System
The system addresses budget management and activity planning challenges by calculating daily budgets, selecting activities, and allowing real-time adjustments, ensuring users can efficiently enjoy activities within their means and enhance satisfaction.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-22
- Publication Date
- 2026-03-06
AI Technical Summary
Consumers face challenges in managing their budget and planning daily activities efficiently, as existing systems lack flexibility and fail to adjust plans based on user feedback, making it difficult to live a satisfying life within their financial constraints.
A system that receives user input on budget, period, and preferences, calculates a daily available amount, selects appropriate activities, generates a daily life plan, and allows for real-time adjustments based on feedback, using a database to extract activity costs.
Enables users to create and adjust daily life plans efficiently, ensuring they can enjoy activities within their budget and improve satisfaction through flexible planning.
Smart Images

Figure 2026037972000001_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] Today's consumers have diverse tastes and preferences, and want to live a fulfilling lifestyle within their limited budget and time. However, managing a budget and planning each day is time-consuming, making it difficult to create an efficient life plan. They often struggle with budget allocation and activity selection in particular. Furthermore, there is no system that allows for flexible adjustments to plans based on user feedback. This makes it difficult for users to live a satisfying life within their budget. [Means for solving the problem]
[0005] In order to solve the above-mentioned problems, the present invention provides the following means: A means for receiving data regarding a budget, period, and preferences input by a user, and a means for calculating a daily available amount by dividing the budget by the period based on the received data; a means for selecting appropriate activities within the budget based on the preferences, and a means for generating a daily life plan using the calculated and selected activities; and a means for presenting the generated life plan to the user. This allows the user to obtain an efficient and satisfying plan within a limited budget. Furthermore, a means for receiving user feedback and readjusting the life plan based on that feedback improves user satisfaction. Furthermore, a more accurate plan can be provided by using a means for extracting activities and their costs from a database.
[0006] "User" refers to any individual or entity that uses the System.
[0007] "Budget" refers to the amount of money available for use within a certain period of time specified by the user.
[0008] "Period" refers to the number of days the plan will run as specified by the user.
[0009] "Preferences" refers to the types of activities a user is interested in or likes.
[0010] "Data" refers to information entered by the user (budget, timeframe, preferences, etc.).
[0011] "Means for receiving" refers to the system's ability to obtain data entered by the user.
[0012] "Calculation means" refers to a function that performs specified processing based on received data.
[0013] "Means of selection" refers to the ability to determine the appropriate activity based on computational results and user preferences.
[0014] "Means of generation" refers to the function of combining selected activities to create a daily life plan.
[0015] "Means for presentation" refers to the function of displaying and providing the generated life plan to the user.
[0016] "Feedback" refers to users sending suggestions and opinions to the system.
[0017] "Recalibration means" refers to the ability to reconstruct a life plan based on feedback.
[0018] "Database" refers to a collection of information stored within a system.
[0019] "Cost" refers to the cost incurred for each activity. [Brief explanation of the drawings]
[0020] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7]FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0021] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0022] First, the terms used in the following description will be explained.
[0023] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0024] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0025] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0026] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0027] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0028] [First embodiment]
[0029] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0030] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0031] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0032] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0033] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0034] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0035] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0036] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0037] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0038] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0039] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0040] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0041] The present invention relates to a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents the plan to the user. The system is composed of a server and a user's terminal.
[0042] System Configuration
[0043] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[0044] 2. The device collects the information entered by the user and sends it to the server.
[0045] 3. The server analyzes the received information and calculates the amount available per day by dividing the budget by the number of days.
[0046] 4. The server selects activities (e.g., cinema, restaurant, gym, etc.) from its database that can be performed within the user's budget based on the user's preferences.
[0047] 5. The server generates a life plan for each day using the calculated and selected activities.
[0048] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[0049] Program processing
[0050] Collection and transmission of user information
[0051] The terminal displays a login form and prompts the user to enter their budget, remaining days, and preferences. For example, the user might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[0052] The terminal validates the entered information and ensures that it is in the correct format before sending it to the server.
[0053] Data analysis and calculations
[0054] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (3,333 yen).
[0055] The server extracts activity suggestions from a database based on preferences (watching movies, playing sports, eating delicious food).
[0056] Selecting activities and generating plans
[0057] The server selects activities that can be carried out within the calculated daily budget and generates a life plan for each day.
[0058] For example, on the first day you could offer "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" and on the second day you could offer "Go to the gym (free) and a delicious lunch (1,500 yen)".
[0059] Presenting the plan
[0060] The server sends the generated life plan to the terminal.
[0061] The device will display the received plan to the user for confirmation.
[0062] Example: A user checks a plan such as "Day 1: Movie and restaurant, Day 2: Gym and delicious lunch."
[0063] Specific examples
[0064] User Input Example
[0065] Budget: 50,000 yen
[0066] Days left: 15 days
[0067] Hobbies and interests: Watching movies, sports, eating delicious food
[0068] System processing and generated plans
[0069] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[0070] 2. The server suggests the following activities:
[0071] Movie viewing options: 1500 yen
[0072] Restaurant meal: 1,800 yen
[0073] Gym access: Free
[0074] Sports facilities: 1000 yen
[0075] 3. The server generates a plan for each day as follows:
[0076] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[0077] Day 2: Gym (free), Lunch (1500 yen)
[0078] Day 3: Sports (1000 yen), snacks (500 yen)
[0079] ...
[0080] Day 15: Travel (Day Trip - Use remaining budget)
[0081] In this way, this system allows users to live an efficient and satisfying life within a limited budget. It also allows for even greater flexibility by readjusting plans based on user feedback.
[0082] The processing flow will be explained below.
[0083] Step 1:
[0084] Users log in to the system via a terminal and enter their budget, the number of days remaining in the month, and their hobbies and preferences.
[0085] Step 2:
[0086] The device collects the budget, remaining days, and preferences entered by the user, verifies the data format, and then transmits the collected data to the server.
[0087] Step 3:
[0088] The server analyzes the received data and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[0089] Step 4:
[0090] The server retrieves a list of activities that match the user's interests and preferences from the database, such as going to the movies, eating at restaurants, and visiting sports facilities, along with their cost information.
[0091] Step 5:
[0092] The server then selects from the list the activities that can be performed within the calculated daily budget, such as going to the movies (1500 yen), eating at a restaurant (1800 yen), etc.
[0093] Step 6:
[0094] The server balances the selected activities for each day and generates a daily life plan. For example, on the first day, you might choose "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)," and on the second day, you might choose "Go to the gym (free) and lunch (1,500 yen)."
[0095] Step 7:
[0096] The server transmits the generated life plan to the terminal.
[0097] Step 8:
[0098] The device displays the generated life plan to the user, who can review the plan and provide feedback if necessary.
[0099] Step 9:
[0100] When the user submits feedback (e.g., "I'd prefer a cheaper lunch on the second day"), the device sends the feedback to the server.
[0101] Step 10:
[0102] The server readjusts the life plan based on the received feedback, revising activities and budget allocations and generating a revised plan.
[0103] Step 11:
[0104] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[0105] Example 1
[0106] 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."
[0107] In today's busy lifestyles, it is extremely difficult for people to plan their daily activities efficiently and satisfactorily within their limited budget and time. In particular, selecting activities that fit their hobbies and preferences and can be enjoyed within their budget, and creating a daily life plan, is time-consuming and laborious. Furthermore, the burden increases when the plan needs to be adjusted based on feedback each time it is carried out. The purpose of this invention is to solve these problems and enable users to easily create a daily life plan and achieve high satisfaction.
[0108] 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.
[0109] In this invention, the server includes means for receiving data regarding a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate activities within the budget based on the preferences, means for generating a daily life plan using the calculated and selected activities, and means for presenting the generated life plan to the user. This allows the user to easily create and confirm a daily life plan including optimal activities within a limited budget, and also allows the user to easily adjust the plan based on feedback, thereby enabling the user to live a more satisfying life.
[0110] A "user" is a person or individual who accesses the system and enters data regarding their budget, timeframe and preferences.
[0111] A "budget" is the total amount of money that can be used within a certain period of time specified by the user.
[0112] A "period" is a specific time range, usually expressed in days, over which a budget applies.
[0113] "Preferences" refer to a user's preferred activities, hobbies, and areas of interest.
[0114] "Means for receiving" refers to a function or device for incorporating data input by a user into the system.
[0115] The "calculating means" is a function or device that divides the received budget by the period and calculates the resulting available amount per day.
[0116] The "selection means" is a function or device that extracts activities that can be carried out within a budget from a database or the like based on preferences.
[0117] A "Life Plan" is a lifestyle plan that combines activities that can be carried out for each day based on the user's budget and preferences.
[0118] The "means for generating" is a function or device that constructs a daily life plan based on collected data and calculation results.
[0119] The "presentation means" is a function or device that displays the generated life plan on the user's terminal for confirmation.
[0120] "Feedback" refers to the opinions and reactions received from users, and is data used to readjust plans.
[0121] The present invention relates to a system that generates a daily life plan based on the budget, period, and preferences input by the user and presents it to the user. This system is composed of a server and a user terminal.
[0122] System Configuration
[0123] Collection and transmission of user information
[0124] A user logs in to the system via a terminal and inputs their budget, remaining period, and preferences. As a concrete example, let us assume that a user inputs "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and sports."
[0125] The terminal collects the entered information, verifies that it is in the correct format, and then sends it to the server.
[0126] Data analysis and calculations
[0127] The server divides the budget information received from the user (e.g., 50,000 yen) by the number of remaining days (e.g., 15 days) to calculate the amount available per day (e.g., 3,333 yen).
[0128] Activity Selection
[0129] The server extracts activities that can be performed within the user's budget from the database based on the user's preferences (e.g., watching movies, playing sports, eating delicious food). For example, a movie can be suggested for 1,500 yen, and using a sports facility for 1,000 yen.
[0130] Creating a life plan
[0131] The server combines activities that can be performed within the calculated daily budget and generates a life plan for each day. For example, on the first day, it might be "Watch a movie (1500 yen) and go to a restaurant (1800 yen)," and on the second day, it might be "Go to the gym (free) and have a delicious lunch (1500 yen)."
[0132] Presenting the plan
[0133] The server sends the generated life plan to the device, which then displays it to the user. For example, the user can see a plan such as "Day 1: Watch a movie and go to a restaurant, Day 2: Go to the gym and have a delicious lunch."
[0134] Technology used
[0135] This system is implemented using the following hardware and software:
[0136] Device: A device where a user enters information, such as a smartphone, tablet, or computer.
[0137] Server: A server that analyzes data, performs calculations, selects activities, and generates life plans. A server with a high-performance processor and sufficient memory is desirable.
[0138] Database: A database for storing activity information based on user preferences and associated cost information. For example, a relational database such as MySQL (registered trademark) or PostgreSQL can be used.
[0139] Specific examples
[0140] The following are examples of prompts that users may enter:
[0141] Prompt: "Your budget is 50,000 yen, you have 15 days left, and your hobbies are watching movies, playing sports, and eating delicious food. Suggest an activity plan that you can enjoy every day under these conditions."
[0142] This system allows users to live an efficient and satisfying daily life within a limited budget. It also allows for the plan to be readjusted based on user feedback, providing a highly adaptable and personalized plan.
[0143] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0144] Step 1: Enter your user information
[0145] The user enters the budget, remaining time, and preferences into an input form on the device, for example using text boxes and check boxes.
[0146] Input: Budget (e.g., 50,000 yen), remaining days (e.g., 15 days), preferences (e.g., watching movies, playing sports, eating delicious food)
[0147] Output: User information data (JSON format, key-value store format, etc.)
[0148] Step 2: Submit user information
[0149] The terminal converts the information entered by the user into a data format, verifies that it is in the correct format, and then sends an HTTP request to the server.
[0150] Input: User information data
[0151] Output: HTTP request sent to the server
[0152] Specific operation: Validates input data using regular expressions, etc., and if there are no errors, sends the data to the server along with the HTTP header.
[0153] Step 3: Analyze and calculate the budget
[0154] The server uses the received budget data and remaining period data to calculate the daily available amount, for example, by dividing the budget by the period.
[0155] Input: Budget (50,000 yen), remaining days (15 days)
[0156] Output: Daily available amount (3,333 yen)
[0157] Specific operation: The server converts the received data into variables, calculates the daily available amount by dividing the budget by the number of remaining days, and stores the result in memory or in a database.
[0158] Step 4: Selecting activities based on preferences
[0159] The server searches the database for activities that can be carried out within the budget based on the user's preferences and selects an appropriate activity.
[0160] Input: User preferences (watching movies, sports, wanting to eat delicious food), daily available amount (3,333 yen)
[0161] Output: List of activities (e.g., movie 1500 yen, restaurant 1800 yen, gym free, sports facilities 1000 yen)
[0162] What it does: Generates SQL queries based on user preferences and filters activities from the database that can be performed within the budget.
[0163] Step 5: Create a life plan
[0164] The server combines the selected activities into a daily schedule and generates a life plan, for example, a plan that includes a movie and a restaurant on the first day, and a gym and a delicious lunch on the second day.
[0165] Input: List of activities, Daily available amount
[0166] Output: Life plan for each day
[0167] What happens: The server rearranges the activity list by date based on the daily available amount and generates a daily plan organized as text.
[0168] Step 6: Submit and present your life plan
[0169] The server sends the generated life plan to the terminal.
[0170] The device displays the received life plan to the user, who can then check their daily schedule on the device screen.
[0171] Input: Life plan for each day
[0172] Output: Life plan displayed to the user
[0173] Specific operation: The server sends the generated life plan to the terminal in JSON format, etc., and the terminal parses it and displays it on the user interface.
[0174] Through the above processing steps, the system can generate an optimal daily life plan based on the budget and preferences entered by the user and provide it to the user.
[0175] (Application example 1)
[0176] 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."
[0177] Conventional life plan generation systems have difficulty suggesting appropriate viewing content for daily activities, which has prevented them from increasing user satisfaction. Furthermore, they lacked a method for automatically selecting and presenting content that flexibly accommodates users' budgets and preferences and fits their daily life plans, making it difficult to provide efficient life plans. Furthermore, optimizing plans by incorporating user feedback has also been a challenge.
[0178] 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.
[0179] In this invention, the server includes means for receiving data related to a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate viewing content within the budget based on the preferences, means for generating a daily life plan using the calculated and selected viewing content, and means for presenting the generated life plan to the user. This makes it possible to efficiently incorporate viewing content that matches the user's preferences into the daily life plan, thereby increasing user satisfaction.
[0180] A "User" is an individual who utilizes the system to input their budget, timeframe and preference information and receive a personalized life plan.
[0181] A "budget" is a spending limit specified by a user.
[0182] "Period" means the specific number of days that a User's Life Plan covers.
[0183] "Preferences" are data that represent a user's interests and preferences.
[0184] "Daily Available Amount" means the amount that can be used per day, calculated by dividing the user's budget by the period.
[0185] "Audio content" refers to entertainment materials such as movies, music, e-books, etc., for users to enjoy.
[0186] A "Life Plan" is a daily activity plan generated based on the user's budget, timeframe, and preferences.
[0187] The term "means" refers to a method or device for performing a specific function or process within a system.
[0188] A "database" is a storage system for storing and managing viewing content and related information.
[0189] "Prompt text" refers to guidance text or explanatory text that is generated based on the selection of viewing content.
[0190] "Feedback" refers to the evaluation of usage and suggestions for improvement provided by users to the system.
[0191] The present invention is a system that generates a daily life plan based on the user's budget, time period, and preferences, and presents it to the user. This system is composed of a user terminal and a server. Detailed embodiments of the system are described below.
[0192] System Configuration
[0193] The system includes the following means:
[0194] 1. Collecting User Preferences:
[0195] Users enter their budget, remaining days, and preferences through a smartphone application.
[0196] This information is sent from the terminal to the server.
[0197] 2. Data Analysis:
[0198] The server calculates the available amount per day based on the received budget and the number of remaining days.
[0199] For example, if you set a budget of 30,000 yen for 15 days, you divide 30,000 yen by 15 days to get 2,000 yen per day.
[0200] 3. Selection of viewing content:
[0201] The server extracts appropriate viewing content from the database within the budget based on the user's preferences.
[0202] For example, if a user inputs that they like movies and music, the app will select relevant movie and music playlists from its database.
[0203] 4. Generate a daily life plan:
[0204] The server generates a daily life plan using the viewing content, taking into account the calculated daily budget.
[0205] For example, on the first day, combine "Watch a movie (500 yen)" and "Music playlist (200 yen)".
[0206] 5. Presentation of the generated life plan:
[0207] The server transmits the generated life plan to the terminal, which displays it to the user.
[0208] For example, a user might check a plan such as "Day 1: Watch a movie and listen to a music playlist, Day 2: Read a book (300 yen) and watch a movie (500 yen)."
[0209] Hardware and Software Used
[0210] Hardware:
[0211] Smartphone: Accepts user input and displays the generated life plan.
[0212] Server: Performs the main processing of life plan generation.
[0213] software:
[0214] Front-end: Implement the user interface using React Native.
[0215] Backend: Build an API server using Flask.
[0216] Database: Uses SQLite to manage viewing content data.
[0217] Example
[0218] User Input Example
[0219] Budget: 30,000 yen
[0220] Days left: 15 days
[0221] Hobbies and interests: movies, music, reading
[0222] System processing and generated plans
[0223] 1. The server calculates the daily budget: 30,000 yen / 15 days = 2,000 yen / day.
[0224] 2. The server selects candidate content for viewing:
[0225] Movie candidate: "Inception" 500 yen
[0226] Music playlist: "Pop Playlist" 100 yen
[0227] E-book: "Sci-fi Novel" 300 yen
[0228] 3. The server generates a plan for each day as follows:
[0229] Day 1: Movie viewing (500 yen), music playlist (100 yen)
[0230] Day 2: Reading (300 yen), watching a movie (500 yen)
[0231] Prompt Sentence Examples
[0232] "Day 1: Movies and Music Playlist"
[0233] "Day 2: Reading and watching movies"
[0234] In this way, this system allows users to enjoy an efficient and satisfying life plan that includes viewing content within a limited budget, and it is also possible to readjust the plan based on user feedback.
[0235] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0236] Step 1: Enter and collect user information
[0237] The user launches the smartphone application and inputs data regarding the budget, period, and preferences. Specifically, the user inputs information such as "Budget: 30,000 yen," "Remaining days: 15 days," and "Hobbies and preferences: movies, music, reading." After this information is input by the device, it is sent to the server.
[0238] Input: Budget, duration, preferences
[0239] Data processing: Check that the format is correct and send to the server
[0240] Output: Sends input data to the server
[0241] Step 2: Data analysis and calculation of daily available amount
[0242] Based on the received data, the server first divides the user's budget by the period to calculate the amount of money that can be used per day. For example, dividing a budget of 30,000 yen by 15 days results in 2,000 yen per day.
[0243] Input: Budget, Period
[0244] Data calculation: budget ÷ period
[0245] Output: Daily available amount
[0246] Step 3: Select viewing content based on preferences
[0247] The server extracts from the database viewing content (movies, music playlists, e-books, etc.) that can be purchased within the user's budget based on the user's preferences. For example, it selects "Movie: Inception (500 yen)," "Music playlist: Pop Playlist (100 yen)," and "E-book: Sci-fi Novel (300 yen)."
[0248] Input: Preferences, daily allowance
[0249] Data processing: Extracting relevant content from the database
[0250] Output: Selected viewing content
[0251] Step 4: Generate a daily life plan
[0252] The server uses the selected viewing content to generate a life plan for each day. The viewing content is combined within the calculated daily budget and the content to be used is allocated on a daily basis. For example, the first day might include "Watching movies (500 yen)" and a "Music playlist (100 yen)," while the second day might include "Reading (300 yen)" and "Watching movies (500 yen)."
[0253] Input: Selected viewing content, daily allowance
[0254] Data processing: Allocate viewing content by day
[0255] Output: Daily Life Plan
[0256] Step 5: Presenting your life plan
[0257] The server sends the generated daily life plan to the device, which then presents it to the user. The user can then check the detailed plan for each day on their smartphone. For example, "Day 1: Watching movies and a music playlist" or "Day 2: Reading and watching movies."
[0258] Input: Daily Life Plan
[0259] Data processing: Converting the plan into a user-readable format
[0260] Output: Present a life plan to the user
[0261] Step 6: Gather feedback and refine your plan
[0262] Users can provide feedback on the daily life plan provided to them. The server receives this feedback and adjusts the life plan accordingly. For example, if a user provides feedback such as "I'd like to see more movies," the server will reflect that request the next time it generates a plan.
[0263] Input: User feedback
[0264] Data processing: Analyze the feedback and reflect it in the next plan generation algorithm
[0265] Output: Realigned Life Plan
[0266] 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.
[0267] The present invention relates to a system that generates a daily life plan based on the user's budget, timeframe, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[0268] System Configuration
[0269] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[0270] 2. The terminal collects the information entered by the user and the user's emotional data collected in real time and sends it to the server.
[0271] 3. The server analyzes the received information, divides the budget by the number of days to calculate the daily available amount, and analyzes the user's emotional data using an emotion engine.
[0272] 4. The server selects activities from the database that are feasible within the user's budget based on the user's preferences and emotions. Using data from the emotion engine, the server identifies the activities that best suit the user's current emotions.
[0273] 5. The server generates a daily life plan using the calculated and selected activities. It proposes a plan that matches the user's mood based on the data from the emotion engine.
[0274] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[0275] 7. When the user reviews the plan and provides feedback if necessary, the emotion engine also incorporates that feedback and analyzes new emotion data.
[0276] 8. The server readjusts the life plan based on the feedback and sends the readjusted plan to the device.
[0277] Program processing
[0278] Collecting and transmitting user information and emotional data
[0279] The device displays a login form, prompting the user to enter their budget, remaining days, and preferences, and collects their emotional state in real time. For example, if a user enters, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports," the emotion engine will collect data such as "I'm having fun" or "I'm feeling stressed" from the user's facial expressions and voice.
[0280] The device transmits the input information and emotion data to the server.
[0281] Data analysis and calculations
[0282] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (50,000 yen / 15 days = 3,333 yen / day).
[0283] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state.
[0284] Selecting activities and generating plans
[0285] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[0286] The server then selects activities that fit the user's emotional state and are feasible within the calculated daily budget, for example, choosing relaxing activities if the user is "high stress" and active activities if the user is "having fun."
[0287] Presenting and adjusting plans
[0288] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[0289] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[0290] When users provide feedback, the emotion engine also incorporates that feedback and readjusts its plans by analyzing the new emotional data.
[0291] Specific examples
[0292] User Input Example
[0293] Budget: 50,000 yen
[0294] Days left: 15 days
[0295] Hobbies and interests: Watching movies, sports, eating delicious food
[0296] Emotional state: Initial data: "Having fun"
[0297] System processing and generated plans
[0298] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[0299] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes active activities.
[0300] 3. The server suggests the following activities:
[0301] Movie viewing options: 1500 yen
[0302] Restaurant meal: 1,800 yen
[0303] Gym access: Free
[0304] Sports facilities: 1000 yen
[0305] 4. The server generates a plan for each day as follows:
[0306] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[0307] Day 2: Gym (free), Lunch (1500 yen)
[0308] Day 3: Sports (1000 yen), snacks (500 yen)
[0309] If your emotional state changes, adjust your plan accordingly (e.g., if you're "high stress," change to a relaxing activity)
[0310] In this way, this system allows users to live an efficient and satisfying life within a limited budget. Also, by taking into account the user's emotional state, it is possible to provide more appropriate plans and increase the user's sense of happiness.
[0311] The processing flow will be explained below.
[0312] Step 1:
[0313] Users log into the system via a terminal and enter their budget, the number of days remaining in the month, their interests, and preferences, as well as set permissions for collecting real-time emotional data.
[0314] Step 2:
[0315] The device verifies the budget, remaining days, preference information entered by the user, and emotional data collected in real time (e.g., facial expression recognition, voice analysis), and transmits the information to the server.
[0316] Step 3:
[0317] The server analyzes the received information and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[0318] Step 4:
[0319] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state (e.g., enjoying, feeling stressed).
[0320] Step 5:
[0321] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[0322] Step 6:
[0323] The server selects activities that are feasible within the calculated daily budget and that fit the user's emotional state. For example, if the emotion engine determines that the user is having fun, it will select vigorous and fun activities.
[0324] Step 7:
[0325] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[0326] Step 8:
[0327] The server sends the generated life plan to the device, which then presents it to the user, who can review the plan and provide feedback if necessary.
[0328] Step 9:
[0329] When the user sends feedback, the device sends the feedback to the server, and the emotion engine analyzes the new emotion data based on the feedback and determines the change in the user's emotional state.
[0330] Step 10:
[0331] The server will then readjust the life plan based on the feedback and the analysis results of the emotion engine. For example, if the user feels "high stress," the server will adjust the plan to include relaxing activities.
[0332] Step 11:
[0333] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[0334] Example 2
[0335] 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."
[0336] Conventional life plan generation systems could select activities taking into account the user's budget and preferences, but they were unable to incorporate the user's real-time emotional state. As a result, it was difficult to provide an optimal plan that reflected the user's emotions and stress level, and the system was unable to fully improve the user's satisfaction and happiness. Furthermore, there were insufficient means to effectively incorporate user feedback.
[0337] 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.
[0338] In this invention, the server includes means for collecting and analyzing the user's emotional state, means for selecting appropriate activities within a budget based on the user's preferences and emotional state, and means for readjusting the daily life plan. This enables the selection of activities in accordance with the user's real-time emotions, and the daily life plan is dynamically adjusted according to the emotions, thereby significantly improving the user's satisfaction and sense of happiness.
[0339] "User" refers to an individual who utilizes the system and provides their budget, timeframe, preferences, and real-time emotional state.
[0340] "Budget" refers to the amount of money available for use over a period of time specified by the User.
[0341] "Time Period" means the time frame, such as the number of days in a month or week, over which the user intends to use the budget.
[0342] "Preferences" refers to a user's preferred activities or areas of interest, such as watching movies or sports.
[0343] "Emotional state" refers to the mental or psychological state that a user exhibits when using the system, and is analyzed by the emotion engine.
[0344] "Emotion engine" refers to a combination of software and hardware for collecting and analyzing user emotional data.
[0345] "Real-time" refers to the fact that user emotional data is collected and analyzed instantly.
[0346] An "Activity" is a discrete action or event that a user takes based on budget, timeframe, and preferences.
[0347] "Life Plan" refers to a daily activity plan generated by the system and presented to the user.
[0348] "Feedback" refers to the opinions and thoughts users provide about their life plans, and is data that the system uses to make readjustments based on this.
[0349] "Database" refers to the storage device where the system keeps a list of activities and cost information.
[0350] The present invention is a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[0351] System Configuration
[0352] 1. A user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences. For example, they might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[0353] 2. The device collects information entered by the user and simultaneously collects emotional data in real time. This is done using an emotion engine that uses the device's camera and microphone to collect data such as "enjoying" or "feeling stressed" from the user's facial expressions and voice.
[0354] 3. The device sends the collected information and emotion data to the server.
[0355] 4. The server analyzes the received information and first divides the budget by the number of remaining days to calculate the available amount per day. For example, "50,000 yen / 15 days = 3,333 yen / day." It also analyzes the user's emotional data using an emotion engine to evaluate their emotional state at that time.
[0356] 5. The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with their cost information.
[0357] 6. The server selects activities that fit the user's emotional state and are feasible within the calculated daily budget. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities.
[0358] 7. The server balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, it might create a specific plan such as "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" on the first day, and "Go to the gym (free) and have lunch (1,500 yen)" on the second day.
[0359] 8. The server sends the generated life plan to the device, which displays it to the user. The user can review the plan and provide feedback if necessary.
[0360] 9. If the user provides feedback, the emotion engine also incorporates that feedback and readjusts the plan by analyzing the new emotional data.
[0361] 10. The server readjusts the life plan based on the user's feedback and new emotional data, and then sends the readjusted plan back to the device and presents it to the user.
[0362] Specific examples
[0363] User Input Example
[0364] Budget: 50,000 yen
[0365] Days left: 15 days
[0366] Hobbies and interests: Watching movies, sports, eating delicious food
[0367] Emotional state: Initial data: "Having fun"
[0368] System processing and generated plans
[0369] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day
[0370] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes vigorous activities.
[0371] 3. The server suggests the following activities:
[0372] Movie viewing options: 1500 yen
[0373] Restaurant meal: 1,800 yen
[0374] Gym access: Free
[0375] Sports facilities: 1000 yen
[0376] 4. The server generates a plan for each day as follows:
[0377] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[0378] Day 2: Gym (free), Lunch (1500 yen)
[0379] Day 3: Sports (1000 yen), snacks (500 yen)
[0380] 5. The server adjusts the plan accordingly if the user's emotional state changes (e.g., if "high stress" changes to a relaxing activity).
[0381] In this way, this system provides users with an optimal life plan and supports a more satisfying lifestyle by taking into account the user's emotional state in real time. Furthermore, by providing specific information such as an example prompt, "Generate a daily life plan for a user with a budget of 50,000 yen for 15 days, who enjoys watching movies, playing sports, and eating delicious food. The user is currently in an emotional state they are enjoying," the system's convenience and user satisfaction can be improved.
[0382] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0383] Step 1:
[0384] A user logs in to the system via a terminal. After logging in, the user inputs their budget, the number of days remaining, and their preferences (e.g., watching movies, sports, eating delicious food). The input data includes this month's budget of 50,000 yen, the number of days remaining of 15 days, and their preferences of watching movies and sports. This input data is passed to the terminal.
[0385] Input: User's budget, remaining days, preferences
[0386] Output: Login success message and input data
[0387] Step 2:
[0388] The device collects the user's input data, such as budget, remaining days, and preferences. At the same time, it uses the device's camera and microphone to collect the user's emotional state in real time. The emotion engine analyzes the user's facial expressions and voice to determine emotional data such as "enjoying" or "stressing." All collected information is sent from the device to the server.
[0389] Input: User-entered data and sentiment data
[0390] Output: Collected user information and emotion data are sent to the server.
[0391] Step 3:
[0392] The server analyzes the received user's budget data and calculates the daily available amount by dividing the budget by the number of days remaining. For example, dividing 50,000 yen by 15 days gives a daily available amount of 3,333 yen. The server also analyzes the user's emotional data using an emotion engine to evaluate the user's current emotional state.
[0393] Input: User's budget data, remaining days, sentiment data
[0394] Output: Daily available amount and emotional state assessment results
[0395] Step 4:
[0396] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with cost information for each activity.
[0397] Input: User preference and emotional data
[0398] Output: A list of activities that match the user's preferences and emotional state
[0399] Step 5:
[0400] The server selects activities that are feasible within the calculated daily budget and that suit the user's emotions. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities. Specifically, it selects options such as watching a movie for 1,500 yen, eating at a restaurant for 1,800 yen, free gym use, and sports facilities for 1,000 yen.
[0401] Input: Daily available amount, activity list, emotion data
[0402] Output: A list of selected activities
[0403] Step 6:
[0404] The server balances the selected activities by day and generates a daily life plan that takes emotional data into account. For example, on the first day, a specific plan might be generated, such as "1,500 yen for a movie and 1,800 yen for a restaurant," and on the second day, "free gym time and 1,500 yen for lunch."
[0405] Input: List of selected activities, emotion data
[0406] Output: Daily life plan
[0407] Step 7:
[0408] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[0409] Input: Daily Life Plan
[0410] Output: Life plan displayed to the user
[0411] Step 8:
[0412] When a user sends feedback, the device relays it to the server, and at the same time, the emotion engine also collects and analyzes new emotion data based on the feedback content.
[0413] Input: User feedback and new emotional data
[0414] Output: The collected and analyzed feedback and emotion data is sent to the server.
[0415] Step 9:
[0416] The server readjusts the life plan based on the received feedback and new emotional data, and sends the readjusted plan to the device. The device then presents the readjusted plan to the user. For example, if the feedback indicates "high stress," the device will change the plan to include more relaxing activities.
[0417] Input: Feedback and new emotion data
[0418] Output: Realigned Life Plan
[0419] (Application example 2)
[0420] 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."
[0421] Conventional life plan generation systems generate daily plans without considering the user's emotional state, making it impossible to propose optimal plans that reflect the user's real-time emotional state. Furthermore, when shopping in physical stores, it is difficult to provide a personalized shopping experience based on the user's budget, emotional state, and location information within the store.
[0422] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving data related to a budget, a period, and preferences input by a user; means for calculating a daily available amount by dividing the budget by the period based on the received data; means for selecting appropriate activities within the budget based on the preferences and emotional state; means for extracting activities, products, and their costs from a database in the activity selection; means for evaluating the user's emotional state using an emotion engine and adjusting the life plan based on the evaluation; means for generating a daily life plan using the calculated and selected activities and products; means for presenting the generated life plan to the user; means for identifying the user's location information within the store; and means for recommending appropriate stores based on the user's location information using Bluetooth technology. This enables a personalized life plan and shopping experience that takes into account the user's emotional state and location information within the physical store.
[0423] A "budget" is the amount of money a user plans to spend within a specific time period.
[0424] "Time Period" means the specific time frame for which a User's set Budget will be used.
[0425] "Preferences" refer to the personal preferences and interests that a user has in a particular activity or product selection.
[0426] An "emotional state" refers to the type and intensity of emotion a user is feeling at a particular point in time.
[0427] A "Life Plan" is a daily action plan or list of activities generated based on a user's budget, timeframe, preferences, and emotional state.
[0428] "Bluetooth technology" is a short-range wireless communication technology used to identify a user's location and exchange data.
[0429] "Server" means a computer system that acts as a central processing unit, analyzes and processes data received from Users, and generates and provides Life Plans.
[0430] An "emotion engine" is a component that contains algorithms and programs for assessing a user's emotional state.
[0431] "Terminal" refers to the equipment or device used by a user to input data, and specifically includes smartphones.
[0432] "Database" means a storage device for storing activity, product and cost information and providing this information as needed.
[0433] The present invention relates to a system that generates a daily life plan based on a user's budget, timeframe, and preferences, and further adjusts the life plan by recognizing the user's emotional state. The system is composed of a server, a user terminal, and an emotion engine.
[0434] System Configuration
[0435] 1. User Device:
[0436] Users log into the system via a terminal and enter their budget, remaining time, and preferences (e.g., food, fashion, electronics).
[0437] The device collects information entered by the user and real-time emotional data of the user, and transmits it to the server. For example, it uses facial recognition technology to analyze the user's facial expressions and provides the data to the emotion engine.
[0438] 2. Server:
[0439] The server analyzes the received data and calculates the amount of money available per day by dividing the budget by the period.
[0440] The server extracts activities and products and their costs from a database based on preferences and emotional states.
[0441] The server uses an emotion engine to assess the user's emotional state and adjust the life plan.
[0442] The server generates a daily life plan using the calculations and selected activities and products.
[0443] The server sends the generated life plan to the user's terminal, which then presents it to the user.
[0444] 3. Emotion Engine:
[0445] The emotion engine evaluates the user's emotional state using facial expression recognition and voice analysis technology, specifically using the Affectiva SDK.
[0446] The emotion engine uses collected real-time emotion data in generating daily life plans.
[0447] 4. Additional features:
[0448] The user's location within the physical store is identified using a Bluetooth beacon and transmitted to the server.
[0449] The server recommends appropriate stores based on the location information.
[0450] Hardware and software used
[0451] Hardware: Smartphone, Bluetooth beacon (for locating users in-store)
[0452] software:
[0453] Development language: Swift (iOS) or Kotlin (ANDROID(registered trademark))
[0454] Server: AWS (registered trademark) (Amazon Web Services)
[0455] Emotion engine: Affectiva SDK (analyzes emotions based on user facial expressions)
[0456] Database: Amazon RDS (relational database)
[0457] Specific examples
[0458] User Input Example
[0459] Budget: 30,000 yen
[0460] Days left: 10 days
[0461] Interests: Fashion, gourmet food
[0462] Emotional state (initial data): Enjoying
[0463] System processing and generated plans
[0464] 1. The server calculates the daily budget: 30,000 yen / 10 days = 3,000 yen / day.
[0465] 2. The emotion engine analyzes the user's emotional state and prioritizes an active shopping experience because they are "enjoyed."
[0466] 3. The server suggests the following activities:
[0467] Fashion item purchase potential: 2,000 yen
[0468] Restaurant meal: 1000 yen
[0469] 4. The server generates a plan for each day as follows:
[0470] Day 1: Fashion item purchase (2000 yen), lunch (1000 yen)
[0471] Day 2: Gourmet experience (1500 yen), shoes purchase (1500 yen)
[0472] Example prompts to input to the emotion engine
[0473] Evaluate your current emotional state and suggest a suitable shopping plan based on the results. Data includes:
[0474] Facial expression data: {Facial expression data details}
[0475] Audio data: {Audio data details}
[0476] User preferences: {Fashion, Gourmet}
[0477] Budget: 30,000 yen, remaining days: 10 days
[0478] Current Emotion: Having fun
[0479] In this way, by implementing the invention, users can enjoy an optimal shopping experience and life plan that takes their emotions into consideration and is within their budget.
[0480] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0481] Step 1:
[0482] Terminal: The user logs into the system through the terminal and inputs their budget, timeframe, and preferences (e.g., food, fashion, electronics). The input data is sent from the terminal to the server.
[0483] Input: User's budget, duration, and preference data.
[0484] Output: Sending user-entered data to the server.
[0485] How it works: A user logs into a smartphone application and enters information such as "This month's budget is 30,000 yen, there are 10 days left, I like fashion and gourmet food." The device then aggregates this data and sends it to the server.
[0486] Step 2:
[0487] Device: The device collects the user's real-time emotional data and sends it to the server. The emotion engine analyzes facial expressions and voice via the camera and microphone.
[0488] Input: User emotion data (facial expression analysis, voice analysis).
[0489] Output: Sending emotion data analyzed by the emotion engine to the server.
[0490] Specific operation: The device activates the camera to capture the user's facial expression data and uses the microphone to collect voice data. These data are analyzed by the emotion engine and the result "the user is enjoying themselves" is sent to the server.
[0491] Step 3:
[0492] Server: The server divides the received user budget data by the period to calculate the amount of money that can be used per day.
[0493] Input: User's budget and period data.
[0494] Output: Amount available per day.
[0495] Specific operation: The server receives the input data "budget 30,000 yen, remaining days 10 days", calculates this, and gets the result "3,000 yen / day". The calculated amount data is used for internal processing.
[0496] Step 4:
[0497] Server: The server extracts activities and products and their costs from a database based on preferences and emotional states.
[0498] Input: User preference data, emotion data.
[0499] Output: Activity and product list extracted from the database.
[0500] Specific operation: The server uses the user's preference data "fashion, gourmet" and emotion data "having fun" to extract from the database a list of "potential fashion item purchases: 2,000 yen, restaurant meals: 1,000 yen."
[0501] Step 5:
[0502] Server: The server uses an emotion engine to evaluate the user's emotional data and adjust the life plan accordingly.
[0503] Input: Extracted activity list, emotion data.
[0504] Output: Adjusted daily life plan.
[0505] Specific operation: Based on the emotional data of "having fun," the server generates a plan that includes purchasing fashion items and dining at restaurants to provide the user with an active shopping experience.
[0506] Step 6:
[0507] Server: Generates a daily life plan using the calculations and selected activities and products.
[0508] Input: Adjusted activity and product list.
[0509] Output: Daily life plan.
[0510] Specific operation: The server generates a specific daily plan such as "Day 1: Purchase fashion items (2,000 yen), lunch (1,000 yen)."
[0511] Step 7:
[0512] Server: Sends the generated life plan to the user's device, which then presents it to the user.
[0513] Enter: Daily Life Plan.
[0514] Output: Life plan displayed on user device.
[0515] Specific operation: The server sends the generated plan to the user's device, and the user can check the daily plan on their smartphone.
[0516] Step 8:
[0517] Device: Receives user feedback and readjusts life plans based on that feedback.
[0518] Input: User feedback.
[0519] Output: Adjusted life plan.
[0520] How it works: The user provides feedback, such as "I want to change the lunch portion," and the device sends this to the server. The server then reselects activities and adjusts the plan based on the feedback.
[0521] The above are the specific processing steps of the system that realizes the application example.
[0522] 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.
[0523] 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.
[0524] 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.
[0525] [Second embodiment]
[0526] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0527] 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.
[0528] 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).
[0529] 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.
[0530] 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.
[0531] 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).
[0532] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0533] 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.
[0534] 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.
[0535] 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.
[0536] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0537] 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."
[0538] The present invention relates to a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents the plan to the user. The system is composed of a server and a user's terminal.
[0539] System Configuration
[0540] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[0541] 2. The device collects the information entered by the user and sends it to the server.
[0542] 3. The server analyzes the received information and calculates the amount available per day by dividing the budget by the number of days.
[0543] 4. The server selects activities (e.g., cinema, restaurant, gym, etc.) from its database that can be performed within the user's budget based on the user's preferences.
[0544] 5. The server generates a life plan for each day using the calculated and selected activities.
[0545] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[0546] Program processing
[0547] Collection and transmission of user information
[0548] The terminal displays a login form and prompts the user to enter their budget, remaining days, and preferences. For example, the user might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[0549] The terminal validates the entered information and ensures that it is in the correct format before sending it to the server.
[0550] Data analysis and calculations
[0551] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (3,333 yen).
[0552] The server extracts activity suggestions from a database based on preferences (watching movies, playing sports, eating delicious food).
[0553] Selecting activities and generating plans
[0554] The server selects activities that can be carried out within the calculated daily budget and generates a life plan for each day.
[0555] For example, on the first day you could offer "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" and on the second day you could offer "Go to the gym (free) and a delicious lunch (1,500 yen)".
[0556] Presenting the plan
[0557] The server sends the generated life plan to the terminal.
[0558] The device will display the received plan to the user for confirmation.
[0559] Example: A user checks a plan such as "Day 1: Movie and restaurant, Day 2: Gym and delicious lunch."
[0560] Specific examples
[0561] User Input Example
[0562] Budget: 50,000 yen
[0563] Days left: 15 days
[0564] Hobbies and interests: Watching movies, sports, eating delicious food
[0565] System processing and generated plans
[0566] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[0567] 2. The server suggests the following activities:
[0568] Movie viewing options: 1500 yen
[0569] Restaurant meal: 1,800 yen
[0570] Gym access: Free
[0571] Sports facilities: 1000 yen
[0572] 3. The server generates a plan for each day as follows:
[0573] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[0574] Day 2: Gym (free), Lunch (1500 yen)
[0575] Day 3: Sports (1000 yen), snacks (500 yen)
[0576] ...
[0577] Day 15: Travel (Day Trip - Use remaining budget)
[0578] In this way, this system allows users to live an efficient and satisfying life within a limited budget. It also allows for even greater flexibility by readjusting plans based on user feedback.
[0579] The processing flow will be explained below.
[0580] Step 1:
[0581] Users log in to the system via a terminal and enter their budget, the number of days remaining in the month, and their hobbies and preferences.
[0582] Step 2:
[0583] The device collects the budget, remaining days, and preferences entered by the user, verifies the data format, and then transmits the collected data to the server.
[0584] Step 3:
[0585] The server analyzes the received data and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[0586] Step 4:
[0587] The server retrieves a list of activities that match the user's interests and preferences from the database, such as going to the movies, eating at restaurants, and visiting sports facilities, along with their cost information.
[0588] Step 5:
[0589] The server then selects from the list the activities that can be performed within the calculated daily budget, such as going to the movies (1500 yen), eating at a restaurant (1800 yen), etc.
[0590] Step 6:
[0591] The server balances the selected activities for each day and generates a daily life plan. For example, on the first day, you might choose "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)," and on the second day, you might choose "Go to the gym (free) and lunch (1,500 yen)."
[0592] Step 7:
[0593] The server transmits the generated life plan to the terminal.
[0594] Step 8:
[0595] The device displays the generated life plan to the user, who can review the plan and provide feedback if necessary.
[0596] Step 9:
[0597] When the user submits feedback (e.g., "I'd prefer a cheaper lunch on the second day"), the device sends the feedback to the server.
[0598] Step 10:
[0599] The server readjusts the life plan based on the received feedback, revising activities and budget allocations and generating a revised plan.
[0600] Step 11:
[0601] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[0602] Example 1
[0603] 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."
[0604] In today's busy lifestyles, it is extremely difficult for people to plan their daily activities efficiently and satisfactorily within their limited budget and time. In particular, selecting activities that fit their hobbies and preferences and can be enjoyed within their budget, and creating a daily life plan, is time-consuming and laborious. Furthermore, the burden increases when the plan needs to be adjusted based on feedback each time it is carried out. The purpose of this invention is to solve these problems and enable users to easily create a daily life plan and achieve high satisfaction.
[0605] 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.
[0606] In this invention, the server includes means for receiving data regarding a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate activities within the budget based on the preferences, means for generating a daily life plan using the calculated and selected activities, and means for presenting the generated life plan to the user. This allows the user to easily create and confirm a daily life plan including optimal activities within a limited budget, and also allows the user to easily adjust the plan based on feedback, thereby enabling the user to live a more satisfying life.
[0607] A "user" is a person or individual who accesses the system and enters data regarding their budget, timeframe and preferences.
[0608] A "budget" is the total amount of money that can be used within a certain period of time specified by the user.
[0609] A "period" is a specific time range, usually expressed in days, over which a budget applies.
[0610] "Preferences" refer to a user's preferred activities, hobbies, and areas of interest.
[0611] "Means for receiving" refers to a function or device for incorporating data input by a user into the system.
[0612] The "calculating means" is a function or device that divides the received budget by the period and calculates the resulting available amount per day.
[0613] The "selection means" is a function or device that extracts activities that can be carried out within a budget from a database or the like based on preferences.
[0614] A "Life Plan" is a lifestyle plan that combines activities that can be carried out for each day based on the user's budget and preferences.
[0615] The "means for generating" is a function or device that constructs a daily life plan based on collected data and calculation results.
[0616] The "presentation means" is a function or device that displays the generated life plan on the user's terminal for confirmation.
[0617] "Feedback" refers to the opinions and reactions received from users, and is data used to readjust plans.
[0618] The present invention relates to a system that generates a daily life plan based on the budget, period, and preferences input by the user and presents it to the user. This system is composed of a server and a user terminal.
[0619] System Configuration
[0620] Collection and transmission of user information
[0621] A user logs in to the system via a terminal and inputs their budget, remaining period, and preferences. As a concrete example, let us assume that a user inputs "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and sports."
[0622] The terminal collects the entered information, verifies that it is in the correct format, and then sends it to the server.
[0623] Data analysis and calculations
[0624] The server divides the budget information received from the user (e.g., 50,000 yen) by the number of remaining days (e.g., 15 days) to calculate the amount available per day (e.g., 3,333 yen).
[0625] Activity Selection
[0626] The server extracts activities that can be performed within the user's budget from the database based on the user's preferences (e.g., watching movies, playing sports, eating delicious food). For example, a movie can be suggested for 1,500 yen, and using a sports facility for 1,000 yen.
[0627] Creating a life plan
[0628] The server combines activities that can be performed within the calculated daily budget and generates a life plan for each day. For example, on the first day, it might be "Watch a movie (1500 yen) and go to a restaurant (1800 yen)," and on the second day, it might be "Go to the gym (free) and have a delicious lunch (1500 yen)."
[0629] Presenting the plan
[0630] The server sends the generated life plan to the device, which then displays it to the user. For example, the user can see a plan such as "Day 1: Watch a movie and go to a restaurant, Day 2: Go to the gym and have a delicious lunch."
[0631] Technology used
[0632] This system is implemented using the following hardware and software:
[0633] Device: A device where a user enters information, such as a smartphone, tablet, or computer.
[0634] Server: A server that analyzes data, performs calculations, selects activities, and generates life plans. A server with a high-performance processor and sufficient memory is desirable.
[0635] Database: A database for storing activity information based on user preferences and associated cost information. For example, a relational database such as MySQL or PostgreSQL can be used.
[0636] Specific examples
[0637] The following are examples of prompts that users may enter:
[0638] Prompt: "Your budget is 50,000 yen, you have 15 days left, and your hobbies are watching movies, playing sports, and eating delicious food. Suggest an activity plan that you can enjoy every day under these conditions."
[0639] This system allows users to live an efficient and satisfying daily life within a limited budget. It also allows for the plan to be readjusted based on user feedback, providing a highly adaptable and personalized plan.
[0640] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0641] Step 1: Enter your user information
[0642] The user enters the budget, remaining time, and preferences into an input form on the device, for example using text boxes and check boxes.
[0643] Input: Budget (e.g., 50,000 yen), remaining days (e.g., 15 days), preferences (e.g., watching movies, playing sports, eating delicious food)
[0644] Output: User information data (JSON format, key-value store format, etc.)
[0645] Step 2: Submit user information
[0646] The terminal converts the information entered by the user into a data format, verifies that it is in the correct format, and then sends an HTTP request to the server.
[0647] Input: User information data
[0648] Output: HTTP request sent to the server
[0649] Specific operation: Validates input data using regular expressions, etc., and if there are no errors, sends the data to the server along with the HTTP header.
[0650] Step 3: Analyze and calculate the budget
[0651] The server uses the received budget data and remaining period data to calculate the daily available amount, for example, by dividing the budget by the period.
[0652] Input: Budget (50,000 yen), remaining days (15 days)
[0653] Output: Daily available amount (3,333 yen)
[0654] Specific operation: The server converts the received data into variables, calculates the daily available amount by dividing the budget by the number of remaining days, and stores the result in memory or in a database.
[0655] Step 4: Selecting activities based on preferences
[0656] The server searches the database for activities that can be carried out within the budget based on the user's preferences and selects an appropriate activity.
[0657] Input: User preferences (watching movies, sports, wanting to eat delicious food), daily available amount (3,333 yen)
[0658] Output: List of activities (e.g., movie 1500 yen, restaurant 1800 yen, gym free, sports facilities 1000 yen)
[0659] What it does: Generates SQL queries based on user preferences and filters activities from the database that can be performed within the budget.
[0660] Step 5: Create a life plan
[0661] The server combines the selected activities into a daily schedule and generates a life plan, for example, a plan that includes a movie and a restaurant on the first day, and a gym and a delicious lunch on the second day.
[0662] Input: List of activities, Daily available amount
[0663] Output: Life plan for each day
[0664] What happens: The server rearranges the activity list by date based on the daily available amount and generates a daily plan organized as text.
[0665] Step 6: Submit and present your life plan
[0666] The server sends the generated life plan to the terminal.
[0667] The device displays the received life plan to the user, who can then check their daily schedule on the device screen.
[0668] Input: Life plan for each day
[0669] Output: Life plan displayed to the user
[0670] Specific operation: The server sends the generated life plan to the terminal in JSON format, etc., and the terminal parses it and displays it on the user interface.
[0671] Through the above processing steps, the system can generate an optimal daily life plan based on the budget and preferences entered by the user and provide it to the user.
[0672] (Application example 1)
[0673] 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."
[0674] Conventional life plan generation systems have difficulty suggesting appropriate viewing content for daily activities, which has prevented them from increasing user satisfaction. Furthermore, they lacked a method for automatically selecting and presenting content that flexibly accommodates users' budgets and preferences and fits their daily life plans, making it difficult to provide efficient life plans. Furthermore, optimizing plans by incorporating user feedback has also been a challenge.
[0675] 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.
[0676] In this invention, the server includes means for receiving data related to a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate viewing content within the budget based on the preferences, means for generating a daily life plan using the calculated and selected viewing content, and means for presenting the generated life plan to the user. This makes it possible to efficiently incorporate viewing content that matches the user's preferences into the daily life plan, thereby increasing user satisfaction.
[0677] A "User" is an individual who utilizes the system to input their budget, timeframe and preference information and receive a personalized life plan.
[0678] A "budget" is a spending limit specified by a user.
[0679] "Period" means the specific number of days that a User's Life Plan covers.
[0680] "Preferences" are data that represent a user's interests and preferences.
[0681] "Daily Available Amount" means the amount that can be used per day, calculated by dividing the user's budget by the period.
[0682] "Audio content" refers to entertainment materials such as movies, music, e-books, etc., for users to enjoy.
[0683] A "Life Plan" is a daily activity plan generated based on the user's budget, timeframe, and preferences.
[0684] The term "means" refers to a method or device for performing a specific function or process within a system.
[0685] A "database" is a storage system for storing and managing viewing content and related information.
[0686] "Prompt text" refers to guidance text or explanatory text that is generated based on the selection of viewing content.
[0687] "Feedback" refers to the evaluation of usage and suggestions for improvement provided by users to the system.
[0688] The present invention is a system that generates a daily life plan based on the user's budget, time period, and preferences, and presents it to the user. This system is composed of a user terminal and a server. Detailed embodiments of the system are described below.
[0689] System Configuration
[0690] The system includes the following means:
[0691] 1. Collecting User Preferences:
[0692] Users enter their budget, remaining days, and preferences through a smartphone application.
[0693] This information is sent from the terminal to the server.
[0694] 2. Data Analysis:
[0695] The server calculates the available amount per day based on the received budget and the number of remaining days.
[0696] For example, if you set a budget of 30,000 yen for 15 days, you divide 30,000 yen by 15 days to get 2,000 yen per day.
[0697] 3. Selection of viewing content:
[0698] The server extracts appropriate viewing content from the database within the budget based on the user's preferences.
[0699] For example, if a user inputs that they like movies and music, the app will select relevant movie and music playlists from its database.
[0700] 4. Generate a daily life plan:
[0701] The server generates a daily life plan using the viewing content, taking into account the calculated daily budget.
[0702] For example, on the first day, combine "Watch a movie (500 yen)" and "Music playlist (200 yen)".
[0703] 5. Presentation of the generated life plan:
[0704] The server transmits the generated life plan to the terminal, which displays it to the user.
[0705] For example, a user might check a plan such as "Day 1: Watch a movie and listen to a music playlist, Day 2: Read a book (300 yen) and watch a movie (500 yen)."
[0706] Hardware and Software Used
[0707] Hardware:
[0708] Smartphone: Accepts user input and displays the generated life plan.
[0709] Server: Performs the main processing of life plan generation.
[0710] software:
[0711] Front-end: Implement the user interface using React Native.
[0712] Backend: Build an API server using Flask.
[0713] Database: Uses SQLite to manage viewing content data.
[0714] Example
[0715] User Input Example
[0716] Budget: 30,000 yen
[0717] Days left: 15 days
[0718] Hobbies and interests: movies, music, reading
[0719] System processing and generated plans
[0720] 1. The server calculates the daily budget: 30,000 yen / 15 days = 2,000 yen / day.
[0721] 2. The server selects candidate content for viewing:
[0722] Movie candidate: "Inception" 500 yen
[0723] Music playlist: "Pop Playlist" 100 yen
[0724] E-book: "Sci-fi Novel" 300 yen
[0725] 3. The server generates a plan for each day as follows:
[0726] Day 1: Movie viewing (500 yen), music playlist (100 yen)
[0727] Day 2: Reading (300 yen), watching a movie (500 yen)
[0728] Prompt Sentence Examples
[0729] "Day 1: Movies and Music Playlist"
[0730] "Day 2: Reading and watching movies"
[0731] In this way, this system allows users to enjoy an efficient and satisfying life plan that includes viewing content within a limited budget, and it is also possible to readjust the plan based on user feedback.
[0732] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0733] Step 1: Enter and collect user information
[0734] The user launches the smartphone application and inputs data regarding the budget, period, and preferences. Specifically, the user inputs information such as "Budget: 30,000 yen," "Remaining days: 15 days," and "Hobbies and preferences: movies, music, reading." After this information is input by the device, it is sent to the server.
[0735] Input: Budget, duration, preferences
[0736] Data processing: Check that the format is correct and send to the server
[0737] Output: Sends input data to the server
[0738] Step 2: Data analysis and calculation of daily available amount
[0739] Based on the received data, the server first divides the user's budget by the period to calculate the amount of money that can be used per day. For example, dividing a budget of 30,000 yen by 15 days results in 2,000 yen per day.
[0740] Input: Budget, Period
[0741] Data calculation: budget ÷ period
[0742] Output: Daily available amount
[0743] Step 3: Select viewing content based on preferences
[0744] The server extracts from the database viewing content (movies, music playlists, e-books, etc.) that can be purchased within the user's budget based on the user's preferences. For example, it selects "Movie: Inception (500 yen)," "Music playlist: Pop Playlist (100 yen)," and "E-book: Sci-fi Novel (300 yen)."
[0745] Input: Preferences, daily allowance
[0746] Data processing: Extracting relevant content from the database
[0747] Output: Selected viewing content
[0748] Step 4: Generate a daily life plan
[0749] The server uses the selected viewing content to generate a life plan for each day. The viewing content is combined within the calculated daily budget and the content to be used is allocated on a daily basis. For example, the first day might include "Watching movies (500 yen)" and a "Music playlist (100 yen)," while the second day might include "Reading (300 yen)" and "Watching movies (500 yen)."
[0750] Input: Selected viewing content, daily allowance
[0751] Data processing: Allocate viewing content by day
[0752] Output: Daily Life Plan
[0753] Step 5: Presenting your life plan
[0754] The server sends the generated daily life plan to the device, which then presents it to the user. The user can then check the detailed plan for each day on their smartphone. For example, "Day 1: Watching movies and a music playlist" or "Day 2: Reading and watching movies."
[0755] Input: Daily Life Plan
[0756] Data processing: Converting the plan into a user-readable format
[0757] Output: Present a life plan to the user
[0758] Step 6: Gather feedback and refine your plan
[0759] Users can provide feedback on the daily life plan provided to them. The server receives this feedback and adjusts the life plan accordingly. For example, if a user provides feedback such as "I'd like to see more movies," the server will reflect that request the next time it generates a plan.
[0760] Input: User feedback
[0761] Data processing: Analyze the feedback and reflect it in the next plan generation algorithm
[0762] Output: Realigned Life Plan
[0763] 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.
[0764] The present invention relates to a system that generates a daily life plan based on the user's budget, timeframe, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[0765] System Configuration
[0766] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[0767] 2. The terminal collects the information entered by the user and the user's emotional data collected in real time and sends it to the server.
[0768] 3. The server analyzes the received information, divides the budget by the number of days to calculate the daily available amount, and analyzes the user's emotional data using an emotion engine.
[0769] 4. The server selects activities from the database that are feasible within the user's budget based on the user's preferences and emotions. Using data from the emotion engine, the server identifies the activities that best suit the user's current emotions.
[0770] 5. The server generates a daily life plan using the calculated and selected activities. It proposes a plan that matches the user's mood based on the data from the emotion engine.
[0771] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[0772] 7. When the user reviews the plan and provides feedback if necessary, the emotion engine also incorporates that feedback and analyzes new emotion data.
[0773] 8. The server readjusts the life plan based on the feedback and sends the readjusted plan to the device.
[0774] Program processing
[0775] Collecting and transmitting user information and emotional data
[0776] The device displays a login form, prompting the user to enter their budget, remaining days, and preferences, and collects their emotional state in real time. For example, if a user enters, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports," the emotion engine will collect data such as "I'm having fun" or "I'm feeling stressed" from the user's facial expressions and voice.
[0777] The device transmits the input information and emotion data to the server.
[0778] Data analysis and calculations
[0779] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (50,000 yen / 15 days = 3,333 yen / day).
[0780] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state.
[0781] Selecting activities and generating plans
[0782] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[0783] The server then selects activities that fit the user's emotional state and are feasible within the calculated daily budget, for example, choosing relaxing activities if the user is "high stress" and active activities if the user is "having fun."
[0784] Presenting and adjusting plans
[0785] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[0786] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[0787] When users provide feedback, the emotion engine also incorporates that feedback and readjusts its plans by analyzing the new emotional data.
[0788] Specific examples
[0789] User Input Example
[0790] Budget: 50,000 yen
[0791] Days left: 15 days
[0792] Hobbies and interests: Watching movies, sports, eating delicious food
[0793] Emotional state: Initial data: "Having fun"
[0794] System processing and generated plans
[0795] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[0796] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes active activities.
[0797] 3. The server suggests the following activities:
[0798] Movie viewing options: 1500 yen
[0799] Restaurant meal: 1,800 yen
[0800] Gym access: Free
[0801] Sports facilities: 1000 yen
[0802] 4. The server generates a plan for each day as follows:
[0803] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[0804] Day 2: Gym (free), Lunch (1500 yen)
[0805] Day 3: Sports (1000 yen), snacks (500 yen)
[0806] If your emotional state changes, adjust your plan accordingly (e.g., if you're "high stress," change to a relaxing activity)
[0807] In this way, this system allows users to live an efficient and satisfying life within a limited budget. Also, by taking into account the user's emotional state, it is possible to provide more appropriate plans and increase the user's sense of happiness.
[0808] The processing flow will be explained below.
[0809] Step 1:
[0810] Users log into the system via a terminal and enter their budget, the number of days remaining in the month, their interests, and preferences, as well as set permissions for collecting real-time emotional data.
[0811] Step 2:
[0812] The device verifies the budget, remaining days, preference information entered by the user, and emotional data collected in real time (e.g., facial expression recognition, voice analysis), and transmits the information to the server.
[0813] Step 3:
[0814] The server analyzes the received information and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[0815] Step 4:
[0816] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state (e.g., enjoying, feeling stressed).
[0817] Step 5:
[0818] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[0819] Step 6:
[0820] The server selects activities that are feasible within the calculated daily budget and that fit the user's emotional state. For example, if the emotion engine determines that the user is having fun, it will select vigorous and fun activities.
[0821] Step 7:
[0822] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[0823] Step 8:
[0824] The server sends the generated life plan to the device, which then presents it to the user, who can review the plan and provide feedback if necessary.
[0825] Step 9:
[0826] When the user sends feedback, the device sends the feedback to the server, and the emotion engine analyzes the new emotion data based on the feedback and determines the change in the user's emotional state.
[0827] Step 10:
[0828] The server will then readjust the life plan based on the feedback and the analysis results of the emotion engine. For example, if the user feels "high stress," the server will adjust the plan to include relaxing activities.
[0829] Step 11:
[0830] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[0831] Example 2
[0832] 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."
[0833] Conventional life plan generation systems could select activities taking into account the user's budget and preferences, but they were unable to incorporate the user's real-time emotional state. As a result, it was difficult to provide an optimal plan that reflected the user's emotions and stress level, and the system was unable to fully improve the user's satisfaction and happiness. Furthermore, there were insufficient means to effectively incorporate user feedback.
[0834] 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.
[0835] In this invention, the server includes means for collecting and analyzing the user's emotional state, means for selecting appropriate activities within a budget based on the user's preferences and emotional state, and means for readjusting the daily life plan. This enables the selection of activities in accordance with the user's real-time emotions, and the daily life plan is dynamically adjusted according to the emotions, thereby significantly improving the user's satisfaction and sense of happiness.
[0836] "User" refers to an individual who utilizes the system and provides their budget, timeframe, preferences, and real-time emotional state.
[0837] "Budget" refers to the amount of money available for use over a period of time specified by the User.
[0838] "Time Period" means the time frame, such as the number of days in a month or week, over which the user intends to use the budget.
[0839] "Preferences" refers to a user's preferred activities or areas of interest, such as watching movies or sports.
[0840] "Emotional state" refers to the mental or psychological state that a user exhibits when using the system, and is analyzed by the emotion engine.
[0841] "Emotion engine" refers to a combination of software and hardware for collecting and analyzing user emotional data.
[0842] "Real-time" refers to the fact that user emotional data is collected and analyzed instantly.
[0843] An "Activity" is a discrete action or event that a user takes based on budget, timeframe, and preferences.
[0844] "Life Plan" refers to a daily activity plan generated by the system and presented to the user.
[0845] "Feedback" refers to the opinions and thoughts users provide about their life plans, and is data that the system uses to make readjustments based on this.
[0846] "Database" refers to the storage device where the system keeps a list of activities and cost information.
[0847] The present invention is a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[0848] System Configuration
[0849] 1. A user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences. For example, they might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[0850] 2. The device collects information entered by the user and simultaneously collects emotional data in real time. This is done using an emotion engine that uses the device's camera and microphone to collect data such as "enjoying" or "feeling stressed" from the user's facial expressions and voice.
[0851] 3. The device sends the collected information and emotion data to the server.
[0852] 4. The server analyzes the received information and first divides the budget by the number of remaining days to calculate the available amount per day. For example, "50,000 yen / 15 days = 3,333 yen / day." It also analyzes the user's emotional data using an emotion engine to evaluate their emotional state at that time.
[0853] 5. The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with their cost information.
[0854] 6. The server selects activities that fit the user's emotional state and are feasible within the calculated daily budget. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities.
[0855] 7. The server balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, it might create a specific plan such as "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" on the first day, and "Go to the gym (free) and have lunch (1,500 yen)" on the second day.
[0856] 8. The server sends the generated life plan to the device, which displays it to the user. The user can review the plan and provide feedback if necessary.
[0857] 9. If the user provides feedback, the emotion engine also incorporates that feedback and readjusts the plan by analyzing the new emotional data.
[0858] 10. The server readjusts the life plan based on the user's feedback and new emotional data, and then sends the readjusted plan back to the device and presents it to the user.
[0859] Specific examples
[0860] User Input Example
[0861] Budget: 50,000 yen
[0862] Days left: 15 days
[0863] Hobbies and interests: Watching movies, sports, eating delicious food
[0864] Emotional state: Initial data: "Having fun"
[0865] System processing and generated plans
[0866] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day
[0867] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes vigorous activities.
[0868] 3. The server suggests the following activities:
[0869] Movie viewing options: 1500 yen
[0870] Restaurant meal: 1,800 yen
[0871] Gym access: Free
[0872] Sports facilities: 1000 yen
[0873] 4. The server generates a plan for each day as follows:
[0874] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[0875] Day 2: Gym (free), Lunch (1500 yen)
[0876] Day 3: Sports (1000 yen), snacks (500 yen)
[0877] 5. The server adjusts the plan accordingly if the user's emotional state changes (e.g., if "high stress" changes to a relaxing activity).
[0878] In this way, this system provides users with an optimal life plan and supports a more satisfying lifestyle by taking into account the user's emotional state in real time. Furthermore, by providing specific information such as an example prompt, "Generate a daily life plan for a user with a budget of 50,000 yen for 15 days, who enjoys watching movies, playing sports, and eating delicious food. The user is currently in an emotional state they are enjoying," the system's convenience and user satisfaction can be improved.
[0879] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0880] Step 1:
[0881] A user logs in to the system via a terminal. After logging in, the user inputs their budget, the number of days remaining, and their preferences (e.g., watching movies, sports, eating delicious food). The input data includes this month's budget of 50,000 yen, the number of days remaining of 15 days, and their preferences of watching movies and sports. This input data is passed to the terminal.
[0882] Input: User's budget, remaining days, preferences
[0883] Output: Login success message and input data
[0884] Step 2:
[0885] The device collects the user's input data, such as budget, remaining days, and preferences. At the same time, it uses the device's camera and microphone to collect the user's emotional state in real time. The emotion engine analyzes the user's facial expressions and voice to determine emotional data such as "enjoying" or "stressing." All collected information is sent from the device to the server.
[0886] Input: User-entered data and sentiment data
[0887] Output: Collected user information and emotion data are sent to the server.
[0888] Step 3:
[0889] The server analyzes the received user's budget data and calculates the daily available amount by dividing the budget by the number of days remaining. For example, dividing 50,000 yen by 15 days gives a daily available amount of 3,333 yen. The server also analyzes the user's emotional data using an emotion engine to evaluate the user's current emotional state.
[0890] Input: User's budget data, remaining days, sentiment data
[0891] Output: Daily available amount and emotional state assessment results
[0892] Step 4:
[0893] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with cost information for each activity.
[0894] Input: User preference and emotional data
[0895] Output: A list of activities that match the user's preferences and emotional state
[0896] Step 5:
[0897] The server selects activities that are feasible within the calculated daily budget and that suit the user's emotions. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities. Specifically, it selects options such as watching a movie for 1,500 yen, eating at a restaurant for 1,800 yen, free gym use, and sports facilities for 1,000 yen.
[0898] Input: Daily available amount, activity list, emotion data
[0899] Output: A list of selected activities
[0900] Step 6:
[0901] The server balances the selected activities by day and generates a daily life plan that takes emotional data into account. For example, on the first day, a specific plan might be generated, such as "1,500 yen for a movie and 1,800 yen for a restaurant," and on the second day, "free gym time and 1,500 yen for lunch."
[0902] Input: List of selected activities, emotion data
[0903] Output: Daily life plan
[0904] Step 7:
[0905] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[0906] Input: Daily Life Plan
[0907] Output: Life plan displayed to the user
[0908] Step 8:
[0909] When a user sends feedback, the device relays it to the server, and at the same time, the emotion engine also collects and analyzes new emotion data based on the feedback content.
[0910] Input: User feedback and new emotional data
[0911] Output: The collected and analyzed feedback and emotion data is sent to the server.
[0912] Step 9:
[0913] The server readjusts the life plan based on the received feedback and new emotional data, and sends the readjusted plan to the device. The device then presents the readjusted plan to the user. For example, if the feedback indicates "high stress," the device will change the plan to include more relaxing activities.
[0914] Input: Feedback and new emotion data
[0915] Output: Realigned Life Plan
[0916] (Application example 2)
[0917] 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."
[0918] Conventional life plan generation systems generate daily plans without considering the user's emotional state, making it impossible to propose optimal plans that reflect the user's real-time emotional state. Furthermore, when shopping in physical stores, it is difficult to provide a personalized shopping experience based on the user's budget, emotional state, and location information within the store.
[0919] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving data related to a budget, a period, and preferences input by a user; means for calculating a daily available amount by dividing the budget by the period based on the received data; means for selecting appropriate activities within the budget based on the preferences and emotional state; means for extracting activities, products, and their costs from a database in the activity selection; means for evaluating the user's emotional state using an emotion engine and adjusting the life plan based on the evaluation; means for generating a daily life plan using the calculated and selected activities and products; means for presenting the generated life plan to the user; means for identifying the user's location information within the store; and means for recommending appropriate stores based on the user's location information using Bluetooth technology. This enables a personalized life plan and shopping experience that takes into account the user's emotional state and location information within the physical store.
[0920] A "budget" is the amount of money a user plans to spend within a specific time period.
[0921] "Time Period" means the specific time frame for which a User's set Budget will be used.
[0922] "Preferences" refer to the personal preferences and interests that a user has in a particular activity or product selection.
[0923] An "emotional state" refers to the type and intensity of emotion a user is feeling at a particular point in time.
[0924] A "Life Plan" is a daily action plan or list of activities generated based on a user's budget, timeframe, preferences, and emotional state.
[0925] "Bluetooth technology" is a short-range wireless communication technology used to identify a user's location and exchange data.
[0926] "Server" means a computer system that acts as a central processing unit, analyzes and processes data received from Users, and generates and provides Life Plans.
[0927] An "emotion engine" is a component that contains algorithms and programs for assessing a user's emotional state.
[0928] "Terminal" refers to the equipment or device used by a user to input data, and specifically includes smartphones.
[0929] "Database" means a storage device for storing activity, product and cost information and providing this information as needed.
[0930] The present invention relates to a system that generates a daily life plan based on a user's budget, timeframe, and preferences, and further adjusts the life plan by recognizing the user's emotional state. The system is composed of a server, a user terminal, and an emotion engine.
[0931] System Configuration
[0932] 1. User Device:
[0933] Users log into the system via a terminal and enter their budget, remaining time, and preferences (e.g., food, fashion, electronics).
[0934] The device collects information entered by the user and real-time emotional data of the user, and transmits it to the server. For example, it uses facial recognition technology to analyze the user's facial expressions and provides the data to the emotion engine.
[0935] 2. Server:
[0936] The server analyzes the received data and calculates the amount of money available per day by dividing the budget by the period.
[0937] The server extracts activities and products and their costs from a database based on preferences and emotional states.
[0938] The server uses an emotion engine to assess the user's emotional state and adjust the life plan.
[0939] The server generates a daily life plan using the calculations and selected activities and products.
[0940] The server sends the generated life plan to the user's terminal, which then presents it to the user.
[0941] 3. Emotion Engine:
[0942] The emotion engine evaluates the user's emotional state using facial expression recognition and voice analysis technology, specifically using the Affectiva SDK.
[0943] The emotion engine uses collected real-time emotion data in generating daily life plans.
[0944] 4. Additional features:
[0945] The user's location within the physical store is identified using a Bluetooth beacon and transmitted to the server.
[0946] The server recommends appropriate stores based on the location information.
[0947] Hardware and software used
[0948] Hardware: Smartphone, Bluetooth beacon (for locating users in-store)
[0949] software:
[0950] Development language: Swift (iOS) or Kotlin (Android)
[0951] Server: AWS (Amazon Web Services)
[0952] Emotion engine: Affectiva SDK (analyzes emotions based on user facial expressions)
[0953] Database: Amazon RDS (relational database)
[0954] Specific examples
[0955] User Input Example
[0956] Budget: 30,000 yen
[0957] Days left: 10 days
[0958] Interests: Fashion, gourmet food
[0959] Emotional state (initial data): Enjoying
[0960] System processing and generated plans
[0961] 1. The server calculates the daily budget: 30,000 yen / 10 days = 3,000 yen / day.
[0962] 2. The emotion engine analyzes the user's emotional state and prioritizes an active shopping experience because they are "enjoyed."
[0963] 3. The server suggests the following activities:
[0964] Fashion item purchase potential: 2,000 yen
[0965] Restaurant meal: 1000 yen
[0966] 4. The server generates a plan for each day as follows:
[0967] Day 1: Fashion item purchase (2000 yen), lunch (1000 yen)
[0968] Day 2: Gourmet experience (1500 yen), shoes purchase (1500 yen)
[0969] Example prompts to input to the emotion engine
[0970] Evaluate your current emotional state and suggest a suitable shopping plan based on the results. Data includes:
[0971] Facial expression data: {Facial expression data details}
[0972] Audio data: {Audio data details}
[0973] User preferences: {Fashion, Gourmet}
[0974] Budget: 30,000 yen, remaining days: 10 days
[0975] Current Emotion: Having fun
[0976] In this way, by implementing the invention, users can enjoy an optimal shopping experience and life plan that takes their emotions into consideration and is within their budget.
[0977] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0978] Step 1:
[0979] Terminal: The user logs into the system through the terminal and inputs their budget, timeframe, and preferences (e.g., food, fashion, electronics). The input data is sent from the terminal to the server.
[0980] Input: User's budget, duration, and preference data.
[0981] Output: Sending user-entered data to the server.
[0982] How it works: A user logs into a smartphone application and enters information such as "This month's budget is 30,000 yen, there are 10 days left, I like fashion and gourmet food." The device then aggregates this data and sends it to the server.
[0983] Step 2:
[0984] Device: The device collects the user's real-time emotional data and sends it to the server. The emotion engine analyzes facial expressions and voice via the camera and microphone.
[0985] Input: User emotion data (facial expression analysis, voice analysis).
[0986] Output: Sending emotion data analyzed by the emotion engine to the server.
[0987] Specific operation: The device activates the camera to capture the user's facial expression data and uses the microphone to collect voice data. These data are analyzed by the emotion engine and the result "the user is enjoying themselves" is sent to the server.
[0988] Step 3:
[0989] Server: The server divides the received user budget data by the period to calculate the amount of money that can be used per day.
[0990] Input: User's budget and period data.
[0991] Output: Amount available per day.
[0992] Specific operation: The server receives the input data "budget 30,000 yen, remaining days 10 days", calculates this, and gets the result "3,000 yen / day". The calculated amount data is used for internal processing.
[0993] Step 4:
[0994] Server: The server extracts activities and products and their costs from a database based on preferences and emotional states.
[0995] Input: User preference data, emotion data.
[0996] Output: Activity and product list extracted from the database.
[0997] Specific operation: The server uses the user's preference data "fashion, gourmet" and emotion data "having fun" to extract from the database a list of "potential fashion item purchases: 2,000 yen, restaurant meals: 1,000 yen."
[0998] Step 5:
[0999] Server: The server uses an emotion engine to evaluate the user's emotional data and adjust the life plan accordingly.
[1000] Input: Extracted activity list, emotion data.
[1001] Output: Adjusted daily life plan.
[1002] Specific operation: Based on the emotional data of "having fun," the server generates a plan that includes purchasing fashion items and dining at restaurants to provide the user with an active shopping experience.
[1003] Step 6:
[1004] Server: Generates a daily life plan using the calculations and selected activities and products.
[1005] Input: Adjusted activity and product list.
[1006] Output: Daily life plan.
[1007] Specific operation: The server generates a specific daily plan such as "Day 1: Purchase fashion items (2,000 yen), lunch (1,000 yen)."
[1008] Step 7:
[1009] Server: Sends the generated life plan to the user's device, which then presents it to the user.
[1010] Enter: Daily Life Plan.
[1011] Output: Life plan displayed on user device.
[1012] Specific operation: The server sends the generated plan to the user's device, and the user can check the daily plan on their smartphone.
[1013] Step 8:
[1014] Device: Receives user feedback and readjusts life plans based on that feedback.
[1015] Input: User feedback.
[1016] Output: Adjusted life plan.
[1017] How it works: The user provides feedback, such as "I want to change the lunch portion," and the device sends this to the server. The server then reselects activities and adjusts the plan based on the feedback.
[1018] The above are the specific processing steps of the system that realizes the application example.
[1019] 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.
[1020] 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.
[1021] 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.
[1022] [Third embodiment]
[1023] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1024] 5, the data processing system 310 includes the data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server.
[1025] 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).
[1026] 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.
[1027] 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.
[1028] 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).
[1029] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1030] 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.
[1031] 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.
[1032] 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.
[1033] 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.
[1034] 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."
[1035] The present invention relates to a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents the plan to the user. The system is composed of a server and a user's terminal.
[1036] System Configuration
[1037] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[1038] 2. The device collects the information entered by the user and sends it to the server.
[1039] 3. The server analyzes the received information and calculates the amount available per day by dividing the budget by the number of days.
[1040] 4. The server selects activities (e.g., cinema, restaurant, gym, etc.) from its database that can be performed within the user's budget based on the user's preferences.
[1041] 5. The server generates a life plan for each day using the calculated and selected activities.
[1042] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[1043] Program processing
[1044] Collection and transmission of user information
[1045] The terminal displays a login form and prompts the user to enter their budget, remaining days, and preferences. For example, the user might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[1046] The terminal validates the entered information and ensures that it is in the correct format before sending it to the server.
[1047] Data analysis and calculations
[1048] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (3,333 yen).
[1049] The server extracts activity suggestions from a database based on preferences (watching movies, playing sports, eating delicious food).
[1050] Selecting activities and generating plans
[1051] The server selects activities that can be carried out within the calculated daily budget and generates a life plan for each day.
[1052] For example, on the first day you could offer "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" and on the second day you could offer "Go to the gym (free) and a delicious lunch (1,500 yen)".
[1053] Presenting the plan
[1054] The server sends the generated life plan to the terminal.
[1055] The device will display the received plan to the user for confirmation.
[1056] Example: A user checks a plan such as "Day 1: Movie and restaurant, Day 2: Gym and delicious lunch."
[1057] Specific examples
[1058] User Input Example
[1059] Budget: 50,000 yen
[1060] Days left: 15 days
[1061] Hobbies and interests: Watching movies, sports, eating delicious food
[1062] System processing and generated plans
[1063] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[1064] 2. The server suggests the following activities:
[1065] Movie viewing options: 1500 yen
[1066] Restaurant meal: 1,800 yen
[1067] Gym access: Free
[1068] Sports facilities: 1000 yen
[1069] 3. The server generates a plan for each day as follows:
[1070] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[1071] Day 2: Gym (free), Lunch (1500 yen)
[1072] Day 3: Sports (1000 yen), snacks (500 yen)
[1073] ...
[1074] Day 15: Travel (Day Trip - Use remaining budget)
[1075] In this way, this system allows users to live an efficient and satisfying life within a limited budget. It also allows for even greater flexibility by readjusting plans based on user feedback.
[1076] The processing flow will be explained below.
[1077] Step 1:
[1078] Users log in to the system via a terminal and enter their budget, the number of days remaining in the month, and their hobbies and preferences.
[1079] Step 2:
[1080] The device collects the budget, remaining days, and preferences entered by the user, verifies the data format, and then transmits the collected data to the server.
[1081] Step 3:
[1082] The server analyzes the received data and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[1083] Step 4:
[1084] The server retrieves a list of activities that match the user's interests and preferences from the database, such as going to the movies, eating at restaurants, and visiting sports facilities, along with their cost information.
[1085] Step 5:
[1086] The server then selects from the list the activities that can be performed within the calculated daily budget, such as going to the movies (1500 yen), eating at a restaurant (1800 yen), etc.
[1087] Step 6:
[1088] The server balances the selected activities for each day and generates a daily life plan. For example, on the first day, you might choose "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)," and on the second day, you might choose "Go to the gym (free) and lunch (1,500 yen)."
[1089] Step 7:
[1090] The server transmits the generated life plan to the terminal.
[1091] Step 8:
[1092] The device displays the generated life plan to the user, who can review the plan and provide feedback if necessary.
[1093] Step 9:
[1094] When the user submits feedback (e.g., "I'd prefer a cheaper lunch on the second day"), the device sends the feedback to the server.
[1095] Step 10:
[1096] The server readjusts the life plan based on the received feedback, revising activities and budget allocations and generating a revised plan.
[1097] Step 11:
[1098] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[1099] Example 1
[1100] 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."
[1101] In today's busy lifestyles, it is extremely difficult for people to plan their daily activities efficiently and satisfactorily within their limited budget and time. In particular, selecting activities that fit their hobbies and preferences and can be enjoyed within their budget, and creating a daily life plan, is time-consuming and laborious. Furthermore, the burden increases when the plan needs to be adjusted based on feedback each time it is carried out. The purpose of this invention is to solve these problems and enable users to easily create a daily life plan and achieve high satisfaction.
[1102] 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.
[1103] In this invention, the server includes means for receiving data regarding a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate activities within the budget based on the preferences, means for generating a daily life plan using the calculated and selected activities, and means for presenting the generated life plan to the user. This allows the user to easily create and confirm a daily life plan including optimal activities within a limited budget, and also allows the user to easily adjust the plan based on feedback, thereby enabling the user to live a more satisfying life.
[1104] A "user" is a person or individual who accesses the system and enters data regarding their budget, timeframe and preferences.
[1105] A "budget" is the total amount of money that can be used within a certain period of time specified by the user.
[1106] A "period" is a specific time range, usually expressed in days, over which a budget applies.
[1107] "Preferences" refer to a user's preferred activities, hobbies, and areas of interest.
[1108] "Means for receiving" refers to a function or device for incorporating data input by a user into the system.
[1109] The "calculating means" is a function or device that divides the received budget by the period and calculates the resulting available amount per day.
[1110] The "selection means" is a function or device that extracts activities that can be carried out within a budget from a database or the like based on preferences.
[1111] A "Life Plan" is a lifestyle plan that combines activities that can be carried out for each day based on the user's budget and preferences.
[1112] The "means for generating" is a function or device that constructs a daily life plan based on collected data and calculation results.
[1113] The "presentation means" is a function or device that displays the generated life plan on the user's terminal for confirmation.
[1114] "Feedback" refers to the opinions and reactions received from users, and is data used to readjust plans.
[1115] The present invention relates to a system that generates a daily life plan based on the budget, period, and preferences input by the user and presents it to the user. This system is composed of a server and a user terminal.
[1116] System Configuration
[1117] Collection and transmission of user information
[1118] A user logs in to the system via a terminal and inputs their budget, remaining period, and preferences. As a concrete example, let us assume that a user inputs "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and sports."
[1119] The terminal collects the entered information, verifies that it is in the correct format, and then sends it to the server.
[1120] Data analysis and calculations
[1121] The server divides the budget information received from the user (e.g., 50,000 yen) by the number of remaining days (e.g., 15 days) to calculate the amount available per day (e.g., 3,333 yen).
[1122] Activity Selection
[1123] The server extracts activities that can be performed within the user's budget from the database based on the user's preferences (e.g., watching movies, playing sports, eating delicious food). For example, a movie can be suggested for 1,500 yen, and using a sports facility for 1,000 yen.
[1124] Creating a life plan
[1125] The server combines activities that can be performed within the calculated daily budget and generates a life plan for each day. For example, on the first day, it might be "Watch a movie (1500 yen) and go to a restaurant (1800 yen)," and on the second day, it might be "Go to the gym (free) and have a delicious lunch (1500 yen)."
[1126] Presenting the plan
[1127] The server sends the generated life plan to the device, which then displays it to the user. For example, the user can see a plan such as "Day 1: Watch a movie and go to a restaurant, Day 2: Go to the gym and have a delicious lunch."
[1128] Technology used
[1129] This system is implemented using the following hardware and software:
[1130] Device: A device where a user enters information, such as a smartphone, tablet, or computer.
[1131] Server: A server that analyzes data, performs calculations, selects activities, and generates life plans. A server with a high-performance processor and sufficient memory is desirable.
[1132] Database: A database for storing activity information based on user preferences and associated cost information. For example, a relational database such as MySQL or PostgreSQL can be used.
[1133] Specific examples
[1134] The following are examples of prompts that users may enter:
[1135] Prompt: "Your budget is 50,000 yen, you have 15 days left, and your hobbies are watching movies, playing sports, and eating delicious food. Suggest an activity plan that you can enjoy every day under these conditions."
[1136] This system allows users to live an efficient and satisfying daily life within a limited budget. It also allows for the plan to be readjusted based on user feedback, providing a highly adaptable and personalized plan.
[1137] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1138] Step 1: Enter your user information
[1139] The user enters the budget, remaining time, and preferences into an input form on the device, for example using text boxes and check boxes.
[1140] Input: Budget (e.g., 50,000 yen), remaining days (e.g., 15 days), preferences (e.g., watching movies, playing sports, eating delicious food)
[1141] Output: User information data (JSON format, key-value store format, etc.)
[1142] Step 2: Submit user information
[1143] The terminal converts the information entered by the user into a data format, verifies that it is in the correct format, and then sends an HTTP request to the server.
[1144] Input: User information data
[1145] Output: HTTP request sent to the server
[1146] Specific operation: Validates input data using regular expressions, etc., and if there are no errors, sends the data to the server along with the HTTP header.
[1147] Step 3: Analyze and calculate the budget
[1148] The server uses the received budget data and remaining period data to calculate the daily available amount, for example, by dividing the budget by the period.
[1149] Input: Budget (50,000 yen), remaining days (15 days)
[1150] Output: Daily available amount (3,333 yen)
[1151] Specific operation: The server converts the received data into variables, calculates the daily available amount by dividing the budget by the number of remaining days, and stores the result in memory or in a database.
[1152] Step 4: Selecting activities based on preferences
[1153] The server searches the database for activities that can be carried out within the budget based on the user's preferences and selects an appropriate activity.
[1154] Input: User preferences (watching movies, sports, wanting to eat delicious food), daily available amount (3,333 yen)
[1155] Output: List of activities (e.g., movie 1500 yen, restaurant 1800 yen, gym free, sports facilities 1000 yen)
[1156] What it does: Generates SQL queries based on user preferences and filters activities from the database that can be performed within the budget.
[1157] Step 5: Create a life plan
[1158] The server combines the selected activities into a daily schedule and generates a life plan, for example, a plan that includes a movie and a restaurant on the first day, and a gym and a delicious lunch on the second day.
[1159] Input: List of activities, Daily available amount
[1160] Output: Life plan for each day
[1161] What happens: The server rearranges the activity list by date based on the daily available amount and generates a daily plan organized as text.
[1162] Step 6: Submit and present your life plan
[1163] The server sends the generated life plan to the terminal.
[1164] The device displays the received life plan to the user, who can then check their daily schedule on the device screen.
[1165] Input: Life plan for each day
[1166] Output: Life plan displayed to the user
[1167] Specific operation: The server sends the generated life plan to the terminal in JSON format, etc., and the terminal parses it and displays it on the user interface.
[1168] Through the above processing steps, the system can generate an optimal daily life plan based on the budget and preferences entered by the user and provide it to the user.
[1169] (Application example 1)
[1170] 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."
[1171] Conventional life plan generation systems have difficulty suggesting appropriate viewing content for daily activities, which has prevented them from increasing user satisfaction. Furthermore, they lacked a method for automatically selecting and presenting content that flexibly accommodates users' budgets and preferences and fits their daily life plans, making it difficult to provide efficient life plans. Furthermore, optimizing plans by incorporating user feedback has also been a challenge.
[1172] 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.
[1173] In this invention, the server includes means for receiving data related to a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate viewing content within the budget based on the preferences, means for generating a daily life plan using the calculated and selected viewing content, and means for presenting the generated life plan to the user. This makes it possible to efficiently incorporate viewing content that matches the user's preferences into the daily life plan, thereby increasing user satisfaction.
[1174] A "User" is an individual who utilizes the system to input their budget, timeframe and preference information and receive a personalized life plan.
[1175] A "budget" is a spending limit specified by a user.
[1176] "Period" means the specific number of days that a User's Life Plan covers.
[1177] "Preferences" are data that represent a user's interests and preferences.
[1178] "Daily Available Amount" means the amount that can be used per day, calculated by dividing the user's budget by the period.
[1179] "Audio content" refers to entertainment materials such as movies, music, e-books, etc., for users to enjoy.
[1180] A "Life Plan" is a daily activity plan generated based on the user's budget, timeframe, and preferences.
[1181] The term "means" refers to a method or device for performing a specific function or process within a system.
[1182] A "database" is a storage system for storing and managing viewing content and related information.
[1183] "Prompt text" refers to guidance text or explanatory text that is generated based on the selection of viewing content.
[1184] "Feedback" refers to the evaluation of usage and suggestions for improvement provided by users to the system.
[1185] The present invention is a system that generates a daily life plan based on the user's budget, time period, and preferences, and presents it to the user. This system is composed of a user terminal and a server. Detailed embodiments of the system are described below.
[1186] System Configuration
[1187] The system includes the following means:
[1188] 1. Collecting User Preferences:
[1189] Users enter their budget, remaining days, and preferences through a smartphone application.
[1190] This information is sent from the terminal to the server.
[1191] 2. Data Analysis:
[1192] The server calculates the available amount per day based on the received budget and the number of remaining days.
[1193] For example, if you set a budget of 30,000 yen for 15 days, you divide 30,000 yen by 15 days to get 2,000 yen per day.
[1194] 3. Selection of viewing content:
[1195] The server extracts appropriate viewing content from the database within the budget based on the user's preferences.
[1196] For example, if a user inputs that they like movies and music, the app will select relevant movie and music playlists from its database.
[1197] 4. Generate a daily life plan:
[1198] The server generates a daily life plan using the viewing content, taking into account the calculated daily budget.
[1199] For example, on the first day, combine "Watch a movie (500 yen)" and "Music playlist (200 yen)".
[1200] 5. Presentation of the generated life plan:
[1201] The server transmits the generated life plan to the terminal, which displays it to the user.
[1202] For example, a user might check a plan such as "Day 1: Watch a movie and listen to a music playlist, Day 2: Read a book (300 yen) and watch a movie (500 yen)."
[1203] Hardware and Software Used
[1204] Hardware:
[1205] Smartphone: Accepts user input and displays the generated life plan.
[1206] Server: Performs the main processing of life plan generation.
[1207] software:
[1208] Front-end: Implement the user interface using React Native.
[1209] Backend: Build an API server using Flask.
[1210] Database: Uses SQLite to manage viewing content data.
[1211] Example
[1212] User Input Example
[1213] Budget: 30,000 yen
[1214] Days left: 15 days
[1215] Hobbies and interests: movies, music, reading
[1216] System processing and generated plans
[1217] 1. The server calculates the daily budget: 30,000 yen / 15 days = 2,000 yen / day.
[1218] 2. The server selects candidate content for viewing:
[1219] Movie candidate: "Inception" 500 yen
[1220] Music playlist: "Pop Playlist" 100 yen
[1221] E-book: "Sci-fi Novel" 300 yen
[1222] 3. The server generates a plan for each day as follows:
[1223] Day 1: Movie viewing (500 yen), music playlist (100 yen)
[1224] Day 2: Reading (300 yen), watching a movie (500 yen)
[1225] Prompt Sentence Examples
[1226] "Day 1: Movies and Music Playlist"
[1227] "Day 2: Reading and watching movies"
[1228] In this way, this system allows users to enjoy an efficient and satisfying life plan that includes viewing content within a limited budget, and it is also possible to readjust the plan based on user feedback.
[1229] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1230] Step 1: Enter and collect user information
[1231] The user launches the smartphone application and inputs data regarding the budget, period, and preferences. Specifically, the user inputs information such as "Budget: 30,000 yen," "Remaining days: 15 days," and "Hobbies and preferences: movies, music, reading." After this information is input by the device, it is sent to the server.
[1232] Input: Budget, duration, preferences
[1233] Data processing: Check that the format is correct and send to the server
[1234] Output: Sends input data to the server
[1235] Step 2: Data analysis and calculation of daily available amount
[1236] Based on the received data, the server first divides the user's budget by the period to calculate the amount of money that can be used per day. For example, dividing a budget of 30,000 yen by 15 days results in 2,000 yen per day.
[1237] Input: Budget, Period
[1238] Data calculation: budget ÷ period
[1239] Output: Daily available amount
[1240] Step 3: Select viewing content based on preferences
[1241] The server extracts from the database viewing content (movies, music playlists, e-books, etc.) that can be purchased within the user's budget based on the user's preferences. For example, it selects "Movie: Inception (500 yen)," "Music playlist: Pop Playlist (100 yen)," and "E-book: Sci-fi Novel (300 yen)."
[1242] Input: Preferences, daily allowance
[1243] Data processing: Extracting relevant content from the database
[1244] Output: Selected viewing content
[1245] Step 4: Generate a daily life plan
[1246] The server uses the selected viewing content to generate a life plan for each day. The viewing content is combined within the calculated daily budget and the content to be used is allocated on a daily basis. For example, the first day might include "Watching movies (500 yen)" and a "Music playlist (100 yen)," while the second day might include "Reading (300 yen)" and "Watching movies (500 yen)."
[1247] Input: Selected viewing content, daily allowance
[1248] Data processing: Allocate viewing content by day
[1249] Output: Daily Life Plan
[1250] Step 5: Presenting your life plan
[1251] The server sends the generated daily life plan to the device, which then presents it to the user. The user can then check the detailed plan for each day on their smartphone. For example, "Day 1: Watching movies and a music playlist" or "Day 2: Reading and watching movies."
[1252] Input: Daily Life Plan
[1253] Data processing: Converting the plan into a user-readable format
[1254] Output: Present a life plan to the user
[1255] Step 6: Gather feedback and refine your plan
[1256] Users can provide feedback on the daily life plan provided to them. The server receives this feedback and adjusts the life plan accordingly. For example, if a user provides feedback such as "I'd like to see more movies," the server will reflect that request the next time it generates a plan.
[1257] Input: User feedback
[1258] Data processing: Analyze the feedback and reflect it in the next plan generation algorithm
[1259] Output: Realigned Life Plan
[1260] 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.
[1261] The present invention relates to a system that generates a daily life plan based on the user's budget, timeframe, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[1262] System Configuration
[1263] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[1264] 2. The terminal collects the information entered by the user and the user's emotional data collected in real time and sends it to the server.
[1265] 3. The server analyzes the received information, divides the budget by the number of days to calculate the daily available amount, and analyzes the user's emotional data using an emotion engine.
[1266] 4. The server selects activities from the database that are feasible within the user's budget based on the user's preferences and emotions. Using data from the emotion engine, the server identifies the activities that best suit the user's current emotions.
[1267] 5. The server generates a daily life plan using the calculated and selected activities. It proposes a plan that matches the user's mood based on the data from the emotion engine.
[1268] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[1269] 7. When the user reviews the plan and provides feedback if necessary, the emotion engine also incorporates that feedback and analyzes new emotion data.
[1270] 8. The server readjusts the life plan based on the feedback and sends the readjusted plan to the device.
[1271] Program processing
[1272] Collecting and transmitting user information and emotional data
[1273] The device displays a login form, prompting the user to enter their budget, remaining days, and preferences, and collects their emotional state in real time. For example, if a user enters, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports," the emotion engine will collect data such as "I'm having fun" or "I'm feeling stressed" from the user's facial expressions and voice.
[1274] The device transmits the input information and emotion data to the server.
[1275] Data analysis and calculations
[1276] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (50,000 yen / 15 days = 3,333 yen / day).
[1277] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state.
[1278] Selecting activities and generating plans
[1279] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[1280] The server then selects activities that fit the user's emotional state and are feasible within the calculated daily budget, for example, choosing relaxing activities if the user is "high stress" and active activities if the user is "having fun."
[1281] Presenting and adjusting plans
[1282] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[1283] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[1284] When users provide feedback, the emotion engine also incorporates that feedback and readjusts its plans by analyzing the new emotional data.
[1285] Specific examples
[1286] User Input Example
[1287] Budget: 50,000 yen
[1288] Days left: 15 days
[1289] Hobbies and interests: Watching movies, sports, eating delicious food
[1290] Emotional state: Initial data: "Having fun"
[1291] System processing and generated plans
[1292] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[1293] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes active activities.
[1294] 3. The server suggests the following activities:
[1295] Movie viewing options: 1500 yen
[1296] Restaurant meal: 1,800 yen
[1297] Gym access: Free
[1298] Sports facilities: 1000 yen
[1299] 4. The server generates a plan for each day as follows:
[1300] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[1301] Day 2: Gym (free), Lunch (1500 yen)
[1302] Day 3: Sports (1000 yen), snacks (500 yen)
[1303] If your emotional state changes, adjust your plan accordingly (e.g., if you're "high stress," change to a relaxing activity)
[1304] In this way, this system allows users to live an efficient and satisfying life within a limited budget. Also, by taking into account the user's emotional state, it is possible to provide more appropriate plans and increase the user's sense of happiness.
[1305] The processing flow will be explained below.
[1306] Step 1:
[1307] Users log into the system via a terminal and enter their budget, the number of days remaining in the month, their interests, and preferences, as well as set permissions for collecting real-time emotional data.
[1308] Step 2:
[1309] The device verifies the budget, remaining days, preference information entered by the user, and emotional data collected in real time (e.g., facial expression recognition, voice analysis), and transmits the information to the server.
[1310] Step 3:
[1311] The server analyzes the received information and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[1312] Step 4:
[1313] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state (e.g., enjoying, feeling stressed).
[1314] Step 5:
[1315] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[1316] Step 6:
[1317] The server selects activities that are feasible within the calculated daily budget and that fit the user's emotional state. For example, if the emotion engine determines that the user is having fun, it will select vigorous and fun activities.
[1318] Step 7:
[1319] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[1320] Step 8:
[1321] The server sends the generated life plan to the device, which then presents it to the user, who can review the plan and provide feedback if necessary.
[1322] Step 9:
[1323] When the user sends feedback, the device sends the feedback to the server, and the emotion engine analyzes the new emotion data based on the feedback and determines the change in the user's emotional state.
[1324] Step 10:
[1325] The server will then readjust the life plan based on the feedback and the analysis results of the emotion engine. For example, if the user feels "high stress," the server will adjust the plan to include relaxing activities.
[1326] Step 11:
[1327] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[1328] Example 2
[1329] 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."
[1330] Conventional life plan generation systems could select activities taking into account the user's budget and preferences, but they were unable to incorporate the user's real-time emotional state. As a result, it was difficult to provide an optimal plan that reflected the user's emotions and stress level, and the system was unable to fully improve the user's satisfaction and happiness. Furthermore, there were insufficient means to effectively incorporate user feedback.
[1331] 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.
[1332] In this invention, the server includes means for collecting and analyzing the user's emotional state, means for selecting appropriate activities within a budget based on the user's preferences and emotional state, and means for readjusting the daily life plan. This enables the selection of activities in accordance with the user's real-time emotions, and the daily life plan is dynamically adjusted according to the emotions, thereby significantly improving the user's satisfaction and sense of happiness.
[1333] "User" refers to an individual who utilizes the system and provides their budget, timeframe, preferences, and real-time emotional state.
[1334] "Budget" refers to the amount of money available for use over a period of time specified by the User.
[1335] "Time Period" means the time frame, such as the number of days in a month or week, over which the user intends to use the budget.
[1336] "Preferences" refers to a user's preferred activities or areas of interest, such as watching movies or sports.
[1337] "Emotional state" refers to the mental or psychological state that a user exhibits when using the system, and is analyzed by the emotion engine.
[1338] "Emotion engine" refers to a combination of software and hardware for collecting and analyzing user emotional data.
[1339] "Real-time" refers to the fact that user emotional data is collected and analyzed instantly.
[1340] An "Activity" is a discrete action or event that a user takes based on budget, timeframe, and preferences.
[1341] "Life Plan" refers to a daily activity plan generated by the system and presented to the user.
[1342] "Feedback" refers to the opinions and thoughts users provide about their life plans, and is data that the system uses to make readjustments based on this.
[1343] "Database" refers to the storage device where the system keeps a list of activities and cost information.
[1344] The present invention is a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[1345] System Configuration
[1346] 1. A user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences. For example, they might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[1347] 2. The device collects information entered by the user and simultaneously collects emotional data in real time. This is done using an emotion engine that uses the device's camera and microphone to collect data such as "enjoying" or "feeling stressed" from the user's facial expressions and voice.
[1348] 3. The device sends the collected information and emotion data to the server.
[1349] 4. The server analyzes the received information and first divides the budget by the number of remaining days to calculate the available amount per day. For example, "50,000 yen / 15 days = 3,333 yen / day." It also analyzes the user's emotional data using an emotion engine to evaluate their emotional state at that time.
[1350] 5. The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with their cost information.
[1351] 6. The server selects activities that fit the user's emotional state and are feasible within the calculated daily budget. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities.
[1352] 7. The server balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, it might create a specific plan such as "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" on the first day, and "Go to the gym (free) and have lunch (1,500 yen)" on the second day.
[1353] 8. The server sends the generated life plan to the device, which displays it to the user. The user can review the plan and provide feedback if necessary.
[1354] 9. If the user provides feedback, the emotion engine also incorporates that feedback and readjusts the plan by analyzing the new emotional data.
[1355] 10. The server readjusts the life plan based on the user's feedback and new emotional data, and then sends the readjusted plan back to the device and presents it to the user.
[1356] Specific examples
[1357] User Input Example
[1358] Budget: 50,000 yen
[1359] Days left: 15 days
[1360] Hobbies and interests: Watching movies, sports, eating delicious food
[1361] Emotional state: Initial data: "Having fun"
[1362] System processing and generated plans
[1363] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day
[1364] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes vigorous activities.
[1365] 3. The server suggests the following activities:
[1366] Movie viewing options: 1500 yen
[1367] Restaurant meal: 1,800 yen
[1368] Gym access: Free
[1369] Sports facilities: 1000 yen
[1370] 4. The server generates a plan for each day as follows:
[1371] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[1372] Day 2: Gym (free), Lunch (1500 yen)
[1373] Day 3: Sports (1000 yen), snacks (500 yen)
[1374] 5. The server adjusts the plan accordingly if the user's emotional state changes (e.g., if "high stress" changes to a relaxing activity).
[1375] In this way, this system provides users with an optimal life plan and supports a more satisfying lifestyle by taking into account the user's emotional state in real time. Furthermore, by providing specific information such as an example prompt, "Generate a daily life plan for a user with a budget of 50,000 yen for 15 days, who enjoys watching movies, playing sports, and eating delicious food. The user is currently in an emotional state they are enjoying," the system's convenience and user satisfaction can be improved.
[1376] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1377] Step 1:
[1378] A user logs in to the system via a terminal. After logging in, the user inputs their budget, the number of days remaining, and their preferences (e.g., watching movies, sports, eating delicious food). The input data includes this month's budget of 50,000 yen, the number of days remaining of 15 days, and their preferences of watching movies and sports. This input data is passed to the terminal.
[1379] Input: User's budget, remaining days, preferences
[1380] Output: Login success message and input data
[1381] Step 2:
[1382] The device collects the user's input data, such as budget, remaining days, and preferences. At the same time, it uses the device's camera and microphone to collect the user's emotional state in real time. The emotion engine analyzes the user's facial expressions and voice to determine emotional data such as "enjoying" or "stressing." All collected information is sent from the device to the server.
[1383] Input: User-entered data and sentiment data
[1384] Output: Collected user information and emotion data are sent to the server.
[1385] Step 3:
[1386] The server analyzes the received user's budget data and calculates the daily available amount by dividing the budget by the number of days remaining. For example, dividing 50,000 yen by 15 days gives a daily available amount of 3,333 yen. The server also analyzes the user's emotional data using an emotion engine to evaluate the user's current emotional state.
[1387] Input: User's budget data, remaining days, sentiment data
[1388] Output: Daily available amount and emotional state assessment results
[1389] Step 4:
[1390] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with cost information for each activity.
[1391] Input: User preference and emotional data
[1392] Output: A list of activities that match the user's preferences and emotional state
[1393] Step 5:
[1394] The server selects activities that are feasible within the calculated daily budget and that suit the user's emotions. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities. Specifically, it selects options such as watching a movie for 1,500 yen, eating at a restaurant for 1,800 yen, free gym use, and sports facilities for 1,000 yen.
[1395] Input: Daily available amount, activity list, emotion data
[1396] Output: A list of selected activities
[1397] Step 6:
[1398] The server balances the selected activities by day and generates a daily life plan that takes emotional data into account. For example, on the first day, a specific plan might be generated, such as "1,500 yen for a movie and 1,800 yen for a restaurant," and on the second day, "free gym time and 1,500 yen for lunch."
[1399] Input: List of selected activities, emotion data
[1400] Output: Daily life plan
[1401] Step 7:
[1402] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[1403] Input: Daily Life Plan
[1404] Output: Life plan displayed to the user
[1405] Step 8:
[1406] When a user sends feedback, the device relays it to the server, and at the same time, the emotion engine also collects and analyzes new emotion data based on the feedback content.
[1407] Input: User feedback and new emotional data
[1408] Output: The collected and analyzed feedback and emotion data is sent to the server.
[1409] Step 9:
[1410] The server readjusts the life plan based on the received feedback and new emotional data, and sends the readjusted plan to the device. The device then presents the readjusted plan to the user. For example, if the feedback indicates "high stress," the device will change the plan to include more relaxing activities.
[1411] Input: Feedback and new emotion data
[1412] Output: Realigned Life Plan
[1413] (Application example 2)
[1414] 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."
[1415] Conventional life plan generation systems generate daily plans without considering the user's emotional state, making it impossible to propose optimal plans that reflect the user's real-time emotional state. Furthermore, when shopping in physical stores, it is difficult to provide a personalized shopping experience based on the user's budget, emotional state, and location information within the store.
[1416] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving data related to a budget, a period, and preferences input by a user; means for calculating a daily available amount by dividing the budget by the period based on the received data; means for selecting appropriate activities within the budget based on the preferences and emotional state; means for extracting activities, products, and their costs from a database in the activity selection; means for evaluating the user's emotional state using an emotion engine and adjusting the life plan based on the evaluation; means for generating a daily life plan using the calculated and selected activities and products; means for presenting the generated life plan to the user; means for identifying the user's location information within the store; and means for recommending appropriate stores based on the user's location information using Bluetooth technology. This enables a personalized life plan and shopping experience that takes into account the user's emotional state and location information within the physical store.
[1417] A "budget" is the amount of money a user plans to spend within a specific time period.
[1418] "Time Period" means the specific time frame for which a User's set Budget will be used.
[1419] "Preferences" refer to the personal preferences and interests that a user has in a particular activity or product selection.
[1420] An "emotional state" refers to the type and intensity of emotion a user is feeling at a particular point in time.
[1421] A "Life Plan" is a daily action plan or list of activities generated based on a user's budget, timeframe, preferences, and emotional state.
[1422] "Bluetooth technology" is a short-range wireless communication technology used to identify a user's location and exchange data.
[1423] "Server" means a computer system that acts as a central processing unit, analyzes and processes data received from Users, and generates and provides Life Plans.
[1424] An "emotion engine" is a component that contains algorithms and programs for assessing a user's emotional state.
[1425] "Terminal" refers to the equipment or device used by a user to input data, and specifically includes smartphones.
[1426] "Database" means a storage device for storing activity, product and cost information and providing this information as needed.
[1427] The present invention relates to a system that generates a daily life plan based on a user's budget, timeframe, and preferences, and further adjusts the life plan by recognizing the user's emotional state. The system is composed of a server, a user terminal, and an emotion engine.
[1428] System Configuration
[1429] 1. User Device:
[1430] Users log into the system via a terminal and enter their budget, remaining time, and preferences (e.g., food, fashion, electronics).
[1431] The device collects information entered by the user and real-time emotional data of the user, and transmits it to the server. For example, it uses facial recognition technology to analyze the user's facial expressions and provides the data to the emotion engine.
[1432] 2. Server:
[1433] The server analyzes the received data and calculates the amount of money available per day by dividing the budget by the period.
[1434] The server extracts activities and products and their costs from a database based on preferences and emotional states.
[1435] The server uses an emotion engine to assess the user's emotional state and adjust the life plan.
[1436] The server generates a daily life plan using the calculations and selected activities and products.
[1437] The server sends the generated life plan to the user's terminal, which then presents it to the user.
[1438] 3. Emotion Engine:
[1439] The emotion engine evaluates the user's emotional state using facial expression recognition and voice analysis technology, specifically using the Affectiva SDK.
[1440] The emotion engine uses collected real-time emotion data in generating daily life plans.
[1441] 4. Additional features:
[1442] The user's location within the physical store is identified using a Bluetooth beacon and transmitted to the server.
[1443] The server recommends appropriate stores based on the location information.
[1444] Hardware and software used
[1445] Hardware: Smartphone, Bluetooth beacon (for locating users in-store)
[1446] software:
[1447] Development language: Swift (iOS) or Kotlin (Android)
[1448] Server: AWS (Amazon Web Services)
[1449] Emotion engine: Affectiva SDK (analyzes emotions based on user facial expressions)
[1450] Database: Amazon RDS (relational database)
[1451] Specific examples
[1452] User Input Example
[1453] Budget: 30,000 yen
[1454] Days left: 10 days
[1455] Interests: Fashion, gourmet food
[1456] Emotional state (initial data): Enjoying
[1457] System processing and generated plans
[1458] 1. The server calculates the daily budget: 30,000 yen / 10 days = 3,000 yen / day.
[1459] 2. The emotion engine analyzes the user's emotional state and prioritizes an active shopping experience because they are "enjoyed."
[1460] 3. The server suggests the following activities:
[1461] Fashion item purchase potential: 2,000 yen
[1462] Restaurant meal: 1000 yen
[1463] 4. The server generates a plan for each day as follows:
[1464] Day 1: Fashion item purchase (2000 yen), lunch (1000 yen)
[1465] Day 2: Gourmet experience (1500 yen), shoes purchase (1500 yen)
[1466] Example prompts to input to the emotion engine
[1467] Evaluate your current emotional state and suggest a suitable shopping plan based on the results. Data includes:
[1468] Facial expression data: {Facial expression data details}
[1469] Audio data: {Audio data details}
[1470] User preferences: {Fashion, Gourmet}
[1471] Budget: 30,000 yen, remaining days: 10 days
[1472] Current Emotion: Having fun
[1473] In this way, by implementing the invention, users can enjoy an optimal shopping experience and life plan that takes their emotions into consideration and is within their budget.
[1474] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1475] Step 1:
[1476] Terminal: The user logs into the system through the terminal and inputs their budget, timeframe, and preferences (e.g., food, fashion, electronics). The input data is sent from the terminal to the server.
[1477] Input: User's budget, duration, and preference data.
[1478] Output: Sending user-entered data to the server.
[1479] How it works: A user logs into a smartphone application and enters information such as "This month's budget is 30,000 yen, there are 10 days left, I like fashion and gourmet food." The device then aggregates this data and sends it to the server.
[1480] Step 2:
[1481] Device: The device collects the user's real-time emotional data and sends it to the server. The emotion engine analyzes facial expressions and voice via the camera and microphone.
[1482] Input: User emotion data (facial expression analysis, voice analysis).
[1483] Output: Sending emotion data analyzed by the emotion engine to the server.
[1484] Specific operation: The device activates the camera to capture the user's facial expression data and uses the microphone to collect voice data. These data are analyzed by the emotion engine and the result "the user is enjoying themselves" is sent to the server.
[1485] Step 3:
[1486] Server: The server divides the received user budget data by the period to calculate the amount of money that can be used per day.
[1487] Input: User's budget and period data.
[1488] Output: Amount available per day.
[1489] Specific operation: The server receives the input data "budget 30,000 yen, remaining days 10 days", calculates this, and gets the result "3,000 yen / day". The calculated amount data is used for internal processing.
[1490] Step 4:
[1491] Server: The server extracts activities and products and their costs from a database based on preferences and emotional states.
[1492] Input: User preference data, emotion data.
[1493] Output: Activity and product list extracted from the database.
[1494] Specific operation: The server uses the user's preference data "fashion, gourmet" and emotion data "having fun" to extract from the database a list of "potential fashion item purchases: 2,000 yen, restaurant meals: 1,000 yen."
[1495] Step 5:
[1496] Server: The server uses an emotion engine to evaluate the user's emotional data and adjust the life plan accordingly.
[1497] Input: Extracted activity list, emotion data.
[1498] Output: Adjusted daily life plan.
[1499] Specific operation: Based on the emotional data of "having fun," the server generates a plan that includes purchasing fashion items and dining at restaurants to provide the user with an active shopping experience.
[1500] Step 6:
[1501] Server: Generates a daily life plan using the calculations and selected activities and products.
[1502] Input: Adjusted activity and product list.
[1503] Output: Daily life plan.
[1504] Specific operation: The server generates a specific daily plan such as "Day 1: Purchase fashion items (2,000 yen), lunch (1,000 yen)."
[1505] Step 7:
[1506] Server: Sends the generated life plan to the user's device, which then presents it to the user.
[1507] Enter: Daily Life Plan.
[1508] Output: Life plan displayed on user device.
[1509] Specific operation: The server sends the generated plan to the user's device, and the user can check the daily plan on their smartphone.
[1510] Step 8:
[1511] Device: Receives user feedback and readjusts life plans based on that feedback.
[1512] Input: User feedback.
[1513] Output: Adjusted life plan.
[1514] How it works: The user provides feedback, such as "I want to change the lunch portion," and the device sends this to the server. The server then reselects activities and adjusts the plan based on the feedback.
[1515] The above are the specific processing steps of the system that realizes the application example.
[1516] 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.
[1517] 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.
[1518] 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.
[1519] [Fourth embodiment]
[1520] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1521] 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.
[1522] 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).
[1523] 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.
[1524] 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.
[1525] 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).
[1526] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1527] 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.
[1528] 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.
[1529] 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.
[1530] 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.
[1531] 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.
[1532] 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."
[1533] The present invention relates to a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents the plan to the user. The system is composed of a server and a user's terminal.
[1534] System Configuration
[1535] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[1536] 2. The device collects the information entered by the user and sends it to the server.
[1537] 3. The server analyzes the received information and calculates the amount available per day by dividing the budget by the number of days.
[1538] 4. The server selects activities (e.g., cinema, restaurant, gym, etc.) from its database that can be performed within the user's budget based on the user's preferences.
[1539] 5. The server generates a life plan for each day using the calculated and selected activities.
[1540] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[1541] Program processing
[1542] Collection and transmission of user information
[1543] The terminal displays a login form and prompts the user to enter their budget, remaining days, and preferences. For example, the user might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[1544] The terminal validates the entered information and ensures that it is in the correct format before sending it to the server.
[1545] Data analysis and calculations
[1546] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (3,333 yen).
[1547] The server extracts activity suggestions from a database based on preferences (watching movies, playing sports, eating delicious food).
[1548] Selecting activities and generating plans
[1549] The server selects activities that can be carried out within the calculated daily budget and generates a life plan for each day.
[1550] For example, on the first day you could offer "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" and on the second day you could offer "Go to the gym (free) and a delicious lunch (1,500 yen)".
[1551] Presenting the plan
[1552] The server sends the generated life plan to the terminal.
[1553] The device will display the received plan to the user for confirmation.
[1554] Example: A user checks a plan such as "Day 1: Movie and restaurant, Day 2: Gym and delicious lunch."
[1555] Specific examples
[1556] User Input Example
[1557] Budget: 50,000 yen
[1558] Days left: 15 days
[1559] Hobbies and interests: Watching movies, sports, eating delicious food
[1560] System processing and generated plans
[1561] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[1562] 2. The server suggests the following activities:
[1563] Movie viewing options: 1500 yen
[1564] Restaurant meal: 1,800 yen
[1565] Gym access: Free
[1566] Sports facilities: 1000 yen
[1567] 3. The server generates a plan for each day as follows:
[1568] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[1569] Day 2: Gym (free), Lunch (1500 yen)
[1570] Day 3: Sports (1000 yen), snacks (500 yen)
[1571] ...
[1572] Day 15: Travel (Day Trip - Use remaining budget)
[1573] In this way, this system allows users to live an efficient and satisfying life within a limited budget. It also allows for even greater flexibility by readjusting plans based on user feedback.
[1574] The processing flow will be explained below.
[1575] Step 1:
[1576] Users log in to the system via a terminal and enter their budget, the number of days remaining in the month, and their hobbies and preferences.
[1577] Step 2:
[1578] The device collects the budget, remaining days, and preferences entered by the user, verifies the data format, and then transmits the collected data to the server.
[1579] Step 3:
[1580] The server analyzes the received data and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[1581] Step 4:
[1582] The server retrieves a list of activities that match the user's interests and preferences from the database, such as going to the movies, eating at restaurants, and visiting sports facilities, along with their cost information.
[1583] Step 5:
[1584] The server then selects from the list the activities that can be performed within the calculated daily budget, such as going to the movies (1500 yen), eating at a restaurant (1800 yen), etc.
[1585] Step 6:
[1586] The server balances the selected activities for each day and generates a daily life plan. For example, on the first day, you might choose "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)," and on the second day, you might choose "Go to the gym (free) and lunch (1,500 yen)."
[1587] Step 7:
[1588] The server transmits the generated life plan to the terminal.
[1589] Step 8:
[1590] The device displays the generated life plan to the user, who can review the plan and provide feedback if necessary.
[1591] Step 9:
[1592] When the user submits feedback (e.g., "I'd prefer a cheaper lunch on the second day"), the device sends the feedback to the server.
[1593] Step 10:
[1594] The server readjusts the life plan based on the received feedback, revising activities and budget allocations and generating a revised plan.
[1595] Step 11:
[1596] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[1597] Example 1
[1598] 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."
[1599] In today's busy lifestyles, it is extremely difficult for people to plan their daily activities efficiently and satisfactorily within their limited budget and time. In particular, selecting activities that fit their hobbies and preferences and can be enjoyed within their budget, and creating a daily life plan, is time-consuming and laborious. Furthermore, the burden increases when the plan needs to be adjusted based on feedback each time it is carried out. The purpose of this invention is to solve these problems and enable users to easily create a daily life plan and achieve high satisfaction.
[1600] 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.
[1601] In this invention, the server includes means for receiving data regarding a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate activities within the budget based on the preferences, means for generating a daily life plan using the calculated and selected activities, and means for presenting the generated life plan to the user. This allows the user to easily create and confirm a daily life plan including optimal activities within a limited budget, and also allows the user to easily adjust the plan based on feedback, thereby enabling the user to live a more satisfying life.
[1602] A "user" is a person or individual who accesses the system and enters data regarding their budget, timeframe and preferences.
[1603] A "budget" is the total amount of money that can be used within a certain period of time specified by the user.
[1604] A "period" is a specific time range, usually expressed in days, over which a budget applies.
[1605] "Preferences" refer to a user's preferred activities, hobbies, and areas of interest.
[1606] "Means for receiving" refers to a function or device for incorporating data input by a user into the system.
[1607] The "calculating means" is a function or device that divides the received budget by the period and calculates the resulting available amount per day.
[1608] The "selection means" is a function or device that extracts activities that can be carried out within a budget from a database or the like based on preferences.
[1609] A "Life Plan" is a lifestyle plan that combines activities that can be carried out for each day based on the user's budget and preferences.
[1610] The "means for generating" is a function or device that constructs a daily life plan based on collected data and calculation results.
[1611] The "presentation means" is a function or device that displays the generated life plan on the user's terminal for confirmation.
[1612] "Feedback" refers to the opinions and reactions received from users, and is data used to readjust plans.
[1613] The present invention relates to a system that generates a daily life plan based on the budget, period, and preferences input by the user and presents it to the user. This system is composed of a server and a user terminal.
[1614] System Configuration
[1615] Collection and transmission of user information
[1616] A user logs in to the system via a terminal and inputs their budget, remaining period, and preferences. As a concrete example, let us assume that a user inputs "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and sports."
[1617] The terminal collects the entered information, verifies that it is in the correct format, and then sends it to the server.
[1618] Data analysis and calculations
[1619] The server divides the budget information received from the user (e.g., 50,000 yen) by the number of remaining days (e.g., 15 days) to calculate the amount available per day (e.g., 3,333 yen).
[1620] Activity Selection
[1621] The server extracts activities that can be performed within the user's budget from the database based on the user's preferences (e.g., watching movies, playing sports, eating delicious food). For example, a movie can be suggested for 1,500 yen, and using a sports facility for 1,000 yen.
[1622] Creating a life plan
[1623] The server combines activities that can be performed within the calculated daily budget and generates a life plan for each day. For example, on the first day, it might be "Watch a movie (1500 yen) and go to a restaurant (1800 yen)," and on the second day, it might be "Go to the gym (free) and have a delicious lunch (1500 yen)."
[1624] Presenting the plan
[1625] The server sends the generated life plan to the device, which then displays it to the user. For example, the user can see a plan such as "Day 1: Watch a movie and go to a restaurant, Day 2: Go to the gym and have a delicious lunch."
[1626] Technology used
[1627] This system is implemented using the following hardware and software:
[1628] Device: A device where a user enters information, such as a smartphone, tablet, or computer.
[1629] Server: A server that analyzes data, performs calculations, selects activities, and generates life plans. A server with a high-performance processor and sufficient memory is desirable.
[1630] Database: A database for storing activity information based on user preferences and associated cost information. For example, a relational database such as MySQL or PostgreSQL can be used.
[1631] Specific examples
[1632] The following are examples of prompts that users may enter:
[1633] Prompt: "Your budget is 50,000 yen, you have 15 days left, and your hobbies are watching movies, playing sports, and eating delicious food. Suggest an activity plan that you can enjoy every day under these conditions."
[1634] This system allows users to live an efficient and satisfying daily life within a limited budget. It also allows for the plan to be readjusted based on user feedback, providing a highly adaptable and personalized plan.
[1635] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1636] Step 1: Enter your user information
[1637] The user enters the budget, remaining time, and preferences into an input form on the device, for example using text boxes and check boxes.
[1638] Input: Budget (e.g., 50,000 yen), remaining days (e.g., 15 days), preferences (e.g., watching movies, playing sports, eating delicious food)
[1639] Output: User information data (JSON format, key-value store format, etc.)
[1640] Step 2: Submit user information
[1641] The terminal converts the information entered by the user into a data format, verifies that it is in the correct format, and then sends an HTTP request to the server.
[1642] Input: User information data
[1643] Output: HTTP request sent to the server
[1644] Specific operation: Validates input data using regular expressions, etc., and if there are no errors, sends the data to the server along with the HTTP header.
[1645] Step 3: Analyze and calculate the budget
[1646] The server uses the received budget data and remaining period data to calculate the daily available amount, for example, by dividing the budget by the period.
[1647] Input: Budget (50,000 yen), remaining days (15 days)
[1648] Output: Daily available amount (3,333 yen)
[1649] Specific operation: The server converts the received data into variables, calculates the daily available amount by dividing the budget by the number of remaining days, and stores the result in memory or in a database.
[1650] Step 4: Selecting activities based on preferences
[1651] The server searches the database for activities that can be carried out within the budget based on the user's preferences and selects an appropriate activity.
[1652] Input: User preferences (watching movies, sports, wanting to eat delicious food), daily available amount (3,333 yen)
[1653] Output: List of activities (e.g., movie 1500 yen, restaurant 1800 yen, gym free, sports facilities 1000 yen)
[1654] What it does: Generates SQL queries based on user preferences and filters activities from the database that can be performed within the budget.
[1655] Step 5: Create a life plan
[1656] The server combines the selected activities into a daily schedule and generates a life plan, for example, a plan that includes a movie and a restaurant on the first day, and a gym and a delicious lunch on the second day.
[1657] Input: List of activities, Daily available amount
[1658] Output: Life plan for each day
[1659] What happens: The server rearranges the activity list by date based on the daily available amount and generates a daily plan organized as text.
[1660] Step 6: Submit and present your life plan
[1661] The server sends the generated life plan to the terminal.
[1662] The device displays the received life plan to the user, who can then check their daily schedule on the device screen.
[1663] Input: Life plan for each day
[1664] Output: Life plan displayed to the user
[1665] Specific operation: The server sends the generated life plan to the terminal in JSON format, etc., and the terminal parses it and displays it on the user interface.
[1666] Through the above processing steps, the system can generate an optimal daily life plan based on the budget and preferences entered by the user and provide it to the user.
[1667] (Application example 1)
[1668] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1669] Conventional life plan generation systems have difficulty suggesting appropriate viewing content for daily activities, which has prevented them from increasing user satisfaction. Furthermore, they lacked a method for automatically selecting and presenting content that flexibly accommodates users' budgets and preferences and fits their daily life plans, making it difficult to provide efficient life plans. Furthermore, optimizing plans by incorporating user feedback has also been a challenge.
[1670] 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.
[1671] In this invention, the server includes means for receiving data related to a budget, period, and preferences input by a user, means for calculating a daily available amount by dividing the budget by the period based on the received data, means for selecting appropriate viewing content within the budget based on the preferences, means for generating a daily life plan using the calculated and selected viewing content, and means for presenting the generated life plan to the user. This makes it possible to efficiently incorporate viewing content that matches the user's preferences into the daily life plan, thereby increasing user satisfaction.
[1672] A "User" is an individual who utilizes the system to input their budget, timeframe and preference information and receive a personalized life plan.
[1673] A "budget" is a spending limit specified by a user.
[1674] "Period" means the specific number of days that a User's Life Plan covers.
[1675] "Preferences" are data that represent a user's interests and preferences.
[1676] "Daily Available Amount" means the amount that can be used per day, calculated by dividing the user's budget by the period.
[1677] "Audio content" refers to entertainment materials such as movies, music, e-books, etc., for users to enjoy.
[1678] A "Life Plan" is a daily activity plan generated based on the user's budget, timeframe, and preferences.
[1679] The term "means" refers to a method or device for performing a specific function or process within a system.
[1680] A "database" is a storage system for storing and managing viewing content and related information.
[1681] "Prompt text" refers to guidance text or explanatory text that is generated based on the selection of viewing content.
[1682] "Feedback" refers to the evaluation of usage and suggestions for improvement provided by users to the system.
[1683] The present invention is a system that generates a daily life plan based on the user's budget, time period, and preferences, and presents it to the user. This system is composed of a user terminal and a server. Detailed embodiments of the system are described below.
[1684] System Configuration
[1685] The system includes the following means:
[1686] 1. Collecting User Preferences:
[1687] Users enter their budget, remaining days, and preferences through a smartphone application.
[1688] This information is sent from the terminal to the server.
[1689] 2. Data Analysis:
[1690] The server calculates the available amount per day based on the received budget and the number of remaining days.
[1691] For example, if you set a budget of 30,000 yen for 15 days, you divide 30,000 yen by 15 days to get 2,000 yen per day.
[1692] 3. Selection of viewing content:
[1693] The server extracts appropriate viewing content from the database within the budget based on the user's preferences.
[1694] For example, if a user inputs that they like movies and music, the app will select relevant movie and music playlists from its database.
[1695] 4. Generate a daily life plan:
[1696] The server generates a daily life plan using the viewing content, taking into account the calculated daily budget.
[1697] For example, on the first day, combine "Watch a movie (500 yen)" and "Music playlist (200 yen)".
[1698] 5. Presentation of the generated life plan:
[1699] The server transmits the generated life plan to the terminal, which displays it to the user.
[1700] For example, a user might check a plan such as "Day 1: Watch a movie and listen to a music playlist, Day 2: Read a book (300 yen) and watch a movie (500 yen)."
[1701] Hardware and Software Used
[1702] Hardware:
[1703] Smartphone: Accepts user input and displays the generated life plan.
[1704] Server: Performs the main processing of life plan generation.
[1705] software:
[1706] Front-end: Implement the user interface using React Native.
[1707] Backend: Build an API server using Flask.
[1708] Database: Uses SQLite to manage viewing content data.
[1709] Example
[1710] User Input Example
[1711] Budget: 30,000 yen
[1712] Days left: 15 days
[1713] Hobbies and interests: movies, music, reading
[1714] System processing and generated plans
[1715] 1. The server calculates the daily budget: 30,000 yen / 15 days = 2,000 yen / day.
[1716] 2. The server selects candidate content for viewing:
[1717] Movie candidate: "Inception" 500 yen
[1718] Music playlist: "Pop Playlist" 100 yen
[1719] E-book: "Sci-fi Novel" 300 yen
[1720] 3. The server generates a plan for each day as follows:
[1721] Day 1: Movie viewing (500 yen), music playlist (100 yen)
[1722] Day 2: Reading (300 yen), watching a movie (500 yen)
[1723] Prompt Sentence Examples
[1724] "Day 1: Movies and Music Playlist"
[1725] "Day 2: Reading and watching movies"
[1726] In this way, this system allows users to enjoy an efficient and satisfying life plan that includes viewing content within a limited budget, and it is also possible to readjust the plan based on user feedback.
[1727] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1728] Step 1: Enter and collect user information
[1729] The user launches the smartphone application and inputs data regarding the budget, period, and preferences. Specifically, the user inputs information such as "Budget: 30,000 yen," "Remaining days: 15 days," and "Hobbies and preferences: movies, music, reading." After this information is input by the device, it is sent to the server.
[1730] Input: Budget, duration, preferences
[1731] Data processing: Check that the format is correct and send to the server
[1732] Output: Sends input data to the server
[1733] Step 2: Data analysis and calculation of daily available amount
[1734] Based on the received data, the server first divides the user's budget by the period to calculate the amount of money that can be used per day. For example, dividing a budget of 30,000 yen by 15 days results in 2,000 yen per day.
[1735] Input: Budget, Period
[1736] Data calculation: budget ÷ period
[1737] Output: Daily available amount
[1738] Step 3: Select viewing content based on preferences
[1739] The server extracts from the database viewing content (movies, music playlists, e-books, etc.) that can be purchased within the user's budget based on the user's preferences. For example, it selects "Movie: Inception (500 yen)," "Music playlist: Pop Playlist (100 yen)," and "E-book: Sci-fi Novel (300 yen)."
[1740] Input: Preferences, daily allowance
[1741] Data processing: Extracting relevant content from the database
[1742] Output: Selected viewing content
[1743] Step 4: Generate a daily life plan
[1744] The server uses the selected viewing content to generate a life plan for each day. The viewing content is combined within the calculated daily budget and the content to be used is allocated on a daily basis. For example, the first day might include "Watching movies (500 yen)" and a "Music playlist (100 yen)," while the second day might include "Reading (300 yen)" and "Watching movies (500 yen)."
[1745] Input: Selected viewing content, daily allowance
[1746] Data processing: Allocate viewing content by day
[1747] Output: Daily Life Plan
[1748] Step 5: Presenting your life plan
[1749] The server sends the generated daily life plan to the device, which then presents it to the user. The user can then check the detailed plan for each day on their smartphone. For example, "Day 1: Watching movies and a music playlist" or "Day 2: Reading and watching movies."
[1750] Input: Daily Life Plan
[1751] Data processing: Converting the plan into a user-readable format
[1752] Output: Present a life plan to the user
[1753] Step 6: Gather feedback and refine your plan
[1754] Users can provide feedback on the daily life plan provided to them. The server receives this feedback and adjusts the life plan accordingly. For example, if a user provides feedback such as "I'd like to see more movies," the server will reflect that request the next time it generates a plan.
[1755] Input: User feedback
[1756] Data processing: Analyze the feedback and reflect it in the next plan generation algorithm
[1757] Output: Realigned Life Plan
[1758] 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.
[1759] The present invention relates to a system that generates a daily life plan based on the user's budget, timeframe, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[1760] System Configuration
[1761] 1. The user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences (e.g., watching movies, playing sports, eating delicious food).
[1762] 2. The terminal collects the information entered by the user and the user's emotional data collected in real time and sends it to the server.
[1763] 3. The server analyzes the received information, divides the budget by the number of days to calculate the daily available amount, and analyzes the user's emotional data using an emotion engine.
[1764] 4. The server selects activities from the database that are feasible within the user's budget based on the user's preferences and emotions. Using data from the emotion engine, the server identifies the activities that best suit the user's current emotions.
[1765] 5. The server generates a daily life plan using the calculated and selected activities. It proposes a plan that matches the user's mood based on the data from the emotion engine.
[1766] 6. The server sends the generated life plan to the terminal, which presents it to the user.
[1767] 7. When the user reviews the plan and provides feedback if necessary, the emotion engine also incorporates that feedback and analyzes new emotion data.
[1768] 8. The server readjusts the life plan based on the feedback and sends the readjusted plan to the device.
[1769] Program processing
[1770] Collecting and transmitting user information and emotional data
[1771] The device displays a login form, prompting the user to enter their budget, remaining days, and preferences, and collects their emotional state in real time. For example, if a user enters, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports," the emotion engine will collect data such as "I'm having fun" or "I'm feeling stressed" from the user's facial expressions and voice.
[1772] The device transmits the input information and emotion data to the server.
[1773] Data analysis and calculations
[1774] The server divides the budget (50,000 yen) by the number of days remaining in the month (15 days) to calculate the amount available per day (50,000 yen / 15 days = 3,333 yen / day).
[1775] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state.
[1776] Selecting activities and generating plans
[1777] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[1778] The server then selects activities that fit the user's emotional state and are feasible within the calculated daily budget, for example, choosing relaxing activities if the user is "high stress" and active activities if the user is "having fun."
[1779] Presenting and adjusting plans
[1780] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[1781] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[1782] When users provide feedback, the emotion engine also incorporates that feedback and readjusts its plans by analyzing the new emotional data.
[1783] Specific examples
[1784] User Input Example
[1785] Budget: 50,000 yen
[1786] Days left: 15 days
[1787] Hobbies and interests: Watching movies, sports, eating delicious food
[1788] Emotional state: Initial data: "Having fun"
[1789] System processing and generated plans
[1790] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day.
[1791] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes active activities.
[1792] 3. The server suggests the following activities:
[1793] Movie viewing options: 1500 yen
[1794] Restaurant meal: 1,800 yen
[1795] Gym access: Free
[1796] Sports facilities: 1000 yen
[1797] 4. The server generates a plan for each day as follows:
[1798] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[1799] Day 2: Gym (free), Lunch (1500 yen)
[1800] Day 3: Sports (1000 yen), snacks (500 yen)
[1801] If your emotional state changes, adjust your plan accordingly (e.g., if you're "high stress," change to a relaxing activity)
[1802] In this way, this system allows users to live an efficient and satisfying life within a limited budget. Also, by taking into account the user's emotional state, it is possible to provide more appropriate plans and increase the user's sense of happiness.
[1803] The processing flow will be explained below.
[1804] Step 1:
[1805] Users log into the system via a terminal and enter their budget, the number of days remaining in the month, their interests, and preferences, as well as set permissions for collecting real-time emotional data.
[1806] Step 2:
[1807] The device verifies the budget, remaining days, preference information entered by the user, and emotional data collected in real time (e.g., facial expression recognition, voice analysis), and transmits the information to the server.
[1808] Step 3:
[1809] The server analyzes the received information and calculates the available amount per day based on the budget (e.g., 50,000 yen) and the number of remaining days (e.g., 15 days) (50,000 yen / 15 days = 3,333 yen / day).
[1810] Step 4:
[1811] The server uses an emotion engine to analyze the user's emotion data and evaluate their current emotional state (e.g., enjoying, feeling stressed).
[1812] Step 5:
[1813] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at a restaurant, or visiting a sports facility, along with their cost information.
[1814] Step 6:
[1815] The server selects activities that are feasible within the calculated daily budget and that fit the user's emotional state. For example, if the emotion engine determines that the user is having fun, it will select vigorous and fun activities.
[1816] Step 7:
[1817] The server then balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, on the first day, a movie (1,500 yen) and a restaurant (1,800 yen) are planned, and on the second day, a gym (free) and lunch (1,500 yen) are planned.
[1818] Step 8:
[1819] The server sends the generated life plan to the device, which then presents it to the user, who can review the plan and provide feedback if necessary.
[1820] Step 9:
[1821] When the user sends feedback, the device sends the feedback to the server, and the emotion engine analyzes the new emotion data based on the feedback and determines the change in the user's emotional state.
[1822] Step 10:
[1823] The server will then readjust the life plan based on the feedback and the analysis results of the emotion engine. For example, if the user feels "high stress," the server will adjust the plan to include relaxing activities.
[1824] Step 11:
[1825] The server sends the re-adjusted plan to the terminal, and the terminal re-displays the latest plan to the user.
[1826] Example 2
[1827] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1828] Conventional life plan generation systems could select activities taking into account the user's budget and preferences, but they were unable to incorporate the user's real-time emotional state. As a result, it was difficult to provide an optimal plan that reflected the user's emotions and stress level, and the system was unable to fully improve the user's satisfaction and happiness. Furthermore, there were insufficient means to effectively incorporate user feedback.
[1829] 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.
[1830] In this invention, the server includes means for collecting and analyzing the user's emotional state, means for selecting appropriate activities within a budget based on the user's preferences and emotional state, and means for readjusting the daily life plan. This enables the selection of activities in accordance with the user's real-time emotions, and the daily life plan is dynamically adjusted according to the emotions, thereby significantly improving the user's satisfaction and sense of happiness.
[1831] "User" refers to an individual who utilizes the system and provides their budget, timeframe, preferences, and real-time emotional state.
[1832] "Budget" refers to the amount of money available for use over a period of time specified by the User.
[1833] "Time Period" means the time frame, such as the number of days in a month or week, over which the user intends to use the budget.
[1834] "Preferences" refers to a user's preferred activities or areas of interest, such as watching movies or sports.
[1835] "Emotional state" refers to the mental or psychological state that a user exhibits when using the system, and is analyzed by the emotion engine.
[1836] "Emotion engine" refers to a combination of software and hardware for collecting and analyzing user emotional data.
[1837] "Real-time" refers to the fact that user emotional data is collected and analyzed instantly.
[1838] An "Activity" is a discrete action or event that a user takes based on budget, timeframe, and preferences.
[1839] "Life Plan" refers to a daily activity plan generated by the system and presented to the user.
[1840] "Feedback" refers to the opinions and thoughts users provide about their life plans, and is data that the system uses to make readjustments based on this.
[1841] "Database" refers to the storage device where the system keeps a list of activities and cost information.
[1842] The present invention is a system that generates a daily life plan based on the user's budget, time frame, and preferences, and presents it to the user, and further combines it with an emotion engine that recognizes the user's emotional state and adjusts the life plan. This system is composed of a server, a user's terminal, and the emotion engine.
[1843] System Configuration
[1844] 1. A user logs in to the system via a terminal and enters their budget, the number of days remaining in the month, and their hobbies and preferences. For example, they might enter, "This month's budget is 50,000 yen, there are 15 days left, and I like watching movies and playing sports."
[1845] 2. The device collects information entered by the user and simultaneously collects emotional data in real time. This is done using an emotion engine that uses the device's camera and microphone to collect data such as "enjoying" or "feeling stressed" from the user's facial expressions and voice.
[1846] 3. The device sends the collected information and emotion data to the server.
[1847] 4. The server analyzes the received information and first divides the budget by the number of remaining days to calculate the available amount per day. For example, "50,000 yen / 15 days = 3,333 yen / day." It also analyzes the user's emotional data using an emotion engine to evaluate their emotional state at that time.
[1848] 5. The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with their cost information.
[1849] 6. The server selects activities that fit the user's emotional state and are feasible within the calculated daily budget. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities.
[1850] 7. The server balances the selected activities by day and generates a daily life plan that takes into account the emotional data. For example, it might create a specific plan such as "Watch a movie (1,500 yen) and go to a restaurant (1,800 yen)" on the first day, and "Go to the gym (free) and have lunch (1,500 yen)" on the second day.
[1851] 8. The server sends the generated life plan to the device, which displays it to the user. The user can review the plan and provide feedback if necessary.
[1852] 9. If the user provides feedback, the emotion engine also incorporates that feedback and readjusts the plan by analyzing the new emotional data.
[1853] 10. The server readjusts the life plan based on the user's feedback and new emotional data, and then sends the readjusted plan back to the device and presents it to the user.
[1854] Specific examples
[1855] User Input Example
[1856] Budget: 50,000 yen
[1857] Days left: 15 days
[1858] Hobbies and interests: Watching movies, sports, eating delicious food
[1859] Emotional state: Initial data: "Having fun"
[1860] System processing and generated plans
[1861] 1. The server calculates the daily budget: 50,000 yen / 15 days = 3,333 yen / day
[1862] 2. The server uses an emotion engine to analyze the user's emotional state. Since the user is "having fun," it prioritizes vigorous activities.
[1863] 3. The server suggests the following activities:
[1864] Movie viewing options: 1500 yen
[1865] Restaurant meal: 1,800 yen
[1866] Gym access: Free
[1867] Sports facilities: 1000 yen
[1868] 4. The server generates a plan for each day as follows:
[1869] Day 1: Movie (1500 yen), Restaurant (1800 yen)
[1870] Day 2: Gym (free), Lunch (1500 yen)
[1871] Day 3: Sports (1000 yen), snacks (500 yen)
[1872] 5. The server adjusts the plan accordingly if the user's emotional state changes (e.g., if "high stress" changes to a relaxing activity).
[1873] In this way, this system provides users with an optimal life plan and supports a more satisfying lifestyle by taking into account the user's emotional state in real time. Furthermore, by providing specific information such as an example prompt, "Generate a daily life plan for a user with a budget of 50,000 yen for 15 days, who enjoys watching movies, playing sports, and eating delicious food. The user is currently in an emotional state they are enjoying," the system's convenience and user satisfaction can be improved.
[1874] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1875] Step 1:
[1876] A user logs in to the system via a terminal. After logging in, the user inputs their budget, the number of days remaining, and their preferences (e.g., watching movies, sports, eating delicious food). The input data includes this month's budget of 50,000 yen, the number of days remaining of 15 days, and their preferences of watching movies and sports. This input data is passed to the terminal.
[1877] Input: User's budget, remaining days, preferences
[1878] Output: Login success message and input data
[1879] Step 2:
[1880] The device collects the user's input data, such as budget, remaining days, and preferences. At the same time, it uses the device's camera and microphone to collect the user's emotional state in real time. The emotion engine analyzes the user's facial expressions and voice to determine emotional data such as "enjoying" or "stressing." All collected information is sent from the device to the server.
[1881] Input: User-entered data and sentiment data
[1882] Output: Collected user information and emotion data are sent to the server.
[1883] Step 3:
[1884] The server analyzes the received user's budget data and calculates the daily available amount by dividing the budget by the number of days remaining. For example, dividing 50,000 yen by 15 days gives a daily available amount of 3,333 yen. The server also analyzes the user's emotional data using an emotion engine to evaluate the user's current emotional state.
[1885] Input: User's budget data, remaining days, sentiment data
[1886] Output: Daily available amount and emotional state assessment results
[1887] Step 4:
[1888] The server retrieves a list of activities from the database that match the user's preferences and emotional state, such as going to the movies, eating at restaurants, and sports facilities, along with cost information for each activity.
[1889] Input: User preference and emotional data
[1890] Output: A list of activities that match the user's preferences and emotional state
[1891] Step 5:
[1892] The server selects activities that are feasible within the calculated daily budget and that suit the user's emotions. For example, if the user is "high stress," it selects relaxing activities, and if the user is "having fun," it selects active activities. Specifically, it selects options such as watching a movie for 1,500 yen, eating at a restaurant for 1,800 yen, free gym use, and sports facilities for 1,000 yen.
[1893] Input: Daily available amount, activity list, emotion data
[1894] Output: A list of selected activities
[1895] Step 6:
[1896] The server balances the selected activities by day and generates a daily life plan that takes emotional data into account. For example, on the first day, a specific plan might be generated, such as "1,500 yen for a movie and 1,800 yen for a restaurant," and on the second day, "free gym time and 1,500 yen for lunch."
[1897] Input: List of selected activities, emotion data
[1898] Output: Daily life plan
[1899] Step 7:
[1900] The server sends the generated life plan to the device, which displays it to the user, who can review the plan and provide feedback if necessary.
[1901] Input: Daily Life Plan
[1902] Output: Life plan displayed to the user
[1903] Step 8:
[1904] When a user sends feedback, the device relays it to the server, and at the same time, the emotion engine also collects and analyzes new emotion data based on the feedback content.
[1905] Input: User feedback and new emotional data
[1906] Output: The collected and analyzed feedback and emotion data is sent to the server.
[1907] Step 9:
[1908] The server readjusts the life plan based on the received feedback and new emotional data, and sends the readjusted plan to the device. The device then presents the readjusted plan to the user. For example, if the feedback indicates "high stress," the device will change the plan to include more relaxing activities.
[1909] Input: Feedback and new emotion data
[1910] Output: Realigned Life Plan
[1911] (Application example 2)
[1912] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1913] Conventional life plan generation systems generate daily plans without considering the user's emotional state, making it impossible to propose optimal plans that reflect the user's real-time emotional state. Furthermore, when shopping in physical stores, it is difficult to provide a personalized shopping experience based on the user's budget, emotional state, and location information within the store.
[1914] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes: means for receiving data related to a budget, a period, and preferences input by a user; means for calculating a daily available amount by dividing the budget by the period based on the received data; means for selecting appropriate activities within the budget based on the preferences and emotional state; means for extracting activities, products, and their costs from a database in the activity selection; means for evaluating the user's emotional state using an emotion engine and adjusting the life plan based on the evaluation; means for generating a daily life plan using the calculated and selected activities and products; means for presenting the generated life plan to the user; means for identifying the user's location information within the store; and means for recommending appropriate stores based on the user's location information using Bluetooth technology. This enables a personalized life plan and shopping experience that takes into account the user's emotional state and location information within the physical store.
[1915] A "budget" is the amount of money a user plans to spend within a specific time period.
[1916] "Time Period" means the specific time frame for which a User's set Budget will be used.
[1917] "Preferences" refer to the personal preferences and interests that a user has in a particular activity or product selection.
[1918] An "emotional state" refers to the type and intensity of emotion a user is feeling at a particular point in time.
[1919] A "Life Plan" is a daily action plan or list of activities generated based on a user's budget, timeframe, preferences, and emotional state.
[1920] "Bluetooth technology" is a short-range wireless communication technology used to identify a user's location and exchange data.
[1921] "Server" means a computer system that acts as a central processing unit, analyzes and processes data received from Users, and generates and provides Life Plans.
[1922] An "emotion engine" is a component that contains algorithms and programs for assessing a user's emotional state.
[1923] "Terminal" refers to the equipment or device used by a user to input data, and specifically includes smartphones.
[1924] "Database" means a storage device for storing activity, product and cost information and providing this information as needed.
[1925] The present invention relates to a system that generates a daily life plan based on a user's budget, timeframe, and preferences, and further adjusts the life plan by recognizing the user's emotional state. The system is composed of a server, a user terminal, and an emotion engine.
[1926] System Configuration
[1927] 1. User Device:
[1928] Users log into the system via a terminal and enter their budget, remaining time, and preferences (e.g., food, fashion, electronics).
[1929] The device collects information entered by the user and real-time emotional data of the user, and transmits it to the server. For example, it uses facial recognition technology to analyze the user's facial expressions and provides the data to the emotion engine.
[1930] 2. Server:
[1931] The server analyzes the received data and calculates the amount of money available per day by dividing the budget by the period.
[1932] The server extracts activities and products and their costs from a database based on preferences and emotional states.
[1933] The server uses an emotion engine to assess the user's emotional state and adjust the life plan.
[1934] The server generates a daily life plan using the calculations and selected activities and products.
[1935] The server sends the generated life plan to the user's terminal, which then presents it to the user.
[1936] 3. Emotion Engine:
[1937] The emotion engine evaluates the user's emotional state using facial expression recognition and voice analysis technology, specifically using the Affectiva SDK.
[1938] The emotion engine uses collected real-time emotion data in generating daily life plans.
[1939] 4. Additional features:
[1940] The user's location within the physical store is identified using a Bluetooth beacon and transmitted to the server.
[1941] The server recommends appropriate stores based on the location information.
[1942] Hardware and software used
[1943] Hardware: Smartphone, Bluetooth beacon (for locating users in-store)
[1944] software:
[1945] Development language: Swift (iOS) or Kotlin (Android)
[1946] Server: AWS (Amazon Web Services)
[1947] Emotion engine: Affectiva SDK (analyzes emotions based on user facial expressions)
[1948] Database: Amazon RDS (relational database)
[1949] Specific examples
[1950] User Input Example
[1951] Budget: 30,000 yen
[1952] Days left: 10 days
[1953] Interests: Fashion, gourmet food
[1954] Emotional state (initial data): Enjoying
[1955] System processing and generated plans
[1956] 1. The server calculates the daily budget: 30,000 yen / 10 days = 3,000 yen / day.
[1957] 2. The emotion engine analyzes the user's emotional state and prioritizes an active shopping experience because they are "enjoyed."
[1958] 3. The server suggests the following activities:
[1959] Fashion item purchase potential: 2,000 yen
[1960] Restaurant meal: 1000 yen
[1961] 4. The server generates a plan for each day as follows:
[1962] Day 1: Fashion item purchase (2000 yen), lunch (1000 yen)
[1963] Day 2: Gourmet experience (1500 yen), shoes purchase (1500 yen)
[1964] Example prompts to input to the emotion engine
[1965] Evaluate your current emotional state and suggest a suitable shopping plan based on the results. Data includes:
[1966] Facial expression data: {Facial expression data details}
[1967] Audio data: {Audio data details}
[1968] User preferences: {Fashion, Gourmet}
[1969] Budget: 30,000 yen, remaining days: 10 days
[1970] Current Emotion: Having fun
[1971] In this way, by implementing the invention, users can enjoy an optimal shopping experience and life plan that takes their emotions into consideration and is within their budget.
[1972] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1973] Step 1:
[1974] Terminal: The user logs into the system through the terminal and inputs their budget, timeframe, and preferences (e.g., food, fashion, electronics). The input data is sent from the terminal to the server.
[1975] Input: User's budget, duration, and preference data.
[1976] Output: Sending user-entered data to the server.
[1977] How it works: A user logs into a smartphone application and enters information such as "This month's budget is 30,000 yen, there are 10 days left, I like fashion and gourmet food." The device then aggregates this data and sends it to the server.
[1978] Step 2:
[1979] Device: The device collects the user's real-time emotional data and sends it to the server. The emotion engine analyzes facial expressions and voice via the camera and microphone.
[1980] Input: User emotion data (facial expression analysis, voice analysis).
[1981] Output: Sending emotion data analyzed by the emotion engine to the server.
[1982] Specific operation: The device activates the camera to capture the user's facial expression data and uses the microphone to collect voice data. These data are analyzed by the emotion engine and the result "the user is enjoying themselves" is sent to the server.
[1983] Step 3:
[1984] Server: The server divides the received user budget data by the period to calculate the amount of money that can be used per day.
[1985] Input: User's budget and period data.
[1986] Output: Amount available per day.
[1987] Specific operation: The server receives the input data "budget 30,000 yen, remaining days 10 days", calculates this, and gets the result "3,000 yen / day". The calculated amount data is used for internal processing.
[1988] Step 4:
[1989] Server: The server extracts activities and products and their costs from a database based on preferences and emotional states.
[1990] Input: User preference data, emotion data.
[1991] Output: Activity and product list extracted from the database.
[1992] Specific operation: The server uses the user's preference data "fashion, gourmet" and emotion data "having fun" to extract from the database a list of "potential fashion item purchases: 2,000 yen, restaurant meals: 1,000 yen."
[1993] Step 5:
[1994] Server: The server uses an emotion engine to evaluate the user's emotional data and adjust the life plan accordingly.
[1995] Input: Extracted activity list, emotion data.
[1996] Output: Adjusted daily life plan.
[1997] Specific operation: Based on the emotional data of "having fun," the server generates a plan that includes purchasing fashion items and dining at restaurants to provide the user with an active shopping experience.
[1998] Step 6:
[1999] Server: Generates a daily life plan using the calculations and selected activities and products.
[2000] Input: Adjusted activity and product list.
[2001] Output: Daily life plan.
[2002] Specific operation: The server generates a specific daily plan such as "Day 1: Purchase fashion items (2,000 yen), lunch (1,000 yen)."
[2003] Step 7:
[2004] Server: Sends the generated life plan to the user's device, which then presents it to the user.
[2005] Enter: Daily Life Plan.
[2006] Output: Life plan displayed on user device.
[2007] Specific operation: The server sends the generated plan to the user's device, and the user can check the daily plan on their smartphone.
[2008] Step 8:
[2009] Device: Receives user feedback and readjusts life plans based on that feedback.
[2010] Input: User feedback.
[2011] Output: Adjusted life plan.
[2012] How it works: The user provides feedback, such as "I want to change the lunch portion," and the device sends this to the server. The server then reselects activities and adjusts the plan based on the feedback.
[2013] The above are the specific processing steps of the system that realizes the application example.
[2014] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[2015] 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.
[2016] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.
[2017] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[2018] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[2019] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.
[2020] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[2021] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[2022] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."
[2023] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.
[2024] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[2025] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.
[2026] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.
[2027] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.
[2028] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.
[2029] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[2030] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a single processor.
[2031] As an example of a system configured with a single processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a system that uses a processor that realizes the functions of an entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.
[2032] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.
[2033] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.
[2034] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.
[2035] The following is further disclosed regarding the above embodiment.
[2036] (Claim 1)
[2037] means for receiving data regarding budget, time period and preferences input by the user;
[2038] a means for calculating a daily available amount by dividing the budget by the period based on the received data;
[2039] A means to select appropriate activities within a budget based on preferences;
[2040] means for generating a daily life plan using the calculated and selected activities;
[2041] A means for presenting the generated life plan to a user;
[2042] A system including:
[2043] (Claim 2)
[2044] 10. The system of claim 1, further comprising means for receiving user feedback and readjusting the life plan based on the feedback.
[2045] (Claim 3)
[2046] 10. The system of claim 1, further comprising means for extracting activities and their costs from a database in selecting an activity.
[2047] "Example 1"
[2048] (Claim 1)
[2049] means for receiving data regarding budget, time period and preferences input by the user;
[2050] a means for calculating a daily available amount by dividing the budget by the period based on the received data;
[2051] A means to select appropriate activities within a budget based on preferences;
[2052] means for generating a daily life plan using the calculated and selected activities;
[2053] A means for presenting the generated life plan to a user;
[2054] A system including:
[2055] (Claim 2)
[2056] 10. The system of claim 1, further comprising means for receiving user feedback and readjusting the life plan based on the feedback.
[2057] (Claim 3)
[2058] 10. The system of claim 1, further comprising means for extracting activities and their costs from a database in selecting an activity.
[2059] "Application Example 1"
[2060] (Claim 1)
[2061] means for receiving data regarding budget, time period and preferences input by the user;
[2062] a means for calculating a daily available amount by dividing the budget by the period based on the received data;
[2063] a means for selecting appropriate viewing content based on preferences and within a budget;
[2064] means for generating a daily life plan using the calculated and selected viewing content;
[2065] A means for presenting the generated life plan to a user;
[2066] A system including:
[2067] (Claim 2)
[2068] 10. The system of claim 1, further comprising means for receiving user feedback and readjusting the life plan based on the feedback.
[2069] (Claim 3)
[2070] 10. The system of claim 1, further comprising means for extracting the viewing content and its associated information from a database in selecting the viewing content.
[2071] (Claim 4)
[2072] The system of claim 1 , further comprising: means for generating a prompt sentence based on the selected viewing content.
[2073] "Example 2: Combining Emotion Engines"
[2074] (Claim 1)
[2075] means for receiving data regarding budget, time period and preferences input by the user;
[2076] a means for calculating a daily available amount by dividing the budget by the period based on the received data;
[2077] a means for collecting and analyzing the user's emotional state;
[2078] a means of selecting appropriate activities within a budget based on preferences and emotional state;
[2079] means for generating a daily life plan using the calculated and selected activities;
[2080] A means for presenting the generated life plan to a user;
[2081] A system including:
[2082] (Claim 2)
[2083] 10. The system of claim 1, further comprising means for receiving user feedback and readjusting the life plan based on the feedback and the emotional data.
[2084] (Claim 3)
[2085] 10. The system of claim 1, further comprising means for extracting activities and their costs from a database in selecting an activity.
[2086] "Application example 2 when combining emotion engines"
[2087] (Claim 1)
[2088] means for receiving data regarding budget, time period and preferences input by the user;
[2089] a means for calculating a daily available amount by dividing the budget by the period based on the received data;
[2090] a means of selecting appropriate activities within a budget based on preferences and emotional state;
[2091] In selecting an activity, means for extracting activities and products and their costs from a database;
[2092] a means for assessing the user's emotional state using an emotion engine and adjusting the life plan based thereon;
[2093] means for generating a daily life plan using the calculated and selected activities and products;
[2094] A means for presenting the generated life plan to a user;
[2095] A means for identifying the user's location within the store;
[2096] A means for recommending appropriate stores based on the user's location information using Bluetooth technology;
[2097] A system including:
[2098] (Claim 2)
[2099] 10. The system of claim 1, further comprising means for receiving user feedback and readjusting the life plan based on the feedback.
[2100] (Claim 3)
[2101] 10. The system of claim 1, further comprising means for collecting real-time emotional data of a user using an emotion engine and readjusting activity and product selections based on the data. [Explanation of symbols]
[2102] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>
Claims
1. means for receiving data regarding budget, time period and preferences input by the user; a means for calculating a daily available amount by dividing the budget by the period based on the received data; A means to select appropriate activities within a budget based on preferences; means for generating a daily life plan using the calculated and selected activities; A means for presenting the generated life plan to a user; A system including:
2. The system of claim 1 , further comprising means for receiving user feedback and readjusting the life plan based on the feedback.
3. The system of claim 1 further comprising means for retrieving activities and their costs from a database in selecting an activity.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A