System

A system tailors cognitive games and challenges to individual elderly users, enhancing engagement and reducing loneliness through personalized content and community interaction.

JP2026035165APending Publication Date: 2026-03-04SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024138008
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-19
Publication Date
2026-03-04

AI Technical Summary

Technical Problem

Conventional cognitive function improvement programs for the elderly lack personalization and community engagement, failing to adapt to individual interests and abilities, leading to reduced mental activity and increased loneliness.

Method used

A system that generates cognitive stimulation games and challenges tailored to users' interests and abilities, tracks progress, adjusts difficulty, and allows users to share experiences within a community, promoting long-term engagement and reducing loneliness.

Benefits of technology

Provides personalized cognitive stimulation, enhances user engagement, and reduces feelings of loneliness by allowing users to share progress and receive feedback, thereby maintaining and improving cognitive function.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: The system includes a generation means for generating a game or a task for stimulating the cognitive function on the basis of the user's interest and ability, a provision means for providing the generated game or task to the user, an analysis means for analyzing the progress degree and the result of the user, and an adjustment means for adjusting the difficulty level of the game or the task according to the analysis result.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

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

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

[0004] Declining cognitive function in the elderly is a serious problem that reduces the quality of daily life. Elderly people aged 60 and over are particularly susceptible to decreased mental activity and loneliness due to changes in lifestyle after retirement and decreased social contact, which ultimately increases the risk of accelerating cognitive decline. Conventional cognitive function improvement programs tend to have uniform content and are unable to adequately adapt to the interests and abilities of individual users. Furthermore, the lack of a user community makes it difficult to reduce loneliness and maintain long-term engagement. [Means for solving the problem]

[0005] To solve the above problems, the present invention provides the following means: a system including a generation means for generating games or challenges to stimulate cognitive function based on a user's interests and abilities, a provision means for providing the generated games or challenges to the user, an analysis means for analyzing the user's progress and performance, and an adjustment means for adjusting the difficulty of the games or challenges in accordance with the analysis results. The system also includes a recording means for recording the results of the games or challenges provided by the provision means, a tracking means for saving the recorded results in a database and tracking the user's progress, a sharing means for the user to share their progress and experiences with other users within a community, and a notification means for notifying other users of the shared data. In this way, cognitive stimulation tailored to each individual user can be provided, long-term engagement can be promoted, and the user community function can further reduce feelings of loneliness.

[0006] "User" refers to an individual who uses the system to stimulate cognitive function through games and challenges.

[0007] "Interests" refers to a user's interest or curiosity in a particular topic or area.

[0008] "Ability" refers to the level of cognitive function, skill, and knowledge possessed by the user.

[0009] "Cognitive function" refers to the brain's functions of recognition and judgment, such as memory, attention, logical thinking, and calculation ability.

[0010] "Game" refers to interactive activities or challenges designed to stimulate and train the user's cognitive functions.

[0011] "Challenges" refer to a series of problems or challenges that users can solve in order to improve their cognitive function.

[0012] "Generation means" refers to technology that automatically creates appropriate games and challenges based on the user's interests and abilities.

[0013] "Provision means" refers to the mechanism by which the games and challenges created by the generation means are delivered and displayed to users.

[0014] "Analysis Methods" refers to the methods and techniques for evaluating and analyzing a user's progress and performance in a game or task.

[0015] "Adjustment means" refers to a function that dynamically changes the difficulty of the game or task based on the results of the analysis means.

[0016] "Recording means" refers to a mechanism or device that records the results of a user playing a game or task.

[0017] "Tracking Means" means the system that tracks and monitors a User's progress using the data stored by the Recording Means.

[0018] "Sharing means" refers to a method or system that allows a user to share their progress or experiences with other users.

[0019] "Notification Means" refers to the function of reporting and notifying other users of data and information shared by the Sharing Means. [Brief explanation of the drawings]

[0020] [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

[0021] 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.

[0022] First, the terms used in the following description will be explained.

[0023] 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).

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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."

[0028] [First embodiment]

[0029] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0030] 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.

[0031] 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).

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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."

[0041] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[0042] System Configuration

[0043] The system consists of the following main components:

[0044] 1. Generation means

[0045] 2. Means of provision

[0046] 3. Analysis method

[0047] 4. Adjustment means

[0048] 5. Recording Method

[0049] 6. Tracking Methods

[0050] 7. Sharing methods

[0051] 8. Means of notification

[0052] The system programs and their processing for each of these elements will be specifically explained.

[0053] generation means

[0054] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. Specifically, it analyzes the user's registered profile data and past play history and uses generative AI to create appropriate games and tasks.

[0055] Providing means

[0056] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device and select and play the provided games or challenges.

[0057] Analysis means

[0058] The progress and results of games played and tasks completed on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[0059] Adjustment means

[0060] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[0061] Recording means

[0062] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[0063] Tracking Methods

[0064] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[0065] means of sharing

[0066] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[0067] Notification means

[0068] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[0069] Specific use cases

[0070] For example, suppose a user is a man in his 60s who enjoys puzzles and has played brain training games in the past. When this user logs into the system for the first time, the server will generate a puzzle game of appropriate difficulty based on his profile data and past game history. As a result, the user can receive optimal cognitive stimulation.

[0071] In addition, game results are automatically recorded and analyzed on the server so that the next game can be optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[0072] The above is a specific embodiment of the system of the present invention.

[0073] The processing flow will be explained below.

[0074] Step 1:

[0075] The user launches the app on their device and accesses the user registration screen.

[0076] Step 2:

[0077] The user enters information such as name, age, email address, and password.

[0078] Step 3:

[0079] The terminal validates the input to ensure it is in the correct format.

[0080] Step 4:

[0081] The terminal uses the validation results to send the input information to the server.

[0082] Step 5:

[0083] The server stores the received information in a database and creates an account for the user.

[0084] Step 6:

[0085] The server notifies the device that the account creation was successful.

[0086] Step 7:

[0087] The device will display a "Registration complete" message to the user.

[0088] Step 8:

[0089] The user enters their email address and password on the login screen.

[0090] Step 9:

[0091] The terminal sends the input information to the server.

[0092] Step 10:

[0093] The server checks its database to see if the email address and password combination you entered is correct.

[0094] Step 11:

[0095] The server sends the authentication result to the terminal.

[0096] Step 12:

[0097] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[0098] Step 13:

[0099] The user taps the "Start Game" button on their device.

[0100] Step 14:

[0101] The terminal sends a request to the server to start the game.

[0102] Step 15:

[0103] The server retrieves the user's past play data from the database.

[0104] Step 16:

[0105] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[0106] Step 17:

[0107] The generative AI generates the best games and challenges for the user and sends the data to the server.

[0108] Step 18:

[0109] The server transmits the generated game data to the terminal.

[0110] Step 19:

[0111] The terminal displays a game screen based on the received game data.

[0112] Step 20:

[0113] The user plays the game and performs touch operations and inputs.

[0114] Step 21:

[0115] The device records game progress and user actions in real time.

[0116] Step 22:

[0117] After the game is over, the terminal transmits the game result to the server.

[0118] Step 23:

[0119] The server receives the game results and stores them in a database.

[0120] Step 24:

[0121] The server periodically analyzes your gameplay data.

[0122] Step 25:

[0123] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[0124] Step 26:

[0125] The user makes a request on the terminal to start the game again.

[0126] Step 27:

[0127] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[0128] Step 28:

[0129] The game screen is displayed based on the data received by the terminal.

[0130] Step 29:

[0131] The user taps the Community tab on their device.

[0132] Step 30:

[0133] The device sends a request for a community feed to the server.

[0134] Step 31:

[0135] The server retrieves other users' posts and progress data from a database.

[0136] Step 32:

[0137] The server sends the acquired data to the terminal in the form of a feed.

[0138] Step 33:

[0139] The device displays the feed and the user scrolls to see what is displayed.

[0140] Step 34:

[0141] The user enters text to post their progress and taps the "Post" button.

[0142] Step 35:

[0143] The device sends the post content to the server.

[0144] Step 36:

[0145] The server stores the received post in a database and updates the community feed.

[0146] Step 37:

[0147] Other users comment on or "like" your post.

[0148] Step 38:

[0149] The server receives the comment and "like" data and notifies the original poster.

[0150] Example 1

[0151] 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."

[0152] There is a need for methods and systems to maintain and improve cognitive function in the elderly. However, existing methods have difficulty providing individualized games and challenges suited to users' interests and abilities, and are unable to encourage long-term engagement. Furthermore, they lack effective means to reduce feelings of loneliness and share progress and experiences within a community. The present invention aims to solve these issues by providing a cognitive stimulation system that allows elderly people to engage continuously.

[0153] 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.

[0154] In this invention, the server includes: a generating means for generating games or challenges to stimulate cognitive function based on the user's interests and abilities; a providing means for providing the generated games or challenges to the user; an analyzing means for analyzing the user's progress and performance; an adjusting means for adjusting the difficulty of the games or challenges according to the analysis results; a means for using a generative AI model to automatically generate multiple cognitive challenges that improve concentration, memory, and problem-solving ability based on the user's interests and past play history; a means for appropriately providing the generated games or challenges to the user's device so that the user can play them on the device; and a means for transmitting the user's play results to the server in real time and analyzing the received data. This makes it possible to provide optimal cognitive stimulation for each user and effectively support the maintenance and improvement of cognitive function in the elderly.

[0155] The "generation means" is a function that automatically generates games and tasks to stimulate cognitive functions based on the user's interests and abilities.

[0156] "Providing means" is a function that appropriately provides the generated game or challenge to the user's device, allowing the user to play it.

[0157] The "analysis means" is a function that analyzes the user's progress and playing results, and evaluates the state and progress of cognitive function.

[0158] The "adjustment means" is a function that dynamically adjusts the difficulty of the game or task according to the analysis results.

[0159] A "generative AI model" is an artificial intelligence model that automatically generates appropriate cognitive tasks based on a user's profile data and past play history.

[0160] The "recording means" is a function that records the results of playing the games and tasks provided and saves that data on the server.

[0161] "Tracking" is a feature that tracks a user's progress over time based on recorded data and monitors changes in cognitive function.

[0162] "Sharing methods" are functions that allow users to share their progress and playing experiences within the community and exchange information with other users.

[0163] "Notification means" is a function that notifies other users of shared data and comments in real time, promoting mutual interaction.

[0164] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games and tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[0165] System configuration

[0166] The system consists of the following main elements: a means of generation, a means of provision, a means of analysis, a means of adjustment, a means of recording, a means of tracking, a means of sharing, and a means of notification.

[0167] generation means

[0168] The server automatically generates games and challenges that stimulate cognitive functions based on the user's interests and abilities. Examples of generative AI models include OpenAI's GPT-3. The server analyzes the user's profile data and past play history, and generates appropriate games and challenges using the following prompts:

[0169] Example prompt: "Generate a cognitively stimulating puzzle game for a user in his 60s who enjoys puzzles and has played brain training games in the past."

[0170] Providing means

[0171] The generated games and challenges are provided from the server to the user's device. The user can launch the app on their device (e.g., smartphone or tablet) and select and play the games or challenges provided by the server.

[0172] Analysis means

[0173] The progress and results of the games played and tasks completed by the user are sent to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Specific analysis items include success rate, error patterns, and solution time.

[0174] Adjustment means

[0175] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[0176] Recording means

[0177] The results of playing games and tasks are recorded on the user's device and sent to the server, which stores this data in a database and uses it for tracking purposes, which will be described later.

[0178] Tracking Methods

[0179] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[0180] means of sharing

[0181] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, encouraging mutual interaction.

[0182] Notification means

[0183] The server has a function to notify other users of shared data and comments in real time, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[0184] Specific use cases

[0185] When a male user in his 60s logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on his profile data and past game history, allowing the user to receive optimal cognitive stimulation.

[0186] Play results are automatically recorded and analyzed on the server, so the next game is optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[0187] The above is a specific embodiment of the system of the present invention.

[0188] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0189] Program processing steps and detailed explanations

[0190] Step 1: Register and set up your profile

[0191] 1. Input: User's basic information (name, age, hobbies, etc.) and data on past cognitive function

[0192] 2. Data processing / data calculation: The server analyzes the entered information and creates a user profile.

[0193] 3. Output: Detailed user profile data

[0194] 4. Specific operation: The user launches the smartphone app and fills out a form to enter information such as "Name: Taro Tanaka," "Age: 60," and "Hobby: Puzzles."

[0195] Step 2: Game and Challenge Generation

[0196] 1. Input: User profile data and past play history

[0197] 2. Data processing / data calculation: The server uses a generative AI model (e.g., GPT-3) to generate appropriate games and challenges based on the prompt.

[0198] 3. Output: Generated games and challenges

[0199] 4. Specific operation: The server sends a prompt: "Generate a puzzle game that stimulates cognitive function for a user who is a man in his 60s and enjoys puzzles. He has played brain training games in the past." The server then generates a new puzzle game using the generative AI model.

[0200] Step 3: Provide games and challenges

[0201] 1. Input: Generated games and challenges

[0202] 2. Data processing / data calculation: The server distributes the generated games and tasks to the user's device.

[0203] 3. Output: The game or challenge displayed on the user's device

[0204] 4. Specific actions: A new puzzle game is downloaded to the user's device, the user launches the app, and presses the "Start new puzzle game" button.

[0205] Step 4: Record and send your results

[0206] 1. Input: Progress and results of games and challenges played by the user on the device

[0207] 2. Data processing / data calculation: The device records answers and error logs during play and sends them to the server in real time.

[0208] 3. Output: Progress and result data sent to the server

[0209] 4. Specific operation: While the user is solving the puzzle game, the answers and error logs are sent from the device to the server in real time.

[0210] Step 5: Analyze your results

[0211] 1. Input: Play result data sent to the server

[0212] 2. Data processing / data calculation: The server aggregates the received data and calculates evaluation criteria such as success rate, error patterns, and response time.

[0213] 3. Output: Analysis results of the user's cognitive function status and progress

[0214] 4. Specific operation: The server calculates the success rate as "80%", the number of errors as "5", and the average answer time as "30 seconds", and saves the analysis results in the database.

[0215] Step 6: Adjust the difficulty of the game or challenge

[0216] 1. Input: Analysis result data

[0217] 2. Data processing / data calculation: The server adjusts the difficulty of new games and challenges based on the analysis results.

[0218] 3. Output: New games and challenges with adjusted difficulty

[0219] 4. Specific behavior: The server changes the difficulty of the next puzzle game from "intermediate" to "advanced" because the user's success rate is 80%.

[0220] Step 7: Track your progress over time

[0221] 1. Input: User record data stored in the database

[0222] 2. Data processing / data calculation: The server analyzes data based on long-term progress and monitors changes in cognitive function.

[0223] 3. Output: Report of user's progress over time

[0224] 4. Specific operation: The server analyzes the data from the past three months and presents to the user graphs showing the "change in success rate by month" and "trend in the number of errors."

[0225] Step 8: Share and notify your community

[0226] 1. Input: User progress, gameplay data, and feedback from other users

[0227] 2. Data processing / data calculation: The server distributes the shared data to other users and sends real-time feedback via a notification system.

[0228] 3. Output: Share information and feedback notifications to other users

[0229] 4. Specific operation: The user presses the "Share" button in the app to post the "results of a recently completed advanced puzzle game," the server distributes the information, and comments from other users are notified in real time.

[0230] (Application example 1)

[0231] 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."

[0232] The aim is to effectively maintain and improve the cognitive function of the elderly, while also improving their real-life crisis management skills through safety simulations and puzzle games. Furthermore, by allowing users to share their progress and experiences with other users, the project aims to reduce loneliness and promote long-term engagement.

[0233] 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.

[0234] In this invention, the server includes a generating means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a providing means for providing the generated games or tasks to the user, an analyzing means for analyzing the user's progress and performance, a security measure providing means for providing safety measure-related simulations and puzzle games, a recording means for recording the user's play results and storing them in a security measure database, and a sharing means for sharing the user's progress and experiences with other users. This makes it possible to effectively maintain and improve the elderly's cognitive function, improve their real-life crisis management skills, and further reduce feelings of loneliness.

[0235] A "generator" is a system that automatically generates games or challenges to stimulate cognitive function based on the user's interests and abilities.

[0236] The "providing means" is a device or system that has the function of providing the generated game or challenge to the user.

[0237] The "analysis means" refers to a device or system that analyzes the user's progress and performance and evaluates the state and progress of the user's cognitive function.

[0238] The "adjustment means" is a system that dynamically adjusts the difficulty of games and tasks based on the analysis results.

[0239] The "security measure providing means" is a device or system that has the function of providing simulations and puzzle games related to security measures.

[0240] "Recording means" refers to a device or system that has the function of recording the user's playing results and storing them in a security database.

[0241] A "sharing means" is a device or system that has the functionality to share progress and experiences with other users.

[0242] "Tracking" is a system that tracks a user's progress over time based on recorded data.

[0243] A "notification means" is a device or system that notifies other users of shared data and allows them to receive feedback and comments in real time.

[0244] The "warning means" is a device or system that has the function of notifying other users of a warning when an abnormality occurs.

[0245] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[0246] Specific system configuration

[0247] The system consists of the following main components:

[0248] generation means

[0249] Providing means

[0250] Analysis means

[0251] Adjustment means

[0252] Security measures provision means

[0253] Recording means

[0254] Tracking Methods

[0255] means of sharing

[0256] Notification means

[0257] warning means

[0258] generation means

[0259] The server uses a generative AI model based on the user's profile data and past play history to automatically generate games and challenges that stimulate cognitive functions. For example, using a generative AI model (e.g., GPT-3.5), the server inputs the following prompt sentence:

[0260] Example prompt sentence:

[0261] User profile:

[0262] Age: 70

[0263] Gender: Female

[0264] Interests: Sudoku puzzles

[0265] Past play data: Success rate 85% (Intermediate Sudoku)

[0266] Play History:

[0267] "Puzzle Solving" Game

[0268] Current difficulty: Intermediate

[0269] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[0270] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[0271] Providing means

[0272] The generated games and challenges are provided to the device from the server. Users can launch the app using a smartphone or head-mounted display, select the provided games or challenges, and play.

[0273] Analysis means

[0274] The progress and results of the games and tasks played by the user are sent from the device to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Data analysis tools (e.g., Python's pandas) are used for the analysis.

[0275] Adjustment means

[0276] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the difficulty of the next game or task will be increased to provide appropriate cognitive stimulation.

[0277] Security measures provision means

[0278] The system now includes a function that provides simulations and puzzle games related to safety measures, allowing users to improve their real-life crisis management skills.

[0279] Recording means

[0280] The results of the game are recorded on the device and sent to the server, which stores them in a database (e.g., Firebase) and uses them for tracking purposes, which will be described later.

[0281] Tracking Methods

[0282] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[0283] means of sharing

[0284] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[0285] Notification means

[0286] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[0287] warning means

[0288] If an abnormality occurs, the server has a function to notify other users of an alert, allowing for a prompt response according to the situation.

[0289] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0290] Step 1:

[0291] The user launches the app and logs in. The user enters their profile data (age, gender, interests, past play history) and sends it to the server. The server stores the received profile data in a database. This allows the user's individual data to be collected and used for processing in the next step.

[0292] Step 2:

[0293] The server uses a generative AI model to analyze the user's profile data and past play history, generate a prompt, and input it into the AI ​​model. For example, the following prompts can be used:

[0294] User profile:

[0295] Age: 70

[0296] Gender: Female

[0297] Interests: Sudoku puzzles

[0298] Past play data: Success rate 85% (Intermediate Sudoku)

[0299] Play History:

[0300] "Puzzle Solving" Game

[0301] Current difficulty: Intermediate

[0302] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[0303] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[0304] The generative AI model generates appropriate games and challenges based on the prompt text, and the generated games and challenges are stored on the server.

[0305] Step 3:

[0306] The server provides the generated games and challenges to the device, and the user launches the app using a smartphone or head-mounted display, selects the provided game or challenge, and begins playing.

[0307] Step 4:

[0308] The user plays a game or completes a task. Progress and performance data is collected in real time and sent from the device to a server. The server receives this data and uses analytical tools to assess the state and progress of the user's cognitive function.

[0309] Step 5:

[0310] The server dynamically adjusts the difficulty of the games and tasks based on the analysis results. For example, if a user demonstrates a high success rate, the server will increase the difficulty of the next game or task. The adjusted new tasks and games are also saved on the server.

[0311] Step 6:

[0312] The results of the user's play are stored in a database on the server using a recording means, which allows data to be accumulated for tracking long-term progress.

[0313] Step 7:

[0314] The server uses a sharing mechanism to allow users to share their progress and experiences with the community, and a notification mechanism to receive feedback and comments from other users in real time, thereby encouraging interaction between users.

[0315] Step 8:

[0316] If an abnormality occurs, for example, if a user does not start playing for a long time or if suspicious behavior is detected, the server will notify other users through the warning means, allowing for a prompt response.

[0317] Through the above processing steps, the system of the present invention aims to maintain and improve the user's cognitive function, and also improves real-life crisis management skills through safety simulations and puzzle games. Furthermore, it is expected to promote interaction between users and reduce feelings of loneliness.

[0318] 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.

[0319] The system of this invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining it with an emotion engine, it aims to maintain and improve cognitive function in elderly people by providing appropriate feedback while recognizing the user's emotional state. This system operates based on multiple servers, terminals, and user actions.

[0320] System Configuration

[0321] The system consists of the following main components:

[0322] 1. Generation means

[0323] 2. Means of provision

[0324] 3. Analysis method

[0325] 4. Adjustment means

[0326] 5. Recording Method

[0327] 6. Tracking Methods

[0328] 7. Sharing methods

[0329] 8. Means of notification

[0330] 9. Emotion Engine

[0331] The program processing for each element will be explained in detail below.

[0332] generation means

[0333] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. The user registers their profile data, and appropriate games and tasks are created using generative AI based on data obtained from their past play history.

[0334] Providing means

[0335] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device, select the provided games or challenges, and play them.

[0336] Analysis means

[0337] The progress and results of the games and tasks played by the user on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[0338] Adjustment means

[0339] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user has a high success rate, the server increases the difficulty of the next game or task.

[0340] Recording means

[0341] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[0342] Tracking Methods

[0343] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[0344] means of sharing

[0345] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, facilitating interaction.

[0346] Notification means

[0347] The server notifies users of shared data and comments, allowing them to communicate with each other in real time.

[0348] Emotion Engine

[0349] The emotion engine is a module that recognizes the user's emotional state. For example, it analyzes the user's facial expressions and tone of voice using the device's camera and microphone. The emotion data recognized by the emotion engine is linked to the generation means, provision means, analysis means, and adjustment means, and adjusts the content and difficulty of the game or task based on the user's emotional state.

[0350] Specific use cases

[0351] For example, suppose a user is a woman in her 60s who likes puzzles and has previously been interested in brain training. When this user logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on her profile data and past history. As she plays the game, the emotion engine analyzes her facial expressions to determine whether she is enjoying herself or feeling stressed. Based on this data, the difficulty of the next game is automatically adjusted.

[0352] At the same time, users can share their experiences with the community and receive encouragement from other users by receiving likes and comments. The joy and stress experienced by users are also communicated to other users, allowing for deeper interactions.

[0353] This allows the system to maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[0354] The processing flow will be explained below.

[0355] Step 1:

[0356] The user launches the app on their device and accesses the user registration screen.

[0357] Step 2:

[0358] The user enters information such as name, age, email address, and password.

[0359] Step 3:

[0360] The terminal validates the input to ensure it is in the correct format.

[0361] Step 4:

[0362] The terminal uses the validation results to send the input information to the server.

[0363] Step 5:

[0364] The server stores the received information in a database and creates an account for the user.

[0365] Step 6:

[0366] The server notifies the device that the account creation was successful.

[0367] Step 7:

[0368] The device will display a "Registration complete" message to the user.

[0369] Step 8:

[0370] The user enters their email address and password on the login screen.

[0371] Step 9:

[0372] The terminal sends the input information to the server.

[0373] Step 10:

[0374] The server checks its database to see if the email address and password combination you entered is correct.

[0375] Step 11:

[0376] The server sends the authentication result to the terminal.

[0377] Step 12:

[0378] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[0379] Step 13:

[0380] The user taps the "Start Game" button on their device.

[0381] Step 14:

[0382] The terminal sends a request to the server to start the game.

[0383] Step 15:

[0384] The server retrieves the user's past play data from the database.

[0385] Step 16:

[0386] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[0387] Step 17:

[0388] The generative AI generates the best games and challenges for the user and sends the data to the server.

[0389] Step 18:

[0390] The server transmits the generated game data to the terminal.

[0391] Step 19:

[0392] The terminal displays a game screen based on the received game data.

[0393] Step 20:

[0394] The user plays the game and performs touch operations and inputs.

[0395] Step 21:

[0396] The device's camera and microphone capture the user's facial expressions and voice in real time.

[0397] Step 22:

[0398] The device sends the captured data to the emotion engine.

[0399] Step 23:

[0400] The emotion engine analyzes facial expressions and voice data to recognize the user's emotional state.

[0401] Step 24:

[0402] The emotion engine sends the analysis results to the server.

[0403] Step 25:

[0404] After the game is over, the terminal transmits the game result and the user's emotion data to the server.

[0405] Step 26:

[0406] The server receives the game results and stores them in a database.

[0407] Step 27:

[0408] The server periodically analyzes the user's gameplay data and emotional data.

[0409] Step 28:

[0410] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[0411] Step 29:

[0412] The user makes a request on the terminal to start the game again.

[0413] Step 30:

[0414] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[0415] Step 31:

[0416] The game screen is displayed based on the data received by the terminal.

[0417] Step 32:

[0418] The user taps the Community tab on their device.

[0419] Step 33:

[0420] The device sends a request for a community feed to the server.

[0421] Step 34:

[0422] The server retrieves other users' posts and progress data from a database.

[0423] Step 35:

[0424] The server sends the acquired data to the terminal in the form of a feed.

[0425] Step 36:

[0426] The device displays the feed and the user scrolls to see what is displayed.

[0427] Step 37:

[0428] The user enters text to post their progress and taps the "Post" button.

[0429] Step 38:

[0430] The device sends the post content to the server.

[0431] Step 39:

[0432] The server stores the received post in a database and updates the community feed.

[0433] Step 40:

[0434] Other users comment on or "like" your post.

[0435] Step 41:

[0436] The server receives the comment and "like" data and notifies the original poster.

[0437] Step 42:

[0438] The emotional data recognized by the emotion engine is shared within the community and notified to other users.

[0439] Example 2

[0440] 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."

[0441] To maintain and improve the cognitive function of elderly people, it is important to improve the quality of the user experience by providing appropriate games and challenges tailored to each individual's interests, abilities, and emotional state, and by providing feedback based on those games and challenges. Furthermore, there is a need for a system that tracks users' progress and performance in detail and dynamically adjusts the difficulty level in conjunction with their emotional state. Furthermore, it is important to have a system that allows users to share their experiences and encourage each other within a community.

[0442] 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.

[0443] In this invention, the server includes a generation unit that generates games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision unit that provides the generated games or tasks to the user, an analysis unit that analyzes the user's progress and performance, an adjustment unit that adjusts the difficulty of the games or tasks based on the analysis results, and an emotion recognition unit that recognizes the user's emotional state and adjusts the content and difficulty of the games or tasks based on the analysis results. This makes it possible to provide games and tasks that are optimized for each user's individual state, and further enables flexible and dynamic adjustment of the difficulty level using emotional data. Furthermore, users can share their progress and experiences within the community and receive feedback from other users in real time, providing a more fulfilling user experience.

[0444] The "generation means" is a means for automatically generating games or challenges for stimulating cognitive functions based on the user's interests and abilities.

[0445] The "providing means" is a means for providing the user with the game or task generated by the generating means.

[0446] The "analysis means" is a means for analyzing the progress and performance of the user and evaluating the state of the user's cognitive function and the progress of their abilities.

[0447] The "adjustment means" is a means for dynamically adjusting the difficulty level of a game or task based on the analysis results obtained by the analysis means.

[0448] "Emotion recognition means" refers to means for recognizing the user's emotional state and adjusting the content and difficulty of the game or task based on this.

[0449] The "recording means" is a means for recording the results of the game or task provided by the providing means.

[0450] The "tracking means" is a means for storing the results recorded by the recording means in a database and for tracking the user's progress over the long term.

[0451] "Sharing means" are means by which users can share their progress and experiences with other users within the community.

[0452] The "notification means" is a means for notifying other users of the shared data and providing feedback in real time.

[0453] The system of the present invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining emotion recognition technology, it aims to maintain and improve cognitive function in elderly people by recognizing the user's emotional state and providing appropriate feedback. This system operates based on the actions of the server, terminal, and user.

[0454] The server automatically generates appropriate games and challenges using a generative AI model based on the user's profile data and past play history. The profile data includes age, gender, interests, past performance, etc. The generative AI model used is, for example, GPT-4 (registered trademark). The server then sends the generated game and challenge codes to the device.

[0455] When a user launches the app on their device, they can select and play the games and challenges provided. The device records the user's progress and performance and sends the data to a server. The server then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive status and progress.

[0456] The server dynamically adjusts the difficulty of games and tasks based on the analysis results. For example, if a user has a high success rate, it generates setting information to increase the difficulty of the next game or task and stores it in a database. The server also tracks long-term progress based on the user's records stored in the database.

[0457] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. For example, if the device's camera captures the user's facial expressions during a game and recognizes that the user is smiling, the server records data indicating that the user is enjoying themselves and adjusts the next game to make it more enjoyable. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[0458] Users can share their progress and playing experiences within the community. The server notifies other users of this information, promoting mutual interaction. For example, if a user posts to the community that "I got a high score for the first time in the latest puzzle game," they can receive real-time feedback from other users.

[0459] Examples of specific prompts include:

[0460] "A woman in her 60s who loves puzzles and is interested in brain training games to improve her cognitive function. Please create a puzzle game with an appropriate level of difficulty for her."

[0461] This system can maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[0462] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0463] The flow of this system's program processing

[0464] Step 1: Registering a user profile

[0465] The user launches the app and accesses the registration screen, where they enter information such as their age, gender, interests, and past cognitive function training history. This data is sent from the device to the server, which then stores it in a database.

[0466] Input: User profile data (age, gender, interests, past history)

[0467] Output: User profile information stored in the database

[0468] What it does: The user enters their name and date of birth and selects the game types they're interested in.

[0469] Step 2: Data collection and analysis

[0470] The server collects the necessary information to analyze the user's profile data and past play history, and performs statistical analysis based on this data to determine the most effective cognitive stimulation method for each user.

[0471] Input: User profile information and past play history stored in the database

[0472] Output: Statistical analysis results

[0473] What it does: The server retrieves the results of past games from a database and analyzes the data using statistical analysis software.

[0474] Step 3: Generate a game or challenge

[0475] Based on the analysis results, the server inputs prompts into a generative AI model (e.g., GPT-4) and automatically generates games and challenges that are optimal for the user.

[0476] Input: Statistical analysis results, prompt statement

[0477] Output: Generated game or challenge code

[0478] Specific operation: The server inputs the prompt "A woman in her 60s who likes puzzles and is interested in brain training games to improve cognitive function. Please create a puzzle game with an appropriate level of difficulty for her" into the generative AI model and receives the generated game code.

[0479] Step 4: Offer a game or challenge

[0480] The server sends the generated games and challenges to the device, and the games and challenges are provided to the user through an app on the device.

[0481] Input: The generated game or challenge code

[0482] Output: The game or challenge provided to the device.

[0483] Specific behavior: The device receives new game information from the server and displays a pop-up notification to the user in the app.

[0484] Step 5: Play the game or challenge

[0485] Users play games and challenges provided on the device, while an app on the device records their progress and results.

[0486] Input: The game or challenge provided

[0487] Output: Progress and result data

[0488] Specific behavior: The user starts a puzzle game, and the score is recorded for each stage.

[0489] Step 6: Submit and analyze results

[0490] The device transmits the results of the gameplay to a server, which then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive function status and progress.

[0491] Input: Progress and result data

[0492] Output: Cognitive function assessment results

[0493] Specific operation: The device sends the time it takes to clear a stage and the number of correct answers to the server, and the server analyzes the data.

[0494] Step 7: Adjusting the difficulty

[0495] The server automatically adjusts the difficulty of the next game or challenge based on the analysis results. For example, if a user achieves a high score, the difficulty of the next stage will be increased.

[0496] Input: Cognitive function assessment results

[0497] Output: Adjusted difficulty settings for the next game or challenge

[0498] Specific operation: The server generates setting information such as "Increase the difficulty of the questions in the next game" and saves it in the database.

[0499] Step 8: Track your progress over time

[0500] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[0501] Input: Saved user record

[0502] Output: Long-term progress report

[0503] Specific behavior: The server graphs the progress over the month and notifies the user that "progress over the past month has been good."

[0504] Step 9: Share your results

[0505] Users share their progress and playing experiences with the community, and the server distributes this information to other users, encouraging interaction.

[0506] Input: Progression and experience data

[0507] Output: Information shared within the community

[0508] What happens: A user presses the share button to share a post with the community saying, "I got my first high score on the latest puzzle game."

[0509] Step 10: Analyzing and applying emotional data

[0510] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[0511] Input: Emotion data from camera or microphone

[0512] Output: Emotion-based game and task adjustments

[0513] Specific operation: The device's camera captures the user's facial expressions during the game, and when it recognizes that the user is smiling, the server records the data that the user is having fun and adjusts the next game to make it more enjoyable.

[0514] The system aims to enrich the individual user experience while maintaining and improving cognitive function in the elderly.

[0515] (Application example 2)

[0516] 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."

[0517] To efficiently maintain and improve cognitive function in elderly people, it is necessary to provide tasks and games based on individual interests and abilities, as well as to consider their emotional state. Furthermore, methods to more effectively stimulate cognitive function through immersive experiences using virtual environments are needed. However, current systems lack the technology to recognize users' emotions in real time and provide appropriate feedback based on this, and they lack the ability to provide interactive experiences through virtual reality.

[0518] 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 a generation means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision means for providing the generated games or tasks to the user, and an analysis means for analyzing the user's progress and performance. This enables dynamic cognitive training tailored to the individual needs of the user. In addition, by including an adjustment means for adjusting the difficulty of the games or tasks based on the analysis results, an emotion recognition means for recognizing the user's emotional state and providing feedback based on the analysis results, and a virtual reality display means for providing the user with a simulated experience in a virtual environment, it is possible to more effectively stimulate the user's cognitive function and provide a comprehensive training environment that also takes emotions into consideration.

[0519] "User interests and capabilities" refers to each user's unique preferences and capabilities related to specific cognitive functions.

[0520] A "cognitive stimulation game or challenge" is an interactive activity designed to improve a user's cognitive abilities.

[0521] "Generation means" refers to a function that automatically creates appropriate games and challenges based on the user's profile data and past history.

[0522] "Provision means" refers to the function of delivering the generated games and challenges to users and making them playable.

[0523] "Progress and Performance" means a measure of a user's performance through a game or challenge.

[0524] "Analysis means" refers to a function that evaluates the state and progress of cognitive function based on the user's game and task play data.

[0525] "Adjustment means" refers to a function that dynamically changes the difficulty of games and tasks based on the analysis results.

[0526] "Emotion recognition means" refers to a function that recognizes the user's emotional state by analyzing their facial expressions and tone of voice.

[0527] "Virtual reality display means" means a function for providing a user with an interactive experience within a virtual reality environment.

[0528] "Recording means" refers to a function that allows you to save the results of games and tasks so that you can refer to them later.

[0529] "Tracking" refers to the ability to monitor long-term progress based on user records stored in a database.

[0530] "Camera and microphone" refers to devices that collect data on a user's facial expressions and voice and are used for emotion recognition.

[0531] "Sharing tools" refers to the functionality that allows users to share their progress and experiences with other users within the community.

[0532] "Notification means" refers to a function that immediately notifies other users of shared data or comments.

[0533] A "generative AI model" is an algorithm that uses artificial intelligence to automatically generate games and challenges.

[0534] A "prompt" is an instruction that a generative AI model uses to generate an appropriate task or game.

[0535] The following describes the mode for carrying out the present invention: The system of the present invention is designed to stimulate cognitive function based on the user's interests and abilities, and is composed of the following main components:

[0536] System Configuration

[0537] 1. Generation means

[0538] The server automatically generates appropriate games and challenges based on the user's profile data and past history. This is done using a generative AI model. When a user logs into the system, their profile data is sent to the server, and the generative AI generates appropriate games and challenges.

[0539] 2. Means of provision

[0540] The generated games and challenges are distributed from the server to a device (mainly a head-mounted display in this case). The user wears the head-mounted display and can play these games and challenges in a virtual reality environment.

[0541] 3. Progress and performance analysis tools

[0542] As users play games and complete tasks, their progress and performance are transmitted from their devices to a server, which analyzes this data and assesses the state and progress of the user's cognitive function.

[0543] 4. Adjustment means

[0544] The server dynamically adjusts the difficulty of games and tasks based on the data obtained by the analysis means. For example, if a user has a high success rate in a game, the server can increase the difficulty of the next game.

[0545] 5. Emotion recognition means

[0546] To recognize the user's emotional state, the head-mounted display uses a built-in camera and microphone. These devices collect the user's facial expressions and tone of voice and send them to a server. The emotion engine in the server analyzes this data and recognizes the user's emotional state.

[0547] 6. Virtual Reality Display Methods

[0548] Users play games and challenges in a virtual reality environment using a head-mounted display, which allows users to experience an immersive experience as if they were actually there.

[0549] 7. Recording and Tracking Methods

[0550] Results of games and challenges are recorded by the device and sent to a server, where they are stored in a database that tracks the user's progress over time.

[0551] 8. Sharing and Notification Methods

[0552] Users can share their progress and experiences with other users within the community. This shared data and comments are instantly distributed to other users via notification, allowing users to communicate with each other in real time.

[0553] Hardware and software used

[0554] Hardware:

[0555] Head-mounted display (HMD)

[0556] Built-in camera and microphone

[0557] Server and cloud storage

[0558] software:

[0559] Game development software (Unity, etc.)

[0560] AI software for emotion recognition (such as TENSORFLOW®)

[0561] Image processing library (OpenCV, etc.)

[0562] Database and real-time communication platform (Firebase, etc.)

[0563] Example prompt

[0564] For example, if a user's profile data includes the information "female, 60s, loves puzzles," we can use the following prompt for our generative AI model:

[0565] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[0566] In this way, the system of this invention utilizes advanced technology to maintain and improve the cognitive function of the elderly, providing a customized experience for each user. Furthermore, by combining it with emotion recognition technology, feedback is given that takes into account the user's emotions, creating an overall effective cognitive training environment.

[0567] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0568] Step 1: Registering user profile data

[0569] Users input their profile data (such as age, gender, and favorite game genres) via their devices. This input data is sent to the server and stored in a database. The input also includes the user's individual interests and abilities.

[0570] Input: User profile data

[0571] Output: Profile data stored on the server

[0572] Step 2: Automatic generation of games and challenges

[0573] The server automatically generates appropriate games and challenges using a generative AI model based on the user's saved profile data and past history data. At this stage, prompts are input into the generative AI to create games and challenges that are optimal for the user.

[0574] Input: Profile data, past history data

[0575] Output: Generated games and challenges

[0576] Specific behavior:

[0577] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[0578] Step 3: Offer games and challenges

[0579] The server distributes the generated games and tasks to the user's device (head-mounted display). The user wears the head-mounted display and plays the games and tasks in a VR environment.

[0580] Input: Generated games and challenges

[0581] Output: Games and challenges delivered to user devices

[0582] Step 4: Collecting user play data

[0583] As the user progresses through the game or task, their progress and performance are collected by the device and sent to the server. The device also uses a camera and microphone to collect the user's facial expressions and tone of voice, which are then sent to the server as emotional data.

[0584] Input: play data, emotion data

[0585] Output: Progress, performance, and emotion data sent to the server

[0586] Step 5: Data analysis and evaluation

[0587] The server analyzes the collected play data and emotional data to evaluate the user's cognitive function and emotional state. This analysis uses AI software for emotion recognition (TensorFlow) and an image processing library (OpenCV).

[0588] Input: Progress data, performance data, emotion data

[0589] Output: Evaluated cognitive and emotional states

[0590] Step 6: Adjust the difficulty of the game or challenge

[0591] The server adjusts the difficulty of the next game or challenge based on the evaluation data. If the user shows a high success rate, the difficulty is increased.

[0592] Input: cognitive function assessment data, emotional state data

[0593] Output: Adjusted difficulty settings

[0594] Step 7: Record and save your game results

[0595] The results of each game or challenge are recorded by the device and sent to a server, where they are stored in a database for long-term tracking.

[0596] Input: Game and challenge results

[0597] Output: Result data saved on the server

[0598] Step 8: Progress tracking and feedback

[0599] The server tracks the user's progress over time based on the stored data, and provides feedback to the user based on the analysis results and adjustment data, which is displayed to the user through a virtual reality display.

[0600] Input: Saved result data

[0601] Output: Feedback information

[0602] Step 9: Share and notify your community

[0603] Users can share their progress and experiences within the community, and shared data and comments are notified to other users in real time using Firebase.

[0604] Input: Progress data, comments

[0605] Output: Notify other users

[0606] The above processing steps realize a system for maintaining and improving cognitive function in elderly people, which also allows users to receive dynamic cognitive training tailored to their individual needs.

[0607] 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.

[0608] 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.

[0609] 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.

[0610] [Second embodiment]

[0611] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0612] 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.

[0613] 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).

[0614] 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.

[0615] 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.

[0616] 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).

[0617] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[0618] 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.

[0619] 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.

[0620] 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.

[0621] In the smart glasses 214, 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.

[0622] 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."

[0623] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[0624] System Configuration

[0625] The system consists of the following main components:

[0626] 1. Generation means

[0627] 2. Means of provision

[0628] 3. Analysis method

[0629] 4. Adjustment means

[0630] 5. Recording Method

[0631] 6. Tracking Methods

[0632] 7. Sharing methods

[0633] 8. Means of notification

[0634] The system programs and their processing for each of these elements will be specifically explained.

[0635] generation means

[0636] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. Specifically, it analyzes the user's registered profile data and past play history and uses generative AI to create appropriate games and tasks.

[0637] Providing means

[0638] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device and select and play the provided games or challenges.

[0639] Analysis means

[0640] The progress and results of games played and tasks completed on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[0641] Adjustment means

[0642] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[0643] Recording means

[0644] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[0645] Tracking Methods

[0646] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[0647] means of sharing

[0648] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[0649] Notification means

[0650] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[0651] Specific use cases

[0652] For example, suppose a user is a man in his 60s who enjoys puzzles and has played brain training games in the past. When this user logs into the system for the first time, the server will generate a puzzle game of appropriate difficulty based on his profile data and past game history. As a result, the user can receive optimal cognitive stimulation.

[0653] In addition, game results are automatically recorded and analyzed on the server so that the next game can be optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[0654] The above is a specific embodiment of the system of the present invention.

[0655] The processing flow will be explained below.

[0656] Step 1:

[0657] The user launches the app on their device and accesses the user registration screen.

[0658] Step 2:

[0659] The user enters information such as name, age, email address, and password.

[0660] Step 3:

[0661] The terminal validates the input to ensure it is in the correct format.

[0662] Step 4:

[0663] The terminal uses the validation results to send the input information to the server.

[0664] Step 5:

[0665] The server stores the received information in a database and creates an account for the user.

[0666] Step 6:

[0667] The server notifies the device that the account creation was successful.

[0668] Step 7:

[0669] The device will display a "Registration complete" message to the user.

[0670] Step 8:

[0671] The user enters their email address and password on the login screen.

[0672] Step 9:

[0673] The terminal sends the input information to the server.

[0674] Step 10:

[0675] The server checks its database to see if the email address and password combination you entered is correct.

[0676] Step 11:

[0677] The server sends the authentication result to the terminal.

[0678] Step 12:

[0679] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[0680] Step 13:

[0681] The user taps the "Start Game" button on their device.

[0682] Step 14:

[0683] The terminal sends a request to the server to start the game.

[0684] Step 15:

[0685] The server retrieves the user's past play data from the database.

[0686] Step 16:

[0687] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[0688] Step 17:

[0689] The generative AI generates the best games and challenges for the user and sends the data to the server.

[0690] Step 18:

[0691] The server transmits the generated game data to the terminal.

[0692] Step 19:

[0693] The terminal displays a game screen based on the received game data.

[0694] Step 20:

[0695] The user plays the game and performs touch operations and inputs.

[0696] Step 21:

[0697] The device records game progress and user actions in real time.

[0698] Step 22:

[0699] After the game is over, the terminal transmits the game result to the server.

[0700] Step 23:

[0701] The server receives the game results and stores them in a database.

[0702] Step 24:

[0703] The server periodically analyzes your gameplay data.

[0704] Step 25:

[0705] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[0706] Step 26:

[0707] The user makes a request on the terminal to start the game again.

[0708] Step 27:

[0709] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[0710] Step 28:

[0711] The game screen is displayed based on the data received by the terminal.

[0712] Step 29:

[0713] The user taps the Community tab on their device.

[0714] Step 30:

[0715] The device sends a request for a community feed to the server.

[0716] Step 31:

[0717] The server retrieves other users' posts and progress data from a database.

[0718] Step 32:

[0719] The server sends the acquired data to the terminal in the form of a feed.

[0720] Step 33:

[0721] The device displays the feed and the user scrolls to see what is displayed.

[0722] Step 34:

[0723] The user enters text to post their progress and taps the "Post" button.

[0724] Step 35:

[0725] The device sends the post content to the server.

[0726] Step 36:

[0727] The server stores the received post in a database and updates the community feed.

[0728] Step 37:

[0729] Other users comment on or "like" your post.

[0730] Step 38:

[0731] The server receives the comment and "like" data and notifies the original poster.

[0732] Example 1

[0733] 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."

[0734] There is a need for methods and systems to maintain and improve cognitive function in the elderly. However, existing methods have difficulty providing individualized games and challenges suited to users' interests and abilities, and are unable to encourage long-term engagement. Furthermore, they lack effective means to reduce feelings of loneliness and share progress and experiences within a community. The present invention aims to solve these issues by providing a cognitive stimulation system that allows elderly people to engage continuously.

[0735] 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.

[0736] In this invention, the server includes: a generating means for generating games or challenges to stimulate cognitive function based on the user's interests and abilities; a providing means for providing the generated games or challenges to the user; an analyzing means for analyzing the user's progress and performance; an adjusting means for adjusting the difficulty of the games or challenges according to the analysis results; a means for using a generative AI model to automatically generate multiple cognitive challenges that improve concentration, memory, and problem-solving ability based on the user's interests and past play history; a means for appropriately providing the generated games or challenges to the user's device so that the user can play them on the device; and a means for transmitting the user's play results to the server in real time and analyzing the received data. This makes it possible to provide optimal cognitive stimulation for each user and effectively support the maintenance and improvement of cognitive function in the elderly.

[0737] The "generation means" is a function that automatically generates games and tasks to stimulate cognitive functions based on the user's interests and abilities.

[0738] "Providing means" is a function that appropriately provides the generated game or challenge to the user's device, allowing the user to play it.

[0739] The "analysis means" is a function that analyzes the user's progress and playing results, and evaluates the state and progress of cognitive function.

[0740] The "adjustment means" is a function that dynamically adjusts the difficulty of the game or task according to the analysis results.

[0741] A "generative AI model" is an artificial intelligence model that automatically generates appropriate cognitive tasks based on a user's profile data and past play history.

[0742] The "recording means" is a function that records the results of playing the games and tasks provided and saves that data on the server.

[0743] "Tracking" is a feature that tracks a user's progress over time based on recorded data and monitors changes in cognitive function.

[0744] "Sharing methods" are functions that allow users to share their progress and playing experiences within the community and exchange information with other users.

[0745] "Notification means" is a function that notifies other users of shared data and comments in real time, promoting mutual interaction.

[0746] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games and tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[0747] System configuration

[0748] The system consists of the following main elements: a means of generation, a means of provision, a means of analysis, a means of adjustment, a means of recording, a means of tracking, a means of sharing, and a means of notification.

[0749] generation means

[0750] The server automatically generates games and challenges that stimulate cognitive functions based on the user's interests and abilities. Examples of generative AI models include OpenAI's GPT-3. The server analyzes the user's profile data and past play history, and generates appropriate games and challenges using the following prompts:

[0751] Example prompt: "Generate a cognitively stimulating puzzle game for a user in his 60s who enjoys puzzles and has played brain training games in the past."

[0752] Providing means

[0753] The generated games and challenges are provided from the server to the user's device. The user can launch the app on their device (e.g., smartphone or tablet) and select and play the games or challenges provided by the server.

[0754] Analysis means

[0755] The progress and results of the games played and tasks completed by the user are sent to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Specific analysis items include success rate, error patterns, and solution time.

[0756] Adjustment means

[0757] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[0758] Recording means

[0759] The results of playing games and tasks are recorded on the user's device and sent to the server, which stores this data in a database and uses it for tracking purposes, which will be described later.

[0760] Tracking Methods

[0761] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[0762] means of sharing

[0763] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, encouraging mutual interaction.

[0764] Notification means

[0765] The server has a function to notify other users of shared data and comments in real time, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[0766] Specific use cases

[0767] When a male user in his 60s logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on his profile data and past game history, allowing the user to receive optimal cognitive stimulation.

[0768] Play results are automatically recorded and analyzed on the server, so the next game is optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[0769] The above is a specific embodiment of the system of the present invention.

[0770] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0771] Program processing steps and detailed explanations

[0772] Step 1: Register and set up your profile

[0773] 1. Input: User's basic information (name, age, hobbies, etc.) and data on past cognitive function

[0774] 2. Data processing / data calculation: The server analyzes the entered information and creates a user profile.

[0775] 3. Output: Detailed user profile data

[0776] 4. Specific operation: The user launches the smartphone app and fills out a form to enter information such as "Name: Taro Tanaka," "Age: 60," and "Hobby: Puzzles."

[0777] Step 2: Game and Challenge Generation

[0778] 1. Input: User profile data and past play history

[0779] 2. Data processing / data calculation: The server uses a generative AI model (e.g., GPT-3) to generate appropriate games and challenges based on the prompt.

[0780] 3. Output: Generated games and challenges

[0781] 4. Specific operation: The server sends a prompt: "Generate a puzzle game that stimulates cognitive function for a user who is a man in his 60s and enjoys puzzles. He has played brain training games in the past." The server then generates a new puzzle game using the generative AI model.

[0782] Step 3: Provide games and challenges

[0783] 1. Input: Generated games and challenges

[0784] 2. Data processing / data calculation: The server distributes the generated games and tasks to the user's device.

[0785] 3. Output: The game or challenge displayed on the user's device

[0786] 4. Specific actions: A new puzzle game is downloaded to the user's device, the user launches the app, and presses the "Start new puzzle game" button.

[0787] Step 4: Record and send your results

[0788] 1. Input: Progress and results of games and challenges played by the user on the device

[0789] 2. Data processing / data calculation: The device records answers and error logs during play and sends them to the server in real time.

[0790] 3. Output: Progress and result data sent to the server

[0791] 4. Specific operation: While the user is solving the puzzle game, the answers and error logs are sent from the device to the server in real time.

[0792] Step 5: Analyze your results

[0793] 1. Input: Play result data sent to the server

[0794] 2. Data processing / data calculation: The server aggregates the received data and calculates evaluation criteria such as success rate, error patterns, and response time.

[0795] 3. Output: Analysis results of the user's cognitive function status and progress

[0796] 4. Specific operation: The server calculates the success rate as "80%", the number of errors as "5", and the average answer time as "30 seconds", and saves the analysis results in the database.

[0797] Step 6: Adjust the difficulty of the game or challenge

[0798] 1. Input: Analysis result data

[0799] 2. Data processing / data calculation: The server adjusts the difficulty of new games and challenges based on the analysis results.

[0800] 3. Output: New games and challenges with adjusted difficulty

[0801] 4. Specific behavior: The server changes the difficulty of the next puzzle game from "intermediate" to "advanced" because the user's success rate is 80%.

[0802] Step 7: Track your progress over time

[0803] 1. Input: User record data stored in the database

[0804] 2. Data processing / data calculation: The server analyzes data based on long-term progress and monitors changes in cognitive function.

[0805] 3. Output: Report of user's progress over time

[0806] 4. Specific operation: The server analyzes the data from the past three months and presents to the user graphs showing the "change in success rate by month" and "trend in the number of errors."

[0807] Step 8: Share and notify your community

[0808] 1. Input: User progress, gameplay data, and feedback from other users

[0809] 2. Data processing / data calculation: The server distributes the shared data to other users and sends real-time feedback via a notification system.

[0810] 3. Output: Share information and feedback notifications to other users

[0811] 4. Specific operation: The user presses the "Share" button in the app to post the "results of a recently completed advanced puzzle game," the server distributes the information, and comments from other users are notified in real time.

[0812] (Application example 1)

[0813] 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."

[0814] The aim is to effectively maintain and improve the cognitive function of the elderly, while also improving their real-life crisis management skills through safety simulations and puzzle games. Furthermore, by allowing users to share their progress and experiences with other users, the project aims to reduce loneliness and promote long-term engagement.

[0815] 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.

[0816] In this invention, the server includes a generating means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a providing means for providing the generated games or tasks to the user, an analyzing means for analyzing the user's progress and performance, a security measure providing means for providing safety measure-related simulations and puzzle games, a recording means for recording the user's play results and storing them in a security measure database, and a sharing means for sharing the user's progress and experiences with other users. This makes it possible to effectively maintain and improve the elderly's cognitive function, improve their real-life crisis management skills, and further reduce feelings of loneliness.

[0817] A "generator" is a system that automatically generates games or challenges to stimulate cognitive function based on the user's interests and abilities.

[0818] The "providing means" is a device or system that has the function of providing the generated game or challenge to the user.

[0819] The "analysis means" refers to a device or system that analyzes the user's progress and performance and evaluates the state and progress of the user's cognitive function.

[0820] The "adjustment means" is a system that dynamically adjusts the difficulty of games and tasks based on the analysis results.

[0821] The "security measure providing means" is a device or system that has the function of providing simulations and puzzle games related to security measures.

[0822] "Recording means" refers to a device or system that has the function of recording the user's playing results and storing them in a security database.

[0823] A "sharing means" is a device or system that has the functionality to share progress and experiences with other users.

[0824] "Tracking" is a system that tracks a user's progress over time based on recorded data.

[0825] A "notification means" is a device or system that notifies other users of shared data and allows them to receive feedback and comments in real time.

[0826] The "warning means" is a device or system that has the function of notifying other users of a warning when an abnormality occurs.

[0827] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[0828] Specific system configuration

[0829] The system consists of the following main components:

[0830] generation means

[0831] Providing means

[0832] Analysis means

[0833] Adjustment means

[0834] Security measures provision means

[0835] Recording means

[0836] Tracking Methods

[0837] means of sharing

[0838] Notification means

[0839] warning means

[0840] generation means

[0841] The server uses a generative AI model based on the user's profile data and past play history to automatically generate games and challenges that stimulate cognitive functions. For example, using a generative AI model (e.g., GPT-3.5), the server inputs the following prompt sentence:

[0842] Example prompt sentence:

[0843] User profile:

[0844] Age: 70

[0845] Gender: Female

[0846] Interests: Sudoku puzzles

[0847] Past play data: Success rate 85% (Intermediate Sudoku)

[0848] Play History:

[0849] "Puzzle Solving" Game

[0850] Current difficulty: Intermediate

[0851] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[0852] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[0853] Providing means

[0854] The generated games and challenges are provided to the device from the server. Users can launch the app using a smartphone or head-mounted display, select the provided games or challenges, and play.

[0855] Analysis means

[0856] The progress and results of the games and tasks played by the user are sent from the device to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Data analysis tools (e.g., Python's pandas) are used for the analysis.

[0857] Adjustment means

[0858] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the difficulty of the next game or task will be increased to provide appropriate cognitive stimulation.

[0859] Security measures provision means

[0860] The system now includes a function that provides simulations and puzzle games related to safety measures, allowing users to improve their real-life crisis management skills.

[0861] Recording means

[0862] The results of the game are recorded on the device and sent to the server, which stores them in a database (e.g., Firebase) and uses them for tracking purposes, which will be described later.

[0863] Tracking Methods

[0864] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[0865] means of sharing

[0866] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[0867] Notification means

[0868] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[0869] warning means

[0870] If an abnormality occurs, the server has a function to notify other users of an alert, allowing for a prompt response according to the situation.

[0871] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0872] Step 1:

[0873] The user launches the app and logs in. The user enters their profile data (age, gender, interests, past play history) and sends it to the server. The server stores the received profile data in a database. This allows the user's individual data to be collected and used for processing in the next step.

[0874] Step 2:

[0875] The server uses a generative AI model to analyze the user's profile data and past play history, generate a prompt, and input it into the AI ​​model. For example, the following prompts can be used:

[0876] User profile:

[0877] Age: 70

[0878] Gender: Female

[0879] Interests: Sudoku puzzles

[0880] Past play data: Success rate 85% (Intermediate Sudoku)

[0881] Play History:

[0882] "Puzzle Solving" Game

[0883] Current difficulty: Intermediate

[0884] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[0885] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[0886] The generative AI model generates appropriate games and challenges based on the prompt text, and the generated games and challenges are stored on the server.

[0887] Step 3:

[0888] The server provides the generated games and challenges to the device, and the user launches the app using a smartphone or head-mounted display, selects the provided game or challenge, and begins playing.

[0889] Step 4:

[0890] The user plays a game or completes a task. Progress and performance data is collected in real time and sent from the device to a server. The server receives this data and uses analytical tools to assess the state and progress of the user's cognitive function.

[0891] Step 5:

[0892] The server dynamically adjusts the difficulty of the games and tasks based on the analysis results. For example, if a user demonstrates a high success rate, the server will increase the difficulty of the next game or task. The adjusted new tasks and games are also saved on the server.

[0893] Step 6:

[0894] The results of the user's play are stored in a database on the server using a recording means, which allows data to be accumulated for tracking long-term progress.

[0895] Step 7:

[0896] The server uses a sharing mechanism to allow users to share their progress and experiences with the community, and a notification mechanism to receive feedback and comments from other users in real time, thereby encouraging interaction between users.

[0897] Step 8:

[0898] If an abnormality occurs, for example, if a user does not start playing for a long time or if suspicious behavior is detected, the server will notify other users through the warning means, allowing for a prompt response.

[0899] Through the above processing steps, the system of the present invention aims to maintain and improve the user's cognitive function, and also improves real-life crisis management skills through safety simulations and puzzle games. Furthermore, it is expected to promote interaction between users and reduce feelings of loneliness.

[0900] 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.

[0901] The system of this invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining it with an emotion engine, it aims to maintain and improve cognitive function in elderly people by providing appropriate feedback while recognizing the user's emotional state. This system operates based on multiple servers, terminals, and user actions.

[0902] System Configuration

[0903] The system consists of the following main components:

[0904] 1. Generation means

[0905] 2. Means of provision

[0906] 3. Analysis method

[0907] 4. Adjustment means

[0908] 5. Recording Method

[0909] 6. Tracking Methods

[0910] 7. Sharing methods

[0911] 8. Means of notification

[0912] 9. Emotion Engine

[0913] The program processing for each element will be explained in detail below.

[0914] generation means

[0915] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. The user registers their profile data, and appropriate games and tasks are created using generative AI based on data obtained from their past play history.

[0916] Providing means

[0917] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device, select the provided games or challenges, and play them.

[0918] Analysis means

[0919] The progress and results of the games and tasks played by the user on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[0920] Adjustment means

[0921] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user has a high success rate, the server increases the difficulty of the next game or task.

[0922] Recording means

[0923] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[0924] Tracking Methods

[0925] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[0926] means of sharing

[0927] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, facilitating interaction.

[0928] Notification means

[0929] The server notifies users of shared data and comments, allowing them to communicate with each other in real time.

[0930] Emotion Engine

[0931] The emotion engine is a module that recognizes the user's emotional state. For example, it analyzes the user's facial expressions and tone of voice using the device's camera and microphone. The emotion data recognized by the emotion engine is linked to the generation means, provision means, analysis means, and adjustment means, and adjusts the content and difficulty of the game or task based on the user's emotional state.

[0932] Specific use cases

[0933] For example, suppose a user is a woman in her 60s who likes puzzles and has previously been interested in brain training. When this user logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on her profile data and past history. As she plays the game, the emotion engine analyzes her facial expressions to determine whether she is enjoying herself or feeling stressed. Based on this data, the difficulty of the next game is automatically adjusted.

[0934] At the same time, users can share their experiences with the community and receive encouragement from other users by receiving likes and comments. The joy and stress experienced by users are also communicated to other users, allowing for deeper interactions.

[0935] This allows the system to maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[0936] The processing flow will be explained below.

[0937] Step 1:

[0938] The user launches the app on their device and accesses the user registration screen.

[0939] Step 2:

[0940] The user enters information such as name, age, email address, and password.

[0941] Step 3:

[0942] The terminal validates the input to ensure it is in the correct format.

[0943] Step 4:

[0944] The terminal uses the validation results to send the input information to the server.

[0945] Step 5:

[0946] The server stores the received information in a database and creates an account for the user.

[0947] Step 6:

[0948] The server notifies the device that the account creation was successful.

[0949] Step 7:

[0950] The device will display a "Registration complete" message to the user.

[0951] Step 8:

[0952] The user enters their email address and password on the login screen.

[0953] Step 9:

[0954] The terminal sends the input information to the server.

[0955] Step 10:

[0956] The server checks its database to see if the email address and password combination you entered is correct.

[0957] Step 11:

[0958] The server sends the authentication result to the terminal.

[0959] Step 12:

[0960] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[0961] Step 13:

[0962] The user taps the "Start Game" button on their device.

[0963] Step 14:

[0964] The terminal sends a request to the server to start the game.

[0965] Step 15:

[0966] The server retrieves the user's past play data from the database.

[0967] Step 16:

[0968] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[0969] Step 17:

[0970] The generative AI generates the best games and challenges for the user and sends the data to the server.

[0971] Step 18:

[0972] The server transmits the generated game data to the terminal.

[0973] Step 19:

[0974] The terminal displays a game screen based on the received game data.

[0975] Step 20:

[0976] The user plays the game and performs touch operations and inputs.

[0977] Step 21:

[0978] The device's camera and microphone capture the user's facial expressions and voice in real time.

[0979] Step 22:

[0980] The device sends the captured data to the emotion engine.

[0981] Step 23:

[0982] The emotion engine analyzes facial expressions and voice data to recognize the user's emotional state.

[0983] Step 24:

[0984] The emotion engine sends the analysis results to the server.

[0985] Step 25:

[0986] After the game is over, the terminal transmits the game result and the user's emotion data to the server.

[0987] Step 26:

[0988] The server receives the game results and stores them in a database.

[0989] Step 27:

[0990] The server periodically analyzes the user's gameplay data and emotional data.

[0991] Step 28:

[0992] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[0993] Step 29:

[0994] The user makes a request on the terminal to start the game again.

[0995] Step 30:

[0996] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[0997] Step 31:

[0998] The game screen is displayed based on the data received by the terminal.

[0999] Step 32:

[1000] The user taps the Community tab on their device.

[1001] Step 33:

[1002] The device sends a request for a community feed to the server.

[1003] Step 34:

[1004] The server retrieves other users' posts and progress data from a database.

[1005] Step 35:

[1006] The server sends the acquired data to the terminal in the form of a feed.

[1007] Step 36:

[1008] The device displays the feed and the user scrolls to see what is displayed.

[1009] Step 37:

[1010] The user enters text to post their progress and taps the "Post" button.

[1011] Step 38:

[1012] The device sends the post content to the server.

[1013] Step 39:

[1014] The server stores the received post in a database and updates the community feed.

[1015] Step 40:

[1016] Other users comment on or "like" your post.

[1017] Step 41:

[1018] The server receives the comment and "like" data and notifies the original poster.

[1019] Step 42:

[1020] The emotional data recognized by the emotion engine is shared within the community and notified to other users.

[1021] Example 2

[1022] 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."

[1023] To maintain and improve the cognitive function of elderly people, it is important to improve the quality of the user experience by providing appropriate games and challenges tailored to each individual's interests, abilities, and emotional state, and by providing feedback based on those games and challenges. Furthermore, there is a need for a system that tracks users' progress and performance in detail and dynamically adjusts the difficulty level in conjunction with their emotional state. Furthermore, it is important to have a system that allows users to share their experiences and encourage each other within a community.

[1024] 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.

[1025] In this invention, the server includes a generation unit that generates games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision unit that provides the generated games or tasks to the user, an analysis unit that analyzes the user's progress and performance, an adjustment unit that adjusts the difficulty of the games or tasks based on the analysis results, and an emotion recognition unit that recognizes the user's emotional state and adjusts the content and difficulty of the games or tasks based on the analysis results. This makes it possible to provide games and tasks that are optimized for each user's individual state, and further enables flexible and dynamic adjustment of the difficulty level using emotional data. Furthermore, users can share their progress and experiences within the community and receive feedback from other users in real time, providing a more fulfilling user experience.

[1026] The "generation means" is a means for automatically generating games or challenges for stimulating cognitive functions based on the user's interests and abilities.

[1027] The "providing means" is a means for providing the user with the game or task generated by the generating means.

[1028] The "analysis means" is a means for analyzing the progress and performance of the user and evaluating the state of the user's cognitive function and the progress of their abilities.

[1029] The "adjustment means" is a means for dynamically adjusting the difficulty level of a game or task based on the analysis results obtained by the analysis means.

[1030] "Emotion recognition means" refers to means for recognizing the user's emotional state and adjusting the content and difficulty of the game or task based on this.

[1031] The "recording means" is a means for recording the results of the game or task provided by the providing means.

[1032] The "tracking means" is a means for storing the results recorded by the recording means in a database and for tracking the user's progress over the long term.

[1033] "Sharing means" are means by which users can share their progress and experiences with other users within the community.

[1034] The "notification means" is a means for notifying other users of the shared data and providing feedback in real time.

[1035] The system of the present invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining emotion recognition technology, it aims to maintain and improve cognitive function in elderly people by recognizing the user's emotional state and providing appropriate feedback. This system operates based on the actions of the server, terminal, and user.

[1036] The server automatically generates appropriate games and challenges using a generative AI model based on the user's profile data and past play history. Profile data includes age, gender, interests, past performance, etc. GPT-4, for example, is used as the generative AI model. The server then sends the generated game and challenge codes to the device.

[1037] When a user launches the app on their device, they can select and play the games and challenges provided. The device records the user's progress and performance and sends the data to a server. The server then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive status and progress.

[1038] The server dynamically adjusts the difficulty of games and tasks based on the analysis results. For example, if a user has a high success rate, it generates setting information to increase the difficulty of the next game or task and stores it in a database. The server also tracks long-term progress based on the user's records stored in the database.

[1039] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. For example, if the device's camera captures the user's facial expressions during a game and recognizes that the user is smiling, the server records data indicating that the user is enjoying themselves and adjusts the next game to make it more enjoyable. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[1040] Users can share their progress and playing experiences within the community. The server notifies other users of this information, promoting mutual interaction. For example, if a user posts to the community that "I got a high score for the first time in the latest puzzle game," they can receive real-time feedback from other users.

[1041] Examples of specific prompts include:

[1042] "A woman in her 60s who loves puzzles and is interested in brain training games to improve her cognitive function. Please create a puzzle game with an appropriate level of difficulty for her."

[1043] This system can maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[1044] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1045] The flow of this system's program processing

[1046] Step 1: Registering a user profile

[1047] The user launches the app and accesses the registration screen, where they enter information such as their age, gender, interests, and past cognitive function training history. This data is sent from the device to the server, which then stores it in a database.

[1048] Input: User profile data (age, gender, interests, past history)

[1049] Output: User profile information stored in the database

[1050] What it does: The user enters their name and date of birth and selects the game types they're interested in.

[1051] Step 2: Data collection and analysis

[1052] The server collects the necessary information to analyze the user's profile data and past play history, and performs statistical analysis based on this data to determine the most effective cognitive stimulation method for each user.

[1053] Input: User profile information and past play history stored in the database

[1054] Output: Statistical analysis results

[1055] What it does: The server retrieves the results of past games from a database and analyzes the data using statistical analysis software.

[1056] Step 3: Generate a game or challenge

[1057] Based on the analysis results, the server inputs prompts into a generative AI model (e.g., GPT-4) and automatically generates games and challenges that are optimal for the user.

[1058] Input: Statistical analysis results, prompt statement

[1059] Output: Generated game or challenge code

[1060] Specific operation: The server inputs the prompt "A woman in her 60s who likes puzzles and is interested in brain training games to improve cognitive function. Please create a puzzle game with an appropriate level of difficulty for her" into the generative AI model and receives the generated game code.

[1061] Step 4: Offer a game or challenge

[1062] The server sends the generated games and challenges to the device, and the games and challenges are provided to the user through an app on the device.

[1063] Input: The generated game or challenge code

[1064] Output: The game or challenge provided to the device.

[1065] Specific behavior: The device receives new game information from the server and displays a pop-up notification to the user in the app.

[1066] Step 5: Play the game or challenge

[1067] Users play games and challenges provided on the device, while an app on the device records their progress and results.

[1068] Input: The game or challenge provided

[1069] Output: Progress and result data

[1070] Specific behavior: The user starts a puzzle game, and the score is recorded for each stage.

[1071] Step 6: Submit and analyze results

[1072] The device transmits the results of the gameplay to a server, which then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive function status and progress.

[1073] Input: Progress and result data

[1074] Output: Cognitive function assessment results

[1075] Specific operation: The device sends the time it takes to clear a stage and the number of correct answers to the server, and the server analyzes the data.

[1076] Step 7: Adjusting the difficulty

[1077] The server automatically adjusts the difficulty of the next game or challenge based on the analysis results. For example, if a user achieves a high score, the difficulty of the next stage will be increased.

[1078] Input: Cognitive function assessment results

[1079] Output: Adjusted difficulty settings for the next game or challenge

[1080] Specific operation: The server generates setting information such as "Increase the difficulty of the questions in the next game" and saves it in the database.

[1081] Step 8: Track your progress over time

[1082] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[1083] Input: Saved user record

[1084] Output: Long-term progress report

[1085] Specific behavior: The server graphs the progress over the month and notifies the user that "progress over the past month has been good."

[1086] Step 9: Share your results

[1087] Users share their progress and playing experiences with the community, and the server distributes this information to other users, encouraging interaction.

[1088] Input: Progression and experience data

[1089] Output: Information shared within the community

[1090] What happens: A user presses the share button to share a post with the community saying, "I got my first high score on the latest puzzle game."

[1091] Step 10: Analyzing and applying emotional data

[1092] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[1093] Input: Emotion data from camera or microphone

[1094] Output: Emotion-based game and task adjustments

[1095] Specific operation: The device's camera captures the user's facial expressions during the game, and when it recognizes that the user is smiling, the server records the data that the user is having fun and adjusts the next game to make it more enjoyable.

[1096] The system aims to enrich the individual user experience while maintaining and improving cognitive function in the elderly.

[1097] (Application example 2)

[1098] 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."

[1099] To efficiently maintain and improve cognitive function in elderly people, it is necessary to provide tasks and games based on individual interests and abilities, as well as to consider their emotional state. Furthermore, methods to more effectively stimulate cognitive function through immersive experiences using virtual environments are needed. However, current systems lack the technology to recognize users' emotions in real time and provide appropriate feedback based on this, and they lack the ability to provide interactive experiences through virtual reality.

[1100] 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 a generation means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision means for providing the generated games or tasks to the user, and an analysis means for analyzing the user's progress and performance. This enables dynamic cognitive training tailored to the individual needs of the user. In addition, by including an adjustment means for adjusting the difficulty of the games or tasks based on the analysis results, an emotion recognition means for recognizing the user's emotional state and providing feedback based on the analysis results, and a virtual reality display means for providing the user with a simulated experience in a virtual environment, it is possible to more effectively stimulate the user's cognitive function and provide a comprehensive training environment that also takes emotions into consideration.

[1101] "User interests and capabilities" refers to each user's unique preferences and capabilities related to specific cognitive functions.

[1102] A "cognitive stimulation game or challenge" is an interactive activity designed to improve a user's cognitive abilities.

[1103] "Generation means" refers to a function that automatically creates appropriate games and challenges based on the user's profile data and past history.

[1104] "Provision means" refers to the function of delivering the generated games and challenges to users and making them playable.

[1105] "Progress and Performance" means a measure of a user's performance through a game or challenge.

[1106] "Analysis means" refers to a function that evaluates the state and progress of cognitive function based on the user's game and task play data.

[1107] "Adjustment means" refers to a function that dynamically changes the difficulty of games and tasks based on the analysis results.

[1108] "Emotion recognition means" refers to a function that recognizes the user's emotional state by analyzing their facial expressions and tone of voice.

[1109] "Virtual reality display means" means a function for providing a user with an interactive experience within a virtual reality environment.

[1110] "Recording means" refers to a function that allows you to save the results of games and tasks so that you can refer to them later.

[1111] "Tracking" refers to the ability to monitor long-term progress based on user records stored in a database.

[1112] "Camera and microphone" refers to devices that collect data on a user's facial expressions and voice and are used for emotion recognition.

[1113] "Sharing tools" refers to the functionality that allows users to share their progress and experiences with other users within the community.

[1114] "Notification means" refers to a function that immediately notifies other users of shared data or comments.

[1115] A "generative AI model" is an algorithm that uses artificial intelligence to automatically generate games and challenges.

[1116] A "prompt" is an instruction that a generative AI model uses to generate an appropriate task or game.

[1117] The following describes the mode for carrying out the present invention: The system of the present invention is designed to stimulate cognitive function based on the user's interests and abilities, and is composed of the following main components:

[1118] System Configuration

[1119] 1. Generation means

[1120] The server automatically generates appropriate games and challenges based on the user's profile data and past history. This is done using a generative AI model. When a user logs into the system, their profile data is sent to the server, and the generative AI generates appropriate games and challenges.

[1121] 2. Means of provision

[1122] The generated games and challenges are distributed from the server to a device (mainly a head-mounted display in this case). The user wears the head-mounted display and can play these games and challenges in a virtual reality environment.

[1123] 3. Progress and performance analysis tools

[1124] As users play games and complete tasks, their progress and performance are transmitted from their devices to a server, which analyzes this data and assesses the state and progress of the user's cognitive function.

[1125] 4. Adjustment means

[1126] The server dynamically adjusts the difficulty of games and tasks based on the data obtained by the analysis means. For example, if a user has a high success rate in a game, the server can increase the difficulty of the next game.

[1127] 5. Emotion recognition means

[1128] To recognize the user's emotional state, the head-mounted display uses a built-in camera and microphone. These devices collect the user's facial expressions and tone of voice and send them to a server. The emotion engine in the server analyzes this data and recognizes the user's emotional state.

[1129] 6. Virtual Reality Display Methods

[1130] Users play games and challenges in a virtual reality environment using a head-mounted display, which allows users to experience an immersive experience as if they were actually there.

[1131] 7. Recording and Tracking Methods

[1132] Results of games and challenges are recorded by the device and sent to a server, where they are stored in a database that tracks the user's progress over time.

[1133] 8. Sharing and Notification Methods

[1134] Users can share their progress and experiences with other users within the community. This shared data and comments are instantly distributed to other users via notification, allowing users to communicate with each other in real time.

[1135] Hardware and software used

[1136] Hardware:

[1137] Head-mounted display (HMD)

[1138] Built-in camera and microphone

[1139] Server and cloud storage

[1140] software:

[1141] Game development software (Unity, etc.)

[1142] AI software for emotion recognition (e.g., TensorFlow)

[1143] Image processing library (OpenCV, etc.)

[1144] Database and real-time communication platform (Firebase, etc.)

[1145] Example prompt

[1146] For example, if a user's profile data includes the information "female, 60s, loves puzzles," we can use the following prompt for our generative AI model:

[1147] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[1148] In this way, the system of this invention utilizes advanced technology to maintain and improve the cognitive function of the elderly, providing a customized experience for each user. Furthermore, by combining it with emotion recognition technology, feedback is given that takes into account the user's emotions, creating an overall effective cognitive training environment.

[1149] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1150] Step 1: Registering user profile data

[1151] Users input their profile data (such as age, gender, and favorite game genres) via their devices. This input data is sent to the server and stored in a database. The input also includes the user's individual interests and abilities.

[1152] Input: User profile data

[1153] Output: Profile data stored on the server

[1154] Step 2: Automatic generation of games and challenges

[1155] The server automatically generates appropriate games and challenges using a generative AI model based on the user's saved profile data and past history data. At this stage, prompts are input into the generative AI to create games and challenges that are optimal for the user.

[1156] Input: Profile data, past history data

[1157] Output: Generated games and challenges

[1158] Specific behavior:

[1159] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[1160] Step 3: Offer games and challenges

[1161] The server distributes the generated games and tasks to the user's device (head-mounted display). The user wears the head-mounted display and plays the games and tasks in a VR environment.

[1162] Input: Generated games and challenges

[1163] Output: Games and challenges delivered to user devices

[1164] Step 4: Collecting user play data

[1165] As the user progresses through the game or task, their progress and performance are collected by the device and sent to the server. The device also uses a camera and microphone to collect the user's facial expressions and tone of voice, which are then sent to the server as emotional data.

[1166] Input: play data, emotion data

[1167] Output: Progress, performance, and emotion data sent to the server

[1168] Step 5: Data analysis and evaluation

[1169] The server analyzes the collected play data and emotional data to evaluate the user's cognitive function and emotional state. This analysis uses AI software for emotion recognition (TensorFlow) and an image processing library (OpenCV).

[1170] Input: Progress data, performance data, emotion data

[1171] Output: Evaluated cognitive and emotional states

[1172] Step 6: Adjust the difficulty of the game or challenge

[1173] The server adjusts the difficulty of the next game or challenge based on the evaluation data. If the user shows a high success rate, the difficulty is increased.

[1174] Input: cognitive function assessment data, emotional state data

[1175] Output: Adjusted difficulty settings

[1176] Step 7: Record and save your game results

[1177] The results of each game or challenge are recorded by the device and sent to a server, where they are stored in a database for long-term tracking.

[1178] Input: Game and challenge results

[1179] Output: Result data saved on the server

[1180] Step 8: Progress tracking and feedback

[1181] The server tracks the user's progress over time based on the stored data, and provides feedback to the user based on the analysis results and adjustment data, which is displayed to the user through a virtual reality display.

[1182] Input: Saved result data

[1183] Output: Feedback information

[1184] Step 9: Share and notify your community

[1185] Users can share their progress and experiences within the community, and shared data and comments are notified to other users in real time using Firebase.

[1186] Input: Progress data, comments

[1187] Output: Notify other users

[1188] The above processing steps realize a system for maintaining and improving cognitive function in elderly people, which also allows users to receive dynamic cognitive training tailored to their individual needs.

[1189] 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.

[1190] 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.

[1191] 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.

[1192] [Third embodiment]

[1193] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[1194] 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.

[1195] 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).

[1196] 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.

[1197] 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.

[1198] 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).

[1199] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[1200] 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.

[1201] 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.

[1202] 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.

[1203] 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.

[1204] 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."

[1205] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[1206] System Configuration

[1207] The system consists of the following main components:

[1208] 1. Generation means

[1209] 2. Means of provision

[1210] 3. Analysis method

[1211] 4. Adjustment means

[1212] 5. Recording Method

[1213] 6. Tracking Methods

[1214] 7. Sharing methods

[1215] 8. Means of notification

[1216] The system programs and their processing for each of these elements will be specifically explained.

[1217] generation means

[1218] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. Specifically, it analyzes the user's registered profile data and past play history and uses generative AI to create appropriate games and tasks.

[1219] Providing means

[1220] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device and select and play the provided games or challenges.

[1221] Analysis means

[1222] The progress and results of games played and tasks completed on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[1223] Adjustment means

[1224] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[1225] Recording means

[1226] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[1227] Tracking Methods

[1228] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[1229] means of sharing

[1230] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[1231] Notification means

[1232] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[1233] Specific use cases

[1234] For example, suppose a user is a man in his 60s who enjoys puzzles and has played brain training games in the past. When this user logs into the system for the first time, the server will generate a puzzle game of appropriate difficulty based on his profile data and past game history. As a result, the user can receive optimal cognitive stimulation.

[1235] In addition, game results are automatically recorded and analyzed on the server so that the next game can be optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[1236] The above is a specific embodiment of the system of the present invention.

[1237] The processing flow will be explained below.

[1238] Step 1:

[1239] The user launches the app on their device and accesses the user registration screen.

[1240] Step 2:

[1241] The user enters information such as name, age, email address, and password.

[1242] Step 3:

[1243] The terminal validates the input to ensure it is in the correct format.

[1244] Step 4:

[1245] The terminal uses the validation results to send the input information to the server.

[1246] Step 5:

[1247] The server stores the received information in a database and creates an account for the user.

[1248] Step 6:

[1249] The server notifies the device that the account creation was successful.

[1250] Step 7:

[1251] The device will display a "Registration complete" message to the user.

[1252] Step 8:

[1253] The user enters their email address and password on the login screen.

[1254] Step 9:

[1255] The terminal sends the input information to the server.

[1256] Step 10:

[1257] The server checks its database to see if the email address and password combination you entered is correct.

[1258] Step 11:

[1259] The server sends the authentication result to the terminal.

[1260] Step 12:

[1261] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[1262] Step 13:

[1263] The user taps the "Start Game" button on their device.

[1264] Step 14:

[1265] The terminal sends a request to the server to start the game.

[1266] Step 15:

[1267] The server retrieves the user's past play data from the database.

[1268] Step 16:

[1269] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[1270] Step 17:

[1271] The generative AI generates the best games and challenges for the user and sends the data to the server.

[1272] Step 18:

[1273] The server transmits the generated game data to the terminal.

[1274] Step 19:

[1275] The terminal displays a game screen based on the received game data.

[1276] Step 20:

[1277] The user plays the game and performs touch operations and inputs.

[1278] Step 21:

[1279] The device records game progress and user actions in real time.

[1280] Step 22:

[1281] After the game is over, the terminal transmits the game result to the server.

[1282] Step 23:

[1283] The server receives the game results and stores them in a database.

[1284] Step 24:

[1285] The server periodically analyzes your gameplay data.

[1286] Step 25:

[1287] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[1288] Step 26:

[1289] The user makes a request on the terminal to start the game again.

[1290] Step 27:

[1291] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[1292] Step 28:

[1293] The game screen is displayed based on the data received by the terminal.

[1294] Step 29:

[1295] The user taps the Community tab on their device.

[1296] Step 30:

[1297] The device sends a request for a community feed to the server.

[1298] Step 31:

[1299] The server retrieves other users' posts and progress data from a database.

[1300] Step 32:

[1301] The server sends the acquired data to the terminal in the form of a feed.

[1302] Step 33:

[1303] The device displays the feed and the user scrolls to see what is displayed.

[1304] Step 34:

[1305] The user enters text to post their progress and taps the "Post" button.

[1306] Step 35:

[1307] The device sends the post content to the server.

[1308] Step 36:

[1309] The server stores the received post in a database and updates the community feed.

[1310] Step 37:

[1311] Other users comment on or "like" your post.

[1312] Step 38:

[1313] The server receives the comment and "like" data and notifies the original poster.

[1314] Example 1

[1315] 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."

[1316] There is a need for methods and systems to maintain and improve cognitive function in the elderly. However, existing methods have difficulty providing individualized games and challenges suited to users' interests and abilities, and are unable to encourage long-term engagement. Furthermore, they lack effective means to reduce feelings of loneliness and share progress and experiences within a community. The present invention aims to solve these issues by providing a cognitive stimulation system that allows elderly people to engage continuously.

[1317] 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.

[1318] In this invention, the server includes: a generating means for generating games or challenges to stimulate cognitive function based on the user's interests and abilities; a providing means for providing the generated games or challenges to the user; an analyzing means for analyzing the user's progress and performance; an adjusting means for adjusting the difficulty of the games or challenges according to the analysis results; a means for using a generative AI model to automatically generate multiple cognitive challenges that improve concentration, memory, and problem-solving ability based on the user's interests and past play history; a means for appropriately providing the generated games or challenges to the user's device so that the user can play them on the device; and a means for transmitting the user's play results to the server in real time and analyzing the received data. This makes it possible to provide optimal cognitive stimulation for each user and effectively support the maintenance and improvement of cognitive function in the elderly.

[1319] The "generation means" is a function that automatically generates games and tasks to stimulate cognitive functions based on the user's interests and abilities.

[1320] "Providing means" is a function that appropriately provides the generated game or challenge to the user's device, allowing the user to play it.

[1321] The "analysis means" is a function that analyzes the user's progress and playing results, and evaluates the state and progress of cognitive function.

[1322] The "adjustment means" is a function that dynamically adjusts the difficulty of the game or task according to the analysis results.

[1323] A "generative AI model" is an artificial intelligence model that automatically generates appropriate cognitive tasks based on a user's profile data and past play history.

[1324] The "recording means" is a function that records the results of playing the games and tasks provided and saves that data on the server.

[1325] "Tracking" is a feature that tracks a user's progress over time based on recorded data and monitors changes in cognitive function.

[1326] "Sharing methods" are functions that allow users to share their progress and playing experiences within the community and exchange information with other users.

[1327] "Notification means" is a function that notifies other users of shared data and comments in real time, promoting mutual interaction.

[1328] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games and tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[1329] System configuration

[1330] The system consists of the following main elements: a means of generation, a means of provision, a means of analysis, a means of adjustment, a means of recording, a means of tracking, a means of sharing, and a means of notification.

[1331] generation means

[1332] The server automatically generates games and challenges that stimulate cognitive functions based on the user's interests and abilities. Examples of generative AI models include OpenAI's GPT-3. The server analyzes the user's profile data and past play history, and generates appropriate games and challenges using the following prompts:

[1333] Example prompt: "Generate a cognitively stimulating puzzle game for a user in his 60s who enjoys puzzles and has played brain training games in the past."

[1334] Providing means

[1335] The generated games and challenges are provided from the server to the user's device. The user can launch the app on their device (e.g., smartphone or tablet) and select and play the games or challenges provided by the server.

[1336] Analysis means

[1337] The progress and results of the games played and tasks completed by the user are sent to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Specific analysis items include success rate, error patterns, and solution time.

[1338] Adjustment means

[1339] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[1340] Recording means

[1341] The results of playing games and tasks are recorded on the user's device and sent to the server, which stores this data in a database and uses it for tracking purposes, which will be described later.

[1342] Tracking Methods

[1343] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[1344] means of sharing

[1345] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, encouraging mutual interaction.

[1346] Notification means

[1347] The server has a function to notify other users of shared data and comments in real time, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[1348] Specific use cases

[1349] When a male user in his 60s logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on his profile data and past game history, allowing the user to receive optimal cognitive stimulation.

[1350] Play results are automatically recorded and analyzed on the server, so the next game is optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[1351] The above is a specific embodiment of the system of the present invention.

[1352] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1353] Program processing steps and detailed explanations

[1354] Step 1: Register and set up your profile

[1355] 1. Input: User's basic information (name, age, hobbies, etc.) and data on past cognitive function

[1356] 2. Data processing / data calculation: The server analyzes the entered information and creates a user profile.

[1357] 3. Output: Detailed user profile data

[1358] 4. Specific operation: The user launches the smartphone app and fills out a form to enter information such as "Name: Taro Tanaka," "Age: 60," and "Hobby: Puzzles."

[1359] Step 2: Game and Challenge Generation

[1360] 1. Input: User profile data and past play history

[1361] 2. Data processing / data calculation: The server uses a generative AI model (e.g., GPT-3) to generate appropriate games and challenges based on the prompt.

[1362] 3. Output: Generated games and challenges

[1363] 4. Specific operation: The server sends a prompt: "Generate a puzzle game that stimulates cognitive function for a user who is a man in his 60s and enjoys puzzles. He has played brain training games in the past." The server then generates a new puzzle game using the generative AI model.

[1364] Step 3: Provide games and challenges

[1365] 1. Input: Generated games and challenges

[1366] 2. Data processing / data calculation: The server distributes the generated games and tasks to the user's device.

[1367] 3. Output: The game or challenge displayed on the user's device

[1368] 4. Specific actions: A new puzzle game is downloaded to the user's device, the user launches the app, and presses the "Start new puzzle game" button.

[1369] Step 4: Record and send your results

[1370] 1. Input: Progress and results of games and challenges played by the user on the device

[1371] 2. Data processing / data calculation: The device records answers and error logs during play and sends them to the server in real time.

[1372] 3. Output: Progress and result data sent to the server

[1373] 4. Specific operation: While the user is solving the puzzle game, the answers and error logs are sent from the device to the server in real time.

[1374] Step 5: Analyze your results

[1375] 1. Input: Play result data sent to the server

[1376] 2. Data processing / data calculation: The server aggregates the received data and calculates evaluation criteria such as success rate, error patterns, and response time.

[1377] 3. Output: Analysis results of the user's cognitive function status and progress

[1378] 4. Specific operation: The server calculates the success rate as "80%", the number of errors as "5", and the average answer time as "30 seconds", and saves the analysis results in the database.

[1379] Step 6: Adjust the difficulty of the game or challenge

[1380] 1. Input: Analysis result data

[1381] 2. Data processing / data calculation: The server adjusts the difficulty of new games and challenges based on the analysis results.

[1382] 3. Output: New games and challenges with adjusted difficulty

[1383] 4. Specific behavior: The server changes the difficulty of the next puzzle game from "intermediate" to "advanced" because the user's success rate is 80%.

[1384] Step 7: Track your progress over time

[1385] 1. Input: User record data stored in the database

[1386] 2. Data processing / data calculation: The server analyzes data based on long-term progress and monitors changes in cognitive function.

[1387] 3. Output: Report of user's progress over time

[1388] 4. Specific operation: The server analyzes the data from the past three months and presents to the user graphs showing the "change in success rate by month" and "trend in the number of errors."

[1389] Step 8: Share and notify your community

[1390] 1. Input: User progress, gameplay data, and feedback from other users

[1391] 2. Data processing / data calculation: The server distributes the shared data to other users and sends real-time feedback via a notification system.

[1392] 3. Output: Share information and feedback notifications to other users

[1393] 4. Specific operation: The user presses the "Share" button in the app to post the "results of a recently completed advanced puzzle game," the server distributes the information, and comments from other users are notified in real time.

[1394] (Application example 1)

[1395] 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."

[1396] The aim is to effectively maintain and improve the cognitive function of the elderly, while also improving their real-life crisis management skills through safety simulations and puzzle games. Furthermore, by allowing users to share their progress and experiences with other users, the project aims to reduce loneliness and promote long-term engagement.

[1397] 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.

[1398] In this invention, the server includes a generating means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a providing means for providing the generated games or tasks to the user, an analyzing means for analyzing the user's progress and performance, a security measure providing means for providing safety measure-related simulations and puzzle games, a recording means for recording the user's play results and storing them in a security measure database, and a sharing means for sharing the user's progress and experiences with other users. This makes it possible to effectively maintain and improve the elderly's cognitive function, improve their real-life crisis management skills, and further reduce feelings of loneliness.

[1399] A "generator" is a system that automatically generates games or challenges to stimulate cognitive function based on the user's interests and abilities.

[1400] The "providing means" is a device or system that has the function of providing the generated game or challenge to the user.

[1401] The "analysis means" refers to a device or system that analyzes the user's progress and performance and evaluates the state and progress of the user's cognitive function.

[1402] The "adjustment means" is a system that dynamically adjusts the difficulty of games and tasks based on the analysis results.

[1403] The "security measure providing means" is a device or system that has the function of providing simulations and puzzle games related to security measures.

[1404] "Recording means" refers to a device or system that has the function of recording the user's playing results and storing them in a security database.

[1405] A "sharing means" is a device or system that has the functionality to share progress and experiences with other users.

[1406] "Tracking" is a system that tracks a user's progress over time based on recorded data.

[1407] A "notification means" is a device or system that notifies other users of shared data and allows them to receive feedback and comments in real time.

[1408] The "warning means" is a device or system that has the function of notifying other users of a warning when an abnormality occurs.

[1409] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[1410] Specific system configuration

[1411] The system consists of the following main components:

[1412] generation means

[1413] Providing means

[1414] Analysis means

[1415] Adjustment means

[1416] Security measures provision means

[1417] Recording means

[1418] Tracking Methods

[1419] means of sharing

[1420] Notification means

[1421] warning means

[1422] generation means

[1423] The server uses a generative AI model based on the user's profile data and past play history to automatically generate games and challenges that stimulate cognitive functions. For example, using a generative AI model (e.g., GPT-3.5), the server inputs the following prompt sentence:

[1424] Example prompt sentence:

[1425] User profile:

[1426] Age: 70

[1427] Gender: Female

[1428] Interests: Sudoku puzzles

[1429] Past play data: Success rate 85% (Intermediate Sudoku)

[1430] Play History:

[1431] "Puzzle Solving" Game

[1432] Current difficulty: Intermediate

[1433] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[1434] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[1435] Providing means

[1436] The generated games and challenges are provided to the device from the server. Users can launch the app using a smartphone or head-mounted display, select the provided games or challenges, and play.

[1437] Analysis means

[1438] The progress and results of the games and tasks played by the user are sent from the device to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Data analysis tools (e.g., Python's pandas) are used for the analysis.

[1439] Adjustment means

[1440] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the difficulty of the next game or task will be increased to provide appropriate cognitive stimulation.

[1441] Security measures provision means

[1442] The system now includes a function that provides simulations and puzzle games related to safety measures, allowing users to improve their real-life crisis management skills.

[1443] Recording means

[1444] The results of the game are recorded on the device and sent to the server, which stores them in a database (e.g., Firebase) and uses them for tracking purposes, which will be described later.

[1445] Tracking Methods

[1446] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[1447] means of sharing

[1448] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[1449] Notification means

[1450] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[1451] warning means

[1452] If an abnormality occurs, the server has a function to notify other users of an alert, allowing for a prompt response according to the situation.

[1453] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1454] Step 1:

[1455] The user launches the app and logs in. The user enters their profile data (age, gender, interests, past play history) and sends it to the server. The server stores the received profile data in a database. This allows the user's individual data to be collected and used for processing in the next step.

[1456] Step 2:

[1457] The server uses a generative AI model to analyze the user's profile data and past play history, generate a prompt, and input it into the AI ​​model. For example, the following prompts can be used:

[1458] User profile:

[1459] Age: 70

[1460] Gender: Female

[1461] Interests: Sudoku puzzles

[1462] Past play data: Success rate 85% (Intermediate Sudoku)

[1463] Play History:

[1464] "Puzzle Solving" Game

[1465] Current difficulty: Intermediate

[1466] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[1467] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[1468] The generative AI model generates appropriate games and challenges based on the prompt text, and the generated games and challenges are stored on the server.

[1469] Step 3:

[1470] The server provides the generated games and challenges to the device, and the user launches the app using a smartphone or head-mounted display, selects the provided game or challenge, and begins playing.

[1471] Step 4:

[1472] The user plays a game or completes a task. Progress and performance data is collected in real time and sent from the device to a server. The server receives this data and uses analytical tools to assess the state and progress of the user's cognitive function.

[1473] Step 5:

[1474] The server dynamically adjusts the difficulty of the games and tasks based on the analysis results. For example, if a user demonstrates a high success rate, the server will increase the difficulty of the next game or task. The adjusted new tasks and games are also saved on the server.

[1475] Step 6:

[1476] The results of the user's play are stored in a database on the server using a recording means, which allows data to be accumulated for tracking long-term progress.

[1477] Step 7:

[1478] The server uses a sharing mechanism to allow users to share their progress and experiences with the community, and a notification mechanism to receive feedback and comments from other users in real time, thereby encouraging interaction between users.

[1479] Step 8:

[1480] If an abnormality occurs, for example, if a user does not start playing for a long time or if suspicious behavior is detected, the server will notify other users through the warning means, allowing for a prompt response.

[1481] Through the above processing steps, the system of the present invention aims to maintain and improve the user's cognitive function, and also improves real-life crisis management skills through safety simulations and puzzle games. Furthermore, it is expected to promote interaction between users and reduce feelings of loneliness.

[1482] 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.

[1483] The system of this invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining it with an emotion engine, it aims to maintain and improve cognitive function in elderly people by providing appropriate feedback while recognizing the user's emotional state. This system operates based on multiple servers, terminals, and user actions.

[1484] System Configuration

[1485] The system consists of the following main components:

[1486] 1. Generation means

[1487] 2. Means of provision

[1488] 3. Analysis method

[1489] 4. Adjustment means

[1490] 5. Recording Method

[1491] 6. Tracking Methods

[1492] 7. Sharing methods

[1493] 8. Means of notification

[1494] 9. Emotion Engine

[1495] The program processing for each element will be explained in detail below.

[1496] generation means

[1497] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. The user registers their profile data, and appropriate games and tasks are created using generative AI based on data obtained from their past play history.

[1498] Providing means

[1499] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device, select the provided games or challenges, and play them.

[1500] Analysis means

[1501] The progress and results of the games and tasks played by the user on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[1502] Adjustment means

[1503] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user has a high success rate, the server increases the difficulty of the next game or task.

[1504] Recording means

[1505] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[1506] Tracking Methods

[1507] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[1508] means of sharing

[1509] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, facilitating interaction.

[1510] Notification means

[1511] The server notifies users of shared data and comments, allowing them to communicate with each other in real time.

[1512] Emotion Engine

[1513] The emotion engine is a module that recognizes the user's emotional state. For example, it analyzes the user's facial expressions and tone of voice using the device's camera and microphone. The emotion data recognized by the emotion engine is linked to the generation means, provision means, analysis means, and adjustment means, and adjusts the content and difficulty of the game or task based on the user's emotional state.

[1514] Specific use cases

[1515] For example, suppose a user is a woman in her 60s who likes puzzles and has previously been interested in brain training. When this user logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on her profile data and past history. As she plays the game, the emotion engine analyzes her facial expressions to determine whether she is enjoying herself or feeling stressed. Based on this data, the difficulty of the next game is automatically adjusted.

[1516] At the same time, users can share their experiences with the community and receive encouragement from other users by receiving likes and comments. The joy and stress experienced by users are also communicated to other users, allowing for deeper interactions.

[1517] This allows the system to maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[1518] The processing flow will be explained below.

[1519] Step 1:

[1520] The user launches the app on their device and accesses the user registration screen.

[1521] Step 2:

[1522] The user enters information such as name, age, email address, and password.

[1523] Step 3:

[1524] The terminal validates the input to ensure it is in the correct format.

[1525] Step 4:

[1526] The terminal uses the validation results to send the input information to the server.

[1527] Step 5:

[1528] The server stores the received information in a database and creates an account for the user.

[1529] Step 6:

[1530] The server notifies the device that the account creation was successful.

[1531] Step 7:

[1532] The device will display a "Registration complete" message to the user.

[1533] Step 8:

[1534] The user enters their email address and password on the login screen.

[1535] Step 9:

[1536] The terminal sends the input information to the server.

[1537] Step 10:

[1538] The server checks its database to see if the email address and password combination you entered is correct.

[1539] Step 11:

[1540] The server sends the authentication result to the terminal.

[1541] Step 12:

[1542] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[1543] Step 13:

[1544] The user taps the "Start Game" button on their device.

[1545] Step 14:

[1546] The terminal sends a request to the server to start the game.

[1547] Step 15:

[1548] The server retrieves the user's past play data from the database.

[1549] Step 16:

[1550] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[1551] Step 17:

[1552] The generative AI generates the best games and challenges for the user and sends the data to the server.

[1553] Step 18:

[1554] The server transmits the generated game data to the terminal.

[1555] Step 19:

[1556] The terminal displays a game screen based on the received game data.

[1557] Step 20:

[1558] The user plays the game and performs touch operations and inputs.

[1559] Step 21:

[1560] The device's camera and microphone capture the user's facial expressions and voice in real time.

[1561] Step 22:

[1562] The device sends the captured data to the emotion engine.

[1563] Step 23:

[1564] The emotion engine analyzes facial expressions and voice data to recognize the user's emotional state.

[1565] Step 24:

[1566] The emotion engine sends the analysis results to the server.

[1567] Step 25:

[1568] After the game is over, the terminal transmits the game result and the user's emotion data to the server.

[1569] Step 26:

[1570] The server receives the game results and stores them in a database.

[1571] Step 27:

[1572] The server periodically analyzes the user's gameplay data and emotional data.

[1573] Step 28:

[1574] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[1575] Step 29:

[1576] The user makes a request on the terminal to start the game again.

[1577] Step 30:

[1578] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[1579] Step 31:

[1580] The game screen is displayed based on the data received by the terminal.

[1581] Step 32:

[1582] The user taps the Community tab on their device.

[1583] Step 33:

[1584] The device sends a request for a community feed to the server.

[1585] Step 34:

[1586] The server retrieves other users' posts and progress data from a database.

[1587] Step 35:

[1588] The server sends the acquired data to the terminal in the form of a feed.

[1589] Step 36:

[1590] The device displays the feed and the user scrolls to see what is displayed.

[1591] Step 37:

[1592] The user enters text to post their progress and taps the "Post" button.

[1593] Step 38:

[1594] The device sends the post content to the server.

[1595] Step 39:

[1596] The server stores the received post in a database and updates the community feed.

[1597] Step 40:

[1598] Other users comment on or "like" your post.

[1599] Step 41:

[1600] The server receives the comment and "like" data and notifies the original poster.

[1601] Step 42:

[1602] The emotional data recognized by the emotion engine is shared within the community and notified to other users.

[1603] Example 2

[1604] 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."

[1605] To maintain and improve the cognitive function of elderly people, it is important to improve the quality of the user experience by providing appropriate games and challenges tailored to each individual's interests, abilities, and emotional state, and by providing feedback based on those games and challenges. Furthermore, there is a need for a system that tracks users' progress and performance in detail and dynamically adjusts the difficulty level in conjunction with their emotional state. Furthermore, it is important to have a system that allows users to share their experiences and encourage each other within a community.

[1606] 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.

[1607] In this invention, the server includes a generation unit that generates games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision unit that provides the generated games or tasks to the user, an analysis unit that analyzes the user's progress and performance, an adjustment unit that adjusts the difficulty of the games or tasks based on the analysis results, and an emotion recognition unit that recognizes the user's emotional state and adjusts the content and difficulty of the games or tasks based on the analysis results. This makes it possible to provide games and tasks that are optimized for each user's individual state, and further enables flexible and dynamic adjustment of the difficulty level using emotional data. Furthermore, users can share their progress and experiences within the community and receive feedback from other users in real time, providing a more fulfilling user experience.

[1608] The "generation means" is a means for automatically generating games or challenges for stimulating cognitive functions based on the user's interests and abilities.

[1609] The "providing means" is a means for providing the user with the game or task generated by the generating means.

[1610] The "analysis means" is a means for analyzing the progress and performance of the user and evaluating the state of the user's cognitive function and the progress of their abilities.

[1611] The "adjustment means" is a means for dynamically adjusting the difficulty level of a game or task based on the analysis results obtained by the analysis means.

[1612] "Emotion recognition means" refers to means for recognizing the user's emotional state and adjusting the content and difficulty of the game or task based on this.

[1613] The "recording means" is a means for recording the results of the game or task provided by the providing means.

[1614] The "tracking means" is a means for storing the results recorded by the recording means in a database and for tracking the user's progress over the long term.

[1615] "Sharing means" are means by which users can share their progress and experiences with other users within the community.

[1616] The "notification means" is a means for notifying other users of the shared data and providing feedback in real time.

[1617] The system of the present invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining emotion recognition technology, it aims to maintain and improve cognitive function in elderly people by recognizing the user's emotional state and providing appropriate feedback. This system operates based on the actions of the server, terminal, and user.

[1618] The server automatically generates appropriate games and challenges using a generative AI model based on the user's profile data and past play history. Profile data includes age, gender, interests, past performance, etc. GPT-4, for example, is used as the generative AI model. The server then sends the generated game and challenge codes to the device.

[1619] When a user launches the app on their device, they can select and play the games and challenges provided. The device records the user's progress and performance and sends the data to a server. The server then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive status and progress.

[1620] The server dynamically adjusts the difficulty of games and tasks based on the analysis results. For example, if a user has a high success rate, it generates setting information to increase the difficulty of the next game or task and stores it in a database. The server also tracks long-term progress based on the user's records stored in the database.

[1621] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. For example, if the device's camera captures the user's facial expressions during a game and recognizes that the user is smiling, the server records data indicating that the user is enjoying themselves and adjusts the next game to make it more enjoyable. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[1622] Users can share their progress and playing experiences within the community. The server notifies other users of this information, promoting mutual interaction. For example, if a user posts to the community that "I got a high score for the first time in the latest puzzle game," they can receive real-time feedback from other users.

[1623] Examples of specific prompts include:

[1624] "A woman in her 60s who loves puzzles and is interested in brain training games to improve her cognitive function. Please create a puzzle game with an appropriate level of difficulty for her."

[1625] This system can maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[1626] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1627] The flow of this system's program processing

[1628] Step 1: Registering a user profile

[1629] The user launches the app and accesses the registration screen, where they enter information such as their age, gender, interests, and past cognitive function training history. This data is sent from the device to the server, which then stores it in a database.

[1630] Input: User profile data (age, gender, interests, past history)

[1631] Output: User profile information stored in the database

[1632] What it does: The user enters their name and date of birth and selects the game types they're interested in.

[1633] Step 2: Data collection and analysis

[1634] The server collects the necessary information to analyze the user's profile data and past play history, and performs statistical analysis based on this data to determine the most effective cognitive stimulation method for each user.

[1635] Input: User profile information and past play history stored in the database

[1636] Output: Statistical analysis results

[1637] What it does: The server retrieves the results of past games from a database and analyzes the data using statistical analysis software.

[1638] Step 3: Generate a game or challenge

[1639] Based on the analysis results, the server inputs prompts into a generative AI model (e.g., GPT-4) and automatically generates games and challenges that are optimal for the user.

[1640] Input: Statistical analysis results, prompt statement

[1641] Output: Generated game or challenge code

[1642] Specific operation: The server inputs the prompt "A woman in her 60s who likes puzzles and is interested in brain training games to improve cognitive function. Please create a puzzle game with an appropriate level of difficulty for her" into the generative AI model and receives the generated game code.

[1643] Step 4: Offer a game or challenge

[1644] The server sends the generated games and challenges to the device, and the games and challenges are provided to the user through an app on the device.

[1645] Input: The generated game or challenge code

[1646] Output: The game or challenge provided to the device.

[1647] Specific behavior: The device receives new game information from the server and displays a pop-up notification to the user in the app.

[1648] Step 5: Play the game or challenge

[1649] Users play games and challenges provided on the device, while an app on the device records their progress and results.

[1650] Input: The game or challenge provided

[1651] Output: Progress and result data

[1652] Specific behavior: The user starts a puzzle game, and the score is recorded for each stage.

[1653] Step 6: Submit and analyze results

[1654] The device transmits the results of the gameplay to a server, which then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive function status and progress.

[1655] Input: Progress and result data

[1656] Output: Cognitive function assessment results

[1657] Specific operation: The device sends the time it takes to clear a stage and the number of correct answers to the server, and the server analyzes the data.

[1658] Step 7: Adjusting the difficulty

[1659] The server automatically adjusts the difficulty of the next game or challenge based on the analysis results. For example, if a user achieves a high score, the difficulty of the next stage will be increased.

[1660] Input: Cognitive function assessment results

[1661] Output: Adjusted difficulty settings for the next game or challenge

[1662] Specific operation: The server generates setting information such as "Increase the difficulty of the questions in the next game" and saves it in the database.

[1663] Step 8: Track your progress over time

[1664] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[1665] Input: Saved user record

[1666] Output: Long-term progress report

[1667] Specific behavior: The server graphs the progress over the month and notifies the user that "progress over the past month has been good."

[1668] Step 9: Share your results

[1669] Users share their progress and playing experiences with the community, and the server distributes this information to other users, encouraging interaction.

[1670] Input: Progression and experience data

[1671] Output: Information shared within the community

[1672] What happens: A user presses the share button to share a post with the community saying, "I got my first high score on the latest puzzle game."

[1673] Step 10: Analyzing and applying emotional data

[1674] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[1675] Input: Emotion data from camera or microphone

[1676] Output: Emotion-based game and task adjustments

[1677] Specific operation: The device's camera captures the user's facial expressions during the game, and when it recognizes that the user is smiling, the server records the data that the user is having fun and adjusts the next game to make it more enjoyable.

[1678] The system aims to enrich the individual user experience while maintaining and improving cognitive function in the elderly.

[1679] (Application example 2)

[1680] 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."

[1681] To efficiently maintain and improve cognitive function in elderly people, it is necessary to provide tasks and games based on individual interests and abilities, as well as to consider their emotional state. Furthermore, methods to more effectively stimulate cognitive function through immersive experiences using virtual environments are needed. However, current systems lack the technology to recognize users' emotions in real time and provide appropriate feedback based on this, and they lack the ability to provide interactive experiences through virtual reality.

[1682] 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 a generation means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision means for providing the generated games or tasks to the user, and an analysis means for analyzing the user's progress and performance. This enables dynamic cognitive training tailored to the individual needs of the user. In addition, by including an adjustment means for adjusting the difficulty of the games or tasks based on the analysis results, an emotion recognition means for recognizing the user's emotional state and providing feedback based on the analysis results, and a virtual reality display means for providing the user with a simulated experience in a virtual environment, it is possible to more effectively stimulate the user's cognitive function and provide a comprehensive training environment that also takes emotions into consideration.

[1683] "User interests and capabilities" refers to each user's unique preferences and capabilities related to specific cognitive functions.

[1684] A "cognitive stimulation game or challenge" is an interactive activity designed to improve a user's cognitive abilities.

[1685] "Generation means" refers to a function that automatically creates appropriate games and challenges based on the user's profile data and past history.

[1686] "Provision means" refers to the function of delivering the generated games and challenges to users and making them playable.

[1687] "Progress and Performance" means a measure of a user's performance through a game or challenge.

[1688] "Analysis means" refers to a function that evaluates the state and progress of cognitive function based on the user's game and task play data.

[1689] "Adjustment means" refers to a function that dynamically changes the difficulty of games and tasks based on the analysis results.

[1690] "Emotion recognition means" refers to a function that recognizes the user's emotional state by analyzing their facial expressions and tone of voice.

[1691] "Virtual reality display means" means a function for providing a user with an interactive experience within a virtual reality environment.

[1692] "Recording means" refers to a function that allows you to save the results of games and tasks so that you can refer to them later.

[1693] "Tracking" refers to the ability to monitor long-term progress based on user records stored in a database.

[1694] "Camera and microphone" refers to devices that collect data on a user's facial expressions and voice and are used for emotion recognition.

[1695] "Sharing tools" refers to the functionality that allows users to share their progress and experiences with other users within the community.

[1696] "Notification means" refers to a function that immediately notifies other users of shared data or comments.

[1697] A "generative AI model" is an algorithm that uses artificial intelligence to automatically generate games and challenges.

[1698] A "prompt" is an instruction that a generative AI model uses to generate an appropriate task or game.

[1699] The following describes the mode for carrying out the present invention: The system of the present invention is designed to stimulate cognitive function based on the user's interests and abilities, and is composed of the following main components:

[1700] System Configuration

[1701] 1. Generation means

[1702] The server automatically generates appropriate games and challenges based on the user's profile data and past history. This is done using a generative AI model. When a user logs into the system, their profile data is sent to the server, and the generative AI generates appropriate games and challenges.

[1703] 2. Means of provision

[1704] The generated games and challenges are distributed from the server to a device (mainly a head-mounted display in this case). The user wears the head-mounted display and can play these games and challenges in a virtual reality environment.

[1705] 3. Progress and performance analysis tools

[1706] As users play games and complete tasks, their progress and performance are transmitted from their devices to a server, which analyzes this data and assesses the state and progress of the user's cognitive function.

[1707] 4. Adjustment means

[1708] The server dynamically adjusts the difficulty of games and tasks based on the data obtained by the analysis means. For example, if a user has a high success rate in a game, the server can increase the difficulty of the next game.

[1709] 5. Emotion recognition means

[1710] To recognize the user's emotional state, the head-mounted display uses a built-in camera and microphone. These devices collect the user's facial expressions and tone of voice and send them to a server. The emotion engine in the server analyzes this data and recognizes the user's emotional state.

[1711] 6. Virtual Reality Display Methods

[1712] Users play games and challenges in a virtual reality environment using a head-mounted display, which allows users to experience an immersive experience as if they were actually there.

[1713] 7. Recording and Tracking Methods

[1714] Results of games and challenges are recorded by the device and sent to a server, where they are stored in a database that tracks the user's progress over time.

[1715] 8. Sharing and Notification Methods

[1716] Users can share their progress and experiences with other users within the community. This shared data and comments are instantly distributed to other users via notification, allowing users to communicate with each other in real time.

[1717] Hardware and software used

[1718] Hardware:

[1719] Head-mounted display (HMD)

[1720] Built-in camera and microphone

[1721] Server and cloud storage

[1722] software:

[1723] Game development software (Unity, etc.)

[1724] AI software for emotion recognition (e.g., TensorFlow)

[1725] Image processing library (OpenCV, etc.)

[1726] Database and real-time communication platform (Firebase, etc.)

[1727] Example prompt

[1728] For example, if a user's profile data includes the information "female, 60s, loves puzzles," we can use the following prompt for our generative AI model:

[1729] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[1730] In this way, the system of this invention utilizes advanced technology to maintain and improve the cognitive function of the elderly, providing a customized experience for each user. Furthermore, by combining it with emotion recognition technology, feedback is given that takes into account the user's emotions, creating an overall effective cognitive training environment.

[1731] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1732] Step 1: Registering user profile data

[1733] Users input their profile data (such as age, gender, and favorite game genres) via their devices. This input data is sent to the server and stored in a database. The input also includes the user's individual interests and abilities.

[1734] Input: User profile data

[1735] Output: Profile data stored on the server

[1736] Step 2: Automatic generation of games and challenges

[1737] The server automatically generates appropriate games and challenges using a generative AI model based on the user's saved profile data and past history data. At this stage, prompts are input into the generative AI to create games and challenges that are optimal for the user.

[1738] Input: Profile data, past history data

[1739] Output: Generated games and challenges

[1740] Specific behavior:

[1741] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[1742] Step 3: Offer games and challenges

[1743] The server distributes the generated games and tasks to the user's device (head-mounted display). The user wears the head-mounted display and plays the games and tasks in a VR environment.

[1744] Input: Generated games and challenges

[1745] Output: Games and challenges delivered to user devices

[1746] Step 4: Collecting user play data

[1747] As the user progresses through the game or task, their progress and performance are collected by the device and sent to the server. The device also uses a camera and microphone to collect the user's facial expressions and tone of voice, which are then sent to the server as emotional data.

[1748] Input: play data, emotion data

[1749] Output: Progress, performance, and emotion data sent to the server

[1750] Step 5: Data analysis and evaluation

[1751] The server analyzes the collected play data and emotional data to evaluate the user's cognitive function and emotional state. This analysis uses AI software for emotion recognition (TensorFlow) and an image processing library (OpenCV).

[1752] Input: Progress data, performance data, emotion data

[1753] Output: Evaluated cognitive and emotional states

[1754] Step 6: Adjust the difficulty of the game or challenge

[1755] The server adjusts the difficulty of the next game or challenge based on the evaluation data. If the user shows a high success rate, the difficulty is increased.

[1756] Input: cognitive function assessment data, emotional state data

[1757] Output: Adjusted difficulty settings

[1758] Step 7: Record and save your game results

[1759] The results of each game or challenge are recorded by the device and sent to a server, where they are stored in a database for long-term tracking.

[1760] Input: Game and challenge results

[1761] Output: Result data saved on the server

[1762] Step 8: Progress tracking and feedback

[1763] The server tracks the user's progress over time based on the stored data, and provides feedback to the user based on the analysis results and adjustment data, which is displayed to the user through a virtual reality display.

[1764] Input: Saved result data

[1765] Output: Feedback information

[1766] Step 9: Share and notify your community

[1767] Users can share their progress and experiences within the community, and shared data and comments are notified to other users in real time using Firebase.

[1768] Input: Progress data, comments

[1769] Output: Notify other users

[1770] The above processing steps realize a system for maintaining and improving cognitive function in elderly people, which also allows users to receive dynamic cognitive training tailored to their individual needs.

[1771] 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.

[1772] 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.

[1773] 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.

[1774] [Fourth embodiment]

[1775] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1776] 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.

[1777] 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).

[1778] 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.

[1779] 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.

[1780] 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).

[1781] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[1782] 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.

[1783] 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.

[1784] 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.

[1785] 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.

[1786] 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.

[1787] 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."

[1788] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[1789] System Configuration

[1790] The system consists of the following main components:

[1791] 1. Generation means

[1792] 2. Means of provision

[1793] 3. Analysis method

[1794] 4. Adjustment means

[1795] 5. Recording Method

[1796] 6. Tracking Methods

[1797] 7. Sharing methods

[1798] 8. Means of notification

[1799] The system programs and their processing for each of these elements will be specifically explained.

[1800] generation means

[1801] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. Specifically, it analyzes the user's registered profile data and past play history and uses generative AI to create appropriate games and tasks.

[1802] Providing means

[1803] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device and select and play the provided games or challenges.

[1804] Analysis means

[1805] The progress and results of games played and tasks completed on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[1806] Adjustment means

[1807] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[1808] Recording means

[1809] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[1810] Tracking Methods

[1811] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[1812] means of sharing

[1813] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[1814] Notification means

[1815] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[1816] Specific use cases

[1817] For example, suppose a user is a man in his 60s who enjoys puzzles and has played brain training games in the past. When this user logs into the system for the first time, the server will generate a puzzle game of appropriate difficulty based on his profile data and past game history. As a result, the user can receive optimal cognitive stimulation.

[1818] In addition, game results are automatically recorded and analyzed on the server so that the next game can be optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[1819] The above is a specific embodiment of the system of the present invention.

[1820] The processing flow will be explained below.

[1821] Step 1:

[1822] The user launches the app on their device and accesses the user registration screen.

[1823] Step 2:

[1824] The user enters information such as name, age, email address, and password.

[1825] Step 3:

[1826] The terminal validates the input to ensure it is in the correct format.

[1827] Step 4:

[1828] The terminal uses the validation results to send the input information to the server.

[1829] Step 5:

[1830] The server stores the received information in a database and creates an account for the user.

[1831] Step 6:

[1832] The server notifies the device that the account creation was successful.

[1833] Step 7:

[1834] The device will display a "Registration complete" message to the user.

[1835] Step 8:

[1836] The user enters their email address and password on the login screen.

[1837] Step 9:

[1838] The terminal sends the input information to the server.

[1839] Step 10:

[1840] The server checks its database to see if the email address and password combination you entered is correct.

[1841] Step 11:

[1842] The server sends the authentication result to the terminal.

[1843] Step 12:

[1844] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[1845] Step 13:

[1846] The user taps the "Start Game" button on their device.

[1847] Step 14:

[1848] The terminal sends a request to the server to start the game.

[1849] Step 15:

[1850] The server retrieves the user's past play data from the database.

[1851] Step 16:

[1852] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[1853] Step 17:

[1854] The generative AI generates the best games and challenges for the user and sends the data to the server.

[1855] Step 18:

[1856] The server transmits the generated game data to the terminal.

[1857] Step 19:

[1858] The terminal displays a game screen based on the received game data.

[1859] Step 20:

[1860] The user plays the game and performs touch operations and inputs.

[1861] Step 21:

[1862] The device records game progress and user actions in real time.

[1863] Step 22:

[1864] After the game is over, the terminal transmits the game result to the server.

[1865] Step 23:

[1866] The server receives the game results and stores them in a database.

[1867] Step 24:

[1868] The server periodically analyzes your gameplay data.

[1869] Step 25:

[1870] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[1871] Step 26:

[1872] The user makes a request on the terminal to start the game again.

[1873] Step 27:

[1874] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[1875] Step 28:

[1876] The game screen is displayed based on the data received by the terminal.

[1877] Step 29:

[1878] The user taps the Community tab on their device.

[1879] Step 30:

[1880] The device sends a request for a community feed to the server.

[1881] Step 31:

[1882] The server retrieves other users' posts and progress data from a database.

[1883] Step 32:

[1884] The server sends the acquired data to the terminal in the form of a feed.

[1885] Step 33:

[1886] The device displays the feed and the user scrolls to see what is displayed.

[1887] Step 34:

[1888] The user enters text to post their progress and taps the "Post" button.

[1889] Step 35:

[1890] The device sends the post content to the server.

[1891] Step 36:

[1892] The server stores the received post in a database and updates the community feed.

[1893] Step 37:

[1894] Other users comment on or "like" your post.

[1895] Step 38:

[1896] The server receives the comment and "like" data and notifies the original poster.

[1897] Example 1

[1898] 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."

[1899] There is a need for methods and systems to maintain and improve cognitive function in the elderly. However, existing methods have difficulty providing individualized games and challenges suited to users' interests and abilities, and are unable to encourage long-term engagement. Furthermore, they lack effective means to reduce feelings of loneliness and share progress and experiences within a community. The present invention aims to solve these issues by providing a cognitive stimulation system that allows elderly people to engage continuously.

[1900] 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.

[1901] In this invention, the server includes: a generating means for generating games or challenges to stimulate cognitive function based on the user's interests and abilities; a providing means for providing the generated games or challenges to the user; an analyzing means for analyzing the user's progress and performance; an adjusting means for adjusting the difficulty of the games or challenges according to the analysis results; a means for using a generative AI model to automatically generate multiple cognitive challenges that improve concentration, memory, and problem-solving ability based on the user's interests and past play history; a means for appropriately providing the generated games or challenges to the user's device so that the user can play them on the device; and a means for transmitting the user's play results to the server in real time and analyzing the received data. This makes it possible to provide optimal cognitive stimulation for each user and effectively support the maintenance and improvement of cognitive function in the elderly.

[1902] The "generation means" is a function that automatically generates games and tasks to stimulate cognitive functions based on the user's interests and abilities.

[1903] "Providing means" is a function that appropriately provides the generated game or challenge to the user's device, allowing the user to play it.

[1904] The "analysis means" is a function that analyzes the user's progress and playing results, and evaluates the state and progress of cognitive function.

[1905] The "adjustment means" is a function that dynamically adjusts the difficulty of the game or task according to the analysis results.

[1906] A "generative AI model" is an artificial intelligence model that automatically generates appropriate cognitive tasks based on a user's profile data and past play history.

[1907] The "recording means" is a function that records the results of playing the games and tasks provided and saves that data on the server.

[1908] "Tracking" is a feature that tracks a user's progress over time based on recorded data and monitors changes in cognitive function.

[1909] "Sharing methods" are functions that allow users to share their progress and playing experiences within the community and exchange information with other users.

[1910] "Notification means" is a function that notifies other users of shared data and comments in real time, promoting mutual interaction.

[1911] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games and tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[1912] System configuration

[1913] The system consists of the following main elements: a means of generation, a means of provision, a means of analysis, a means of adjustment, a means of recording, a means of tracking, a means of sharing, and a means of notification.

[1914] generation means

[1915] The server automatically generates games and challenges that stimulate cognitive functions based on the user's interests and abilities. Examples of generative AI models include OpenAI's GPT-3. The server analyzes the user's profile data and past play history, and generates appropriate games and challenges using the following prompts:

[1916] Example prompt: "Generate a cognitively stimulating puzzle game for a user in his 60s who enjoys puzzles and has played brain training games in the past."

[1917] Providing means

[1918] The generated games and challenges are provided from the server to the user's device. The user can launch the app on their device (e.g., smartphone or tablet) and select and play the games or challenges provided by the server.

[1919] Analysis means

[1920] The progress and results of the games played and tasks completed by the user are sent to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Specific analysis items include success rate, error patterns, and solution time.

[1921] Adjustment means

[1922] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the server increases the difficulty of the next game or task to provide appropriate cognitive stimulation.

[1923] Recording means

[1924] The results of playing games and tasks are recorded on the user's device and sent to the server, which stores this data in a database and uses it for tracking purposes, which will be described later.

[1925] Tracking Methods

[1926] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[1927] means of sharing

[1928] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, encouraging mutual interaction.

[1929] Notification means

[1930] The server has a function to notify other users of shared data and comments in real time, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[1931] Specific use cases

[1932] When a male user in his 60s logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on his profile data and past game history, allowing the user to receive optimal cognitive stimulation.

[1933] Play results are automatically recorded and analyzed on the server, so the next game is optimally adjusted to suit the user's ability. Users can also share their experiences with the community and receive comments and encouragement from other users, reducing feelings of loneliness and maintaining motivation to continue playing.

[1934] The above is a specific embodiment of the system of the present invention.

[1935] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1936] Program processing steps and detailed explanations

[1937] Step 1: Register and set up your profile

[1938] 1. Input: User's basic information (name, age, hobbies, etc.) and data on past cognitive function

[1939] 2. Data processing / data calculation: The server analyzes the entered information and creates a user profile.

[1940] 3. Output: Detailed user profile data

[1941] 4. Specific operation: The user launches the smartphone app and fills out a form to enter information such as "Name: Taro Tanaka," "Age: 60," and "Hobby: Puzzles."

[1942] Step 2: Game and Challenge Generation

[1943] 1. Input: User profile data and past play history

[1944] 2. Data processing / data calculation: The server uses a generative AI model (e.g., GPT-3) to generate appropriate games and challenges based on the prompt.

[1945] 3. Output: Generated games and challenges

[1946] 4. Specific operation: The server sends a prompt: "Generate a puzzle game that stimulates cognitive function for a user who is a man in his 60s and enjoys puzzles. He has played brain training games in the past." The server then generates a new puzzle game using the generative AI model.

[1947] Step 3: Provide games and challenges

[1948] 1. Input: Generated games and challenges

[1949] 2. Data processing / data calculation: The server distributes the generated games and tasks to the user's device.

[1950] 3. Output: The game or challenge displayed on the user's device

[1951] 4. Specific actions: A new puzzle game is downloaded to the user's device, the user launches the app, and presses the "Start new puzzle game" button.

[1952] Step 4: Record and send your results

[1953] 1. Input: Progress and results of games and challenges played by the user on the device

[1954] 2. Data processing / data calculation: The device records answers and error logs during play and sends them to the server in real time.

[1955] 3. Output: Progress and result data sent to the server

[1956] 4. Specific operation: While the user is solving the puzzle game, the answers and error logs are sent from the device to the server in real time.

[1957] Step 5: Analyze your results

[1958] 1. Input: Play result data sent to the server

[1959] 2. Data processing / data calculation: The server aggregates the received data and calculates evaluation criteria such as success rate, error patterns, and response time.

[1960] 3. Output: Analysis results of the user's cognitive function status and progress

[1961] 4. Specific operation: The server calculates the success rate as "80%", the number of errors as "5", and the average answer time as "30 seconds", and saves the analysis results in the database.

[1962] Step 6: Adjust the difficulty of the game or challenge

[1963] 1. Input: Analysis result data

[1964] 2. Data processing / data calculation: The server adjusts the difficulty of new games and challenges based on the analysis results.

[1965] 3. Output: New games and challenges with adjusted difficulty

[1966] 4. Specific behavior: The server changes the difficulty of the next puzzle game from "intermediate" to "advanced" because the user's success rate is 80%.

[1967] Step 7: Track your progress over time

[1968] 1. Input: User record data stored in the database

[1969] 2. Data processing / data calculation: The server analyzes data based on long-term progress and monitors changes in cognitive function.

[1970] 3. Output: Report of user's progress over time

[1971] 4. Specific operation: The server analyzes the data from the past three months and presents to the user graphs showing the "change in success rate by month" and "trend in the number of errors."

[1972] Step 8: Share and notify your community

[1973] 1. Input: User progress, gameplay data, and feedback from other users

[1974] 2. Data processing / data calculation: The server distributes the shared data to other users and sends real-time feedback via a notification system.

[1975] 3. Output: Share information and feedback notifications to other users

[1976] 4. Specific operation: The user presses the "Share" button in the app to post the "results of a recently completed advanced puzzle game," the server distributes the information, and comments from other users are notified in real time.

[1977] (Application example 1)

[1978] 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."

[1979] The aim is to effectively maintain and improve the cognitive function of the elderly, while also improving their real-life crisis management skills through safety simulations and puzzle games. Furthermore, by allowing users to share their progress and experiences with other users, the project aims to reduce loneliness and promote long-term engagement.

[1980] 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.

[1981] In this invention, the server includes a generating means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a providing means for providing the generated games or tasks to the user, an analyzing means for analyzing the user's progress and performance, a security measure providing means for providing safety measure-related simulations and puzzle games, a recording means for recording the user's play results and storing them in a security measure database, and a sharing means for sharing the user's progress and experiences with other users. This makes it possible to effectively maintain and improve the elderly's cognitive function, improve their real-life crisis management skills, and further reduce feelings of loneliness.

[1982] A "generator" is a system that automatically generates games or challenges to stimulate cognitive function based on the user's interests and abilities.

[1983] The "providing means" is a device or system that has the function of providing the generated game or challenge to the user.

[1984] The "analysis means" refers to a device or system that analyzes the user's progress and performance and evaluates the state and progress of the user's cognitive function.

[1985] The "adjustment means" is a system that dynamically adjusts the difficulty of games and tasks based on the analysis results.

[1986] The "security measure providing means" is a device or system that has the function of providing simulations and puzzle games related to security measures.

[1987] "Recording means" refers to a device or system that has the function of recording the user's playing results and storing them in a security database.

[1988] A "sharing means" is a device or system that has the functionality to share progress and experiences with other users.

[1989] "Tracking" is a system that tracks a user's progress over time based on recorded data.

[1990] A "notification means" is a device or system that notifies other users of shared data and allows them to receive feedback and comments in real time.

[1991] The "warning means" is a device or system that has the function of notifying other users of a warning when an abnormality occurs.

[1992] The system of the present invention aims to maintain and improve cognitive function in elderly people by providing games or tasks to stimulate cognitive function based on the user's interests and abilities, analyzing the results and progress, and adjusting the difficulty appropriately. In addition, by allowing users to share their progress and experiences with each other, it reduces feelings of loneliness and promotes long-term engagement.

[1993] Specific system configuration

[1994] The system consists of the following main components:

[1995] generation means

[1996] Providing means

[1997] Analysis means

[1998] Adjustment means

[1999] Security measures provision means

[2000] Recording means

[2001] Tracking Methods

[2002] means of sharing

[2003] Notification means

[2004] warning means

[2005] generation means

[2006] The server uses a generative AI model based on the user's profile data and past play history to automatically generate games and challenges that stimulate cognitive functions. For example, using a generative AI model (e.g., GPT-3.5), the server inputs the following prompt sentence:

[2007] Example prompt sentence:

[2008] User profile:

[2009] Age: 70

[2010] Gender: Female

[2011] Interests: Sudoku puzzles

[2012] Past play data: Success rate 85% (Intermediate Sudoku)

[2013] Play History:

[2014] "Puzzle Solving" Game

[2015] Current difficulty: Intermediate

[2016] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[2017] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[2018] Providing means

[2019] The generated games and challenges are provided to the device from the server. Users can launch the app using a smartphone or head-mounted display, select the provided games or challenges, and play.

[2020] Analysis means

[2021] The progress and results of the games and tasks played by the user are sent from the device to a server. The server analyzes this data and evaluates the state and progress of the user's cognitive function. Data analysis tools (e.g., Python's pandas) are used for the analysis.

[2022] Adjustment means

[2023] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user shows a high success rate, the difficulty of the next game or task will be increased to provide appropriate cognitive stimulation.

[2024] Security measures provision means

[2025] The system now includes a function that provides simulations and puzzle games related to safety measures, allowing users to improve their real-life crisis management skills.

[2026] Recording means

[2027] The results of the game are recorded on the device and sent to the server, which stores them in a database (e.g., Firebase) and uses them for tracking purposes, which will be described later.

[2028] Tracking Methods

[2029] The server tracks the user's progress over time using a database of user records, allowing it to monitor changes in the user's cognitive function and provide appropriate feedback.

[2030] means of sharing

[2031] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, promoting mutual interaction.

[2032] Notification means

[2033] The server has a function to notify users of shared data and comments, allowing users to receive feedback and comments from other users in real time, compare their own progress with others, and encourage each other.

[2034] warning means

[2035] If an abnormality occurs, the server has a function to notify other users of an alert, allowing for a prompt response according to the situation.

[2036] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[2037] Step 1:

[2038] The user launches the app and logs in. The user enters their profile data (age, gender, interests, past play history) and sends it to the server. The server stores the received profile data in a database. This allows the user's individual data to be collected and used for processing in the next step.

[2039] Step 2:

[2040] The server uses a generative AI model to analyze the user's profile data and past play history, generate a prompt, and input it into the AI ​​model. For example, the following prompts can be used:

[2041] User profile:

[2042] Age: 70

[2043] Gender: Female

[2044] Interests: Sudoku puzzles

[2045] Past play data: Success rate 85% (Intermediate Sudoku)

[2046] Play History:

[2047] "Puzzle Solving" Game

[2048] Current difficulty: Intermediate

[2049] Generate a new Sudoku puzzle for a 70-year-old female user interested in Sudoku puzzles. The puzzle should be moderately challenging and suitable for a user with a current success rate of 85% in intermediate puzzles.

[2050] New game objective: Solve the Sudoku puzzle in under 10 minutes.

[2051] The generative AI model generates appropriate games and challenges based on the prompt text, and the generated games and challenges are stored on the server.

[2052] Step 3:

[2053] The server provides the generated games and challenges to the device, and the user launches the app using a smartphone or head-mounted display, selects the provided game or challenge, and begins playing.

[2054] Step 4:

[2055] The user plays a game or completes a task. Progress and performance data is collected in real time and sent from the device to a server. The server receives this data and uses analytical tools to assess the state and progress of the user's cognitive function.

[2056] Step 5:

[2057] The server dynamically adjusts the difficulty of the games and tasks based on the analysis results. For example, if a user demonstrates a high success rate, the server will increase the difficulty of the next game or task. The adjusted new tasks and games are also saved on the server.

[2058] Step 6:

[2059] The results of the user's play are stored in a database on the server using a recording means, which allows data to be accumulated for tracking long-term progress.

[2060] Step 7:

[2061] The server uses a sharing mechanism to allow users to share their progress and experiences with the community, and a notification mechanism to receive feedback and comments from other users in real time, thereby encouraging interaction between users.

[2062] Step 8:

[2063] If an abnormality occurs, for example, if a user does not start playing for a long time or if suspicious behavior is detected, the server will notify other users through the warning means, allowing for a prompt response.

[2064] Through the above processing steps, the system of the present invention aims to maintain and improve the user's cognitive function, and also improves real-life crisis management skills through safety simulations and puzzle games. Furthermore, it is expected to promote interaction between users and reduce feelings of loneliness.

[2065] 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.

[2066] The system of this invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining it with an emotion engine, it aims to maintain and improve cognitive function in elderly people by providing appropriate feedback while recognizing the user's emotional state. This system operates based on multiple servers, terminals, and user actions.

[2067] System Configuration

[2068] The system consists of the following main components:

[2069] 1. Generation means

[2070] 2. Means of provision

[2071] 3. Analysis method

[2072] 4. Adjustment means

[2073] 5. Recording Method

[2074] 6. Tracking Methods

[2075] 7. Sharing methods

[2076] 8. Means of notification

[2077] 9. Emotion Engine

[2078] The program processing for each element will be explained in detail below.

[2079] generation means

[2080] The server automatically generates games and tasks that stimulate cognitive functions based on the user's interests and abilities. The user registers their profile data, and appropriate games and tasks are created using generative AI based on data obtained from their past play history.

[2081] Providing means

[2082] The generated games and challenges are provided to the device from the server, and the user can launch the app on the device, select the provided games or challenges, and play them.

[2083] Analysis means

[2084] The progress and results of the games and tasks played by the user on the device are sent to a server, which analyzes this data and evaluates the state and progress of the user's cognitive function.

[2085] Adjustment means

[2086] The server dynamically adjusts the difficulty of the game or task based on the data obtained by the analysis means. For example, if the user has a high success rate, the server increases the difficulty of the next game or task.

[2087] Recording means

[2088] The results of the games and tasks are recorded on the device and sent to the server, which stores the results in a database and uses them for tracking purposes, which will be described later.

[2089] Tracking Methods

[2090] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[2091] means of sharing

[2092] Users can share their progress and playing experiences with the community via their devices, and the server distributes this shared information to other users, facilitating interaction.

[2093] Notification means

[2094] The server notifies users of shared data and comments, allowing them to communicate with each other in real time.

[2095] Emotion Engine

[2096] The emotion engine is a module that recognizes the user's emotional state. For example, it analyzes the user's facial expressions and tone of voice using the device's camera and microphone. The emotion data recognized by the emotion engine is linked to the generation means, provision means, analysis means, and adjustment means, and adjusts the content and difficulty of the game or task based on the user's emotional state.

[2097] Specific use cases

[2098] For example, suppose a user is a woman in her 60s who likes puzzles and has previously been interested in brain training. When this user logs into the system for the first time, the server generates a puzzle game of appropriate difficulty based on her profile data and past history. As she plays the game, the emotion engine analyzes her facial expressions to determine whether she is enjoying herself or feeling stressed. Based on this data, the difficulty of the next game is automatically adjusted.

[2099] At the same time, users can share their experiences with the community and receive encouragement from other users by receiving likes and comments. The joy and stress experienced by users are also communicated to other users, allowing for deeper interactions.

[2100] This allows the system to maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[2101] The processing flow will be explained below.

[2102] Step 1:

[2103] The user launches the app on their device and accesses the user registration screen.

[2104] Step 2:

[2105] The user enters information such as name, age, email address, and password.

[2106] Step 3:

[2107] The terminal validates the input to ensure it is in the correct format.

[2108] Step 4:

[2109] The terminal uses the validation results to send the input information to the server.

[2110] Step 5:

[2111] The server stores the received information in a database and creates an account for the user.

[2112] Step 6:

[2113] The server notifies the device that the account creation was successful.

[2114] Step 7:

[2115] The device will display a "Registration complete" message to the user.

[2116] Step 8:

[2117] The user enters their email address and password on the login screen.

[2118] Step 9:

[2119] The terminal sends the input information to the server.

[2120] Step 10:

[2121] The server checks its database to see if the email address and password combination you entered is correct.

[2122] Step 11:

[2123] The server sends the authentication result to the terminal.

[2124] Step 12:

[2125] If authentication is successful, the device will display the home screen; if not, it will display an error message.

[2126] Step 13:

[2127] The user taps the "Start Game" button on their device.

[2128] Step 14:

[2129] The terminal sends a request to the server to start the game.

[2130] Step 15:

[2131] The server retrieves the user's past play data from the database.

[2132] Step 16:

[2133] The server analyzes the player's progress and past performance, and requests the AI ​​to generate games and challenges of appropriate difficulty.

[2134] Step 17:

[2135] The generative AI generates the best games and challenges for the user and sends the data to the server.

[2136] Step 18:

[2137] The server transmits the generated game data to the terminal.

[2138] Step 19:

[2139] The terminal displays a game screen based on the received game data.

[2140] Step 20:

[2141] The user plays the game and performs touch operations and inputs.

[2142] Step 21:

[2143] The device's camera and microphone capture the user's facial expressions and voice in real time.

[2144] Step 22:

[2145] The device sends the captured data to the emotion engine.

[2146] Step 23:

[2147] The emotion engine analyzes facial expressions and voice data to recognize the user's emotional state.

[2148] Step 24:

[2149] The emotion engine sends the analysis results to the server.

[2150] Step 25:

[2151] After the game is over, the terminal transmits the game result and the user's emotion data to the server.

[2152] Step 26:

[2153] The server receives the game results and stores them in a database.

[2154] Step 27:

[2155] The server periodically analyzes the user's gameplay data and emotional data.

[2156] Step 28:

[2157] Based on the analysis results, the server runs an algorithm that adjusts the difficulty of the next game or task.

[2158] Step 29:

[2159] The user makes a request on the terminal to start the game again.

[2160] Step 30:

[2161] When the terminal sends a request to the server, the server provides game data based on the latest difficulty level adjustment results.

[2162] Step 31:

[2163] The game screen is displayed based on the data received by the terminal.

[2164] Step 32:

[2165] The user taps the Community tab on their device.

[2166] Step 33:

[2167] The device sends a request for a community feed to the server.

[2168] Step 34:

[2169] The server retrieves other users' posts and progress data from a database.

[2170] Step 35:

[2171] The server sends the acquired data to the terminal in the form of a feed.

[2172] Step 36:

[2173] The device displays the feed and the user scrolls to see what is displayed.

[2174] Step 37:

[2175] The user enters text to post their progress and taps the "Post" button.

[2176] Step 38:

[2177] The device sends the post content to the server.

[2178] Step 39:

[2179] The server stores the received post in a database and updates the community feed.

[2180] Step 40:

[2181] Other users comment on or "like" your post.

[2182] Step 41:

[2183] The server receives the comment and "like" data and notifies the original poster.

[2184] Step 42:

[2185] The emotional data recognized by the emotion engine is shared within the community and notified to other users.

[2186] Example 2

[2187] 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."

[2188] To maintain and improve the cognitive function of elderly people, it is important to improve the quality of the user experience by providing appropriate games and challenges tailored to each individual's interests, abilities, and emotional state, and by providing feedback based on those games and challenges. Furthermore, there is a need for a system that tracks users' progress and performance in detail and dynamically adjusts the difficulty level in conjunction with their emotional state. Furthermore, it is important to have a system that allows users to share their experiences and encourage each other within a community.

[2189] 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.

[2190] In this invention, the server includes a generation unit that generates games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision unit that provides the generated games or tasks to the user, an analysis unit that analyzes the user's progress and performance, an adjustment unit that adjusts the difficulty of the games or tasks based on the analysis results, and an emotion recognition unit that recognizes the user's emotional state and adjusts the content and difficulty of the games or tasks based on the analysis results. This makes it possible to provide games and tasks that are optimized for each user's individual state, and further enables flexible and dynamic adjustment of the difficulty level using emotional data. Furthermore, users can share their progress and experiences within the community and receive feedback from other users in real time, providing a more fulfilling user experience.

[2191] The "generation means" is a means for automatically generating games or challenges for stimulating cognitive functions based on the user's interests and abilities.

[2192] The "providing means" is a means for providing the user with the game or task generated by the generating means.

[2193] The "analysis means" is a means for analyzing the progress and performance of the user and evaluating the state of the user's cognitive function and the progress of their abilities.

[2194] The "adjustment means" is a means for dynamically adjusting the difficulty level of a game or task based on the analysis results obtained by the analysis means.

[2195] "Emotion recognition means" refers to means for recognizing the user's emotional state and adjusting the content and difficulty of the game or task based on this.

[2196] The "recording means" is a means for recording the results of the game or task provided by the providing means.

[2197] The "tracking means" is a means for storing the results recorded by the recording means in a database and for tracking the user's progress over the long term.

[2198] "Sharing means" are means by which users can share their progress and experiences with other users within the community.

[2199] The "notification means" is a means for notifying other users of the shared data and providing feedback in real time.

[2200] The system of the present invention provides games or tasks to stimulate cognitive function based on the user's interests and abilities, and by combining emotion recognition technology, it aims to maintain and improve cognitive function in elderly people by recognizing the user's emotional state and providing appropriate feedback. This system operates based on the actions of the server, terminal, and user.

[2201] The server automatically generates appropriate games and challenges using a generative AI model based on the user's profile data and past play history. Profile data includes age, gender, interests, past performance, etc. GPT-4, for example, is used as the generative AI model. The server then sends the generated game and challenge codes to the device.

[2202] When a user launches the app on their device, they can select and play the games and challenges provided. The device records the user's progress and performance and sends the data to a server. The server then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive status and progress.

[2203] The server dynamically adjusts the difficulty of games and tasks based on the analysis results. For example, if a user has a high success rate, it generates setting information to increase the difficulty of the next game or task and stores it in a database. The server also tracks long-term progress based on the user's records stored in the database.

[2204] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. For example, if the device's camera captures the user's facial expressions during a game and recognizes that the user is smiling, the server records data indicating that the user is enjoying themselves and adjusts the next game to make it more enjoyable. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[2205] Users can share their progress and playing experiences within the community. The server notifies other users of this information, promoting mutual interaction. For example, if a user posts to the community that "I got a high score for the first time in the latest puzzle game," they can receive real-time feedback from other users.

[2206] Examples of specific prompts include:

[2207] "A woman in her 60s who loves puzzles and is interested in brain training games to improve her cognitive function. Please create a puzzle game with an appropriate level of difficulty for her."

[2208] This system can maintain and improve the cognitive function of the elderly and also provide a user experience that takes emotions into consideration.

[2209] The flow of the identification process in the second embodiment will be described with reference to FIG.

[2210] The flow of this system's program processing

[2211] Step 1: Registering a user profile

[2212] The user launches the app and accesses the registration screen, where they enter information such as their age, gender, interests, and past cognitive function training history. This data is sent from the device to the server, which then stores it in a database.

[2213] Input: User profile data (age, gender, interests, past history)

[2214] Output: User profile information stored in the database

[2215] What it does: The user enters their name and date of birth and selects the game types they're interested in.

[2216] Step 2: Data collection and analysis

[2217] The server collects the necessary information to analyze the user's profile data and past play history, and performs statistical analysis based on this data to determine the most effective cognitive stimulation method for each user.

[2218] Input: User profile information and past play history stored in the database

[2219] Output: Statistical analysis results

[2220] What it does: The server retrieves the results of past games from a database and analyzes the data using statistical analysis software.

[2221] Step 3: Generate a game or challenge

[2222] Based on the analysis results, the server inputs prompts into a generative AI model (e.g., GPT-4) and automatically generates games and challenges that are optimal for the user.

[2223] Input: Statistical analysis results, prompt statement

[2224] Output: Generated game or challenge code

[2225] Specific operation: The server inputs the prompt "A woman in her 60s who likes puzzles and is interested in brain training games to improve cognitive function. Please create a puzzle game with an appropriate level of difficulty for her" into the generative AI model and receives the generated game code.

[2226] Step 4: Offer a game or challenge

[2227] The server sends the generated games and challenges to the device, and the games and challenges are provided to the user through an app on the device.

[2228] Input: The generated game or challenge code

[2229] Output: The game or challenge provided to the device.

[2230] Specific behavior: The device receives new game information from the server and displays a pop-up notification to the user in the app.

[2231] Step 5: Play the game or challenge

[2232] Users play games and challenges provided on the device, while an app on the device records their progress and results.

[2233] Input: The game or challenge provided

[2234] Output: Progress and result data

[2235] Specific behavior: The user starts a puzzle game, and the score is recorded for each stage.

[2236] Step 6: Submit and analyze results

[2237] The device transmits the results of the gameplay to a server, which then analyzes the received data and uses machine learning algorithms and data analysis software to assess the user's cognitive function status and progress.

[2238] Input: Progress and result data

[2239] Output: Cognitive function assessment results

[2240] Specific operation: The device sends the time it takes to clear a stage and the number of correct answers to the server, and the server analyzes the data.

[2241] Step 7: Adjusting the difficulty

[2242] The server automatically adjusts the difficulty of the next game or challenge based on the analysis results. For example, if a user achieves a high score, the difficulty of the next stage will be increased.

[2243] Input: Cognitive function assessment results

[2244] Output: Adjusted difficulty settings for the next game or challenge

[2245] Specific operation: The server generates setting information such as "Increase the difficulty of the questions in the next game" and saves it in the database.

[2246] Step 8: Track your progress over time

[2247] The server tracks the user's progress over time based on their records stored in a database, allowing it to monitor changes in their cognitive function and provide appropriate feedback.

[2248] Input: Saved user record

[2249] Output: Long-term progress report

[2250] Specific behavior: The server graphs the progress over the month and notifies the user that "progress over the past month has been good."

[2251] Step 9: Share your results

[2252] Users share their progress and playing experiences with the community, and the server distributes this information to other users, encouraging interaction.

[2253] Input: Progression and experience data

[2254] Output: Information shared within the community

[2255] What happens: A user presses the share button to share a post with the community saying, "I got my first high score on the latest puzzle game."

[2256] Step 10: Analyzing and applying emotional data

[2257] The emotion recognition means uses the device's camera and microphone to analyze the user's facial expressions and tone of voice to recognize the user's emotional state. This data is used in conjunction with the generation means, provision means, analysis means, and adjustment means to adjust the content and difficulty of the game and tasks.

[2258] Input: Emotion data from camera or microphone

[2259] Output: Emotion-based game and task adjustments

[2260] Specific operation: The device's camera captures the user's facial expressions during the game, and when it recognizes that the user is smiling, the server records the data that the user is having fun and adjusts the next game to make it more enjoyable.

[2261] The system aims to enrich the individual user experience while maintaining and improving cognitive function in the elderly.

[2262] (Application example 2)

[2263] 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."

[2264] To efficiently maintain and improve cognitive function in elderly people, it is necessary to provide tasks and games based on individual interests and abilities, as well as to consider their emotional state. Furthermore, methods to more effectively stimulate cognitive function through immersive experiences using virtual environments are needed. However, current systems lack the technology to recognize users' emotions in real time and provide appropriate feedback based on this, and they lack the ability to provide interactive experiences through virtual reality.

[2265] 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 a generation means for generating games or tasks to stimulate cognitive function based on the user's interests and abilities, a provision means for providing the generated games or tasks to the user, and an analysis means for analyzing the user's progress and performance. This enables dynamic cognitive training tailored to the individual needs of the user. In addition, by including an adjustment means for adjusting the difficulty of the games or tasks based on the analysis results, an emotion recognition means for recognizing the user's emotional state and providing feedback based on the analysis results, and a virtual reality display means for providing the user with a simulated experience in a virtual environment, it is possible to more effectively stimulate the user's cognitive function and provide a comprehensive training environment that also takes emotions into consideration.

[2266] "User interests and capabilities" refers to each user's unique preferences and capabilities related to specific cognitive functions.

[2267] A "cognitive stimulation game or challenge" is an interactive activity designed to improve a user's cognitive abilities.

[2268] "Generation means" refers to a function that automatically creates appropriate games and challenges based on the user's profile data and past history.

[2269] "Provision means" refers to the function of delivering the generated games and challenges to users and making them playable.

[2270] "Progress and Performance" means a measure of a user's performance through a game or challenge.

[2271] "Analysis means" refers to a function that evaluates the state and progress of cognitive function based on the user's game and task play data.

[2272] "Adjustment means" refers to a function that dynamically changes the difficulty of games and tasks based on the analysis results.

[2273] "Emotion recognition means" refers to a function that recognizes the user's emotional state by analyzing their facial expressions and tone of voice.

[2274] "Virtual reality display means" means a function for providing a user with an interactive experience within a virtual reality environment.

[2275] "Recording means" refers to a function that allows you to save the results of games and tasks so that you can refer to them later.

[2276] "Tracking" refers to the ability to monitor long-term progress based on user records stored in a database.

[2277] "Camera and microphone" refers to devices that collect data on a user's facial expressions and voice and are used for emotion recognition.

[2278] "Sharing tools" refers to the functionality that allows users to share their progress and experiences with other users within the community.

[2279] "Notification means" refers to a function that immediately notifies other users of shared data or comments.

[2280] A "generative AI model" is an algorithm that uses artificial intelligence to automatically generate games and challenges.

[2281] A "prompt" is an instruction that a generative AI model uses to generate an appropriate task or game.

[2282] The following describes the mode for carrying out the present invention: The system of the present invention is designed to stimulate cognitive function based on the user's interests and abilities, and is composed of the following main components:

[2283] System Configuration

[2284] 1. Generation means

[2285] The server automatically generates appropriate games and challenges based on the user's profile data and past history. This is done using a generative AI model. When a user logs into the system, their profile data is sent to the server, and the generative AI generates appropriate games and challenges.

[2286] 2. Means of provision

[2287] The generated games and challenges are distributed from the server to a device (mainly a head-mounted display in this case). The user wears the head-mounted display and can play these games and challenges in a virtual reality environment.

[2288] 3. Progress and performance analysis tools

[2289] As users play games and complete tasks, their progress and performance are transmitted from their devices to a server, which analyzes this data and assesses the state and progress of the user's cognitive function.

[2290] 4. Adjustment means

[2291] The server dynamically adjusts the difficulty of games and tasks based on the data obtained by the analysis means. For example, if a user has a high success rate in a game, the server can increase the difficulty of the next game.

[2292] 5. Emotion recognition means

[2293] To recognize the user's emotional state, the head-mounted display uses a built-in camera and microphone. These devices collect the user's facial expressions and tone of voice and send them to a server. The emotion engine in the server analyzes this data and recognizes the user's emotional state.

[2294] 6. Virtual Reality Display Methods

[2295] Users play games and challenges in a virtual reality environment using a head-mounted display, which allows users to experience an immersive experience as if they were actually there.

[2296] 7. Recording and Tracking Methods

[2297] Results of games and challenges are recorded by the device and sent to a server, where they are stored in a database that tracks the user's progress over time.

[2298] 8. Sharing and Notification Methods

[2299] Users can share their progress and experiences with other users within the community. This shared data and comments are instantly distributed to other users via notification, allowing users to communicate with each other in real time.

[2300] Hardware and software used

[2301] Hardware:

[2302] Head-mounted display (HMD)

[2303] Built-in camera and microphone

[2304] Server and cloud storage

[2305] software:

[2306] Game development software (Unity, etc.)

[2307] AI software for emotion recognition (e.g., TensorFlow)

[2308] Image processing library (OpenCV, etc.)

[2309] Database and real-time communication platform (Firebase, etc.)

[2310] Example prompt

[2311] For example, if a user's profile data includes the information "female, 60s, loves puzzles," we can use the following prompt for our generative AI model:

[2312] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[2313] In this way, the system of this invention utilizes advanced technology to maintain and improve the cognitive function of the elderly, providing a customized experience for each user. Furthermore, by combining it with emotion recognition technology, feedback is given that takes into account the user's emotions, creating an overall effective cognitive training environment.

[2314] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[2315] Step 1: Registering user profile data

[2316] Users input their profile data (such as age, gender, and favorite game genres) via their devices. This input data is sent to the server and stored in a database. The input also includes the user's individual interests and abilities.

[2317] Input: User profile data

[2318] Output: Profile data stored on the server

[2319] Step 2: Automatic generation of games and challenges

[2320] The server automatically generates appropriate games and challenges using a generative AI model based on the user's saved profile data and past history data. At this stage, prompts are input into the generative AI to create games and challenges that are optimal for the user.

[2321] Input: Profile data, past history data

[2322] Output: Generated games and challenges

[2323] Specific behavior:

[2324] The user is female and in her 60s. She has enjoyed puzzle games in the past. Use this information to generate new puzzle game challenges. Set the next challenge to be slightly more difficult.

[2325] Step 3: Offer games and challenges

[2326] The server distributes the generated games and tasks to the user's device (head-mounted display). The user wears the head-mounted display and plays the games and tasks in a VR environment.

[2327] Input: Generated games and challenges

[2328] Output: Games and challenges delivered to user devices

[2329] Step 4: Collecting user play data

[2330] As the user progresses through the game or task, their progress and performance are collected by the device and sent to the server. The device also uses a camera and microphone to collect the user's facial expressions and tone of voice, which are then sent to the server as emotional data.

[2331] Input: play data, emotion data

[2332] Output: Progress, performance, and emotion data sent to the server

[2333] Step 5: Data analysis and evaluation

[2334] The server analyzes the collected play data and emotional data to evaluate the user's cognitive function and emotional state. This analysis uses AI software for emotion recognition (TensorFlow) and an image processing library (OpenCV).

[2335] Input: Progress data, performance data, emotion data

[2336] Output: Evaluated cognitive and emotional states

[2337] Step 6: Adjust the difficulty of the game or challenge

[2338] The server adjusts the difficulty of the next game or challenge based on the evaluation data. If the user shows a high success rate, the difficulty is increased.

[2339] Input: cognitive function assessment data, emotional state data

[2340] Output: Adjusted difficulty settings

[2341] Step 7: Record and save your game results

[2342] The results of each game or challenge are recorded by the device and sent to a server, where they are stored in a database for long-term tracking.

[2343] Input: Game and challenge results

[2344] Output: Result data saved on the server

[2345] Step 8: Progress tracking and feedback

[2346] The server tracks the user's progress over time based on the stored data, and provides feedback to the user based on the analysis results and adjustment data, which is displayed to the user through a virtual reality display.

[2347] Input: Saved result data

[2348] Output: Feedback information

[2349] Step 9: Share and notify your community

[2350] Users can share their progress and experiences within the community, and shared data and comments are notified to other users in real time using Firebase.

[2351] Input: Progress data, comments

[2352] Output: Notify other users

[2353] The above processing steps realize a system for maintaining and improving cognitive function in elderly people, which also allows users to receive dynamic cognitive training tailored to their individual needs.

[2354] 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.

[2355] 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.

[2356] 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.

[2357] 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.

[2358] 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.

[2359] 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.

[2360] 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).

[2361] 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.

[2362] 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."

[2363] 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.

[2364] 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).

[2365] 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.

[2366] 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-trans...

Claims

1. A generating means for generating games or challenges for stimulating cognitive functions based on the user's interests and abilities; a provision means for providing the generated game or challenge to a user; an analysis means for analyzing the user's progress and performance; an adjustment means for adjusting the difficulty of the game or task in response to the analysis results; A system including:

2. a recording means for recording the results of the game or task provided by the providing means; a tracking means for storing the recorded results in a database and tracking the user's progress; The system of claim 1 further comprising:

3. A sharing mechanism for users to share their progress and experiences with other users within the community; a notification means for notifying other users of the shared data; The system of claim 1 further comprising:

Citation Information

Patent Citations

  • Persona chatbot control method and system

    JP2022180282A