System
The system addresses the challenge of balancing study and game enjoyment by providing interactive learning tools, including study questions, virtual items, and social features, enhancing motivation and communication.
Patent Information
- Application Number
- JP2024137210
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-16
- Publication Date
- 2026-02-27
AI Technical Summary
Students find it difficult to balance studying with enjoying social games, and traditional learning systems lack motivation and effective communication tools for information sharing and consultation.
A system that provides study questions, scores user answers, allows virtual item acquisition and character strengthening, includes a battle function for competition, and guild/alliance functions for communication, using generative AI to adjust difficulty and promote learning engagement.
Enhances user motivation and continuous learning by integrating entertainment elements, facilitating communication and cooperation among students.
Smart Images

Figure 2026034089000001_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] Students want to enjoy social games while continuing their studies, but it is difficult to achieve both. Furthermore, traditional learning systems lack motivation, making it difficult to continue studying. Furthermore, communication between students is often limited, and there is often insufficient consultation or information sharing regarding learning. There is a need for a system that can solve these problems and enable students to study in a fun and efficient manner. [Means for solving the problem]
[0005] The present invention is a system that includes a means for providing study questions to users, a means for receiving and scoring users' answers, a means for acquiring virtual items and strengthening characters based on the scoring results, a means for providing a battle function to promote competition among users, and a means for providing guild and alliance functions to promote communication between users. The system also includes a means for adjusting the difficulty of the study questions using generative artificial intelligence and a means for promoting the growth of users' virtual characters in conjunction with their learning progress. This system allows students to study while enjoying the game, improving their motivation and enabling continuous learning. Furthermore, utilizing the guild and alliance functions promotes communication between students, making it easier for them to seek advice and share information about their studies.
[0006] "User" refers to an individual user who utilizes the system to complete learning tasks, acquire virtual items, and strengthen characters.
[0007] A "study question" refers to a question that is intended to provide a learning effect when answered by the user.
[0008] "Means to provide" refers to the function for presenting study questions to the user and displaying them on the screen.
[0009] "Means for receiving answers and grading" refers to the function by which the server receives answers entered by the user and automatically grades them.
[0010] "Means for acquiring virtual items and strengthening characters based on scoring results" refers to functions that allow users to acquire items that can be used in the game or improve their character's status based on scoring results.
[0011] "Battle function to promote competition" refers to a game element that allows users to simulate character battles and compete for victory or defeat.
[0012] "Guild and alliance functions" refers to functions that allow multiple users to come together and build online communities where they can cooperate and share information.
[0013] "Generative AI" refers to technology for generating study questions of appropriate difficulty based on a user's learning history and progress.
[0014] "Means for promoting the growth of the user's virtual character in conjunction with the learning progress" refers to a mechanism by which the in-game character grows according to the results of the learning problems solved by the user. [Brief explanation of the drawings]
[0015] [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
[0016] 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.
[0017] First, the terms used in the following description will be explained.
[0018] 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).
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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."
[0023] [First embodiment]
[0024] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0025] 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.
[0026] 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).
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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."
[0036] The present invention relates to a social game system for supporting learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the results of their scores. It also includes a battle function to encourage competition among users, and guild and alliance functions to promote communication between users.
[0037] This system allows users to enjoy the entertainment elements of the game while they study, thereby increasing their motivation to study. Below, we will explain the processing content of the program of this system in natural language.
[0038] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0039] Next is the process of providing study questions. When a user requests a study question, the server generates the question using a generation AI based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server grades the answer with an automatic scoring system and returns the results and explanations to the user. The user can check the results.
[0040] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[0041] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0042] Finally, there is the guild and alliance feature. Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[0043] In this way, the system provides an environment in which users can study while enjoying games, increasing motivation to study and supporting continuous learning.
[0044] The processing flow will be explained below.
[0045] User Registration & Login Process
[0046] Step 1:
[0047] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[0048] Step 2:
[0049] The terminal transmits the input information to the server.
[0050] Step 3:
[0051] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[0052] Step 4:
[0053] The user clicks the link in the confirmation email to complete the registration.
[0054] Step 5:
[0055] The user enters their email address and password in the login form and clicks the Login button.
[0056] Step 6:
[0057] The terminal transmits the input information to the server.
[0058] Step 7:
[0059] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[0060] Step 8:
[0061] The device receives the access token and is redirected to the home screen.
[0062] Providing study questions
[0063] Step 1:
[0064] The user presses the "Ask a Question" button on the home screen.
[0065] Step 2:
[0066] The device sends a "ask a question" request to the server.
[0067] Step 3:
[0068] The server determines the appropriate level of difficulty based on the user's learning history.
[0069] Step 4:
[0070] The server uses artificial intelligence to generate learning questions.
[0071] Step 5:
[0072] The server generates questions and sends them to the device.
[0073] Step 6:
[0074] The terminal displays the problem it received to the user.
[0075] Answer to the question
[0076] Step 1:
[0077] The user enters the answer to the question and presses the submit button.
[0078] Step 2:
[0079] The terminal sends the response to the server.
[0080] Step 3:
[0081] The server receives the answers and scores them using an automated scoring system.
[0082] Step 4:
[0083] The server generates the scoring results and explanations and sends them to the terminal.
[0084] Step 5:
[0085] The terminal displays the score and explanation to the user.
[0086] Gacha function
[0087] Step 1:
[0088] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[0089] Step 2:
[0090] The device sends a gacha request to the server.
[0091] Step 3:
[0092] The server generates the gacha results using a random algorithm.
[0093] Step 4:
[0094] The server updates the gacha results to the user's database.
[0095] Step 5:
[0096] The server sends the gacha results to the device.
[0097] Step 6:
[0098] The terminal displays the gacha results to the user.
[0099] Character Development
[0100] Step 1:
[0101] The user opens the character development screen and presses the level up button.
[0102] Step 2:
[0103] The device sends a level-up request to the server.
[0104] Step 3:
[0105] The server checks the required experience and items and updates the character's status.
[0106] Step 4:
[0107] The server sends the updated results to the terminal.
[0108] Step 5:
[0109] The terminal displays the updated character information to the user.
[0110] Battle Mode
[0111] Step 1:
[0112] The user selects an opponent on the battle screen and presses the battle start button.
[0113] Step 2:
[0114] The device sends a battle request to the server.
[0115] Step 3:
[0116] The server loads the user's character information and opponent information.
[0117] Step 4:
[0118] The server performs a battle simulation and generates the battle results.
[0119] Step 5:
[0120] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[0121] Step 6:
[0122] The terminal displays the battle results and rewards to the user.
[0123] Guilds & Alliances
[0124] Step 1:
[0125] The user sends a request to join the guild of their choice from the guild list.
[0126] Step 2:
[0127] The terminal sends a participation application request to the server.
[0128] Step 3:
[0129] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[0130] Step 4:
[0131] The server will send the added guild information to the terminal.
[0132] Step 5:
[0133] The device displays the newly updated guild member list to the user.
[0134] Step 6:
[0135] The user opens the guild chat screen, enters a message, and presses the send button.
[0136] Step 7:
[0137] The device sends a chat message to the server.
[0138] Step 8:
[0139] The server will distribute the received message to all guild members in real time.
[0140] Step 9:
[0141] The device will display a message on the chat screens of all guild members.
[0142] Example 1
[0143] 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."
[0144] Conventional learning support systems have difficulty maintaining users' motivation to learn over the long term, especially for younger users. Furthermore, existing systems are unable to provide appropriate levels of difficulty based on the user's learning progress, making it difficult to provide appropriate feedback to users. Furthermore, they lack functionality for effectively linking learning with game elements, making it difficult to promote competition and cooperation among users.
[0145] 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.
[0146] In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for using a generation AI to generate study questions, means for providing a battle function to promote competition among users, and means for providing group and league functions to promote communication among users. This provides an environment in which users can study while enjoying the game, increasing motivation to study and enabling continuous learning.
[0147] "User" refers to a person who uses the learning system.
[0148] "Study Questions" refers to questions that users answer to evaluate their learning progress.
[0149] "Means" refers to an apparatus, program, or method for accomplishing a particular purpose.
[0150] "Server" refers to a computer system that provides and manages data over a network.
[0151] "Answer" refers to the answer that a user submits to a study question.
[0152] "Grading" refers to the process of evaluating submitted answers and determining whether they are correct or incorrect.
[0153] "Virtual Items" refer to items and assets used within a digital environment.
[0154] "Character strengthening" refers to the act of improving the abilities and status of characters in the game.
[0155] "Generative AI" refers to the technology of generating data and problems using artificial intelligence techniques.
[0156] The "battle function" refers to a battle function provided to encourage competition between users.
[0157] The "group function" refers to a function that allows multiple users to work together to study or play games.
[0158] "Federation function" refers to the function that allows different groups to work together in cooperation.
[0159] The present invention relates to a social game system for learning support. This system has the following main functions: providing learning questions, scoring user answers, acquiring virtual items and strengthening characters, a battle function, and group and alliance functions.
[0160] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0161] Next is the process of providing study questions. When a user requests a study question, the server generates a question using a generative AI model (e.g., GPT-4 (registered trademark)) based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server scores the answer with an automatic scoring system and returns the result and explanation to the user. As a specific example, if a user requests an English vocabulary quiz, the server sends a prompt to the generative AI model saying, "Generate an English vocabulary question." The generative AI model generates the question, "What is the English translation of the word 'ringo'? (Answer: Apple)," and the server provides it to the user.
[0162] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[0163] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0164] Finally, there is the group and federation function. Users can join groups and collaborate with other users to learn and share information. The server manages group members and distributes chat messages in real time.
[0165] Through the above process, this system provides an environment where users can learn while enjoying the game, and it also increases motivation to learn and supports continuous learning.
[0166] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0167] Step 1: User Registration
[0168] Input: The user enters their name, email address, and password into the device.
[0169] Processing: The terminal sends the entered information to the server, which stores the received information in a database and generates and sends a confirmation email.
[0170] Output: The user's information is saved in the database and a confirmation email is sent to the user.
[0171] Specific operation: The user clicks the "New Registration" button, enters information, and clicks the "Submit" button. The server saves the information and sends a confirmation email via SMTP.
[0172] Step 2: User Verification
[0173] Input: User clicks on the link in the confirmation email.
[0174] Processing: The device opens the linked URL, the server confirms the user's registration, and updates the status in the database.
[0175] Output: The user's registration status is updated to "Verified".
[0176] What happens: The user clicks the link in the email, their browser displays the server's confirmation page, and the server updates the registration status to "confirmed."
[0177] Step 3: Log in
[0178] Input: The user enters their email address and password on the device.
[0179] Processing: The terminal sends the input information to the server. The server retrieves user information from the database and compares it with the input information.
[0180] Output: If authentication is successful, the server generates an authentication token and sends it back to the user.
[0181] Specific operation: The user enters their email address and password on the login screen and presses the "Login" button. The server verifies the match and issues an authentication token.
[0182] Step 4: Request a study question
[0183] Input: The user requests a study question from their device.
[0184] Processing: The device sends a request to the server, which retrieves the user's past learning history from a database and sends prompts to the generative AI model to generate questions.
[0185] Output: The server sends the generated training questions to the user's device.
[0186] Specific operation: The user presses the "Request a new problem" button in the learning menu. The server sends a prompt to the generative AI model, instructing it to "generate a problem for an English word," and generates a problem. The generated problem is sent to the user.
[0187] Step 5: Submit your study questions
[0188] Input: The user types the answer into the terminal.
[0189] Processing: The device sends the answers to the server, which scores the answers with an automated scoring system and generates results and explanations.
[0190] Output: The score and explanations are sent to the user's device.
[0191] Specific operation: The user answers the questions and presses the "Submit" button. The server scores the answers with an automatic scoring system, generates correct answers and explanations, and sends the results to the user.
[0192] Step 6: Gacha function
[0193] Input: User requests a gacha from their device.
[0194] Process: The device sends a request to the server, which checks the user's points, deducts the required points, and then randomly generates an item.
[0195] Output: The server adds the created item to the user's database and sends the item information to the terminal.
[0196] Specific operation: The user presses the "Draw Gacha" button on the Gacha screen. The server checks the points, randomly generates an item, and updates the user's database. The new item information is sent to the user.
[0197] Step 7: Character Development
[0198] Input: The user selects a character enhancement item on the device.
[0199] Processing: The device sends the selected item information to the server. The server calculates the item's effect and updates the character's status.
[0200] Output: The updated character information is sent to the user's device.
[0201] Specific operation: The user selects an item on the training screen and presses the "Strengthen" button. The server calculates the item's effect and updates the character's status. The result is sent to the user.
[0202] Step 8: Battle
[0203] Input: User selects opponent on device.
[0204] Processing: The device sends the selection information to the server. The server performs a battle simulation based on the character information of the user and opponent, and determines the winner.
[0205] Output: The battle results are sent to the user's device and the rewards are updated.
[0206] Specific operation: The user selects an opponent on the battle screen and presses the "Start Battle" button. The server simulates the battle and determines the winner. The results and rewards are sent to the user.
[0207] Step 9: Group and Federation Functions
[0208] Input: A user requests to join or create a group on their device.
[0209] Processing: The device sends the request information to the server. The server saves and updates the group information in the database and associates it with the user information.
[0210] Output: The group membership information is sent to the user's device.
[0211] Specific operation: The user selects "Create a new group" or "Join a group" on the group screen, enters and submits the required information, and the server saves and updates the group information and sends the member information to the user.
[0212] (Application example 1)
[0213] 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."
[0214] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to learn. Furthermore, they lack the means to stimulate interest in the learning content itself, which reduces the effectiveness of learning. Therefore, there is a need for systems that incorporate entertainment elements to provide an environment in which users can continue to learn in a fun way.
[0215] 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.
[0216] In this invention, the server includes a means for generating study questions using a generative AI model based on the user's learning history, a means for providing a gacha function that allows the user to use points earned to acquire randomly generated virtual items, and a means for conducting a battle simulation based on the user's character information and opponent information. This allows the user to be interested in the learning content and maintain their motivation to study through entertainment elements.
[0217] A "user" is an individual who uses the system to answer study questions, acquire virtual items, and strengthen their character.
[0218] A "study question" is a question provided to a user, and is a task that aims to obtain a learning effect by answering it.
[0219] A "generative AI model" is a model that uses artificial intelligence to generate new learning questions based on a user's learning history.
[0220] "Virtual items" are digital items that users can acquire through learning and in-game activities, and are used to strengthen their characters and progress in the game.
[0221] A "character" is a virtual entity that a user can control within a game, and its performance and abilities can be improved by strengthening it.
[0222] The "battle function" is a battle function provided to promote competition between users, in which users battle each other using their respective characters to determine the winner.
[0223] A "guild" is a community of multiple users that allows them to study and participate in in-game activities together.
[0224] The "alliance function" is a function that promotes communication between users and allows them to cooperate in activities.
[0225] "Points" are points that users acquire by answering study questions correctly or by engaging in activities within the game, and can be used to acquire virtual items, etc.
[0226] The "gacha function" is a function that allows users to use points they have acquired to obtain randomly generated virtual items.
[0227] "Battle simulation" refers to simulating a virtual battle based on the user's character information and opponent information, and providing the results to the user.
[0228] This invention is a system for providing learning support to users, incorporating entertainment elements into the process, from providing study questions to receiving answers, and then acquiring virtual items and strengthening characters based on the results. The system aims to maintain motivation for learning by allowing multiple users to cooperate while competing with each other.
[0229] Hardware and software used
[0230] Hardware:
[0231] Smartphone (iOS / ANDROID (registered trademark)): A device used by users to access the system.
[0232] software:
[0233] Flutter(registered trademark): A framework for cross-platform mobile application development.
[0234] Firebase: A real-time database and authentication system.
[0235] OpenAI(R) GPT-4: A generative AI model.
[0236] Program processing details (natural language explanation)
[0237] 1. User Registration and Login:
[0238] The user enters the required information into the new registration form on their smartphone and submits it. The server stores the received information in the Firebase database and sends a confirmation email to the user. The user clicks the link in the email to complete the registration and logs in by entering their email address and password.
[0239] 2. Providing study questions:
[0240] When a user requests a training question, the server retrieves the user's training history from Firebase and generates a new training question using the OpenAI GPT-4 generative AI model. The generated training question is then sent to the user's device.
[0241] 3. Receiving and grading answers:
[0242] Users answer questions and send the data to the server, which uses GPT-4 to automatically score the answers and return the results and explanations to the user.
[0243] 4. Acquire virtual items and improve your character:
[0244] Based on the scoring results, users can earn points and use them to draw gacha. The server randomly generates gacha results and adds virtual items to the user's database. Users can then use the virtual items they obtain to strengthen their characters.
[0245] 5. Battle Features:
[0246] Users compete against other users in a battle mode. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0247] 6. Guild and Alliance Features:
[0248] Users can form guilds with other users and cooperate with other members to study and exchange information. The server manages guild members and distributes real-time chat messages.
[0249] Examples of concrete examples and prompts
[0250] (Example)
[0251] When a user requests to solve a math problem, the server generates a new problem by sending the following prompt to OpenAI's GPT-4 based on the user's past learning history:
[0252] (Example of a prompt)
[0253] "Generate the next level of math problems based on the user's past answer history. They should be of medium difficulty and involve linear equations."
[0254] In this way, the present invention provides a learning method that incorporates entertainment elements, thereby maintaining the user's motivation to learn and creating an effective learning environment.
[0255] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0256] Step 1:
[0257] User Registration and Login
[0258] Input: User information entered into the new registration form (e.g. email address, password, name, etc.).
[0259] Data processing / calculation: The device sends the user information entered in the registration form to the server, which stores the received information in the Firebase database and generates a confirmation email to send to the user.
[0260] Output: A link in a confirmation email and user information stored in the Firebase database.
[0261] How it works: The user clicks on the link in the email to complete the registration, then authenticates by entering their email address and password into the login form.
[0262] Step 2:
[0263] Providing study questions
[0264] Input: User's study question request and study history retrieved from Firebase.
[0265] Data processing / calculation: The server sends prompt sentences based on the user's learning history to the generative artificial intelligence (GPT-4) to generate new learning problems.
[0266] Output: The generated training problem.
[0267] Operation: The server sends the generated learning questions to the user's terminal, and the user views the questions.
[0268] Step 3:
[0269] Receiving and grading answers
[0270] Input: Answer data for the study questions answered by the user.
[0271] Data processing / calculation: The device sends the user's answer data to the server, which uses GPT-4 to automatically score the answer and generate feedback and explanations.
[0272] Output: Marking results, feedback, and explanations.
[0273] How it works: The user sees the score and feedback on their device.
[0274] Step 4:
[0275] Acquire virtual items and strengthen your character
[0276] Input: Points earned based on scoring results.
[0277] Data processing / calculation: The user uses points to send a request to the server to draw a gacha. The server randomly generates a gacha result and adds the virtual item to the user's database.
[0278] Output: The retrieved virtual item, updated character data for the user.
[0279] How it works: The user checks the acquired virtual items and strengthens the character on the character strengthening screen.
[0280] Step 5:
[0281] Battle Features
[0282] Input: User's character information and opponent information.
[0283] Data processing / calculation: The server performs a battle simulation based on the user's character information and opponent information, and generates the outcome of the battle.
[0284] Output: Battle results and rewards.
[0285] How it works: The user checks the battle results and rewards earned, and prepares for the next battle.
[0286] Step 6:
[0287] Guild and Alliance Features
[0288] Input: Guild join requests and chat messages.
[0289] Data Processing / Calculation: The server processes guild join requests and adds users to new guilds. It also receives real-time chat messages and distributes them to all guild members.
[0290] Output: Guild member information, real-time chat messages.
[0291] How it works: Users communicate and collaborate with members in their guild through chat.
[0292] At each step, users access the system through their devices, and the server processes data and uses generative AI models to provide learning assistance and entertainment elements.
[0293] 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.
[0294] The present invention relates to a social game system designed to support learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also includes a battle function to encourage competition between users, and guild and alliance functions to promote communication between users. Furthermore, the present invention features an emotion engine that allows adaptation based on the user's emotions.
[0295] User Registration & Login Process
[0296] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0297] Providing study questions
[0298] When a user requests a study question, the server uses a generation AI to generate a question based on the user's study history and sends it to the device. The user answers the question and sends the answer to the server. The server then uses an automatic scoring system to score the answer and returns the result and explanation to the user.
[0299] Gacha function
[0300] Users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm and updates the user's database. Users can then receive new items and enjoy strengthening their characters.
[0301] Character Development and Battle Mode
[0302] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0303] Guilds and Alliances
[0304] Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[0305] Introducing the Emotion Engine
[0306] This system incorporates an emotion engine and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and input, and analyzes the data. Based on this data, the server provides appropriate feedback according to the user's emotions. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[0307] As a concrete example, when a user presses the "ask a question" button, the device camera recognizes the user's face and sends the facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends that information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, the user can enjoy an individually customized learning experience.
[0308] This system allows users to learn while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support according to the user's emotions, resulting in more effective learning.
[0309] The processing flow will be explained below.
[0310] User Registration & Login Process
[0311] Step 1:
[0312] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[0313] Step 2:
[0314] The terminal transmits the input information to the server.
[0315] Step 3:
[0316] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[0317] Step 4:
[0318] The user clicks the link in the confirmation email to complete the registration.
[0319] Step 5:
[0320] The user enters their email address and password in the login form and clicks the Login button.
[0321] Step 6:
[0322] The terminal transmits the input information to the server.
[0323] Step 7:
[0324] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[0325] Step 8:
[0326] The device receives the access token and is redirected to the home screen.
[0327] Providing study questions
[0328] Step 1:
[0329] The user presses the "Ask a Question" button on the home screen.
[0330] Step 2:
[0331] The device sends a "ask a question" request to the server.
[0332] Step 3:
[0333] The server determines the appropriate level of difficulty based on the user's learning history.
[0334] Step 4:
[0335] The server uses artificial intelligence to generate learning questions.
[0336] Step 5:
[0337] The server generates questions and sends them to the device.
[0338] Step 6:
[0339] The terminal displays the problem it received to the user.
[0340] Answer to the question
[0341] Step 1:
[0342] The user enters the answer to the question and presses the submit button.
[0343] Step 2:
[0344] The terminal sends the response to the server.
[0345] Step 3:
[0346] The server receives the answers and scores them using an automated scoring system.
[0347] Step 4:
[0348] The server generates the scoring results and explanations and sends them to the terminal.
[0349] Step 5:
[0350] The terminal displays the score and explanation to the user.
[0351] Gacha function
[0352] Step 1:
[0353] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[0354] Step 2:
[0355] The device sends a gacha request to the server.
[0356] Step 3:
[0357] The server generates the gacha results using a random algorithm.
[0358] Step 4:
[0359] The server updates the gacha results to the user's database.
[0360] Step 5:
[0361] The server sends the gacha results to the device.
[0362] Step 6:
[0363] The terminal displays the gacha results to the user.
[0364] Character Development
[0365] Step 1:
[0366] The user opens the character development screen and presses the level up button.
[0367] Step 2:
[0368] The device sends a level-up request to the server.
[0369] Step 3:
[0370] The server checks the required experience and items and updates the character's status.
[0371] Step 4:
[0372] The server sends the updated results to the terminal.
[0373] Step 5:
[0374] The terminal displays the updated character information to the user.
[0375] Battle Mode
[0376] Step 1:
[0377] The user selects an opponent on the battle screen and presses the battle start button.
[0378] Step 2:
[0379] The device sends a battle request to the server.
[0380] Step 3:
[0381] The server loads the user's character information and opponent information.
[0382] Step 4:
[0383] The server performs a battle simulation and generates the battle results.
[0384] Step 5:
[0385] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[0386] Step 6:
[0387] The terminal displays the battle results and rewards to the user.
[0388] Guilds & Alliances
[0389] Step 1:
[0390] The user sends a request to join the guild of their choice from the guild list.
[0391] Step 2:
[0392] The terminal sends a participation application request to the server.
[0393] Step 3:
[0394] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[0395] Step 4:
[0396] The server will send the added guild information to the terminal.
[0397] Step 5:
[0398] The device displays the newly updated guild member list to the user.
[0399] Step 6:
[0400] The user opens the guild chat screen, enters a message, and presses the send button.
[0401] Step 7:
[0402] The device sends a chat message to the server.
[0403] Step 8:
[0404] The server will distribute the received message to all guild members in real time.
[0405] Step 9:
[0406] The device will display a message on the chat screens of all guild members.
[0407] Introducing the Emotion Engine
[0408] Step 1:
[0409] When the user presses the "Ask a Question" button, the device camera recognizes the user's face.
[0410] Step 2:
[0411] The device sends the facial expression data to the emotion engine.
[0412] Step 3:
[0413] The emotion engine analyzes the user's emotions in real time and generates emotion data.
[0414] Step 4:
[0415] The emotion engine sends the emotion data to the server.
[0416] Step 5:
[0417] The server combines the emotional data with the learning history to generate appropriate learning questions and feedback messages.
[0418] Step 6:
[0419] The server sends generated learning questions and feedback messages to the terminal.
[0420] Step 7:
[0421] The device displays study questions and feedback messages to the user.
[0422] Step 8:
[0423] Users follow the feedback to progress: if their motivation is low, encouraging messages are displayed, and if their stress levels are high, relaxation content is provided.
[0424] In this way, the system adjusts learning content and feedback based on the user's emotions, providing a more effective learning environment.
[0425] Example 2
[0426] 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."
[0427] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to study. Furthermore, they lack the ability to provide a learning environment that takes into account the user's emotions, and are often unable to provide feedback or support that is appropriate for each individual user. This leads to the problem of insufficient learning effectiveness.
[0428] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function for promoting competition among users, means for providing guild and alliance functions for promoting communication among users, and means for recognizing users' emotions and providing appropriate feedback in accordance with those emotions. This makes it easier for users to maintain their motivation for studying and allows them to receive adaptive learning support based on their emotions.
[0429] "User" refers to an individual who uses the system to learn or play games.
[0430] A "study question" is a question provided for the user to answer, and is generated by the system.
[0431] "Answer" refers to the answer that the user enters to the study question.
[0432] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[0433] "Virtual items" refer to digital objects that users can acquire within the system and use to strengthen their characters, etc.
[0434] "Character" refers to a virtual person or creature that a user can develop.
[0435] The "battle function" refers to a function that allows users to battle each other and promote competition.
[0436] A "guild" is a group of users who share a common goal and work together.
[0437] An "alliance" refers to an organization or function that allows guilds to build cooperative relationships.
[0438] "Means for recognizing emotions" refers to technology that identifies emotions by analyzing a user's facial expressions and input data.
[0439] "Feedback" refers to advice and messages provided by the system in response to the user's actions and emotions.
[0440] The present invention relates to a social game system for supporting learning. Specific embodiments for carrying out the present invention are described below.
[0441] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0442] When a user requests a study question, the server generates the question using a generative AI model (e.g., OpenAI's GPT) based on the user's learning history and sends it to the device. For example, when a user presses the "Ask a Question" button, the following prompt is sent to the generative AI: "Generate a math practice question based on the user's learning history." The user answers the question and sends the answer to the server. The server then uses an automatic scoring system (e.g., Scikit-learn) to score the answer and returns the results and explanations to the user.
[0443] Furthermore, users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm (e.g., Mersenne Twister) and updates the user database. Users can receive new items and enjoy strengthening their characters.
[0444] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server runs a battle simulation (e.g., Unity) based on the user's character information and opponent information, and returns the results to the user.
[0445] Users can also join guilds to collaborate with other users to learn and share information. The server manages guild members and delivers chat messages in real time (e.g., Firebase), facilitating communication between users.
[0446] This system incorporates an emotion engine (e.g., Affectiva) and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and inputs and analyzes the data. The server uses this data to provide appropriate feedback based on the user's emotions. For example, when a user presses the "Ask a Question" button, the device camera recognizes the user's face and sends facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends this information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, users can enjoy an individually customized learning experience.
[0447] This invention allows users to study while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support based on the user's emotions, resulting in more effective learning. In addition, the battle and guild functions encourage cooperation and competition among users, further increasing motivation to study.
[0448] The above is a specific embodiment for carrying out the present invention.
[0449] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0450] Step 1:
[0451] Collecting user-entered information
[0452] The user enters the required information (username, email address, password) into the new registration form from the terminal. The entered information is sent from the terminal to the server. Specifically, when the user clicks the "New Registration" button, the form data is sent to the server as an HTTP POST request. The input is the username, email address, and password, and the output is the registration information sent to the server.
[0453] Step 2:
[0454] Sending information to the server
[0455] The terminal sends the collected user input information to the server. The server receives the HTTP request, analyzes its contents, and prepares it to be saved in a database. The input is the collected user information, and the output is data prepared for saving in the database. Specifically, the server converts the received information into an SQL query for the database.
[0456] Step 3:
[0457] Store in database
[0458] The server saves the received user information in a database. Specifically, it executes an SQL query to insert the user information into a specified table. The input is an SQL query containing user information, and the output is the user information saved in the database. This process makes the registration information permanent.
[0459] Step 4:
[0460] Sending a confirmation email
[0461] The server uses the SMTP protocol to send a confirmation email to the user's email address, which contains a link to complete the registration. The inputs are the user's email address and the content of the confirmation email, and the output is the confirmation email sent.
[0462] Step 5:
[0463] Clicking on the confirmation link
[0464] The user completes the authentication process by clicking the link in the confirmation email. This click causes the browser to send a GET request to the server, which receives the request and completes the user's registration. The input is the user clicking the link, and the output is the registration status.
[0465] Step 6:
[0466] Login Authentication
[0467] The user enters their email address and password into the login form and sends a login request to the server. The server authenticates the entered email address and password by checking them against the information in the database. If authentication is successful, the user is logged in. The input is the email address and password, and the output is the login success or failure status.
[0468] Step 7:
[0469] Study Question Request
[0470] When a user presses the "Ask a Question" button, the device sends a learning question request to the server. The server receives this request, references the learning history, and sends an appropriate prompt sentence to the generative AI model. The input is the learning question request and learning history, and the output is the generated prompt sentence.
[0471] Step 8:
[0472] Using generative AI models
[0473] The server sends the prompt to a generative AI model (e.g., OpenAI's GPT) to generate new training problems. The generated problems are sent back to the server. The input is the prompt, and the output is the generated training problem. For example, the prompt might be "Generate math practice problems based on the user's learning history."
[0474] Step 9:
[0475] Generate and submit study questions
[0476] The server receives the training problems returned by the generative AI model and sends them to the terminal to display to the user. The input is the generated training problem, and the output is the training problem displayed on the terminal. This allows the user to tackle new training problems.
[0477] Step 10:
[0478] Enter and submit your answers
[0479] The user answers the questions displayed on the device and sends the answers to the server. The input is the user's answer, and the output is the answer data sent to the server. The answers are then saved on the server and prepared for grading.
[0480] Step 11:
[0481] Automatic scoring
[0482] The server uses an automatic scoring system (e.g., Scikit-learn) to score the user's answers. The input is the user's answer data, and the output is the scoring result. Specifically, the server uses a Scikit-learn model to determine whether the answer is correct or not and generate a score.
[0483] Step 12:
[0484] Return of results and explanations
[0485] The server generates the score and explanations, sends them to the terminal, and displays them to the user. The input is the score and explanation data, and the output is the feedback displayed on the terminal. This allows the user to understand the evaluation of their answer and areas for improvement.
[0486] Step 13:
[0487] Gacha pull operation
[0488] When a user checks the points required to draw a gacha and presses the "Draw Gacha" button, a request is sent to the server. The server checks the points and generates a gacha result using a random algorithm. The input is the user's gacha request and point information, and the output is the generated gacha result.
[0489] Step 14:
[0490] Applying Gacha Results
[0491] The server applies the generated gacha results to the user's database and updates the items and character status. The input is the gacha results, and the output is the updated user's database. This allows the user to acquire new items and strengthen their characters.
[0492] Step 15:
[0493] Use of training items and status updates
[0494] The user uses the acquired training item to send a request to the server to strengthen the character's status. The server receives this request and updates the character's status. The input is the training item use request, and the output is the updated character status.
[0495] Step 16:
[0496] Battle Requests and Combat Simulation
[0497] When a user sends a request to start a battle, the server performs a battle simulation (e.g., Unity) based on the opponent's information. The input is the user's character information and the opponent's information, and the output is the battle result. The server sends this result to the terminal and displays it to the user.
[0498] Step 17:
[0499] Use of guild functions and real-time chat
[0500] When a user sends a request to join a guild, the server adds the user to the guild member list. The server also provides real-time chat functionality and manages messages using a database such as Firebase. The input is the guild join request and chat messages, and the output is the updated guild member list and real-time chat messages.
[0501] Step 18:
[0502] Emotion data collection and analysis
[0503] While the user is answering questions, the device camera recognizes the user's face and sends the facial expression data to the server. The server then analyzes this data using an emotion engine (e.g., Affectiva) to determine the user's emotions. The input is the collected facial expression data, and the output is the analyzed emotional information.
[0504] Step 19:
[0505] Generating emotion-based feedback
[0506] The server combines the emotional data and learning history to generate appropriate feedback messages and tasks. The input is the emotional data and learning history, and the output is the generated feedback message. The server sends this to the terminal and displays it to the user. Specifically, an encouraging message is displayed to a user who has lost motivation to study, and relaxation content is provided to a user who is feeling stressed.
[0507] The above are the specific processing steps of the program of this system.
[0508] (Application example 2)
[0509] 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."
[0510] Conventional learning support systems only provide users with the ability to acquire virtual items or strengthen their characters based on their answers to individual learning problems, and many of them provide uniform feedback without considering the user's emotional state. This can lead to a decrease in the user's motivation to learn, increased stress, and reduced learning efficiency. Furthermore, learning support systems that utilize wearable devices such as smart glasses are limited, and there is a need to provide a more interactive and personalized learning experience.
[0511] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function to promote competition among users, means for providing guild and alliance functions to promote communication among users, means for providing adaptive feedback using an emotion engine that analyzes the user's emotions, and means for operating as an application installed on smart glasses. This makes it possible to provide appropriate feedback according to the user's emotional state and maintain and improve motivation to learn. Furthermore, the use of wearable devices can provide a more interactive and personalized learning experience.
[0512] "User" refers to a person who uses the system to answer study questions and obtain virtual items.
[0513] "Study Question" refers to a question provided for a user to answer and progress through the results of their learning.
[0514] "Answer" refers to the answer a user provides to a study question.
[0515] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[0516] "Virtual Items" refer to items in digital form that can be acquired by users within the System.
[0517] "Character enhancement" refers to the process of improving the ability values and skills of a virtual character owned by a user.
[0518] The "battle function" refers to a function in which multiple users compete against each other in a battle format and receive rewards based on the results.
[0519] A "guild" refers to a group of users with a common goal, and includes functions for cooperating to learn and compete.
[0520] The "Alliance function" refers to a function that allows multiple guilds to work together in cooperation.
[0521] An "emotion engine" refers to a system for analyzing a user's emotional state and providing adaptive feedback based on the results.
[0522] "Adaptive feedback" refers to customized guidance and advice provided based on the user's current learning situation and emotions.
[0523] "Smart glasses" are wearable devices that are equipped with a display function that allows users to directly and visually check information.
[0524] "Application" means a software program installed on a Smart Glasses or other device to provide a particular function or service.
[0525] The present invention is a system that provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also features a battle function that encourages competition between users, as well as guild and alliance functions that promote communication between users. It also features an emotion engine that analyzes the user's emotions, providing adaptive feedback, and operates as an application installed on smart glasses.
[0526] The server provides the user with study questions. The questions are generated based on the user's study history, and the difficulty level of the questions is adjusted using a generative artificial intelligence (generative AI model). The user answers the questions using smart glasses, and the answers are sent to the server. The server then scores the answers using an automatic scoring system and returns the results to the user.
[0527] Based on the scoring results, users can acquire virtual items and strengthen their characters. For example, if a user answers correctly, they can acquire certain points and use those points to draw gacha. The gacha results are generated using a random algorithm and updated in the user's database. Users can receive new items and strengthen their character's status on the character development screen.
[0528] The emotion engine recognizes the user's facial expressions in real time and analyzes their emotional state. Specifically, a camera installed in the smart glasses captures the user's face and performs facial recognition using OpenCV. The recognition results are sent to the emotion engine, which then performs emotion analysis using the TENSORFLOW® model. Based on the analysis results, the server provides adaptive feedback to the user. For example, it can send encouraging messages to a user who is losing motivation to study, or provide relaxation content to a user who is at a high stress level.
[0529] The battle feature allows users to battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent's information, and returns the results to the user.
[0530] Guild and alliance functions are also provided, allowing users to join guilds and cooperate with other users to advance their learning. The server manages guild members and distributes chat messages in real time.
[0531] As a concrete example, consider a situation where a user is trying to answer the question, "What is 2 + 2?" As the user begins to answer the question, the camera in the smart glasses captures the user's facial expressions, which are then analyzed by the emotion engine. For example, if the stress level is determined to be high, the server will provide feedback such as "Relax and try again." If the answer is correct, the server will send a message saying, "Great! Let's move on!"
[0532] Example prompts to input to a generative AI model:
[0533] "Create an application that recognizes facial expressions when a user answers the study question 'What is 2 + 2?' and provides adaptive feedback based on the user's emotions. Recognize the user's facial expressions in real time while answering the question and analyze the user's emotions using an emotion engine. After the answer is submitted, automatically score the answer and provide adaptive feedback along with the score results."
[0534] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0535] Step 1:
[0536] A user logs in to an application using a device (smart glasses). The input is the user's email address and password, and the output is an authentication token. The server receives this authentication information and authenticates the user by checking it against a database. If authentication is successful, the server generates an authentication token and returns it to the device. This token is used to identify the user in subsequent communications.
[0537] Step 2:
[0538] The server provides learning problems appropriate for the user. The input is the user's learning history and authentication token, and the output is the generated learning problems. The server generates problems using a generative AI model based on the user's learning history. At this time, the difficulty of the problems is adjusted according to the user's learning progress. The generated problems are sent to the device.
[0539] Step 3:
[0540] The user answers the learning questions via the device. The input is the learning question, and the output is the user's answer. The user reads the question on the display of the smart glasses and inputs the answer. The input answer is sent from the device to the server.
[0541] Step 4:
[0542] The server scores the user's answers. The input is the user's answers and the learning questions, and the output is the scoring results. The server uses an automatic scoring system to check the user's answers against the learning questions and determine whether they are correct or incorrect. The scoring results are sent to the terminal along with a feedback message.
[0543] Step 5:
[0544] An emotion engine analyzes the user's facial expressions and generates adaptive feedback. The input is a real-time captured image of the user's face, and the output is the user's emotional state and corresponding feedback. A camera running in the background on the device captures the user's facial expressions, and emotion analysis is performed via the emotion engine (TensorFlow model). The analysis results are sent to the server, and an adaptive feedback message is generated and returned to the device.
[0545] Step 6:
[0546] The server provides the user with virtual items based on the scoring results and strengthens the character. The input is the scoring results and the user's current status, and the output is the updated status and new virtual items. The server adds points based on the scoring results and prepares the user for a gacha spin. The user spins the gacha on their device, and the server generates an item using a random algorithm and updates the user's database.
[0547] Step 7:
[0548] Users battle with other users and share learning information through guild and alliance functions. Input is the user's battle request and guild message, and output is the battle results and communication history. The server performs a battle simulation based on the user's character information and opponent information, and sends the results to the device. It also manages the sending and receiving of chat messages between guild members in real time, and stores the shared information in a database.
[0549] This allows users to answer personalized learning questions while receiving appropriate feedback based on their emotional state, allowing them to maintain their motivation to continue learning while enjoying acquiring virtual items and strengthening their characters.
[0550] 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.
[0551] 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.
[0552] 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.
[0553] [Second embodiment]
[0554] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0555] 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.
[0556] 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).
[0557] 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.
[0558] 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.
[0559] 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).
[0560] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0561] 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.
[0562] 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.
[0563] 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.
[0564] 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.
[0565] 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."
[0566] The present invention relates to a social game system for supporting learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the results of their scores. It also includes a battle function to encourage competition among users, and guild and alliance functions to promote communication between users.
[0567] This system allows users to enjoy the entertainment elements of the game while they study, thereby increasing their motivation to study. Below, we will explain the processing content of the program of this system in natural language.
[0568] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0569] Next is the process of providing study questions. When a user requests a study question, the server generates the question using a generation AI based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server grades the answer with an automatic scoring system and returns the results and explanations to the user. The user can check the results.
[0570] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[0571] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0572] Finally, there is the guild and alliance feature. Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[0573] In this way, the system provides an environment in which users can study while enjoying games, increasing motivation to study and supporting continuous learning.
[0574] The processing flow will be explained below.
[0575] User Registration & Login Process
[0576] Step 1:
[0577] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[0578] Step 2:
[0579] The terminal transmits the input information to the server.
[0580] Step 3:
[0581] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[0582] Step 4:
[0583] The user clicks the link in the confirmation email to complete the registration.
[0584] Step 5:
[0585] The user enters their email address and password in the login form and clicks the Login button.
[0586] Step 6:
[0587] The terminal transmits the input information to the server.
[0588] Step 7:
[0589] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[0590] Step 8:
[0591] The device receives the access token and is redirected to the home screen.
[0592] Providing study questions
[0593] Step 1:
[0594] The user presses the "Ask a Question" button on the home screen.
[0595] Step 2:
[0596] The device sends a "ask a question" request to the server.
[0597] Step 3:
[0598] The server determines the appropriate level of difficulty based on the user's learning history.
[0599] Step 4:
[0600] The server uses artificial intelligence to generate learning questions.
[0601] Step 5:
[0602] The server generates questions and sends them to the device.
[0603] Step 6:
[0604] The terminal displays the problem it received to the user.
[0605] Answer to the question
[0606] Step 1:
[0607] The user enters the answer to the question and presses the submit button.
[0608] Step 2:
[0609] The terminal sends the response to the server.
[0610] Step 3:
[0611] The server receives the answers and scores them using an automated scoring system.
[0612] Step 4:
[0613] The server generates the scoring results and explanations and sends them to the terminal.
[0614] Step 5:
[0615] The terminal displays the score and explanation to the user.
[0616] Gacha function
[0617] Step 1:
[0618] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[0619] Step 2:
[0620] The device sends a gacha request to the server.
[0621] Step 3:
[0622] The server generates the gacha results using a random algorithm.
[0623] Step 4:
[0624] The server updates the gacha results to the user's database.
[0625] Step 5:
[0626] The server sends the gacha results to the device.
[0627] Step 6:
[0628] The terminal displays the gacha results to the user.
[0629] Character Development
[0630] Step 1:
[0631] The user opens the character development screen and presses the level up button.
[0632] Step 2:
[0633] The device sends a level-up request to the server.
[0634] Step 3:
[0635] The server checks the required experience and items and updates the character's status.
[0636] Step 4:
[0637] The server sends the updated results to the terminal.
[0638] Step 5:
[0639] The terminal displays the updated character information to the user.
[0640] Battle Mode
[0641] Step 1:
[0642] The user selects an opponent on the battle screen and presses the battle start button.
[0643] Step 2:
[0644] The device sends a battle request to the server.
[0645] Step 3:
[0646] The server loads the user's character information and opponent information.
[0647] Step 4:
[0648] The server performs a battle simulation and generates the battle results.
[0649] Step 5:
[0650] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[0651] Step 6:
[0652] The terminal displays the battle results and rewards to the user.
[0653] Guilds & Alliances
[0654] Step 1:
[0655] The user sends a request to join the guild of their choice from the guild list.
[0656] Step 2:
[0657] The terminal sends a participation application request to the server.
[0658] Step 3:
[0659] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[0660] Step 4:
[0661] The server will send the added guild information to the terminal.
[0662] Step 5:
[0663] The device displays the newly updated guild member list to the user.
[0664] Step 6:
[0665] The user opens the guild chat screen, enters a message, and presses the send button.
[0666] Step 7:
[0667] The device sends a chat message to the server.
[0668] Step 8:
[0669] The server will distribute the received message to all guild members in real time.
[0670] Step 9:
[0671] The device will display a message on the chat screens of all guild members.
[0672] Example 1
[0673] 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."
[0674] Conventional learning support systems have difficulty maintaining users' motivation to learn over the long term, especially for younger users. Furthermore, existing systems are unable to provide appropriate levels of difficulty based on the user's learning progress, making it difficult to provide appropriate feedback to users. Furthermore, they lack functionality for effectively linking learning with game elements, making it difficult to promote competition and cooperation among users.
[0675] 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.
[0676] In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for using a generation AI to generate study questions, means for providing a battle function to promote competition among users, and means for providing group and league functions to promote communication among users. This provides an environment in which users can study while enjoying the game, increasing motivation to study and enabling continuous learning.
[0677] "User" refers to a person who uses the learning system.
[0678] "Study Questions" refers to questions that users answer to evaluate their learning progress.
[0679] "Means" refers to an apparatus, program, or method for accomplishing a particular purpose.
[0680] "Server" refers to a computer system that provides and manages data over a network.
[0681] "Answer" refers to the answer that a user submits to a study question.
[0682] "Grading" refers to the process of evaluating submitted answers and determining whether they are correct or incorrect.
[0683] "Virtual Items" refer to items and assets used within a digital environment.
[0684] "Character strengthening" refers to the act of improving the abilities and status of characters in the game.
[0685] "Generative AI" refers to the technology of generating data and problems using artificial intelligence techniques.
[0686] The "battle function" refers to a battle function provided to encourage competition between users.
[0687] The "group function" refers to a function that allows multiple users to work together to study or play games.
[0688] "Federation function" refers to the function that allows different groups to work together in cooperation.
[0689] The present invention relates to a social game system for learning support. This system has the following main functions: providing learning questions, scoring user answers, acquiring virtual items and strengthening characters, a battle function, and group and alliance functions.
[0690] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0691] Next is the process of providing study questions. When a user requests a study question, the server generates a question using a generative AI model (e.g., GPT-4) based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server scores the answer with an automatic scoring system and returns the result and explanation to the user. As a concrete example, if a user requests an English vocabulary quiz, the server sends a prompt to the generative AI model saying, "Generate an English vocabulary question." The generative AI model generates the question, "What is the English translation of the word 'ringo'? (Answer: Apple)," and the server provides it to the user.
[0692] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[0693] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0694] Finally, there is the group and federation function. Users can join groups and collaborate with other users to learn and share information. The server manages group members and distributes chat messages in real time.
[0695] Through the above process, this system provides an environment where users can learn while enjoying the game, and it also increases motivation to learn and supports continuous learning.
[0696] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0697] Step 1: User Registration
[0698] Input: The user enters their name, email address, and password into the device.
[0699] Processing: The terminal sends the entered information to the server, which stores the received information in a database and generates and sends a confirmation email.
[0700] Output: The user's information is saved in the database and a confirmation email is sent to the user.
[0701] Specific operation: The user clicks the "New Registration" button, enters information, and clicks the "Submit" button. The server saves the information and sends a confirmation email via SMTP.
[0702] Step 2: User Verification
[0703] Input: User clicks on the link in the confirmation email.
[0704] Processing: The device opens the linked URL, the server confirms the user's registration, and updates the status in the database.
[0705] Output: The user's registration status is updated to "Verified".
[0706] What happens: The user clicks the link in the email, their browser displays the server's confirmation page, and the server updates the registration status to "confirmed."
[0707] Step 3: Log in
[0708] Input: The user enters their email address and password on the device.
[0709] Processing: The terminal sends the input information to the server. The server retrieves user information from the database and compares it with the input information.
[0710] Output: If authentication is successful, the server generates an authentication token and sends it back to the user.
[0711] Specific operation: The user enters their email address and password on the login screen and presses the "Login" button. The server verifies the match and issues an authentication token.
[0712] Step 4: Request a study question
[0713] Input: The user requests a study question from their device.
[0714] Processing: The device sends a request to the server, which retrieves the user's past learning history from a database and sends prompts to the generative AI model to generate questions.
[0715] Output: The server sends the generated training questions to the user's device.
[0716] Specific operation: The user presses the "Request a new problem" button in the learning menu. The server sends a prompt to the generative AI model, instructing it to "generate a problem for an English word," and generates a problem. The generated problem is sent to the user.
[0717] Step 5: Submit your study questions
[0718] Input: The user types the answer into the terminal.
[0719] Processing: The device sends the answers to the server, which scores the answers with an automated scoring system and generates results and explanations.
[0720] Output: The score and explanations are sent to the user's device.
[0721] Specific operation: The user answers the questions and presses the "Submit" button. The server scores the answers with an automatic scoring system, generates correct answers and explanations, and sends the results to the user.
[0722] Step 6: Gacha function
[0723] Input: User requests a gacha from their device.
[0724] Process: The device sends a request to the server, which checks the user's points, deducts the required points, and then randomly generates an item.
[0725] Output: The server adds the created item to the user's database and sends the item information to the terminal.
[0726] Specific operation: The user presses the "Draw Gacha" button on the Gacha screen. The server checks the points, randomly generates an item, and updates the user's database. The new item information is sent to the user.
[0727] Step 7: Character Development
[0728] Input: The user selects a character enhancement item on the device.
[0729] Processing: The device sends the selected item information to the server. The server calculates the item's effect and updates the character's status.
[0730] Output: The updated character information is sent to the user's device.
[0731] Specific operation: The user selects an item on the training screen and presses the "Strengthen" button. The server calculates the item's effect and updates the character's status. The result is sent to the user.
[0732] Step 8: Battle
[0733] Input: User selects opponent on device.
[0734] Processing: The device sends the selection information to the server. The server performs a battle simulation based on the character information of the user and opponent, and determines the winner.
[0735] Output: The battle results are sent to the user's device and the rewards are updated.
[0736] Specific operation: The user selects an opponent on the battle screen and presses the "Start Battle" button. The server simulates the battle and determines the winner. The results and rewards are sent to the user.
[0737] Step 9: Group and Federation Functions
[0738] Input: A user requests to join or create a group on their device.
[0739] Processing: The device sends the request information to the server. The server saves and updates the group information in the database and associates it with the user information.
[0740] Output: The group membership information is sent to the user's device.
[0741] Specific operation: The user selects "Create a new group" or "Join a group" on the group screen, enters and submits the required information, and the server saves and updates the group information and sends the member information to the user.
[0742] (Application example 1)
[0743] 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."
[0744] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to learn. Furthermore, they lack the means to stimulate interest in the learning content itself, which reduces the effectiveness of learning. Therefore, there is a need for systems that incorporate entertainment elements to provide an environment in which users can continue to learn in a fun way.
[0745] 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.
[0746] In this invention, the server includes a means for generating study questions using a generative AI model based on the user's learning history, a means for providing a gacha function that allows the user to use points earned to acquire randomly generated virtual items, and a means for conducting a battle simulation based on the user's character information and opponent information. This allows the user to be interested in the learning content and maintain their motivation to study through entertainment elements.
[0747] A "user" is an individual who uses the system to answer study questions, acquire virtual items, and strengthen their character.
[0748] A "study question" is a question provided to a user, and is a task that aims to obtain a learning effect by answering it.
[0749] A "generative AI model" is a model that uses artificial intelligence to generate new learning questions based on a user's learning history.
[0750] "Virtual items" are digital items that users can acquire through learning and in-game activities, and are used to strengthen their characters and progress in the game.
[0751] A "character" is a virtual entity that a user can control within a game, and its performance and abilities can be improved by strengthening it.
[0752] The "battle function" is a battle function provided to promote competition between users, in which users battle each other using their respective characters to determine the winner.
[0753] A "guild" is a community of multiple users that allows them to study and participate in in-game activities together.
[0754] The "alliance function" is a function that promotes communication between users and allows them to cooperate in activities.
[0755] "Points" are points that users acquire by answering study questions correctly or by engaging in activities within the game, and can be used to acquire virtual items, etc.
[0756] The "gacha function" is a function that allows users to use points they have acquired to obtain randomly generated virtual items.
[0757] "Battle simulation" refers to simulating a virtual battle based on the user's character information and opponent information, and providing the results to the user.
[0758] This invention is a system for providing learning support to users, incorporating entertainment elements into the process, from providing study questions to receiving answers, and then acquiring virtual items and strengthening characters based on the results. The system aims to maintain motivation for learning by allowing multiple users to cooperate while competing with each other.
[0759] Hardware and software used
[0760] Hardware:
[0761] Smartphone (iOS / Android): A device used by users to access the system.
[0762] software:
[0763] Flutter: A framework for cross-platform mobile application development.
[0764] Firebase: A real-time database and authentication system.
[0765] OpenAI GPT-4: A generative AI model.
[0766] Program processing details (natural language explanation)
[0767] 1. User Registration and Login:
[0768] The user enters the required information into the new registration form on their smartphone and submits it. The server stores the received information in the Firebase database and sends a confirmation email to the user. The user clicks the link in the email to complete the registration and logs in by entering their email address and password.
[0769] 2. Providing study questions:
[0770] When a user requests a training question, the server retrieves the user's training history from Firebase and generates a new training question using the OpenAI GPT-4 generative AI model. The generated training question is then sent to the user's device.
[0771] 3. Receiving and grading answers:
[0772] Users answer questions and send the data to the server, which uses GPT-4 to automatically score the answers and return the results and explanations to the user.
[0773] 4. Acquire virtual items and improve your character:
[0774] Based on the scoring results, users can earn points and use them to draw gacha. The server randomly generates gacha results and adds virtual items to the user's database. Users can then use the virtual items they obtain to strengthen their characters.
[0775] 5. Battle Features:
[0776] Users compete against other users in a battle mode. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0777] 6. Guild and Alliance Features:
[0778] Users can form guilds with other users and cooperate with other members to study and exchange information. The server manages guild members and distributes real-time chat messages.
[0779] Examples of concrete examples and prompts
[0780] (Example)
[0781] When a user requests to solve a math problem, the server generates a new problem by sending the following prompt to OpenAI's GPT-4 based on the user's past learning history:
[0782] (Example of a prompt)
[0783] "Generate the next level of math problems based on the user's past answer history. They should be of medium difficulty and involve linear equations."
[0784] In this way, the present invention provides a learning method that incorporates entertainment elements, thereby maintaining the user's motivation to learn and creating an effective learning environment.
[0785] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0786] Step 1:
[0787] User Registration and Login
[0788] Input: User information entered into the new registration form (e.g. email address, password, name, etc.).
[0789] Data processing / calculation: The device sends the user information entered in the registration form to the server, which stores the received information in the Firebase database and generates a confirmation email to send to the user.
[0790] Output: A link in a confirmation email and user information stored in the Firebase database.
[0791] How it works: The user clicks on the link in the email to complete the registration, then authenticates by entering their email address and password into the login form.
[0792] Step 2:
[0793] Providing study questions
[0794] Input: User's study question request and study history retrieved from Firebase.
[0795] Data processing / calculation: The server sends prompt sentences based on the user's learning history to the generative artificial intelligence (GPT-4) to generate new learning problems.
[0796] Output: The generated training problem.
[0797] Operation: The server sends the generated learning questions to the user's terminal, and the user views the questions.
[0798] Step 3:
[0799] Receiving and grading answers
[0800] Input: Answer data for the study questions answered by the user.
[0801] Data processing / calculation: The device sends the user's answer data to the server, which uses GPT-4 to automatically score the answer and generate feedback and explanations.
[0802] Output: Marking results, feedback, and explanations.
[0803] How it works: The user sees the score and feedback on their device.
[0804] Step 4:
[0805] Acquire virtual items and strengthen your character
[0806] Input: Points earned based on scoring results.
[0807] Data processing / calculation: The user uses points to send a request to the server to draw a gacha. The server randomly generates a gacha result and adds the virtual item to the user's database.
[0808] Output: The retrieved virtual item, updated character data for the user.
[0809] How it works: The user checks the acquired virtual items and strengthens the character on the character strengthening screen.
[0810] Step 5:
[0811] Battle Features
[0812] Input: User's character information and opponent information.
[0813] Data processing / calculation: The server performs a battle simulation based on the user's character information and opponent information, and generates the outcome of the battle.
[0814] Output: Battle results and rewards.
[0815] How it works: The user checks the battle results and rewards earned, and prepares for the next battle.
[0816] Step 6:
[0817] Guild and Alliance Features
[0818] Input: Guild join requests and chat messages.
[0819] Data Processing / Calculation: The server processes guild join requests and adds users to new guilds. It also receives real-time chat messages and distributes them to all guild members.
[0820] Output: Guild member information, real-time chat messages.
[0821] How it works: Users communicate and collaborate with members in their guild through chat.
[0822] At each step, users access the system through their devices, and the server processes data and uses generative AI models to provide learning assistance and entertainment elements.
[0823] 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.
[0824] The present invention relates to a social game system designed to support learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also includes a battle function to encourage competition between users, and guild and alliance functions to promote communication between users. Furthermore, the present invention features an emotion engine that allows adaptation based on the user's emotions.
[0825] User Registration & Login Process
[0826] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0827] Providing study questions
[0828] When a user requests a study question, the server uses a generation AI to generate a question based on the user's study history and sends it to the device. The user answers the question and sends the answer to the server. The server then uses an automatic scoring system to score the answer and returns the result and explanation to the user.
[0829] Gacha function
[0830] Users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm and updates the user's database. Users can then receive new items and enjoy strengthening their characters.
[0831] Character Development and Battle Mode
[0832] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[0833] Guilds and Alliances
[0834] Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[0835] Introducing the Emotion Engine
[0836] This system incorporates an emotion engine and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and input, and analyzes the data. Based on this data, the server provides appropriate feedback according to the user's emotions. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[0837] As a concrete example, when a user presses the "ask a question" button, the device camera recognizes the user's face and sends the facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends that information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, the user can enjoy an individually customized learning experience.
[0838] This system allows users to learn while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support according to the user's emotions, resulting in more effective learning.
[0839] The processing flow will be explained below.
[0840] User Registration & Login Process
[0841] Step 1:
[0842] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[0843] Step 2:
[0844] The terminal transmits the input information to the server.
[0845] Step 3:
[0846] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[0847] Step 4:
[0848] The user clicks the link in the confirmation email to complete the registration.
[0849] Step 5:
[0850] The user enters their email address and password in the login form and clicks the Login button.
[0851] Step 6:
[0852] The terminal transmits the input information to the server.
[0853] Step 7:
[0854] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[0855] Step 8:
[0856] The device receives the access token and is redirected to the home screen.
[0857] Providing study questions
[0858] Step 1:
[0859] The user presses the "Ask a Question" button on the home screen.
[0860] Step 2:
[0861] The device sends a "ask a question" request to the server.
[0862] Step 3:
[0863] The server determines the appropriate level of difficulty based on the user's learning history.
[0864] Step 4:
[0865] The server uses artificial intelligence to generate learning questions.
[0866] Step 5:
[0867] The server generates questions and sends them to the device.
[0868] Step 6:
[0869] The terminal displays the problem it received to the user.
[0870] Answer to the question
[0871] Step 1:
[0872] The user enters the answer to the question and presses the submit button.
[0873] Step 2:
[0874] The terminal sends the response to the server.
[0875] Step 3:
[0876] The server receives the answers and scores them using an automated scoring system.
[0877] Step 4:
[0878] The server generates the scoring results and explanations and sends them to the terminal.
[0879] Step 5:
[0880] The terminal displays the score and explanation to the user.
[0881] Gacha function
[0882] Step 1:
[0883] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[0884] Step 2:
[0885] The device sends a gacha request to the server.
[0886] Step 3:
[0887] The server generates the gacha results using a random algorithm.
[0888] Step 4:
[0889] The server updates the gacha results to the user's database.
[0890] Step 5:
[0891] The server sends the gacha results to the device.
[0892] Step 6:
[0893] The terminal displays the gacha results to the user.
[0894] Character Development
[0895] Step 1:
[0896] The user opens the character development screen and presses the level up button.
[0897] Step 2:
[0898] The device sends a level-up request to the server.
[0899] Step 3:
[0900] The server checks the required experience and items and updates the character's status.
[0901] Step 4:
[0902] The server sends the updated results to the terminal.
[0903] Step 5:
[0904] The terminal displays the updated character information to the user.
[0905] Battle Mode
[0906] Step 1:
[0907] The user selects an opponent on the battle screen and presses the battle start button.
[0908] Step 2:
[0909] The device sends a battle request to the server.
[0910] Step 3:
[0911] The server loads the user's character information and opponent information.
[0912] Step 4:
[0913] The server performs a battle simulation and generates the battle results.
[0914] Step 5:
[0915] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[0916] Step 6:
[0917] The terminal displays the battle results and rewards to the user.
[0918] Guilds & Alliances
[0919] Step 1:
[0920] The user sends a request to join the guild of their choice from the guild list.
[0921] Step 2:
[0922] The terminal sends a participation application request to the server.
[0923] Step 3:
[0924] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[0925] Step 4:
[0926] The server will send the added guild information to the terminal.
[0927] Step 5:
[0928] The device displays the newly updated guild member list to the user.
[0929] Step 6:
[0930] The user opens the guild chat screen, enters a message, and presses the send button.
[0931] Step 7:
[0932] The device sends a chat message to the server.
[0933] Step 8:
[0934] The server will distribute the received message to all guild members in real time.
[0935] Step 9:
[0936] The device will display a message on the chat screens of all guild members.
[0937] Introducing the Emotion Engine
[0938] Step 1:
[0939] When the user presses the "Ask a Question" button, the device camera recognizes the user's face.
[0940] Step 2:
[0941] The device sends the facial expression data to the emotion engine.
[0942] Step 3:
[0943] The emotion engine analyzes the user's emotions in real time and generates emotion data.
[0944] Step 4:
[0945] The emotion engine sends the emotion data to the server.
[0946] Step 5:
[0947] The server combines the emotional data with the learning history to generate appropriate learning questions and feedback messages.
[0948] Step 6:
[0949] The server sends generated learning questions and feedback messages to the terminal.
[0950] Step 7:
[0951] The device displays study questions and feedback messages to the user.
[0952] Step 8:
[0953] Users follow the feedback to progress: if their motivation is low, encouraging messages are displayed, and if their stress levels are high, relaxation content is provided.
[0954] In this way, the system adjusts learning content and feedback based on the user's emotions, providing a more effective learning environment.
[0955] Example 2
[0956] 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."
[0957] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to study. Furthermore, they lack the ability to provide a learning environment that takes into account the user's emotions, and are often unable to provide feedback or support that is appropriate for each individual user. This leads to the problem of insufficient learning effectiveness.
[0958] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function for promoting competition among users, means for providing guild and alliance functions for promoting communication among users, and means for recognizing users' emotions and providing appropriate feedback in accordance with those emotions. This makes it easier for users to maintain their motivation for studying and allows them to receive adaptive learning support based on their emotions.
[0959] "User" refers to an individual who uses the system to learn or play games.
[0960] A "study question" is a question provided for the user to answer, and is generated by the system.
[0961] "Answer" refers to the answer that the user enters to the study question.
[0962] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[0963] "Virtual items" refer to digital objects that users can acquire within the system and use to strengthen their characters, etc.
[0964] "Character" refers to a virtual person or creature that a user can develop.
[0965] The "battle function" refers to a function that allows users to battle each other and promote competition.
[0966] A "guild" is a group of users who share a common goal and work together.
[0967] An "alliance" refers to an organization or function that allows guilds to build cooperative relationships.
[0968] "Means for recognizing emotions" refers to technology that identifies emotions by analyzing a user's facial expressions and input data.
[0969] "Feedback" refers to advice and messages provided by the system in response to the user's actions and emotions.
[0970] The present invention relates to a social game system for supporting learning. Specific embodiments for carrying out the present invention are described below.
[0971] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[0972] When a user requests a study question, the server generates the question using a generative AI model (e.g., OpenAI's GPT) based on the user's learning history and sends it to the device. For example, when a user presses the "Ask a Question" button, the following prompt is sent to the generative AI: "Generate a math practice question based on the user's learning history." The user answers the question and sends the answer to the server. The server then uses an automatic scoring system (e.g., Scikit-learn) to score the answer and returns the results and explanations to the user.
[0973] Furthermore, users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm (e.g., Mersenne Twister) and updates the user database. Users can receive new items and enjoy strengthening their characters.
[0974] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server runs a battle simulation (e.g., Unity) based on the user's character information and opponent information, and returns the results to the user.
[0975] Users can also join guilds to collaborate with other users to learn and share information. The server manages guild members and delivers chat messages in real time (e.g., Firebase), facilitating communication between users.
[0976] This system incorporates an emotion engine (e.g., Affectiva) and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and inputs and analyzes the data. The server uses this data to provide appropriate feedback based on the user's emotions. For example, when a user presses the "Ask a Question" button, the device camera recognizes the user's face and sends facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends this information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, users can enjoy an individually customized learning experience.
[0977] This invention allows users to study while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support based on the user's emotions, resulting in more effective learning. In addition, the battle and guild functions encourage cooperation and competition among users, further increasing motivation to study.
[0978] The above is a specific embodiment for carrying out the present invention.
[0979] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0980] Step 1:
[0981] Collecting user-entered information
[0982] The user enters the required information (username, email address, password) into the new registration form from the terminal. The entered information is sent from the terminal to the server. Specifically, when the user clicks the "New Registration" button, the form data is sent to the server as an HTTP POST request. The input is the username, email address, and password, and the output is the registration information sent to the server.
[0983] Step 2:
[0984] Sending information to the server
[0985] The terminal sends the collected user input information to the server. The server receives the HTTP request, analyzes its contents, and prepares it to be saved in a database. The input is the collected user information, and the output is data prepared for saving in the database. Specifically, the server converts the received information into an SQL query for the database.
[0986] Step 3:
[0987] Store in database
[0988] The server saves the received user information in a database. Specifically, it executes an SQL query to insert the user information into a specified table. The input is an SQL query containing user information, and the output is the user information saved in the database. This process makes the registration information permanent.
[0989] Step 4:
[0990] Sending a confirmation email
[0991] The server uses the SMTP protocol to send a confirmation email to the user's email address, which contains a link to complete the registration. The inputs are the user's email address and the content of the confirmation email, and the output is the confirmation email sent.
[0992] Step 5:
[0993] Clicking on the confirmation link
[0994] The user completes the authentication process by clicking the link in the confirmation email. This click causes the browser to send a GET request to the server, which receives the request and completes the user's registration. The input is the user clicking the link, and the output is the registration status.
[0995] Step 6:
[0996] Login Authentication
[0997] The user enters their email address and password into the login form and sends a login request to the server. The server authenticates the entered email address and password by checking them against the information in the database. If authentication is successful, the user is logged in. The input is the email address and password, and the output is the login success or failure status.
[0998] Step 7:
[0999] Study Question Request
[1000] When a user presses the "Ask a Question" button, the device sends a learning question request to the server. The server receives this request, references the learning history, and sends an appropriate prompt sentence to the generative AI model. The input is the learning question request and learning history, and the output is the generated prompt sentence.
[1001] Step 8:
[1002] Using generative AI models
[1003] The server sends the prompt to a generative AI model (e.g., OpenAI's GPT) to generate new training problems. The generated problems are sent back to the server. The input is the prompt, and the output is the generated training problem. For example, the prompt might be "Generate math practice problems based on the user's learning history."
[1004] Step 9:
[1005] Generate and submit study questions
[1006] The server receives the training problems returned by the generative AI model and sends them to the terminal to display to the user. The input is the generated training problem, and the output is the training problem displayed on the terminal. This allows the user to tackle new training problems.
[1007] Step 10:
[1008] Enter and submit your answers
[1009] The user answers the questions displayed on the device and sends the answers to the server. The input is the user's answer, and the output is the answer data sent to the server. The answers are then saved on the server and prepared for grading.
[1010] Step 11:
[1011] Automatic scoring
[1012] The server uses an automatic scoring system (e.g., Scikit-learn) to score the user's answers. The input is the user's answer data, and the output is the scoring result. Specifically, the server uses a Scikit-learn model to determine whether the answer is correct or not and generate a score.
[1013] Step 12:
[1014] Return of results and explanations
[1015] The server generates the score and explanations, sends them to the terminal, and displays them to the user. The input is the score and explanation data, and the output is the feedback displayed on the terminal. This allows the user to understand the evaluation of their answer and areas for improvement.
[1016] Step 13:
[1017] Gacha pull operation
[1018] When a user checks the points required to draw a gacha and presses the "Draw Gacha" button, a request is sent to the server. The server checks the points and generates a gacha result using a random algorithm. The input is the user's gacha request and point information, and the output is the generated gacha result.
[1019] Step 14:
[1020] Applying Gacha Results
[1021] The server applies the generated gacha results to the user's database and updates the items and character status. The input is the gacha results, and the output is the updated user's database. This allows the user to acquire new items and strengthen their characters.
[1022] Step 15:
[1023] Use of training items and status updates
[1024] The user uses the acquired training item to send a request to the server to strengthen the character's status. The server receives this request and updates the character's status. The input is the training item use request, and the output is the updated character status.
[1025] Step 16:
[1026] Battle Requests and Combat Simulation
[1027] When a user sends a request to start a battle, the server performs a battle simulation (e.g., Unity) based on the opponent's information. The input is the user's character information and the opponent's information, and the output is the battle result. The server sends this result to the terminal and displays it to the user.
[1028] Step 17:
[1029] Use of guild functions and real-time chat
[1030] When a user sends a request to join a guild, the server adds the user to the guild member list. The server also provides real-time chat functionality and manages messages using a database such as Firebase. The input is the guild join request and chat messages, and the output is the updated guild member list and real-time chat messages.
[1031] Step 18:
[1032] Emotion data collection and analysis
[1033] While the user is answering questions, the device camera recognizes the user's face and sends the facial expression data to the server. The server then analyzes this data using an emotion engine (e.g., Affectiva) to determine the user's emotions. The input is the collected facial expression data, and the output is the analyzed emotional information.
[1034] Step 19:
[1035] Generating emotion-based feedback
[1036] The server combines the emotional data and learning history to generate appropriate feedback messages and tasks. The input is the emotional data and learning history, and the output is the generated feedback message. The server sends this to the terminal and displays it to the user. Specifically, an encouraging message is displayed to a user who has lost motivation to study, and relaxation content is provided to a user who is feeling stressed.
[1037] The above are the specific processing steps of the program of this system.
[1038] (Application example 2)
[1039] 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."
[1040] Conventional learning support systems only provide users with the ability to acquire virtual items or strengthen their characters based on their answers to individual learning problems, and many of them provide uniform feedback without considering the user's emotional state. This can lead to a decrease in the user's motivation to learn, increased stress, and reduced learning efficiency. Furthermore, learning support systems that utilize wearable devices such as smart glasses are limited, and there is a need to provide a more interactive and personalized learning experience.
[1041] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function to promote competition among users, means for providing guild and alliance functions to promote communication among users, means for providing adaptive feedback using an emotion engine that analyzes the user's emotions, and means for operating as an application installed on smart glasses. This makes it possible to provide appropriate feedback according to the user's emotional state and maintain and improve motivation to learn. Furthermore, the use of wearable devices can provide a more interactive and personalized learning experience.
[1042] "User" refers to a person who uses the system to answer study questions and obtain virtual items.
[1043] "Study Question" refers to a question provided for a user to answer and progress through the results of their learning.
[1044] "Answer" refers to the answer a user provides to a study question.
[1045] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[1046] "Virtual Items" refer to items in digital form that can be acquired by users within the System.
[1047] "Character enhancement" refers to the process of improving the ability values and skills of a virtual character owned by a user.
[1048] The "battle function" refers to a function in which multiple users compete against each other in a battle format and receive rewards based on the results.
[1049] A "guild" refers to a group of users with a common goal, and includes functions for cooperating to learn and compete.
[1050] The "Alliance function" refers to a function that allows multiple guilds to work together in cooperation.
[1051] An "emotion engine" refers to a system for analyzing a user's emotional state and providing adaptive feedback based on the results.
[1052] "Adaptive feedback" refers to customized guidance and advice provided based on the user's current learning situation and emotions.
[1053] "Smart glasses" are wearable devices that are equipped with a display function that allows users to directly and visually check information.
[1054] "Application" means a software program installed on a Smart Glasses or other device to provide a particular function or service.
[1055] The present invention is a system that provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also features a battle function that encourages competition between users, as well as guild and alliance functions that promote communication between users. It also features an emotion engine that analyzes the user's emotions, providing adaptive feedback, and operates as an application installed on smart glasses.
[1056] The server provides the user with study questions. The questions are generated based on the user's study history, and the difficulty level of the questions is adjusted using a generative artificial intelligence (generative AI model). The user answers the questions using smart glasses, and the answers are sent to the server. The server then scores the answers using an automatic scoring system and returns the results to the user.
[1057] Based on the scoring results, users can acquire virtual items and strengthen their characters. For example, if a user answers correctly, they can acquire certain points and use those points to draw gacha. The gacha results are generated using a random algorithm and updated in the user's database. Users can receive new items and strengthen their character's status on the character development screen.
[1058] The emotion engine recognizes the user's facial expressions in real time and analyzes their emotional state. Specifically, a camera installed in the smart glasses captures the user's face and performs facial recognition using OpenCV. The recognition results are sent to the emotion engine, where emotion analysis is performed using a TensorFlow model. Based on the analysis results, the server provides adaptive feedback to the user. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[1059] The battle feature allows users to battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent's information, and returns the results to the user.
[1060] Guild and alliance functions are also provided, allowing users to join guilds and cooperate with other users to advance their learning. The server manages guild members and distributes chat messages in real time.
[1061] As a concrete example, consider a situation where a user is trying to answer the question, "What is 2 + 2?" As the user begins to answer the question, the camera in the smart glasses captures the user's facial expressions, which are then analyzed by the emotion engine. For example, if the stress level is determined to be high, the server will provide feedback such as "Relax and try again." If the answer is correct, the server will send a message saying, "Great! Let's move on!"
[1062] Example prompts to input to a generative AI model:
[1063] "Create an application that recognizes facial expressions when a user answers the study question 'What is 2 + 2?' and provides adaptive feedback based on the user's emotions. Recognize the user's facial expressions in real time while answering the question and analyze the user's emotions using an emotion engine. After the answer is submitted, automatically score the answer and provide adaptive feedback along with the score results."
[1064] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1065] Step 1:
[1066] A user logs in to an application using a device (smart glasses). The input is the user's email address and password, and the output is an authentication token. The server receives this authentication information and authenticates the user by checking it against a database. If authentication is successful, the server generates an authentication token and returns it to the device. This token is used to identify the user in subsequent communications.
[1067] Step 2:
[1068] The server provides learning problems appropriate for the user. The input is the user's learning history and authentication token, and the output is the generated learning problems. The server generates problems using a generative AI model based on the user's learning history. At this time, the difficulty of the problems is adjusted according to the user's learning progress. The generated problems are sent to the device.
[1069] Step 3:
[1070] The user answers the learning questions via the device. The input is the learning question, and the output is the user's answer. The user reads the question on the display of the smart glasses and inputs the answer. The input answer is sent from the device to the server.
[1071] Step 4:
[1072] The server scores the user's answers. The input is the user's answers and the learning questions, and the output is the scoring results. The server uses an automatic scoring system to check the user's answers against the learning questions and determine whether they are correct or incorrect. The scoring results are sent to the terminal along with a feedback message.
[1073] Step 5:
[1074] An emotion engine analyzes the user's facial expressions and generates adaptive feedback. The input is a real-time captured image of the user's face, and the output is the user's emotional state and corresponding feedback. A camera running in the background on the device captures the user's facial expressions, and emotion analysis is performed via the emotion engine (TensorFlow model). The analysis results are sent to the server, and an adaptive feedback message is generated and returned to the device.
[1075] Step 6:
[1076] The server provides the user with virtual items based on the scoring results and strengthens the character. The input is the scoring results and the user's current status, and the output is the updated status and new virtual items. The server adds points based on the scoring results and prepares the user for a gacha spin. The user spins the gacha on their device, and the server generates an item using a random algorithm and updates the user's database.
[1077] Step 7:
[1078] Users battle with other users and share learning information through guild and alliance functions. Input is the user's battle request and guild message, and output is the battle results and communication history. The server performs a battle simulation based on the user's character information and opponent information, and sends the results to the device. It also manages the sending and receiving of chat messages between guild members in real time, and stores the shared information in a database.
[1079] This allows users to answer personalized learning questions while receiving appropriate feedback based on their emotional state, allowing them to maintain their motivation to continue learning while enjoying acquiring virtual items and strengthening their characters.
[1080] 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.
[1081] 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.
[1082] 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.
[1083] [Third embodiment]
[1084] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1085] 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.
[1086] 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).
[1087] 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.
[1088] 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.
[1089] 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).
[1090] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1091] 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.
[1092] 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.
[1093] 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.
[1094] 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.
[1095] 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."
[1096] The present invention relates to a social game system for supporting learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the results of their scores. It also includes a battle function to encourage competition among users, and guild and alliance functions to promote communication between users.
[1097] This system allows users to enjoy the entertainment elements of the game while they study, thereby increasing their motivation to study. Below, we will explain the processing content of the program of this system in natural language.
[1098] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1099] Next is the process of providing study questions. When a user requests a study question, the server generates the question using a generation AI based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server grades the answer with an automatic scoring system and returns the results and explanations to the user. The user can check the results.
[1100] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[1101] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1102] Finally, there is the guild and alliance feature. Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[1103] In this way, the system provides an environment in which users can study while enjoying games, increasing motivation to study and supporting continuous learning.
[1104] The processing flow will be explained below.
[1105] User Registration & Login Process
[1106] Step 1:
[1107] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[1108] Step 2:
[1109] The terminal transmits the input information to the server.
[1110] Step 3:
[1111] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[1112] Step 4:
[1113] The user clicks the link in the confirmation email to complete the registration.
[1114] Step 5:
[1115] The user enters their email address and password in the login form and clicks the Login button.
[1116] Step 6:
[1117] The terminal transmits the input information to the server.
[1118] Step 7:
[1119] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[1120] Step 8:
[1121] The device receives the access token and is redirected to the home screen.
[1122] Providing study questions
[1123] Step 1:
[1124] The user presses the "Ask a Question" button on the home screen.
[1125] Step 2:
[1126] The device sends a "ask a question" request to the server.
[1127] Step 3:
[1128] The server determines the appropriate level of difficulty based on the user's learning history.
[1129] Step 4:
[1130] The server uses artificial intelligence to generate learning questions.
[1131] Step 5:
[1132] The server generates questions and sends them to the device.
[1133] Step 6:
[1134] The terminal displays the problem it received to the user.
[1135] Answer to the question
[1136] Step 1:
[1137] The user enters the answer to the question and presses the submit button.
[1138] Step 2:
[1139] The terminal sends the response to the server.
[1140] Step 3:
[1141] The server receives the answers and scores them using an automated scoring system.
[1142] Step 4:
[1143] The server generates the scoring results and explanations and sends them to the terminal.
[1144] Step 5:
[1145] The terminal displays the score and explanation to the user.
[1146] Gacha function
[1147] Step 1:
[1148] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[1149] Step 2:
[1150] The device sends a gacha request to the server.
[1151] Step 3:
[1152] The server generates the gacha results using a random algorithm.
[1153] Step 4:
[1154] The server updates the gacha results to the user's database.
[1155] Step 5:
[1156] The server sends the gacha results to the device.
[1157] Step 6:
[1158] The terminal displays the gacha results to the user.
[1159] Character Development
[1160] Step 1:
[1161] The user opens the character development screen and presses the level up button.
[1162] Step 2:
[1163] The device sends a level-up request to the server.
[1164] Step 3:
[1165] The server checks the required experience and items and updates the character's status.
[1166] Step 4:
[1167] The server sends the updated results to the terminal.
[1168] Step 5:
[1169] The terminal displays the updated character information to the user.
[1170] Battle Mode
[1171] Step 1:
[1172] The user selects an opponent on the battle screen and presses the battle start button.
[1173] Step 2:
[1174] The device sends a battle request to the server.
[1175] Step 3:
[1176] The server loads the user's character information and opponent information.
[1177] Step 4:
[1178] The server performs a battle simulation and generates the battle results.
[1179] Step 5:
[1180] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[1181] Step 6:
[1182] The terminal displays the battle results and rewards to the user.
[1183] Guilds & Alliances
[1184] Step 1:
[1185] The user sends a request to join the guild of their choice from the guild list.
[1186] Step 2:
[1187] The terminal sends a participation application request to the server.
[1188] Step 3:
[1189] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[1190] Step 4:
[1191] The server will send the added guild information to the terminal.
[1192] Step 5:
[1193] The device displays the newly updated guild member list to the user.
[1194] Step 6:
[1195] The user opens the guild chat screen, enters a message, and presses the send button.
[1196] Step 7:
[1197] The device sends a chat message to the server.
[1198] Step 8:
[1199] The server will distribute the received message to all guild members in real time.
[1200] Step 9:
[1201] The device will display a message on the chat screens of all guild members.
[1202] Example 1
[1203] 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."
[1204] Conventional learning support systems have difficulty maintaining users' motivation to learn over the long term, especially for younger users. Furthermore, existing systems are unable to provide appropriate levels of difficulty based on the user's learning progress, making it difficult to provide appropriate feedback to users. Furthermore, they lack functionality for effectively linking learning with game elements, making it difficult to promote competition and cooperation among users.
[1205] 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.
[1206] In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for using a generation AI to generate study questions, means for providing a battle function to promote competition among users, and means for providing group and league functions to promote communication among users. This provides an environment in which users can study while enjoying the game, increasing motivation to study and enabling continuous learning.
[1207] "User" refers to a person who uses the learning system.
[1208] "Study Questions" refers to questions that users answer to evaluate their learning progress.
[1209] "Means" refers to an apparatus, program, or method for accomplishing a particular purpose.
[1210] "Server" refers to a computer system that provides and manages data over a network.
[1211] "Answer" refers to the answer that a user submits to a study question.
[1212] "Grading" refers to the process of evaluating submitted answers and determining whether they are correct or incorrect.
[1213] "Virtual Items" refer to items and assets used within a digital environment.
[1214] "Character strengthening" refers to the act of improving the abilities and status of characters in the game.
[1215] "Generative AI" refers to the technology of generating data and problems using artificial intelligence techniques.
[1216] The "battle function" refers to a battle function provided to encourage competition between users.
[1217] The "group function" refers to a function that allows multiple users to work together to study or play games.
[1218] "Federation function" refers to the function that allows different groups to work together in cooperation.
[1219] The present invention relates to a social game system for learning support. This system has the following main functions: providing learning questions, scoring user answers, acquiring virtual items and strengthening characters, a battle function, and group and alliance functions.
[1220] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1221] Next is the process of providing study questions. When a user requests a study question, the server generates a question using a generative AI model (e.g., GPT-4) based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server scores the answer with an automatic scoring system and returns the result and explanation to the user. As a concrete example, if a user requests an English vocabulary quiz, the server sends a prompt to the generative AI model saying, "Generate an English vocabulary question." The generative AI model generates the question, "What is the English translation of the word 'ringo'? (Answer: Apple)," and the server provides it to the user.
[1222] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[1223] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1224] Finally, there is the group and federation function. Users can join groups and collaborate with other users to learn and share information. The server manages group members and distributes chat messages in real time.
[1225] Through the above process, this system provides an environment where users can learn while enjoying the game, and it also increases motivation to learn and supports continuous learning.
[1226] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1227] Step 1: User Registration
[1228] Input: The user enters their name, email address, and password into the device.
[1229] Processing: The terminal sends the entered information to the server, which stores the received information in a database and generates and sends a confirmation email.
[1230] Output: The user's information is saved in the database and a confirmation email is sent to the user.
[1231] Specific operation: The user clicks the "New Registration" button, enters information, and clicks the "Submit" button. The server saves the information and sends a confirmation email via SMTP.
[1232] Step 2: User Verification
[1233] Input: User clicks on the link in the confirmation email.
[1234] Processing: The device opens the linked URL, the server confirms the user's registration, and updates the status in the database.
[1235] Output: The user's registration status is updated to "Verified".
[1236] What happens: The user clicks the link in the email, their browser displays the server's confirmation page, and the server updates the registration status to "confirmed."
[1237] Step 3: Log in
[1238] Input: The user enters their email address and password on the device.
[1239] Processing: The terminal sends the input information to the server. The server retrieves user information from the database and compares it with the input information.
[1240] Output: If authentication is successful, the server generates an authentication token and sends it back to the user.
[1241] Specific operation: The user enters their email address and password on the login screen and presses the "Login" button. The server verifies the match and issues an authentication token.
[1242] Step 4: Request a study question
[1243] Input: The user requests a study question from their device.
[1244] Processing: The device sends a request to the server, which retrieves the user's past learning history from a database and sends prompts to the generative AI model to generate questions.
[1245] Output: The server sends the generated training questions to the user's device.
[1246] Specific operation: The user presses the "Request a new problem" button in the learning menu. The server sends a prompt to the generative AI model, instructing it to "generate a problem for an English word," and generates a problem. The generated problem is sent to the user.
[1247] Step 5: Submit your study questions
[1248] Input: The user types the answer into the terminal.
[1249] Processing: The device sends the answers to the server, which scores the answers with an automated scoring system and generates results and explanations.
[1250] Output: The score and explanations are sent to the user's device.
[1251] Specific operation: The user answers the questions and presses the "Submit" button. The server scores the answers with an automatic scoring system, generates correct answers and explanations, and sends the results to the user.
[1252] Step 6: Gacha function
[1253] Input: User requests a gacha from their device.
[1254] Process: The device sends a request to the server, which checks the user's points, deducts the required points, and then randomly generates an item.
[1255] Output: The server adds the created item to the user's database and sends the item information to the terminal.
[1256] Specific operation: The user presses the "Draw Gacha" button on the Gacha screen. The server checks the points, randomly generates an item, and updates the user's database. The new item information is sent to the user.
[1257] Step 7: Character Development
[1258] Input: The user selects a character enhancement item on the device.
[1259] Processing: The device sends the selected item information to the server. The server calculates the item's effect and updates the character's status.
[1260] Output: The updated character information is sent to the user's device.
[1261] Specific operation: The user selects an item on the training screen and presses the "Strengthen" button. The server calculates the item's effect and updates the character's status. The result is sent to the user.
[1262] Step 8: Battle
[1263] Input: User selects opponent on device.
[1264] Processing: The device sends the selection information to the server. The server performs a battle simulation based on the character information of the user and opponent, and determines the winner.
[1265] Output: The battle results are sent to the user's device and the rewards are updated.
[1266] Specific operation: The user selects an opponent on the battle screen and presses the "Start Battle" button. The server simulates the battle and determines the winner. The results and rewards are sent to the user.
[1267] Step 9: Group and Federation Functions
[1268] Input: A user requests to join or create a group on their device.
[1269] Processing: The device sends the request information to the server. The server saves and updates the group information in the database and associates it with the user information.
[1270] Output: The group membership information is sent to the user's device.
[1271] Specific operation: The user selects "Create a new group" or "Join a group" on the group screen, enters and submits the required information, and the server saves and updates the group information and sends the member information to the user.
[1272] (Application example 1)
[1273] 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."
[1274] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to learn. Furthermore, they lack the means to stimulate interest in the learning content itself, which reduces the effectiveness of learning. Therefore, there is a need for systems that incorporate entertainment elements to provide an environment in which users can continue to learn in a fun way.
[1275] 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.
[1276] In this invention, the server includes a means for generating study questions using a generative AI model based on the user's learning history, a means for providing a gacha function that allows the user to use points earned to acquire randomly generated virtual items, and a means for conducting a battle simulation based on the user's character information and opponent information. This allows the user to be interested in the learning content and maintain their motivation to study through entertainment elements.
[1277] A "user" is an individual who uses the system to answer study questions, acquire virtual items, and strengthen their character.
[1278] A "study question" is a question provided to a user, and is a task that aims to obtain a learning effect by answering it.
[1279] A "generative AI model" is a model that uses artificial intelligence to generate new learning questions based on a user's learning history.
[1280] "Virtual items" are digital items that users can acquire through learning and in-game activities, and are used to strengthen their characters and progress in the game.
[1281] A "character" is a virtual entity that a user can control within a game, and its performance and abilities can be improved by strengthening it.
[1282] The "battle function" is a battle function provided to promote competition between users, in which users battle each other using their respective characters to determine the winner.
[1283] A "guild" is a community of multiple users that allows them to study and participate in in-game activities together.
[1284] The "alliance function" is a function that promotes communication between users and allows them to cooperate in activities.
[1285] "Points" are points that users acquire by answering study questions correctly or by engaging in activities within the game, and can be used to acquire virtual items, etc.
[1286] The "gacha function" is a function that allows users to use points they have acquired to obtain randomly generated virtual items.
[1287] "Battle simulation" refers to simulating a virtual battle based on the user's character information and opponent information, and providing the results to the user.
[1288] This invention is a system for providing learning support to users, incorporating entertainment elements into the process, from providing study questions to receiving answers, and then acquiring virtual items and strengthening characters based on the results. The system aims to maintain motivation for learning by allowing multiple users to cooperate while competing with each other.
[1289] Hardware and software used
[1290] Hardware:
[1291] Smartphone (iOS / Android): A device used by users to access the system.
[1292] software:
[1293] Flutter: A framework for cross-platform mobile application development.
[1294] Firebase: A real-time database and authentication system.
[1295] OpenAI GPT-4: A generative AI model.
[1296] Program processing details (natural language explanation)
[1297] 1. User Registration and Login:
[1298] The user enters the required information into the new registration form on their smartphone and submits it. The server stores the received information in the Firebase database and sends a confirmation email to the user. The user clicks the link in the email to complete the registration and logs in by entering their email address and password.
[1299] 2. Providing study questions:
[1300] When a user requests a training question, the server retrieves the user's training history from Firebase and generates a new training question using the OpenAI GPT-4 generative AI model. The generated training question is then sent to the user's device.
[1301] 3. Receiving and grading answers:
[1302] Users answer questions and send the data to the server, which uses GPT-4 to automatically score the answers and return the results and explanations to the user.
[1303] 4. Acquire virtual items and improve your character:
[1304] Based on the scoring results, users can earn points and use them to draw gacha. The server randomly generates gacha results and adds virtual items to the user's database. Users can then use the virtual items they obtain to strengthen their characters.
[1305] 5. Battle Features:
[1306] Users compete against other users in a battle mode. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1307] 6. Guild and Alliance Features:
[1308] Users can form guilds with other users and cooperate with other members to study and exchange information. The server manages guild members and distributes real-time chat messages.
[1309] Examples of concrete examples and prompts
[1310] (Example)
[1311] When a user requests to solve a math problem, the server generates a new problem by sending the following prompt to OpenAI's GPT-4 based on the user's past learning history:
[1312] (Example of a prompt)
[1313] "Generate the next level of math problems based on the user's past answer history. They should be of medium difficulty and involve linear equations."
[1314] In this way, the present invention provides a learning method that incorporates entertainment elements, thereby maintaining the user's motivation to learn and creating an effective learning environment.
[1315] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1316] Step 1:
[1317] User Registration and Login
[1318] Input: User information entered into the new registration form (e.g. email address, password, name, etc.).
[1319] Data processing / calculation: The device sends the user information entered in the registration form to the server, which stores the received information in the Firebase database and generates a confirmation email to send to the user.
[1320] Output: A link in a confirmation email and user information stored in the Firebase database.
[1321] How it works: The user clicks on the link in the email to complete the registration, then authenticates by entering their email address and password into the login form.
[1322] Step 2:
[1323] Providing study questions
[1324] Input: User's study question request and study history retrieved from Firebase.
[1325] Data processing / calculation: The server sends prompt sentences based on the user's learning history to the generative artificial intelligence (GPT-4) to generate new learning problems.
[1326] Output: The generated training problem.
[1327] Operation: The server sends the generated learning questions to the user's terminal, and the user views the questions.
[1328] Step 3:
[1329] Receiving and grading answers
[1330] Input: Answer data for the study questions answered by the user.
[1331] Data processing / calculation: The device sends the user's answer data to the server, which uses GPT-4 to automatically score the answer and generate feedback and explanations.
[1332] Output: Marking results, feedback, and explanations.
[1333] How it works: The user sees the score and feedback on their device.
[1334] Step 4:
[1335] Acquire virtual items and strengthen your character
[1336] Input: Points earned based on scoring results.
[1337] Data processing / calculation: The user uses points to send a request to the server to draw a gacha. The server randomly generates a gacha result and adds the virtual item to the user's database.
[1338] Output: The retrieved virtual item, updated character data for the user.
[1339] How it works: The user checks the acquired virtual items and strengthens the character on the character strengthening screen.
[1340] Step 5:
[1341] Battle Features
[1342] Input: User's character information and opponent information.
[1343] Data processing / calculation: The server performs a battle simulation based on the user's character information and opponent information, and generates the outcome of the battle.
[1344] Output: Battle results and rewards.
[1345] How it works: The user checks the battle results and rewards earned, and prepares for the next battle.
[1346] Step 6:
[1347] Guild and Alliance Features
[1348] Input: Guild join requests and chat messages.
[1349] Data Processing / Calculation: The server processes guild join requests and adds users to new guilds. It also receives real-time chat messages and distributes them to all guild members.
[1350] Output: Guild member information, real-time chat messages.
[1351] How it works: Users communicate and collaborate with members in their guild through chat.
[1352] At each step, users access the system through their devices, and the server processes data and uses generative AI models to provide learning assistance and entertainment elements.
[1353] 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.
[1354] The present invention relates to a social game system designed to support learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also includes a battle function to encourage competition between users, and guild and alliance functions to promote communication between users. Furthermore, the present invention features an emotion engine that allows adaptation based on the user's emotions.
[1355] User Registration & Login Process
[1356] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1357] Providing study questions
[1358] When a user requests a study question, the server uses a generation AI to generate a question based on the user's study history and sends it to the device. The user answers the question and sends the answer to the server. The server then uses an automatic scoring system to score the answer and returns the result and explanation to the user.
[1359] Gacha function
[1360] Users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm and updates the user's database. Users can then receive new items and enjoy strengthening their characters.
[1361] Character Development and Battle Mode
[1362] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1363] Guilds and Alliances
[1364] Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[1365] Introducing the Emotion Engine
[1366] This system incorporates an emotion engine and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and input, and analyzes the data. Based on this data, the server provides appropriate feedback according to the user's emotions. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[1367] As a concrete example, when a user presses the "ask a question" button, the device camera recognizes the user's face and sends the facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends that information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, the user can enjoy an individually customized learning experience.
[1368] This system allows users to learn while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support according to the user's emotions, resulting in more effective learning.
[1369] The processing flow will be explained below.
[1370] User Registration & Login Process
[1371] Step 1:
[1372] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[1373] Step 2:
[1374] The terminal transmits the input information to the server.
[1375] Step 3:
[1376] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[1377] Step 4:
[1378] The user clicks the link in the confirmation email to complete the registration.
[1379] Step 5:
[1380] The user enters their email address and password in the login form and clicks the Login button.
[1381] Step 6:
[1382] The terminal transmits the input information to the server.
[1383] Step 7:
[1384] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[1385] Step 8:
[1386] The device receives the access token and is redirected to the home screen.
[1387] Providing study questions
[1388] Step 1:
[1389] The user presses the "Ask a Question" button on the home screen.
[1390] Step 2:
[1391] The device sends a "ask a question" request to the server.
[1392] Step 3:
[1393] The server determines the appropriate level of difficulty based on the user's learning history.
[1394] Step 4:
[1395] The server uses artificial intelligence to generate learning questions.
[1396] Step 5:
[1397] The server generates questions and sends them to the device.
[1398] Step 6:
[1399] The terminal displays the problem it received to the user.
[1400] Answer to the question
[1401] Step 1:
[1402] The user enters the answer to the question and presses the submit button.
[1403] Step 2:
[1404] The terminal sends the response to the server.
[1405] Step 3:
[1406] The server receives the answers and scores them using an automated scoring system.
[1407] Step 4:
[1408] The server generates the scoring results and explanations and sends them to the terminal.
[1409] Step 5:
[1410] The terminal displays the score and explanation to the user.
[1411] Gacha function
[1412] Step 1:
[1413] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[1414] Step 2:
[1415] The device sends a gacha request to the server.
[1416] Step 3:
[1417] The server generates the gacha results using a random algorithm.
[1418] Step 4:
[1419] The server updates the gacha results to the user's database.
[1420] Step 5:
[1421] The server sends the gacha results to the device.
[1422] Step 6:
[1423] The terminal displays the gacha results to the user.
[1424] Character Development
[1425] Step 1:
[1426] The user opens the character development screen and presses the level up button.
[1427] Step 2:
[1428] The device sends a level-up request to the server.
[1429] Step 3:
[1430] The server checks the required experience and items and updates the character's status.
[1431] Step 4:
[1432] The server sends the updated results to the terminal.
[1433] Step 5:
[1434] The terminal displays the updated character information to the user.
[1435] Battle Mode
[1436] Step 1:
[1437] The user selects an opponent on the battle screen and presses the battle start button.
[1438] Step 2:
[1439] The device sends a battle request to the server.
[1440] Step 3:
[1441] The server loads the user's character information and opponent information.
[1442] Step 4:
[1443] The server performs a battle simulation and generates the battle results.
[1444] Step 5:
[1445] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[1446] Step 6:
[1447] The terminal displays the battle results and rewards to the user.
[1448] Guilds & Alliances
[1449] Step 1:
[1450] The user sends a request to join the guild of their choice from the guild list.
[1451] Step 2:
[1452] The terminal sends a participation application request to the server.
[1453] Step 3:
[1454] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[1455] Step 4:
[1456] The server will send the added guild information to the terminal.
[1457] Step 5:
[1458] The device displays the newly updated guild member list to the user.
[1459] Step 6:
[1460] The user opens the guild chat screen, enters a message, and presses the send button.
[1461] Step 7:
[1462] The device sends a chat message to the server.
[1463] Step 8:
[1464] The server will distribute the received message to all guild members in real time.
[1465] Step 9:
[1466] The device will display a message on the chat screens of all guild members.
[1467] Introducing the Emotion Engine
[1468] Step 1:
[1469] When the user presses the "Ask a Question" button, the device camera recognizes the user's face.
[1470] Step 2:
[1471] The device sends the facial expression data to the emotion engine.
[1472] Step 3:
[1473] The emotion engine analyzes the user's emotions in real time and generates emotion data.
[1474] Step 4:
[1475] The emotion engine sends the emotion data to the server.
[1476] Step 5:
[1477] The server combines the emotional data with the learning history to generate appropriate learning questions and feedback messages.
[1478] Step 6:
[1479] The server sends generated learning questions and feedback messages to the terminal.
[1480] Step 7:
[1481] The device displays study questions and feedback messages to the user.
[1482] Step 8:
[1483] Users follow the feedback to progress: if their motivation is low, encouraging messages are displayed, and if their stress levels are high, relaxation content is provided.
[1484] In this way, the system adjusts learning content and feedback based on the user's emotions, providing a more effective learning environment.
[1485] Example 2
[1486] 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."
[1487] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to study. Furthermore, they lack the ability to provide a learning environment that takes into account the user's emotions, and are often unable to provide feedback or support that is appropriate for each individual user. This leads to the problem of insufficient learning effectiveness.
[1488] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function for promoting competition among users, means for providing guild and alliance functions for promoting communication among users, and means for recognizing users' emotions and providing appropriate feedback in accordance with those emotions. This makes it easier for users to maintain their motivation for studying and allows them to receive adaptive learning support based on their emotions.
[1489] "User" refers to an individual who uses the system to learn or play games.
[1490] A "study question" is a question provided for the user to answer, and is generated by the system.
[1491] "Answer" refers to the answer that the user enters to the study question.
[1492] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[1493] "Virtual items" refer to digital objects that users can acquire within the system and use to strengthen their characters, etc.
[1494] "Character" refers to a virtual person or creature that a user can develop.
[1495] The "battle function" refers to a function that allows users to battle each other and promote competition.
[1496] A "guild" is a group of users who share a common goal and work together.
[1497] An "alliance" refers to an organization or function that allows guilds to build cooperative relationships.
[1498] "Means for recognizing emotions" refers to technology that identifies emotions by analyzing a user's facial expressions and input data.
[1499] "Feedback" refers to advice and messages provided by the system in response to the user's actions and emotions.
[1500] The present invention relates to a social game system for supporting learning. Specific embodiments for carrying out the present invention are described below.
[1501] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1502] When a user requests a study question, the server generates the question using a generative AI model (e.g., OpenAI's GPT) based on the user's learning history and sends it to the device. For example, when a user presses the "Ask a Question" button, the following prompt is sent to the generative AI: "Generate a math practice question based on the user's learning history." The user answers the question and sends the answer to the server. The server then uses an automatic scoring system (e.g., Scikit-learn) to score the answer and returns the results and explanations to the user.
[1503] Furthermore, users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm (e.g., Mersenne Twister) and updates the user database. Users can receive new items and enjoy strengthening their characters.
[1504] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server runs a battle simulation (e.g., Unity) based on the user's character information and opponent information, and returns the results to the user.
[1505] Users can also join guilds to collaborate with other users to learn and share information. The server manages guild members and delivers chat messages in real time (e.g., Firebase), facilitating communication between users.
[1506] This system incorporates an emotion engine (e.g., Affectiva) and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and inputs and analyzes the data. The server uses this data to provide appropriate feedback based on the user's emotions. For example, when a user presses the "Ask a Question" button, the device camera recognizes the user's face and sends facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends this information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, users can enjoy an individually customized learning experience.
[1507] This invention allows users to study while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support based on the user's emotions, resulting in more effective learning. In addition, the battle and guild functions encourage cooperation and competition among users, further increasing motivation to study.
[1508] The above is a specific embodiment for carrying out the present invention.
[1509] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1510] Step 1:
[1511] Collecting user-entered information
[1512] The user enters the required information (username, email address, password) into the new registration form from the terminal. The entered information is sent from the terminal to the server. Specifically, when the user clicks the "New Registration" button, the form data is sent to the server as an HTTP POST request. The input is the username, email address, and password, and the output is the registration information sent to the server.
[1513] Step 2:
[1514] Sending information to the server
[1515] The terminal sends the collected user input information to the server. The server receives the HTTP request, analyzes its contents, and prepares it to be saved in a database. The input is the collected user information, and the output is data prepared for saving in the database. Specifically, the server converts the received information into an SQL query for the database.
[1516] Step 3:
[1517] Store in database
[1518] The server saves the received user information in a database. Specifically, it executes an SQL query to insert the user information into a specified table. The input is an SQL query containing user information, and the output is the user information saved in the database. This process makes the registration information permanent.
[1519] Step 4:
[1520] Sending a confirmation email
[1521] The server uses the SMTP protocol to send a confirmation email to the user's email address, which contains a link to complete the registration. The inputs are the user's email address and the content of the confirmation email, and the output is the confirmation email sent.
[1522] Step 5:
[1523] Clicking on the confirmation link
[1524] The user completes the authentication process by clicking the link in the confirmation email. This click causes the browser to send a GET request to the server, which receives the request and completes the user's registration. The input is the user clicking the link, and the output is the registration status.
[1525] Step 6:
[1526] Login Authentication
[1527] The user enters their email address and password into the login form and sends a login request to the server. The server authenticates the entered email address and password by checking them against the information in the database. If authentication is successful, the user is logged in. The input is the email address and password, and the output is the login success or failure status.
[1528] Step 7:
[1529] Study Question Request
[1530] When a user presses the "Ask a Question" button, the device sends a learning question request to the server. The server receives this request, references the learning history, and sends an appropriate prompt sentence to the generative AI model. The input is the learning question request and learning history, and the output is the generated prompt sentence.
[1531] Step 8:
[1532] Using generative AI models
[1533] The server sends the prompt to a generative AI model (e.g., OpenAI's GPT) to generate new training problems. The generated problems are sent back to the server. The input is the prompt, and the output is the generated training problem. For example, the prompt might be "Generate math practice problems based on the user's learning history."
[1534] Step 9:
[1535] Generate and submit study questions
[1536] The server receives the training problems returned by the generative AI model and sends them to the terminal to display to the user. The input is the generated training problem, and the output is the training problem displayed on the terminal. This allows the user to tackle new training problems.
[1537] Step 10:
[1538] Enter and submit your answers
[1539] The user answers the questions displayed on the device and sends the answers to the server. The input is the user's answer, and the output is the answer data sent to the server. The answers are then saved on the server and prepared for grading.
[1540] Step 11:
[1541] Automatic scoring
[1542] The server uses an automatic scoring system (e.g., Scikit-learn) to score the user's answers. The input is the user's answer data, and the output is the scoring result. Specifically, the server uses a Scikit-learn model to determine whether the answer is correct or not and generate a score.
[1543] Step 12:
[1544] Return of results and explanations
[1545] The server generates the score and explanations, sends them to the terminal, and displays them to the user. The input is the score and explanation data, and the output is the feedback displayed on the terminal. This allows the user to understand the evaluation of their answer and areas for improvement.
[1546] Step 13:
[1547] Gacha pull operation
[1548] When a user checks the points required to draw a gacha and presses the "Draw Gacha" button, a request is sent to the server. The server checks the points and generates a gacha result using a random algorithm. The input is the user's gacha request and point information, and the output is the generated gacha result.
[1549] Step 14:
[1550] Applying Gacha Results
[1551] The server applies the generated gacha results to the user's database and updates the items and character status. The input is the gacha results, and the output is the updated user's database. This allows the user to acquire new items and strengthen their characters.
[1552] Step 15:
[1553] Use of training items and status updates
[1554] The user uses the acquired training item to send a request to the server to strengthen the character's status. The server receives this request and updates the character's status. The input is the training item use request, and the output is the updated character status.
[1555] Step 16:
[1556] Battle Requests and Combat Simulation
[1557] When a user sends a request to start a battle, the server performs a battle simulation (e.g., Unity) based on the opponent's information. The input is the user's character information and the opponent's information, and the output is the battle result. The server sends this result to the terminal and displays it to the user.
[1558] Step 17:
[1559] Use of guild functions and real-time chat
[1560] When a user sends a request to join a guild, the server adds the user to the guild member list. The server also provides real-time chat functionality and manages messages using a database such as Firebase. The input is the guild join request and chat messages, and the output is the updated guild member list and real-time chat messages.
[1561] Step 18:
[1562] Emotion data collection and analysis
[1563] While the user is answering questions, the device camera recognizes the user's face and sends the facial expression data to the server. The server then analyzes this data using an emotion engine (e.g., Affectiva) to determine the user's emotions. The input is the collected facial expression data, and the output is the analyzed emotional information.
[1564] Step 19:
[1565] Generating emotion-based feedback
[1566] The server combines the emotional data and learning history to generate appropriate feedback messages and tasks. The input is the emotional data and learning history, and the output is the generated feedback message. The server sends this to the terminal and displays it to the user. Specifically, an encouraging message is displayed to a user who has lost motivation to study, and relaxation content is provided to a user who is feeling stressed.
[1567] The above are the specific processing steps of the program of this system.
[1568] (Application example 2)
[1569] 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."
[1570] Conventional learning support systems only provide users with the ability to acquire virtual items or strengthen their characters based on their answers to individual learning problems, and many of them provide uniform feedback without considering the user's emotional state. This can lead to a decrease in the user's motivation to learn, increased stress, and reduced learning efficiency. Furthermore, learning support systems that utilize wearable devices such as smart glasses are limited, and there is a need to provide a more interactive and personalized learning experience.
[1571] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function to promote competition among users, means for providing guild and alliance functions to promote communication among users, means for providing adaptive feedback using an emotion engine that analyzes the user's emotions, and means for operating as an application installed on smart glasses. This makes it possible to provide appropriate feedback according to the user's emotional state and maintain and improve motivation to learn. Furthermore, the use of wearable devices can provide a more interactive and personalized learning experience.
[1572] "User" refers to a person who uses the system to answer study questions and obtain virtual items.
[1573] "Study Question" refers to a question provided for a user to answer and progress through the results of their learning.
[1574] "Answer" refers to the answer a user provides to a study question.
[1575] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[1576] "Virtual Items" refer to items in digital form that can be acquired by users within the System.
[1577] "Character enhancement" refers to the process of improving the ability values and skills of a virtual character owned by a user.
[1578] The "battle function" refers to a function in which multiple users compete against each other in a battle format and receive rewards based on the results.
[1579] A "guild" refers to a group of users with a common goal, and includes functions for cooperating to learn and compete.
[1580] The "Alliance function" refers to a function that allows multiple guilds to work together in cooperation.
[1581] An "emotion engine" refers to a system for analyzing a user's emotional state and providing adaptive feedback based on the results.
[1582] "Adaptive feedback" refers to customized guidance and advice provided based on the user's current learning situation and emotions.
[1583] "Smart glasses" are wearable devices that are equipped with a display function that allows users to directly and visually check information.
[1584] "Application" means a software program installed on a Smart Glasses or other device to provide a particular function or service.
[1585] The present invention is a system that provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also features a battle function that encourages competition between users, as well as guild and alliance functions that promote communication between users. It also features an emotion engine that analyzes the user's emotions, providing adaptive feedback, and operates as an application installed on smart glasses.
[1586] The server provides the user with study questions. The questions are generated based on the user's study history, and the difficulty level of the questions is adjusted using a generative artificial intelligence (generative AI model). The user answers the questions using smart glasses, and the answers are sent to the server. The server then scores the answers using an automatic scoring system and returns the results to the user.
[1587] Based on the scoring results, users can acquire virtual items and strengthen their characters. For example, if a user answers correctly, they can acquire certain points and use those points to draw gacha. The gacha results are generated using a random algorithm and updated in the user's database. Users can receive new items and strengthen their character's status on the character development screen.
[1588] The emotion engine recognizes the user's facial expressions in real time and analyzes their emotional state. Specifically, a camera installed in the smart glasses captures the user's face and performs facial recognition using OpenCV. The recognition results are sent to the emotion engine, where emotion analysis is performed using a TensorFlow model. Based on the analysis results, the server provides adaptive feedback to the user. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[1589] The battle feature allows users to battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent's information, and returns the results to the user.
[1590] Guild and alliance functions are also provided, allowing users to join guilds and cooperate with other users to advance their learning. The server manages guild members and distributes chat messages in real time.
[1591] As a concrete example, consider a situation where a user is trying to answer the question, "What is 2 + 2?" As the user begins to answer the question, the camera in the smart glasses captures the user's facial expressions, which are then analyzed by the emotion engine. For example, if the stress level is determined to be high, the server will provide feedback such as "Relax and try again." If the answer is correct, the server will send a message saying, "Great! Let's move on!"
[1592] Example prompts to input to a generative AI model:
[1593] "Create an application that recognizes facial expressions when a user answers the study question 'What is 2 + 2?' and provides adaptive feedback based on the user's emotions. Recognize the user's facial expressions in real time while answering the question and analyze the user's emotions using an emotion engine. After the answer is submitted, automatically score the answer and provide adaptive feedback along with the score results."
[1594] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1595] Step 1:
[1596] A user logs in to an application using a device (smart glasses). The input is the user's email address and password, and the output is an authentication token. The server receives this authentication information and authenticates the user by checking it against a database. If authentication is successful, the server generates an authentication token and returns it to the device. This token is used to identify the user in subsequent communications.
[1597] Step 2:
[1598] The server provides learning problems appropriate for the user. The input is the user's learning history and authentication token, and the output is the generated learning problems. The server generates problems using a generative AI model based on the user's learning history. At this time, the difficulty of the problems is adjusted according to the user's learning progress. The generated problems are sent to the device.
[1599] Step 3:
[1600] The user answers the learning questions via the device. The input is the learning question, and the output is the user's answer. The user reads the question on the display of the smart glasses and inputs the answer. The input answer is sent from the device to the server.
[1601] Step 4:
[1602] The server scores the user's answers. The input is the user's answers and the learning questions, and the output is the scoring results. The server uses an automatic scoring system to check the user's answers against the learning questions and determine whether they are correct or incorrect. The scoring results are sent to the terminal along with a feedback message.
[1603] Step 5:
[1604] An emotion engine analyzes the user's facial expressions and generates adaptive feedback. The input is a real-time captured image of the user's face, and the output is the user's emotional state and corresponding feedback. A camera running in the background on the device captures the user's facial expressions, and emotion analysis is performed via the emotion engine (TensorFlow model). The analysis results are sent to the server, and an adaptive feedback message is generated and returned to the device.
[1605] Step 6:
[1606] The server provides the user with virtual items based on the scoring results and strengthens the character. The input is the scoring results and the user's current status, and the output is the updated status and new virtual items. The server adds points based on the scoring results and prepares the user for a gacha spin. The user spins the gacha on their device, and the server generates an item using a random algorithm and updates the user's database.
[1607] Step 7:
[1608] Users battle with other users and share learning information through guild and alliance functions. Input is the user's battle request and guild message, and output is the battle results and communication history. The server performs a battle simulation based on the user's character information and opponent information, and sends the results to the device. It also manages the sending and receiving of chat messages between guild members in real time, and stores the shared information in a database.
[1609] This allows users to answer personalized learning questions while receiving appropriate feedback based on their emotional state, allowing them to maintain their motivation to continue learning while enjoying acquiring virtual items and strengthening their characters.
[1610] 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.
[1611] 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.
[1612] 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.
[1613] [Fourth embodiment]
[1614] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1615] 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.
[1616] 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).
[1617] 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.
[1618] 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.
[1619] 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).
[1620] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1621] 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.
[1622] 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.
[1623] 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.
[1624] 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.
[1625] 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.
[1626] 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."
[1627] The present invention relates to a social game system for supporting learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the results of their scores. It also includes a battle function to encourage competition among users, and guild and alliance functions to promote communication between users.
[1628] This system allows users to enjoy the entertainment elements of the game while they study, thereby increasing their motivation to study. Below, we will explain the processing content of the program of this system in natural language.
[1629] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1630] Next is the process of providing study questions. When a user requests a study question, the server generates the question using a generation AI based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server grades the answer with an automatic scoring system and returns the results and explanations to the user. The user can check the results.
[1631] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[1632] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1633] Finally, there is the guild and alliance feature. Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[1634] In this way, the system provides an environment in which users can study while enjoying games, increasing motivation to study and supporting continuous learning.
[1635] The processing flow will be explained below.
[1636] User Registration & Login Process
[1637] Step 1:
[1638] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[1639] Step 2:
[1640] The terminal transmits the input information to the server.
[1641] Step 3:
[1642] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[1643] Step 4:
[1644] The user clicks the link in the confirmation email to complete the registration.
[1645] Step 5:
[1646] The user enters their email address and password in the login form and clicks the Login button.
[1647] Step 6:
[1648] The terminal transmits the input information to the server.
[1649] Step 7:
[1650] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[1651] Step 8:
[1652] The device receives the access token and is redirected to the home screen.
[1653] Providing study questions
[1654] Step 1:
[1655] The user presses the "Ask a Question" button on the home screen.
[1656] Step 2:
[1657] The device sends a "ask a question" request to the server.
[1658] Step 3:
[1659] The server determines the appropriate level of difficulty based on the user's learning history.
[1660] Step 4:
[1661] The server uses artificial intelligence to generate learning questions.
[1662] Step 5:
[1663] The server generates questions and sends them to the device.
[1664] Step 6:
[1665] The terminal displays the problem it received to the user.
[1666] Answer to the question
[1667] Step 1:
[1668] The user enters the answer to the question and presses the submit button.
[1669] Step 2:
[1670] The terminal sends the response to the server.
[1671] Step 3:
[1672] The server receives the answers and scores them using an automated scoring system.
[1673] Step 4:
[1674] The server generates the scoring results and explanations and sends them to the terminal.
[1675] Step 5:
[1676] The terminal displays the score and explanation to the user.
[1677] Gacha function
[1678] Step 1:
[1679] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[1680] Step 2:
[1681] The device sends a gacha request to the server.
[1682] Step 3:
[1683] The server generates the gacha results using a random algorithm.
[1684] Step 4:
[1685] The server updates the gacha results to the user's database.
[1686] Step 5:
[1687] The server sends the gacha results to the device.
[1688] Step 6:
[1689] The terminal displays the gacha results to the user.
[1690] Character Development
[1691] Step 1:
[1692] The user opens the character development screen and presses the level up button.
[1693] Step 2:
[1694] The device sends a level-up request to the server.
[1695] Step 3:
[1696] The server checks the required experience and items and updates the character's status.
[1697] Step 4:
[1698] The server sends the updated results to the terminal.
[1699] Step 5:
[1700] The terminal displays the updated character information to the user.
[1701] Battle Mode
[1702] Step 1:
[1703] The user selects an opponent on the battle screen and presses the battle start button.
[1704] Step 2:
[1705] The device sends a battle request to the server.
[1706] Step 3:
[1707] The server loads the user's character information and opponent information.
[1708] Step 4:
[1709] The server performs a battle simulation and generates the battle results.
[1710] Step 5:
[1711] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[1712] Step 6:
[1713] The terminal displays the battle results and rewards to the user.
[1714] Guilds & Alliances
[1715] Step 1:
[1716] The user sends a request to join the guild of their choice from the guild list.
[1717] Step 2:
[1718] The terminal sends a participation application request to the server.
[1719] Step 3:
[1720] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[1721] Step 4:
[1722] The server will send the added guild information to the terminal.
[1723] Step 5:
[1724] The device displays the newly updated guild member list to the user.
[1725] Step 6:
[1726] The user opens the guild chat screen, enters a message, and presses the send button.
[1727] Step 7:
[1728] The device sends a chat message to the server.
[1729] Step 8:
[1730] The server will distribute the received message to all guild members in real time.
[1731] Step 9:
[1732] The device will display a message on the chat screens of all guild members.
[1733] Example 1
[1734] 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."
[1735] Conventional learning support systems have difficulty maintaining users' motivation to learn over the long term, especially for younger users. Furthermore, existing systems are unable to provide appropriate levels of difficulty based on the user's learning progress, making it difficult to provide appropriate feedback to users. Furthermore, they lack functionality for effectively linking learning with game elements, making it difficult to promote competition and cooperation among users.
[1736] 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.
[1737] In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for using a generation AI to generate study questions, means for providing a battle function to promote competition among users, and means for providing group and league functions to promote communication among users. This provides an environment in which users can study while enjoying the game, increasing motivation to study and enabling continuous learning.
[1738] "User" refers to a person who uses the learning system.
[1739] "Study Questions" refers to questions that users answer to evaluate their learning progress.
[1740] "Means" refers to an apparatus, program, or method for accomplishing a particular purpose.
[1741] "Server" refers to a computer system that provides and manages data over a network.
[1742] "Answer" refers to the answer that a user submits to a study question.
[1743] "Grading" refers to the process of evaluating submitted answers and determining whether they are correct or incorrect.
[1744] "Virtual Items" refer to items and assets used within a digital environment.
[1745] "Character strengthening" refers to the act of improving the abilities and status of characters in the game.
[1746] "Generative AI" refers to the technology of generating data and problems using artificial intelligence techniques.
[1747] The "battle function" refers to a battle function provided to encourage competition between users.
[1748] The "group function" refers to a function that allows multiple users to work together to study or play games.
[1749] "Federation function" refers to the function that allows different groups to work together in cooperation.
[1750] The present invention relates to a social game system for learning support. This system has the following main functions: providing learning questions, scoring user answers, acquiring virtual items and strengthening characters, a battle function, and group and alliance functions.
[1751] First, there is the user registration and login process. The user registers by entering the required information into a new registration form on their device. The server stores the received information in a database and sends a confirmation email. The user clicks on the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1752] Next is the process of providing study questions. When a user requests a study question, the server generates a question using a generative AI model (e.g., GPT-4) based on the user's learning history and sends it to the device. The user answers the question and sends the answer to the server. The server scores the answer with an automatic scoring system and returns the result and explanation to the user. As a concrete example, if a user requests an English vocabulary quiz, the server sends a prompt to the generative AI model saying, "Generate an English vocabulary question." The generative AI model generates the question, "What is the English translation of the word 'ringo'? (Answer: Apple)," and the server provides it to the user.
[1753] Additionally, there is a gacha function. Users can answer questions correctly and use the points they earn to draw gacha. The server randomly generates gacha results and updates the user database. Users can receive new items and enjoy strengthening their characters.
[1754] Character development and battle mode are also important elements. Users can strengthen their characters using items on the character development screen. In battle mode, they can battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1755] Finally, there is the group and federation function. Users can join groups and collaborate with other users to learn and share information. The server manages group members and distributes chat messages in real time.
[1756] Through the above process, this system provides an environment where users can learn while enjoying the game, and it also increases motivation to learn and supports continuous learning.
[1757] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1758] Step 1: User Registration
[1759] Input: The user enters their name, email address, and password into the device.
[1760] Processing: The terminal sends the entered information to the server, which stores the received information in a database and generates and sends a confirmation email.
[1761] Output: The user's information is saved in the database and a confirmation email is sent to the user.
[1762] Specific operation: The user clicks the "New Registration" button, enters information, and clicks the "Submit" button. The server saves the information and sends a confirmation email via SMTP.
[1763] Step 2: User Verification
[1764] Input: User clicks on the link in the confirmation email.
[1765] Processing: The device opens the linked URL, the server confirms the user's registration, and updates the status in the database.
[1766] Output: The user's registration status is updated to "Verified".
[1767] What happens: The user clicks the link in the email, their browser displays the server's confirmation page, and the server updates the registration status to "confirmed."
[1768] Step 3: Log in
[1769] Input: The user enters their email address and password on the device.
[1770] Processing: The terminal sends the input information to the server. The server retrieves user information from the database and compares it with the input information.
[1771] Output: If authentication is successful, the server generates an authentication token and sends it back to the user.
[1772] Specific operation: The user enters their email address and password on the login screen and presses the "Login" button. The server verifies the match and issues an authentication token.
[1773] Step 4: Request a study question
[1774] Input: The user requests a study question from their device.
[1775] Processing: The device sends a request to the server, which retrieves the user's past learning history from a database and sends prompts to the generative AI model to generate questions.
[1776] Output: The server sends the generated training questions to the user's device.
[1777] Specific operation: The user presses the "Request a new problem" button in the learning menu. The server sends a prompt to the generative AI model, instructing it to "generate a problem for an English word," and generates a problem. The generated problem is sent to the user.
[1778] Step 5: Submit your study questions
[1779] Input: The user types the answer into the terminal.
[1780] Processing: The device sends the answers to the server, which scores the answers with an automated scoring system and generates results and explanations.
[1781] Output: The score and explanations are sent to the user's device.
[1782] Specific operation: The user answers the questions and presses the "Submit" button. The server scores the answers with an automatic scoring system, generates correct answers and explanations, and sends the results to the user.
[1783] Step 6: Gacha function
[1784] Input: User requests a gacha from their device.
[1785] Process: The device sends a request to the server, which checks the user's points, deducts the required points, and then randomly generates an item.
[1786] Output: The server adds the created item to the user's database and sends the item information to the terminal.
[1787] Specific operation: The user presses the "Draw Gacha" button on the Gacha screen. The server checks the points, randomly generates an item, and updates the user's database. The new item information is sent to the user.
[1788] Step 7: Character Development
[1789] Input: The user selects a character enhancement item on the device.
[1790] Processing: The device sends the selected item information to the server. The server calculates the item's effect and updates the character's status.
[1791] Output: The updated character information is sent to the user's device.
[1792] Specific operation: The user selects an item on the training screen and presses the "Strengthen" button. The server calculates the item's effect and updates the character's status. The result is sent to the user.
[1793] Step 8: Battle
[1794] Input: User selects opponent on device.
[1795] Processing: The device sends the selection information to the server. The server performs a battle simulation based on the character information of the user and opponent, and determines the winner.
[1796] Output: The battle results are sent to the user's device and the rewards are updated.
[1797] Specific operation: The user selects an opponent on the battle screen and presses the "Start Battle" button. The server simulates the battle and determines the winner. The results and rewards are sent to the user.
[1798] Step 9: Group and Federation Functions
[1799] Input: A user requests to join or create a group on their device.
[1800] Processing: The device sends the request information to the server. The server saves and updates the group information in the database and associates it with the user information.
[1801] Output: The group membership information is sent to the user's device.
[1802] Specific operation: The user selects "Create a new group" or "Join a group" on the group screen, enters and submits the required information, and the server saves and updates the group information and sends the member information to the user.
[1803] (Application example 1)
[1804] 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."
[1805] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to learn. Furthermore, they lack the means to stimulate interest in the learning content itself, which reduces the effectiveness of learning. Therefore, there is a need for systems that incorporate entertainment elements to provide an environment in which users can continue to learn in a fun way.
[1806] 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.
[1807] In this invention, the server includes a means for generating study questions using a generative AI model based on the user's learning history, a means for providing a gacha function that allows the user to use points earned to acquire randomly generated virtual items, and a means for conducting a battle simulation based on the user's character information and opponent information. This allows the user to be interested in the learning content and maintain their motivation to study through entertainment elements.
[1808] A "user" is an individual who uses the system to answer study questions, acquire virtual items, and strengthen their character.
[1809] A "study question" is a question provided to a user, and is a task that aims to obtain a learning effect by answering it.
[1810] A "generative AI model" is a model that uses artificial intelligence to generate new learning questions based on a user's learning history.
[1811] "Virtual items" are digital items that users can acquire through learning and in-game activities, and are used to strengthen their characters and progress in the game.
[1812] A "character" is a virtual entity that a user can control within a game, and its performance and abilities can be improved by strengthening it.
[1813] The "battle function" is a battle function provided to promote competition between users, in which users battle each other using their respective characters to determine the winner.
[1814] A "guild" is a community of multiple users that allows them to study and participate in in-game activities together.
[1815] The "alliance function" is a function that promotes communication between users and allows them to cooperate in activities.
[1816] "Points" are points that users acquire by answering study questions correctly or by engaging in activities within the game, and can be used to acquire virtual items, etc.
[1817] The "gacha function" is a function that allows users to use points they have acquired to obtain randomly generated virtual items.
[1818] "Battle simulation" refers to simulating a virtual battle based on the user's character information and opponent information, and providing the results to the user.
[1819] This invention is a system for providing learning support to users, incorporating entertainment elements into the process, from providing study questions to receiving answers, and then acquiring virtual items and strengthening characters based on the results. The system aims to maintain motivation for learning by allowing multiple users to cooperate while competing with each other.
[1820] Hardware and software used
[1821] Hardware:
[1822] Smartphone (iOS / Android): A device used by users to access the system.
[1823] software:
[1824] Flutter: A framework for cross-platform mobile application development.
[1825] Firebase: A real-time database and authentication system.
[1826] OpenAI GPT-4: A generative AI model.
[1827] Program processing details (natural language explanation)
[1828] 1. User Registration and Login:
[1829] The user enters the required information into the new registration form on their smartphone and submits it. The server stores the received information in the Firebase database and sends a confirmation email to the user. The user clicks the link in the email to complete the registration and logs in by entering their email address and password.
[1830] 2. Providing study questions:
[1831] When a user requests a training question, the server retrieves the user's training history from Firebase and generates a new training question using the OpenAI GPT-4 generative AI model. The generated training question is then sent to the user's device.
[1832] 3. Receiving and grading answers:
[1833] Users answer questions and send the data to the server, which uses GPT-4 to automatically score the answers and return the results and explanations to the user.
[1834] 4. Acquire virtual items and improve your character:
[1835] Based on the scoring results, users can earn points and use them to draw gacha. The server randomly generates gacha results and adds virtual items to the user's database. Users can then use the virtual items they obtain to strengthen their characters.
[1836] 5. Battle Features:
[1837] Users compete against other users in a battle mode. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1838] 6. Guild and Alliance Features:
[1839] Users can form guilds with other users and cooperate with other members to study and exchange information. The server manages guild members and distributes real-time chat messages.
[1840] Examples of concrete examples and prompts
[1841] (Example)
[1842] When a user requests to solve a math problem, the server generates a new problem by sending the following prompt to OpenAI's GPT-4 based on the user's past learning history:
[1843] (Example of a prompt)
[1844] "Generate the next level of math problems based on the user's past answer history. They should be of medium difficulty and involve linear equations."
[1845] In this way, the present invention provides a learning method that incorporates entertainment elements, thereby maintaining the user's motivation to learn and creating an effective learning environment.
[1846] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1847] Step 1:
[1848] User Registration and Login
[1849] Input: User information entered into the new registration form (e.g. email address, password, name, etc.).
[1850] Data processing / calculation: The device sends the user information entered in the registration form to the server, which stores the received information in the Firebase database and generates a confirmation email to send to the user.
[1851] Output: A link in a confirmation email and user information stored in the Firebase database.
[1852] How it works: The user clicks on the link in the email to complete the registration, then authenticates by entering their email address and password into the login form.
[1853] Step 2:
[1854] Providing study questions
[1855] Input: User's study question request and study history retrieved from Firebase.
[1856] Data processing / calculation: The server sends prompt sentences based on the user's learning history to the generative artificial intelligence (GPT-4) to generate new learning problems.
[1857] Output: The generated training problem.
[1858] Operation: The server sends the generated learning questions to the user's terminal, and the user views the questions.
[1859] Step 3:
[1860] Receiving and grading answers
[1861] Input: Answer data for the study questions answered by the user.
[1862] Data processing / calculation: The device sends the user's answer data to the server, which uses GPT-4 to automatically score the answer and generate feedback and explanations.
[1863] Output: Marking results, feedback, and explanations.
[1864] How it works: The user sees the score and feedback on their device.
[1865] Step 4:
[1866] Acquire virtual items and strengthen your character
[1867] Input: Points earned based on scoring results.
[1868] Data processing / calculation: The user uses points to send a request to the server to draw a gacha. The server randomly generates a gacha result and adds the virtual item to the user's database.
[1869] Output: The retrieved virtual item, updated character data for the user.
[1870] How it works: The user checks the acquired virtual items and strengthens the character on the character strengthening screen.
[1871] Step 5:
[1872] Battle Features
[1873] Input: User's character information and opponent information.
[1874] Data processing / calculation: The server performs a battle simulation based on the user's character information and opponent information, and generates the outcome of the battle.
[1875] Output: Battle results and rewards.
[1876] How it works: The user checks the battle results and rewards earned, and prepares for the next battle.
[1877] Step 6:
[1878] Guild and Alliance Features
[1879] Input: Guild join requests and chat messages.
[1880] Data Processing / Calculation: The server processes guild join requests and adds users to new guilds. It also receives real-time chat messages and distributes them to all guild members.
[1881] Output: Guild member information, real-time chat messages.
[1882] How it works: Users communicate and collaborate with members in their guild through chat.
[1883] At each step, users access the system through their devices, and the server processes data and uses generative AI models to provide learning assistance and entertainment elements.
[1884] 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.
[1885] The present invention relates to a social game system designed to support learning. This system provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also includes a battle function to encourage competition between users, and guild and alliance functions to promote communication between users. Furthermore, the present invention features an emotion engine that allows adaptation based on the user's emotions.
[1886] User Registration & Login Process
[1887] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[1888] Providing study questions
[1889] When a user requests a study question, the server uses a generation AI to generate a question based on the user's study history and sends it to the device. The user answers the question and sends the answer to the server. The server then uses an automatic scoring system to score the answer and returns the result and explanation to the user.
[1890] Gacha function
[1891] Users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm and updates the user's database. Users can then receive new items and enjoy strengthening their characters.
[1892] Character Development and Battle Mode
[1893] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent information, and returns the results to the user.
[1894] Guilds and Alliances
[1895] Users can join guilds and collaborate with other users to learn and share information. The server manages guild members and distributes chat messages in real time.
[1896] Introducing the Emotion Engine
[1897] This system incorporates an emotion engine and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and input, and analyzes the data. Based on this data, the server provides appropriate feedback according to the user's emotions. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[1898] As a concrete example, when a user presses the "ask a question" button, the device camera recognizes the user's face and sends the facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends that information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, the user can enjoy an individually customized learning experience.
[1899] This system allows users to learn while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support according to the user's emotions, resulting in more effective learning.
[1900] The processing flow will be explained below.
[1901] User Registration & Login Process
[1902] Step 1:
[1903] The user enters "user name," "email address," and "password" in the new registration form and clicks the "Register" button.
[1904] Step 2:
[1905] The terminal transmits the input information to the server.
[1906] Step 3:
[1907] The server validates the information it receives and, if valid, stores the user information in the database and sends a confirmation email.
[1908] Step 4:
[1909] The user clicks the link in the confirmation email to complete the registration.
[1910] Step 5:
[1911] The user enters their email address and password in the login form and clicks the Login button.
[1912] Step 6:
[1913] The terminal transmits the input information to the server.
[1914] Step 7:
[1915] The server checks the database and, if authentication is successful, generates an access token and returns it to the user.
[1916] Step 8:
[1917] The device receives the access token and is redirected to the home screen.
[1918] Providing study questions
[1919] Step 1:
[1920] The user presses the "Ask a Question" button on the home screen.
[1921] Step 2:
[1922] The device sends a "ask a question" request to the server.
[1923] Step 3:
[1924] The server determines the appropriate level of difficulty based on the user's learning history.
[1925] Step 4:
[1926] The server uses artificial intelligence to generate learning questions.
[1927] Step 5:
[1928] The server generates questions and sends them to the device.
[1929] Step 6:
[1930] The terminal displays the problem it received to the user.
[1931] Answer to the question
[1932] Step 1:
[1933] The user enters the answer to the question and presses the submit button.
[1934] Step 2:
[1935] The terminal sends the response to the server.
[1936] Step 3:
[1937] The server receives the answers and scores them using an automated scoring system.
[1938] Step 4:
[1939] The server generates the scoring results and explanations and sends them to the terminal.
[1940] Step 5:
[1941] The terminal displays the score and explanation to the user.
[1942] Gacha function
[1943] Step 1:
[1944] The user answers the question correctly and presses the "gacha" button with the points they have earned.
[1945] Step 2:
[1946] The device sends a gacha request to the server.
[1947] Step 3:
[1948] The server generates the gacha results using a random algorithm.
[1949] Step 4:
[1950] The server updates the gacha results to the user's database.
[1951] Step 5:
[1952] The server sends the gacha results to the device.
[1953] Step 6:
[1954] The terminal displays the gacha results to the user.
[1955] Character Development
[1956] Step 1:
[1957] The user opens the character development screen and presses the level up button.
[1958] Step 2:
[1959] The device sends a level-up request to the server.
[1960] Step 3:
[1961] The server checks the required experience and items and updates the character's status.
[1962] Step 4:
[1963] The server sends the updated results to the terminal.
[1964] Step 5:
[1965] The terminal displays the updated character information to the user.
[1966] Battle Mode
[1967] Step 1:
[1968] The user selects an opponent on the battle screen and presses the battle start button.
[1969] Step 2:
[1970] The device sends a battle request to the server.
[1971] Step 3:
[1972] The server loads the user's character information and opponent information.
[1973] Step 4:
[1974] The server performs a battle simulation and generates the battle results.
[1975] Step 5:
[1976] The server sends the battle results (victory / loss, rewards, etc.) to the device.
[1977] Step 6:
[1978] The terminal displays the battle results and rewards to the user.
[1979] Guilds & Alliances
[1980] Step 1:
[1981] The user sends a request to join the guild of their choice from the guild list.
[1982] Step 2:
[1983] The terminal sends a participation application request to the server.
[1984] Step 3:
[1985] The server notifies the guild master of the joining request, and if approved, adds the user to the guild.
[1986] Step 4:
[1987] The server will send the added guild information to the terminal.
[1988] Step 5:
[1989] The device displays the newly updated guild member list to the user.
[1990] Step 6:
[1991] The user opens the guild chat screen, enters a message, and presses the send button.
[1992] Step 7:
[1993] The device sends a chat message to the server.
[1994] Step 8:
[1995] The server will distribute the received message to all guild members in real time.
[1996] Step 9:
[1997] The device will display a message on the chat screens of all guild members.
[1998] Introducing the Emotion Engine
[1999] Step 1:
[2000] When the user presses the "Ask a Question" button, the device camera recognizes the user's face.
[2001] Step 2:
[2002] The device sends the facial expression data to the emotion engine.
[2003] Step 3:
[2004] The emotion engine analyzes the user's emotions in real time and generates emotion data.
[2005] Step 4:
[2006] The emotion engine sends the emotion data to the server.
[2007] Step 5:
[2008] The server combines the emotional data with the learning history to generate appropriate learning questions and feedback messages.
[2009] Step 6:
[2010] The server sends generated learning questions and feedback messages to the terminal.
[2011] Step 7:
[2012] The device displays study questions and feedback messages to the user.
[2013] Step 8:
[2014] Users follow the feedback to progress: if their motivation is low, encouraging messages are displayed, and if their stress levels are high, relaxation content is provided.
[2015] In this way, the system adjusts learning content and feedback based on the user's emotions, providing a more effective learning environment.
[2016] Example 2
[2017] 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."
[2018] Conventional learning support systems have the problem of making it difficult for users to maintain their motivation to study. Furthermore, they lack the ability to provide a learning environment that takes into account the user's emotions, and are often unable to provide feedback or support that is appropriate for each individual user. This leads to the problem of insufficient learning effectiveness.
[2019] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function for promoting competition among users, means for providing guild and alliance functions for promoting communication among users, and means for recognizing users' emotions and providing appropriate feedback in accordance with those emotions. This makes it easier for users to maintain their motivation for studying and allows them to receive adaptive learning support based on their emotions.
[2020] "User" refers to an individual who uses the system to learn or play games.
[2021] A "study question" is a question provided for the user to answer, and is generated by the system.
[2022] "Answer" refers to the answer that the user enters to the study question.
[2023] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[2024] "Virtual items" refer to digital objects that users can acquire within the system and use to strengthen their characters, etc.
[2025] "Character" refers to a virtual person or creature that a user can develop.
[2026] The "battle function" refers to a function that allows users to battle each other and promote competition.
[2027] A "guild" is a group of users who share a common goal and work together.
[2028] An "alliance" refers to an organization or function that allows guilds to build cooperative relationships.
[2029] "Means for recognizing emotions" refers to technology that identifies emotions by analyzing a user's facial expressions and input data.
[2030] "Feedback" refers to advice and messages provided by the system in response to the user's actions and emotions.
[2031] The present invention relates to a social game system for supporting learning. Specific embodiments for carrying out the present invention are described below.
[2032] First, the user enters the required information (user name, email address, password) into the new registration form from their terminal and registers. The server receives this information, stores it in a database, and sends a confirmation email. The user clicks the link in the confirmation email to complete the registration, then enters their email address and password into the login form and is authenticated by the server.
[2033] When a user requests a study question, the server generates the question using a generative AI model (e.g., OpenAI's GPT) based on the user's learning history and sends it to the device. For example, when a user presses the "Ask a Question" button, the following prompt is sent to the generative AI: "Generate a math practice question based on the user's learning history." The user answers the question and sends the answer to the server. The server then uses an automatic scoring system (e.g., Scikit-learn) to score the answer and returns the results and explanations to the user.
[2034] Furthermore, users can answer questions correctly and use the points they earn to draw gacha. The server generates the gacha results using a random algorithm (e.g., Mersenne Twister) and updates the user database. Users can receive new items and enjoy strengthening their characters.
[2035] Users can use items on the character development screen to strengthen their character's status. In battle mode, they can compete against other users and receive rewards if they win. The server runs a battle simulation (e.g., Unity) based on the user's character information and opponent information, and returns the results to the user.
[2036] Users can also join guilds to collaborate with other users to learn and share information. The server manages guild members and delivers chat messages in real time (e.g., Firebase), facilitating communication between users.
[2037] This system incorporates an emotion engine (e.g., Affectiva) and has the ability to adapt based on the user's emotions. As the user answers questions, the emotion engine recognizes emotions from the user's facial expressions and inputs and analyzes the data. The server uses this data to provide appropriate feedback based on the user's emotions. For example, when a user presses the "Ask a Question" button, the device camera recognizes the user's face and sends facial expression data to the emotion engine. The emotion engine determines the user's emotions in real time and sends this information to the server. The server combines the emotion data with the learning history to generate appropriate learning questions and feedback messages, which are then sent to the device. In this way, users can enjoy an individually customized learning experience.
[2038] This invention allows users to study while enjoying the game, improving their motivation and supporting continuous learning. The introduction of an emotion engine enables adaptive learning support based on the user's emotions, resulting in more effective learning. In addition, the battle and guild functions encourage cooperation and competition among users, further increasing motivation to study.
[2039] The above is a specific embodiment for carrying out the present invention.
[2040] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2041] Step 1:
[2042] Collecting user-entered information
[2043] The user enters the required information (username, email address, password) into the new registration form from the terminal. The entered information is sent from the terminal to the server. Specifically, when the user clicks the "New Registration" button, the form data is sent to the server as an HTTP POST request. The input is the username, email address, and password, and the output is the registration information sent to the server.
[2044] Step 2:
[2045] Sending information to the server
[2046] The terminal sends the collected user input information to the server. The server receives the HTTP request, analyzes its contents, and prepares it to be saved in a database. The input is the collected user information, and the output is data prepared for saving in the database. Specifically, the server converts the received information into an SQL query for the database.
[2047] Step 3:
[2048] Store in database
[2049] The server saves the received user information in a database. Specifically, it executes an SQL query to insert the user information into a specified table. The input is an SQL query containing user information, and the output is the user information saved in the database. This process makes the registration information permanent.
[2050] Step 4:
[2051] Sending a confirmation email
[2052] The server uses the SMTP protocol to send a confirmation email to the user's email address, which contains a link to complete the registration. The inputs are the user's email address and the content of the confirmation email, and the output is the confirmation email sent.
[2053] Step 5:
[2054] Clicking on the confirmation link
[2055] The user completes the authentication process by clicking the link in the confirmation email. This click causes the browser to send a GET request to the server, which receives the request and completes the user's registration. The input is the user clicking the link, and the output is the registration status.
[2056] Step 6:
[2057] Login Authentication
[2058] The user enters their email address and password into the login form and sends a login request to the server. The server authenticates the entered email address and password by checking them against the information in the database. If authentication is successful, the user is logged in. The input is the email address and password, and the output is the login success or failure status.
[2059] Step 7:
[2060] Study Question Request
[2061] When a user presses the "Ask a Question" button, the device sends a learning question request to the server. The server receives this request, references the learning history, and sends an appropriate prompt sentence to the generative AI model. The input is the learning question request and learning history, and the output is the generated prompt sentence.
[2062] Step 8:
[2063] Using generative AI models
[2064] The server sends the prompt to a generative AI model (e.g., OpenAI's GPT) to generate new training problems. The generated problems are sent back to the server. The input is the prompt, and the output is the generated training problem. For example, the prompt might be "Generate math practice problems based on the user's learning history."
[2065] Step 9:
[2066] Generate and submit study questions
[2067] The server receives the training problems returned by the generative AI model and sends them to the terminal to display to the user. The input is the generated training problem, and the output is the training problem displayed on the terminal. This allows the user to tackle new training problems.
[2068] Step 10:
[2069] Enter and submit your answers
[2070] The user answers the questions displayed on the device and sends the answers to the server. The input is the user's answer, and the output is the answer data sent to the server. The answers are then saved on the server and prepared for grading.
[2071] Step 11:
[2072] Automatic scoring
[2073] The server uses an automatic scoring system (e.g., Scikit-learn) to score the user's answers. The input is the user's answer data, and the output is the scoring result. Specifically, the server uses a Scikit-learn model to determine whether the answer is correct or not and generate a score.
[2074] Step 12:
[2075] Return of results and explanations
[2076] The server generates the score and explanations, sends them to the terminal, and displays them to the user. The input is the score and explanation data, and the output is the feedback displayed on the terminal. This allows the user to understand the evaluation of their answer and areas for improvement.
[2077] Step 13:
[2078] Gacha pull operation
[2079] When a user checks the points required to draw a gacha and presses the "Draw Gacha" button, a request is sent to the server. The server checks the points and generates a gacha result using a random algorithm. The input is the user's gacha request and point information, and the output is the generated gacha result.
[2080] Step 14:
[2081] Applying Gacha Results
[2082] The server applies the generated gacha results to the user's database and updates the items and character status. The input is the gacha results, and the output is the updated user's database. This allows the user to acquire new items and strengthen their characters.
[2083] Step 15:
[2084] Use of training items and status updates
[2085] The user uses the acquired training item to send a request to the server to strengthen the character's status. The server receives this request and updates the character's status. The input is the training item use request, and the output is the updated character status.
[2086] Step 16:
[2087] Battle Requests and Combat Simulation
[2088] When a user sends a request to start a battle, the server performs a battle simulation (e.g., Unity) based on the opponent's information. The input is the user's character information and the opponent's information, and the output is the battle result. The server sends this result to the terminal and displays it to the user.
[2089] Step 17:
[2090] Use of guild functions and real-time chat
[2091] When a user sends a request to join a guild, the server adds the user to the guild member list. The server also provides real-time chat functionality and manages messages using a database such as Firebase. The input is the guild join request and chat messages, and the output is the updated guild member list and real-time chat messages.
[2092] Step 18:
[2093] Emotion data collection and analysis
[2094] While the user is answering questions, the device camera recognizes the user's face and sends the facial expression data to the server. The server then analyzes this data using an emotion engine (e.g., Affectiva) to determine the user's emotions. The input is the collected facial expression data, and the output is the analyzed emotional information.
[2095] Step 19:
[2096] Generating emotion-based feedback
[2097] The server combines the emotional data and learning history to generate appropriate feedback messages and tasks. The input is the emotional data and learning history, and the output is the generated feedback message. The server sends this to the terminal and displays it to the user. Specifically, an encouraging message is displayed to a user who has lost motivation to study, and relaxation content is provided to a user who is feeling stressed.
[2098] The above are the specific processing steps of the program of this system.
[2099] (Application example 2)
[2100] 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."
[2101] Conventional learning support systems only provide users with the ability to acquire virtual items or strengthen their characters based on their answers to individual learning problems, and many of them provide uniform feedback without considering the user's emotional state. This can lead to a decrease in the user's motivation to learn, increased stress, and reduced learning efficiency. Furthermore, learning support systems that utilize wearable devices such as smart glasses are limited, and there is a need to provide a more interactive and personalized learning experience.
[2102] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for providing study questions to users, means for receiving and scoring users' answers, means for acquiring virtual items and strengthening characters based on the scoring results, means for providing a battle function to promote competition among users, means for providing guild and alliance functions to promote communication among users, means for providing adaptive feedback using an emotion engine that analyzes the user's emotions, and means for operating as an application installed on smart glasses. This makes it possible to provide appropriate feedback according to the user's emotional state and maintain and improve motivation to learn. Furthermore, the use of wearable devices can provide a more interactive and personalized learning experience.
[2103] "User" refers to a person who uses the system to answer study questions and obtain virtual items.
[2104] "Study Question" refers to a question provided for a user to answer and progress through the results of their learning.
[2105] "Answer" refers to the answer a user provides to a study question.
[2106] "Scoring" refers to the process of evaluating a user's answer and determining whether it is correct or incorrect.
[2107] "Virtual Items" refer to items in digital form that can be acquired by users within the System.
[2108] "Character enhancement" refers to the process of improving the ability values and skills of a virtual character owned by a user.
[2109] The "battle function" refers to a function in which multiple users compete against each other in a battle format and receive rewards based on the results.
[2110] A "guild" refers to a group of users with a common goal, and includes functions for cooperating to learn and compete.
[2111] The "Alliance function" refers to a function that allows multiple guilds to work together in cooperation.
[2112] An "emotion engine" refers to a system for analyzing a user's emotional state and providing adaptive feedback based on the results.
[2113] "Adaptive feedback" refers to customized guidance and advice provided based on the user's current learning situation and emotions.
[2114] "Smart glasses" are wearable devices that are equipped with a display function that allows users to directly and visually check information.
[2115] "Application" means a software program installed on a Smart Glasses or other device to provide a particular function or service.
[2116] The present invention is a system that provides users with study questions, receives their answers, and allows them to acquire virtual items and strengthen their characters based on the scoring results. It also features a battle function that encourages competition between users, as well as guild and alliance functions that promote communication between users. It also features an emotion engine that analyzes the user's emotions, providing adaptive feedback, and operates as an application installed on smart glasses.
[2117] The server provides the user with study questions. The questions are generated based on the user's study history, and the difficulty level of the questions is adjusted using a generative artificial intelligence (generative AI model). The user answers the questions using smart glasses, and the answers are sent to the server. The server then scores the answers using an automatic scoring system and returns the results to the user.
[2118] Based on the scoring results, users can acquire virtual items and strengthen their characters. For example, if a user answers correctly, they can acquire certain points and use those points to draw gacha. The gacha results are generated using a random algorithm and updated in the user's database. Users can receive new items and strengthen their character's status on the character development screen.
[2119] The emotion engine recognizes the user's facial expressions in real time and analyzes their emotional state. Specifically, a camera installed in the smart glasses captures the user's face and performs facial recognition using OpenCV. The recognition results are sent to the emotion engine, where emotion analysis is performed using a TensorFlow model. Based on the analysis results, the server provides adaptive feedback to the user. For example, it can send encouraging messages to users who are losing motivation to study, or provide relaxation content if their stress level is high.
[2120] The battle feature allows users to battle other users and receive rewards if they win. The server performs a battle simulation based on the user's character information and opponent's information, and returns the results to the user.
[2121] Guild and alliance functions are also provided, allowing users to join guilds and cooperate with other users to advance their learning. The server manages guild members and distributes chat messages in real time.
[2122] As a concrete example, consider a situation where a user is trying to answer the question, "What is 2 + 2?" As the user begins to answer the question, the camera in the smart glasses captures the user's facial expressions, which are then analyzed by the emotion engine. For example, if the stress level is determined to be high, the server will provide feedback such as "Relax and try again." If the answer is correct, the server will send a message saying, "Great! Let's move on!"
[2123] Example prompts to input to a generative AI model:
[2124] "Create an application that recognizes facial expressions when a user answers the study question 'What is 2 + 2?' and provides adaptive feedback based on the user's emotions. Recognize the user's facial expressions in real time while answering the question and analyze the user's emotions using an emotion engine. After the answer is submitted, automatically score the answer and provide adaptive feedback along with the score results."
[2125] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2126] Step 1:
[2127] A user logs in to an application using a device (smart glasses). The input is the user's email address and password, and the output is an authentication token. The server receives this authentication information and authenticates the user by checking it against a database. If authentication is successful, the server generates an authentication token and returns it to the device. This token is used to identify the user in subsequent communications.
[2128] Step 2:
[2129] The server provides learning problems appropriate for the user. The input is the user's learning history and authentication token, and the output is the generated learning problems. The server generates problems using a generative AI model based on the user's learning history. At this time, the difficulty of the problems is adjusted according to the user's learning progress. The generated problems are sent to the device.
[2130] Step 3:
[2131] The user answers the learning questions via the device. The input is the learning question, and the output is the user's answer. The user reads the question on the display of the smart glasses and inputs the answer. The input answer is sent from the device to the server.
[2132] Step 4:
[2133] The server scores the user's answers. The input is the user's answers and the learning questions, and the output is the scoring results. The server uses an automatic scoring system to check the user's answers against the learning questions and determine whether they are correct or incorrect. The scoring results are sent to the terminal along with a feedback message.
[2134] Step 5:
[2135] An emotion engine analyzes the user's facial expressions and generates adaptive feedback. The input is a real-time captured image of the user's face, and the output is the user's emotional state and corresponding feedback. A camera running in the background on the device captures the user's facial expressions, and emotion analysis is performed via the emotion engine (TensorFlow model). The analysis results are sent to the server, and an adaptive feedback message is generated and returned to the device.
[2136] Step 6:
[2137] The server provides the user with virtual items based on the scoring results and strengthens the character. The input is the scoring results and the user's current status, and the output is the updated status and new virtual items. The server adds points based on the scoring results and prepares the user for a gacha spin. The user spins the gacha on their device, and the server generates an item using a random algorithm and updates the user's database.
[2138] Step 7:
[2139] Users battle with other users and share learning information through guild and alliance functions. Input is the user's battle request and guild message, and output is the battle results and communication history. The server performs a battle simulation based on the user's character information and opponent information, and sends the results to the device. It also manages the sending and receiving of chat messages between guild members in real time, and stores the shared information in a database.
[2140] This allows users to answer personalized learning questions while receiving appropriate feedback based on their emotional state, allowing them to maintain their motivation to continue learning while enjoying acquiring virtual items and strengthening their characters.
[2141] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[2142] 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.
[2143] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.
[2144] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[2145] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[2146] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.
[2147] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[2148] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[2149] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."
[2150] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.
[2151] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[2152] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.
[2153] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.
[2154] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.
[2155] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.
[2156] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[2157] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a sin...
Claims
1. means for providing study questions to a user; means for receiving and scoring user answers; A means for acquiring virtual items and strengthening characters based on the scoring results; A means for providing a battle function to promote competition among users; means for providing guild and alliance functionality that facilitates communication between users; A system including:
2. 2. The system of claim 1, further comprising means for adjusting the difficulty of the learning questions using generative artificial intelligence.
3. The system according to claim 1, further comprising means for promoting the growth of the user's virtual character in conjunction with the progress of learning.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A