system
A system combining cognitive training, memory support, social interaction, and health information adapts to user needs, offering a comprehensive and accessible solution for dementia prevention.
Patent Information
- Application Number
- JP2024138837
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-20
- Publication Date
- 2026-03-05
AI Technical Summary
Conventional dementia prevention methods focus solely on specific cognitive functions and require specialized facilities and experts, lacking comprehensive and easily accessible solutions for home use.
A system integrating cognitive training, memory support, social interaction, and health information provision using a generative model that adapts to user data and interests, providing a multifaceted approach for dementia prevention.
Enables effective dementia prevention activities at home through personalized and adaptive content, enhancing cognitive functions, memory, and social engagement.
Smart Images

Figure 2026036310000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] Preventing dementia in the elderly is an important and urgent issue. Conventional dementia prevention methods focus only on specific cognitive functions and are insufficient as comprehensive measures. Furthermore, they often rely on specialized facilities and experts, and methods that can be easily used at home are limited. Therefore, there is a need for a system that integrates a multifaceted approach, including cognitive training, memory support, social interaction, health information provision, and memory games, and that can be easily used at home. [Means for solving the problem]
[0005] The present invention solves this problem with a system that combines cognitive training, memory support, social interaction, health information, and memory games. The system uses a generative model to generate and adapt various training and support experiences in real time to provide users with a multifaceted approach to dementia prevention. The generative model runs on a computing device and a communications device, automatically adjusting the content based on the user's past data and interests. This allows users to easily and effectively engage in dementia prevention activities at home.
[0006] "Cognitive training" means tasks such as quizzes and puzzles provided to maintain and improve cognitive functions such as memory, language comprehension, and logical thinking.
[0007] "Memory aids" refer to a means of providing reminders and notifications of information needed in daily life, and supplementing information that users tend to forget.
[0008] "Social interaction" refers to maintaining and promoting the user's social connection by providing everyday conversations and interesting topics through dialogue between the user and the system.
[0009] "Health information" means information that contributes to maintaining and improving the user's health, such as appropriate diet, exercise, and stress management.
[0010] "Memory games" refer to games offered to provide memory training, such as remembering or reproducing sequences of numbers or words.
[0011] "Generative model" means an algorithm or program that generates appropriate training or support information based on a user's historical data or real-time input.
[0012] "Computing device" refers to a computer for executing a Generative Model and processing a user's data.
[0013] "Communication device" refers to a device that links a generative model with a computing device, and transmits and receives information between them and a user's terminal.
[0014] "User" refers to individuals who use this system, such as elderly people, who aim to maintain or improve their cognitive function.
[0015] A "multifaceted approach" refers to a comprehensive method of supporting dementia prevention that integrates cognitive training, memory support, social interaction, health information provision, and memory games. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0017] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0018] First, the terms used in the following description will be explained.
[0019] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0020] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0021] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0022] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0023] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0024] [First embodiment]
[0025] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0026] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0027] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0028] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0029] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0030] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0031] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0032] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0033] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0034] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0035] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0036] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0037] The present invention is a system that provides a multifaceted approach aimed at preventing dementia in the elderly. How each function is implemented will be described below in detail.
[0038] 1. Cognitive Training Module
[0039] server
[0040] The server maintains a database of quizzes and puzzles, and generates appropriate questions based on the user's past performance data. To train the user's cognitive functions, the server selects quizzes and puzzles that stimulate language comprehension and logical thinking, and sends them to the device.
[0041] Terminal
[0042] The device receives quizzes and puzzles from the server and displays them to the user. The user then enters the answers and sends them to the server.
[0043] User
[0044] Users can answer the displayed quizzes and puzzles and check their progress.
[0045] Specific examples
[0046] For example, if a user selects a crossword puzzle for the morning time, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[0047] 2. Memory Support Module
[0048] server
[0049] The server stores the reminder and appointment information set by the user in a database. At the specified time, it generates a reminder notification based on this information and sends it to the device.
[0050] Terminal
[0051] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[0052] User
[0053] Users can input information that they tend to forget in their daily lives into their device and set it as a reminder.
[0054] Specific examples
[0055] If the user types in "Doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[0056] 3. Social interaction promotion module
[0057] server
[0058] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[0059] Terminal
[0060] The terminal displays the interactive messages received from the server to the user and provides an interface for the user to respond.
[0061] User
[0062] The user can respond to the displayed message and continue the dialogue.
[0063] Specific examples
[0064] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[0065] 4. Health Information Provision Module
[0066] server
[0067] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[0068] Terminal
[0069] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[0070] User
[0071] Users can review the health information provided and provide feedback or questions as needed.
[0072] Specific examples
[0073] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[0074] 5. Memory Game Module
[0075] server
[0076] The server generates a sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[0077] Terminal
[0078] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[0079] User
[0080] The user memorizes and re-enters the displayed sequence and sends it to the server.
[0081] Specific examples
[0082] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[0083] As described above, the present invention is a system that provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[0084] The processing flow will be explained below.
[0085] Program processing flow
[0086] 1. Cognitive Training Module
[0087] Step 1: Generate a quiz
[0088] server
[0089] Access a database of quizzes and puzzles to retrieve the user's past performance data.
[0090] Based on the data obtained, quizzes and puzzles of appropriate difficulty are selected.
[0091] Send the selected quiz or puzzle to your device.
[0092] Step 2: View the quiz
[0093] Terminal
[0094] The quiz or puzzle received from the server is displayed to the user.
[0095] Provide an interface where users can enter their answers.
[0096] Step 3: Enter your answers
[0097] User
[0098] Enter your answers to the quizzes and puzzles that appear.
[0099] Step 4: Submit your response
[0100] Terminal
[0101] The user's answer is sent to the server.
[0102] Step 5: Evaluate responses
[0103] server
[0104] Receive the user's answer and check for accuracy.
[0105] Scores are calculated based on correct and incorrect answers.
[0106] Updates the user's progress data.
[0107] Send the results to the device.
[0108] Step 6: View the results
[0109] Terminal
[0110] The results received from the server are displayed to the user.
[0111] 2. Memory Support Module
[0112] Step 1: Enter your reminder
[0113] User
[0114] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[0115] Step 2: Send a reminder
[0116] Terminal
[0117] The entered reminder information is sent to the server.
[0118] Step 3: Register a reminder
[0119] server
[0120] Store received reminder information in a database.
[0121] Schedule a task to send a reminder notification at a specified time.
[0122] Step 4: Reminder Notifications
[0123] server
[0124] Generates a reminder notification at the specified time and sends it to the device.
[0125] Step 5: View Reminders
[0126] Terminal
[0127] Display reminder notifications to users.
[0128] 3. Social interaction promotion module
[0129] Step 1: Initiating a conversation
[0130] User
[0131] Enter information about a topic of interest (e.g., "What should I do today?").
[0132] Step 2: Sending the conversation
[0133] Terminal
[0134] Sends the user's input to the server.
[0135] Step 3: Select a topic
[0136] server
[0137] Parse the user's input and generate an appropriate response.
[0138] Based on the user's past data and interests, topics and suggestions that may be of interest are selected.
[0139] Sends a response message to the terminal.
[0140] Step 4: View the response
[0141] Terminal
[0142] The response message from the server is displayed to the user.
[0143] Step 5: Continue the conversation
[0144] User
[0145] Consider the proposed activities, etc., and provide new input if you wish to continue the dialogue.
[0146] 4. Health Information Provision Module
[0147] Step 1: Get profile information
[0148] server
[0149] Appropriate health information is selected based on the user's health status and past feedback.
[0150] Generate relevant health information (e.g., today's exercise advice) and send it to the device.
[0151] Step 2: View your health information
[0152] Terminal
[0153] The health information received from the server is displayed to the user.
[0154] Step 3: Verify your health information
[0155] User
[0156] Check the displayed health information.
[0157] Step 4: Provide feedback
[0158] User
[0159] Enter your feedback or questions about the health advice provided.
[0160] Step 5: Submit your feedback
[0161] Terminal
[0162] Send feedback to the server.
[0163] Step 6: Processing feedback
[0164] server
[0165] The system receives user feedback and adjusts it to reflect it in the next health update.
[0166] 5. Memory Game Module
[0167] Step 1: Generate the game
[0168] server
[0169] It generates sequences of numbers and words and sends game interface data to the device.
[0170] Step 2: View the game
[0171] Terminal
[0172] Based on the game information received from the server, a sequence is displayed to the user.
[0173] This allows time for the user to memorize the sequence.
[0174] Step 3: Enter the sequence
[0175] User
[0176] Memorize and re-enter the sequence.
[0177] Step 4: Sending Input
[0178] Terminal
[0179] Sends the user's input to the server.
[0180] Step 5: Evaluating the Input
[0181] server
[0182] It takes the user's input and evaluates it by comparing it with the correct answer.
[0183] A score is calculated along with the evaluation results and sent to the terminal.
[0184] Step 6: View the results
[0185] Terminal
[0186] The results received from the server are displayed to the user.
[0187] Provides options to start a new sequence game or end the session.
[0188] Through the above processing steps, the user can use the system to carry out various dementia prevention activities.
[0189] Example 1
[0190] 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."
[0191] Conventional dementia prevention systems rely on a single approach, making it difficult to comprehensively enhance cognitive function. Furthermore, they lack the ability to customize to meet the needs and conditions of individual users, which can make continued use difficult. Systems that effectively combine cognitive training, memory assistance, social interaction promotion, health information provision, and memory games are needed. Furthermore, the lack of real-time feedback and adaptive content provision makes it difficult to maintain user motivation.
[0192] 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.
[0193] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, means for the server to acquire the user's past performance data, generate appropriate quizzes and puzzles, and send them to the terminal, means for the terminal to display the received quizzes and puzzles and send the user's answers to the server, and means for the server to evaluate the answers, calculate a score, and display it on the terminal. This enables a multifaceted approach to dementia prevention that is adapted to the individual needs and conditions of the user.
[0194] "Cognitive training" is a means of improving users' language comprehension and logical thinking through quizzes and puzzles.
[0195] "Memory aid" is a means of managing information that users tend to forget in their daily lives as reminders and notifying them at specified times.
[0196] "Social interaction promotion" is a means of stimulating communication by suggesting appropriate conversation content based on the user's interests and past conversation content.
[0197] "Providing health information" is a means of providing health-related information such as exercise advice and dietary suggestions based on the user's health condition and past feedback.
[0198] A "memory game" is a method for training a user's memory through a game in which sequences of numbers or words are memorized and re-entered.
[0199] A "generative model" is an algorithm or program that automatically adapts various methods, such as cognitive training, social interaction, memory aids, and memory games, to the user.
[0200] A "computing device" is a device that executes a generative model and performs various data processing and calculations.
[0201] A "communication device" is a device that links the generative model and the arithmetic device and exchanges necessary data.
[0202] MODE FOR CARRYING OUT THE INVENTION
[0203] This invention is a system that provides a multifaceted approach to prevent dementia in the elderly. This system consists of three main elements: a server, a terminal, and a user.
[0204] Cognitive Training Module
[0205] server
[0206] The server uses cloud-based computing resources such as AWS (registered trademark) EC2 instances. The server stores the quiz and puzzle database in a relational database service such as Amazon RDS. Based on the user's past performance data, the server selects and generates the most appropriate quizzes and puzzles. The generated quizzes and puzzles are sent to the device via HTTPS.
[0207] Terminal
[0208] The device is a tablet or smartphone equipped with a web browser. The device displays the quizzes and puzzles received from the server to the user and provides an interface for the user to enter answers.
[0209] User
[0210] The user answers the displayed quizzes and puzzles and sends the answers to the server via their device. The server evaluates the answers, calculates a score, and returns it to the user.
[0211] Specific examples
[0212] If the user selects a crossword puzzle for the morning session, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it, and the user solves the puzzle, enters their answer, and the server evaluates it and calculates a score.
[0213] Memory Support Module
[0214] server
[0215] The server stores the reminder and appointment information entered by the user in a database, and the reminder notification is generated and sent to the device at the specified time.
[0216] Terminal
[0217] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[0218] User
[0219] Users can enter information that they tend to forget in their daily lives into their device and set it as a reminder.
[0220] Specific examples
[0221] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[0222] Social interaction promotion module
[0223] server
[0224] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[0225] Terminal
[0226] The terminal displays the interaction messages received from the server to the user and provides an interface for the user to respond.
[0227] User
[0228] The user can respond to the displayed message and continue the dialogue.
[0229] Specific examples
[0230] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[0231] Health Information Module
[0232] server
[0233] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[0234] Terminal
[0235] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[0236] User
[0237] Users can review the health information provided and provide feedback or questions as needed.
[0238] Specific examples
[0239] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[0240] Memory Game Module
[0241] server
[0242] The server generates a random sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[0243] Terminal
[0244] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[0245] User
[0246] The user memorizes and re-enters the displayed sequence and sends it to the server.
[0247] Specific examples
[0248] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[0249] Example prompts for generative AI models
[0250] "What happens to the server when a user selects a crossword puzzle as cognitive training?"
[0251] In this way, this system provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[0252] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0253] Cognitive Training Module
[0254] Step 1:
[0255] The server retrieves the user's past performance data from the database.
[0256] Input: User ID
[0257] Data processing and calculation: Perform a database search to obtain past performance data.
[0258] Output: Acquired user's past performance data
[0259] Step 2:
[0260] The server selects appropriate quizzes and puzzles from a database based on the user's performance.
[0261] Input: User's past performance data
[0262] Data processing and calculation: Applying algorithms to identify and select appropriate quizzes and puzzles based on performance data.
[0263] Output: Data for selected quizzes and puzzles
[0264] Step 3:
[0265] The server generates the selected quiz or puzzle and sends it to the device.
[0266] Input: Selected quiz or puzzle data
[0267] Data processing and calculation: Generate quizzes and puzzles in HTML format.
[0268] Output: HTML data of the generated quiz or puzzle
[0269] Step 4:
[0270] The terminal displays the received quiz or puzzle to the user.
[0271] Input: HTML data for the generated quiz or puzzle
[0272] Data processing and calculation: Rendering HTML data for display in the browser.
[0273] Output: A user interface showing the quiz or puzzle
[0274] Step 5:
[0275] The user enters answers to the displayed quizzes and puzzles.
[0276] Input: Answers to quizzes and puzzles
[0277] Specific actions: The user enters the answer into the interface.
[0278] Step 6:
[0279] The terminal transmits the user's input answers to the server.
[0280] Input: User's answer data
[0281] Data processing and calculation: Answer data is sent via HTTPS.
[0282] Output: Answer data is sent to the server
[0283] Step 7:
[0284] The server evaluates the answers and calculates a score.
[0285] Input: User's answer data
[0286] Data processing and calculation: An algorithm is applied to compare the data with the correct answer, evaluate it, and calculate a score.
[0287] Output: Calculated score
[0288] Step 8:
[0289] The server sends the score to the terminal, which displays it to the user.
[0290] Input: Calculated score
[0291] Data processing and calculation: Score data is sent to the device via HTTPS.
[0292] Output: The score is displayed to the user
[0293] Memory Support Module
[0294] Step 1:
[0295] The user inputs the reminder information into the device.
[0296] Input: Reminder information (e.g. date, time, content)
[0297] Specific operation: The user enters information into an input form on the terminal.
[0298] Step 2:
[0299] The device sends the entered reminder information to the server.
[0300] Input: Reminder information
[0301] Data processing and calculation: Send reminder information via HTTPS.
[0302] Output: Reminder information is sent to the server
[0303] Step 3:
[0304] The server stores the reminder information in a database.
[0305] Input: Reminder information
[0306] Data processing and calculation: Save reminder information in the database.
[0307] Output: Saved reminder information
[0308] Step 4:
[0309] The server generates a reminder notification at the specified time.
[0310] Input: Saved reminder information
[0311] Data processing and calculation: Check the date and time and apply an algorithm to generate a reminder notification.
[0312] Output: The generated reminder notification
[0313] Step 5:
[0314] Sends server-generated notifications to the device.
[0315] Input: Reminder
[0316] Data processing and calculation: Send reminder notifications to the device via HTTPS.
[0317] Output: Reminder notification sent to device
[0318] Step 6:
[0319] The device displays a reminder notification to the user.
[0320] Input: Reminder
[0321] Data processing and calculation: Update the interface to display notifications.
[0322] Output: A reminder notification is displayed in the user interface
[0323] Step 7:
[0324] The user checks the notification and takes action if necessary.
[0325] Input: Reminder
[0326] Specific behavior: The user checks the notification and takes the necessary action (e.g., confirms the reservation).
[0327] Social interaction promotion module
[0328] Step 1:
[0329] The user provides input for the interaction.
[0330] Input: Questions and comments for dialogue
[0331] Specific operation: The user inputs dialogue content into the terminal.
[0332] Step 2:
[0333] The terminal sends the user's input to the server.
[0334] Input: Dialogue
[0335] Data processing and calculation: The conversation content is sent to the server via HTTPS.
[0336] Output: The dialogue is sent to the server
[0337] Step 3:
[0338] The server generates an appropriate message based on the content of past conversations.
[0339] Input: Dialogue content and past dialogue data
[0340] Data processing and calculation: Applying algorithms to generate appropriate messages.
[0341] Output: Generated dialogue message
[0342] Step 4:
[0343] The server generates a message and sends it to the terminal.
[0344] Input: The generated dialogue message
[0345] Data processing and calculation: Sends conversation messages to the terminal via HTTPS.
[0346] Output: Interactive messages are sent to the terminal
[0347] Step 5:
[0348] The terminal displays the message to the user.
[0349] Input: Dialogue message
[0350] Data processing and calculation: Update the interface to display the message.
[0351] Output: An interactive message is displayed in the user interface.
[0352] Step 6:
[0353] The user responds and the dialogue continues.
[0354] Input: Dialogue message
[0355] Specific action: The user responds to the dialogue message.
[0356] Health Information Module
[0357] Step 1:
[0358] The server acquires the user's health status data.
[0359] Input: User ID
[0360] Data processing and calculation: Database search is performed to obtain health status data.
[0361] Output: Acquired health status data
[0362] Step 2:
[0363] The server generates advice and information based on the user's health condition.
[0364] Input: Health status data
[0365] Data processing and calculation: Applying algorithms to generate appropriate advice based on health status.
[0366] Output: Generated health advice
[0367] Step 3:
[0368] The health information generated by the server is sent to the terminal.
[0369] Enter: Health Advice
[0370] Data processing and calculation: Health advice is sent to the device via HTTPS.
[0371] Output: Health advice sent to device
[0372] Step 4:
[0373] The terminal displays the health information to the user.
[0374] Enter: Health Advice
[0375] Data processing and calculation: Update the interface to display advice.
[0376] Output: Health advice displayed in the user interface
[0377] Step 5:
[0378] Users enter feedback or questions.
[0379] Input: Feedback or questions
[0380] Specific action: The user inputs feedback or questions through the device.
[0381] Step 6:
[0382] The terminal sends the user's input to the server.
[0383] Input: Feedback or questions
[0384] Data processing and calculation: Send feedback and questions to the server via HTTPS.
[0385] Output: Feedback and questions are sent to the server
[0386] Step 7:
[0387] The server generates additional information as needed and sends it to the terminal.
[0388] Input: Feedback or questions
[0389] Data processing and calculation: Applying algorithms to generate additional information.
[0390] Output: Additional information generated
[0391] Memory Game Module
[0392] Step 1:
[0393] The server generates a random sequence.
[0394] Input: Start trigger
[0395] Data processing and computation: Applying algorithms to generate random sequences of numbers or words.
[0396] Output: The generated sequence
[0397] Step 2:
[0398] The server sends the generated sequence to the terminal.
[0399] Input: Generated sequence
[0400] Data processing and calculation: The sequence is sent to the terminal via HTTPS.
[0401] Output: The sequence is sent to the terminal
[0402] Step 3:
[0403] The terminal displays the sequence to the user.
[0404] Input: Sequence
[0405] Data processing and calculation: Update the interface to display the sequence.
[0406] Output: The sequence is displayed in the user interface
[0407] Step 4:
[0408] The user memorizes and re-enters the sequence.
[0409] Input: Sequence
[0410] Specific behavior: The user enters the sequence into the re-entry form.
[0411] Step 5:
[0412] The terminal sends the user's input to the server.
[0413] Input: Re-entered sequence
[0414] Data processing and calculation: The re-entered sequence is sent to the server via HTTPS.
[0415] Output: The retyped sequence is sent to the server
[0416] Step 6:
[0417] The server evaluates the input and calculates a score.
[0418] Input: Re-entered sequence
[0419] Data processing and calculation: Applying algorithms to compare with the original sequence, evaluate accuracy, and calculate a score.
[0420] Output: Calculated score
[0421] Step 7:
[0422] The server sends the score to the terminal, which displays it to the user.
[0423] Input: Calculated score
[0424] Data processing and calculation: The score is sent to the device via HTTPS.
[0425] Output: The score is displayed in the user interface
[0426] (Application example 1)
[0427] 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."
[0428] In modern society, dementia prevention among the elderly is an important issue, and a multifaceted approach is needed to prevent cognitive decline. However, dementia prevention systems implemented only at home have limitations, and there is a lack of methods to implement effective preventive measures, especially when out and about or in physical stores. Furthermore, there is no interface to support dementia prevention when elderly people shop or receive services in physical stores, so dementia prevention tends to be fragmented. To solve these issues, a system that continuously and effectively supports dementia prevention in physical stores is needed.
[0429] 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.
[0430] In this invention, the server includes a means for providing cognitive training, a means for providing memory aids, a means for promoting social interaction, a means for providing health information, a means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, and an interface device for supporting dementia prevention for the elderly in a physical store by utilizing these means, thereby enabling continuous and effective support for dementia prevention for the elderly even in a physical store.
[0431] "Cognitive training" refers to brain training activities such as quizzes and puzzles that are conducted to maintain and improve cognitive function in the elderly.
[0432] "Memory assistance" is a function that manages information that elderly people tend to forget in their daily lives and provides support through reminders and appointment notifications.
[0433] "Social interaction" refers to activities that include generating dialogue messages and providing topics of conversation to encourage elderly people to actively communicate with others.
[0434] "Health information" refers to information such as advice on exercise and diet that is provided based on the user's health condition and lifestyle habits.
[0435] "Memory games" are game-style training programs that help elderly people memorize sequences of numbers or words in order to improve their memory.
[0436] A "generative model" is a program that automatically generates appropriate cognitive training and social interaction content based on the user's interests and past data.
[0437] A "computing device" is hardware and software for running generative models and processing and analyzing data.
[0438] A "communication device" is an interface that links the generative model and the arithmetic device and transmits and receives data.
[0439] "Interface devices" are devices such as smartphones and smart glasses for staff to use in brick-and-mortar stores to help prevent dementia among the elderly.
[0440] To implement this invention, the following system configuration is used: First, the server holds programs for providing cognitive training, memory assistance, social interaction, health information, and memory games, and generates appropriate content based on user data.
[0441] The server uses a generative model to select the most appropriate cognitive training and social interaction content based on the user's interests and past data. The generative model automatically creates quizzes, puzzles, dialogues, health advice, and other content tailored to the user.
[0442] The user (staff member in this case) acts as an interface device for elderly users (store customers) through a device such as a smartphone or smart glasses. This interface device displays the cognitive training, memory support, social interaction, health information, and memory game content received from the server, and the user (staff member) provides support to the elderly customers.
[0443] Specifically, the server performs the following process.
[0444] 1. As a cognitive training module, quizzes and crossword puzzles can be generated and displayed to customers by staff through smart glasses.
[0445] 2. As a memory assistance module, it receives customer reminders and appointment information and sends notifications to smartphones or smart glasses at the designated time.
[0446] 3. As a social interaction module, it selects appropriate conversation topics with customers based on their past purchase history and conversation history, and staff use that information to start a dialogue.
[0447] 4. As a health information module, the server generates appropriate exercise and dietary advice based on the customer's health condition and daily feedback and sends it to the terminal.
[0448] 5. As a memory game module, sequences of numbers or words are generated in a game format, which staff presents to customers.
[0449] The hardware used includes servers equipped with high-performance computing and communication devices, as well as smart glasses (e.g., Google® Glass®) and smartphones worn by staff. These devices acquire and display data through communication with the server.
[0450] As a concrete example, the following scenario can be considered.
[0451] A staff member will suggest to an elderly customer, "Why not try solving a little crossword puzzle while you're shopping?" and the suggestion will be displayed on the smart glasses.
[0452] When an elderly customer says, "I tend to forget to take my medicine before dinner," a staff member sets a reminder on their smartphone and sends a notification at the specified time.
[0453] The following prompts are used when using a generative AI model to generate dialogue content and health information for elderly customers.
[0454] Examples of prompts:
[0455] "Generate conversations to provide health advice to elderly customers."
[0456] This will enable us to effectively provide dialogue with elderly customers and dementia prevention support.
[0457] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0458] Step 1:
[0459] The server retrieves information about elderly customers by referencing a user database. The input is the user's identification data, and the output is their past activity history and interest data. Based on this data, the server prepares to adaptively generate cognitive training and social interaction content.
[0460] Step 2:
[0461] The server uses a generative AI model to generate appropriate cognitive training questions based on the user's past data. The input is the user's identification data and past activity data, and the output is cognitive training questions such as quizzes and crossword puzzles. Here, the generative AI model is prompted with the following prompt: "Please provide appropriate cognitive training based on the user's interests."
[0462] Step 3:
[0463] The server sends cognitive training questions to the terminal, where the input is the generated cognitive training questions and the output is the cognitive training questions sent to the terminal, and the terminal prepares to display the received content.
[0464] Step 4:
[0465] The terminal displays the received cognitive training questions on the staff member's smart glasses. The input is the cognitive training questions received from the server, and the output is training questions such as quizzes displayed on the smart glasses' display. The staff member begins providing support by showing the content to the elderly customer.
[0466] Step 5:
[0467] The user (staff member) presents cognitive training questions to elderly customers and prompts them to enter their answers. The input is the customer's answer, and the output is the response data sent to the terminal. The staff member continues to provide support while checking the customer's response.
[0468] Step 6:
[0469] The terminal sends the acquired answer to the server. The input is the customer's answer data, and the output is the data to be sent to the server. The server receives this data and processes it.
[0470] Step 7:
[0471] The server evaluates the received answer data and calculates a score. The input is the answer data sent by the user, and the output is the calculated score. The server considers the adaptation content for the next step based on this score.
[0472] Step 8:
[0473] The terminal displays the score from the server on the staff member's smart glasses. The input is the score sent from the server, and the output is the evaluation result displayed on the smart glasses' display. The staff member then communicates the result to the customer and provides feedback.
[0474] Step 9:
[0475] The user (staff member) also provides health information and memory support functions. The server uses a generative AI model to generate information based on the customer's health status and daily feedback. An example of a prompt sentence is "Generate a dialogue to provide health advice to elderly customers."
[0476] Step 10:
[0477] The terminal displays the health information and memory aid notifications received from the server and provides necessary advice and reminders to elderly customers. The input is the health information and reminders sent from the server, and the output is the health advice and reminder notifications displayed on the display of the smart glasses or smartphone.
[0478] The above processing steps realize a system that effectively supports dementia prevention in the elderly.
[0479] 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.
[0480] This invention combines a system that provides a multifaceted approach to preventing dementia in the elderly with an emotion engine that recognizes the user's emotions. The following explains how each function is implemented in detail.
[0481] 1. Cognitive Training Module
[0482] server
[0483] The server maintains a database of quizzes and puzzles and generates appropriate questions based on the user's past performance data and current emotional state. Taking into account the user's emotions recognized by the emotion engine, for example, if the user is feeling stressed, it selects a quiz that will have a relaxing effect. The generated quizzes and puzzles are sent to the device.
[0484] Terminal
[0485] The terminal displays the quizzes and puzzles received from the server to the user, who can then enter answers and send them to the server.
[0486] User
[0487] Users can answer the displayed quizzes and puzzles and check their progress. The emotion engine also monitors their emotions in real time as they answer.
[0488] Specific examples
[0489] For example, if a user selects a crossword puzzle, the server selects a crossword puzzle of a difficulty level suitable for stress relief based on the user's emotional state and sends it to the device. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[0490] 2. Memory Support Module
[0491] server
[0492] The server stores the reminders and appointment information set by the user in a database. The system adjusts the reminder notification method and timing according to the user's emotional state. For example, if the user is tired, the system will make the notifications less frequent.
[0493] Terminal
[0494] The device displays the reminder notification received from the server to the user. The display method of the notification may change depending on the user's state as detected by the emotion engine.
[0495] User
[0496] Users can input information they tend to forget in their daily lives into their device and set it as a reminder. They can check the reminder notification and take action as necessary.
[0497] Specific examples
[0498] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time. If the emotion engine detects that the user is tired, it will display the notification subtly, making it easier for the user to see.
[0499] 3. Social interaction promotion module
[0500] server
[0501] The server generates appropriate topics based on the user's interests, past conversations, and the emotional state recognized by the emotion engine. It then creates conversation content according to the user's emotions and sends it to the device.
[0502] Terminal
[0503] The terminal displays the interactive messages received from the server to the user and provides an interface to which the user can respond.
[0504] User
[0505] The user can respond to the displayed message and continue the dialogue. The emotion engine also monitors emotions during the dialogue in real time.
[0506] Specific examples
[0507] When a user types, "What should I do today?", the server will suggest, based on the user's emotional state, "Why not take a walk today to change your mood?"
[0508] 4. Health Information Provision Module
[0509] server
[0510] The server generates appropriate health information based on the user's health status, past feedback, and emotional state recognized by the emotion engine, for example, suggesting stretching if relaxation is needed.
[0511] Terminal
[0512] The terminal displays the health information received from the server to the user, and also provides an interface for inputting feedback on the health information.
[0513] User
[0514] Users can review the health information provided and provide feedback or questions as needed.
[0515] Specific examples
[0516] In the morning, the app displays the message, "Today's recommended exercise is deep breathing and stretching for relaxation." By acting on this information, users can achieve mental stability.
[0517] 5. Memory Game Module
[0518] server
[0519] The server generates sequences of numbers and words and sends them to the device in the form of a game, which can be adjusted in difficulty and content based on the user's emotional state.
[0520] Terminal
[0521] The terminal displays a sequence to the user based on the game information received from the server, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[0522] User
[0523] The user memorizes and re-enters the sequence and sends it to the server.,An emotion engine also monitors emotions in the game in real time.
[0524] Specific examples
[0525] The device displays the number sequence "5, 8, 3, 6" and the user is asked to re-enter it after a few seconds. The emotion engine monitors the user's concentration and adjusts the sequence accordingly, shortening it if the user's concentration is low.
[0526] As described above, the present invention is a system that provides a multifaceted approach to dementia prevention by utilizing an emotion engine that recognizes the user's emotions, enabling simple and effective dementia prevention activities to be carried out at home.
[0527] The processing flow will be explained below.
[0528] 1. Cognitive Training Module
[0529] Step 1: Generate a quiz
[0530] server
[0531] Retrieve a set of quizzes or puzzles from the database.
[0532] The system analyzes the user's past performance data and selects questions of a level of difficulty appropriate for that user.
[0533] Emotional data from the emotion engine is taken into consideration, and for example, if the user is feeling stressed, questions with a relaxing effect are selected.
[0534] Send the selected quiz or puzzle to your device.
[0535] Step 2: View the quiz
[0536] Terminal
[0537] The quiz or puzzle received from the server is displayed to the user.
[0538] Provide an interface for users to enter their answers.
[0539] Step 3: Enter your answers
[0540] User
[0541] Enter your answers to the quizzes and puzzles that appear.
[0542] Step 4: Submit your response
[0543] Terminal
[0544] The user's answer is sent to the server.
[0545] Step 5: Evaluate responses
[0546] server
[0547] The user's answer is received and checked for accuracy.
[0548] Scores are calculated based on correct and incorrect answers.
[0549] Updates the user's progress data.
[0550] Send the results to the device.
[0551] Step 6: View the results
[0552] Terminal
[0553] The results received from the server are displayed to the user.
[0554] 2. Memory Support Module
[0555] Step 1: Enter your reminder
[0556] User
[0557] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[0558] Step 2: Send a reminder
[0559] Terminal
[0560] The entered reminder information is sent to the server.
[0561] Step 3: Register a reminder
[0562] server
[0563] Store received reminder information in a database.
[0564] Adjust how and when reminders are sent based on emotional data from the emotion engine.
[0565] Schedule a task to send a reminder notification at a specified time.
[0566] Step 4: Reminder Notifications
[0567] server
[0568] Generates a reminder notification at the specified time and sends it to the device.
[0569] Step 5: View Reminders
[0570] Terminal
[0571] Show reminder notifications received from the server to the user.
[0572] 3. Social interaction promotion module
[0573] Step 1: Initiating a conversation
[0574] User
[0575] Enter information about a topic of interest (e.g., "What should I do today?").
[0576] Step 2: Sending the conversation
[0577] Terminal
[0578] Sends the user's input to the server.
[0579] Step 3: Select a topic
[0580] server
[0581] Parse the user's input and generate an appropriate response.
[0582] Topics are selected based on the user's past data, interests, and emotional data from the emotion engine.
[0583] Sends a response message to the terminal.
[0584] Step 4: View the response
[0585] Terminal
[0586] The response message from the server is displayed to the user.
[0587] Step 5: Continue the conversation
[0588] User
[0589] Respond to the suggested activity or topic and choose whether to continue the conversation further.
[0590] 4. Health Information Provision Module
[0591] Step 1: Get profile information
[0592] server
[0593] Appropriate health information is selected based on the user's health status, past feedback, and emotional data from the emotion engine.
[0594] Generate health information (e.g., today's exercise advice) and send it to the device.
[0595] Step 2: View your health information
[0596] Terminal
[0597] The health information received from the server is displayed to the user.
[0598] Step 3: Verify your health information
[0599] User
[0600] Check the displayed health information.
[0601] Step 4: Provide feedback
[0602] User
[0603] Enter your feedback or questions about the health advice provided.
[0604] Step 5: Submit your feedback
[0605] Terminal
[0606] Send feedback to the server.
[0607] Step 6: Processing feedback
[0608] server
[0609] The system receives user feedback and adjusts it to reflect it in the next health update.
[0610] 5. Memory Game Module
[0611] Step 1: Generate the game
[0612] server
[0613] It generates sequences of numbers and words and sends game interface data to the device.
[0614] The difficulty and content of the game are adjusted based on emotional data from the emotion engine.
[0615] Step 2: View the game
[0616] Terminal
[0617] Based on the game information received from the server, a sequence is displayed to the user.
[0618] This allows time for the user to memorize the sequence.
[0619] Step 3: Enter the sequence
[0620] User
[0621] Memorize and re-enter the sequence.
[0622] Step 4: Sending Input
[0623] Terminal
[0624] Sends the user's input to the server.
[0625] Step 5: Evaluating the Input
[0626] server
[0627] It takes the user's input and evaluates it by comparing it with the correct answer.
[0628] A score is calculated along with the evaluation results and sent to the terminal.
[0629] Step 6: View the results
[0630] Terminal
[0631] The results received from the server are displayed to the user.
[0632] Provides options to start a new sequence game or end the session.
[0633] Through the above processing steps, users can use the system to carry out various dementia prevention activities. By combining it with an emotion engine, optimal support is provided according to the user's emotional state.
[0634] Example 2
[0635] 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."
[0636] A problem with dementia prevention in the elderly is that single measures have limited effectiveness. In particular, providing uniform content without considering the user's emotional state can increase stress and burden on the user, which can be counterproductive. Furthermore, there is a risk that reminders will be ignored because memory aids and reminder notifications do not adapt to the user's emotional state. To address these issues, a comprehensive system that combines cognitive training, memory aids, social interaction, health information provision, and memory games to meet the diverse needs of users is needed.
[0637] 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.
[0638] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, and emotion recognition means for recognizing the user's emotions and adapting the content of each means based on the emotions. This makes it possible to recognize the user's emotional state in real time and provide appropriate cognitive training, memory aids, social interaction, health information, and memory games accordingly.
[0639] "Cognitive training" refers to training methods such as quizzes and puzzles to improve a user's cognitive function.
[0640] A "memory aid" is a means for recording information that users tend to forget in their daily lives and notifying them as a reminder.
[0641] "Social interaction" is the means by which users provide dialogue and appropriate topics for communicating with others.
[0642] "Health information" is a means of providing information and advice about the user's health condition.
[0643] A "memory game" is a game that requires a user to memorize sequences of numbers or words in order to train their memory.
[0644] "Generative model" is a general term for algorithms and programs that generate various content and notifications based on user data and emotional state.
[0645] A "computing device" is a device that includes hardware and software for executing generative models and performing calculations and processing of data.
[0646] A "communication device" is a device that includes hardware and software for linking data between a generative model and a computing device.
[0647] "Emotion recognition means" refers to technology that recognizes a user's emotional state in real time and adapts that data to other means.
[0648] MODE FOR CARRYING OUT THE INVENTION
[0649] This system recognizes the user's emotions and provides appropriate content based on those emotions, enabling an effective multifaceted approach to preventing dementia in the elderly. The system includes the following main modules: a cognitive training module, a memory support module, a social interaction promotion module, a health information module, and a memory game module.
[0650] Cognitive Training Module
[0651] server
[0652] The server acquires the user's past performance data and current emotional state. The database stores the contents of quizzes and puzzles, and generates questions based on the user's performance and emotions. If the emotion engine recognizes the user's emotions as "high stress," it selects questions with a relaxing effect. The generated questions are sent to the device.
[0653] Terminal
[0654] The terminal displays the quiz or puzzle received from the server to the user. The user can enter answers and send them to the server. For example, a crossword puzzle is displayed on the terminal and the user answers it.
[0655] User
[0656] Users can enter answers to quizzes and puzzles displayed on the device and check their progress. The emotion engine monitors their emotions in real time as they answer.
[0657] Memory Support Module
[0658] server
[0659] The server stores the reminders and appointment information set by the user in a database. The system adjusts the reminder notification method and timing according to the user's emotional state. For example, if the user is tired, it selects a more discreet notification method.
[0660] Terminal
[0661] The device displays the reminder notification received from the server. The display method of the notification may change based on the user's state as detected by the emotion engine, for example, as an unobtrusive pop-up notification.
[0662] User
[0663] Users can input information they are likely to forget in their daily lives into their device and set it as a reminder. They can check the reminder notification and take action as necessary.
[0664] Social interaction promotion module
[0665] server
[0666] The server generates appropriate topics based on the user's interests, past conversations, and emotional state recognized by the emotion engine. The generated conversation content is sent to the terminal and displayed to the user.
[0667] Terminal
[0668] The terminal displays the interactive messages received from the server to the user and provides an interface to which the user can respond. For example, if the user types "What should I do today?", the terminal sends the message to the server.
[0669] User
[0670] The user can respond to the displayed messages and engage in a continuous dialogue, with emotions being monitored in real time by the emotion engine.
[0671] Health Information Module
[0672] server
[0673] The server generates appropriate health information based on the user's health status, past feedback, and emotional state recognized by the emotion engine. For example, if the user needs to relax, it will suggest stretching.
[0674] Terminal
[0675] The terminal displays the health information received from the server to the user, and also provides an interface that allows the user to input feedback on the health information.
[0676] User
[0677] Users can review the health information provided and enter feedback or questions as needed. For example, in the morning, the app might say, "Today's recommended exercise is deep breathing and relaxation stretches."
[0678] Memory Game Module
[0679] server
[0680] The server generates a sequence of numbers and words and sends it to the device in the form of a game, the difficulty of which can be adjusted based on the user's emotional state.
[0681] Terminal
[0682] The terminal displays the sequence information received from the server to the user, and provides an interface for the user to memorize and re-enter the sequence.
[0683] User
[0684] The user memorizes the displayed sequences, re-enters them, and sends them to the server. The emotion engine monitors the user's emotional state during the game and adjusts the game's difficulty as needed.
[0685] Examples of prompt statements
[0686] Example prompt 1:
[0687] "Please explain in detail the entire processing flow for selecting quizzes based on the user's emotional state and sending them to the device."
[0688] Example prompt 2:
[0689] "Please explain in detail how the emotion engine monitors the user's emotions and adjusts the timing and content of reminders accordingly."
[0690] The above is a detailed description of the embodiment of the present invention.
[0691] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0692] Cognitive Training Module
[0693] Step 1:
[0694] server
[0695] Obtain past performance data and current emotional state.
[0696] Input: User ID, emotional state request
[0697] Output: Past performance data, current emotional state
[0698] Specific operation: The server queries the database for past performance data linked to the user ID and obtains the current emotional state from the emotion engine.
[0699] Step 2:
[0700] server
[0701] Quizzes and puzzles are selected based on the data obtained.
[0702] Input: Past performance data, current emotional state
[0703] Output: Selected quizzes and puzzles
[0704] Specific operation: The server selects appropriate quizzes and puzzles from the database based on past performance data and emotional state.
[0705] Step 3:
[0706] server
[0707] Format the selected quizzes and puzzles and send them to the device.
[0708] Input: Selected quizzes and puzzles
[0709] Output: Formatted quizzes and puzzles (JSON format)
[0710] Specific operation: The server converts the selected quiz or puzzle into an appropriate format (e.g., JSON) and sends it to the terminal.
[0711] Step 4:
[0712] Terminal
[0713] Display the received quiz or puzzle to the user.
[0714] Input: Formatted quiz or puzzle (JSON format)
[0715] Output: A quiz or puzzle displayed in a user interface
[0716] Specific behavior: The device generates a quiz or puzzle UI and allows the user to enter answers.
[0717] Step 5:
[0718] User
[0719] Enter your answers to the quizzes and puzzles that appear.
[0720] Input: Answers to quizzes and puzzles
[0721] Output: User's answer
[0722] Specific operation: The user enters answers to quizzes and puzzles through the device's UI.
[0723] Step 6:
[0724] Terminal
[0725] The user's answer is sent to the server.
[0726] Input: User's answer
[0727] Output: Response data sent to the server
[0728] Specific operation: The terminal converts the user's answer into a data format and sends it to the server.
[0729] Step 7:
[0730] server
[0731] The responses received are evaluated and a score calculated.
[0732] Input: User's answer
[0733] Output: Evaluation results and scores
[0734] Specific operation: The server compares the correct answer data with the user's answer and calculates a score, which is then sent to the device as an evaluation result.
[0735] Step 8:
[0736] Terminal
[0737] The evaluation results and scores received from the server are displayed to the user.
[0738] Input: Evaluation results and scores
[0739] Output: Evaluation results and scores displayed in the user interface
[0740] Specific operation: The device displays the evaluation results and score to the user in an easy-to-understand manner.
[0741] Memory Support Module
[0742] Step 1:
[0743] User
[0744] Enter reminder information on your device.
[0745] Input: Reminder information (date, time, content)
[0746] Output: Input data to the reminder setting screen
[0747] Specific operation: The user inputs reminder information through the device's UI.
[0748] Step 2:
[0749] Terminal
[0750] The entered reminder information is sent to the server.
[0751] Input: Reminder information (date, time, content)
[0752] Output: Data sent to the server
[0753] Specific operation: The device converts the reminder information into a data format and sends it to the server.
[0754] Step 3:
[0755] server
[0756] Save reminder information in a database.
[0757] Input: Reminder information (date, time, content)
[0758] Output: Reminder information stored in the database
[0759] Specific behavior: The server saves the reminder information in a database.
[0760] Step 4:
[0761] server
[0762] When the reminder time arrives, the user's emotional state is obtained.
[0763] Input: Reminder time, Emotional state request
[0764] Output: Current emotional state
[0765] Specific operation: At the reminder set time, the server obtains the current emotional state from the emotion engine.
[0766] Step 5:
[0767] server
[0768] A notification message is generated according to the emotional state and sent to the terminal.
[0769] Input: Current emotional state, reminder information
[0770] Output: Notification message
[0771] Specific operation: The server adjusts the content and display method of the reminder notification based on the emotional state and sends it to the device.
[0772] Step 6:
[0773] Terminal
[0774] Display notification messages received from the server to the user.
[0775] Input: Notification message
[0776] Output: Notification message displayed in the user interface
[0777] What happens: The device displays a notification message to the user, which may be displayed as an unobtrusive popup or other method.
[0778] Social interaction promotion module
[0779] Step 1:
[0780] User
[0781] Enter a conversation message into the terminal.
[0782] Input: The conversation message entered by the user
[0783] Output: Input data to the terminal
[0784] Specific operation: The user inputs a conversation message through the device UI.
[0785] Step 2:
[0786] Terminal
[0787] The entered conversation message is sent to the server.
[0788] Input: Dialogue message
[0789] Output: Data sent to the server
[0790] Specific operation: The terminal converts the dialogue message into an appropriate data format and sends it to the server.
[0791] Step 3:
[0792] server
[0793] The next dialogue message is generated based on the dialogue message and the emotional state.
[0794] Input: dialogue message, current emotional state
[0795] Output: Generated dialogue message
[0796] Specific operation: The server obtains the current emotional state from the emotion engine and generates the next dialogue message based on it.
[0797] Step 4:
[0798] server
[0799] The generated dialogue message is sent to the terminal.
[0800] Input: The generated dialogue message
[0801] Output: Data sent to the terminal
[0802] Specific operation: The server sends the generated conversation message to the terminal.
[0803] Step 5:
[0804] Terminal
[0805] The interactive message received from the server is displayed to the user.
[0806] Input: Dialogue message
[0807] Output: Interactive message displayed in the user interface
[0808] Specific operation: The terminal displays a dialogue message to the user and prompts for further input.
[0809] Step 6:
[0810] User
[0811] Enter a response message to the proposal from the server.
[0812] Input: Response message
[0813] Output: Input data to the terminal
[0814] Specific operation: The user responds to a suggestion from the server and inputs a response message to continue the dialogue.
[0815] Health Information Module
[0816] Step 1:
[0817] server
[0818] Obtain the user's health status, past feedback, and emotional state.
[0819] Input: User ID, emotional state request
[0820] Output: Health data, past feedback, current emotional state
[0821] Specific operation: The server obtains health data and feedback from the database and the current emotional state from the emotion engine.
[0822] Step 2:
[0823] server
[0824] Based on the acquired data, appropriate health information is generated.
[0825] Input: Health data, past feedback, current emotional state
[0826] Output: Generated health information
[0827] Specific operation: The server generates health information such as stretching when relaxation is needed based on health status and emotions.
[0828] Step 3:
[0829] server
[0830] The generated health information is sent to the terminal.
[0831] Input: Generated health information
[0832] Output: Data sent to the terminal
[0833] Specific operation: The health information generated by the server is sent to the terminal.
[0834] Step 4:
[0835] Terminal
[0836] The health information received from the server is displayed to the user.
[0837] Input: Health information
[0838] Output: Health information displayed in a user interface
[0839] Specific operation: The terminal displays health information to the user and provides a feedback input interface as needed.
[0840] Step 5:
[0841] User
[0842] Review the health information provided and provide feedback or questions as needed.
[0843] Input: Feedback or Questions
[0844] Output: Input data to the terminal
[0845] Specific actions: Users take action based on health information and provide feedback or questions.
[0846] Step 6:
[0847] Terminal
[0848] Sends user feedback and questions to the server.
[0849] Input: Feedback or Questions
[0850] Output: Data sent to the server
[0851] Specific operation: The device converts the feedback or question into an appropriate data format and sends it to the server.
[0852] Memory Game Module
[0853] Step 1:
[0854] server
[0855] Generate sequences of numbers and words.
[0856] Input: Generate request
[0857] Output: A sequence of numbers or words
[0858] Specific operation: The server generates a sequence of appropriate difficulty based on the user's emotional state.
[0859] Step 2:
[0860] server
[0861] The generated sequence is sent to the device in game format.
[0862] Input: Generated sequence
[0863] Output: Game format data (JSON format)
[0864] Specific operation: The server formats the generated sequence into a game format and sends it to the device.
[0865] Step 3:
[0866] Terminal
[0867] The received sequence information is displayed to the user.
[0868] Input: Game format data (JSON format)
[0869] Output: The sequence displayed in the user interface
[0870] Specific behavior: The device displays the sequence in the UI and gives the user time to memorize it.
[0871] Step 4:
[0872] User
[0873] Remember and re-enter the sequence displayed.
[0874] Input: Memorized sequence
[0875] Output: Input data to the terminal
[0876] Specific operation: The user re-enters the memorized sequence into the terminal.
[0877] Step 5:
[0878] Terminal
[0879] Send the re-entered sequence to the server.
[0880] Input: Re-entered sequence
[0881] Output: Data sent to the server
[0882] Specific operation: The terminal converts the re-input sequence into an appropriate data format and sends it to the server.
[0883] Step 6:
[0884] server
[0885] The received sequence is evaluated and a score is calculated.
[0886] Input: Re-entered sequence
[0887] Output: Evaluation results and scores
[0888] Specific operation: The server compares the correct answer data with the user's input, calculates a score, and generates an evaluation result.
[0889] Step 7:
[0890] Terminal
[0891] The evaluation results and scores received from the server are displayed to the user.
[0892] Input: Evaluation results and scores
[0893] Output: Evaluation results and scores displayed in the user interface
[0894] Specific operation: The device displays the evaluation results and score to the user.
[0895] (Application example 2)
[0896] 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."
[0897] In modern society, preventing dementia among the elderly is an important issue, but at the same time, managing employees' mental health and maintaining productivity is also extremely important in factories and workplaces. However, there is currently no system that can monitor the emotional state of each employee in real time and provide appropriate support based on that information. Therefore, it is necessary to develop a system that can recognize employees' emotional state in real time and provide appropriate support according to that state.
[0898] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[0899] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, and means for providing real-time information to employees based on their emotional states to support their productivity and mental health, thereby enabling the real-time recognition of the emotional states of employees and the provision of appropriate support according to those states.
[0900] "Cognitive training" is a method of providing quizzes and puzzles to improve a user's cognitive function.
[0901] "Memory aid" is a means of managing reminders and appointment information set by the user and notifying them at the appropriate time.
[0902] "Social interaction" is a means of encouraging interaction by suggesting appropriate topics based on the user's interests and past conversations.
[0903] "Health information" is a means of providing appropriate health information, such as relaxation methods and stretching, based on the user's health and emotional state.
[0904] A "memory game" is a method of providing a game in which users memorize sequences of numbers or words in order to improve their memory.
[0905] "Emotional state" refers to the emotional state recognized in real time from the user's facial expression, voice, posture, etc.
[0906] "Generative models" refer to models that provide tools for cognitive training, memory aids, social interaction, health information, memory games, and more.
[0907] "Computing device" refers to a computing device for executing a generative model.
[0908] "Communication device" refers to a communication system for linking a generative model and a computing device.
[0909] This invention is a system that provides a multifaceted approach to supporting employee productivity and mental health in factories. The system combines cognitive training, memory support, social interaction promotion, health information, memory games, and real-time information based on emotional state.
[0910] 1. Components
[0911] Hardware:
[0912] Factory robots (e.g., social robots)
[0913] Computing devices (e.g., servers, workstations)
[0914] Communication devices (e.g., Wi-Fi routers, Bluetooth devices)
[0915] software:
[0916] Emotion engines (e.g., facial expression recognition software, voice analysis software)
[0917] Human-Robot Interaction (HRI) Software
[0918] Databases (e.g., employee information, activity logs)
[0919] Generative AI models (e.g., language generation models such as GPT-4 (registered trademark))
[0920] 2. Data processing and calculation
[0921] The server uses an emotion engine to monitor employees' emotional states in real time. Facial expression recognition software and voice analysis software collect data on employees' facial expressions, tone of voice, posture, etc. The emotion engine analyzes this data and recognizes the employee's emotional state.
[0922] The server generates appropriate feedback and support based on the employee's emotional state. For example, if the employee is stressed, it might suggest a relaxing break, or if they need to concentrate, it might offer cognitive training. This is done using a generative AI model, which automatically generates adapted content based on past data and the employee's interests.
[0923] 3. Interface
[0924] Factory robots communicate feedback and support information sent from the server to employees, including through voice and displays. Human-robot interaction (HRI) software enables natural dialogue.
[0925] Employees can receive cognitive training, memory aids, social interaction, health information, and memory games through the robot.
[0926] 4. Specific Examples
[0927] For cognitive training, the robot can quiz employees on simple questions, such as those to improve focus before a morning meeting.
[0928] Break reminders automatically notify employees to take a break if the emotion engine detects that they are tired.
[0929] Social interaction encouragement suggests topics to encourage communication between employees. For example, in response to the question, "What would you like to do to unwind today?", the system suggests, "How about taking a walk?"
[0930] When health information is provided, if stress is detected, relaxation methods and stretches will be suggested. For example, in the morning, "Today's recommended exercise is deep breathing and stretching for relaxation" will be displayed.
[0931] 5. Examples of prompts
[0932] Cognitive training: "Suggest a quick quiz to help employees focus."
[0933] Break Reminder: "Display words that help employees relax when they feel tired."
[0934] Social interaction: "Please suggest a suitable topic for today's discussion."
[0935] Health information: "Suggest relaxation methods for stressed employees."
[0936] This configuration makes it possible to recognize the emotional state of employees in real time and provide appropriate support, enabling the system to care for the mental health of employees while maintaining productivity within the factory.
[0937] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0938] Step 1:
[0939] The server collects employee emotion data.
[0940] Input: Real-time data from cameras, microphones, and sensors.
[0941] Specific actions: Using facial expression recognition software and voice analysis software, changes in facial expressions, tone of voice, and posture are analyzed.
[0942] Output: Emotional state data (e.g., stress level, relaxation level, concentration level).
[0943] Step 2:
[0944] The server generates appropriate feedback and support content based on the emotional state data analyzed by the emotion engine.
[0945] Inputs: Emotional state data, past performance data, employee interest information.
[0946] What it does: Uses generative AI models (e.g., GPT-4) to generate content such as cognitive training, social interactions, and health information based on collected data.
[0947] Output: Generated feedback and support content (e.g. quiz questions, break reminders, health suggestions).
[0948] Step 3:
[0949] The server transmits the generated feedback and support content to the terminal via the communication device.
[0950] Input: Generated feedback and support content.
[0951] Specific operation: Sends information via communication device. Ensures stable communication using Wi-Fi or Bluetooth.
[0952] Output: The feedback and support your device receives.
[0953] Step 4:
[0954] The terminal displays and notifies the user of the received feedback and support via the factory robot's display and voice.
[0955] Input: Feedback and support.
[0956] Specific action: Display the content on the robot's display or notify the employee via voice.
[0957] Output: The feedback and support provided to the user.
[0958] Step 5:
[0959] The user can then take action based on the feedback, for example by performing cognitive training or taking a suggested break.
[0960] Input: Feedback and support provided.
[0961] Specific actions: The user actually takes an action, such as entering a quiz answer, taking a break, or stretching.
[0962] Output: Behavioral log.
[0963] Step 6:
[0964] The terminal records the user's actions as data and transmits it to the server.
[0965] Input: User behavior log.
[0966] Specific operation: Generates log data and sends it to the server.
[0967] Output: Behavioral log data.
[0968] Step 7:
[0969] The server stores the behavior log data in a database and analyzes it for future feedback and support.
[0970] Input: Behavioral log data.
[0971] Specific operation: Log data is stored in a database and, if necessary, an analytical algorithm is used to improve the next support.
[0972] Output: Updated database, analysis results.
[0973] The above is the specific processing flow of the system program that realizes this application example.
[0974] 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.
[0975] 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.
[0976] 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.
[0977] [Second embodiment]
[0978] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0979] 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.
[0980] 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).
[0981] 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.
[0982] 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.
[0983] 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).
[0984] 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.
[0985] 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.
[0986] 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.
[0987] 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.
[0988] 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.
[0989] 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."
[0990] The present invention is a system that provides a multifaceted approach aimed at preventing dementia in the elderly. How each function is implemented will be described below in detail.
[0991] 1. Cognitive Training Module
[0992] server
[0993] The server maintains a database of quizzes and puzzles, and generates appropriate questions based on the user's past performance data. To train the user's cognitive functions, the server selects quizzes and puzzles that stimulate language comprehension and logical thinking, and sends them to the device.
[0994] Terminal
[0995] The device receives quizzes and puzzles from the server and displays them to the user. The user then enters the answers and sends them to the server.
[0996] User
[0997] Users can answer the displayed quizzes and puzzles and check their progress.
[0998] Specific examples
[0999] For example, if a user selects a crossword puzzle for the morning time, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[1000] 2. Memory Support Module
[1001] server
[1002] The server stores the reminder and appointment information set by the user in a database. At the specified time, it generates a reminder notification based on this information and sends it to the device.
[1003] Terminal
[1004] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[1005] User
[1006] Users can input information that they tend to forget in their daily lives into their device and set it as a reminder.
[1007] Specific examples
[1008] If the user types in "Doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[1009] 3. Social interaction promotion module
[1010] server
[1011] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[1012] Terminal
[1013] The terminal displays the interactive messages received from the server to the user and provides an interface for the user to respond.
[1014] User
[1015] The user can respond to the displayed message and continue the dialogue.
[1016] Specific examples
[1017] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[1018] 4. Health Information Provision Module
[1019] server
[1020] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[1021] Terminal
[1022] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[1023] User
[1024] Users can review the health information provided and provide feedback or questions as needed.
[1025] Specific examples
[1026] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[1027] 5. Memory Game Module
[1028] server
[1029] The server generates a sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[1030] Terminal
[1031] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[1032] User
[1033] The user memorizes and re-enters the displayed sequence and sends it to the server.
[1034] Specific examples
[1035] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[1036] As described above, the present invention is a system that provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[1037] The processing flow will be explained below.
[1038] Program processing flow
[1039] 1. Cognitive Training Module
[1040] Step 1: Generate a quiz
[1041] server
[1042] Access a database of quizzes and puzzles to retrieve the user's past performance data.
[1043] Based on the data obtained, quizzes and puzzles of appropriate difficulty are selected.
[1044] Send the selected quiz or puzzle to your device.
[1045] Step 2: View the quiz
[1046] Terminal
[1047] The quiz or puzzle received from the server is displayed to the user.
[1048] Provide an interface where users can enter their answers.
[1049] Step 3: Enter your answers
[1050] User
[1051] Enter your answers to the quizzes and puzzles that appear.
[1052] Step 4: Submit your response
[1053] Terminal
[1054] The user's answer is sent to the server.
[1055] Step 5: Evaluate responses
[1056] server
[1057] Receive the user's answer and check for accuracy.
[1058] Scores are calculated based on correct and incorrect answers.
[1059] Updates the user's progress data.
[1060] Send the results to the device.
[1061] Step 6: View the results
[1062] Terminal
[1063] The results received from the server are displayed to the user.
[1064] 2. Memory Support Module
[1065] Step 1: Enter your reminder
[1066] User
[1067] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[1068] Step 2: Send a reminder
[1069] Terminal
[1070] The entered reminder information is sent to the server.
[1071] Step 3: Register a reminder
[1072] server
[1073] Store received reminder information in a database.
[1074] Schedule a task to send a reminder notification at a specified time.
[1075] Step 4: Reminder Notifications
[1076] server
[1077] Generates a reminder notification at the specified time and sends it to the device.
[1078] Step 5: View Reminders
[1079] Terminal
[1080] Display reminder notifications to users.
[1081] 3. Social interaction promotion module
[1082] Step 1: Initiating a conversation
[1083] User
[1084] Enter information about a topic of interest (e.g., "What should I do today?").
[1085] Step 2: Sending the conversation
[1086] Terminal
[1087] Sends the user's input to the server.
[1088] Step 3: Select a topic
[1089] server
[1090] Parse the user's input and generate an appropriate response.
[1091] Based on the user's past data and interests, topics and suggestions that may be of interest are selected.
[1092] Sends a response message to the terminal.
[1093] Step 4: View the response
[1094] Terminal
[1095] The response message from the server is displayed to the user.
[1096] Step 5: Continue the conversation
[1097] User
[1098] Consider the proposed activities, etc., and provide new input if you wish to continue the dialogue.
[1099] 4. Health Information Provision Module
[1100] Step 1: Get profile information
[1101] server
[1102] Appropriate health information is selected based on the user's health status and past feedback.
[1103] Generate relevant health information (e.g., today's exercise advice) and send it to the device.
[1104] Step 2: View your health information
[1105] Terminal
[1106] The health information received from the server is displayed to the user.
[1107] Step 3: Verify your health information
[1108] User
[1109] Check the displayed health information.
[1110] Step 4: Provide feedback
[1111] User
[1112] Enter your feedback or questions about the health advice provided.
[1113] Step 5: Submit your feedback
[1114] Terminal
[1115] Send feedback to the server.
[1116] Step 6: Processing feedback
[1117] server
[1118] The system receives user feedback and adjusts it to reflect it in the next health update.
[1119] 5. Memory Game Module
[1120] Step 1: Generate the game
[1121] server
[1122] It generates sequences of numbers and words and sends game interface data to the device.
[1123] Step 2: View the game
[1124] Terminal
[1125] Based on the game information received from the server, a sequence is displayed to the user.
[1126] This allows time for the user to memorize the sequence.
[1127] Step 3: Enter the sequence
[1128] User
[1129] Memorize and re-enter the sequence.
[1130] Step 4: Sending Input
[1131] Terminal
[1132] Sends the user's input to the server.
[1133] Step 5: Evaluating the Input
[1134] server
[1135] It takes the user's input and evaluates it by comparing it with the correct answer.
[1136] A score is calculated along with the evaluation results and sent to the terminal.
[1137] Step 6: View the results
[1138] Terminal
[1139] The results received from the server are displayed to the user.
[1140] Provides options to start a new sequence game or end the session.
[1141] Through the above processing steps, the user can use the system to carry out various dementia prevention activities.
[1142] Example 1
[1143] 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."
[1144] Conventional dementia prevention systems rely on a single approach, making it difficult to comprehensively enhance cognitive function. Furthermore, they lack the ability to customize to meet the needs and conditions of individual users, which can make continued use difficult. Systems that effectively combine cognitive training, memory assistance, social interaction promotion, health information provision, and memory games are needed. Furthermore, the lack of real-time feedback and adaptive content provision makes it difficult to maintain user motivation.
[1145] 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.
[1146] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, means for the server to acquire the user's past performance data, generate appropriate quizzes and puzzles, and send them to the terminal, means for the terminal to display the received quizzes and puzzles and send the user's answers to the server, and means for the server to evaluate the answers, calculate a score, and display it on the terminal. This enables a multifaceted approach to dementia prevention that is adapted to the individual needs and conditions of the user.
[1147] "Cognitive training" is a means of improving users' language comprehension and logical thinking through quizzes and puzzles.
[1148] "Memory aid" is a means of managing information that users tend to forget in their daily lives as reminders and notifying them at specified times.
[1149] "Social interaction promotion" is a means of stimulating communication by suggesting appropriate conversation content based on the user's interests and past conversation content.
[1150] "Providing health information" is a means of providing health-related information such as exercise advice and dietary suggestions based on the user's health condition and past feedback.
[1151] A "memory game" is a method for training a user's memory through a game in which sequences of numbers or words are memorized and re-entered.
[1152] A "generative model" is an algorithm or program that automatically adapts various methods, such as cognitive training, social interaction, memory aids, and memory games, to the user.
[1153] A "computing device" is a device that executes a generative model and performs various data processing and calculations.
[1154] A "communication device" is a device that links the generative model and the arithmetic device and exchanges necessary data.
[1155] MODE FOR CARRYING OUT THE INVENTION
[1156] This invention is a system that provides a multifaceted approach to prevent dementia in the elderly. This system consists of three main elements: a server, a terminal, and a user.
[1157] Cognitive Training Module
[1158] server
[1159] The server uses cloud-based computing resources such as AWS EC2 instances. The server stores the quiz and puzzle database in a relational database service such as Amazon RDS. Based on the user's past performance data, the server selects and generates the most appropriate quizzes and puzzles. The generated quizzes and puzzles are sent to the device via HTTPS.
[1160] Terminal
[1161] The device is a tablet or smartphone equipped with a web browser. The device displays the quizzes and puzzles received from the server to the user and provides an interface for the user to enter answers.
[1162] User
[1163] The user answers the displayed quizzes and puzzles and sends the answers to the server via their device. The server evaluates the answers, calculates a score, and returns it to the user.
[1164] Specific examples
[1165] If the user selects a crossword puzzle for the morning session, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it, and the user solves the puzzle, enters their answer, and the server evaluates it and calculates a score.
[1166] Memory Support Module
[1167] server
[1168] The server stores the reminder and appointment information entered by the user in a database, and the reminder notification is generated and sent to the device at the specified time.
[1169] Terminal
[1170] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[1171] User
[1172] Users can enter information that they tend to forget in their daily lives into their device and set it as a reminder.
[1173] Specific examples
[1174] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[1175] Social interaction promotion module
[1176] server
[1177] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[1178] Terminal
[1179] The terminal displays the interaction messages received from the server to the user and provides an interface for the user to respond.
[1180] User
[1181] The user can respond to the displayed message and continue the dialogue.
[1182] Specific examples
[1183] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[1184] Health Information Module
[1185] server
[1186] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[1187] Terminal
[1188] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[1189] User
[1190] Users can review the health information provided and provide feedback or questions as needed.
[1191] Specific examples
[1192] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[1193] Memory Game Module
[1194] server
[1195] The server generates a random sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[1196] Terminal
[1197] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[1198] User
[1199] The user memorizes and re-enters the displayed sequence and sends it to the server.
[1200] Specific examples
[1201] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[1202] Example prompts for generative AI models
[1203] "What happens to the server when a user selects a crossword puzzle as cognitive training?"
[1204] In this way, this system provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[1205] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1206] Cognitive Training Module
[1207] Step 1:
[1208] The server retrieves the user's past performance data from the database.
[1209] Input: User ID
[1210] Data processing and calculation: Perform a database search to obtain past performance data.
[1211] Output: Acquired user's past performance data
[1212] Step 2:
[1213] The server selects appropriate quizzes and puzzles from a database based on the user's performance.
[1214] Input: User's past performance data
[1215] Data processing and calculation: Applying algorithms to identify and select appropriate quizzes and puzzles based on performance data.
[1216] Output: Data for selected quizzes and puzzles
[1217] Step 3:
[1218] The server generates the selected quiz or puzzle and sends it to the device.
[1219] Input: Selected quiz or puzzle data
[1220] Data processing and calculation: Generate quizzes and puzzles in HTML format.
[1221] Output: HTML data of the generated quiz or puzzle
[1222] Step 4:
[1223] The terminal displays the received quiz or puzzle to the user.
[1224] Input: HTML data for the generated quiz or puzzle
[1225] Data processing and calculation: Rendering HTML data for display in the browser.
[1226] Output: A user interface showing the quiz or puzzle
[1227] Step 5:
[1228] The user enters answers to the displayed quizzes and puzzles.
[1229] Input: Answers to quizzes and puzzles
[1230] Specific actions: The user enters the answer into the interface.
[1231] Step 6:
[1232] The terminal transmits the user's input answers to the server.
[1233] Input: User's answer data
[1234] Data processing and calculation: Answer data is sent via HTTPS.
[1235] Output: Answer data is sent to the server
[1236] Step 7:
[1237] The server evaluates the answers and calculates a score.
[1238] Input: User's answer data
[1239] Data processing and calculation: An algorithm is applied to compare the data with the correct answer, evaluate it, and calculate a score.
[1240] Output: Calculated score
[1241] Step 8:
[1242] The server sends the score to the terminal, which displays it to the user.
[1243] Input: Calculated score
[1244] Data processing and calculation: Score data is sent to the device via HTTPS.
[1245] Output: The score is displayed to the user
[1246] Memory Support Module
[1247] Step 1:
[1248] The user inputs the reminder information into the device.
[1249] Input: Reminder information (e.g. date, time, content)
[1250] Specific operation: The user enters information into an input form on the terminal.
[1251] Step 2:
[1252] The device sends the entered reminder information to the server.
[1253] Input: Reminder information
[1254] Data processing and calculation: Send reminder information via HTTPS.
[1255] Output: Reminder information is sent to the server
[1256] Step 3:
[1257] The server stores the reminder information in a database.
[1258] Input: Reminder information
[1259] Data processing and calculation: Save reminder information in the database.
[1260] Output: Saved reminder information
[1261] Step 4:
[1262] The server generates a reminder notification at the specified time.
[1263] Input: Saved reminder information
[1264] Data processing and calculation: Check the date and time and apply an algorithm to generate a reminder notification.
[1265] Output: The generated reminder notification
[1266] Step 5:
[1267] Sends server-generated notifications to the device.
[1268] Input: Reminder
[1269] Data processing and calculation: Send reminder notifications to the device via HTTPS.
[1270] Output: Reminder notification sent to device
[1271] Step 6:
[1272] The device displays a reminder notification to the user.
[1273] Input: Reminder
[1274] Data processing and calculation: Update the interface to display notifications.
[1275] Output: A reminder notification is displayed in the user interface
[1276] Step 7:
[1277] The user checks the notification and takes action if necessary.
[1278] Input: Reminder
[1279] Specific behavior: The user checks the notification and takes the necessary action (e.g., confirms the reservation).
[1280] Social interaction promotion module
[1281] Step 1:
[1282] The user provides input for the interaction.
[1283] Input: Questions and comments for dialogue
[1284] Specific operation: The user inputs dialogue content into the terminal.
[1285] Step 2:
[1286] The terminal sends the user's input to the server.
[1287] Input: Dialogue
[1288] Data processing and calculation: The conversation content is sent to the server via HTTPS.
[1289] Output: The dialogue is sent to the server
[1290] Step 3:
[1291] The server generates an appropriate message based on the content of past conversations.
[1292] Input: Dialogue content and past dialogue data
[1293] Data processing and calculation: Applying algorithms to generate appropriate messages.
[1294] Output: Generated dialogue message
[1295] Step 4:
[1296] The server generates a message and sends it to the terminal.
[1297] Input: The generated dialogue message
[1298] Data processing and calculation: Sends conversation messages to the terminal via HTTPS.
[1299] Output: Interactive messages are sent to the terminal
[1300] Step 5:
[1301] The terminal displays the message to the user.
[1302] Input: Dialogue message
[1303] Data processing and calculation: Update the interface to display the message.
[1304] Output: An interactive message is displayed in the user interface.
[1305] Step 6:
[1306] The user responds and the dialogue continues.
[1307] Input: Dialogue message
[1308] Specific action: The user responds to the dialogue message.
[1309] Health Information Module
[1310] Step 1:
[1311] The server acquires the user's health status data.
[1312] Input: User ID
[1313] Data processing and calculation: Database search is performed to obtain health status data.
[1314] Output: Acquired health status data
[1315] Step 2:
[1316] The server generates advice and information based on the user's health condition.
[1317] Input: Health status data
[1318] Data processing and calculation: Applying algorithms to generate appropriate advice based on health status.
[1319] Output: Generated health advice
[1320] Step 3:
[1321] The health information generated by the server is sent to the terminal.
[1322] Enter: Health Advice
[1323] Data processing and calculation: Health advice is sent to the device via HTTPS.
[1324] Output: Health advice sent to device
[1325] Step 4:
[1326] The terminal displays the health information to the user.
[1327] Enter: Health Advice
[1328] Data processing and calculation: Update the interface to display advice.
[1329] Output: Health advice displayed in the user interface
[1330] Step 5:
[1331] Users enter feedback or questions.
[1332] Input: Feedback or questions
[1333] Specific action: The user inputs feedback or questions through the device.
[1334] Step 6:
[1335] The terminal sends the user's input to the server.
[1336] Input: Feedback or questions
[1337] Data processing and calculation: Send feedback and questions to the server via HTTPS.
[1338] Output: Feedback and questions are sent to the server
[1339] Step 7:
[1340] The server generates additional information as needed and sends it to the terminal.
[1341] Input: Feedback or questions
[1342] Data processing and calculation: Applying algorithms to generate additional information.
[1343] Output: Additional information generated
[1344] Memory Game Module
[1345] Step 1:
[1346] The server generates a random sequence.
[1347] Input: Start trigger
[1348] Data processing and computation: Applying algorithms to generate random sequences of numbers or words.
[1349] Output: The generated sequence
[1350] Step 2:
[1351] The server sends the generated sequence to the terminal.
[1352] Input: Generated sequence
[1353] Data processing and calculation: The sequence is sent to the terminal via HTTPS.
[1354] Output: The sequence is sent to the terminal
[1355] Step 3:
[1356] The terminal displays the sequence to the user.
[1357] Input: Sequence
[1358] Data processing and calculation: Update the interface to display the sequence.
[1359] Output: The sequence is displayed in the user interface
[1360] Step 4:
[1361] The user memorizes and re-enters the sequence.
[1362] Input: Sequence
[1363] Specific behavior: The user enters the sequence into the re-entry form.
[1364] Step 5:
[1365] The terminal sends the user's input to the server.
[1366] Input: Re-entered sequence
[1367] Data processing and calculation: The re-entered sequence is sent to the server via HTTPS.
[1368] Output: The retyped sequence is sent to the server
[1369] Step 6:
[1370] The server evaluates the input and calculates a score.
[1371] Input: Re-entered sequence
[1372] Data processing and calculation: Applying algorithms to compare with the original sequence, evaluate accuracy, and calculate a score.
[1373] Output: Calculated score
[1374] Step 7:
[1375] The server sends the score to the terminal, which displays it to the user.
[1376] Input: Calculated score
[1377] Data processing and calculation: The score is sent to the device via HTTPS.
[1378] Output: The score is displayed in the user interface
[1379] (Application example 1)
[1380] 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."
[1381] In modern society, dementia prevention among the elderly is an important issue, and a multifaceted approach is needed to prevent cognitive decline. However, dementia prevention systems implemented only at home have limitations, and there is a lack of methods to implement effective preventive measures, especially when out and about or in physical stores. Furthermore, there is no interface to support dementia prevention when elderly people shop or receive services in physical stores, so dementia prevention tends to be fragmented. To solve these issues, a system that continuously and effectively supports dementia prevention in physical stores is needed.
[1382] 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.
[1383] In this invention, the server includes a means for providing cognitive training, a means for providing memory aids, a means for promoting social interaction, a means for providing health information, a means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, and an interface device for supporting dementia prevention for the elderly in a physical store by utilizing these means, thereby enabling continuous and effective support for dementia prevention for the elderly even in a physical store.
[1384] "Cognitive training" refers to brain training activities such as quizzes and puzzles that are conducted to maintain and improve cognitive function in the elderly.
[1385] "Memory assistance" is a function that manages information that elderly people tend to forget in their daily lives and provides support through reminders and appointment notifications.
[1386] "Social interaction" refers to activities that include generating dialogue messages and providing topics of conversation to encourage elderly people to actively communicate with others.
[1387] "Health information" refers to information such as advice on exercise and diet that is provided based on the user's health condition and lifestyle habits.
[1388] "Memory games" are game-style training programs that help elderly people memorize sequences of numbers or words in order to improve their memory.
[1389] A "generative model" is a program that automatically generates appropriate cognitive training and social interaction content based on the user's interests and past data.
[1390] A "computing device" is hardware and software for running generative models and processing and analyzing data.
[1391] A "communication device" is an interface that links the generative model and the arithmetic device and transmits and receives data.
[1392] "Interface devices" are devices such as smartphones and smart glasses for staff to use in brick-and-mortar stores to help prevent dementia among the elderly.
[1393] To implement this invention, the following system configuration is used: First, the server holds programs for providing cognitive training, memory assistance, social interaction, health information, and memory games, and generates appropriate content based on user data.
[1394] The server uses a generative model to select the most appropriate cognitive training and social interaction content based on the user's interests and past data. The generative model automatically creates quizzes, puzzles, dialogues, health advice, and other content tailored to the user.
[1395] The user (staff member in this case) acts as an interface device for elderly users (store customers) through a device such as a smartphone or smart glasses. This interface device displays the cognitive training, memory support, social interaction, health information, and memory game content received from the server, and the user (staff member) provides support to the elderly customers.
[1396] Specifically, the server performs the following process.
[1397] 1. As a cognitive training module, quizzes and crossword puzzles can be generated and displayed to customers by staff through smart glasses.
[1398] 2. As a memory assistance module, it receives customer reminders and appointment information and sends notifications to smartphones or smart glasses at the designated time.
[1399] 3. As a social interaction module, it selects appropriate conversation topics with customers based on their past purchase history and conversation history, and staff use that information to start a dialogue.
[1400] 4. As a health information module, the server generates appropriate exercise and dietary advice based on the customer's health condition and daily feedback and sends it to the terminal.
[1401] 5. As a memory game module, sequences of numbers or words are generated in a game format, which staff presents to customers.
[1402] The hardware used includes servers equipped with high-performance computing and communication devices, as well as smart glasses (e.g., Google Glass) and smartphones worn by staff. These devices acquire and display data through communication with the server.
[1403] As a concrete example, the following scenario can be considered.
[1404] A staff member will suggest to an elderly customer, "Why not try solving a little crossword puzzle while you're shopping?" and the suggestion will be displayed on the smart glasses.
[1405] When an elderly customer says, "I tend to forget to take my medicine before dinner," a staff member sets a reminder on their smartphone and sends a notification at the specified time.
[1406] The following prompts are used when using a generative AI model to generate dialogue content and health information for elderly customers.
[1407] Examples of prompts:
[1408] "Generate conversations to provide health advice to elderly customers."
[1409] This will enable us to effectively provide dialogue with elderly customers and dementia prevention support.
[1410] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1411] Step 1:
[1412] The server retrieves information about elderly customers by referencing a user database. The input is the user's identification data, and the output is their past activity history and interest data. Based on this data, the server prepares to adaptively generate cognitive training and social interaction content.
[1413] Step 2:
[1414] The server uses a generative AI model to generate appropriate cognitive training questions based on the user's past data. The input is the user's identification data and past activity data, and the output is cognitive training questions such as quizzes and crossword puzzles. Here, the generative AI model is prompted with the following prompt: "Please provide appropriate cognitive training based on the user's interests."
[1415] Step 3:
[1416] The server sends cognitive training questions to the terminal, where the input is the generated cognitive training questions and the output is the cognitive training questions sent to the terminal, and the terminal prepares to display the received content.
[1417] Step 4:
[1418] The terminal displays the received cognitive training questions on the staff member's smart glasses. The input is the cognitive training questions received from the server, and the output is training questions such as quizzes displayed on the smart glasses' display. The staff member begins providing support by showing the content to the elderly customer.
[1419] Step 5:
[1420] The user (staff member) presents cognitive training questions to elderly customers and prompts them to enter their answers. The input is the customer's answer, and the output is the response data sent to the terminal. The staff member continues to provide support while checking the customer's response.
[1421] Step 6:
[1422] The terminal sends the acquired answer to the server. The input is the customer's answer data, and the output is the data to be sent to the server. The server receives this data and processes it.
[1423] Step 7:
[1424] The server evaluates the received answer data and calculates a score. The input is the answer data sent by the user, and the output is the calculated score. The server considers the adaptation content for the next step based on this score.
[1425] Step 8:
[1426] The terminal displays the score from the server on the staff member's smart glasses. The input is the score sent from the server, and the output is the evaluation result displayed on the smart glasses' display. The staff member then communicates the result to the customer and provides feedback.
[1427] Step 9:
[1428] The user (staff member) also provides health information and memory support functions. The server uses a generative AI model to generate information based on the customer's health status and daily feedback. An example of a prompt sentence is "Generate a dialogue to provide health advice to elderly customers."
[1429] Step 10:
[1430] The terminal displays the health information and memory aid notifications received from the server and provides necessary advice and reminders to elderly customers. The input is the health information and reminders sent from the server, and the output is the health advice and reminder notifications displayed on the display of the smart glasses or smartphone.
[1431] The above processing steps realize a system that effectively supports dementia prevention in the elderly.
[1432] 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.
[1433] This invention combines a system that provides a multifaceted approach to preventing dementia in the elderly with an emotion engine that recognizes the user's emotions. The following explains how each function is implemented in detail.
[1434] 1. Cognitive Training Module
[1435] server
[1436] The server maintains a database of quizzes and puzzles and generates appropriate questions based on the user's past performance data and current emotional state. Taking into account the user's emotions recognized by the emotion engine, for example, if the user is feeling stressed, it selects a quiz that will have a relaxing effect. The generated quizzes and puzzles are sent to the device.
[1437] Terminal
[1438] The terminal displays the quizzes and puzzles received from the server to the user, who can then enter answers and send them to the server.
[1439] User
[1440] Users can answer the displayed quizzes and puzzles and check their progress. The emotion engine also monitors their emotions in real time as they answer.
[1441] Specific examples
[1442] For example, if a user selects a crossword puzzle, the server selects a crossword puzzle of a difficulty level suitable for stress relief based on the user's emotional state and sends it to the device. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[1443] 2. Memory Support Module
[1444] server
[1445] The server stores the reminders and appointment information set by the user in a database. The system adjusts the reminder notification method and timing according to the user's emotional state. For example, if the user is tired, the system will make the notifications less frequent.
[1446] Terminal
[1447] The device displays the reminder notification received from the server to the user. The display method of the notification may change depending on the user's state as detected by the emotion engine.
[1448] User
[1449] Users can input information they tend to forget in their daily lives into their device and set it as a reminder. They can check the reminder notification and take action as necessary.
[1450] Specific examples
[1451] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time. If the emotion engine detects that the user is tired, it will display the notification subtly, making it easier for the user to see.
[1452] 3. Social interaction promotion module
[1453] server
[1454] The server generates appropriate topics based on the user's interests, past conversations, and the emotional state recognized by the emotion engine. It then creates conversation content according to the user's emotions and sends it to the device.
[1455] Terminal
[1456] The terminal displays the interactive messages received from the server to the user and provides an interface to which the user can respond.
[1457] User
[1458] The user can respond to the displayed message and continue the dialogue. The emotion engine also monitors emotions during the dialogue in real time.
[1459] Specific examples
[1460] When a user types, "What should I do today?", the server will suggest, based on the user's emotional state, "Why not take a walk today to change your mood?"
[1461] 4. Health Information Provision Module
[1462] server
[1463] The server generates appropriate health information based on the user's health status, past feedback, and emotional state recognized by the emotion engine, for example, suggesting stretching if relaxation is needed.
[1464] Terminal
[1465] The terminal displays the health information received from the server to the user, and also provides an interface for inputting feedback on the health information.
[1466] User
[1467] Users can review the health information provided and provide feedback or questions as needed.
[1468] Specific examples
[1469] In the morning, the app displays the message, "Today's recommended exercise is deep breathing and stretching for relaxation." By acting on this information, users can achieve mental stability.
[1470] 5. Memory Game Module
[1471] server
[1472] The server generates sequences of numbers and words and sends them to the device in the form of a game, which can be adjusted in difficulty and content based on the user's emotional state.
[1473] Terminal
[1474] The terminal displays a sequence to the user based on the game information received from the server, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[1475] User
[1476] The user memorizes and re-enters the sequence and sends it to the server.,An emotion engine also monitors emotions in the game in real time.
[1477] Specific examples
[1478] The device displays the number sequence "5, 8, 3, 6" and the user is asked to re-enter it after a few seconds. The emotion engine monitors the user's concentration and adjusts the sequence accordingly, shortening it if the user's concentration is low.
[1479] As described above, the present invention is a system that provides a multifaceted approach to dementia prevention by utilizing an emotion engine that recognizes the user's emotions, enabling simple and effective dementia prevention activities to be carried out at home.
[1480] The processing flow will be explained below.
[1481] 1. Cognitive Training Module
[1482] Step 1: Generate a quiz
[1483] server
[1484] Retrieve a set of quizzes or puzzles from the database.
[1485] The system analyzes the user's past performance data and selects questions of a level of difficulty appropriate for that user.
[1486] Emotional data from the emotion engine is taken into consideration, and for example, if the user is feeling stressed, questions with a relaxing effect are selected.
[1487] Send the selected quiz or puzzle to your device.
[1488] Step 2: View the quiz
[1489] Terminal
[1490] The quiz or puzzle received from the server is displayed to the user.
[1491] Provide an interface for users to enter their answers.
[1492] Step 3: Enter your answers
[1493] User
[1494] Enter your answers to the quizzes and puzzles that appear.
[1495] Step 4: Submit your response
[1496] Terminal
[1497] The user's answer is sent to the server.
[1498] Step 5: Evaluate responses
[1499] server
[1500] The user's answer is received and checked for accuracy.
[1501] Scores are calculated based on correct and incorrect answers.
[1502] Updates the user's progress data.
[1503] Send the results to the device.
[1504] Step 6: View the results
[1505] Terminal
[1506] The results received from the server are displayed to the user.
[1507] 2. Memory Support Module
[1508] Step 1: Enter your reminder
[1509] User
[1510] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[1511] Step 2: Send a reminder
[1512] Terminal
[1513] The entered reminder information is sent to the server.
[1514] Step 3: Register a reminder
[1515] server
[1516] Store received reminder information in a database.
[1517] Adjust how and when reminders are sent based on emotional data from the emotion engine.
[1518] Schedule a task to send a reminder notification at a specified time.
[1519] Step 4: Reminder Notifications
[1520] server
[1521] Generates a reminder notification at the specified time and sends it to the device.
[1522] Step 5: View Reminders
[1523] Terminal
[1524] Show reminder notifications received from the server to the user.
[1525] 3. Social interaction promotion module
[1526] Step 1: Initiating a conversation
[1527] User
[1528] Enter information about a topic of interest (e.g., "What should I do today?").
[1529] Step 2: Sending the conversation
[1530] Terminal
[1531] Sends the user's input to the server.
[1532] Step 3: Select a topic
[1533] server
[1534] Parse the user's input and generate an appropriate response.
[1535] Topics are selected based on the user's past data, interests, and emotional data from the emotion engine.
[1536] Sends a response message to the terminal.
[1537] Step 4: View the response
[1538] Terminal
[1539] The response message from the server is displayed to the user.
[1540] Step 5: Continue the conversation
[1541] User
[1542] Respond to the suggested activity or topic and choose whether to continue the conversation further.
[1543] 4. Health Information Provision Module
[1544] Step 1: Get profile information
[1545] server
[1546] Appropriate health information is selected based on the user's health status, past feedback, and emotional data from the emotion engine.
[1547] Generate health information (e.g., today's exercise advice) and send it to the device.
[1548] Step 2: View your health information
[1549] Terminal
[1550] The health information received from the server is displayed to the user.
[1551] Step 3: Verify your health information
[1552] User
[1553] Check the displayed health information.
[1554] Step 4: Provide feedback
[1555] User
[1556] Enter your feedback or questions about the health advice provided.
[1557] Step 5: Submit your feedback
[1558] Terminal
[1559] Send feedback to the server.
[1560] Step 6: Processing feedback
[1561] server
[1562] The system receives user feedback and adjusts it to reflect it in the next health update.
[1563] 5. Memory Game Module
[1564] Step 1: Generate the game
[1565] server
[1566] It generates sequences of numbers and words and sends game interface data to the device.
[1567] The difficulty and content of the game are adjusted based on emotional data from the emotion engine.
[1568] Step 2: View the game
[1569] Terminal
[1570] Based on the game information received from the server, a sequence is displayed to the user.
[1571] This allows time for the user to memorize the sequence.
[1572] Step 3: Enter the sequence
[1573] User
[1574] Memorize and re-enter the sequence.
[1575] Step 4: Sending Input
[1576] Terminal
[1577] Sends the user's input to the server.
[1578] Step 5: Evaluating the Input
[1579] server
[1580] It takes the user's input and evaluates it by comparing it with the correct answer.
[1581] A score is calculated along with the evaluation results and sent to the terminal.
[1582] Step 6: View the results
[1583] Terminal
[1584] The results received from the server are displayed to the user.
[1585] Provides options to start a new sequence game or end the session.
[1586] Through the above processing steps, users can use the system to carry out various dementia prevention activities. By combining it with an emotion engine, optimal support is provided according to the user's emotional state.
[1587] Example 2
[1588] 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."
[1589] A problem with dementia prevention in the elderly is that single measures have limited effectiveness. In particular, providing uniform content without considering the user's emotional state can increase stress and burden on the user, which can be counterproductive. Furthermore, there is a risk that reminders will be ignored because memory aids and reminder notifications do not adapt to the user's emotional state. To address these issues, a comprehensive system that combines cognitive training, memory aids, social interaction, health information provision, and memory games to meet the diverse needs of users is needed.
[1590] 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.
[1591] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, and emotion recognition means for recognizing the user's emotions and adapting the content of each means based on the emotions. This makes it possible to recognize the user's emotional state in real time and provide appropriate cognitive training, memory aids, social interaction, health information, and memory games accordingly.
[1592] "Cognitive training" refers to training methods such as quizzes and puzzles to improve a user's cognitive function.
[1593] A "memory aid" is a means for recording information that users tend to forget in their daily lives and notifying them as a reminder.
[1594] "Social interaction" is the means by which users provide dialogue and appropriate topics for communicating with others.
[1595] "Health information" is a means of providing information and advice about the user's health condition.
[1596] A "memory game" is a game that requires a user to memorize sequences of numbers or words in order to train their memory.
[1597] "Generative model" is a general term for algorithms and programs that generate various content and notifications based on user data and emotional state.
[1598] A "computing device" is a device that includes hardware and software for executing generative models and performing calculations and processing of data.
[1599] A "communication device" is a device that includes hardware and software for linking data between a generative model and a computing device.
[1600] "Emotion recognition means" refers to technology that recognizes a user's emotional state in real time and adapts that data to other means.
[1601] MODE FOR CARRYING OUT THE INVENTION
[1602] This system recognizes the user's emotions and provides appropriate content based on those emotions, enabling an effective multifaceted approach to preventing dementia in the elderly. The system includes the following main modules: a cognitive training module, a memory support module, a social interaction promotion module, a health information module, and a memory game module.
[1603] Cognitive Training Module
[1604] server
[1605] The server acquires the user's past performance data and current emotional state. The database stores the contents of quizzes and puzzles, and generates questions based on the user's performance and emotions. If the emotion engine recognizes the user's emotions as "high stress," it selects questions with a relaxing effect. The generated questions are sent to the device.
[1606] Terminal
[1607] The terminal displays the quiz or puzzle received from the server to the user. The user can enter answers and send them to the server. For example, a crossword puzzle is displayed on the terminal and the user answers it.
[1608] User
[1609] Users can enter answers to quizzes and puzzles displayed on the device and check their progress. The emotion engine monitors their emotions in real time as they answer.
[1610] Memory Support Module
[1611] server
[1612] The server stores the reminders and appointment information set by the user in a database. The system adjusts the reminder notification method and timing according to the user's emotional state. For example, if the user is tired, it selects a more discreet notification method.
[1613] Terminal
[1614] The device displays the reminder notification received from the server. The display method of the notification may change based on the user's state as detected by the emotion engine, for example, as an unobtrusive pop-up notification.
[1615] User
[1616] Users can input information they are likely to forget in their daily lives into their device and set it as a reminder. They can check the reminder notification and take action as necessary.
[1617] Social interaction promotion module
[1618] server
[1619] The server generates appropriate topics based on the user's interests, past conversations, and emotional state recognized by the emotion engine. The generated conversation content is sent to the terminal and displayed to the user.
[1620] Terminal
[1621] The terminal displays the interactive messages received from the server to the user and provides an interface to which the user can respond. For example, if the user types "What should I do today?", the terminal sends the message to the server.
[1622] User
[1623] The user can respond to the displayed messages and engage in a continuous dialogue, with emotions being monitored in real time by the emotion engine.
[1624] Health Information Module
[1625] server
[1626] The server generates appropriate health information based on the user's health status, past feedback, and emotional state recognized by the emotion engine. For example, if the user needs to relax, it will suggest stretching.
[1627] Terminal
[1628] The terminal displays the health information received from the server to the user, and also provides an interface that allows the user to input feedback on the health information.
[1629] User
[1630] Users can review the health information provided and enter feedback or questions as needed. For example, in the morning, the app might say, "Today's recommended exercise is deep breathing and relaxation stretches."
[1631] Memory Game Module
[1632] server
[1633] The server generates a sequence of numbers and words and sends it to the device in the form of a game, the difficulty of which can be adjusted based on the user's emotional state.
[1634] Terminal
[1635] The terminal displays the sequence information received from the server to the user, and provides an interface for the user to memorize and re-enter the sequence.
[1636] User
[1637] The user memorizes the displayed sequences, re-enters them, and sends them to the server. The emotion engine monitors the user's emotional state during the game and adjusts the game's difficulty as needed.
[1638] Examples of prompt statements
[1639] Example prompt 1:
[1640] "Please explain in detail the entire processing flow for selecting quizzes based on the user's emotional state and sending them to the device."
[1641] Example prompt 2:
[1642] "Please explain in detail how the emotion engine monitors the user's emotions and adjusts the timing and content of reminders accordingly."
[1643] The above is a detailed description of the embodiment of the present invention.
[1644] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1645] Cognitive Training Module
[1646] Step 1:
[1647] server
[1648] Obtain past performance data and current emotional state.
[1649] Input: User ID, emotional state request
[1650] Output: Past performance data, current emotional state
[1651] Specific operation: The server queries the database for past performance data linked to the user ID and obtains the current emotional state from the emotion engine.
[1652] Step 2:
[1653] server
[1654] Quizzes and puzzles are selected based on the data obtained.
[1655] Input: Past performance data, current emotional state
[1656] Output: Selected quizzes and puzzles
[1657] Specific operation: The server selects appropriate quizzes and puzzles from the database based on past performance data and emotional state.
[1658] Step 3:
[1659] server
[1660] Format the selected quizzes and puzzles and send them to the device.
[1661] Input: Selected quizzes and puzzles
[1662] Output: Formatted quizzes and puzzles (JSON format)
[1663] Specific operation: The server converts the selected quiz or puzzle into an appropriate format (e.g., JSON) and sends it to the terminal.
[1664] Step 4:
[1665] Terminal
[1666] Display the received quiz or puzzle to the user.
[1667] Input: Formatted quiz or puzzle (JSON format)
[1668] Output: A quiz or puzzle displayed in a user interface
[1669] Specific behavior: The device generates a quiz or puzzle UI and allows the user to enter answers.
[1670] Step 5:
[1671] User
[1672] Enter your answers to the quizzes and puzzles that appear.
[1673] Input: Answers to quizzes and puzzles
[1674] Output: User's answer
[1675] Specific operation: The user enters answers to quizzes and puzzles through the device's UI.
[1676] Step 6:
[1677] Terminal
[1678] The user's answer is sent to the server.
[1679] Input: User's answer
[1680] Output: Response data sent to the server
[1681] Specific operation: The terminal converts the user's answer into a data format and sends it to the server.
[1682] Step 7:
[1683] server
[1684] The responses received are evaluated and a score calculated.
[1685] Input: User's answer
[1686] Output: Evaluation results and scores
[1687] Specific operation: The server compares the correct answer data with the user's answer and calculates a score, which is then sent to the device as an evaluation result.
[1688] Step 8:
[1689] Terminal
[1690] The evaluation results and scores received from the server are displayed to the user.
[1691] Input: Evaluation results and scores
[1692] Output: Evaluation results and scores displayed in the user interface
[1693] Specific operation: The device displays the evaluation results and score to the user in an easy-to-understand manner.
[1694] Memory Support Module
[1695] Step 1:
[1696] User
[1697] Enter reminder information on your device.
[1698] Input: Reminder information (date, time, content)
[1699] Output: Input data to the reminder setting screen
[1700] Specific operation: The user inputs reminder information through the device's UI.
[1701] Step 2:
[1702] Terminal
[1703] The entered reminder information is sent to the server.
[1704] Input: Reminder information (date, time, content)
[1705] Output: Data sent to the server
[1706] Specific operation: The device converts the reminder information into a data format and sends it to the server.
[1707] Step 3:
[1708] server
[1709] Save reminder information in a database.
[1710] Input: Reminder information (date, time, content)
[1711] Output: Reminder information stored in the database
[1712] Specific behavior: The server saves the reminder information in a database.
[1713] Step 4:
[1714] server
[1715] When the reminder time arrives, the user's emotional state is obtained.
[1716] Input: Reminder time, Emotional state request
[1717] Output: Current emotional state
[1718] Specific operation: At the reminder set time, the server obtains the current emotional state from the emotion engine.
[1719] Step 5:
[1720] server
[1721] A notification message is generated according to the emotional state and sent to the terminal.
[1722] Input: Current emotional state, reminder information
[1723] Output: Notification message
[1724] Specific operation: The server adjusts the content and display method of the reminder notification based on the emotional state and sends it to the device.
[1725] Step 6:
[1726] Terminal
[1727] Display notification messages received from the server to the user.
[1728] Input: Notification message
[1729] Output: Notification message displayed in the user interface
[1730] What happens: The device displays a notification message to the user, which may be displayed as an unobtrusive popup or other method.
[1731] Social interaction promotion module
[1732] Step 1:
[1733] User
[1734] Enter a conversation message into the terminal.
[1735] Input: The conversation message entered by the user
[1736] Output: Input data to the terminal
[1737] Specific operation: The user inputs a conversation message through the device UI.
[1738] Step 2:
[1739] Terminal
[1740] The entered conversation message is sent to the server.
[1741] Input: Dialogue message
[1742] Output: Data sent to the server
[1743] Specific operation: The terminal converts the dialogue message into an appropriate data format and sends it to the server.
[1744] Step 3:
[1745] server
[1746] The next dialogue message is generated based on the dialogue message and the emotional state.
[1747] Input: dialogue message, current emotional state
[1748] Output: Generated dialogue message
[1749] Specific operation: The server obtains the current emotional state from the emotion engine and generates the next dialogue message based on it.
[1750] Step 4:
[1751] server
[1752] The generated dialogue message is sent to the terminal.
[1753] Input: The generated dialogue message
[1754] Output: Data sent to the terminal
[1755] Specific operation: The server sends the generated conversation message to the terminal.
[1756] Step 5:
[1757] Terminal
[1758] The interactive message received from the server is displayed to the user.
[1759] Input: Dialogue message
[1760] Output: Interactive message displayed in the user interface
[1761] Specific operation: The terminal displays a dialogue message to the user and prompts for further input.
[1762] Step 6:
[1763] User
[1764] Enter a response message to the proposal from the server.
[1765] Input: Response message
[1766] Output: Input data to the terminal
[1767] Specific operation: The user responds to a suggestion from the server and inputs a response message to continue the dialogue.
[1768] Health Information Module
[1769] Step 1:
[1770] server
[1771] Obtain the user's health status, past feedback, and emotional state.
[1772] Input: User ID, emotional state request
[1773] Output: Health data, past feedback, current emotional state
[1774] Specific operation: The server obtains health data and feedback from the database and the current emotional state from the emotion engine.
[1775] Step 2:
[1776] server
[1777] Based on the acquired data, appropriate health information is generated.
[1778] Input: Health data, past feedback, current emotional state
[1779] Output: Generated health information
[1780] Specific operation: The server generates health information such as stretching when relaxation is needed based on health status and emotions.
[1781] Step 3:
[1782] server
[1783] The generated health information is sent to the terminal.
[1784] Input: Generated health information
[1785] Output: Data sent to the terminal
[1786] Specific operation: The health information generated by the server is sent to the terminal.
[1787] Step 4:
[1788] Terminal
[1789] The health information received from the server is displayed to the user.
[1790] Input: Health information
[1791] Output: Health information displayed in a user interface
[1792] Specific operation: The terminal displays health information to the user and provides a feedback input interface as needed.
[1793] Step 5:
[1794] User
[1795] Review the health information provided and provide feedback or questions as needed.
[1796] Input: Feedback or Questions
[1797] Output: Input data to the terminal
[1798] Specific actions: Users take action based on health information and provide feedback or questions.
[1799] Step 6:
[1800] Terminal
[1801] Sends user feedback and questions to the server.
[1802] Input: Feedback or Questions
[1803] Output: Data sent to the server
[1804] Specific operation: The device converts the feedback or question into an appropriate data format and sends it to the server.
[1805] Memory Game Module
[1806] Step 1:
[1807] server
[1808] Generate sequences of numbers and words.
[1809] Input: Generate request
[1810] Output: A sequence of numbers or words
[1811] Specific operation: The server generates a sequence of appropriate difficulty based on the user's emotional state.
[1812] Step 2:
[1813] server
[1814] The generated sequence is sent to the device in game format.
[1815] Input: Generated sequence
[1816] Output: Game format data (JSON format)
[1817] Specific operation: The server formats the generated sequence into a game format and sends it to the device.
[1818] Step 3:
[1819] Terminal
[1820] The received sequence information is displayed to the user.
[1821] Input: Game format data (JSON format)
[1822] Output: The sequence displayed in the user interface
[1823] Specific behavior: The device displays the sequence in the UI and gives the user time to memorize it.
[1824] Step 4:
[1825] User
[1826] Remember and re-enter the sequence displayed.
[1827] Input: Memorized sequence
[1828] Output: Input data to the terminal
[1829] Specific operation: The user re-enters the memorized sequence into the terminal.
[1830] Step 5:
[1831] Terminal
[1832] Send the re-entered sequence to the server.
[1833] Input: Re-entered sequence
[1834] Output: Data sent to the server
[1835] Specific operation: The terminal converts the re-input sequence into an appropriate data format and sends it to the server.
[1836] Step 6:
[1837] server
[1838] The received sequence is evaluated and a score is calculated.
[1839] Input: Re-entered sequence
[1840] Output: Evaluation results and scores
[1841] Specific operation: The server compares the correct answer data with the user's input, calculates a score, and generates an evaluation result.
[1842] Step 7:
[1843] Terminal
[1844] The evaluation results and scores received from the server are displayed to the user.
[1845] Input: Evaluation results and scores
[1846] Output: Evaluation results and scores displayed in the user interface
[1847] Specific operation: The device displays the evaluation results and score to the user.
[1848] (Application example 2)
[1849] 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."
[1850] In modern society, preventing dementia among the elderly is an important issue, but at the same time, managing employees' mental health and maintaining productivity is also extremely important in factories and workplaces. However, there is currently no system that can monitor the emotional state of each employee in real time and provide appropriate support based on that information. Therefore, it is necessary to develop a system that can recognize employees' emotional state in real time and provide appropriate support according to that state.
[1851] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[1852] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, and means for providing real-time information to employees based on their emotional states to support their productivity and mental health, thereby enabling the real-time recognition of the emotional states of employees and the provision of appropriate support according to those states.
[1853] "Cognitive training" is a method of providing quizzes and puzzles to improve a user's cognitive function.
[1854] "Memory aid" is a means of managing reminders and appointment information set by the user and notifying them at the appropriate time.
[1855] "Social interaction" is a means of encouraging interaction by suggesting appropriate topics based on the user's interests and past conversations.
[1856] "Health information" is a means of providing appropriate health information, such as relaxation methods and stretching, based on the user's health and emotional state.
[1857] A "memory game" is a method of providing a game in which users memorize sequences of numbers or words in order to improve their memory.
[1858] "Emotional state" refers to the emotional state recognized in real time from the user's facial expression, voice, posture, etc.
[1859] "Generative models" refer to models that provide tools for cognitive training, memory aids, social interaction, health information, memory games, and more.
[1860] "Computing device" refers to a computing device for executing a generative model.
[1861] "Communication device" refers to a communication system for linking a generative model and a computing device.
[1862] This invention is a system that provides a multifaceted approach to supporting employee productivity and mental health in factories. The system combines cognitive training, memory support, social interaction promotion, health information, memory games, and real-time information based on emotional state.
[1863] 1. Components
[1864] Hardware:
[1865] Factory robots (e.g., social robots)
[1866] Computing devices (e.g., servers, workstations)
[1867] Communication devices (e.g., Wi-Fi routers, Bluetooth devices)
[1868] software:
[1869] Emotion engines (e.g., facial expression recognition software, voice analysis software)
[1870] Human-Robot Interaction (HRI) Software
[1871] Databases (e.g., employee information, activity logs)
[1872] Generative AI models (e.g., language generation models such as GPT-4)
[1873] 2. Data processing and calculation
[1874] The server uses an emotion engine to monitor employees' emotional states in real time. Facial expression recognition software and voice analysis software collect data on employees' facial expressions, tone of voice, posture, etc. The emotion engine analyzes this data and recognizes the employee's emotional state.
[1875] The server generates appropriate feedback and support based on the employee's emotional state. For example, if the employee is stressed, it might suggest a relaxing break, or if they need to concentrate, it might offer cognitive training. This is done using a generative AI model, which automatically generates adapted content based on past data and the employee's interests.
[1876] 3. Interface
[1877] Factory robots communicate feedback and support information sent from the server to employees, including through voice and displays. Human-robot interaction (HRI) software enables natural dialogue.
[1878] Employees can receive cognitive training, memory aids, social interaction, health information, and memory games through the robot.
[1879] 4. Specific Examples
[1880] For cognitive training, the robot can quiz employees on simple questions, such as those to improve focus before a morning meeting.
[1881] Break reminders automatically notify employees to take a break if the emotion engine detects that they are tired.
[1882] Social interaction encouragement suggests topics to encourage communication between employees. For example, in response to the question, "What would you like to do to unwind today?", the system suggests, "How about taking a walk?"
[1883] When health information is provided, if stress is detected, relaxation methods and stretches will be suggested. For example, in the morning, "Today's recommended exercise is deep breathing and stretching for relaxation" will be displayed.
[1884] 5. Examples of prompts
[1885] Cognitive training: "Suggest a quick quiz to help employees focus."
[1886] Break Reminder: "Display words that help employees relax when they feel tired."
[1887] Social interaction: "Please suggest a suitable topic for today's discussion."
[1888] Health information: "Suggest relaxation methods for stressed employees."
[1889] This configuration makes it possible to recognize the emotional state of employees in real time and provide appropriate support, enabling the system to care for the mental health of employees while maintaining productivity within the factory.
[1890] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1891] Step 1:
[1892] The server collects employee emotion data.
[1893] Input: Real-time data from cameras, microphones, and sensors.
[1894] Specific actions: Using facial expression recognition software and voice analysis software, changes in facial expressions, tone of voice, and posture are analyzed.
[1895] Output: Emotional state data (e.g., stress level, relaxation level, concentration level).
[1896] Step 2:
[1897] The server generates appropriate feedback and support content based on the emotional state data analyzed by the emotion engine.
[1898] Inputs: Emotional state data, past performance data, employee interest information.
[1899] What it does: Uses generative AI models (e.g., GPT-4) to generate content such as cognitive training, social interactions, and health information based on collected data.
[1900] Output: Generated feedback and support content (e.g. quiz questions, break reminders, health suggestions).
[1901] Step 3:
[1902] The server transmits the generated feedback and support content to the terminal via the communication device.
[1903] Input: Generated feedback and support content.
[1904] Specific operation: Sends information via communication device. Ensures stable communication using Wi-Fi or Bluetooth.
[1905] Output: The feedback and support your device receives.
[1906] Step 4:
[1907] The terminal displays and notifies the user of the received feedback and support via the factory robot's display and voice.
[1908] Input: Feedback and support.
[1909] Specific action: Display the content on the robot's display or notify the employee via voice.
[1910] Output: The feedback and support provided to the user.
[1911] Step 5:
[1912] The user can then take action based on the feedback, for example by performing cognitive training or taking a suggested break.
[1913] Input: Feedback and support provided.
[1914] Specific actions: The user actually takes an action, such as entering a quiz answer, taking a break, or stretching.
[1915] Output: Behavioral log.
[1916] Step 6:
[1917] The terminal records the user's actions as data and transmits it to the server.
[1918] Input: User behavior log.
[1919] Specific operation: Generates log data and sends it to the server.
[1920] Output: Behavioral log data.
[1921] Step 7:
[1922] The server stores the behavior log data in a database and analyzes it for future feedback and support.
[1923] Input: Behavioral log data.
[1924] Specific operation: Log data is stored in a database and, if necessary, an analytical algorithm is used to improve the next support.
[1925] Output: Updated database, analysis results.
[1926] The above is the specific processing flow of the system program that realizes this application example.
[1927] 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.
[1928] 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.
[1929] 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.
[1930] [Third embodiment]
[1931] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1932] 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.
[1933] 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).
[1934] 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.
[1935] 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.
[1936] 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).
[1937] 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.
[1938] 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.
[1939] 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.
[1940] 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.
[1941] 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.
[1942] 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."
[1943] The present invention is a system that provides a multifaceted approach aimed at preventing dementia in the elderly. How each function is implemented will be described below in detail.
[1944] 1. Cognitive Training Module
[1945] server
[1946] The server maintains a database of quizzes and puzzles, and generates appropriate questions based on the user's past performance data. To train the user's cognitive functions, the server selects quizzes and puzzles that stimulate language comprehension and logical thinking, and sends them to the device.
[1947] Terminal
[1948] The device receives quizzes and puzzles from the server and displays them to the user. The user then enters the answers and sends them to the server.
[1949] User
[1950] Users can answer the displayed quizzes and puzzles and check their progress.
[1951] Specific examples
[1952] For example, if a user selects a crossword puzzle for the morning time, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[1953] 2. Memory Support Module
[1954] server
[1955] The server stores the reminder and appointment information set by the user in a database. At the specified time, it generates a reminder notification based on this information and sends it to the device.
[1956] Terminal
[1957] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[1958] User
[1959] Users can input information that they tend to forget in their daily lives into their device and set it as a reminder.
[1960] Specific examples
[1961] If the user types in "Doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[1962] 3. Social interaction promotion module
[1963] server
[1964] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[1965] Terminal
[1966] The terminal displays the interactive messages received from the server to the user and provides an interface for the user to respond.
[1967] User
[1968] The user can respond to the displayed message and continue the dialogue.
[1969] Specific examples
[1970] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[1971] 4. Health Information Provision Module
[1972] server
[1973] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[1974] Terminal
[1975] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[1976] User
[1977] Users can review the health information provided and provide feedback or questions as needed.
[1978] Specific examples
[1979] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[1980] 5. Memory Game Module
[1981] server
[1982] The server generates a sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[1983] Terminal
[1984] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[1985] User
[1986] The user memorizes and re-enters the displayed sequence and sends it to the server.
[1987] Specific examples
[1988] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[1989] As described above, the present invention is a system that provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[1990] The processing flow will be explained below.
[1991] Program processing flow
[1992] 1. Cognitive Training Module
[1993] Step 1: Generate a quiz
[1994] server
[1995] Access a database of quizzes and puzzles to retrieve the user's past performance data.
[1996] Based on the data obtained, quizzes and puzzles of appropriate difficulty are selected.
[1997] Send the selected quiz or puzzle to your device.
[1998] Step 2: View the quiz
[1999] Terminal
[2000] The quiz or puzzle received from the server is displayed to the user.
[2001] Provide an interface where users can enter their answers.
[2002] Step 3: Enter your answers
[2003] User
[2004] Enter your answers to the quizzes and puzzles that appear.
[2005] Step 4: Submit your response
[2006] Terminal
[2007] The user's answer is sent to the server.
[2008] Step 5: Evaluate responses
[2009] server
[2010] Receive the user's answer and check for accuracy.
[2011] Scores are calculated based on correct and incorrect answers.
[2012] Updates the user's progress data.
[2013] Send the results to the device.
[2014] Step 6: View the results
[2015] Terminal
[2016] The results received from the server are displayed to the user.
[2017] 2. Memory Support Module
[2018] Step 1: Enter your reminder
[2019] User
[2020] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[2021] Step 2: Send a reminder
[2022] Terminal
[2023] The entered reminder information is sent to the server.
[2024] Step 3: Register a reminder
[2025] server
[2026] Store received reminder information in a database.
[2027] Schedule a task to send a reminder notification at a specified time.
[2028] Step 4: Reminder Notifications
[2029] server
[2030] Generates a reminder notification at the specified time and sends it to the device.
[2031] Step 5: View Reminders
[2032] Terminal
[2033] Display reminder notifications to users.
[2034] 3. Social interaction promotion module
[2035] Step 1: Initiating a conversation
[2036] User
[2037] Enter information about a topic of interest (e.g., "What should I do today?").
[2038] Step 2: Sending the conversation
[2039] Terminal
[2040] Sends the user's input to the server.
[2041] Step 3: Select a topic
[2042] server
[2043] Parse the user's input and generate an appropriate response.
[2044] Based on the user's past data and interests, topics and suggestions that may be of interest are selected.
[2045] Sends a response message to the terminal.
[2046] Step 4: View the response
[2047] Terminal
[2048] The response message from the server is displayed to the user.
[2049] Step 5: Continue the conversation
[2050] User
[2051] Consider the proposed activities, etc., and provide new input if you wish to continue the dialogue.
[2052] 4. Health Information Provision Module
[2053] Step 1: Get profile information
[2054] server
[2055] Appropriate health information is selected based on the user's health status and past feedback.
[2056] Generate relevant health information (e.g., today's exercise advice) and send it to the device.
[2057] Step 2: View your health information
[2058] Terminal
[2059] The health information received from the server is displayed to the user.
[2060] Step 3: Verify your health information
[2061] User
[2062] Check the displayed health information.
[2063] Step 4: Provide feedback
[2064] User
[2065] Enter your feedback or questions about the health advice provided.
[2066] Step 5: Submit your feedback
[2067] Terminal
[2068] Send feedback to the server.
[2069] Step 6: Processing feedback
[2070] server
[2071] The system receives user feedback and adjusts it to reflect it in the next health update.
[2072] 5. Memory Game Module
[2073] Step 1: Generate the game
[2074] server
[2075] It generates sequences of numbers and words and sends game interface data to the device.
[2076] Step 2: View the game
[2077] Terminal
[2078] Based on the game information received from the server, a sequence is displayed to the user.
[2079] This allows time for the user to memorize the sequence.
[2080] Step 3: Enter the sequence
[2081] User
[2082] Memorize and re-enter the sequence.
[2083] Step 4: Sending Input
[2084] Terminal
[2085] Sends the user's input to the server.
[2086] Step 5: Evaluating the Input
[2087] server
[2088] It takes the user's input and evaluates it by comparing it with the correct answer.
[2089] A score is calculated along with the evaluation results and sent to the terminal.
[2090] Step 6: View the results
[2091] Terminal
[2092] The results received from the server are displayed to the user.
[2093] Provides options to start a new sequence game or end the session.
[2094] Through the above processing steps, the user can use the system to carry out various dementia prevention activities.
[2095] Example 1
[2096] 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."
[2097] Conventional dementia prevention systems rely on a single approach, making it difficult to comprehensively enhance cognitive function. Furthermore, they lack the ability to customize to meet the needs and conditions of individual users, which can make continued use difficult. Systems that effectively combine cognitive training, memory assistance, social interaction promotion, health information provision, and memory games are needed. Furthermore, the lack of real-time feedback and adaptive content provision makes it difficult to maintain user motivation.
[2098] 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.
[2099] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, means for the server to acquire the user's past performance data, generate appropriate quizzes and puzzles, and send them to the terminal, means for the terminal to display the received quizzes and puzzles and send the user's answers to the server, and means for the server to evaluate the answers, calculate a score, and display it on the terminal. This enables a multifaceted approach to dementia prevention that is adapted to the individual needs and conditions of the user.
[2100] "Cognitive training" is a means of improving users' language comprehension and logical thinking through quizzes and puzzles.
[2101] "Memory aid" is a means of managing information that users tend to forget in their daily lives as reminders and notifying them at specified times.
[2102] "Social interaction promotion" is a means of stimulating communication by suggesting appropriate conversation content based on the user's interests and past conversation content.
[2103] "Providing health information" is a means of providing health-related information such as exercise advice and dietary suggestions based on the user's health condition and past feedback.
[2104] A "memory game" is a method for training a user's memory through a game in which sequences of numbers or words are memorized and re-entered.
[2105] A "generative model" is an algorithm or program that automatically adapts various methods, such as cognitive training, social interaction, memory aids, and memory games, to the user.
[2106] A "computing device" is a device that executes a generative model and performs various data processing and calculations.
[2107] A "communication device" is a device that links the generative model and the arithmetic device and exchanges necessary data.
[2108] MODE FOR CARRYING OUT THE INVENTION
[2109] This invention is a system that provides a multifaceted approach to prevent dementia in the elderly. This system consists of three main elements: a server, a terminal, and a user.
[2110] Cognitive Training Module
[2111] server
[2112] The server uses cloud-based computing resources such as AWS EC2 instances. The server stores the quiz and puzzle database in a relational database service such as Amazon RDS. Based on the user's past performance data, the server selects and generates the most appropriate quizzes and puzzles. The generated quizzes and puzzles are sent to the device via HTTPS.
[2113] Terminal
[2114] The device is a tablet or smartphone equipped with a web browser. The device displays the quizzes and puzzles received from the server to the user and provides an interface for the user to enter answers.
[2115] User
[2116] The user answers the displayed quizzes and puzzles and sends the answers to the server via their device. The server evaluates the answers, calculates a score, and returns it to the user.
[2117] Specific examples
[2118] If the user selects a crossword puzzle for the morning session, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it, and the user solves the puzzle, enters their answer, and the server evaluates it and calculates a score.
[2119] Memory Support Module
[2120] server
[2121] The server stores the reminder and appointment information entered by the user in a database, and the reminder notification is generated and sent to the device at the specified time.
[2122] Terminal
[2123] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[2124] User
[2125] Users can enter information that they tend to forget in their daily lives into their device and set it as a reminder.
[2126] Specific examples
[2127] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[2128] Social interaction promotion module
[2129] server
[2130] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[2131] Terminal
[2132] The terminal displays the interaction messages received from the server to the user and provides an interface for the user to respond.
[2133] User
[2134] The user can respond to the displayed message and continue the dialogue.
[2135] Specific examples
[2136] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[2137] Health Information Module
[2138] server
[2139] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[2140] Terminal
[2141] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[2142] User
[2143] Users can review the health information provided and provide feedback or questions as needed.
[2144] Specific examples
[2145] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[2146] Memory Game Module
[2147] server
[2148] The server generates a random sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[2149] Terminal
[2150] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[2151] User
[2152] The user memorizes and re-enters the displayed sequence and sends it to the server.
[2153] Specific examples
[2154] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[2155] Example prompts for generative AI models
[2156] "What happens to the server when a user selects a crossword puzzle as cognitive training?"
[2157] In this way, this system provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[2158] The flow of the identification process in the first embodiment will be described with reference to FIG.
[2159] Cognitive Training Module
[2160] Step 1:
[2161] The server retrieves the user's past performance data from the database.
[2162] Input: User ID
[2163] Data processing and calculation: Perform a database search to obtain past performance data.
[2164] Output: Acquired user's past performance data
[2165] Step 2:
[2166] The server selects appropriate quizzes and puzzles from a database based on the user's performance.
[2167] Input: User's past performance data
[2168] Data processing and calculation: Applying algorithms to identify and select appropriate quizzes and puzzles based on performance data.
[2169] Output: Data for selected quizzes and puzzles
[2170] Step 3:
[2171] The server generates the selected quiz or puzzle and sends it to the device.
[2172] Input: Selected quiz or puzzle data
[2173] Data processing and calculation: Generate quizzes and puzzles in HTML format.
[2174] Output: HTML data of the generated quiz or puzzle
[2175] Step 4:
[2176] The terminal displays the received quiz or puzzle to the user.
[2177] Input: HTML data for the generated quiz or puzzle
[2178] Data processing and calculation: Rendering HTML data for display in the browser.
[2179] Output: A user interface showing the quiz or puzzle
[2180] Step 5:
[2181] The user enters answers to the displayed quizzes and puzzles.
[2182] Input: Answers to quizzes and puzzles
[2183] Specific actions: The user enters the answer into the interface.
[2184] Step 6:
[2185] The terminal transmits the user's input answers to the server.
[2186] Input: User's answer data
[2187] Data processing and calculation: Answer data is sent via HTTPS.
[2188] Output: Answer data is sent to the server
[2189] Step 7:
[2190] The server evaluates the answers and calculates a score.
[2191] Input: User's answer data
[2192] Data processing and calculation: An algorithm is applied to compare the data with the correct answer, evaluate it, and calculate a score.
[2193] Output: Calculated score
[2194] Step 8:
[2195] The server sends the score to the terminal, which displays it to the user.
[2196] Input: Calculated score
[2197] Data processing and calculation: Score data is sent to the device via HTTPS.
[2198] Output: The score is displayed to the user
[2199] Memory Support Module
[2200] Step 1:
[2201] The user inputs the reminder information into the device.
[2202] Input: Reminder information (e.g. date, time, content)
[2203] Specific operation: The user enters information into an input form on the terminal.
[2204] Step 2:
[2205] The device sends the entered reminder information to the server.
[2206] Input: Reminder information
[2207] Data processing and calculation: Send reminder information via HTTPS.
[2208] Output: Reminder information is sent to the server
[2209] Step 3:
[2210] The server stores the reminder information in a database.
[2211] Input: Reminder information
[2212] Data processing and calculation: Save reminder information in the database.
[2213] Output: Saved reminder information
[2214] Step 4:
[2215] The server generates a reminder notification at the specified time.
[2216] Input: Saved reminder information
[2217] Data processing and calculation: Check the date and time and apply an algorithm to generate a reminder notification.
[2218] Output: The generated reminder notification
[2219] Step 5:
[2220] Sends server-generated notifications to the device.
[2221] Input: Reminder
[2222] Data processing and calculation: Send reminder notifications to the device via HTTPS.
[2223] Output: Reminder notification sent to device
[2224] Step 6:
[2225] The device displays a reminder notification to the user.
[2226] Input: Reminder
[2227] Data processing and calculation: Update the interface to display notifications.
[2228] Output: A reminder notification is displayed in the user interface
[2229] Step 7:
[2230] The user checks the notification and takes action if necessary.
[2231] Input: Reminder
[2232] Specific behavior: The user checks the notification and takes the necessary action (e.g., confirms the reservation).
[2233] Social interaction promotion module
[2234] Step 1:
[2235] The user provides input for the interaction.
[2236] Input: Questions and comments for dialogue
[2237] Specific operation: The user inputs dialogue content into the terminal.
[2238] Step 2:
[2239] The terminal sends the user's input to the server.
[2240] Input: Dialogue
[2241] Data processing and calculation: The conversation content is sent to the server via HTTPS.
[2242] Output: The dialogue is sent to the server
[2243] Step 3:
[2244] The server generates an appropriate message based on the content of past conversations.
[2245] Input: Dialogue content and past dialogue data
[2246] Data processing and calculation: Applying algorithms to generate appropriate messages.
[2247] Output: Generated dialogue message
[2248] Step 4:
[2249] The server generates a message and sends it to the terminal.
[2250] Input: The generated dialogue message
[2251] Data processing and calculation: Sends conversation messages to the terminal via HTTPS.
[2252] Output: Interactive messages are sent to the terminal
[2253] Step 5:
[2254] The terminal displays the message to the user.
[2255] Input: Dialogue message
[2256] Data processing and calculation: Update the interface to display the message.
[2257] Output: An interactive message is displayed in the user interface.
[2258] Step 6:
[2259] The user responds and the dialogue continues.
[2260] Input: Dialogue message
[2261] Specific action: The user responds to the dialogue message.
[2262] Health Information Module
[2263] Step 1:
[2264] The server acquires the user's health status data.
[2265] Input: User ID
[2266] Data processing and calculation: Database search is performed to obtain health status data.
[2267] Output: Acquired health status data
[2268] Step 2:
[2269] The server generates advice and information based on the user's health condition.
[2270] Input: Health status data
[2271] Data processing and calculation: Applying algorithms to generate appropriate advice based on health status.
[2272] Output: Generated health advice
[2273] Step 3:
[2274] The health information generated by the server is sent to the terminal.
[2275] Enter: Health Advice
[2276] Data processing and calculation: Health advice is sent to the device via HTTPS.
[2277] Output: Health advice sent to device
[2278] Step 4:
[2279] The terminal displays the health information to the user.
[2280] Enter: Health Advice
[2281] Data processing and calculation: Update the interface to display advice.
[2282] Output: Health advice displayed in the user interface
[2283] Step 5:
[2284] Users enter feedback or questions.
[2285] Input: Feedback or questions
[2286] Specific action: The user inputs feedback or questions through the device.
[2287] Step 6:
[2288] The terminal sends the user's input to the server.
[2289] Input: Feedback or questions
[2290] Data processing and calculation: Send feedback and questions to the server via HTTPS.
[2291] Output: Feedback and questions are sent to the server
[2292] Step 7:
[2293] The server generates additional information as needed and sends it to the terminal.
[2294] Input: Feedback or questions
[2295] Data processing and calculation: Applying algorithms to generate additional information.
[2296] Output: Additional information generated
[2297] Memory Game Module
[2298] Step 1:
[2299] The server generates a random sequence.
[2300] Input: Start trigger
[2301] Data processing and computation: Applying algorithms to generate random sequences of numbers or words.
[2302] Output: The generated sequence
[2303] Step 2:
[2304] The server sends the generated sequence to the terminal.
[2305] Input: Generated sequence
[2306] Data processing and calculation: The sequence is sent to the terminal via HTTPS.
[2307] Output: The sequence is sent to the terminal
[2308] Step 3:
[2309] The terminal displays the sequence to the user.
[2310] Input: Sequence
[2311] Data processing and calculation: Update the interface to display the sequence.
[2312] Output: The sequence is displayed in the user interface
[2313] Step 4:
[2314] The user memorizes and re-enters the sequence.
[2315] Input: Sequence
[2316] Specific behavior: The user enters the sequence into the re-entry form.
[2317] Step 5:
[2318] The terminal sends the user's input to the server.
[2319] Input: Re-entered sequence
[2320] Data processing and calculation: The re-entered sequence is sent to the server via HTTPS.
[2321] Output: The retyped sequence is sent to the server
[2322] Step 6:
[2323] The server evaluates the input and calculates a score.
[2324] Input: Re-entered sequence
[2325] Data processing and calculation: Applying algorithms to compare with the original sequence, evaluate accuracy, and calculate a score.
[2326] Output: Calculated score
[2327] Step 7:
[2328] The server sends the score to the terminal, which displays it to the user.
[2329] Input: Calculated score
[2330] Data processing and calculation: The score is sent to the device via HTTPS.
[2331] Output: The score is displayed in the user interface
[2332] (Application example 1)
[2333] 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."
[2334] In modern society, dementia prevention among the elderly is an important issue, and a multifaceted approach is needed to prevent cognitive decline. However, dementia prevention systems implemented only at home have limitations, and there is a lack of methods to implement effective preventive measures, especially when out and about or in physical stores. Furthermore, there is no interface to support dementia prevention when elderly people shop or receive services in physical stores, so dementia prevention tends to be fragmented. To solve these issues, a system that continuously and effectively supports dementia prevention in physical stores is needed.
[2335] 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.
[2336] In this invention, the server includes a means for providing cognitive training, a means for providing memory aids, a means for promoting social interaction, a means for providing health information, a means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, and an interface device for supporting dementia prevention for the elderly in a physical store by utilizing these means, thereby enabling continuous and effective support for dementia prevention for the elderly even in a physical store.
[2337] "Cognitive training" refers to brain training activities such as quizzes and puzzles that are conducted to maintain and improve cognitive function in the elderly.
[2338] "Memory assistance" is a function that manages information that elderly people tend to forget in their daily lives and provides support through reminders and appointment notifications.
[2339] "Social interaction" refers to activities that include generating dialogue messages and providing topics of conversation to encourage elderly people to actively communicate with others.
[2340] "Health information" refers to information such as advice on exercise and diet that is provided based on the user's health condition and lifestyle habits.
[2341] "Memory games" are game-style training programs that help elderly people memorize sequences of numbers or words in order to improve their memory.
[2342] A "generative model" is a program that automatically generates appropriate cognitive training and social interaction content based on the user's interests and past data.
[2343] A "computing device" is hardware and software for running generative models and processing and analyzing data.
[2344] A "communication device" is an interface that links the generative model and the arithmetic device and transmits and receives data.
[2345] "Interface devices" are devices such as smartphones and smart glasses for staff to use in brick-and-mortar stores to help prevent dementia among the elderly.
[2346] To implement this invention, the following system configuration is used: First, the server holds programs for providing cognitive training, memory assistance, social interaction, health information, and memory games, and generates appropriate content based on user data.
[2347] The server uses a generative model to select the most appropriate cognitive training and social interaction content based on the user's interests and past data. The generative model automatically creates quizzes, puzzles, dialogues, health advice, and other content tailored to the user.
[2348] The user (staff member in this case) acts as an interface device for elderly users (store customers) through a device such as a smartphone or smart glasses. This interface device displays the cognitive training, memory support, social interaction, health information, and memory game content received from the server, and the user (staff member) provides support to the elderly customers.
[2349] Specifically, the server performs the following process.
[2350] 1. As a cognitive training module, quizzes and crossword puzzles can be generated and displayed to customers by staff through smart glasses.
[2351] 2. As a memory assistance module, it receives customer reminders and appointment information and sends notifications to smartphones or smart glasses at the designated time.
[2352] 3. As a social interaction module, it selects appropriate conversation topics with customers based on their past purchase history and conversation history, and staff use that information to start a dialogue.
[2353] 4. As a health information module, the server generates appropriate exercise and dietary advice based on the customer's health condition and daily feedback and sends it to the terminal.
[2354] 5. As a memory game module, sequences of numbers or words are generated in a game format, which staff presents to customers.
[2355] The hardware used includes servers equipped with high-performance computing and communication devices, as well as smart glasses (e.g., Google Glass) and smartphones worn by staff. These devices acquire and display data through communication with the server.
[2356] As a concrete example, the following scenario can be considered.
[2357] A staff member will suggest to an elderly customer, "Why not try solving a little crossword puzzle while you're shopping?" and the suggestion will be displayed on the smart glasses.
[2358] When an elderly customer says, "I tend to forget to take my medicine before dinner," a staff member sets a reminder on their smartphone and sends a notification at the specified time.
[2359] The following prompts are used when using a generative AI model to generate dialogue content and health information for elderly customers.
[2360] Examples of prompts:
[2361] "Generate conversations to provide health advice to elderly customers."
[2362] This will enable us to effectively provide dialogue with elderly customers and dementia prevention support.
[2363] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[2364] Step 1:
[2365] The server retrieves information about elderly customers by referencing a user database. The input is the user's identification data, and the output is their past activity history and interest data. Based on this data, the server prepares to adaptively generate cognitive training and social interaction content.
[2366] Step 2:
[2367] The server uses a generative AI model to generate appropriate cognitive training questions based on the user's past data. The input is the user's identification data and past activity data, and the output is cognitive training questions such as quizzes and crossword puzzles. Here, the generative AI model is prompted with the following prompt: "Please provide appropriate cognitive training based on the user's interests."
[2368] Step 3:
[2369] The server sends cognitive training questions to the terminal, where the input is the generated cognitive training questions and the output is the cognitive training questions sent to the terminal, and the terminal prepares to display the received content.
[2370] Step 4:
[2371] The terminal displays the received cognitive training questions on the staff member's smart glasses. The input is the cognitive training questions received from the server, and the output is training questions such as quizzes displayed on the smart glasses' display. The staff member begins providing support by showing the content to the elderly customer.
[2372] Step 5:
[2373] The user (staff member) presents cognitive training questions to elderly customers and prompts them to enter their answers. The input is the customer's answer, and the output is the response data sent to the terminal. The staff member continues to provide support while checking the customer's response.
[2374] Step 6:
[2375] The terminal sends the acquired answer to the server. The input is the customer's answer data, and the output is the data to be sent to the server. The server receives this data and processes it.
[2376] Step 7:
[2377] The server evaluates the received answer data and calculates a score. The input is the answer data sent by the user, and the output is the calculated score. The server considers the adaptation content for the next step based on this score.
[2378] Step 8:
[2379] The terminal displays the score from the server on the staff member's smart glasses. The input is the score sent from the server, and the output is the evaluation result displayed on the smart glasses' display. The staff member then communicates the result to the customer and provides feedback.
[2380] Step 9:
[2381] The user (staff member) also provides health information and memory support functions. The server uses a generative AI model to generate information based on the customer's health status and daily feedback. An example of a prompt sentence is "Generate a dialogue to provide health advice to elderly customers."
[2382] Step 10:
[2383] The terminal displays the health information and memory aid notifications received from the server and provides necessary advice and reminders to elderly customers. The input is the health information and reminders sent from the server, and the output is the health advice and reminder notifications displayed on the display of the smart glasses or smartphone.
[2384] The above processing steps realize a system that effectively supports dementia prevention in the elderly.
[2385] 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.
[2386] This invention combines a system that provides a multifaceted approach to preventing dementia in the elderly with an emotion engine that recognizes the user's emotions. The following explains how each function is implemented in detail.
[2387] 1. Cognitive Training Module
[2388] server
[2389] The server maintains a database of quizzes and puzzles and generates appropriate questions based on the user's past performance data and current emotional state. Taking into account the user's emotions recognized by the emotion engine, for example, if the user is feeling stressed, it selects a quiz that will have a relaxing effect. The generated quizzes and puzzles are sent to the device.
[2390] Terminal
[2391] The terminal displays the quizzes and puzzles received from the server to the user, who can then enter answers and send them to the server.
[2392] User
[2393] Users can answer the displayed quizzes and puzzles and check their progress. The emotion engine also monitors their emotions in real time as they answer.
[2394] Specific examples
[2395] For example, if a user selects a crossword puzzle, the server selects a crossword puzzle of a difficulty level suitable for stress relief based on the user's emotional state and sends it to the device. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[2396] 2. Memory Support Module
[2397] server
[2398] The server stores the reminders and appointment information set by the user in a database. The system adjusts the reminder notification method and timing according to the user's emotional state. For example, if the user is tired, the system will make the notifications less frequent.
[2399] Terminal
[2400] The device displays the reminder notification received from the server to the user. The display method of the notification may change depending on the user's state as detected by the emotion engine.
[2401] User
[2402] Users can input information they tend to forget in their daily lives into their device and set it as a reminder. They can check the reminder notification and take action as necessary.
[2403] Specific examples
[2404] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time. If the emotion engine detects that the user is tired, it will display the notification subtly, making it easier for the user to see.
[2405] 3. Social interaction promotion module
[2406] server
[2407] The server generates appropriate topics based on the user's interests, past conversations, and the emotional state recognized by the emotion engine. It then creates conversation content according to the user's emotions and sends it to the device.
[2408] Terminal
[2409] The terminal displays the interactive messages received from the server to the user and provides an interface to which the user can respond.
[2410] User
[2411] The user can respond to the displayed message and continue the dialogue. The emotion engine also monitors emotions during the dialogue in real time.
[2412] Specific examples
[2413] When a user types, "What should I do today?", the server will suggest, based on the user's emotional state, "Why not take a walk today to change your mood?"
[2414] 4. Health Information Provision Module
[2415] server
[2416] The server generates appropriate health information based on the user's health status, past feedback, and emotional state recognized by the emotion engine, for example, suggesting stretching if relaxation is needed.
[2417] Terminal
[2418] The terminal displays the health information received from the server to the user, and also provides an interface for inputting feedback on the health information.
[2419] User
[2420] Users can review the health information provided and provide feedback or questions as needed.
[2421] Specific examples
[2422] In the morning, the app displays the message, "Today's recommended exercise is deep breathing and stretching for relaxation." By acting on this information, users can achieve mental stability.
[2423] 5. Memory Game Module
[2424] server
[2425] The server generates sequences of numbers and words and sends them to the device in the form of a game, which can be adjusted in difficulty and content based on the user's emotional state.
[2426] Terminal
[2427] The terminal displays a sequence to the user based on the game information received from the server, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[2428] User
[2429] The user memorizes and re-enters the sequence and sends it to the server.,An emotion engine also monitors emotions in the game in real time.
[2430] Specific examples
[2431] The device displays the number sequence "5, 8, 3, 6" and the user is asked to re-enter it after a few seconds. The emotion engine monitors the user's concentration and adjusts the sequence accordingly, shortening it if the user's concentration is low.
[2432] As described above, the present invention is a system that provides a multifaceted approach to dementia prevention by utilizing an emotion engine that recognizes the user's emotions, enabling simple and effective dementia prevention activities to be carried out at home.
[2433] The processing flow will be explained below.
[2434] 1. Cognitive Training Module
[2435] Step 1: Generate a quiz
[2436] server
[2437] Retrieve a set of quizzes or puzzles from the database.
[2438] The system analyzes the user's past performance data and selects questions of a level of difficulty appropriate for that user.
[2439] Emotional data from the emotion engine is taken into consideration, and for example, if the user is feeling stressed, questions with a relaxing effect are selected.
[2440] Send the selected quiz or puzzle to your device.
[2441] Step 2: View the quiz
[2442] Terminal
[2443] The quiz or puzzle received from the server is displayed to the user.
[2444] Provide an interface for users to enter their answers.
[2445] Step 3: Enter your answers
[2446] User
[2447] Enter your answers to the quizzes and puzzles that appear.
[2448] Step 4: Submit your response
[2449] Terminal
[2450] The user's answer is sent to the server.
[2451] Step 5: Evaluate responses
[2452] server
[2453] The user's answer is received and checked for accuracy.
[2454] Scores are calculated based on correct and incorrect answers.
[2455] Updates the user's progress data.
[2456] Send the results to the device.
[2457] Step 6: View the results
[2458] Terminal
[2459] The results received from the server are displayed to the user.
[2460] 2. Memory Support Module
[2461] Step 1: Enter your reminder
[2462] User
[2463] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[2464] Step 2: Send a reminder
[2465] Terminal
[2466] The entered reminder information is sent to the server.
[2467] Step 3: Register a reminder
[2468] server
[2469] Store received reminder information in a database.
[2470] Adjust how and when reminders are sent based on emotional data from the emotion engine.
[2471] Schedule a task to send a reminder notification at a specified time.
[2472] Step 4: Reminder Notifications
[2473] server
[2474] Generates a reminder notification at the specified time and sends it to the device.
[2475] Step 5: View Reminders
[2476] Terminal
[2477] Show reminder notifications received from the server to the user.
[2478] 3. Social interaction promotion module
[2479] Step 1: Initiating a conversation
[2480] User
[2481] Enter information about a topic of interest (e.g., "What should I do today?").
[2482] Step 2: Sending the conversation
[2483] Terminal
[2484] Sends the user's input to the server.
[2485] Step 3: Select a topic
[2486] server
[2487] Parse the user's input and generate an appropriate response.
[2488] Topics are selected based on the user's past data, interests, and emotional data from the emotion engine.
[2489] Sends a response message to the terminal.
[2490] Step 4: View the response
[2491] Terminal
[2492] The response message from the server is displayed to the user.
[2493] Step 5: Continue the conversation
[2494] User
[2495] Respond to the suggested activity or topic and choose whether to continue the conversation further.
[2496] 4. Health Information Provision Module
[2497] Step 1: Get profile information
[2498] server
[2499] Appropriate health information is selected based on the user's health status, past feedback, and emotional data from the emotion engine.
[2500] Generate health information (e.g., today's exercise advice) and send it to the device.
[2501] Step 2: View your health information
[2502] Terminal
[2503] The health information received from the server is displayed to the user.
[2504] Step 3: Verify your health information
[2505] User
[2506] Check the displayed health information.
[2507] Step 4: Provide feedback
[2508] User
[2509] Enter your feedback or questions about the health advice provided.
[2510] Step 5: Submit your feedback
[2511] Terminal
[2512] Send feedback to the server.
[2513] Step 6: Processing feedback
[2514] server
[2515] The system receives user feedback and adjusts it to reflect it in the next health update.
[2516] 5. Memory Game Module
[2517] Step 1: Generate the game
[2518] server
[2519] It generates sequences of numbers and words and sends game interface data to the device.
[2520] The difficulty and content of the game are adjusted based on emotional data from the emotion engine.
[2521] Step 2: View the game
[2522] Terminal
[2523] Based on the game information received from the server, a sequence is displayed to the user.
[2524] This allows time for the user to memorize the sequence.
[2525] Step 3: Enter the sequence
[2526] User
[2527] Memorize and re-enter the sequence.
[2528] Step 4: Sending Input
[2529] Terminal
[2530] Sends the user's input to the server.
[2531] Step 5: Evaluating the Input
[2532] server
[2533] It takes the user's input and evaluates it by comparing it with the correct answer.
[2534] A score is calculated along with the evaluation results and sent to the terminal.
[2535] Step 6: View the results
[2536] Terminal
[2537] The results received from the server are displayed to the user.
[2538] Provides options to start a new sequence game or end the session.
[2539] Through the above processing steps, users can use the system to carry out various dementia prevention activities. By combining it with an emotion engine, optimal support is provided according to the user's emotional state.
[2540] Example 2
[2541] 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."
[2542] A problem with dementia prevention in the elderly is that single measures have limited effectiveness. In particular, providing uniform content without considering the user's emotional state can increase stress and burden on the user, which can be counterproductive. Furthermore, there is a risk that reminders will be ignored because memory aids and reminder notifications do not adapt to the user's emotional state. To address these issues, a comprehensive system that combines cognitive training, memory aids, social interaction, health information provision, and memory games to meet the diverse needs of users is needed.
[2543] 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.
[2544] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, and emotion recognition means for recognizing the user's emotions and adapting the content of each means based on the emotions. This makes it possible to recognize the user's emotional state in real time and provide appropriate cognitive training, memory aids, social interaction, health information, and memory games accordingly.
[2545] "Cognitive training" refers to training methods such as quizzes and puzzles to improve a user's cognitive function.
[2546] A "memory aid" is a means for recording information that users tend to forget in their daily lives and notifying them as a reminder.
[2547] "Social interaction" is the means by which users provide dialogue and appropriate topics for communicating with others.
[2548] "Health information" is a means of providing information and advice about the user's health condition.
[2549] A "memory game" is a game that requires a user to memorize sequences of numbers or words in order to train their memory.
[2550] "Generative model" is a general term for algorithms and programs that generate various content and notifications based on user data and emotional state.
[2551] A "computing device" is a device that includes hardware and software for executing generative models and performing calculations and processing of data.
[2552] A "communication device" is a device that includes hardware and software for linking data between a generative model and a computing device.
[2553] "Emotion recognition means" refers to technology that recognizes a user's emotional state in real time and adapts that data to other means.
[2554] MODE FOR CARRYING OUT THE INVENTION
[2555] This system recognizes the user's emotions and provides appropriate content based on those emotions, enabling an effective multifaceted approach to preventing dementia in the elderly. The system includes the following main modules: a cognitive training module, a memory support module, a social interaction promotion module, a health information module, and a memory game module.
[2556] Cognitive Training Module
[2557] server
[2558] The server acquires the user's past performance data and current emotional state. The database stores the contents of quizzes and puzzles, and generates questions based on the user's performance and emotions. If the emotion engine recognizes the user's emotions as "high stress," it selects questions with a relaxing effect. The generated questions are sent to the device.
[2559] Terminal
[2560] The terminal displays the quiz or puzzle received from the server to the user. The user can enter answers and send them to the server. For example, a crossword puzzle is displayed on the terminal and the user answers it.
[2561] User
[2562] Users can enter answers to quizzes and puzzles displayed on the device and check their progress. The emotion engine monitors their emotions in real time as they answer.
[2563] Memory Support Module
[2564] server
[2565] The server stores the reminders and appointment information set by the user in a database. The system adjusts the reminder notification method and timing according to the user's emotional state. For example, if the user is tired, it selects a more discreet notification method.
[2566] Terminal
[2567] The device displays the reminder notification received from the server. The display method of the notification may change based on the user's state as detected by the emotion engine, for example, as an unobtrusive pop-up notification.
[2568] User
[2569] Users can input information they are likely to forget in their daily lives into their device and set it as a reminder. They can check the reminder notification and take action as necessary.
[2570] Social interaction promotion module
[2571] server
[2572] The server generates appropriate topics based on the user's interests, past conversations, and emotional state recognized by the emotion engine. The generated conversation content is sent to the terminal and displayed to the user.
[2573] Terminal
[2574] The terminal displays the interactive messages received from the server to the user and provides an interface to which the user can respond. For example, if the user types "What should I do today?", the terminal sends the message to the server.
[2575] User
[2576] The user can respond to the displayed messages and engage in a continuous dialogue, with emotions being monitored in real time by the emotion engine.
[2577] Health Information Module
[2578] server
[2579] The server generates appropriate health information based on the user's health status, past feedback, and emotional state recognized by the emotion engine. For example, if the user needs to relax, it will suggest stretching.
[2580] Terminal
[2581] The terminal displays the health information received from the server to the user, and also provides an interface that allows the user to input feedback on the health information.
[2582] User
[2583] Users can review the health information provided and enter feedback or questions as needed. For example, in the morning, the app might say, "Today's recommended exercise is deep breathing and relaxation stretches."
[2584] Memory Game Module
[2585] server
[2586] The server generates a sequence of numbers and words and sends it to the device in the form of a game, the difficulty of which can be adjusted based on the user's emotional state.
[2587] Terminal
[2588] The terminal displays the sequence information received from the server to the user, and provides an interface for the user to memorize and re-enter the sequence.
[2589] User
[2590] The user memorizes the displayed sequences, re-enters them, and sends them to the server. The emotion engine monitors the user's emotional state during the game and adjusts the game's difficulty as needed.
[2591] Examples of prompt statements
[2592] Example prompt 1:
[2593] "Please explain in detail the entire processing flow for selecting quizzes based on the user's emotional state and sending them to the device."
[2594] Example prompt 2:
[2595] "Please explain in detail how the emotion engine monitors the user's emotions and adjusts the timing and content of reminders accordingly."
[2596] The above is a detailed description of the embodiment of the present invention.
[2597] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2598] Cognitive Training Module
[2599] Step 1:
[2600] server
[2601] Obtain past performance data and current emotional state.
[2602] Input: User ID, emotional state request
[2603] Output: Past performance data, current emotional state
[2604] Specific operation: The server queries the database for past performance data linked to the user ID and obtains the current emotional state from the emotion engine.
[2605] Step 2:
[2606] server
[2607] Quizzes and puzzles are selected based on the data obtained.
[2608] Input: Past performance data, current emotional state
[2609] Output: Selected quizzes and puzzles
[2610] Specific operation: The server selects appropriate quizzes and puzzles from the database based on past performance data and emotional state.
[2611] Step 3:
[2612] server
[2613] Format the selected quizzes and puzzles and send them to the device.
[2614] Input: Selected quizzes and puzzles
[2615] Output: Formatted quizzes and puzzles (JSON format)
[2616] Specific operation: The server converts the selected quiz or puzzle into an appropriate format (e.g., JSON) and sends it to the terminal.
[2617] Step 4:
[2618] Terminal
[2619] Display the received quiz or puzzle to the user.
[2620] Input: Formatted quiz or puzzle (JSON format)
[2621] Output: A quiz or puzzle displayed in a user interface
[2622] Specific behavior: The device generates a quiz or puzzle UI and allows the user to enter answers.
[2623] Step 5:
[2624] User
[2625] Enter your answers to the quizzes and puzzles that appear.
[2626] Input: Answers to quizzes and puzzles
[2627] Output: User's answer
[2628] Specific operation: The user enters answers to quizzes and puzzles through the device's UI.
[2629] Step 6:
[2630] Terminal
[2631] The user's answer is sent to the server.
[2632] Input: User's answer
[2633] Output: Response data sent to the server
[2634] Specific operation: The terminal converts the user's answer into a data format and sends it to the server.
[2635] Step 7:
[2636] server
[2637] The responses received are evaluated and a score calculated.
[2638] Input: User's answer
[2639] Output: Evaluation results and scores
[2640] Specific operation: The server compares the correct answer data with the user's answer and calculates a score, which is then sent to the device as an evaluation result.
[2641] Step 8:
[2642] Terminal
[2643] The evaluation results and scores received from the server are displayed to the user.
[2644] Input: Evaluation results and scores
[2645] Output: Evaluation results and scores displayed in the user interface
[2646] Specific operation: The device displays the evaluation results and score to the user in an easy-to-understand manner.
[2647] Memory Support Module
[2648] Step 1:
[2649] User
[2650] Enter reminder information on your device.
[2651] Input: Reminder information (date, time, content)
[2652] Output: Input data to the reminder setting screen
[2653] Specific operation: The user inputs reminder information through the device's UI.
[2654] Step 2:
[2655] Terminal
[2656] The entered reminder information is sent to the server.
[2657] Input: Reminder information (date, time, content)
[2658] Output: Data sent to the server
[2659] Specific operation: The device converts the reminder information into a data format and sends it to the server.
[2660] Step 3:
[2661] server
[2662] Save reminder information in a database.
[2663] Input: Reminder information (date, time, content)
[2664] Output: Reminder information stored in the database
[2665] Specific behavior: The server saves the reminder information in a database.
[2666] Step 4:
[2667] server
[2668] When the reminder time arrives, the user's emotional state is obtained.
[2669] Input: Reminder time, Emotional state request
[2670] Output: Current emotional state
[2671] Specific operation: At the reminder set time, the server obtains the current emotional state from the emotion engine.
[2672] Step 5:
[2673] server
[2674] A notification message is generated according to the emotional state and sent to the terminal.
[2675] Input: Current emotional state, reminder information
[2676] Output: Notification message
[2677] Specific operation: The server adjusts the content and display method of the reminder notification based on the emotional state and sends it to the device.
[2678] Step 6:
[2679] Terminal
[2680] Display notification messages received from the server to the user.
[2681] Input: Notification message
[2682] Output: Notification message displayed in the user interface
[2683] What happens: The device displays a notification message to the user, which may be displayed as an unobtrusive popup or other method.
[2684] Social interaction promotion module
[2685] Step 1:
[2686] User
[2687] Enter a conversation message into the terminal.
[2688] Input: The conversation message entered by the user
[2689] Output: Input data to the terminal
[2690] Specific operation: The user inputs a conversation message through the device UI.
[2691] Step 2:
[2692] Terminal
[2693] The entered conversation message is sent to the server.
[2694] Input: Dialogue message
[2695] Output: Data sent to the server
[2696] Specific operation: The terminal converts the dialogue message into an appropriate data format and sends it to the server.
[2697] Step 3:
[2698] server
[2699] The next dialogue message is generated based on the dialogue message and the emotional state.
[2700] Input: dialogue message, current emotional state
[2701] Output: Generated dialogue message
[2702] Specific operation: The server obtains the current emotional state from the emotion engine and generates the next dialogue message based on it.
[2703] Step 4:
[2704] server
[2705] The generated dialogue message is sent to the terminal.
[2706] Input: The generated dialogue message
[2707] Output: Data sent to the terminal
[2708] Specific operation: The server sends the generated conversation message to the terminal.
[2709] Step 5:
[2710] Terminal
[2711] The interactive message received from the server is displayed to the user.
[2712] Input: Dialogue message
[2713] Output: Interactive message displayed in the user interface
[2714] Specific operation: The terminal displays a dialogue message to the user and prompts for further input.
[2715] Step 6:
[2716] User
[2717] Enter a response message to the proposal from the server.
[2718] Input: Response message
[2719] Output: Input data to the terminal
[2720] Specific operation: The user responds to a suggestion from the server and inputs a response message to continue the dialogue.
[2721] Health Information Module
[2722] Step 1:
[2723] server
[2724] Obtain the user's health status, past feedback, and emotional state.
[2725] Input: User ID, emotional state request
[2726] Output: Health data, past feedback, current emotional state
[2727] Specific operation: The server obtains health data and feedback from the database and the current emotional state from the emotion engine.
[2728] Step 2:
[2729] server
[2730] Based on the acquired data, appropriate health information is generated.
[2731] Input: Health data, past feedback, current emotional state
[2732] Output: Generated health information
[2733] Specific operation: The server generates health information such as stretching when relaxation is needed based on health status and emotions.
[2734] Step 3:
[2735] server
[2736] The generated health information is sent to the terminal.
[2737] Input: Generated health information
[2738] Output: Data sent to the terminal
[2739] Specific operation: The health information generated by the server is sent to the terminal.
[2740] Step 4:
[2741] Terminal
[2742] The health information received from the server is displayed to the user.
[2743] Input: Health information
[2744] Output: Health information displayed in a user interface
[2745] Specific operation: The terminal displays health information to the user and provides a feedback input interface as needed.
[2746] Step 5:
[2747] User
[2748] Review the health information provided and provide feedback or questions as needed.
[2749] Input: Feedback or Questions
[2750] Output: Input data to the terminal
[2751] Specific actions: Users take action based on health information and provide feedback or questions.
[2752] Step 6:
[2753] Terminal
[2754] Sends user feedback and questions to the server.
[2755] Input: Feedback or Questions
[2756] Output: Data sent to the server
[2757] Specific operation: The device converts the feedback or question into an appropriate data format and sends it to the server.
[2758] Memory Game Module
[2759] Step 1:
[2760] server
[2761] Generate sequences of numbers and words.
[2762] Input: Generate request
[2763] Output: A sequence of numbers or words
[2764] Specific operation: The server generates a sequence of appropriate difficulty based on the user's emotional state.
[2765] Step 2:
[2766] server
[2767] The generated sequence is sent to the device in game format.
[2768] Input: Generated sequence
[2769] Output: Game format data (JSON format)
[2770] Specific operation: The server formats the generated sequence into a game format and sends it to the device.
[2771] Step 3:
[2772] Terminal
[2773] The received sequence information is displayed to the user.
[2774] Input: Game format data (JSON format)
[2775] Output: The sequence displayed in the user interface
[2776] Specific behavior: The device displays the sequence in the UI and gives the user time to memorize it.
[2777] Step 4:
[2778] User
[2779] Remember and re-enter the sequence displayed.
[2780] Input: Memorized sequence
[2781] Output: Input data to the terminal
[2782] Specific operation: The user re-enters the memorized sequence into the terminal.
[2783] Step 5:
[2784] Terminal
[2785] Send the re-entered sequence to the server.
[2786] Input: Re-entered sequence
[2787] Output: Data sent to the server
[2788] Specific operation: The terminal converts the re-input sequence into an appropriate data format and sends it to the server.
[2789] Step 6:
[2790] server
[2791] The received sequence is evaluated and a score is calculated.
[2792] Input: Re-entered sequence
[2793] Output: Evaluation results and scores
[2794] Specific operation: The server compares the correct answer data with the user's input, calculates a score, and generates an evaluation result.
[2795] Step 7:
[2796] Terminal
[2797] The evaluation results and scores received from the server are displayed to the user.
[2798] Input: Evaluation results and scores
[2799] Output: Evaluation results and scores displayed in the user interface
[2800] Specific operation: The device displays the evaluation results and score to the user.
[2801] (Application example 2)
[2802] 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."
[2803] In modern society, preventing dementia among the elderly is an important issue, but at the same time, managing employees' mental health and maintaining productivity is also extremely important in factories and workplaces. However, there is currently no system that can monitor the emotional state of each employee in real time and provide appropriate support based on that information. Therefore, it is necessary to develop a system that can recognize employees' emotional state in real time and provide appropriate support according to that state.
[2804] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.
[2805] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, and means for providing real-time information to employees based on their emotional states to support their productivity and mental health, thereby enabling the real-time recognition of the emotional states of employees and the provision of appropriate support according to those states.
[2806] "Cognitive training" is a method of providing quizzes and puzzles to improve a user's cognitive function.
[2807] "Memory aid" is a means of managing reminders and appointment information set by the user and notifying them at the appropriate time.
[2808] "Social interaction" is a means of encouraging interaction by suggesting appropriate topics based on the user's interests and past conversations.
[2809] "Health information" is a means of providing appropriate health information, such as relaxation methods and stretching, based on the user's health and emotional state.
[2810] A "memory game" is a method of providing a game in which users memorize sequences of numbers or words in order to improve their memory.
[2811] "Emotional state" refers to the emotional state recognized in real time from the user's facial expression, voice, posture, etc.
[2812] "Generative models" refer to models that provide tools for cognitive training, memory aids, social interaction, health information, memory games, and more.
[2813] "Computing device" refers to a computing device for executing a generative model.
[2814] "Communication device" refers to a communication system for linking a generative model and a computing device.
[2815] This invention is a system that provides a multifaceted approach to supporting employee productivity and mental health in factories. The system combines cognitive training, memory support, social interaction promotion, health information, memory games, and real-time information based on emotional state.
[2816] 1. Components
[2817] Hardware:
[2818] Factory robots (e.g., social robots)
[2819] Computing devices (e.g., servers, workstations)
[2820] Communication devices (e.g., Wi-Fi routers, Bluetooth devices)
[2821] software:
[2822] Emotion engines (e.g., facial expression recognition software, voice analysis software)
[2823] Human-Robot Interaction (HRI) Software
[2824] Databases (e.g., employee information, activity logs)
[2825] Generative AI models (e.g., language generation models such as GPT-4)
[2826] 2. Data processing and calculation
[2827] The server uses an emotion engine to monitor employees' emotional states in real time. Facial expression recognition software and voice analysis software collect data on employees' facial expressions, tone of voice, posture, etc. The emotion engine analyzes this data and recognizes the employee's emotional state.
[2828] The server generates appropriate feedback and support based on the employee's emotional state. For example, if the employee is stressed, it might suggest a relaxing break, or if they need to concentrate, it might offer cognitive training. This is done using a generative AI model, which automatically generates adapted content based on past data and the employee's interests.
[2829] 3. Interface
[2830] Factory robots communicate feedback and support information sent from the server to employees, including through voice and displays. Human-robot interaction (HRI) software enables natural dialogue.
[2831] Employees can receive cognitive training, memory aids, social interaction, health information, and memory games through the robot.
[2832] 4. Specific Examples
[2833] For cognitive training, the robot can quiz employees on simple questions, such as those to improve focus before a morning meeting.
[2834] Break reminders automatically notify employees to take a break if the emotion engine detects that they are tired.
[2835] Social interaction encouragement suggests topics to encourage communication between employees. For example, in response to the question, "What would you like to do to unwind today?", the system suggests, "How about taking a walk?"
[2836] When health information is provided, if stress is detected, relaxation methods and stretches will be suggested. For example, in the morning, "Today's recommended exercise is deep breathing and stretching for relaxation" will be displayed.
[2837] 5. Examples of prompts
[2838] Cognitive training: "Suggest a quick quiz to help employees focus."
[2839] Break Reminder: "Display words that help employees relax when they feel tired."
[2840] Social interaction: "Please suggest a suitable topic for today's discussion."
[2841] Health information: "Suggest relaxation methods for stressed employees."
[2842] This configuration makes it possible to recognize the emotional state of employees in real time and provide appropriate support, enabling the system to care for the mental health of employees while maintaining productivity within the factory.
[2843] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2844] Step 1:
[2845] The server collects employee emotion data.
[2846] Input: Real-time data from cameras, microphones, and sensors.
[2847] Specific actions: Using facial expression recognition software and voice analysis software, changes in facial expressions, tone of voice, and posture are analyzed.
[2848] Output: Emotional state data (e.g., stress level, relaxation level, concentration level).
[2849] Step 2:
[2850] The server generates appropriate feedback and support content based on the emotional state data analyzed by the emotion engine.
[2851] Inputs: Emotional state data, past performance data, employee interest information.
[2852] What it does: Uses generative AI models (e.g., GPT-4) to generate content such as cognitive training, social interactions, and health information based on collected data.
[2853] Output: Generated feedback and support content (e.g. quiz questions, break reminders, health suggestions).
[2854] Step 3:
[2855] The server transmits the generated feedback and support content to the terminal via the communication device.
[2856] Input: Generated feedback and support content.
[2857] Specific operation: Sends information via communication device. Ensures stable communication using Wi-Fi or Bluetooth.
[2858] Output: The feedback and support your device receives.
[2859] Step 4:
[2860] The terminal displays and notifies the user of the received feedback and support via the factory robot's display and voice.
[2861] Input: Feedback and support.
[2862] Specific action: Display the content on the robot's display or notify the employee via voice.
[2863] Output: The feedback and support provided to the user.
[2864] Step 5:
[2865] The user can then take action based on the feedback, for example by performing cognitive training or taking a suggested break.
[2866] Input: Feedback and support provided.
[2867] Specific actions: The user actually takes an action, such as entering a quiz answer, taking a break, or stretching.
[2868] Output: Behavioral log.
[2869] Step 6:
[2870] The terminal records the user's actions as data and transmits it to the server.
[2871] Input: User behavior log.
[2872] Specific operation: Generates log data and sends it to the server.
[2873] Output: Behavioral log data.
[2874] Step 7:
[2875] The server stores the behavior log data in a database and analyzes it for future feedback and support.
[2876] Input: Behavioral log data.
[2877] Specific operation: Log data is stored in a database and, if necessary, an analytical algorithm is used to improve the next support.
[2878] Output: Updated database, analysis results.
[2879] The above is the specific processing flow of the system program that realizes this application example.
[2880] 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.
[2881] 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.
[2882] 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.
[2883] [Fourth embodiment]
[2884] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[2885] 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.
[2886] 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).
[2887] 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.
[2888] 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.
[2889] 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).
[2890] 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.
[2891] 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.
[2892] 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.
[2893] 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.
[2894] 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.
[2895] 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.
[2896] 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."
[2897] The present invention is a system that provides a multifaceted approach aimed at preventing dementia in the elderly. How each function is implemented will be described below in detail.
[2898] 1. Cognitive Training Module
[2899] server
[2900] The server maintains a database of quizzes and puzzles, and generates appropriate questions based on the user's past performance data. To train the user's cognitive functions, the server selects quizzes and puzzles that stimulate language comprehension and logical thinking, and sends them to the device.
[2901] Terminal
[2902] The device receives quizzes and puzzles from the server and displays them to the user. The user then enters the answers and sends them to the server.
[2903] User
[2904] Users can answer the displayed quizzes and puzzles and check their progress.
[2905] Specific examples
[2906] For example, if a user selects a crossword puzzle for the morning time, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it. When the user solves the puzzle and enters the answer, the server evaluates it and calculates a score.
[2907] 2. Memory Support Module
[2908] server
[2909] The server stores the reminder and appointment information set by the user in a database. At the specified time, it generates a reminder notification based on this information and sends it to the device.
[2910] Terminal
[2911] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[2912] User
[2913] Users can input information that they tend to forget in their daily lives into their device and set it as a reminder.
[2914] Specific examples
[2915] If the user types in "Doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[2916] 3. Social interaction promotion module
[2917] server
[2918] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[2919] Terminal
[2920] The terminal displays the interactive messages received from the server to the user and provides an interface for the user to respond.
[2921] User
[2922] The user can respond to the displayed message and continue the dialogue.
[2923] Specific examples
[2924] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[2925] 4. Health Information Provision Module
[2926] server
[2927] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[2928] Terminal
[2929] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[2930] User
[2931] Users can review the health information provided and provide feedback or questions as needed.
[2932] Specific examples
[2933] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[2934] 5. Memory Game Module
[2935] server
[2936] The server generates a sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[2937] Terminal
[2938] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[2939] User
[2940] The user memorizes and re-enters the displayed sequence and sends it to the server.
[2941] Specific examples
[2942] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[2943] As described above, the present invention is a system that provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[2944] The processing flow will be explained below.
[2945] Program processing flow
[2946] 1. Cognitive Training Module
[2947] Step 1: Generate a quiz
[2948] server
[2949] Access a database of quizzes and puzzles to retrieve the user's past performance data.
[2950] Based on the data obtained, quizzes and puzzles of appropriate difficulty are selected.
[2951] Send the selected quiz or puzzle to your device.
[2952] Step 2: View the quiz
[2953] Terminal
[2954] The quiz or puzzle received from the server is displayed to the user.
[2955] Provide an interface where users can enter their answers.
[2956] Step 3: Enter your answers
[2957] User
[2958] Enter your answers to the quizzes and puzzles that appear.
[2959] Step 4: Submit your response
[2960] Terminal
[2961] The user's answer is sent to the server.
[2962] Step 5: Evaluate responses
[2963] server
[2964] Receive the user's answer and check for accuracy.
[2965] Scores are calculated based on correct and incorrect answers.
[2966] Updates the user's progress data.
[2967] Send the results to the device.
[2968] Step 6: View the results
[2969] Terminal
[2970] The results received from the server are displayed to the user.
[2971] 2. Memory Support Module
[2972] Step 1: Enter your reminder
[2973] User
[2974] Enter new reminder information (e.g., "Doctor's appointment tomorrow at 10") into your device.
[2975] Step 2: Send a reminder
[2976] Terminal
[2977] The entered reminder information is sent to the server.
[2978] Step 3: Register a reminder
[2979] server
[2980] Store received reminder information in a database.
[2981] Schedule a task to send a reminder notification at a specified time.
[2982] Step 4: Reminder Notifications
[2983] server
[2984] Generates a reminder notification at the specified time and sends it to the device.
[2985] Step 5: View Reminders
[2986] Terminal
[2987] Display reminder notifications to users.
[2988] 3. Social interaction promotion module
[2989] Step 1: Initiating a conversation
[2990] User
[2991] Enter information about a topic of interest (e.g., "What should I do today?").
[2992] Step 2: Sending the conversation
[2993] Terminal
[2994] Sends the user's input to the server.
[2995] Step 3: Select a topic
[2996] server
[2997] Parse the user's input and generate an appropriate response.
[2998] Based on the user's past data and interests, topics and suggestions that may be of interest are selected.
[2999] Sends a response message to the terminal.
[3000] Step 4: View the response
[3001] Terminal
[3002] The response message from the server is displayed to the user.
[3003] Step 5: Continue the conversation
[3004] User
[3005] Consider the proposed activities, etc., and provide new input if you wish to continue the dialogue.
[3006] 4. Health Information Provision Module
[3007] Step 1: Get profile information
[3008] server
[3009] Appropriate health information is selected based on the user's health status and past feedback.
[3010] Generate relevant health information (e.g., today's exercise advice) and send it to the device.
[3011] Step 2: View your health information
[3012] Terminal
[3013] The health information received from the server is displayed to the user.
[3014] Step 3: Verify your health information
[3015] User
[3016] Check the displayed health information.
[3017] Step 4: Provide feedback
[3018] User
[3019] Enter your feedback or questions about the health advice provided.
[3020] Step 5: Submit your feedback
[3021] Terminal
[3022] Send feedback to the server.
[3023] Step 6: Processing feedback
[3024] server
[3025] The system receives user feedback and adjusts it to reflect it in the next health update.
[3026] 5. Memory Game Module
[3027] Step 1: Generate the game
[3028] server
[3029] It generates sequences of numbers and words and sends game interface data to the device.
[3030] Step 2: View the game
[3031] Terminal
[3032] Based on the game information received from the server, a sequence is displayed to the user.
[3033] This allows time for the user to memorize the sequence.
[3034] Step 3: Enter the sequence
[3035] User
[3036] Memorize and re-enter the sequence.
[3037] Step 4: Sending Input
[3038] Terminal
[3039] Sends the user's input to the server.
[3040] Step 5: Evaluating the Input
[3041] server
[3042] It takes the user's input and evaluates it by comparing it with the correct answer.
[3043] A score is calculated along with the evaluation results and sent to the terminal.
[3044] Step 6: View the results
[3045] Terminal
[3046] The results received from the server are displayed to the user.
[3047] Provides options to start a new sequence game or end the session.
[3048] Through the above processing steps, the user can use the system to carry out various dementia prevention activities.
[3049] Example 1
[3050] 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."
[3051] Conventional dementia prevention systems rely on a single approach, making it difficult to comprehensively enhance cognitive function. Furthermore, they lack the ability to customize to meet the needs and conditions of individual users, which can make continued use difficult. Systems that effectively combine cognitive training, memory assistance, social interaction promotion, health information provision, and memory games are needed. Furthermore, the lack of real-time feedback and adaptive content provision makes it difficult to maintain user motivation.
[3052] 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.
[3053] In this invention, the server includes means for providing cognitive training, means for providing memory aids, means for promoting social interaction, means for providing health information, means for providing a memory game, a generative model for executing these means for a user, a computing device for executing the generative model, a communication device for linking the generative model and the computing device, means for the server to acquire the user's past performance data, generate appropriate quizzes and puzzles, and send them to the terminal, means for the terminal to display the received quizzes and puzzles and send the user's answers to the server, and means for the server to evaluate the answers, calculate a score, and display it on the terminal. This enables a multifaceted approach to dementia prevention that is adapted to the individual needs and conditions of the user.
[3054] "Cognitive training" is a means of improving users' language comprehension and logical thinking through quizzes and puzzles.
[3055] "Memory aid" is a means of managing information that users tend to forget in their daily lives as reminders and notifying them at specified times.
[3056] "Social interaction promotion" is a means of stimulating communication by suggesting appropriate conversation content based on the user's interests and past conversation content.
[3057] "Providing health information" is a means of providing health-related information such as exercise advice and dietary suggestions based on the user's health condition and past feedback.
[3058] A "memory game" is a method for training a user's memory through a game in which sequences of numbers or words are memorized and re-entered.
[3059] A "generative model" is an algorithm or program that automatically adapts various methods, such as cognitive training, social interaction, memory aids, and memory games, to the user.
[3060] A "computing device" is a device that executes a generative model and performs various data processing and calculations.
[3061] A "communication device" is a device that links the generative model and the arithmetic device and exchanges necessary data.
[3062] MODE FOR CARRYING OUT THE INVENTION
[3063] This invention is a system that provides a multifaceted approach to prevent dementia in the elderly. This system consists of three main elements: a server, a terminal, and a user.
[3064] Cognitive Training Module
[3065] server
[3066] The server uses cloud-based computing resources such as AWS EC2 instances. The server stores the quiz and puzzle database in a relational database service such as Amazon RDS. Based on the user's past performance data, the server selects and generates the most appropriate quizzes and puzzles. The generated quizzes and puzzles are sent to the device via HTTPS.
[3067] Terminal
[3068] The device is a tablet or smartphone equipped with a web browser. The device displays the quizzes and puzzles received from the server to the user and provides an interface for the user to enter answers.
[3069] User
[3070] The user answers the displayed quizzes and puzzles and sends the answers to the server via their device. The server evaluates the answers, calculates a score, and returns it to the user.
[3071] Specific examples
[3072] If the user selects a crossword puzzle for the morning session, the server sends a crossword puzzle of the appropriate difficulty level to the device, which displays it, and the user solves the puzzle, enters their answer, and the server evaluates it and calculates a score.
[3073] Memory Support Module
[3074] server
[3075] The server stores the reminder and appointment information entered by the user in a database, and the reminder notification is generated and sent to the device at the specified time.
[3076] Terminal
[3077] The device displays the reminder notification received from the server to the user, who can then check the notification and take action if necessary.
[3078] User
[3079] Users can enter information that they tend to forget in their daily lives into their device and set it as a reminder.
[3080] Specific examples
[3081] If a user types in "doctor's appointment tomorrow at 10," the server stores that information and generates a reminder notification at the specified time, which is displayed on the device for the user to review.
[3082] Social interaction promotion module
[3083] server
[3084] The server generates appropriate topics based on the user's interests and past conversations, and sends the generated conversation messages to the terminal.
[3085] Terminal
[3086] The terminal displays the interaction messages received from the server to the user and provides an interface for the user to respond.
[3087] User
[3088] The user can respond to the displayed message and continue the dialogue.
[3089] Specific examples
[3090] When a user types "What should I do today?", the server will suggest, based on the user's interests, "How about enjoying some gardening in the yard today?"
[3091] Health Information Module
[3092] server
[3093] The server generates appropriate health information based on the user's health status and past feedback, including, for example, today's exercise advice and meal suggestions, and sends it to the device.
[3094] Terminal
[3095] The terminal displays the health information received from the server to the user and provides an interface through which the user can input feedback.
[3096] User
[3097] Users can review the health information provided and provide feedback or questions as needed.
[3098] Specific examples
[3099] In the morning, the app displays a message saying, "Today's recommended exercise is 30 minutes of walking," along with suggestions for appropriate meals. The user can check the displayed information and act accordingly.
[3100] Memory Game Module
[3101] server
[3102] The server generates a random sequence of numbers and words and sends them to the device in a game format, evaluating the user's answers and calculating a score.
[3103] Terminal
[3104] The terminal displays the sequence received from the server to the user, provides time for the user to memorize the sequence, and displays an interface prompting the user to re-enter the sequence.
[3105] User
[3106] The user memorizes and re-enters the displayed sequence and sends it to the server.
[3107] Specific examples
[3108] The terminal displays the number sequence "5, 8, 3, 6" and asks the user to re-enter it after a few seconds. The server evaluates the sequence the user has entered and calculates a score based on accuracy.
[3109] Example prompts for generative AI models
[3110] "What happens to the server when a user selects a crossword puzzle as cognitive training?"
[3111] In this way, this system provides users with a multifaceted approach to dementia prevention and can be easily used at home.
[3112] The flow of the identification process in the first embodiment will be described with reference to FIG.
[3113] Cognitive Training Module
[3114] Step 1:
[3115] The server retrieves the user's past performance data from the database.
[3116] Input: User ID
[3117] Data processing and calculation: Perform a database search to obtain past performance data.
[3118] Output: Acquired user's past performance data
[3119] Step 2:
[3120] The server selects appropriate quizzes and puzzles from a database based on the user's performance.
[3121] Input: User's past performance data
[3122] Data processing and calculation: Applying algorithms to identify and select appropriate quizzes and puzzles based on performance data.
[3123] Output: Data for selected quizzes and puzzles
[3124] Step 3:
[3125] The server generates the selected quiz or puzzle and sends it to the device.
[3126] Input: Selected quiz or puzzle data
[3127] Data processing and calculation: Generate quizzes and puzzles in HTML format.
[3128] Output: HTML data of the generated quiz or puzzle
[3129] Step 4:
[3130] The terminal displays the received quiz or puzzle to the user.
[3131] Input: HTML data for the generated quiz or puzzle
[3132] Data processing and calculation: Rendering HTML data for display in the browser.
[3133] Output: A user interface showing the quiz or puzzle
[3134] Step 5:
[3135] The user enters answers to the displayed quizzes and puzzles.
[3136] Input: Answers to quizzes and puzzles
[3137] Specific actions: The user enters the answer into the interface.
[3138] Step 6:
[3139] The terminal transmits the user's input answers to the server.
[3140] Input: User's answer data
[3141] Data processing and calculation: Answer data is sent via HTTPS.
[3142] Output: Answer data is sent to the server
[3143] Step 7:
[3144] The server evaluates the answers and calculates a score.
[3145] Input: User's answer data
[3146] Data processing and calculation: An algorithm is applied to compare the data with the correct answer, evaluate it, and calculate a score.
[3147] Output: Calculated score
[3148] Step 8:
[3149] The server sends the score to the terminal, which displays it to the user.
[3150] Input: Calculated score
[3151] Data processing and calculation: Score data is sent to the device via HTTPS.
[3152] Output: The score is displayed to the user
[3153] Memory Support Module
[3154] Step 1:
[3155] The user inputs the reminder information into the device.
[3156] Input: Reminder information (e.g. date, time, content)
[3157] Specific operation: The user enters information into an input form on the terminal.
[3158] Step 2:
[3159] The device sends the entered reminder information to the server.
[3160] Input: Reminder information
[3161] Data processing and calculation: Send reminder information via HTTPS.
[3162] Output: Reminder information is sent to the server
[3163] Step 3:
[3164] The server stores the reminder information in a database.
[3165] Input: Reminder information
[3166] Data processing and calculation: Save reminder information in the database.
[3167] Output: Saved reminder information
[3168] Step 4:
[3169] The server generates a reminder notification at the specified time.
[3170] Input: Saved reminder information
[3171] Data processing and calculation: Check the date and time and apply an algorithm to generate a reminder notification.
[3172] Output: The generated reminder notification
[3173] Step 5:
[3174] Sends server-generated notifications to the device.
[3175] Input: Reminder
[3176] Data processing and calculation: Send reminder notifications to the device via HTTPS.
[3177] Output: Reminder notification sent to device
[3178] Step 6:
[3179] The device displays a reminder notification to the user.
[3180] Input: Reminder
[3181] Data processing and calculation: Update the interface to display notifications.
[3182] Output: A reminder notification is displayed in the user interface
[3183] Step 7:
[3184] The user checks the notification and takes action if necessary.
[3185] Input: Reminder
[3186] Specific behavior: The user checks the notification and takes the necessary action (e.g., confirms the reservation).
[3187] Social interaction promotion module
[3188] Step 1:
[3189] The user provides input for the interaction.
[3190] Input: Questions and comments for dialogue
[3191] Specific operation: The user inputs dialogue content into the terminal.
[3192] Step 2:
[3193] The terminal sends the user's input to the server.
[3194] Input: Dialogue
[3195] Data processing and calculation: The conversation content is sent to the server via HTTPS.
[3196] Output: The dialogue is sent to the server
[3197] Step 3:
[3198] The server generates an appropriate message based on the content of past conversations.
[3199] Input: Dialogue content and past dialogue data
[3200] Data processing and calculation: Applying algorithms to generate appropriate messages.
[3201] Output: Generated dialogue message
[3202] Step 4:
[3203] The server generates a message and sends it to the terminal.
[3204] Input: The generated dialogue message
[3205] Data processing and calculation: Sends conversation messages to the terminal via HTTPS.
[3206] Output: Interactive messages are sent to the terminal
[3207] Step 5:
[3208] The terminal displays the message to the user.
[3209] Input: Dialogue message
[3210] Data processing and calculation: Update the interface to display the message.
[3211] Output: An interactive message is displayed in the user interface.
[3212] Step 6:
[3213] The user responds and the dialogue continues.
[3214] Input: Dialogue message
[3215] Specific action: The user responds to the dialogue message.
[3216] Health Information Module
[3217] Step 1:
[3218] The server acquires the user's health status data.
[3219] Input: User ID
[3220] Data processing and calculation: Database search is performed to obtain health status data.
[3221] Output: Acquired health status data
[3222] Step 2:
[3223] The server generates advice and information based on the user's health condition.
[3224] Input: Health status data
[3225] Data processing and calculation: Applying algorithms to generate appropriate advice based on health status.
[3226] Output: Generated health advice
[3227] Step 3:
[3228] The health information generated by the server is sent to the terminal.
[3229] Enter: Health Advice
[3230] Data processing and calculation: Health advice is sent to the device via HTTPS.
[3231] Output: Health advice sent to device
[3232] Step 4:
[3233] The terminal displays the health information to the user.
[3234] Enter: Health Advice
[3235] Data processing and calculation: Update the interface to display advice.
[3236] Output: Health advice displayed in the user interface
[3237] Step 5:
[3238] Users enter feedback or questions.
[3239] Input: Feedback or questions
[3240] Specific action: The user inputs feedback or questions through the device.
[3241] Step 6:
[3242] The terminal sends the user's input to the server.
[3243] Input: Feedback or questions
[3244] Data processing and calculation: Send feedback and questions to the server via HTTPS.
[3245] Output: Feedback and questions are sent to the server
[3246] Step 7:
[3247] The server generates additional information as needed and sends it to the terminal.
[3248] Input: Feedback or questions
[3249] Data processing and calculation: Applying algorithms to generate additional information.
[3250] Output: Additional information generated
[3251] Memory Game Module
[3252] Step 1:
[3253] The server generates a random sequence.
[3254] Input: Start trigger
[3255] Data processing and computation: Applying algorithms to generate random sequences of numbers or words.
[3256] Output: The generated sequence
[3257] Step 2:
[3258] The server sends the generated sequence to the terminal.
[3259] Input: Generated sequence
[3260] Data processing and calculation: The sequence is sent to the terminal via HTTPS.
[3261] Output: The sequence is sent to the terminal
[3262] Step 3:
[3263] The terminal displays the sequence to the user.
[3264] Input: Sequence
[3265] Data processing and calculation: Update the interface to display the sequence.
[3266] Output...
Claims
1. a means for providing cognitive training; a means for providing a memory aid; a means of promoting social interaction; a means of providing health information; a means for providing a memory game; a generative model for implementing these measures for the user; a computing device for executing the generative model; a communication device that links the generative model and the computing device; A system including:
2. 10. The system of claim 1, wherein the generative model automatically adapts content related to cognitive training and social interaction based on user interests and past data.
3. 10. The system of claim 1, wherein the generative model generates and notifies memory aids and reminders in real time based on user input.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A