A device that provides quest information by voice
[0805] Food delivery service delivery methods (automated delivery robots and delivery bikes)
[0806] software:
[0807] Server software: A computer system that receives data, analyzes it, and generates requests.
[0808] Generative AI model: For example, an AI responsible for generating quests, such as OpenAI's GPT-3
[0809] This system allows children to acquire lifestyle and eating habits in a fun and natural way, and is expected to deepen the bond between parents and children.
[0810] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0811] Step 1:
[0812] The user (parent) downloads the smartphone app and creates an account. The input includes an email address and password. The output is the parent's account information, which is registered on the server.
[0813] Step 2:
[0814] Through the app, users (parents) set the lifestyle and eating habits they want their children to acquire. The input includes the habit information set by the parent (e.g., brushing teeth, tidying up, eating vegetables). As output, this information is sent to the server and saved as lifestyle and eating habit information.
[0815] Step 3:
[0816] The server receives lifestyle and eating habit information sent by the parent. This input data includes the type and priority of the habit. The server stores this information in a database.
[0817] Step 4:
[0818] The server uses the generative AI model to generate a quest based on lifestyle and eating habits. At this time, a prompt sentence is sent as input to the generative AI model. An example prompt sentence is "Create a fun quest involving spinach soup for a child." The generated quest information is obtained as output.
[0819] Step 5:
[0820] The server sends the quest information to the parent's smartphone app. The generated quest information is used as input. Detailed quest information is displayed on the parent's smartphone as output.
[0821] Step 6:
[0822] The device (smartphone or AI-enabled speaker) receives quest information from the server, stores it in a buffer, and prepares the quest for the child. Specific operations include preloading audio guides and preparing animation files. Quest information is stored on the device as input, and the prepared quest information is stored on the device as output.
[0823] Step 7:
[0824] The device will communicate the quest to the child visually or audibly, for example, by playing a voice message saying, "Today, let's brush the dragon's teeth!". Inputs include quest information, and outputs include playing audio and animations.
[0825] Step 8:
[0826] The food items selected through the food delivery service are delivered based on the parent's settings. The input is eating habits information, and the output is the specified food items delivered to the child.
[0827] Step 9:
[0828] The device uses sensors to detect the child's behavioral data (such as the start and end times of the quest, success or failure, etc.) and sends this to the server. Specific operations include collecting data using sensors and analyzing that data. The detected data is input, and the behavioral data sent to the server is output.
[0829] Step 10:
[0830] The server analyzes the behavioral data sent and adjusts the content of the next quest. The behavioral data is input and the adjusted new quest information is output. The server uses this information to generate the next quest.
[0831] In this way, the system can help children develop good lifestyle and eating habits in a fun way.
[0832] 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.
[0833] Overall system description
[0834] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to acquire and then generating and providing fun quests using a generative AI model. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system provides optimal quest content based on the emotions and adaptively adjusts the progress of the quest. The system primarily consists of a smartphone app operated by the parent, a server that generates quests, an AI-enabled speaker that communicates the quests to the child, and a sensor that recognizes emotions.
[0835] Parent operation (user)
[0836] 1. Download the app and register:
[0837] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[0838] 2. Lifestyle settings:
[0839] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[0840] Quest generation (server)
[0841] 1. Receiving lifestyle information:
[0842] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[0843] 2. Quest generation:
[0844] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[0845] 3. Emotional engine regulation:
[0846] The emotion engine analyzes the user's emotional data and adjusts the quest content to suit their needs. For example, if a child seems to be having fun, the difficulty level may be increased slightly.
[0847] 4. Submit quest information:
[0848] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[0849] Quest execution (terminal)
[0850] 1. Receiving and preparing quest information:
[0851] The smartphone app transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[0852] 2. Start the quest:
[0853] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[0854] 3. Children's reactions and emotion recognition:
[0855] The AI-powered speaker uses sensors to capture a child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[0856] 4. Real-time response:
[0857] The speaker provides feedback based on the emotion. For example, when a child starts brushing their teeth, the speaker gives feedback like, "Congratulations! Your dragon's teeth are shiny!"
[0858] Quest completion and data collection (server and device)
[0859] 1. Quest End:
[0860] The AI-equipped speaker will announce the end of the quest with voice.
[0861] 2. Data collection and transmission:
[0862] Children's behavioral and emotional data is collected and sent to a server.
[0863] 3. Analyze the data and adjust the next quest:
[0864] The server analyzes the data and adjusts the next quest content, and parents can check their child's progress and emotional data within the app.
[0865] Adding a new lifestyle habit (user)
[0866] 1. Adding new habits:
[0867] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[0868] 2. Sending information on new lifestyle habits:
[0869] The device (smartphone app) sends the new lifestyle setting information to the server.
[0870] 3. Generate a new quest:
[0871] The server uses a generative AI model to generate quests based on the new lifestyle information.
[0872] 4. Submit quest information:
[0873] The server sends the new quest information it generates to the device, which then transmits it to the AI-equipped speaker.
[0874] 5. New quest execution:
[0875] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[0876] Specific examples
[0877] Example 1: When you want to help your child develop the habit of brushing their teeth
[0878] 1. User (Parent): Set the app to "Brush teeth regularly."
[0879] 2. Device: Sends lifestyle information to the server.
[0880] 3. Server: Generate the "Dragon Teeth Cleaning Quest", adjust it appropriately using the emotion engine, and send it to the device.
[0881] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[0882] 5. User (child): Brush teeth.
[0883] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[0884] 7. Server: Analyze the data and adjust the next quest content.
[0885] Example 2: When you want your child to develop the habit of tidying up
[0886] 1. User (Parent): Set "Put away toys" in the app.
[0887] 2. Device: Sends lifestyle information to the server.
[0888] 3. Server: Generates the "quest to collect magic gems," adjusts it appropriately using the emotion engine, and sends it to the device.
[0889] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[0890] 5. User (child): Put away toys while playing.
[0891] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[0892] 7. Server: Analyze the data and adjust the next quest content.
[0893] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[0894] The processing flow will be explained below.
[0895] Program processing details
[0896] Parent operation (user)
[0897] Step 1:
[0898] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password).
[0899] Step 2:
[0900] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[0901] Step 3:
[0902] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[0903] Quest generation (server)
[0904] Step 4:
[0905] The server receives the lifestyle habit information sent from the user (parent).
[0906] Step 5:
[0907] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[0908] Step 6:
[0909] The emotion engine analyzes the user's (child's) emotional data and adjusts the quest content optimally. For example, if the child seems to be having fun, the difficulty level may be increased slightly.
[0910] Step 7:
[0911] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[0912] Quest execution (terminal)
[0913] Step 8:
[0914] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[0915] Step 9:
[0916] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[0917] Step 10:
[0918] The AI-powered speaker will inform the child of the quest via voice message when it is time to start, for example, "Today we'll clean the dragon's teeth!"
[0919] Step 11:
[0920] The AI-powered speaker uses sensors to capture the child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[0921] Step 12:
[0922] Depending on the emotion, the AI-powered speaker will provide real-time feedback. For example, when a child starts brushing their teeth, the speaker will say, "Congratulations! Your dragon's teeth are shiny!"
[0923] Quest completion and data collection (server and device)
[0924] Step 13:
[0925] When the quest ends, the AI-enabled speaker will notify the child via a voice message saying, "The quest is over!"
[0926] Step 14:
[0927] The AI-enabled speaker collects children's behavioral and emotional data and sends it to a server.
[0928] Step 15:
[0929] The server analyzes the received behavioral and emotional data and adjusts the content of the next quest. Parents can also check their child's progress and emotional data within the app.
[0930] Adding a new lifestyle habit (user)
[0931] Step 16:
[0932] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[0933] Step 17:
[0934] The device (smartphone app) sends the new lifestyle setting information to the server.
[0935] Step 18:
[0936] The server uses the generative AI model to generate new quests based on the new lifestyle information.
[0937] Step 19:
[0938] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[0939] Step 20:
[0940] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[0941] This detailed processing allows children to learn lifestyle habits based on multiple lifestyle habits set by their parents in a fun way without getting bored, and also realizes a system in which the emotion engine provides quests in a way that is optimal for each individual child.
[0942] Example 2
[0943] 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."
[0944] Until now, there have been limited ways to help children develop healthy lifestyle habits in a fun way. Furthermore, there was a lack of a system that could provide optimal feedback in real time based on a child's emotions, making it difficult to maintain a child's interest. This created a heavy burden on both parents and children, making it difficult to develop healthy lifestyle habits effectively.
[0945] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating a quest based on the lifestyle habit using a generation AI model, means for providing the quest information to the child as voice, means for detecting the child's reaction using an emotion recognition sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the next quest based on the analyzed data, and means for adding a new lifestyle habit. This makes it possible to help children acquire lifestyle habits in a fun way and provide optimal feedback according to their emotions in real time.
[0946] "Lifestyle information set by parents" is information about specific lifestyle habits that parents want their children to acquire.
[0947] A "generative AI model" is an artificial intelligence algorithm that generates specific tasks or stories based on input information.
[0948] "Means of generating quests" refers to the process of using generative AI models to create specific actions or story-style tasks.
[0949] "Quest information" refers to the detailed content of the generated quest, and is information that provides the content to the child as a voice message or instructions.
[0950] An "emotion recognition sensor" is a sensor device that detects a child's voice, facial expressions, movements, etc. and analyzes their emotions.
[0951] A "server" is a computing system responsible for receiving, analyzing, and communicating with other devices.
[0952] The "means for adjusting the next quest based on the analyzed data" is a process for analyzing the detected emotional data of the child and adaptively changing the difficulty and content of the next quest based on the results.
[0953] "Means for adding new lifestyle habits" refers to the process in which parents register newly set lifestyle information in the system and generate new quests based on that information.
[0954] An "AI-equipped voice output terminal" is a device equipped with artificial intelligence that outputs voice messages and can be attached to a stuffed animal, for example.
[0955] This invention is a system that helps parents help their children develop good lifestyle habits, and it achieves this by combining a generative AI model and emotion recognition technology. The system consists of a smartphone app operated by the parent, a server that generates quests, an AI-equipped voice output device that communicates quests to the child, and a sensor that recognizes emotions.
[0956] Hardware and software used
[0957] Smartphone app (device)
[0958] server
[0959] AI-equipped voice output terminal (e.g., a voice output device that can be attached to a stuffed toy)
[0960] Emotion recognition sensors (e.g. microphone, camera)
[0961] Program processing
[0962] Parent operation (user)
[0963] 1. Download the app and register:
[0964] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password), which allows them to set lifestyle habit information.
[0965] 2. Lifestyle settings:
[0966] Parents enter the lifestyle habits they want their children to develop (e.g., brushing teeth, tidying up, taking baths, etc.) into the app, and that information is sent to the server.
[0967] Quest generation (server)
[0968] 1. Receiving and storing lifestyle information:
[0969] The server receives the lifestyle information sent by the parent and stores it in a database.
[0970] 2. Quest generation:
[0971] Based on the received lifestyle information, the generative AI model generates a quest using a prompt. For example, for tooth brushing, the prompt might be, "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon kingdom."
[0972] 3. Emotional engine regulation:
[0973] The server uses an emotion engine to analyze the child's past reaction data and adjust the quest content to suit their needs.
[0974] 4. Submit quest information:
[0975] Detailed information about the adjusted quest will be sent to the smartphone app.
[0976] Quest execution (terminal)
[0977] 1. Receiving and preparing quest information:
[0978] The smartphone app sends the quest information received from the server to an AI-equipped voice output device.
[0979] 2. Start the quest:
[0980] The AI-powered voice output device will then convey the received quest details to the child as a voice message, for example, "Today, let's clean the dragon's teeth!"
[0981] Emotion Recognition and Feedback (Device)
[0982] 1. Children's reactions and emotional recognition:
[0983] The AI-powered voice output device and emotion recognition sensor capture the child's movements and vocal responses and send the data to the emotion engine. For example, the sensor detects a child's "happy voice" or "smile."
[0984] 2. Real-time feedback:
[0985] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device will provide real-time feedback, such as "Congratulations! Your dragon's teeth are shiny!"
[0986] Quest completion and data collection (server and device)
[0987] 1. Quest completion and notification:
[0988] The AI-equipped voice output device will notify the child by voice when the quest is over, for example, saying, "Dragon Quest is over. Good job!"
[0989] 2. Data collection and transmission:
[0990] The smartphone app collects and transmits behavioral and emotional data of the child to a server. This data includes behavioral data (time spent brushing teeth and frequency of brushing) and emotional data (level of enjoyment).
[0991] 3. Analyze the data and adjust the next quest:
[0992] The server analyzes the received data and adjusts the content of the next quest, for example, by changing the story of the next quest to something a little more complicated.
[0993] Adding a new lifestyle habit (user)
[0994] 1. Adding new habits:
[0995] The user (parent) can set a new lifestyle habit through the app. For example, they can add a new "bath habit."
[0996] 2. Sending information on new lifestyle habits:
[0997] The smartphone sends the new lifestyle setting information to the server.
[0998] 3. Create and submit a new quest:
[0999] The server uses the generative AI model to generate quests based on new lifestyle information and sends the generated quest information to a smartphone app.
[1000] 4. New quest execution:
[1001] The AI-powered voice output device will provide the child with a new quest as a voice message, and the quest execution will start again, for example, playing a message like "Let's take a bath with the dragon today!"
[1002] Prompt Sentence Examples
[1003] In this system, a quest is generated by inputting the following prompt sentence into the generation AI model:
[1004] Toothbrushing quest spawn prompt
[1005] A parent wants to encourage their child to develop good tooth brushing habits. Create a quest that makes brushing fun for the child. For example, "Clean the dragon's teeth in the dragon kingdom."
[1006] Tidy-up quest generation prompt
[1007] A parent wants their child to develop the habit of tidying up their toys. Create a quest that will make tidying up fun for the child. For example, "Collect magic gems."
[1008] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[1009] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1010] Step 1:
[1011] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password). At this time, the user information (e.g., email address "example@example.com", password "password123") is used as input data and the user information is registered. The output is a message confirming successful account creation.
[1012] Step 2:
[1013] After creating an account, the user (parent) enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app. This information is sent from the app to the server. The input data is the lifestyle information (e.g., lifestyle "brushing teeth," frequency "every day"), and the output is a message receiving the lifestyle information sent to the server.
[1014] Step 3:
[1015] The server receives the lifestyle information sent by the parent and stores it in a database. The user ID, lifestyle type, priority, etc. are used as input data. The output is a message confirming that the information has been saved.
[1016] Step 4:
[1017] The server generates a quest by inputting a prompt sentence into the generative AI model based on the saved lifestyle information. The input data is the prompt sentence (e.g., "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon's kingdom."), and the output is the generated quest information (e.g., "A quest to clean the dragon's teeth.").
[1018] Step 5:
[1019] The server analyzes the generated quest information using an emotion engine and adjusts the quest content based on the child's past reaction data. The input data is the generated quest information and past emotion data, and the output is the adjusted quest content (e.g., "A quest with slightly increased difficulty").
[1020] Step 6:
[1021] The server sends the details of the adjusted quest to the smartphone app. The input data is the adjusted quest content (e.g., "A slightly more difficult dragon toothbrushing quest"), and the output is a confirmation message that the quest has been sent.
[1022] Step 7:
[1023] The device (smartphone) receives quest information from the server and sends it to the AI-equipped voice output device. The input data is the received quest information, and the output is the message to be sent (e.g., "Let's clean the dragon's teeth!").
[1024] Step 8:
[1025] The AI-equipped voice output device conveys quest information to the child as a voice message. The input data is the voice data of the quest, and the output is the voice message (e.g., "Let's clean the dragon's teeth today!").
[1026] Step 9:
[1027] The AI-equipped voice output device and emotion recognition sensor detect the child's reactions (e.g., movements and voice responses) and send the data to the emotion engine. The input data is the reaction sensor data, and the output is analytical data (e.g., "The child is having fun").
[1028] Step 10:
[1029] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device provides real-time feedback. The input data is the analyzed emotional data, and the output is real-time feedback (e.g., "Congratulations! Your dragon's teeth are shiny!").
[1030] Step 11:
[1031] When the quest ends, the AI-equipped voice output device notifies the child by voice. The input data is the voice data of the quest end, and the output is a message notifying the end (e.g., "Dragon Quest is over. Good job!").
[1032] Step 12:
[1033] The device (smartphone) collects the child's behavioral and emotional data and sends it to the server. The input data is the collected behavioral and emotional data, and the output is a message confirming the completion of the transmission.
[1034] Step 13:
[1035] The server analyzes the received data and adjusts the content of the next quest. The input data is the child's behavioral and emotional data, and the output is the adjustment content of the next quest (e.g., "Make the story more complicated next time").
[1036] Step 14:
[1037] The user (parent) sets new lifestyle habits using a smartphone app and sends the information to the server. The input data is the new lifestyle information (e.g., "bathing habits"), and the output is a confirmation message that the information has been sent.
[1038] Step 15:
[1039] The server generates a quest using a generative AI model based on the new lifestyle information and sends the details to the device. The input data is the lifestyle information and a prompt, and the output is the new quest information. For example, a quest for "bathing habits" is generated.
[1040] Step 16:
[1041] The device (smartphone) receives new quest information from the server and sends it to the AI-equipped voice output device to start the quest. The input data is the new quest information, and the output is a voice message (e.g., "Let's take a bath with the dragon today!").
[1042] (Application example 2)
[1043] 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."
[1044] Traditional lifestyle education is a method where parents forcefully teach their children about certain habits, making it difficult for them to motivate themselves to participate. Furthermore, there are limited ways for children to develop these habits while having fun, which can lead to a lack of parent-child communication. Furthermore, there is a risk of a decline in learning effectiveness due to a lack of feedback that takes children's emotions into consideration.
[1045] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[1046] In this invention, the server includes means for receiving lifestyle habit information set by parents, means for generating quests based on the lifestyle habits using a generative AI model, means for providing quest information for children to participate in within a virtual store, means for analyzing the child's facial expressions and voice in real time using an emotion recognition function, means for transmitting the detected data to the server and analyzing it, and means for adjusting the data to reflect it in the next quest. This allows children to acquire lifestyle habits while having fun, promotes parent-child communication, and makes it possible to provide appropriate feedback according to the child's emotions.
[1047] "Parents" are guardians who set lifestyle habits and educate their children.
[1048] "Lifestyle information" is information about specific lifestyle habits that parents want their children to acquire.
[1049] A "generative AI model" is an artificial intelligence model that automatically generates quests for acquiring lifestyle habits based on input lifestyle information.
[1050] "Quests" are specific activities or challenges that help children learn lifestyle habits while having fun.
[1051] A "virtual store" is a virtual store space that provides an environment for children to challenge themselves to quests in a virtual space.
[1052] The "emotion recognition function" is a technology that analyzes data such as a child's facial expressions and voice and recognizes their emotions.
[1053] A "server" is a computer system that provides functions such as receiving lifestyle information, generating quests, analyzing data, and adjusting data.
[1054] "Real-time" refers to the temporal characteristics that allow processing and feedback to occur immediately without delay.
[1055] "Feedback" refers to information such as evaluation and advice provided to children based on their quest progress and emotion recognition.
[1056] "Data adjustment" refers to optimizing or modifying the content of the next quest based on the acquired data.
[1057] "Detection" refers to using sensors to capture children's reactions and behavior.
[1058] This system provides quests in a virtual store for children to have fun while acquiring new lifestyle habits, based on lifestyle information set by parents. The system consists of devices such as smartphones, smart glasses, and head-mounted displays (HMDs), a server, and a sensor device with emotion recognition capabilities.
[1059] System configuration
[1060] 1. Setting and receiving lifestyle information
[1061] Parents first download the smartphone app and input lifestyle information, including the lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). After inputting the information, the lifestyle information is sent to the server.
[1062] 2. Quest generation and virtual store provision
[1063] The server uses a generative AI model to generate appropriate quests based on lifestyle information sent by parents. The generated quests are then presented to children in a virtual store, which is a virtual space that children can access via smartphones, smart glasses, or head-mounted displays.
[1064] 3. Emotion Recognition and Real-Time Feedback
[1065] While a child is participating in a quest, the device's built-in camera and microphone are used to analyze the child's facial expressions and voice in real time to recognize emotions. This technology uses machine learning models such as TensorFlow. The analyzed emotional data is sent to a server, and appropriate feedback is provided in real time as the quest progresses. For example, if the child is enjoying the quest, instructions are given to encourage further challenges, and if the child appears to be having difficulty, instructions are given to help.
[1066] 4. Data collection and adjustments for the next quest
[1067] When a quest is completed, the child's behavioral and emotional data is sent to the server for analysis. Based on this data, the content of the next quest is adjusted. This allows for a continuous supply of quests that correspond to the child's growth and emotions.
[1068] Hardware and software used
[1069] Hardware: smartphones, smart glasses, head-mounted displays, cameras, microphones
[1070] Software: TensorFlow (emotion recognition), Unity (virtual store construction), Amazon Web Services (servers and data analysis)
[1071] Specific examples
[1072] For example, a parent may set a daily habit of "tidying up toys." In this case, the server generates a quest with the theme of "collecting magical treasures" and provides it in the virtual store. A child accesses the virtual store using smart glasses and follows the instructions displayed on the screen to tidy up their toys. When the emotion recognition function detects a child's smile, encouraging feedback such as "Great! Let's try harder!" is provided in real time.
[1073] Prompt Sentence Examples
[1074] 1. "Let's put away the toys."
[1075] 2. "Find one thing to put away and put it in its designated place."
[1076] 3. "Follow the instructions and put away all the toys to win the treasure."
[1077] This invention allows children to acquire lifestyle habits while having fun, and at the same time promotes communication between parents and children. Furthermore, feedback based on emotions enables more effective habit learning.
[1078] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1079] Step 1:
[1080] Parents download a smartphone app and input lifestyle information. This information includes specific lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). The input lifestyle information is sent to a server by the app. The input is done by the parent, and the output is the lifestyle information sent to the server.
[1081] Step 2:
[1082] The server receives the lifestyle information sent by the parent. The received information includes the user ID, lifestyle type, priority, etc. Based on this information, the generative AI model generates an appropriate quest. The input is the lifestyle information, and the output is the generated quest information. At this point, the generative AI model analyzes the data and creates a quest.
[1083] Step 3:
[1084] The server is used as a means to provide the generated quest information to the virtual store. Specifically, the quest information is created using virtual environment creation software such as Unity. The input is the quest information, and the output is the quests provided within the virtual store. Once the virtual store is created, quests are prepared for children to experience.
[1085] Step 4:
[1086] Children access the virtual store using a smartphone, smart glasses, or a head-mounted display (HMD). The device connects to the virtual store and displays the quest. The input is the virtual store's URL and login information, and the output is a screen that starts the quest. This allows children to take on the quest.
[1087] Step 5:
[1088] While the child is completing a quest in the virtual store, the device's built-in camera and microphone detect the child's facial expressions and voice. The device collects this data and analyzes it in real time using emotion recognition. The input is emotional data such as facial expressions and voice, and the output is analyzed emotional data. For example, a machine learning model such as TensorFlow analyzes facial expressions and determines the child's emotional state.
[1089] Step 6:
[1090] The server receives and analyzes the emotional data sent from the device. Based on the analysis results, the server adjusts the progress of the quest and generates appropriate feedback. The generated feedback is provided to the child in real time. The input is the emotional data and the progress of the quest, and the output is feedback information. For example, if the child is having fun, an encouraging message such as "Try harder!" is displayed.
[1091] Step 7:
[1092] When a quest ends, the device sends the child's behavioral and emotional data to the server. The server analyzes this data and adjusts the content of the next quest. The input is the behavioral and emotional data after the quest ends, and the output is the adjustment results for the next quest. This allows for continuous provision of quests that correspond to the child's growth and emotions.
[1093] Step 8:
[1094] Parents can check their child's quest progress and emotional data through the app. The server sends daily progress and analysis results to the app, which parents can then view. The input is data sent from the server, and the output is displayed on the parent's app. This allows parents to understand their child's growth in real time and provide appropriate support.
[1095] 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.
[1096] 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.
[1097] 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.
[1098] [Third embodiment]
[1099] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1100] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[1101] 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).
[1102] 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.
[1103] 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.
[1104] 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).
[1105] 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. 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.
[1106] 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.
[1107] 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.
[1108] 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.
[1109] 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.
[1110] 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."
[1111] Overall system description
[1112] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to develop and then generating and providing fun quests using a generative AI model.The system mainly consists of a smartphone app operated by parents, a server that generates quests, and an AI-enabled speaker that communicates the quests to children.
[1113] Parent operation (user)
[1114] 1. Download the app and register:
[1115] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[1116] 2. Lifestyle settings:
[1117] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[1118] Quest generation (server)
[1119] 1. Receiving lifestyle information:
[1120] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[1121] 2. Quest generation:
[1122] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[1123] 3. Submit quest information:
[1124] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[1125] Quest execution (terminal)
[1126] 1. Receiving and preparing quest information:
[1127] The smartphone app receives quest information from the server and sends it to the AI-equipped speaker attached to the stuffed toy. The speaker stores the received information in a buffer and prepares it.
[1128] 2. Start the quest:
[1129] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[1130] 3. Children's reactions and real-time responses:
[1131] The speaker uses sensors to detect the child's reactions and responds appropriately. For example, when a child starts brushing their teeth, it provides feedback like, "Congratulations! Your dragon's teeth are shiny!"
[1132] Quest completion and data collection (server and device)
[1133] 1. Quest End:
[1134] When the quest ends, the AI-enabled speaker will play a voice message announcing the end.
[1135] 2. Data collection and transmission:
[1136] Children's behavior data (start time, end time, success / failure, etc.) is collected and sent to the server.
[1137] 3. Analyze the data and adjust the next quest:
[1138] The server analyzes the received data and adjusts the content of the next quest more appropriately. Parents can also check their child's progress within the app.
[1139] Specific examples
[1140] Example 1: When you want to help your child develop the habit of brushing their teeth
[1141] 1. User (Parent): Set the app to "Brush teeth regularly."
[1142] 2. Device: Sends lifestyle information to the server.
[1143] 3. Server: Generate the "Dragon Teeth Cleaning Quest" and send it to the device.
[1144] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[1145] 5. User (child): Brush teeth.
[1146] 6. Device: Collects children's behavioral data and sends it to the server.
[1147] 7. Server: Analyze the data and adjust the next quest content.
[1148] Example 2: When you want your child to develop the habit of tidying up
[1149] 1. User (Parent): Set "Put away toys" in the app.
[1150] 2. Device: Sends lifestyle information to the server.
[1151] 3. Server: Generates the "Quest to collect magic gems" and sends it to the device.
[1152] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[1153] 5. User (child): Put away toys while playing.
[1154] 6. Device: Collects children's behavioral data and sends it to the server.
[1155] 7. Server: Analyze the data and adjust the next quest content.
[1156] This invention allows parents to teach their children healthy habits in a fun way, and children can learn healthy habits independently without getting bored. This reduces the burden on parents and children and is expected to have the effect of strengthening the bond between the whole family.
[1157] The processing flow will be explained below.
[1158] Program processing details
[1159] Parent operation (user)
[1160] Step 1:
[1161] The user (parent) downloads the smartphone app and creates an account by entering an email address and password.
[1162] Step 2:
[1163] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[1164] Step 3:
[1165] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[1166] Quest generation (server)
[1167] Step 4:
[1168] The server receives the lifestyle habit information sent from the user (parent).
[1169] Step 5:
[1170] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[1171] Step 6:
[1172] The server sends detailed information about the generated quest (such as the story template, instructions, and related audio data) to the user's smartphone app.
[1173] Quest execution (terminal)
[1174] Step 7:
[1175] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[1176] Step 8:
[1177] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[1178] Step 9:
[1179] The AI-powered speaker will inform the child of the quest via a voice message when it is time to start, such as "Today we'll clean the dragon's teeth!"
[1180] Step 10:
[1181] The device (an AI-enabled speaker) uses sensors to detect the child's reactions and responds appropriately in real time. For example, when a child starts brushing their teeth, it provides feedback such as, "Congratulations! Your dragon's teeth are shiny!"
[1182] Quest completion and data collection (server and device)
[1183] Step 11:
[1184] When the quest ends, the device (AI-enabled speaker) will notify the child via a voice message saying, "The quest is over!"
[1185] Step 12:
[1186] The device (AI-equipped speaker) collects the child's behavioral data (start time, end time, success / failure, etc.) and sends it to the server.
[1187] Step 13:
[1188] The server analyzes the received behavioral data and adjusts the content of the next quest. Parents can also check their child's progress within the app.
[1189] Adding a new lifestyle habit (user)
[1190] Step 14:
[1191] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[1192] Step 15:
[1193] The device (smartphone app) sends the new lifestyle setting information to the server.
[1194] Step 16:
[1195] The server receives the new lifestyle information and generates new quests using the generative AI model.
[1196] Step 17:
[1197] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[1198] Step 18:
[1199] The device (AI-enabled speaker) provides the child with a new quest as a voice message, and the quest begins again.
[1200] This detailed processing realizes a system that allows children to acquire lifestyle habits in a fun way without getting bored, based on multiple lifestyle habits set by their parents.
[1201] Example 1
[1202] 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."
[1203] Today's parents find it difficult to teach their children proper lifestyle habits in their busy lives. Furthermore, there are few effective ways for children to learn healthy habits independently and in a fun way. Therefore, there is a need for a system that can help children develop healthy habits in a fun way while reducing the burden on parents.
[1204] 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.
[1205] In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating quests based on the lifestyle habits using a generative AI model, means for providing the quest information to the child as audio, means for detecting the child's response using a sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the data to reflect the data in the next quest, and means for providing the parent with the quest execution status via a smartphone application.As a result, by generating quests based on the lifestyle habits set by the parent and providing them to the child, it becomes possible for the child to independently acquire lifestyle habits while having fun.
[1206] The "means for receiving lifestyle information set by parents" is a function that allows the server to receive lifestyle information entered by parents through a smartphone application.
[1207] A "generative AI model" is a type of artificial intelligence that automatically generates appropriate quests based on input prompts and lifestyle information.
[1208] "Means for providing quest information to children as audio" refers to a function that uses, for example, an AI-equipped speaker to convey the content of the generated quest to children as audio.
[1209] "Means for detecting children's reactions using sensors" refers to a function that uses sensors installed in AI-enabled speakers or other devices to detect children's movements and reactions in real time.
[1210] "Means for transmitting detected data to a server and analyzing it" refers to a function that transmits the child's movement data detected by the sensor to a server, analyzes the data, and reflects it in the next quest.
[1211] "Means for adjusting data to reflect the next quest" refers to a function that adjusts data as necessary to make the next quest more effective based on the analysis results.
[1212] "Means for providing parents with the status of quest execution via a smartphone application" is a function that provides parents with information such as the progress and results of quests executed by their children via a smartphone application.
[1213] MODE FOR CARRYING OUT THE INVENTION
[1214] This invention is a support system that helps parents help their children develop healthy lifestyle habits in a fun way. Parents input lifestyle information using a smartphone application, and the server generates quests based on that information using a generative AI model. The generated quests are provided to the child as audio through an AI-equipped speaker, and the system uses sensors to detect the child's reactions. The data is analyzed and reflected in the next quest.
[1215] Hardware and software used
[1216] Smartphone application: An interface for parents to input lifestyle information and receive quest information.
[1217] Server: Generates quests using generative AI models and analyzes data.
[1218] AI-enabled speaker: A speaker that can be attached to a stuffed animal or doll provides children with audio quests.
[1219] Sensor: A device that detects a child's movements and reactions in real time.
[1220] Natural language explanation of the process
[1221] First, the user (parent) downloads the smartphone app and creates an account. After logging in to the app, the parent enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.). This information includes the type of lifestyle habit, priority, specific tasks, etc. The entered information is sent from the app to the server.
[1222] The server launches a generative AI model based on the received lifestyle information. The generative AI model generates a quest using a prompt. For example, if the prompt is "Brush the dragon's teeth," the AI model generates a story called "Brush the dragon's teeth in the dragon kingdom."
[1223] The generated quest information is sent from the server to a smartphone app, where the user (parent) can confirm the information. After confirmation, the smartphone app sends the quest information to an AI-enabled speaker. The speaker stores the information in a buffer and, when ready, conveys the quest to the child via a voice message. For example, a voice message saying, "Today, let's clean the dragon's teeth!" is played.
[1224] While the quest is underway, a sensor built into the speaker detects the child's movements in real time. When the sensor detects an action such as the child picking up a toothbrush, it provides real-time feedback such as, "Good job! You've started to clean the dragon's teeth!" When the quest is over, the speaker plays a voice message to inform the child, "Good job! Your dragon's teeth are sparkling clean!"
[1225] Quest execution data (e.g., start time, end time, success / failure, etc.) is sent to a server via a smartphone app. The server analyzes the received data and adjusts the content and difficulty of the next quest. Parents can check their child's progress through the smartphone app and keep track of their child's growth in real time.
[1226] Specific examples
[1227] 1. If you want your child to develop the habit of brushing their teeth
[1228] The user (parent) sets the app to "brush teeth regularly."
[1229] The server generates a "quest to clean the dragon's teeth" and sends it to the device.
[1230] The speaker plays an audio message saying, "Today, let's clean your dragon's teeth!"
[1231] The user (child) brushes their teeth.
[1232] The speaker detects the child's actions and provides feedback: "Congratulations! Your dragon's teeth are shiny now!"
[1233] 2. If you want your child to develop the habit of tidying up
[1234] The user (parent) sets the app to "put away toys."
[1235] The server generates a "quest to collect magic gems" and sends it to the device.
[1236] The speaker plays a voice message saying, "Collect all the magical gems!"
[1237] The user (child) puts away toys while playing.
[1238] The speaker senses the child's actions and provides feedback, saying, "You've collected all the gems!"
[1239] This allows the system to efficiently support parents in the process of helping their children develop healthy habits in a fun way, helping children learn habits independently without getting bored. Furthermore, the generative AI model provides the most suitable quests for each child, further promoting habit formation.
[1240] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1241] Step 1:
[1242] The user (parent) downloads the smartphone app and creates an account when they start it for the first time.
[1243] Input: Email address, password
[1244] Output: Account creation completion notification
[1245] Specific operation: The parent downloads and installs the app from the app store. When the app is launched for the first time, the parent enters their email address and password on the screen that appears to register an account. The registration information is sent to the server, and a confirmation email is sent to the parent's email address. The parent clicks on the link in the confirmation email to complete the account creation.
[1246] Step 2:
[1247] The user (parent) enters lifestyle information within the app and sends it to the server.
[1248] Input: Type of lifestyle, priority, specific task
[1249] Output: Lifestyle information transmission completion notification
[1250] Specific operation: After logging in to the app, parents go to the "Lifestyle Habit Settings" menu and enter the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, bathing, etc.). The setting information includes the type of lifestyle habit, specific task details, and priority. The entered information is sent from the app to the server. The server stores the received information in a database and notifies the user that the information has been sent.
[1251] Step 3:
[1252] The server launches a generative AI model based on the received lifestyle information.
[1253] Input: Lifestyle information (user ID, lifestyle type, priority)
[1254] Output: Generated quest information
[1255] Specific operation: The server retrieves lifestyle habit information from the database and passes it to the generative AI model. The generative AI model generates a quest based on the input prompt. For example, if the input prompt is "Develop the habit of brushing your teeth," the AI model generates a "Quest to brush your teeth in the Dragon Kingdom." The generated quest information is returned to the server and saved in the database.
[1256] Step 4:
[1257] The server sends the generated quest information to the smartphone app.
[1258] Input: Generated quest information
[1259] Output: Quest information sending completion notification
[1260] Specific operation: The server retrieves the generated quest information from the database and sends it to the smartphone app. The app receives the sent quest information and notifies the parent. The notification includes a story summary of the quest and specific tasks.
[1261] Step 5:
[1262] The smartphone app transmits quest information to an AI-enabled speaker.
[1263] Input: Quest information
[1264] Output: Quest information sending completion notification
[1265] Specific operation: The quest information confirmed by the parent is sent from the app to the AI-enabled speaker. The speaker stores the received information in a buffer and prepares for the quest. Once preparation is complete, the speaker sends a preparation completion notification to the app.
[1266] Step 6:
[1267] The AI-equipped speaker will explain the quest details to the child via audio.
[1268] Input: Quest information saved in the buffer
[1269] Output: Quest start sound
[1270] Specific operation: The speaker generates a voice message based on the saved quest information. For example, a message such as "Let's clean the dragon's teeth today!" is played from the speaker. The child hears the voice and starts the quest.
[1271] Step 7:
[1272] The sensors detect the child's reactions in real time and provide appropriate feedback.
[1273] Input: Child's movement data
[1274] Output: Real-time feedback audio
[1275] Specific actions: The speaker's built-in sensor detects actions such as when a child picks up a toothbrush in real time. The detected action data is sent to the speaker, which then provides feedback such as, "Well done! You've started to clean the dragon's teeth!"
[1276] Step 8:
[1277] When the quest is completed, the speaker will announce the completion message.
[1278] Input: Quest completion condition achievement data
[1279] Output: Quest end audio
[1280] What it does: Once the set quest task is completed, the speaker will generate a voice message announcing completion, telling the child, "Good job, your dragon's teeth are shiny!" This officially ends the quest.
[1281] Step 9:
[1282] The speaker collects data on the child's behavior and sends it to a server via a smartphone app.
[1283] Input: Start time, End time, Success / Failure data
[1284] Output: Action data transmission completion notification
[1285] Specific operation: The child's behavior data obtained from the sensor is sent to the smartphone app via the speaker. The app then sends the received data to the server and receives a notification that the data has been sent.
[1286] Step 10:
[1287] The server analyzes the received data and adjusts the content of the next quest.
[1288] Input: Action data (start time, end time, success / failure, etc.)
[1289] Output: Adjusted next quest information
[1290] How it works: The server runs the received behavioral data through an analysis algorithm to adjust the content and difficulty of the next quest. Based on the analysis results, new quest information is generated and saved in the database. Parents can check the analysis results and their child's progress through the app.
[1291] (Application example 1)
[1292] 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."
[1293] Conventional lifestyle habit guidance systems have problems such as children becoming bored, or the guidance being monotonous and not lasting. Another issue is the lack of a fun way to develop healthy eating habits. Furthermore, there is no mechanism for flexible quest generation based on information set by parents, or for providing children with experiences using actual ingredients. To solve these problems, a system that helps children develop lifestyle and eating habits in an interactive and fun way is needed.
[1294] 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.
[1295] In this invention, the server includes: a means for receiving lifestyle habit information set by a human; a means for generating quests based on the lifestyle habit using a generative AI model; a means for providing the quest information to the child as audio; a means for detecting the child's response using a sensor; a means for transmitting the detected data to the server and analyzing it; a means for adjusting the data to reflect the data in the next quest; a means for receiving eating habit information set by the parent; a means for generating quests based on the eating habit using a generative AI model; a means for providing the quest information to the child using animation or audio; and a food delivery means for delivering food. This makes it possible to keep children entertained and help them develop lifestyle and eating habits. Furthermore, using actual ingredients provides a more specific and realistic experience and enables flexible quest generation.
[1296] "Lifestyle information" refers to information about the behaviors and habits that parents want their children to acquire.
[1297] A "generative AI model" is an artificial intelligence that generates quests and scenarios suitable for specific purposes based on input data.
[1298] "Quest information" refers to information including the content and instructions of the quest generated by the generation AI model.
[1299] A "sensor" is a device that detects a child's reactions and behavior.
[1300] A "server" is a computer system that receives data, analyzes it, and generates quests.
[1301] "Data adjustment" means analyzing the collected data and processing and correcting the data to improve the content and delivery method of the next quest.
[1302] "Dietary habit information" refers to information about meals and foods that parents want their children to acquire.
[1303] "Animation" refers to visual expression with movement, and is a means of visually conveying the content of a quest to children.
[1304] "Food delivery" is a service that delivers set ingredients and dishes to a specified location.
[1305] "Audio" refers to the sound output from a speaker or the like, and is the sound used to communicate the quest details to the child.
[1306] Overall system configuration
[1307] The present invention is a system for developing lifestyle and eating habits in an enjoyable and effective way. The system consists of the following main components:
[1308] 1. Parent-controlled smartphone apps
[1309] 2. Server for generating quests
[1310] 3. Device that receives quest information (smartphone, AI-enabled speaker, etc.)
[1311] 4. Food delivery services
[1312] Parent Operations
[1313] 1. Download the app and register:
[1314] The user (parent) downloads the smartphone app and creates an account.
[1315] 2. Setting lifestyle and dietary habits:
[1316] Parents can use the app to set lifestyle habits (e.g., brushing teeth, tidying up) and eating habits (e.g., eating vegetables, eating fruits) that they want their children to acquire. This setting information is then sent to the server.
[1317] Quest Generation
[1318] 1. Receiving lifestyle and dietary information:
[1319] The server receives the lifestyle and eating habit information sent by the parent.
[1320] 2. Quest generation using generative AI models:
[1321] The server uses a generative AI model to generate quests based on the information it receives, such as a "Dragon's teeth brushing quest" based on information about lifestyle habits, or a "Spinach soup to defeat the green monster quest" based on information about eating habits.
[1322] For example, the prompt text entered is:
[1323] "Create a fun quest involving spinach soup for a child."
[1324] 3. Submit quest information:
[1325] The server sends the generated quest information to the parent's smartphone app, and then sends the information necessary to complete the quest to the device.
[1326] Quest execution
[1327] 1. Receiving and preparing quest information:
[1328] The device (smartphone or AI-enabled speaker) stores the quest information received from the server in a buffer and prepares for the quest.
[1329] 2. Start the quest:
[1330] The device presents the child with the quest through audio, animation, or text, such as a voice message saying, "Today, let's clean the dragon's teeth!"
[1331] 3. Using food delivery services:
[1332] The food items will be delivered via a food delivery service, and children can enjoy eating the food items delivered along with the quest as they progress through the quest.
[1333] Data collection and analysis
[1334] 1. Data collection and transmission:
[1335] The device uses sensors to detect the child's behavioral data (start time, end time, success / failure, etc. of the quest) and sends it to the server.
[1336] 2. Analyze the data and adjust the next quest:
[1337] The server analyzes the received data and adjusts the content of the next quest more appropriately.
[1338] Hardware and software used
[1339] The system uses the following hardware and software:
[1340] Hardware:
[1341] Smartphones: The primary interface for parents and children
[1342] AI-equipped speaker: A device that provides quest information by voice
[1343] Food delivery service delivery methods (automated delivery robots and delivery bikes)
[1344] software:
[1345] Server software: A computer system that receives data, analyzes it, and generates requests.
[1346] Generative AI model: For example, an AI responsible for generating quests, such as OpenAI's GPT-3
[1347] This system allows children to acquire lifestyle and eating habits in a fun and natural way, and is expected to deepen the bond between parents and children.
[1348] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1349] Step 1:
[1350] The user (parent) downloads the smartphone app and creates an account. The input includes an email address and password. The output is the parent's account information, which is registered on the server.
[1351] Step 2:
[1352] Through the app, users (parents) set the lifestyle and eating habits they want their children to acquire. The input includes the habit information set by the parent (e.g., brushing teeth, tidying up, eating vegetables). As output, this information is sent to the server and saved as lifestyle and eating habit information.
[1353] Step 3:
[1354] The server receives lifestyle and eating habit information sent by the parent. This input data includes the type and priority of the habit. The server stores this information in a database.
[1355] Step 4:
[1356] The server uses the generative AI model to generate a quest based on lifestyle and eating habits. At this time, a prompt sentence is sent as input to the generative AI model. An example prompt sentence is "Create a fun quest involving spinach soup for a child." The generated quest information is obtained as output.
[1357] Step 5:
[1358] The server sends the quest information to the parent's smartphone app. The generated quest information is used as input. Detailed quest information is displayed on the parent's smartphone as output.
[1359] Step 6:
[1360] The device (smartphone or AI-enabled speaker) receives quest information from the server, stores it in a buffer, and prepares the quest for the child. Specific operations include preloading audio guides and preparing animation files. Quest information is stored on the device as input, and the prepared quest information is stored on the device as output.
[1361] Step 7:
[1362] The device will communicate the quest to the child visually or audibly, for example, by playing a voice message saying, "Today, let's brush the dragon's teeth!". Inputs include quest information, and outputs include playing audio and animations.
[1363] Step 8:
[1364] The food items selected through the food delivery service are delivered based on the parent's settings. The input is eating habits information, and the output is the specified food items delivered to the child.
[1365] Step 9:
[1366] The device uses sensors to detect the child's behavioral data (such as the start and end times of the quest, success or failure, etc.) and sends this to the server. Specific operations include collecting data using sensors and analyzing that data. The detected data is input, and the behavioral data sent to the server is output.
[1367] Step 10:
[1368] The server analyzes the behavioral data sent and adjusts the content of the next quest. The behavioral data is input and the adjusted new quest information is output. The server uses this information to generate the next quest.
[1369] In this way, the system can help children develop good lifestyle and eating habits in a fun way.
[1370] 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.
[1371] Overall system description
[1372] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to acquire and then generating and providing fun quests using a generative AI model. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system provides optimal quest content based on the emotions and adaptively adjusts the progress of the quest. The system primarily consists of a smartphone app operated by the parent, a server that generates quests, an AI-enabled speaker that communicates the quests to the child, and a sensor that recognizes emotions.
[1373] Parent operation (user)
[1374] 1. Download the app and register:
[1375] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[1376] 2. Lifestyle settings:
[1377] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[1378] Quest generation (server)
[1379] 1. Receiving lifestyle information:
[1380] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[1381] 2. Quest generation:
[1382] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[1383] 3. Emotional engine regulation:
[1384] The emotion engine analyzes the user's emotional data and adjusts the quest content to suit their needs. For example, if a child seems to be having fun, the difficulty level may be increased slightly.
[1385] 4. Submit quest information:
[1386] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[1387] Quest execution (terminal)
[1388] 1. Receiving and preparing quest information:
[1389] The smartphone app transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[1390] 2. Start the quest:
[1391] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[1392] 3. Children's reactions and emotion recognition:
[1393] The AI-powered speaker uses sensors to capture a child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[1394] 4. Real-time response:
[1395] The speaker provides feedback based on the emotion. For example, when a child starts brushing their teeth, the speaker gives feedback like, "Congratulations! Your dragon's teeth are shiny!"
[1396] Quest completion and data collection (server and device)
[1397] 1. Quest End:
[1398] The AI-equipped speaker will announce the end of the quest with voice.
[1399] 2. Data collection and transmission:
[1400] Children's behavioral and emotional data is collected and sent to a server.
[1401] 3. Analyze the data and adjust the next quest:
[1402] The server analyzes the data and adjusts the next quest content, and parents can check their child's progress and emotional data within the app.
[1403] Adding a new lifestyle habit (user)
[1404] 1. Adding new habits:
[1405] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[1406] 2. Sending information on new lifestyle habits:
[1407] The device (smartphone app) sends the new lifestyle setting information to the server.
[1408] 3. Generate a new quest:
[1409] The server uses a generative AI model to generate quests based on the new lifestyle information.
[1410] 4. Submit quest information:
[1411] The server sends the new quest information it generates to the device, which then transmits it to the AI-equipped speaker.
[1412] 5. New quest execution:
[1413] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[1414] Specific examples
[1415] Example 1: When you want to help your child develop the habit of brushing their teeth
[1416] 1. User (Parent): Set the app to "Brush teeth regularly."
[1417] 2. Device: Sends lifestyle information to the server.
[1418] 3. Server: Generate the "Dragon Teeth Cleaning Quest", adjust it appropriately using the emotion engine, and send it to the device.
[1419] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[1420] 5. User (child): Brush teeth.
[1421] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[1422] 7. Server: Analyze the data and adjust the next quest content.
[1423] Example 2: When you want your child to develop the habit of tidying up
[1424] 1. User (Parent): Set "Put away toys" in the app.
[1425] 2. Device: Sends lifestyle information to the server.
[1426] 3. Server: Generates the "quest to collect magic gems," adjusts it appropriately using the emotion engine, and sends it to the device.
[1427] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[1428] 5. User (child): Put away toys while playing.
[1429] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[1430] 7. Server: Analyze the data and adjust the next quest content.
[1431] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[1432] The processing flow will be explained below.
[1433] Program processing details
[1434] Parent operation (user)
[1435] Step 1:
[1436] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password).
[1437] Step 2:
[1438] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[1439] Step 3:
[1440] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[1441] Quest generation (server)
[1442] Step 4:
[1443] The server receives the lifestyle habit information sent from the user (parent).
[1444] Step 5:
[1445] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[1446] Step 6:
[1447] The emotion engine analyzes the user's (child's) emotional data and adjusts the quest content optimally. For example, if the child seems to be having fun, the difficulty level may be increased slightly.
[1448] Step 7:
[1449] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[1450] Quest execution (terminal)
[1451] Step 8:
[1452] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[1453] Step 9:
[1454] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[1455] Step 10:
[1456] The AI-powered speaker will inform the child of the quest via voice message when it is time to start, for example, "Today we'll clean the dragon's teeth!"
[1457] Step 11:
[1458] The AI-powered speaker uses sensors to capture the child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[1459] Step 12:
[1460] Depending on the emotion, the AI-powered speaker will provide real-time feedback. For example, when a child starts brushing their teeth, the speaker will say, "Congratulations! Your dragon's teeth are shiny!"
[1461] Quest completion and data collection (server and device)
[1462] Step 13:
[1463] When the quest ends, the AI-enabled speaker will notify the child via a voice message saying, "The quest is over!"
[1464] Step 14:
[1465] The AI-enabled speaker collects children's behavioral and emotional data and sends it to a server.
[1466] Step 15:
[1467] The server analyzes the received behavioral and emotional data and adjusts the content of the next quest. Parents can also check their child's progress and emotional data within the app.
[1468] Adding a new lifestyle habit (user)
[1469] Step 16:
[1470] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[1471] Step 17:
[1472] The device (smartphone app) sends the new lifestyle setting information to the server.
[1473] Step 18:
[1474] The server uses the generative AI model to generate new quests based on the new lifestyle information.
[1475] Step 19:
[1476] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[1477] Step 20:
[1478] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[1479] This detailed processing allows children to learn lifestyle habits based on multiple lifestyle habits set by their parents in a fun way without getting bored, and also realizes a system in which the emotion engine provides quests in a way that is optimal for each individual child.
[1480] Example 2
[1481] 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."
[1482] Until now, there have been limited ways to help children develop healthy lifestyle habits in a fun way. Furthermore, there was a lack of a system that could provide optimal feedback in real time based on a child's emotions, making it difficult to maintain a child's interest. This created a heavy burden on both parents and children, making it difficult to develop healthy lifestyle habits effectively.
[1483] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating a quest based on the lifestyle habit using a generation AI model, means for providing the quest information to the child as voice, means for detecting the child's reaction using an emotion recognition sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the next quest based on the analyzed data, and means for adding a new lifestyle habit. This makes it possible to help children acquire lifestyle habits in a fun way and provide optimal feedback according to their emotions in real time.
[1484] "Lifestyle information set by parents" is information about specific lifestyle habits that parents want their children to acquire.
[1485] A "generative AI model" is an artificial intelligence algorithm that generates specific tasks or stories based on input information.
[1486] "Means of generating quests" refers to the process of using generative AI models to create specific actions or story-style tasks.
[1487] "Quest information" refers to the detailed content of the generated quest, and is information that provides the content to the child as a voice message or instructions.
[1488] An "emotion recognition sensor" is a sensor device that detects a child's voice, facial expressions, movements, etc. and analyzes their emotions.
[1489] A "server" is a computing system responsible for receiving, analyzing, and communicating with other devices.
[1490] The "means for adjusting the next quest based on the analyzed data" is a process for analyzing the detected emotional data of the child and adaptively changing the difficulty and content of the next quest based on the results.
[1491] "Means for adding new lifestyle habits" refers to the process in which parents register newly set lifestyle information in the system and generate new quests based on that information.
[1492] An "AI-equipped voice output terminal" is a device equipped with artificial intelligence that outputs voice messages and can be attached to a stuffed animal, for example.
[1493] This invention is a system that helps parents help their children develop good lifestyle habits, and it achieves this by combining a generative AI model and emotion recognition technology. The system consists of a smartphone app operated by the parent, a server that generates quests, an AI-equipped voice output device that communicates quests to the child, and a sensor that recognizes emotions.
[1494] Hardware and software used
[1495] Smartphone app (device)
[1496] server
[1497] AI-equipped voice output terminal (e.g., a voice output device that can be attached to a stuffed toy)
[1498] Emotion recognition sensors (e.g. microphone, camera)
[1499] Program processing
[1500] Parent operation (user)
[1501] 1. Download the app and register:
[1502] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password), which allows them to set lifestyle habit information.
[1503] 2. Lifestyle settings:
[1504] Parents enter the lifestyle habits they want their children to develop (e.g., brushing teeth, tidying up, taking baths, etc.) into the app, and that information is sent to the server.
[1505] Quest generation (server)
[1506] 1. Receiving and storing lifestyle information:
[1507] The server receives the lifestyle information sent by the parent and stores it in a database.
[1508] 2. Quest generation:
[1509] Based on the received lifestyle information, the generative AI model generates a quest using a prompt. For example, for tooth brushing, the prompt might be, "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon kingdom."
[1510] 3. Emotional engine regulation:
[1511] The server uses an emotion engine to analyze the child's past reaction data and adjust the quest content to suit their needs.
[1512] 4. Submit quest information:
[1513] Detailed information about the adjusted quest will be sent to the smartphone app.
[1514] Quest execution (terminal)
[1515] 1. Receiving and preparing quest information:
[1516] The smartphone app sends the quest information received from the server to an AI-equipped voice output device.
[1517] 2. Start the quest:
[1518] The AI-powered voice output device will then convey the received quest details to the child as a voice message, for example, "Today, let's clean the dragon's teeth!"
[1519] Emotion Recognition and Feedback (Device)
[1520] 1. Children's reactions and emotional recognition:
[1521] The AI-powered voice output device and emotion recognition sensor capture the child's movements and vocal responses and send the data to the emotion engine. For example, the sensor detects a child's "happy voice" or "smile."
[1522] 2. Real-time feedback:
[1523] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device will provide real-time feedback, such as "Congratulations! Your dragon's teeth are shiny!"
[1524] Quest completion and data collection (server and device)
[1525] 1. Quest completion and notification:
[1526] The AI-equipped voice output device will notify the child by voice when the quest is over, for example, saying, "Dragon Quest is over. Good job!"
[1527] 2. Data collection and transmission:
[1528] The smartphone app collects and transmits behavioral and emotional data of the child to a server. This data includes behavioral data (time spent brushing teeth and frequency of brushing) and emotional data (level of enjoyment).
[1529] 3. Analyze the data and adjust the next quest:
[1530] The server analyzes the received data and adjusts the content of the next quest, for example, by changing the story of the next quest to something a little more complicated.
[1531] Adding a new lifestyle habit (user)
[1532] 1. Adding new habits:
[1533] The user (parent) can set a new lifestyle habit through the app. For example, they can add a new "bath habit."
[1534] 2. Sending information on new lifestyle habits:
[1535] The smartphone sends the new lifestyle setting information to the server.
[1536] 3. Create and submit a new quest:
[1537] The server uses the generative AI model to generate quests based on new lifestyle information and sends the generated quest information to a smartphone app.
[1538] 4. New quest execution:
[1539] The AI-powered voice output device will provide the child with a new quest as a voice message, and the quest execution will start again, for example, playing a message like "Let's take a bath with the dragon today!"
[1540] Prompt Sentence Examples
[1541] In this system, a quest is generated by inputting the following prompt sentence into the generation AI model:
[1542] Toothbrushing quest spawn prompt
[1543] A parent wants to encourage their child to develop good tooth brushing habits. Create a quest that makes brushing fun for the child. For example, "Clean the dragon's teeth in the dragon kingdom."
[1544] Tidy-up quest generation prompt
[1545] A parent wants their child to develop the habit of tidying up their toys. Create a quest that will make tidying up fun for the child. For example, "Collect magic gems."
[1546] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[1547] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1548] Step 1:
[1549] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password). At this time, the user information (e.g., email address "example@example.com", password "password123") is used as input data and the user information is registered. The output is a message confirming successful account creation.
[1550] Step 2:
[1551] After creating an account, the user (parent) enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app. This information is sent from the app to the server. The input data is the lifestyle information (e.g., lifestyle "brushing teeth," frequency "every day"), and the output is a message receiving the lifestyle information sent to the server.
[1552] Step 3:
[1553] The server receives the lifestyle information sent by the parent and stores it in a database. The user ID, lifestyle type, priority, etc. are used as input data. The output is a message confirming that the information has been saved.
[1554] Step 4:
[1555] The server generates a quest by inputting a prompt sentence into the generative AI model based on the saved lifestyle information. The input data is the prompt sentence (e.g., "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon's kingdom."), and the output is the generated quest information (e.g., "A quest to clean the dragon's teeth.").
[1556] Step 5:
[1557] The server analyzes the generated quest information using an emotion engine and adjusts the quest content based on the child's past reaction data. The input data is the generated quest information and past emotion data, and the output is the adjusted quest content (e.g., "A quest with slightly increased difficulty").
[1558] Step 6:
[1559] The server sends the details of the adjusted quest to the smartphone app. The input data is the adjusted quest content (e.g., "A slightly more difficult dragon toothbrushing quest"), and the output is a confirmation message that the quest has been sent.
[1560] Step 7:
[1561] The device (smartphone) receives quest information from the server and sends it to the AI-equipped voice output device. The input data is the received quest information, and the output is the message to be sent (e.g., "Let's clean the dragon's teeth!").
[1562] Step 8:
[1563] The AI-equipped voice output device conveys quest information to the child as a voice message. The input data is the voice data of the quest, and the output is the voice message (e.g., "Let's clean the dragon's teeth today!").
[1564] Step 9:
[1565] The AI-equipped voice output device and emotion recognition sensor detect the child's reactions (e.g., movements and voice responses) and send the data to the emotion engine. The input data is the reaction sensor data, and the output is analytical data (e.g., "The child is having fun").
[1566] Step 10:
[1567] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device provides real-time feedback. The input data is the analyzed emotional data, and the output is real-time feedback (e.g., "Congratulations! Your dragon's teeth are shiny!").
[1568] Step 11:
[1569] When the quest ends, the AI-equipped voice output device notifies the child by voice. The input data is the voice data of the quest end, and the output is a message notifying the end (e.g., "Dragon Quest is over. Good job!").
[1570] Step 12:
[1571] The device (smartphone) collects the child's behavioral and emotional data and sends it to the server. The input data is the collected behavioral and emotional data, and the output is a message confirming the completion of the transmission.
[1572] Step 13:
[1573] The server analyzes the received data and adjusts the content of the next quest. The input data is the child's behavioral and emotional data, and the output is the adjustment content of the next quest (e.g., "Make the story more complicated next time").
[1574] Step 14:
[1575] The user (parent) sets new lifestyle habits using a smartphone app and sends the information to the server. The input data is the new lifestyle information (e.g., "bathing habits"), and the output is a confirmation message that the information has been sent.
[1576] Step 15:
[1577] The server generates a quest using a generative AI model based on the new lifestyle information and sends the details to the device. The input data is the lifestyle information and a prompt, and the output is the new quest information. For example, a quest for "bathing habits" is generated.
[1578] Step 16:
[1579] The device (smartphone) receives new quest information from the server and sends it to the AI-equipped voice output device to start the quest. The input data is the new quest information, and the output is a voice message (e.g., "Let's take a bath with the dragon today!").
[1580] (Application example 2)
[1581] 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."
[1582] Traditional lifestyle education is a method where parents forcefully teach their children about certain habits, making it difficult for them to motivate themselves to participate. Furthermore, there are limited ways for children to develop these habits while having fun, which can lead to a lack of parent-child communication. Furthermore, there is a risk of a decline in learning effectiveness due to a lack of feedback that takes children's emotions into consideration.
[1583] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[1584] In this invention, the server includes means for receiving lifestyle habit information set by parents, means for generating quests based on the lifestyle habits using a generative AI model, means for providing quest information for children to participate in within a virtual store, means for analyzing the child's facial expressions and voice in real time using an emotion recognition function, means for transmitting the detected data to the server and analyzing it, and means for adjusting the data to reflect it in the next quest. This allows children to acquire lifestyle habits while having fun, promotes parent-child communication, and makes it possible to provide appropriate feedback according to the child's emotions.
[1585] "Parents" are guardians who set lifestyle habits and educate their children.
[1586] "Lifestyle information" is information about specific lifestyle habits that parents want their children to acquire.
[1587] A "generative AI model" is an artificial intelligence model that automatically generates quests for acquiring lifestyle habits based on input lifestyle information.
[1588] "Quests" are specific activities or challenges that help children learn lifestyle habits while having fun.
[1589] A "virtual store" is a virtual store space that provides an environment for children to challenge themselves to quests in a virtual space.
[1590] The "emotion recognition function" is a technology that analyzes data such as a child's facial expressions and voice and recognizes their emotions.
[1591] A "server" is a computer system that provides functions such as receiving lifestyle information, generating quests, analyzing data, and adjusting data.
[1592] "Real-time" refers to the temporal characteristics that allow processing and feedback to occur immediately without delay.
[1593] "Feedback" refers to information such as evaluation and advice provided to children based on their quest progress and emotion recognition.
[1594] "Data adjustment" refers to optimizing or modifying the content of the next quest based on the acquired data.
[1595] "Detection" refers to using sensors to capture children's reactions and behavior.
[1596] This system provides quests in a virtual store for children to have fun while acquiring new lifestyle habits, based on lifestyle information set by parents. The system consists of devices such as smartphones, smart glasses, and head-mounted displays (HMDs), a server, and a sensor device with emotion recognition capabilities.
[1597] System configuration
[1598] 1. Setting and receiving lifestyle information
[1599] Parents first download the smartphone app and input lifestyle information, including the lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). After inputting the information, the lifestyle information is sent to the server.
[1600] 2. Quest generation and virtual store provision
[1601] The server uses a generative AI model to generate appropriate quests based on lifestyle information sent by parents. The generated quests are then presented to children in a virtual store, which is a virtual space that children can access via smartphones, smart glasses, or head-mounted displays.
[1602] 3. Emotion Recognition and Real-Time Feedback
[1603] While a child is participating in a quest, the device's built-in camera and microphone are used to analyze the child's facial expressions and voice in real time to recognize emotions. This technology uses machine learning models such as TensorFlow. The analyzed emotional data is sent to a server, and appropriate feedback is provided in real time as the quest progresses. For example, if the child is enjoying the quest, instructions are given to encourage further challenges, and if the child appears to be having difficulty, instructions are given to help.
[1604] 4. Data collection and adjustments for the next quest
[1605] When a quest is completed, the child's behavioral and emotional data is sent to the server for analysis. Based on this data, the content of the next quest is adjusted. This allows for a continuous supply of quests that correspond to the child's growth and emotions.
[1606] Hardware and software used
[1607] Hardware: smartphones, smart glasses, head-mounted displays, cameras, microphones
[1608] Software: TensorFlow (emotion recognition), Unity (virtual store construction), Amazon Web Services (servers and data analysis)
[1609] Specific examples
[1610] For example, a parent may set a daily habit of "tidying up toys." In this case, the server generates a quest with the theme of "collecting magical treasures" and provides it in the virtual store. A child accesses the virtual store using smart glasses and follows the instructions displayed on the screen to tidy up their toys. When the emotion recognition function detects a child's smile, encouraging feedback such as "Great! Let's try harder!" is provided in real time.
[1611] Prompt Sentence Examples
[1612] 1. "Let's put away the toys."
[1613] 2. "Find one thing to put away and put it in its designated place."
[1614] 3. "Follow the instructions and put away all the toys to win the treasure."
[1615] This invention allows children to acquire lifestyle habits while having fun, and at the same time promotes communication between parents and children. Furthermore, feedback based on emotions enables more effective habit learning.
[1616] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1617] Step 1:
[1618] Parents download a smartphone app and input lifestyle information. This information includes specific lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). The input lifestyle information is sent to a server by the app. The input is done by the parent, and the output is the lifestyle information sent to the server.
[1619] Step 2:
[1620] The server receives the lifestyle information sent by the parent. The received information includes the user ID, lifestyle type, priority, etc. Based on this information, the generative AI model generates an appropriate quest. The input is the lifestyle information, and the output is the generated quest information. At this point, the generative AI model analyzes the data and creates a quest.
[1621] Step 3:
[1622] The server is used as a means to provide the generated quest information to the virtual store. Specifically, the quest information is created using virtual environment creation software such as Unity. The input is the quest information, and the output is the quests provided within the virtual store. Once the virtual store is created, quests are prepared for children to experience.
[1623] Step 4:
[1624] Children access the virtual store using a smartphone, smart glasses, or a head-mounted display (HMD). The device connects to the virtual store and displays the quest. The input is the virtual store's URL and login information, and the output is a screen that starts the quest. This allows children to take on the quest.
[1625] Step 5:
[1626] While the child is completing a quest in the virtual store, the device's built-in camera and microphone detect the child's facial expressions and voice. The device collects this data and analyzes it in real time using emotion recognition. The input is emotional data such as facial expressions and voice, and the output is analyzed emotional data. For example, a machine learning model such as TensorFlow analyzes facial expressions and determines the child's emotional state.
[1627] Step 6:
[1628] The server receives and analyzes the emotional data sent from the device. Based on the analysis results, the server adjusts the progress of the quest and generates appropriate feedback. The generated feedback is provided to the child in real time. The input is the emotional data and the progress of the quest, and the output is feedback information. For example, if the child is having fun, an encouraging message such as "Try harder!" is displayed.
[1629] Step 7:
[1630] When a quest ends, the device sends the child's behavioral and emotional data to the server. The server analyzes this data and adjusts the content of the next quest. The input is the behavioral and emotional data after the quest ends, and the output is the adjustment results for the next quest. This allows for continuous provision of quests that correspond to the child's growth and emotions.
[1631] Step 8:
[1632] Parents can check their child's quest progress and emotional data through the app. The server sends daily progress and analysis results to the app, which parents can then view. The input is data sent from the server, and the output is displayed on the parent's app. This allows parents to understand their child's growth in real time and provide appropriate support.
[1633] 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.
[1634] 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.
[1635] 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.
[1636] [Fourth embodiment]
[1637] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1638] 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.
[1639] 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).
[1640] 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.
[1641] 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.
[1642] 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).
[1643] 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. 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.
[1644] 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.
[1645] 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.
[1646] 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.
[1647] 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.
[1648] 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.
[1649] 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."
[1650] Overall system description
[1651] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to develop and then generating and providing fun quests using a generative AI model.The system mainly consists of a smartphone app operated by parents, a server that generates quests, and an AI-enabled speaker that communicates the quests to children.
[1652] Parent operation (user)
[1653] 1. Download the app and register:
[1654] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[1655] 2. Lifestyle settings:
[1656] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[1657] Quest generation (server)
[1658] 1. Receiving lifestyle information:
[1659] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[1660] 2. Quest generation:
[1661] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[1662] 3. Submit quest information:
[1663] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[1664] Quest execution (terminal)
[1665] 1. Receiving and preparing quest information:
[1666] The smartphone app receives quest information from the server and sends it to the AI-equipped speaker attached to the stuffed toy. The speaker stores the received information in a buffer and prepares it.
[1667] 2. Start the quest:
[1668] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[1669] 3. Children's reactions and real-time responses:
[1670] The speaker uses sensors to detect the child's reactions and responds appropriately. For example, when a child starts brushing their teeth, it provides feedback like, "Congratulations! Your dragon's teeth are shiny!"
[1671] Quest completion and data collection (server and device)
[1672] 1. Quest End:
[1673] When the quest ends, the AI-enabled speaker will play a voice message announcing the end.
[1674] 2. Data collection and transmission:
[1675] Children's behavior data (start time, end time, success / failure, etc.) is collected and sent to the server.
[1676] 3. Analyze the data and adjust the next quest:
[1677] The server analyzes the received data and adjusts the content of the next quest more appropriately. Parents can also check their child's progress within the app.
[1678] Specific examples
[1679] Example 1: When you want to help your child develop the habit of brushing their teeth
[1680] 1. User (Parent): Set the app to "Brush teeth regularly."
[1681] 2. Device: Sends lifestyle information to the server.
[1682] 3. Server: Generate the "Dragon Teeth Cleaning Quest" and send it to the device.
[1683] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[1684] 5. User (child): Brush teeth.
[1685] 6. Device: Collects children's behavioral data and sends it to the server.
[1686] 7. Server: Analyze the data and adjust the next quest content.
[1687] Example 2: When you want your child to develop the habit of tidying up
[1688] 1. User (Parent): Set "Put away toys" in the app.
[1689] 2. Device: Sends lifestyle information to the server.
[1690] 3. Server: Generates the "Quest to collect magic gems" and sends it to the device.
[1691] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[1692] 5. User (child): Put away toys while playing.
[1693] 6. Device: Collects children's behavioral data and sends it to the server.
[1694] 7. Server: Analyze the data and adjust the next quest content.
[1695] This invention allows parents to teach their children healthy habits in a fun way, and children can learn healthy habits independently without getting bored. This reduces the burden on parents and children and is expected to have the effect of strengthening the bond between the whole family.
[1696] The processing flow will be explained below.
[1697] Program processing details
[1698] Parent operation (user)
[1699] Step 1:
[1700] The user (parent) downloads the smartphone app and creates an account by entering an email address and password.
[1701] Step 2:
[1702] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[1703] Step 3:
[1704] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[1705] Quest generation (server)
[1706] Step 4:
[1707] The server receives the lifestyle habit information sent from the user (parent).
[1708] Step 5:
[1709] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[1710] Step 6:
[1711] The server sends detailed information about the generated quest (such as the story template, instructions, and related audio data) to the user's smartphone app.
[1712] Quest execution (terminal)
[1713] Step 7:
[1714] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[1715] Step 8:
[1716] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[1717] Step 9:
[1718] The AI-powered speaker will inform the child of the quest via a voice message when it is time to start, such as "Today we'll clean the dragon's teeth!"
[1719] Step 10:
[1720] The device (an AI-enabled speaker) uses sensors to detect the child's reactions and responds appropriately in real time. For example, when a child starts brushing their teeth, it provides feedback such as, "Congratulations! Your dragon's teeth are shiny!"
[1721] Quest completion and data collection (server and device)
[1722] Step 11:
[1723] When the quest ends, the device (AI-enabled speaker) will notify the child via a voice message saying, "The quest is over!"
[1724] Step 12:
[1725] The device (AI-equipped speaker) collects the child's behavioral data (start time, end time, success / failure, etc.) and sends it to the server.
[1726] Step 13:
[1727] The server analyzes the received behavioral data and adjusts the content of the next quest. Parents can also check their child's progress within the app.
[1728] Adding a new lifestyle habit (user)
[1729] Step 14:
[1730] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[1731] Step 15:
[1732] The device (smartphone app) sends the new lifestyle setting information to the server.
[1733] Step 16:
[1734] The server receives the new lifestyle information and generates new quests using the generative AI model.
[1735] Step 17:
[1736] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[1737] Step 18:
[1738] The device (AI-enabled speaker) provides the child with a new quest as a voice message, and the quest begins again.
[1739] This detailed processing realizes a system that allows children to acquire lifestyle habits in a fun way without getting bored, based on multiple lifestyle habits set by their parents.
[1740] Example 1
[1741] 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."
[1742] Today's parents find it difficult to teach their children proper lifestyle habits in their busy lives. Furthermore, there are few effective ways for children to learn healthy habits independently and in a fun way. Therefore, there is a need for a system that can help children develop healthy habits in a fun way while reducing the burden on parents.
[1743] 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.
[1744] In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating quests based on the lifestyle habits using a generative AI model, means for providing the quest information to the child as audio, means for detecting the child's response using a sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the data to reflect the data in the next quest, and means for providing the parent with the quest execution status via a smartphone application.As a result, by generating quests based on the lifestyle habits set by the parent and providing them to the child, it becomes possible for the child to independently acquire lifestyle habits while having fun.
[1745] The "means for receiving lifestyle information set by parents" is a function that allows the server to receive lifestyle information entered by parents through a smartphone application.
[1746] A "generative AI model" is a type of artificial intelligence that automatically generates appropriate quests based on input prompts and lifestyle information.
[1747] "Means for providing quest information to children as audio" refers to a function that uses, for example, an AI-equipped speaker to convey the content of the generated quest to children as audio.
[1748] "Means for detecting children's reactions using sensors" refers to a function that uses sensors installed in AI-enabled speakers or other devices to detect children's movements and reactions in real time.
[1749] "Means for transmitting detected data to a server and analyzing it" refers to a function that transmits the child's movement data detected by the sensor to a server, analyzes the data, and reflects it in the next quest.
[1750] "Means for adjusting data to reflect the next quest" refers to a function that adjusts data as necessary to make the next quest more effective based on the analysis results.
[1751] "Means for providing parents with the status of quest execution via a smartphone application" is a function that provides parents with information such as the progress and results of quests executed by their children via a smartphone application.
[1752] MODE FOR CARRYING OUT THE INVENTION
[1753] This invention is a support system that helps parents help their children develop healthy lifestyle habits in a fun way. Parents input lifestyle information using a smartphone application, and the server generates quests based on that information using a generative AI model. The generated quests are provided to the child as audio through an AI-equipped speaker, and the system uses sensors to detect the child's reactions. The data is analyzed and reflected in the next quest.
[1754] Hardware and software used
[1755] Smartphone application: An interface for parents to input lifestyle information and receive quest information.
[1756] Server: Generates quests using generative AI models and analyzes data.
[1757] AI-enabled speaker: A speaker that can be attached to a stuffed animal or doll provides children with audio quests.
[1758] Sensor: A device that detects a child's movements and reactions in real time.
[1759] Natural language explanation of the process
[1760] First, the user (parent) downloads the smartphone app and creates an account. After logging in to the app, the parent enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.). This information includes the type of lifestyle habit, priority, specific tasks, etc. The entered information is sent from the app to the server.
[1761] The server launches a generative AI model based on the received lifestyle information. The generative AI model generates a quest using a prompt. For example, if the prompt is "Brush the dragon's teeth," the AI model generates a story called "Brush the dragon's teeth in the dragon kingdom."
[1762] The generated quest information is sent from the server to a smartphone app, where the user (parent) can confirm the information. After confirmation, the smartphone app sends the quest information to an AI-enabled speaker. The speaker stores the information in a buffer and, when ready, conveys the quest to the child via a voice message. For example, a voice message saying, "Today, let's clean the dragon's teeth!" is played.
[1763] While the quest is underway, a sensor built into the speaker detects the child's movements in real time. When the sensor detects an action such as the child picking up a toothbrush, it provides real-time feedback such as, "Good job! You've started to clean the dragon's teeth!" When the quest is over, the speaker plays a voice message to inform the child, "Good job! Your dragon's teeth are sparkling clean!"
[1764] Quest execution data (e.g., start time, end time, success / failure, etc.) is sent to a server via a smartphone app. The server analyzes the received data and adjusts the content and difficulty of the next quest. Parents can check their child's progress through the smartphone app and keep track of their child's growth in real time.
[1765] Specific examples
[1766] 1. If you want your child to develop the habit of brushing their teeth
[1767] The user (parent) sets the app to "brush teeth regularly."
[1768] The server generates a "quest to clean the dragon's teeth" and sends it to the device.
[1769] The speaker plays an audio message saying, "Today, let's clean your dragon's teeth!"
[1770] The user (child) brushes their teeth.
[1771] The speaker detects the child's actions and provides feedback: "Congratulations! Your dragon's teeth are shiny now!"
[1772] 2. If you want your child to develop the habit of tidying up
[1773] The user (parent) sets the app to "put away toys."
[1774] The server generates a "quest to collect magic gems" and sends it to the device.
[1775] The speaker plays a voice message saying, "Collect all the magical gems!"
[1776] The user (child) puts away toys while playing.
[1777] The speaker senses the child's actions and provides feedback, saying, "You've collected all the gems!"
[1778] This allows the system to efficiently support parents in the process of helping their children develop healthy habits in a fun way, helping children learn habits independently without getting bored. Furthermore, the generative AI model provides the most suitable quests for each child, further promoting habit formation.
[1779] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1780] Step 1:
[1781] The user (parent) downloads the smartphone app and creates an account when they start it for the first time.
[1782] Input: Email address, password
[1783] Output: Account creation completion notification
[1784] Specific operation: The parent downloads and installs the app from the app store. When the app is launched for the first time, the parent enters their email address and password on the screen that appears to register an account. The registration information is sent to the server, and a confirmation email is sent to the parent's email address. The parent clicks on the link in the confirmation email to complete the account creation.
[1785] Step 2:
[1786] The user (parent) enters lifestyle information within the app and sends it to the server.
[1787] Input: Type of lifestyle, priority, specific task
[1788] Output: Lifestyle information transmission completion notification
[1789] Specific operation: After logging in to the app, parents go to the "Lifestyle Habit Settings" menu and enter the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, bathing, etc.). The setting information includes the type of lifestyle habit, specific task details, and priority. The entered information is sent from the app to the server. The server stores the received information in a database and notifies the user that the information has been sent.
[1790] Step 3:
[1791] The server launches a generative AI model based on the received lifestyle information.
[1792] Input: Lifestyle information (user ID, lifestyle type, priority)
[1793] Output: Generated quest information
[1794] Specific operation: The server retrieves lifestyle habit information from the database and passes it to the generative AI model. The generative AI model generates a quest based on the input prompt. For example, if the input prompt is "Develop the habit of brushing your teeth," the AI model generates a "Quest to brush your teeth in the Dragon Kingdom." The generated quest information is returned to the server and saved in the database.
[1795] Step 4:
[1796] The server sends the generated quest information to the smartphone app.
[1797] Input: Generated quest information
[1798] Output: Quest information sending completion notification
[1799] Specific operation: The server retrieves the generated quest information from the database and sends it to the smartphone app. The app receives the sent quest information and notifies the parent. The notification includes a story summary of the quest and specific tasks.
[1800] Step 5:
[1801] The smartphone app transmits quest information to an AI-enabled speaker.
[1802] Input: Quest information
[1803] Output: Quest information sending completion notification
[1804] Specific operation: The quest information confirmed by the parent is sent from the app to the AI-enabled speaker. The speaker stores the received information in a buffer and prepares for the quest. Once preparation is complete, the speaker sends a preparation completion notification to the app.
[1805] Step 6:
[1806] The AI-equipped speaker will explain the quest details to the child via audio.
[1807] Input: Quest information saved in the buffer
[1808] Output: Quest start sound
[1809] Specific operation: The speaker generates a voice message based on the saved quest information. For example, a message such as "Let's clean the dragon's teeth today!" is played from the speaker. The child hears the voice and starts the quest.
[1810] Step 7:
[1811] The sensors detect the child's reactions in real time and provide appropriate feedback.
[1812] Input: Child's movement data
[1813] Output: Real-time feedback audio
[1814] Specific actions: The speaker's built-in sensor detects actions such as when a child picks up a toothbrush in real time. The detected action data is sent to the speaker, which then provides feedback such as, "Well done! You've started to clean the dragon's teeth!"
[1815] Step 8:
[1816] When the quest is completed, the speaker will announce the completion message.
[1817] Input: Quest completion condition achievement data
[1818] Output: Quest end audio
[1819] What it does: Once the set quest task is completed, the speaker will generate a voice message announcing completion, telling the child, "Good job, your dragon's teeth are shiny!" This officially ends the quest.
[1820] Step 9:
[1821] The speaker collects data on the child's behavior and sends it to a server via a smartphone app.
[1822] Input: Start time, End time, Success / Failure data
[1823] Output: Action data transmission completion notification
[1824] Specific operation: The child's behavior data obtained from the sensor is sent to the smartphone app via the speaker. The app then sends the received data to the server and receives a notification that the data has been sent.
[1825] Step 10:
[1826] The server analyzes the received data and adjusts the content of the next quest.
[1827] Input: Action data (start time, end time, success / failure, etc.)
[1828] Output: Adjusted next quest information
[1829] How it works: The server runs the received behavioral data through an analysis algorithm to adjust the content and difficulty of the next quest. Based on the analysis results, new quest information is generated and saved in the database. Parents can check the analysis results and their child's progress through the app.
[1830] (Application example 1)
[1831] 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."
[1832] Conventional lifestyle habit guidance systems have problems such as children becoming bored, or the guidance being monotonous and not lasting. Another issue is the lack of a fun way to develop healthy eating habits. Furthermore, there is no mechanism for flexible quest generation based on information set by parents, or for providing children with experiences using actual ingredients. To solve these problems, a system that helps children develop lifestyle and eating habits in an interactive and fun way is needed.
[1833] 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.
[1834] In this invention, the server includes: a means for receiving lifestyle habit information set by a human; a means for generating quests based on the lifestyle habit using a generative AI model; a means for providing the quest information to the child as audio; a means for detecting the child's response using a sensor; a means for transmitting the detected data to the server and analyzing it; a means for adjusting the data to reflect the data in the next quest; a means for receiving eating habit information set by the parent; a means for generating quests based on the eating habit using a generative AI model; a means for providing the quest information to the child using animation or audio; and a food delivery means for delivering food. This makes it possible to keep children entertained and help them develop lifestyle and eating habits. Furthermore, using actual ingredients provides a more specific and realistic experience and enables flexible quest generation.
[1835] "Lifestyle information" refers to information about the behaviors and habits that parents want their children to acquire.
[1836] A "generative AI model" is an artificial intelligence that generates quests and scenarios suitable for specific purposes based on input data.
[1837] "Quest information" refers to information including the content and instructions of the quest generated by the generation AI model.
[1838] A "sensor" is a device that detects a child's reactions and behavior.
[1839] A "server" is a computer system that receives data, analyzes it, and generates quests.
[1840] "Data adjustment" means analyzing the collected data and processing and correcting the data to improve the content and delivery method of the next quest.
[1841] "Dietary habit information" refers to information about meals and foods that parents want their children to acquire.
[1842] "Animation" refers to visual expression with movement, and is a means of visually conveying the content of a quest to children.
[1843] "Food delivery" is a service that delivers set ingredients and dishes to a specified location.
[1844] "Audio" refers to the sound output from a speaker or the like, and is the sound used to communicate the quest details to the child.
[1845] Overall system configuration
[1846] The present invention is a system for developing lifestyle and eating habits in an enjoyable and effective way. The system consists of the following main components:
[1847] 1. Parent-controlled smartphone apps
[1848] 2. Server for generating quests
[1849] 3. Device that receives quest information (smartphone, AI-enabled speaker, etc.)
[1850] 4. Food delivery services
[1851] Parent Operations
[1852] 1. Download the app and register:
[1853] The user (parent) downloads the smartphone app and creates an account.
[1854] 2. Setting lifestyle and dietary habits:
[1855] Parents use the app to set lifestyle habits (e.g., brushing teeth, tidying up) and eating habits (e.g., eating vegetables, eating fruits) that they want their children to acquire, and this setting information is then sent to the server.
[1856] Quest Generation
[1857] 1. Receiving lifestyle and dietary information:
[1858] The server receives the lifestyle and eating habit information sent by the parent.
[1859] 2. Quest generation using generative AI models:
[1860] The server uses a generative AI model to generate quests based on the information it receives, such as a "Dragon's teeth brushing quest" based on information about lifestyle habits, or a "Spinach soup eating quest to defeat the green monster" based on information about eating habits.
[1861] For example, the prompt text entered is:
[1862] "Create a fun quest involving spinach soup for a child."
[1863] 3. Submit quest information:
[1864] The server sends the generated quest information to the parent's smartphone app, and then sends the information necessary to complete the quest to the device.
[1865] Quest execution
[1866] 1. Receiving and preparing quest information:
[1867] The device (smartphone or AI-enabled speaker) stores the quest information received from the server in a buffer and prepares for the quest.
[1868] 2. Start the quest:
[1869] The device presents the child with the quest through audio, animation, or text, such as a voice message saying, "Today, let's clean the dragon's teeth!"
[1870] 3. Using food delivery services:
[1871] The food items will be delivered via a food delivery service, and children can enjoy eating the food items delivered along with the quest as they progress through the quest.
[1872] Data collection and analysis
[1873] 1. Data collection and transmission:
[1874] The device uses sensors to detect the child's behavioral data (start time, end time, success / failure, etc. of the quest) and sends it to the server.
[1875] 2. Analyze the data and adjust the next quest:
[1876] The server analyzes the received data and adjusts the content of the next quest more appropriately.
[1877] Hardware and software used
[1878] The system uses the following hardware and software:
[1879] Hardware:
[1880] Smartphones: The primary interface for parents and children
[1881] AI-equipped speaker: A device that provides quest information by voice
[1882] Food delivery service delivery methods (automated delivery robots and delivery bikes)
[1883] software:
[1884] Server software: A computer system that receives data, analyzes it, and generates requests.
[1885] Generative AI model: For example, an AI responsible for generating quests, such as OpenAI's GPT-3
[1886] This system allows children to acquire lifestyle and eating habits in a fun and natural way, and is expected to deepen the bond between parents and children.
[1887] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1888] Step 1:
[1889] The user (parent) downloads the smartphone app and creates an account. The input includes an email address and password. The output is the parent's account information, which is registered on the server.
[1890] Step 2:
[1891] Through the app, users (parents) set the lifestyle and eating habits they want their children to acquire. The input includes the habit information set by the parent (e.g., brushing teeth, tidying up, eating vegetables). As output, this information is sent to the server and saved as lifestyle and eating habit information.
[1892] Step 3:
[1893] The server receives lifestyle and eating habit information sent by the parent. This input data includes the type and priority of the habit. The server stores this information in a database.
[1894] Step 4:
[1895] The server uses the generative AI model to generate a quest based on lifestyle and eating habits. At this time, a prompt sentence is sent as input to the generative AI model. An example prompt sentence is "Create a fun quest involving spinach soup for a child." The generated quest information is obtained as output.
[1896] Step 5:
[1897] The server sends the quest information to the parent's smartphone app. The generated quest information is used as input. Detailed quest information is displayed on the parent's smartphone as output.
[1898] Step 6:
[1899] The device (smartphone or AI-enabled speaker) receives quest information from the server, stores it in a buffer, and prepares the quest for the child. Specific operations include preloading audio guides and preparing animation files. Quest information is stored on the device as input, and the prepared quest information is stored on the device as output.
[1900] Step 7:
[1901] The device will communicate the quest to the child visually or audibly, for example, by playing a voice message saying, "Today, let's brush the dragon's teeth!". Inputs include quest information, and outputs include playing audio and animations.
[1902] Step 8:
[1903] The food items selected through the food delivery service are delivered based on the parent's settings. The input is eating habits information, and the output is the specified food items delivered to the child.
[1904] Step 9:
[1905] The device uses sensors to detect the child's behavioral data (such as the start and end times of the quest, success or failure, etc.) and sends this to the server. Specific operations include collecting data using sensors and analyzing that data. The detected data is input, and the behavioral data sent to the server is output.
[1906] Step 10:
[1907] The server analyzes the behavioral data sent and adjusts the content of the next quest. The behavioral data is input and the adjusted new quest information is output. The server uses this information to generate the next quest.
[1908] In this way, the system can help children develop good lifestyle and eating habits in a fun way.
[1909] 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.
[1910] Overall system description
[1911] This system helps children develop healthy lifestyle habits in a fun and independent way by allowing parents to set the lifestyle habits they want their children to acquire and then generating and providing fun quests using a generative AI model. Furthermore, by combining it with an emotion engine that recognizes the user's emotions, the system provides optimal quest content based on the emotions and adaptively adjusts the progress of the quest. The system primarily consists of a smartphone app operated by the parent, a server that generates quests, an AI-enabled speaker that communicates the quests to the child, and a sensor that recognizes emotions.
[1912] Parent operation (user)
[1913] 1. Download the app and register:
[1914] The user (parent) first downloads the smartphone app and creates an account by entering basic information (email address, password).
[1915] 2. Lifestyle settings:
[1916] After creating an account, parents input the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app, which then sends the lifestyle information to the server.
[1917] Quest generation (server)
[1918] 1. Receiving lifestyle information:
[1919] The server receives lifestyle information sent by the parent, including information such as the user ID, type of lifestyle, and priority.
[1920] 2. Quest generation:
[1921] Based on the lifestyle information received, the generative AI model generates a quest (a game or story). For example, in the case of tooth brushing, a "quest to clean the dragon's teeth in the Dragon Kingdom" is created.
[1922] 3. Emotional engine regulation:
[1923] The emotion engine analyzes the user's emotional data and adjusts the quest content to suit their needs. For example, if a child seems to be having fun, the difficulty level may be increased slightly.
[1924] 4. Submit quest information:
[1925] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[1926] Quest execution (terminal)
[1927] 1. Receiving and preparing quest information:
[1928] The smartphone app transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[1929] 2. Start the quest:
[1930] At the start of a quest, the AI-powered speaker will provide voice prompts to children to explain the quest, such as, "Today, let's clean the dragon's teeth!"
[1931] 3. Children's reactions and emotion recognition:
[1932] The AI-powered speaker uses sensors to capture a child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[1933] 4. Real-time response:
[1934] The speaker provides feedback based on the emotion. For example, when a child starts brushing their teeth, the speaker gives feedback like, "Congratulations! Your dragon's teeth are shiny!"
[1935] Quest completion and data collection (server and device)
[1936] 1. Quest End:
[1937] The AI-equipped speaker will announce the end of the quest with voice.
[1938] 2. Data collection and transmission:
[1939] Children's behavioral and emotional data is collected and sent to a server.
[1940] 3. Analyze the data and adjust the next quest:
[1941] The server analyzes the data and adjusts the next quest content, and parents can check their child's progress and emotional data within the app.
[1942] Adding a new lifestyle habit (user)
[1943] 1. Adding new habits:
[1944] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[1945] 2. Sending information on new lifestyle habits:
[1946] The device (smartphone app) sends the new lifestyle setting information to the server.
[1947] 3. Generate a new quest:
[1948] The server uses a generative AI model to generate quests based on the new lifestyle information.
[1949] 4. Submit quest information:
[1950] The server sends the new quest information it generates to the device, which then transmits it to the AI-equipped speaker.
[1951] 5. New quest execution:
[1952] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[1953] Specific examples
[1954] Example 1: When you want to help your child develop the habit of brushing their teeth
[1955] 1. User (Parent): Set the app to "Brush teeth regularly."
[1956] 2. Device: Sends lifestyle information to the server.
[1957] 3. Server: Generate the "Dragon Teeth Cleaning Quest", adjust it appropriately using the emotion engine, and send it to the device.
[1958] 4. Device: The speaker plays a voice message saying, "Today, let's clean your dragon's teeth!"
[1959] 5. User (child): Brush teeth.
[1960] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[1961] 7. Server: Analyze the data and adjust the next quest content.
[1962] Example 2: When you want your child to develop the habit of tidying up
[1963] 1. User (Parent): Set "Put away toys" in the app.
[1964] 2. Device: Sends lifestyle information to the server.
[1965] 3. Server: Generates the "quest to collect magic gems," adjusts it appropriately using the emotion engine, and sends it to the device.
[1966] 4. Terminal: The speaker plays a voice message saying, "Collect all the magic gems!"
[1967] 5. User (child): Put away toys while playing.
[1968] 6. Terminal: Collects the child's emotional and behavioral data and sends it to the server.
[1969] 7. Server: Analyze the data and adjust the next quest content.
[1970] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[1971] The processing flow will be explained below.
[1972] Program processing details
[1973] Parent operation (user)
[1974] Step 1:
[1975] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password).
[1976] Step 2:
[1977] After creating an account, users (parents) enter the lifestyle habits they want their children to acquire (e.g., brushing teeth, tidying up, taking baths, etc.) on the smartphone app.
[1978] Step 3:
[1979] The user (parent) checks the lifestyle habit information they entered and sends it to the server.
[1980] Quest generation (server)
[1981] Step 4:
[1982] The server receives the lifestyle habit information sent from the user (parent).
[1983] Step 5:
[1984] The server uses the generative AI model to generate quests (games or stories) based on the received lifestyle information. For example, if "tooth brushing" is set, it generates a "quest to clean the dragon's teeth."
[1985] Step 6:
[1986] The emotion engine analyzes the user's (child's) emotional data and adjusts the quest content optimally. For example, if the child seems to be having fun, the difficulty level may be increased slightly.
[1987] Step 7:
[1988] Send detailed quest information (story template, instructions, related audio data, etc.) to the smartphone app.
[1989] Quest execution (terminal)
[1990] Step 8:
[1991] The device (smartphone app) transmits the quest information received from the server to an AI-equipped speaker attached to the stuffed animal.
[1992] Step 9:
[1993] The AI-enabled speaker stores the received quest information in a buffer and prepares to carry out the quest.
[1994] Step 10:
[1995] The AI-powered speaker will inform the child of the quest via voice message when it is time to start, for example, "Today we'll clean the dragon's teeth!"
[1996] Step 11:
[1997] The AI-powered speaker uses sensors to capture the child's reactions, and an emotion engine analyzes the data to determine, for example, whether the child is enjoying or disliking something.
[1998] Step 12:
[1999] Depending on the emotion, the AI-powered speaker will provide real-time feedback. For example, when a child starts brushing their teeth, the speaker will say, "Congratulations! Your dragon's teeth are shiny!"
[2000] Quest completion and data collection (server and device)
[2001] Step 13:
[2002] When the quest ends, the AI-enabled speaker will notify the child via a voice message saying, "The quest is over!"
[2003] Step 14:
[2004] The AI-enabled speaker collects children's behavioral and emotional data and sends it to a server.
[2005] Step 15:
[2006] The server analyzes the received behavioral and emotional data and adjusts the content of the next quest. Parents can also check their child's progress and emotional data within the app.
[2007] Adding a new lifestyle habit (user)
[2008] Step 16:
[2009] The user (parent) sets new lifestyle habits (e.g., bathing habits) through the app.
[2010] Step 17:
[2011] The device (smartphone app) sends the new lifestyle setting information to the server.
[2012] Step 18:
[2013] The server uses the generative AI model to generate new quests based on the new lifestyle information.
[2014] Step 19:
[2015] The server sends the generated new quest information to the device, which then transmits it to the AI-equipped speaker.
[2016] Step 20:
[2017] The AI-enabled speaker will provide the child with a new quest as a voice message, and the quest will begin again.
[2018] This detailed processing allows children to learn lifestyle habits based on multiple lifestyle habits set by their parents in a fun way without getting bored, and also realizes a system in which the emotion engine provides quests in a way that is optimal for each individual child.
[2019] Example 2
[2020] 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."
[2021] Until now, there have been limited ways to help children develop healthy lifestyle habits in a fun way. Furthermore, there was a lack of a system that could provide optimal feedback in real time based on a child's emotions, making it difficult to maintain a child's interest. This created a heavy burden on both parents and children, making it difficult to develop healthy lifestyle habits effectively.
[2022] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving lifestyle habit information set by a parent, means for generating a quest based on the lifestyle habit using a generation AI model, means for providing the quest information to the child as voice, means for detecting the child's reaction using an emotion recognition sensor, means for transmitting the detected data to the server and analyzing it, means for adjusting the next quest based on the analyzed data, and means for adding a new lifestyle habit. This makes it possible to help children acquire lifestyle habits in a fun way and provide optimal feedback according to their emotions in real time.
[2023] "Lifestyle information set by parents" is information about specific lifestyle habits that parents want their children to acquire.
[2024] A "generative AI model" is an artificial intelligence algorithm that generates specific tasks or stories based on input information.
[2025] "Means of generating quests" refers to the process of using generative AI models to create specific actions or story-style tasks.
[2026] "Quest information" refers to the detailed content of the generated quest, and is information that provides the content to the child as a voice message or instructions.
[2027] An "emotion recognition sensor" is a sensor device that detects a child's voice, facial expressions, movements, etc. and analyzes their emotions.
[2028] A "server" is a computing system responsible for receiving, analyzing, and communicating with other devices.
[2029] The "means for adjusting the next quest based on the analyzed data" is a process for analyzing the detected emotional data of the child and adaptively changing the difficulty and content of the next quest based on the results.
[2030] "Means for adding new lifestyle habits" refers to the process in which parents register newly set lifestyle information in the system and generate new quests based on that information.
[2031] An "AI-equipped voice output terminal" is a device equipped with artificial intelligence that outputs voice messages and can be attached to a stuffed animal, for example.
[2032] This invention is a system that helps parents help their children develop good lifestyle habits, and it achieves this by combining a generative AI model and emotion recognition technology. The system consists of a smartphone app operated by the parent, a server that generates quests, an AI-equipped voice output device that communicates quests to the child, and a sensor that recognizes emotions.
[2033] Hardware and software used
[2034] Smartphone app (device)
[2035] server
[2036] AI-equipped voice output terminal (e.g., a voice output device that can be attached to a stuffed toy)
[2037] Emotion recognition sensors (e.g. microphone, camera)
[2038] Program processing
[2039] Parent operation (user)
[2040] 1. Download the app and register:
[2041] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password), which allows them to set lifestyle habit information.
[2042] 2. Lifestyle settings:
[2043] Parents enter the lifestyle habits they want their children to develop (e.g., brushing teeth, tidying up, taking baths, etc.) into the app, and that information is sent to the server.
[2044] Quest generation (server)
[2045] 1. Receiving and storing lifestyle information:
[2046] The server receives the lifestyle information sent by the parent and stores it in a database.
[2047] 2. Quest generation:
[2048] Based on the received lifestyle information, the generative AI model generates a quest using a prompt. For example, for tooth brushing, the prompt might be, "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon kingdom."
[2049] 3. Emotional engine regulation:
[2050] The server uses an emotion engine to analyze the child's past reaction data and adjust the quest content to suit their needs.
[2051] 4. Submit quest information:
[2052] Detailed information about the adjusted quest will be sent to the smartphone app.
[2053] Quest execution (terminal)
[2054] 1. Receiving and preparing quest information:
[2055] The smartphone app sends the quest information received from the server to an AI-equipped voice output device.
[2056] 2. Start the quest:
[2057] The AI-powered voice output device will then convey the received quest details to the child as a voice message, for example, "Today, let's clean the dragon's teeth!"
[2058] Emotion Recognition and Feedback (Device)
[2059] 1. Children's reactions and emotional recognition:
[2060] The AI-powered voice output device and emotion recognition sensor capture the child's movements and vocal responses and send the data to the emotion engine. For example, the sensor detects a child's "happy voice" or "smile."
[2061] 2. Real-time feedback:
[2062] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device will provide real-time feedback, such as "Congratulations! Your dragon's teeth are shiny!"
[2063] Quest completion and data collection (server and device)
[2064] 1. Quest completion and notification:
[2065] The AI-equipped voice output device will notify the child by voice when the quest is over, for example, saying, "Dragon Quest is over. Good job!"
[2066] 2. Data collection and transmission:
[2067] The smartphone app collects and transmits behavioral and emotional data of the child to a server. This data includes behavioral data (time spent brushing teeth and frequency of brushing) and emotional data (level of enjoyment).
[2068] 3. Analyze the data and adjust the next quest:
[2069] The server analyzes the received data and adjusts the content of the next quest, for example, by changing the story of the next quest to something a little more complicated.
[2070] Adding a new lifestyle habit (user)
[2071] 1. Adding new habits:
[2072] The user (parent) can set a new lifestyle habit through the app. For example, they can add a new "bath habit."
[2073] 2. Sending information on new lifestyle habits:
[2074] The smartphone sends the new lifestyle setting information to the server.
[2075] 3. Create and submit a new quest:
[2076] The server uses the generative AI model to generate quests based on new lifestyle information and sends the generated quest information to a smartphone app.
[2077] 4. New quest execution:
[2078] The AI-powered voice output device will provide the child with a new quest as a voice message, and the quest execution will start again, for example, playing a message like "Let's take a bath with the dragon today!"
[2079] Prompt Sentence Examples
[2080] In this system, a quest is generated by inputting the following prompt sentence into the generation AI model:
[2081] Toothbrushing quest spawn prompt
[2082] A parent wants to encourage their child to develop good tooth brushing habits. Create a quest that makes brushing fun for the child. For example, "Clean the dragon's teeth in the dragon kingdom."
[2083] Tidy-up quest generation prompt
[2084] A parent wants their child to develop the habit of tidying up their toys. Create a quest that will make tidying up fun for the child. For example, "Collect magic gems."
[2085] This invention allows parents to help their children develop good habits in a fun way, and allows children to learn independently through quests that are optimal for their emotions. This reduces the burden on parents and children and is expected to strengthen the bonds of the entire family.
[2086] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2087] Step 1:
[2088] The user (parent) downloads the smartphone app and creates an account by entering basic information (email address, password). At this time, the user information (e.g., email address "example@example.com", password "password123") is used as input data and the user information is registered. The output is a message confirming successful account creation.
[2089] Step 2:
[2090] After creating an account, the user (parent) enters the lifestyle habits they want their child to acquire (e.g., brushing teeth, tidying up, taking a bath, etc.) into the app. This information is sent from the app to the server. The input data is the lifestyle information (e.g., lifestyle "brushing teeth," frequency "every day"), and the output is a message receiving the lifestyle information sent to the server.
[2091] Step 3:
[2092] The server receives the lifestyle information sent by the parent and stores it in a database. The user ID, lifestyle type, priority, etc. are used as input data. The output is a message confirming that the information has been saved.
[2093] Step 4:
[2094] The server generates a quest by inputting a prompt sentence into the generative AI model based on the saved lifestyle information. The input data is the prompt sentence (e.g., "Create a quest that makes brushing teeth fun for children. Example: Clean the dragon's teeth in the dragon's kingdom."), and the output is the generated quest information (e.g., "A quest to clean the dragon's teeth.").
[2095] Step 5:
[2096] The server analyzes the generated quest information using an emotion engine and adjusts the quest content based on the child's past reaction data. The input data is the generated quest information and past emotion data, and the output is the adjusted quest content (e.g., "A quest with slightly increased difficulty").
[2097] Step 6:
[2098] The server sends the details of the adjusted quest to the smartphone app. The input data is the adjusted quest content (e.g., "A slightly more difficult dragon toothbrushing quest"), and the output is a confirmation message that the quest has been sent.
[2099] Step 7:
[2100] The device (smartphone) receives quest information from the server and sends it to the AI-equipped voice output device. The input data is the received quest information, and the output is the message to be sent (e.g., "Let's clean the dragon's teeth!").
[2101] Step 8:
[2102] The AI-equipped voice output device conveys quest information to the child as a voice message. The input data is the voice data of the quest, and the output is the voice message (e.g., "Let's clean the dragon's teeth today!").
[2103] Step 9:
[2104] The AI-equipped voice output device and emotion recognition sensor detect the child's reactions (e.g., movements and voice responses) and send the data to the emotion engine. The input data is the reaction sensor data, and the output is analytical data (e.g., "The child is having fun").
[2105] Step 10:
[2106] Based on the emotional data analyzed by the emotion engine, the AI-powered voice output device provides real-time feedback. The input data is the analyzed emotional data, and the output is real-time feedback (e.g., "Congratulations! Your dragon's teeth are shiny!").
[2107] Step 11:
[2108] When the quest ends, the AI-equipped voice output device notifies the child by voice. The input data is the voice data of the quest end, and the output is a message notifying the end (e.g., "Dragon Quest is over. Good job!").
[2109] Step 12:
[2110] The device (smartphone) collects the child's behavioral and emotional data and sends it to the server. The input data is the collected behavioral and emotional data, and the output is a message confirming the completion of the transmission.
[2111] Step 13:
[2112] The server analyzes the received data and adjusts the content of the next quest. The input data is the child's behavioral and emotional data, and the output is the adjustment content of the next quest (e.g., "Make the story more complicated next time").
[2113] Step 14:
[2114] The user (parent) sets new lifestyle habits using a smartphone app and sends the information to the server. The input data is the new lifestyle information (e.g., "bathing habits"), and the output is a confirmation message that the information has been sent.
[2115] Step 15:
[2116] The server generates a quest using a generative AI model based on the new lifestyle information and sends the details to the device. The input data is the lifestyle information and a prompt, and the output is the new quest information. For example, a quest for "bathing habits" is generated.
[2117] Step 16:
[2118] The device (smartphone) receives new quest information from the server and sends it to the AI-equipped voice output device to start the quest. The input data is the new quest information, and the output is a voice message (e.g., "Let's take a bath with the dragon today!").
[2119] (Application example 2)
[2120] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[2121] Traditional lifestyle education is a method where parents forcefully teach their children about certain habits, making it difficult for them to motivate themselves to participate. Furthermore, there are limited ways for children to develop these habits while having fun, which can lead to a lack of parent-child communication. Furthermore, there is a risk of a decline in learning effectiveness due to a lack of feedback that takes children's emotions into consideration.
[2122] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[2123] In this invention, the server includes means for receiving lifestyle habit information set by parents, means for generating quests based on the lifestyle habits using a generative AI model, means for providing quest information for children to participate in within a virtual store, means for analyzing the child's facial expressions and voice in real time using an emotion recognition function, means for transmitting the detected data to the server and analyzing it, and means for adjusting the data to reflect it in the next quest. This allows children to acquire lifestyle habits while having fun, promotes parent-child communication, and makes it possible to provide appropriate feedback according to the child's emotions.
[2124] "Parents" are guardians who set lifestyle habits and educate their children.
[2125] "Lifestyle information" is information about specific lifestyle habits that parents want their children to acquire.
[2126] A "generative AI model" is an artificial intelligence model that automatically generates quests for acquiring lifestyle habits based on input lifestyle information.
[2127] "Quests" are specific activities or challenges that help children learn lifestyle habits while having fun.
[2128] A "virtual store" is a virtual store space that provides an environment for children to challenge themselves to quests in a virtual space.
[2129] The "emotion recognition function" is a technology that analyzes data such as a child's facial expressions and voice and recognizes their emotions.
[2130] A "server" is a computer system that provides functions such as receiving lifestyle information, generating quests, analyzing data, and adjusting data.
[2131] "Real-time" refers to the temporal characteristics that allow processing and feedback to occur immediately without delay.
[2132] "Feedback" refers to information such as evaluation and advice provided to children based on their quest progress and emotion recognition.
[2133] "Data adjustment" refers to optimizing or modifying the content of the next quest based on the acquired data.
[2134] "Detection" refers to using sensors to capture children's reactions and behavior.
[2135] This system provides quests in a virtual store for children to have fun while acquiring new lifestyle habits, based on lifestyle information set by parents. The system consists of devices such as smartphones, smart glasses, and head-mounted displays (HMDs), a server, and a sensor device with emotion recognition capabilities.
[2136] System configuration
[2137] 1. Setting and receiving lifestyle information
[2138] Parents first download the smartphone app and input lifestyle information, including the lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). After inputting the information, the lifestyle information is sent to the server.
[2139] 2. Quest generation and virtual store provision
[2140] The server uses a generative AI model to generate appropriate quests based on lifestyle information sent by parents. The generated quests are then presented to children in a virtual store, which is a virtual space that children can access via smartphones, smart glasses, or head-mounted displays.
[2141] 3. Emotion Recognition and Real-Time Feedback
[2142] While a child is participating in a quest, the device's built-in camera and microphone are used to analyze the child's facial expressions and voice in real time to recognize emotions. This technology uses machine learning models such as TensorFlow. The analyzed emotional data is sent to a server, and appropriate feedback is provided in real time as the quest progresses. For example, if the child is enjoying the quest, instructions are given to encourage further challenges, and if the child appears to be having difficulty, instructions are given to help.
[2143] 4. Data collection and adjustments for the next quest
[2144] When a quest is completed, the child's behavioral and emotional data is sent to the server for analysis. Based on this data, the content of the next quest is adjusted. This allows for a continuous supply of quests that correspond to the child's growth and emotions.
[2145] Hardware and software used
[2146] Hardware: smartphones, smart glasses, head-mounted displays, cameras, microphones
[2147] Software: TensorFlow (emotion recognition), Unity (virtual store construction), Amazon Web Services (servers and data analysis)
[2148] Specific examples
[2149] For example, a parent may set a daily habit of "tidying up toys." In this case, the server generates a quest with the theme of "collecting magical treasures" and provides it in the virtual store. A child accesses the virtual store using smart glasses and follows the instructions displayed on the screen to tidy up their toys. When the emotion recognition function detects a child's smile, encouraging feedback such as "Great! Let's try harder!" is provided in real time.
[2150] Prompt Sentence Examples
[2151] 1. "Let's put away the toys."
[2152] 2. "Find one thing to put away and put it in its designated place."
[2153] 3. "Follow the instructions and put away all the toys to win the treasure."
[2154] This invention allows children to acquire lifestyle habits while having fun, and at the same time promotes communication between parents and children. Furthermore, feedback based on emotions enables more effective habit learning.
[2155] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2156] Step 1:
[2157] Parents download a smartphone app and input lifestyle information. This information includes specific lifestyle habits they want their children to acquire (e.g., cleaning, tidying up, washing their hands, etc.). The input lifestyle information is sent to a server by the app. The input is done by the parent, and the output is the lifestyle information sent to the server.
[2158] Step 2:
[2159] The server receives the lifestyle information sent by the parent. The received information includes the user ID, lifestyle type, priority, etc. Based on this information, the generative AI model generates an appropriate quest. The input is the lifestyle information, and the output is the generated quest information. At this point, the generative AI model analyzes the data and creates a quest.
[2160] Step 3:
[2161] The server is used as a means to provide the generated quest information to the virtual store. Specifically, the quest information is created using virtual environment creation software such as Unity. The input is the quest information, and the output is the quests provided within the virtual store. Once the virtual store is created, quests are prepared for children to experience.
[2162] Step 4:
[2163] Children access the virtual store using a smartphone, smart glasses, or a head-mounted display (HMD). The device connects to the virtual store and displays the quest. The input is the virtual store's URL and login information, and the output is a screen that starts the quest. This allows children to take on the quest.
[2164] Step 5:
[2165] While the child is completing a quest in the virtual store, the device's built-in camera and microphone detect the child's facial expressions and voice. The device collects this data and analyzes it in real time using emotion recognition. The input is emotional data such as facial expressions and voice, and the output is analyzed emotional data. For example, a machine learning model such as TensorFlow analyzes facial expressions and determines the child's emotional state.
[2166] Step 6:
[2167] The server receives and analyzes the emotional data sent from the device. Based on the analysis results, the server adjusts the progress of the quest and generates appropriate feedback. The generated feedback is provided to the child in real time. The input is the emotional data and the progress of the quest, and the output is feedback information. For example, if the child is having fun, an encouraging message such as "Try harder!" is displayed.
[2168] Step 7:
[2169] When a quest ends, the device sends the child's behavioral and emotional data to the server. The server analyzes this data and adjusts the content of the next quest. The input is the behavioral and emotional data after the quest ends, and the output is the adjustment results for the next quest. This allows for continuous provision of quests that correspond to the child's growth and emotions.
[2170] Step 8:
[2171] Parents can check their child's quest progress and emotional data through the app. The server sends daily progress and analysis results to the app, which parents can then view. The input is data sent from the server, and the output is displayed on the parent's app. This allows parents to understand their child's growth in real time and provide appropriate support.
[2172] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice dat...
Claims
1. a means for receiving lifestyle information set by a parent; A means of generating quests based on lifestyle habits using a generative AI model; a means for providing the quest information to the child as audio; a means for detecting a reaction of the child by a sensor; A means for transmitting the detected data to a server and analyzing it; A way to adjust the data to reflect the next quest, A system including:
2. A means for generating different quests based on multiple pieces of setting information is provided. The system of claim 1 .
3. It will provide quest information through AI-equipped speakers that can be attached to stuffed toys and dolls. The system of claim 1 .
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A