System

The system addresses the lack of personalized environmental education by providing age and interest-based content, interactive learning, and feedback to enhance children's motivation and awareness through practical actions.

JP2026037985APending Publication Date: 2026-03-06SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024141319
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-22
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

Traditional environmental education systems fail to provide flexible learning content tailored to children's ages and interests, leading to decreased motivation and inadequate cultivation of environmental awareness, as they lack personalized suggestions for conservation actions and feedback.

Method used

A system that sets content based on user age and interests, provides interactive learning with quizzes, generates feedback, and records learning history and practical activities to promote environmental protection.

Benefits of technology

Enhances children's motivation and effectiveness in environmental education by offering personalized content, quizzes, and actionable suggestions, thereby fostering environmental conservation.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: A system comprising: means for initializing content related to natural environment according to the age and interest of a user; means for providing interactive learning to the user based on the content; means for generating a quiz according to a selection of the user and analyzing the result; means for providing feedback based on the result of the quiz and proposing a next learning content and an environmental protection action; and means for recording a learning history and a practical activity of the user and planning a next step.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

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

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

[0004] Traditional environmental education has struggled to provide flexible learning content tailored to children's ages and interests, relying instead on uniform teaching materials and methods. As a result, children's motivation to learn declines and their awareness of environmental conservation is not fully cultivated. Furthermore, the lack of suggestions for actual environmental conservation actions and feedback on the results of those actions makes it difficult to solidify knowledge and promote concrete behavioral changes. [Means for solving the problem]

[0005] To solve these problems, the present invention provides the following means: a system including means for initially setting content related to the natural environment according to the age and interests of a user, means for providing the user with interactive learning based on the content, means for generating quizzes according to the user's selections and analyzing the results, means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions, and means for recording the user's learning history and practical activities and planning next steps. This system enables children to learn about the natural environment effectively while engaging in activities to protect the environment, and further increases their motivation to participate in environmental protection activities.

[0006] "User" refers to a person or end user of the system.

[0007] "Age" refers to the user's biological age, and is information that the system uses to provide appropriate learning content.

[0008] "Interests" are subjects or areas in which a user is particularly interested, and serve as the basis for the system to provide individually optimized content.

[0009] "Natural environment" is a broad concept that includes the physical and biological elements of the Earth, such as ecosystems, flora and fauna, and climate.

[0010] "Content" refers to learning materials and information provided to users, including text, images, videos, quizzes, and other formats.

[0011] "Initial Setup" refers to the initial setup process the system performs based on the user's basic information, in order to provide an individually optimized learning experience.

[0012] "Interactive learning" refers to a learning format in which the system and the user interact with each other.

[0013] "Quiz" means a set of test-style questions that assess a user's knowledge and are used to measure learning progress and comprehension.

[0014] "Analysis" refers to the process of interpreting collected data and information and drawing conclusions.

[0015] "Feedback" means comments and advice provided based on a user's actions and responses.

[0016] "Environmental protection action" refers to specific actions aimed at protecting and improving the environment.

[0017] "Learning history" refers to data that records the learning activities and progress a user makes within the system.

[0018] "Practical activities" refer to actions that users have actually taken to protect the environment.

[0019] "Next Steps" refers to upcoming learning content or actions planned based on the user's learning and practice activities. [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] ---

[0042] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[0043] Server Roles

[0044] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0045] User Preferences:

[0046] The server receives the user's name, age, and natural environment topics of interest (e.g., animals, plants, water, etc.) and selects initial content based on them.

[0047] Quiz Generation:

[0048] Quizzes are generated based on the user's learning progress and the results are analyzed.

[0049] Feedback provided:

[0050] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[0051] Learning history record:

[0052] Record the user's learning history and practice activities in a database and plan next steps.

[0053] Device Role

[0054] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[0055] Content Display:

[0056] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[0057] Accepting user input:

[0058] It receives answers and selections from the user and sends them to the server.

[0059] Feedback display:

[0060] Display feedback and next steps sent by the server to the user.

[0061] User Roles

[0062] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0063] Enter the initial setup information:

[0064] Enter the required basic information (name, age, topics of interest).

[0065] Participate in interactive learning:

[0066] Answer quizzes displayed on your device and study the content provided.

[0067] Environmental protection actions in practice:

[0068] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[0069] Specific examples

[0070] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[0071] 1. Initial Setup:

[0072] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[0073] 2. Start interactive learning:

[0074] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[0075] 3. Quiz Mode:

[0076] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[0077] 4. Continuing learning and feedback:

[0078] The server records Takeshi's learning history and selects the next quiz and learning content. At the same time as the next quiz and content are presented to Takeshi, environmental protection actions such as "saving a little bit of electricity every day" are also suggested.

[0079] 5. Environmental protection practices:

[0080] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[0081] This system allows children to learn about the natural environment in an effective and engaging way, and increases their motivation to participate in environmental conservation activities.

[0082] The processing flow will be explained below.

[0083] ---

[0084] Step 1:

[0085] Server: Displays a form for user registration.

[0086] Step 2:

[0087] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[0088] Step 3:

[0089] Server: Receives the data and stores it in a database.

[0090] Step 4:

[0091] Server: Selects initial content based on age and interests and sends it to the device.

[0092] Step 5:

[0093] Terminal: Displays the initial content received from the server to the user.

[0094] Step 6:

[0095] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images).

[0096] Step 7:

[0097] User: Selects the desired learning mode (we'll assume you selected Quiz).

[0098] Step 8:

[0099] Terminal: Sends a request to the server for the learning mode (quiz) selected by the user.

[0100] Step 9:

[0101] Server: Generates the quiz based on the user's selections.

[0102] Step 10:

[0103] Server: Sends the generated quiz to the device.

[0104] Step 11:

[0105] Terminal: Displays the quiz to the user.

[0106] Step 12:

[0107] Terminal: Waits for the user to answer the quiz.

[0108] Step 13:

[0109] User: Answers the quiz and sends it to the device.

[0110] Step 14:

[0111] Terminal: Sends the user's answer to the server.

[0112] Step 15:

[0113] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[0114] Step 16:

[0115] Server: Generates feedback based on the answers and sends it to the device.

[0116] Step 17:

[0117] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[0118] Step 18:

[0119] Server: Records the quiz results and updates the user's learning history.

[0120] Step 19:

[0121] Server: Selects the next quiz or learning content and sends it to the device.

[0122] Step 20:

[0123] Server: Proposes environmental protection actions (e.g., "save a little bit of electricity every day") and sends them to the device.

[0124] Step 21:

[0125] Device: Show users new quizzes, content, and suggestions for environmental action.

[0126] Step 22:

[0127] Users: Take the new quiz and implement suggested environmental actions.

[0128] Step 23:

[0129] Terminal: Records the user's progress and actions taken and sends them to the server.

[0130] Step 24:

[0131] Server: Analyzes the user's practice results and plans the next learning steps.

[0132] ---

[0133] The above are the specific processing steps of the system, through which users can effectively learn about the natural environment and practice environmental protection activities.

[0134] Example 1

[0135] 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."

[0136] In conventional environmental education systems, it was difficult to provide individual learning content and quizzes that matched the user's interests and progress, which led to problems that reduced learning effectiveness.In addition, there was a lack of suggestions for environmental conservation actions and feedback on the results of their implementation, making it difficult to raise users' environmental awareness.

[0137] 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.

[0138] In this invention, the server includes: means for initializing educational content about the natural environment based on the user's basic information and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's learning progress and analyzing the results; means for generating the content of the quiz using a generative AI model; means for providing feedback based on the results of the quiz and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; and means for displaying the feedback and next learning content to the user. This makes it possible to provide the user with personalized learning content and quizzes, improve learning effectiveness, and encourage the user to take environmental protection actions.

[0139] "User basic information" refers to personal information such as name, age, and topics of interest that a user enters into the system.

[0140] "Educational content" refers to information materials such as text, images, and videos that users can use to learn.

[0141] "Interactive learning" is a learning format in which the user interacts with the system.

[0142] "Study progress" is data indicating what the user has learned up to now and the results of that learning.

[0143] A "quiz" is a question-based evaluation test that allows users to check what they have learned.

[0144] A "generative AI model" refers to artificial intelligence technology that generates quizzes and feedback based on training data.

[0145] "Feedback" refers to the evaluation or advice given to a user in response to an answer they enter into the system.

[0146] "Environmental protection actions" are specific suggestions for actions that users can take to contribute to environmental protection.

[0147] "Learning history" is data that records what a user has learned through the system, quiz results, etc.

[0148] "Practical activities" are records of users actually taking the proposed environmental protection actions.

[0149] "Means for planning the next step" is a process for determining the next learning content and action based on the user's learning history and practical activities.

[0150] The "display means" is a mechanism for visually presenting feedback and learning content sent from the server to the user.

[0151] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[0152] Server Roles

[0153] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0154] 1. User Preferences:

[0155] The server receives basic information entered by the user (name, age, topics of interest) and selects initial content based on that information. This process uses a database management system (e.g., MySQL (registered trademark)).

[0156] 2. Submit learning content:

[0157] The server selects appropriate educational content (text, images, videos, etc.) based on the user's initial setting information and sends it to the user's device.

[0158] 3. Quiz generation:

[0159] The server generates quizzes based on the user's learning progress and analyzes the results. This process uses a generative AI model (e.g., GPT-3 (registered trademark)). For example, enter the following as a prompt:

[0160] text

[0161] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[0162] 4. Providing Feedback:

[0163] The server analyzes the user's quiz answers and generates appropriate feedback using natural language processing libraries (e.g., NLTK, spaCy).

[0164] 5. Record your learning history:

[0165] The server records the user's learning history and practical activities in a database and plans the next step of learning and environmental protection actions.

[0166] Device Role

[0167] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[0168] 1. Content Display:

[0169] The device displays the learning content sent from the server to the user using a web browser or a dedicated app.

[0170] 2. Receiving user input:

[0171] The device receives answers or selections entered by the user, for example via a touchscreen or keyboard, and transmits them to the server.

[0172] 3. Feedback display:

[0173] The terminal visually displays the feedback sent from the server and the next learning steps to the user, providing a graphical interface that is easy for the user to understand.

[0174] User Roles

[0175] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0176] 1. Enter the initial setup information:

[0177] When a user first uses the system, they enter basic information such as their name, age, and topics of interest.

[0178] 2. Participate in interactive learning:

[0179] The user answers quizzes displayed on the terminal and studies the educational content provided.

[0180] 3. Environmental protection actions:

[0181] The user implements the environmental protection actions suggested by the server or device and reports the results to the device. The server receives this information and reflects it in the next learning program.

[0182] Specific examples

[0183] Below is a concrete example of a 6-year-old child using this system to learn about "animals":

[0184] 1. Initial Setup:

[0185] When a user enters their name, age, and that they are interested in animals into the device, the server stores that information in a database and selects initial content related to animals and sends it to the device.

[0186] 2. Start interactive learning:

[0187] The device displays the initial content (animal videos and images) received from the server to the user.

[0188] 3. Quiz Mode:

[0189] When a user answers a quiz about animals (for example, "What do giant pandas eat?"), the answer is sent to the server via the device. The server analyzes the answer, confirms that it is correct, and sends feedback to the device saying, "Correct! Giant pandas eat bamboo."

[0190] 4. Continuing learning and feedback:

[0191] The server records the user's learning history and selects the next quiz or learning content. Along with the next learning content or quiz, it also suggests environmental protection actions such as "saving a little bit of electricity every day."

[0192] 5. Environmental protection practices and reporting:

[0193] The user implements the proposed environmental protection actions and reports the results to the server, which then receives the information and reflects it in the next learning program.

[0194] The above is a specific embodiment of the system of the present invention, which allows users to effectively learn about the natural environment through personalized educational content and quizzes, and increases their motivation to participate in environmental conservation activities.

[0195] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0196] Step 1: Enter the initial configuration information

[0197] Users enter basic information into the system, such as their name, age, and topics of interest. This input data is sent to the server via the terminal. The server stores the received basic information in a database (e.g., MySQL). Specifically, the user enters information into an input form and clicks the submit button, which sends the data to the server.

[0198] Step 2: Select and send learning content

[0199] The server selects appropriate educational content (text, images, videos) based on the user's initial configuration information. This selection process involves searching for relevant content from a database and selecting content appropriate for the user's age and interests. The selected content is then sent to the device. Specifically, the server executes an SQL query to retrieve the content from the database and sends the results in JSON format to the device.

[0200] Step 3: View interactive learning content

[0201] The device receives the learning content sent from the server and displays it to the user. This display is done using a web browser or a dedicated app. Through this, the user can watch videos and study by looking at text and images. Specifically, the device uses HTML and JavaScript (registered trademark) to render the received content on the screen.

[0202] Step 4: Generate and submit your quiz

[0203] The server generates quizzes based on the user's learning progress. It uses a generative AI model (e.g., GPT-3) to generate the quiz content. In the generation process, the server inputs a prompt into the AI ​​model and receives the generated quiz. The following prompt is used:

[0204] text

[0205] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[0206] The generated quiz is sent to the device. Specifically, the server sends an API request to the generating AI model and sends the returned quiz to the device.

[0207] Step 5: Submit and analyze your quiz answers

[0208] The user answers the quiz displayed on the device and sends the answer from the device to the server. The server receives the answer and analyzes whether it is correct using a natural language processing library (e.g., NLTK, spaCy). Specifically, the answer data is sent to the server, which analyzes the answer and obtains the result.

[0209] Step 6: Generate and submit feedback

[0210] The server generates appropriate feedback based on the user's quiz answers and sends it to the device. The feedback is generated using a text generation model and templates. Specifically, the server generates the feedback "Correct! Giant pandas eat bamboo" and sends it to the device.

[0211] Step 7: Record your learning history and practical activities

[0212] The server records the user's learning history and practical activities in a database, which accumulates a history of the user's learning progress and environmental protection actions. Specifically, it executes SQL queries to store the user's answers and behavioral data in the database.

[0213] Step 8: Next steps learned and proposed environmental actions

[0214] The server plans next steps and environmental protection actions based on the user's learning history and practical activities. For example, it suggests actions such as "save a little bit of electricity every day." Specifically, the server retrieves the user's history from the database, selects new content and actions based on that, and sends them to the device.

[0215] Step 9: Report on environmental protection actions

[0216] The user puts the proposed environmental protection action into practice and reports the results to the device. The device then sends this report data to the server, which receives the information and reflects it in the next learning program. Specifically, the user enters the results of their action into the input form and clicks the submit button, which sends the data to the server.

[0217] (Application example 1)

[0218] 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."

[0219] Currently, there are systems that provide users with education about the natural environment and promote environmental conservation activities, but there are only a limited number of systems that provide interactive learning in physical stores and offer rewards based on users' environmental conservation activities.In addition, there is a need to develop a system that more effectively promotes learning and practice by combining a point system to attract users' interest and in-store navigation using smart devices.

[0220] 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.

[0221] In this invention, the server includes: means for initially setting content related to the natural environment according to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for including a point system that provides rewards based on the user's environmental protection activities; and means for using a smart device to display environmental information and quizzes related to specific locations within a store. This makes it possible to promote interactive learning and environmental protection activities within a physical store and provide rewards that attract users' interest.

[0222] The "initial setup" is a preparatory stage for selecting and providing appropriate content related to the natural environment based on the user's age and interests.

[0223] "Dialogue-based learning" is an educational method in which users learn interactively, make their own choices and answers, and are presented with the next steps based on the results.

[0224] "Quiz generation" refers to creating questions to test knowledge based on the user's learning progress and choices.

[0225] "Result analysis" is a process for evaluating the answers given by the user to the quiz and generating appropriate feedback.

[0226] "Providing feedback" refers to providing information with the purpose of suggesting the next learning step or environmental protection action based on the user's quiz answers and learning content.

[0227] "Learning history" is a record of what a user has learned and what activities they have practiced.

[0228] "Environmental protection actions" refer to specific environmental protection activities that users can actually undertake.

[0229] The "point system" is a reward system that allows users to receive rewards for engaging in environmental conservation activities.

[0230] A "smart device" is an electronic device that a user can carry or wear to receive interactive information and content.

[0231] "In-store navigation" is a system that uses smart devices to display information and quizzes related to specific locations within a store.

[0232] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. Here, we will explain the specific implementation form of this system.

[0233] Server Roles

[0234] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0235] 1. User Preferences:

[0236] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[0237] 2. Quiz generation:

[0238] Quizzes are generated based on the user's learning progress and the results are analyzed.

[0239] 3. Providing Feedback:

[0240] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[0241] 4. Record your learning history:

[0242] Record the user's learning history and practice activities in a database and plan next steps.

[0243] 5. Points System:

[0244] Manage a points system that rewards users based on their environmental protection activities.

[0245] Device Role

[0246] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[0247] 1. Content Display:

[0248] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[0249] 2. Receiving user input:

[0250] It receives answers and selections from the user and sends them to the server.

[0251] 3. Feedback display:

[0252] Display feedback and next steps sent by the server to the user.

[0253] 4. Environmental information display:

[0254] Use smart devices that display environmental information and quizzes relevant to specific locations within the store.

[0255] User Roles

[0256] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0257] 1. Enter the initial setup information:

[0258] Enter the required basic information (name, age, topics of interest).

[0259] 2. Participate in interactive learning:

[0260] Answer quizzes displayed on your device and study the content provided.

[0261] 3. Environmental protection actions:

[0262] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[0263] Specific examples

[0264] For example, imagine a user is using a smart device to study environmental education content in a store. When the user approaches a specific eco-friendly product section in the store, the smart device (e.g., smart glasses) automatically displays relevant environmental information and quizzes. After the user answers the quiz, the results are sent to the server, which then instantly generates feedback and sends it to the device. At the same time, the user's learning history and the results of their environmental protection activities are recorded, and the next learning step is planned.

[0265] Example prompts for generative AI models:

[0266] "How to build an application that uses smart devices in a store to ask users eco-related questions, determine whether the answers are correct, and provide feedback. We will explain in detail each step of the process: initializing user information, generating and displaying the quiz, accepting answers, and providing feedback."

[0267] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0268] Step 1:

[0269] User Preferences:

[0270] The user inputs initial information (name, age, and natural environment topics of interest) using the device. The device then sends this information to the server. The server stores the received user information in a database and selects appropriate initial content based on that information.

[0271] Input: User's name, age, and environmental topics of interest

[0272] Output: Selected initial content

[0273] Data manipulation: filtering content based on user age and interests

[0274] Step 2:

[0275] Content Display:

[0276] The server sends the selected initial content to the device, and the device displays the received content (text, images, videos, quizzes, etc.) to the user, who then studies it.

[0277] Input: Initial Content

[0278] Output: Content that the user learns

[0279] Data Processing: Content Delivery

[0280] Step 3:

[0281] Quiz Generation:

[0282] As the user progresses with their studies, the device sends the user's progress data to the server, which then generates quizzes based on the user's progress and sends them to the device, which then displays the quizzes to the user.

[0283] Input: User's learning progress data

[0284] Output: The generated quiz

[0285] Data Transformation: Building a Quiz Based on User Progress Data

[0286] Step 4:

[0287] Quiz Answers and Results Submission:

[0288] Users answer questions through their devices, which then send the answers to the server, which analyzes the answers and determines whether they are correct or incorrect.

[0289] Input: User's quiz answer

[0290] Output: Quiz results

[0291] Data processing: judging the answers correct and analyzing

[0292] Step 5:

[0293] Feedback provided:

[0294] The server creates appropriate feedback based on the quiz results and sends it to the terminal, which then displays the feedback to the user.

[0295] Input: Quiz result

[0296] Output: Feedback

[0297] Data processing: feedback generation

[0298] Step 6:

[0299] Learning history and proposed environmental protection actions:

[0300] The server records the user's learning history and quiz results, and then proposes the next learning content and environmental protection actions to the terminal, which then displays them to the user.

[0301] Input: User's learning history and quiz results

[0302] Output: Suggested next learning content and environmental protection actions

[0303] Data processing: Recording learning history and quiz results, planning next steps

[0304] Step 7:

[0305] Environmental protection actions in practice:

[0306] The user performs the environmental protection actions displayed on the device and reports the results to the device. The device then sends the results to the server. The server records the user's actions based on the received data and adjusts the next learning step.

[0307] Input: The result of the user's environmental action

[0308] Output: Updated training steps

[0309] Data processing: Recording practical activities and adjusting learning steps

[0310] Step 8:

[0311] Point system management:

[0312] The server awards points to users each time they engage in environmental conservation activities. The terminal displays the points to the user. The user can then check the points they have accumulated and consider how to use them.

[0313] Input: User practice data

[0314] Output: Points awarded

[0315] Data processing: Point calculation and management

[0316] 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.

[0317] ---

[0318] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[0319] Server Roles

[0320] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0321] User Preferences:

[0322] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[0323] Quiz Generation:

[0324] Quizzes are generated based on the user's learning progress and feedback from the emotion engine, and the results are analyzed.

[0325] Feedback provided:

[0326] The system analyzes the quiz answers and emotional state submitted by the user and provides appropriate feedback.

[0327] Learning history record:

[0328] Record the user's learning history and practice activities in a database and plan next steps.

[0329] Device Role

[0330] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[0331] Content Display:

[0332] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[0333] Accepting user input:

[0334] It receives answers and selections from the user and sends them to the server.

[0335] Feedback display:

[0336] Display feedback and next steps sent by the server to the user.

[0337] Emotion Recognition Data Collection:

[0338] The user's facial expressions, voice, and operation patterns are collected and sent to the emotion engine.

[0339] The role of the emotional engine

[0340] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[0341] Emotion recognition:

[0342] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state.

[0343] Feedback provided:

[0344] The determined emotional state is sent to the server and used to generate the next learning content and feedback.

[0345] User Roles

[0346] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0347] Enter the initial setup information:

[0348] Enter the required basic information (name, age, topics of interest).

[0349] Participate in interactive learning:

[0350] Answer quizzes displayed on your device and study the content provided.

[0351] Environmental protection actions in practice:

[0352] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[0353] Specific examples

[0354] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[0355] 1. Initial Setup:

[0356] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[0357] 2. Start interactive learning:

[0358] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[0359] 3. Quiz Mode:

[0360] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[0361] 4. Emotion Recognition and Feedback:

[0362] The device sends Takeshi's facial expressions and voice data to the emotion engine, which analyzes the data, determines Takeshi's emotional state, and provides feedback to the server. If Takeshi is enjoying learning, the next quiz or content will be adjusted, such as increasing its difficulty.

[0363] 5. Continuing learning and feedback:

[0364] The server records Takeshi's learning history and selects the next quiz and learning content. It also suggests easy-to-implement environmental actions (e.g., "save a little bit of electricity every day"), taking into account Takeshi's emotional state and adopting an approach that helps him maintain his motivation.

[0365] 6. Environmental protection practices:

[0366] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[0367] This system allows children to learn about the natural environment in an engaging and effective way, while at the same time utilizing an emotion engine to provide individually optimized feedback, promoting more effective learning and environmental protection activities.

[0368] The processing flow will be explained below.

[0369] ---

[0370] Step 1:

[0371] Server: Displays a form for user registration.

[0372] Step 2:

[0373] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[0374] Step 3:

[0375] Server: Receives the submitted user data and stores it in a database.

[0376] Step 4:

[0377] Server: Selects initial content based on age and interests and sends it to the device.

[0378] Step 5:

[0379] Terminal: Displays the initial content received from the server to the user.

[0380] Step 6:

[0381] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images, etc.).

[0382] Step 7:

[0383] User: Selects the desired learning mode and enters it into the terminal (in this example, quiz mode is selected).

[0384] Step 8:

[0385] Terminal: Sends a request for the selected learning mode to the server.

[0386] Step 9:

[0387] Server: Generates the quiz based on the user's selections.

[0388] Step 10:

[0389] Server: Sends the generated quiz to the device.

[0390] Step 11:

[0391] Terminal: Displays the quiz to the user.

[0392] Step 12:

[0393] User: Answers the quiz and sends the answers to the device.

[0394] Step 13:

[0395] Terminal: Sends the user's answer to the server.

[0396] Step 14:

[0397] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[0398] Step 15:

[0399] Server: Generates feedback based on the answers and sends it to the device.

[0400] Step 16:

[0401] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[0402] Step 17:

[0403] Terminal: Sends the user's facial expressions, voice, and operation patterns to the emotion engine.

[0404] Step 18:

[0405] Emotion engine: Analyzes facial expressions and voice data to determine the user's emotional state.

[0406] Step 19:

[0407] Emotion engine: Sends the judgment results to the server.

[0408] Step 20:

[0409] Server: Receives feedback from the emotion engine and adjusts the next learning content and feedback.

[0410] Step 21:

[0411] Server: Records the user's learning history and selects the next quiz or learning content.

[0412] Step 22:

[0413] Server: Suggests easy-to-implement environmental protection actions and sends these suggestions to devices.

[0414] Step 23:

[0415] Device: Show users new quizzes, content, and suggestions for environmental actions.

[0416] Step 24:

[0417] Users: Take the new quiz and implement suggested environmental actions.

[0418] Step 25:

[0419] Device: Sends information about the user's progress and actions taken to the server.

[0420] Step 26:

[0421] Server: Analyzes the user's practice results and plans the next steps taking into account the feedback from the emotion engine.

[0422] ---

[0423] The above are the specific processing steps of the system, which allows users to effectively learn about the natural environment and provides feedback and learning experiences according to their emotional state.

[0424] Example 2

[0425] 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."

[0426] Conventional interactive learning systems do not provide feedback or adjust learning content based on the user's emotional state, resulting in challenges in maintaining learning effectiveness and motivation. Furthermore, when suggesting environmental protection actions, the system is unable to reflect the user's emotional state, making it difficult to provide an individually optimized approach. Therefore, a system that provides a more personalized learning experience and promotes environmental protection activities is needed.

[0427] 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.

[0428] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for analyzing the user's facial expressions, voice, and operation patterns to determine the user's emotional state; means for adjusting the learning content and feedback based on the determination result of the emotional state; and means for analyzing the user's emotional state using an emotion engine and transmitting the results to the server. This makes it possible to provide a personalized learning experience that takes the user's emotional state into consideration and promote environmental protection activities.

[0429] (definition statement)

[0430] A "user" is an entity that uses the system to learn or engage in practical activities, and receives content related to the natural environment that is appropriate for their age and interests.

[0431] A "server" is a device or system that plays a central role in managing and processing data for the entire system, selecting learning content, generating quizzes, providing feedback, and recording learning history.

[0432] A "terminal" is a device that provides an interface with the user, exchanges data with the server and emotion engine, and displays learning content and feedback.

[0433] An "emotion engine" is a system or software that analyzes a user's facial expressions, voice, and operation patterns to determine the user's emotional state and provide feedback to the server.

[0434] "Content related to the natural environment" is information such as text, images, videos, and quizzes that provide users with knowledge about the natural environment.

[0435] "Interactive learning" is a learning method in which the user progresses through interaction with the system by answering quizzes and questions.

[0436] A "quiz" is a set of questions related to the learning content that users can answer to check their knowledge and evaluate their progress.

[0437] "Feedback" refers to the evaluation and next step instructions provided by the system based on the user's quiz answer results and learning status.

[0438] "Learning history" is a record of the learning and practical activities that a user has performed through the system, and is data that is used to plan the next step.

[0439] "Environmental protection actions" are specific actions or suggestions for protecting the natural environment that users can put into practice.

[0440] An "expression" is a specific state that is produced by the muscle movements of the user's face, and is data that the emotion engine uses to determine the emotional state.

[0441] "Sound" refers to data such as the waveform and tone of the sound emitted by the user, and is data that the emotion engine uses to determine the emotional state.

[0442] An "operation pattern" is data that indicates the tendencies and characteristics of actions taken when a user operates a terminal, and is used by the emotion engine to determine the emotional state.

[0443] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[0444] Server Roles

[0445] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0446] 1. User Preferences:

[0447] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that. For example, if a 6-year-old user expresses an interest in "animals," the server will select content related to animals.

[0448] 2. Quiz generation:

[0449] The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and analyzes the results. For example, it generates a quiz titled "What do giant pandas eat?" and evaluates the user's answers.

[0450] 3. Providing Feedback:

[0451] The server analyzes the user's answers and emotional state and provides appropriate feedback. For example, if the user answers correctly, the server returns "You got it right!"

[0452] 4. Record your learning history:

[0453] The server records the user's learning history and practical activities in a database and plans next steps, thereby continually updating the learning program.

[0454] Device Role

[0455] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[0456] 1. Content Display:

[0457] The learning content (text, images, videos, quizzes, etc.) sent from the server is displayed to the user. For example, videos of animals and explanatory text are displayed.

[0458] 2. Receiving user input:

[0459] It receives answers and selections from the user and sends them to the server. For example, when a user enters answers to a quiz, it sends the data to the server.

[0460] 3. Feedback display:

[0461] Display feedback or next steps sent by the server to the user, for example, "Correct! Proceed to the next question."

[0462] 4. Emotion Recognition Data Collection:

[0463] The user's facial expressions, voice, and operation patterns are collected using a camera and microphone, and the data is sent to the emotion engine.

[0464] The role of the emotional engine

[0465] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[0466] 1. Emotion recognition:

[0467] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, it determines whether the user is enjoying learning based on their smile or tone of voice.

[0468] 2. Providing Feedback:

[0469] The emotion engine sends the determined emotional state to the server and uses it to generate the next learning content and feedback. For example, if the user is happy, the difficulty of the next content will be increased slightly.

[0470] User Roles

[0471] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0472] 1. Enter the initial setup information:

[0473] Enter the required basic information (name, age, topics of interest) e.g., a user enters their own information.

[0474] 2. Participate in interactive learning:

[0475] Answer quizzes displayed on the device and study the provided content. For example, the user challenges the quiz provided.

[0476] 3. Environmental protection actions:

[0477] The system implements environmental protection actions suggested by the server or device and reports the results to the device. For example, a user can implement an action such as "save a little bit of electricity every day" and report the results.

[0478] Specific examples and prompts for generative AI models

[0479] Here is a concrete example of a 6-year-old user using this system to learn about "animals":

[0480] 1. Initial Setup:

[0481] The server stores the user's age and interest in "animals" in a database, selects simple and easy-to-understand initial content about animals, and sends it to the device.

[0482] 2. Start interactive learning:

[0483] The device displays the initial content received from the server to the user. Users can choose from multiple learning formats, such as quizzes, explanatory videos, and images, to keep the content interesting.

[0484] 3. Quiz Mode:

[0485] The question "What do giant pandas eat?" is displayed on the device. If the user answers "bamboo," the answer is sent to the server, which confirms that the answer is correct and generates feedback saying "Correct! Giant pandas eat bamboo," which is sent to the device.

[0486] 4. Emotion Recognition and Feedback:

[0487] The device sends the user's facial expressions and voice data to the emotion engine, which analyzes the data, determines the user's emotional state, and provides feedback to the server. If the user is enjoying learning, the system adjusts the difficulty of the next quiz or content, for example by increasing it.

[0488] 5. Continuing learning and feedback:

[0489] The server records the user's learning history and selects the next quiz or learning content. It also suggests easy-to-follow environmental protection actions (e.g., "save a little electricity every day"), taking into account the user's emotional state and taking an approach that helps maintain motivation.

[0490] 6. Environmental protection practices:

[0491] The user implements the proposed environmental protection actions and reports the results to the device. The server receives the information and reflects it in the next learning program.

[0492] Example prompts for generative AI models

[0493] Sample Prompt 1: Generate a scenario in which a 6-year-old child begins learning about "animals" and answers his first quiz question: "What do giant pandas eat?"

[0494] Sample prompt 2: Describe a scenario in which a child's facial expression of joy and tone of voice after answering a quiz correctly are analyzed and that emotional feedback is sent to a server.

[0495] This allows the system to provide users with an effective and enjoyable learning experience. Utilizing an emotion engine, the system provides personalized feedback, keeping users motivated and encouraging them to participate in environmental conservation activities.

[0496] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0497] Program processing flow

[0498] Step 1: Enter basic user information

[0499] 1. Operation: The user enters their name, age, and natural environment topics of interest into the system.

[0500] 2. Input: User enters name, age, and topic of interest (e.g., "Name: Takeshi, Age: 6, Interests: Animals").

[0501] 3. Data processing: The terminal converts the input information into a data structure and prepares it for transmission to the server.

[0502] 4. Output: The structured user information is sent to the server.

[0503] Step 2: Selecting initial content

[0504] 1. Operation: The server stores the received user information in a database and selects relevant initial content based on that information.

[0505] 2. Input: Basic information of the user sent from the terminal.

[0506] 3. Data processing: The server refers to the database and searches for and selects initial content (e.g., videos or text about animals) appropriate for the user's interests and age.

[0507] 4. Output: The selected initial content is sent to the terminal.

[0508] Step 3: Display content

[0509] 1. Operation: The terminal displays the learning content received from the server to the user.

[0510] 2. Input: The initial content sent from the server (text, images, videos, quizzes, etc.).

[0511] 3. Data processing: The terminal converts the received content into a format that can be displayed on the user interface.

[0512] 4. Output: Users can visually view the learning content.

[0513] Step 4: Engage in interactive learning

[0514] 1. How it works: The user views the presented content and then answers the quiz that appears.

[0515] 2. Input: The learning content displayed on the device.

[0516] 3. Data processing: The terminal receives input from the user and moves to the next quiz screen.

[0517] 4. Output: The quiz is ready for the user to answer.

[0518] Step 5: Generate and display the quiz

[0519] 1. Operation: The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and sends them to the device.

[0520] 2. Input: User learning progress data sent from the device and feedback from the emotion engine.

[0521] 3. Data processing: The server generates an appropriate quiz (e.g., "What do giant pandas eat?") based on the user's past learning history and emotional data.

[0522] 4. Output: The generated quiz is sent to the terminal and displayed to the user.

[0523] Step 6: Receive quiz answers

[0524] 1. Operation: The user answers the displayed quiz, and the device sends the answer to the server.

[0525] 2. Input: The displayed quiz and the user's answer (e.g., "What do giant pandas eat?" with the answer "bamboo").

[0526] 3. Data processing: The terminal converts the user's answers into a data structure and prepares it for transmission to the server.

[0527] 4. Output: The user's answer is sent to the server.

[0528] Step 7: Evaluate and provide feedback on your answers

[0529] 1. Operation: The server evaluates the user's answers and generates appropriate feedback and sends it to the device.

[0530] 2. Input: User response data sent from the terminal.

[0531] 3. Data processing: The server compares the answer with a database of correct answers, determines whether the answer is correct, and generates feedback (e.g., "Correct! Giant pandas eat bamboo").

[0532] 4. Output: The generated feedback is sent to the terminal and displayed to the user.

[0533] Step 8: Collect and send emotion data

[0534] 1. Operation: The device collects the user's facial expressions, voice, and operation patterns and sends them to the emotion engine.

[0535] 2. Input: User's facial expression, voice, and operation pattern data.

[0536] 3. Data processing: The device converts the data collected using the camera and microphone into a format that can be analyzed by the emotion engine.

[0537] 4. Output: The converted emotion data is sent to the emotion engine.

[0538] Step 9: Analyze emotional state and provide feedback

[0539] 1. Operation: The emotion engine analyzes the received data, determines the user's emotional state, and sends the result to the server.

[0540] 2. Input: Emotion data sent from the device.

[0541] 3. Data processing: The emotion engine analyzes facial expressions, voice, and operation patterns, and compiles the results (e.g., the user is happy) into data.

[0542] 4. Output: The analysis results are sent to the server.

[0543] Step 10: Record your learning history and plan your next steps

[0544] 1. Operation: The server records the user's learning history and selects the next quiz or learning content.

[0545] 2. Input: User's learning history data and sentiment analysis results.

[0546] 3. Data processing: The server records the learning history in a database and selects the next appropriate learning content based on that.

[0547] 4. Output: The next selected learning content is sent to the device.

[0548] Step 11: Propose and implement environmental protection actions

[0549] 1. Operation: The server proposes easy-to-implement environmental protection actions and sends them to the device.

[0550] 2. Input: User's learning history and emotional state data.

[0551] 3. Data processing: The server generates environmental protection actions (e.g., "save a little bit of electricity every day") that take into account the user's motivation and sends them to the device.

[0552] 4. Output: The proposed environmental protection actions are displayed on the terminal.

[0553] Step 12: Take action and report

[0554] 1. Action: The user implements the proposed environmental protection action and reports the results to the terminal.

[0555] 2. Input: Data on the results of environmental protection actions taken by users.

[0556] 3. Data processing: The terminal converts the reported result data into a format to be sent to the server.

[0557] 4. Output: The result data of the environmental protection action is sent to the server.

[0558] This allows the system to provide users with an effective and enjoyable learning experience, provide personalized feedback using the emotion engine, and motivate users to actually participate in environmental conservation activities by suggesting appropriate environmental conservation actions.

[0559] (Application example 2)

[0560] 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."

[0561] Conventional natural environment education systems have struggled to provide a personalized learning experience because they do not adequately consider the user's learning progress or emotional state. This makes it difficult to maintain the user's interest and motivation, and they are unable to promote effective learning and environmental protection activities. Furthermore, quizzes and feedback are static and do not dynamically adjust based on the user's emotional state or learning history. As a result, there are problems such as a decline in motivation to continue learning and difficulty in providing appropriate feedback.

[0562] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[0563] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's selections and analyzing the results; means for providing feedback based on the quiz results and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for collecting the user's emotional data from the smart device, analyzing the user's emotional state using an emotion engine, and adjusting feedback and learning content based on the emotional state; means for transmitting facial and voice data to the smart device, performing emotion recognition according to appropriate prompts, and transmitting the results to the server; and means for dynamically generating learning content using a generative AI model based on the emotional state and providing it to the user. This enables a personalized learning experience that corresponds to the user's learning progress and emotional state.

[0564] "User" refers to a person who uses the system to learn about the natural environment and engage in environmental conservation activities.

[0565] "Age" refers to the user's actual age, and is information used to personalize learning content and feedback.

[0566] "Interests" refers to the themes that users want to learn about or natural environment topics that interest them, and is information used to select content.

[0567] "Content related to the natural environment" refers to text, images, videos, quizzes, etc. that contain knowledge and information about the natural environment.

[0568] "Initial Setup" is the process of selecting the initial learning content to be provided based on the user's basic information (name, age, interests).

[0569] "Interactive learning" is a form of learning where the user and the system interact with each other, and includes quizzes and feedback.

[0570] A "quiz" is a question-based task designed to confirm the user's learning content, and the answers to the questions are analyzed.

[0571] "Feedback" refers to responses and comments provided to users based on the results of the quiz, including advice on what to study next and what actions to take to protect the environment.

[0572] "Next steps" refer to learning content and environmental protection actions planned based on the user's learning progress and emotional state.

[0573] "Study history" refers to data that records what the user has learned and practiced up to now.

[0574] "Practical activities" refer to the results of users actually putting the proposed environmental protection actions into action.

[0575] A "smart device" is an electronic device that can connect to the Internet and that users use for learning, including smartphones and tablets.

[0576] "Emotion data" is data that indicates the user's emotional state, and includes physiological responses such as facial expressions and voice.

[0577] An "emotion engine" is software that analyzes collected emotion data and determines the user's emotional state.

[0578] A "generative AI model" is an algorithm that uses artificial intelligence to generate new learning content and feedback from data.

[0579] A "prompt sentence" refers to an instruction sentence or question sentence used by the emotion engine when performing emotion recognition.

[0580] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities. In particular, by combining it with an emotion engine that recognizes the user's emotional state, it provides a more personalized learning experience. The specific operation and configuration of the system are described below.

[0581] Server Roles

[0582] The server manages and processes data for the entire system. Specifically, it has the following functions:

[0583] User Preferences:

[0584] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that information. For example, appropriate learning content is provided based on information such as "Name: Takeshi, Age: 6, Interests: Animals."

[0585] Interactive learning offerings:

[0586] The server generates a quiz based on the user's selection and analyzes the results. For example, if the server asks "What do giant pandas eat?" and the user answers "bamboo," the server records the answer.

[0587] Feedback provided:

[0588] Based on the results of the quiz, the system provides feedback to the user and suggests next learning content and environmental protection actions. Specifically, if the answer is correct, the system will provide feedback such as "Correct! Giant pandas eat bamboo" and suggest the next step, "Learn about the bamboo ecosystem."

[0589] Learning history and planning your next steps:

[0590] The server records the user's learning history and practice activities and plans next steps, allowing it to continuously track the user's learning progress and provide appropriate learning content.

[0591] Device Role

[0592] The terminal provides an interface with the user and exchanges data with the server and emotion engine. It has the following functions:

[0593] Content Display:

[0594] The learning content sent from the server is displayed to the user in the form of videos, images, text, and quizzes.

[0595] Accepting user input:

[0596] It receives answers and selections from the user and sends them to the server. For example, it receives the answer "bamboo" to a quiz and sends it to the server.

[0597] Feedback display:

[0598] Display feedback and next steps sent by the server to the user, for example, "Correct! Giant pandas eat bamboo."

[0599] Emotion Recognition Data Collection:

[0600] The system uses sensors such as cameras and microphones to collect the user's facial expressions, voice, and operation patterns and send them to the emotion engine.

[0601] The role of the emotional engine

[0602] The emotion engine recognizes the user's emotional state and feeds it back to the server. It has the following functions:

[0603] Emotion recognition:

[0604] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, if the user is smiling, the system determines that the smile is "joyful."

[0605] Feedback provided:

[0606] The determined emotional state is sent to the server and used to generate the next learning content and feedback, allowing the user to continue learning while having fun.

[0607] Specific examples

[0608] Here, a specific example is given in which a user named "Takeshi" uses this system to learn about "animals."

[0609] 1. Initial Setup:

[0610] When Takeshi enters his name, age, and interests into the device, that information is sent to the server.

[0611] Example: Name: "Takeshi", Age: "6 years old", Interest: "Animals"

[0612] 2. Start interactive learning:

[0613] The device displays the content received from the server to Takeshi-kun.

[0614] Example: A quiz asking "What would a giant panda eat?"

[0615] 3. Quiz Answers and Feedback:

[0616] When Takeshi answers "bamboo," the information is sent to the server and feedback is displayed on the device.

[0617] Example: "Correct! Giant pandas eat bamboo."

[0618] 4. Emotion Recognition and Feedback:

[0619] The device sends Takeshi's facial expression data to the emotion engine, which analyzes the data and determines that it is "joy."

[0620] For example: "I recognized your smile."

[0621] 5. Plan your next steps:

[0622] The server plans the next learning content based on Takeshi's learning history and emotional state and sends it to the device.

[0623] For example: "Learn about the bamboo ecosystem."

[0624] This allows Takeshi to learn about the natural environment in a fun and effective way, and the emotional engine provides personalized feedback, promoting more effective learning and environmental protection activities.

[0625] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0626] Step 1:

[0627] The server displays a screen on the terminal for the user to enter initial information (name, age, interests). Based on this input, the server receives the user's basic information and stores it in a database. Specifically, the server receives the initial information sent from the terminal and stores it in a database.

[0628] Input: User's name, age, interests

[0629] Output: User information stored in the database

[0630] Step 2:

[0631] The server selects appropriate initial content based on the user's interests and age, and sends it to the terminal. Specifically, it references the user information, selects appropriate content from a database, and sends it to the terminal.

[0632] Input: User information (name, age, interests)

[0633] Output: The initial content sent to the device.

[0634] Step 3:

[0635] The terminal displays the initial content sent from the server to the user. Specifically, it performs processing to display the received content (text, images, videos, etc.) on the screen.

[0636] Input: Initial content (data from the server)

[0637] Output: The content that is displayed to the user

[0638] Step 4:

[0639] The terminal provides interactive learning in response to the user's selection, specifically by displaying quiz-style learning content and receiving the user's answers.

[0640] Input: User selection (quiz-style learning content)

[0641] Output: User's answer

[0642] Step 5:

[0643] The server receives the user's answer sent from the terminal and analyzes the results. Specifically, it compares the user's answer with the correct answer and determines whether it is correct or incorrect.

[0644] Input: User's answer

[0645] Output: Correct / incorrect result

[0646] Step 6:

[0647] The server generates feedback based on the quiz results and sends it to the terminal. Specifically, it creates feedback that praises the user if the answer is correct, and informs the user of the correct answer if the answer is incorrect.

[0648] Input: Correct / incorrect result

[0649] Output: Feedback (correct / incorrect message)

[0650] Step 7:

[0651] The terminal displays the feedback sent from the server to the user. Specifically, the terminal performs processing to display the received feedback on the screen.

[0652] Input: Feedback (message from server)

[0653] Output: Feedback that is displayed to the user

[0654] Step 8:

[0655] The device collects the user's facial expression and voice data and sends it to the emotion engine. Specifically, it acquires facial expression and voice data through a camera and microphone and transfers it to the emotion engine.

[0656] Input: User's facial expression and voice data

[0657] Output: Data sent to the emotion engine

[0658] Step 9:

[0659] The emotion engine analyzes the received facial and voice data to determine the user's emotional state and sends the results to the server. Specifically, it analyzes the data using an emotion analysis algorithm and determines the user's emotional state (e.g., "joy").

[0660] Input: facial expressions, voice data

[0661] Output: Emotional state (e.g., "joy")

[0662] Step 10:

[0663] The server generates the next learning content and feedback based on the emotional state received from the emotion engine. Specifically, it uses the generative AI model to dynamically create new learning content and feedback. For example, "Based on the generative AI model, generate content to learn about the bamboo ecosystem as the next learning step."

[0664] Input: Emotional state (data from the emotion engine)

[0665] Output: Next learning content, feedback

[0666] Step 11:

[0667] The server then sends the generated next learning content and feedback to the device, which then displays it to the user. Specifically, the device receives the learning content and feedback sent from the server and displays them on the screen.

[0668] Input: Next learning content, feedback (data from server)

[0669] Output: What to learn next, feedback displayed to the user

[0670] In this way, each processing step works in conjunction with the other steps to provide a personalized learning experience that is tailored to the user's learning progress and emotional state.

[0671] 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.

[0672] 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.

[0673] 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.

[0674] [Second embodiment]

[0675] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0676] 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.

[0677] 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).

[0678] 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.

[0679] 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.

[0680] 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).

[0681] 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.

[0682] 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.

[0683] 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.

[0684] 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.

[0685] 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.

[0686] 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."

[0687] ---

[0688] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[0689] Server Roles

[0690] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0691] User Preferences:

[0692] The server receives the user's name, age, and natural environment topics of interest (e.g., animals, plants, water, etc.) and selects initial content based on them.

[0693] Quiz Generation:

[0694] Quizzes are generated based on the user's learning progress and the results are analyzed.

[0695] Feedback provided:

[0696] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[0697] Learning history record:

[0698] Record the user's learning history and practice activities in a database and plan next steps.

[0699] Device Role

[0700] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[0701] Content Display:

[0702] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[0703] Accepting user input:

[0704] It receives answers and selections from the user and sends them to the server.

[0705] Feedback display:

[0706] Display feedback and next steps sent by the server to the user.

[0707] User Roles

[0708] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0709] Enter the initial setup information:

[0710] Enter the required basic information (name, age, topics of interest).

[0711] Participate in interactive learning:

[0712] Answer quizzes displayed on your device and study the content provided.

[0713] Environmental protection actions in practice:

[0714] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[0715] Specific examples

[0716] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[0717] 1. Initial Setup:

[0718] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[0719] 2. Start interactive learning:

[0720] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[0721] 3. Quiz Mode:

[0722] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[0723] 4. Continuing learning and feedback:

[0724] The server records Takeshi's learning history and selects the next quiz and learning content. At the same time as the next quiz and content are presented to Takeshi, environmental protection actions such as "saving a little bit of electricity every day" are also suggested.

[0725] 5. Environmental protection practices:

[0726] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[0727] This system allows children to learn about the natural environment in an effective and engaging way, and increases their motivation to participate in environmental conservation activities.

[0728] The processing flow will be explained below.

[0729] ---

[0730] Step 1:

[0731] Server: Displays a form for user registration.

[0732] Step 2:

[0733] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[0734] Step 3:

[0735] Server: Receives the data and stores it in a database.

[0736] Step 4:

[0737] Server: Selects initial content based on age and interests and sends it to the device.

[0738] Step 5:

[0739] Terminal: Displays the initial content received from the server to the user.

[0740] Step 6:

[0741] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images).

[0742] Step 7:

[0743] User: Selects the desired learning mode (we'll assume you selected Quiz).

[0744] Step 8:

[0745] Terminal: Sends a request to the server for the learning mode (quiz) selected by the user.

[0746] Step 9:

[0747] Server: Generates the quiz based on the user's selections.

[0748] Step 10:

[0749] Server: Sends the generated quiz to the device.

[0750] Step 11:

[0751] Terminal: Displays the quiz to the user.

[0752] Step 12:

[0753] Terminal: Waits for the user to answer the quiz.

[0754] Step 13:

[0755] User: Answers the quiz and sends it to the device.

[0756] Step 14:

[0757] Terminal: Sends the user's answer to the server.

[0758] Step 15:

[0759] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[0760] Step 16:

[0761] Server: Generates feedback based on the answers and sends it to the device.

[0762] Step 17:

[0763] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[0764] Step 18:

[0765] Server: Records the quiz results and updates the user's learning history.

[0766] Step 19:

[0767] Server: Selects the next quiz or learning content and sends it to the device.

[0768] Step 20:

[0769] Server: Proposes environmental protection actions (e.g., "save a little bit of electricity every day") and sends them to the device.

[0770] Step 21:

[0771] Device: Show users new quizzes, content, and suggestions for environmental action.

[0772] Step 22:

[0773] Users: Take the new quiz and implement suggested environmental actions.

[0774] Step 23:

[0775] Terminal: Records the user's progress and actions taken and sends them to the server.

[0776] Step 24:

[0777] Server: Analyzes the user's practice results and plans the next learning steps.

[0778] ---

[0779] The above are the specific processing steps of the system, through which users can effectively learn about the natural environment and practice environmental protection activities.

[0780] Example 1

[0781] 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."

[0782] In conventional environmental education systems, it was difficult to provide individual learning content and quizzes that matched the user's interests and progress, which led to problems that reduced learning effectiveness.In addition, there was a lack of suggestions for environmental conservation actions and feedback on the results of their implementation, making it difficult to raise users' environmental awareness.

[0783] 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.

[0784] In this invention, the server includes: means for initializing educational content about the natural environment based on the user's basic information and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's learning progress and analyzing the results; means for generating the content of the quiz using a generative AI model; means for providing feedback based on the results of the quiz and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; and means for displaying the feedback and next learning content to the user. This makes it possible to provide the user with personalized learning content and quizzes, improve learning effectiveness, and encourage the user to take environmental protection actions.

[0785] "User basic information" refers to personal information such as name, age, and topics of interest that a user enters into the system.

[0786] "Educational content" refers to information materials such as text, images, and videos that users can use to learn.

[0787] "Interactive learning" is a learning format in which the user interacts with the system.

[0788] "Study progress" is data indicating what the user has learned up to now and the results of that learning.

[0789] A "quiz" is a question-based evaluation test that allows users to check what they have learned.

[0790] A "generative AI model" refers to artificial intelligence technology that generates quizzes and feedback based on training data.

[0791] "Feedback" refers to the evaluation or advice given to a user in response to an answer they enter into the system.

[0792] "Environmental protection actions" are specific suggestions for actions that users can take to contribute to environmental protection.

[0793] "Learning history" is data that records what a user has learned through the system, quiz results, etc.

[0794] "Practical activities" are records of users actually taking the proposed environmental protection actions.

[0795] "Means for planning the next step" is a process for determining the next learning content and action based on the user's learning history and practical activities.

[0796] The "display means" is a mechanism for visually presenting feedback and learning content sent from the server to the user.

[0797] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[0798] Server Roles

[0799] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0800] 1. User Preferences:

[0801] The server receives basic information entered by the user (name, age, topics of interest) and selects initial content based on that information, using a database management system (e.g., MySQL).

[0802] 2. Submit learning content:

[0803] The server selects appropriate educational content (text, images, videos, etc.) based on the user's initial setting information and sends it to the user's device.

[0804] 3. Quiz generation:

[0805] The server generates quizzes based on the user's learning progress and analyzes the results. This process uses a generative AI model (e.g., GPT-3). For example, enter the following as a prompt:

[0806] text

[0807] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[0808] 4. Providing Feedback:

[0809] The server analyzes the user's quiz answers and generates appropriate feedback using natural language processing libraries (e.g., NLTK, spaCy).

[0810] 5. Record your learning history:

[0811] The server records the user's learning history and practical activities in a database and plans the next step of learning and environmental protection actions.

[0812] Device Role

[0813] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[0814] 1. Content Display:

[0815] The device displays the learning content sent from the server to the user using a web browser or a dedicated app.

[0816] 2. Receiving user input:

[0817] The device receives answers or selections entered by the user, for example via a touchscreen or keyboard, and transmits them to the server.

[0818] 3. Feedback display:

[0819] The terminal visually displays the feedback sent from the server and the next learning steps to the user, providing a graphical interface that is easy for the user to understand.

[0820] User Roles

[0821] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0822] 1. Enter the initial setup information:

[0823] When a user first uses the system, they enter basic information such as their name, age, and topics of interest.

[0824] 2. Participate in interactive learning:

[0825] The user answers quizzes displayed on the terminal and studies the educational content provided.

[0826] 3. Environmental protection actions:

[0827] The user implements the environmental protection actions suggested by the server or device and reports the results to the device. The server receives this information and reflects it in the next learning program.

[0828] Specific examples

[0829] Below is a concrete example of a 6-year-old child using this system to learn about "animals":

[0830] 1. Initial Setup:

[0831] When a user enters their name, age, and that they are interested in animals into the device, the server stores that information in a database and selects initial content related to animals and sends it to the device.

[0832] 2. Start interactive learning:

[0833] The device displays the initial content (animal videos and images) received from the server to the user.

[0834] 3. Quiz Mode:

[0835] When a user answers a quiz about animals (for example, "What do giant pandas eat?"), the answer is sent to the server via the device. The server analyzes the answer, confirms that it is correct, and sends feedback to the device saying, "Correct! Giant pandas eat bamboo."

[0836] 4. Continuing learning and feedback:

[0837] The server records the user's learning history and selects the next quiz or learning content. Along with the next learning content or quiz, it also suggests environmental protection actions such as "saving a little bit of electricity every day."

[0838] 5. Environmental protection practices and reporting:

[0839] The user implements the proposed environmental protection actions and reports the results to the server, which then receives the information and reflects it in the next learning program.

[0840] The above is a specific embodiment of the system of the present invention, which allows users to effectively learn about the natural environment through personalized educational content and quizzes, and increases their motivation to participate in environmental conservation activities.

[0841] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0842] Step 1: Enter the initial configuration information

[0843] Users enter basic information into the system, such as their name, age, and topics of interest. This input data is sent to the server via the terminal. The server stores the received basic information in a database (e.g., MySQL). Specifically, the user enters information into an input form and clicks the submit button, which sends the data to the server.

[0844] Step 2: Select and send learning content

[0845] The server selects appropriate educational content (text, images, videos) based on the user's initial configuration information. This selection process involves searching for relevant content from a database and selecting content appropriate for the user's age and interests. The selected content is then sent to the device. Specifically, the server executes an SQL query to retrieve the content from the database and sends the results in JSON format to the device.

[0846] Step 3: View interactive learning content

[0847] The device receives the learning content sent from the server and displays it to the user. This display is done using a web browser or a dedicated app. Through this, the user can watch videos and study by looking at text and images. Specifically, the device uses HTML and JavaScript to render the received content on the screen.

[0848] Step 4: Generate and submit your quiz

[0849] The server generates quizzes based on the user's learning progress. It uses a generative AI model (e.g., GPT-3) to generate the quiz content. In the generation process, the server inputs a prompt into the AI ​​model and receives the generated quiz. The following prompt is used:

[0850] text

[0851] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[0852] The generated quiz is sent to the device. Specifically, the server sends an API request to the generating AI model and sends the returned quiz to the device.

[0853] Step 5: Submit and analyze your quiz answers

[0854] The user answers the quiz displayed on the device and sends the answer from the device to the server. The server receives the answer and analyzes whether it is correct using a natural language processing library (e.g., NLTK, spaCy). Specifically, the answer data is sent to the server, which analyzes the answer and obtains the result.

[0855] Step 6: Generate and submit feedback

[0856] The server generates appropriate feedback based on the user's quiz answers and sends it to the device. The feedback is generated using a text generation model and templates. Specifically, the server generates the feedback "Correct! Giant pandas eat bamboo" and sends it to the device.

[0857] Step 7: Record your learning history and practical activities

[0858] The server records the user's learning history and practical activities in a database, which accumulates a history of the user's learning progress and environmental protection actions. Specifically, it executes SQL queries to store the user's answers and behavioral data in the database.

[0859] Step 8: Next steps learned and proposed environmental actions

[0860] The server plans next steps and environmental protection actions based on the user's learning history and practical activities. For example, it suggests actions such as "save a little bit of electricity every day." Specifically, the server retrieves the user's history from the database, selects new content and actions based on that, and sends them to the device.

[0861] Step 9: Report on environmental protection actions

[0862] The user puts the proposed environmental protection action into practice and reports the results to the device. The device then sends this report data to the server, which receives the information and reflects it in the next learning program. Specifically, the user enters the results of their action into the input form and clicks the submit button, which sends the data to the server.

[0863] (Application example 1)

[0864] 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."

[0865] Currently, there are systems that provide users with education about the natural environment and promote environmental conservation activities, but there are only a limited number of systems that provide interactive learning in physical stores and offer rewards based on users' environmental conservation activities.In addition, there is a need to develop a system that more effectively promotes learning and practice by combining a point system to attract users' interest and in-store navigation using smart devices.

[0866] 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.

[0867] In this invention, the server includes: means for initially setting content related to the natural environment according to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for including a point system that provides rewards based on the user's environmental protection activities; and means for using a smart device to display environmental information and quizzes related to specific locations within a store. This makes it possible to promote interactive learning and environmental protection activities within a physical store and provide rewards that attract users' interest.

[0868] The "initial setup" is a preparatory stage for selecting and providing appropriate content related to the natural environment based on the user's age and interests.

[0869] "Dialogue-based learning" is an educational method in which users learn interactively, make their own choices and answers, and are presented with the next steps based on the results.

[0870] "Quiz generation" refers to creating questions to test knowledge based on the user's learning progress and choices.

[0871] "Result analysis" is a process for evaluating the answers given by the user to the quiz and generating appropriate feedback.

[0872] "Providing feedback" refers to providing information with the purpose of suggesting the next learning step or environmental protection action based on the user's quiz answers and learning content.

[0873] "Learning history" is a record of what a user has learned and what activities they have practiced.

[0874] "Environmental protection actions" refer to specific environmental protection activities that users can actually undertake.

[0875] The "point system" is a reward system that allows users to receive rewards for engaging in environmental conservation activities.

[0876] A "smart device" is an electronic device that a user can carry or wear to receive interactive information and content.

[0877] "In-store navigation" is a system that uses smart devices to display information and quizzes related to specific locations within a store.

[0878] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. Here, we will explain the specific implementation form of this system.

[0879] Server Roles

[0880] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0881] 1. User Preferences:

[0882] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[0883] 2. Quiz generation:

[0884] Quizzes are generated based on the user's learning progress and the results are analyzed.

[0885] 3. Providing Feedback:

[0886] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[0887] 4. Record your learning history:

[0888] Record the user's learning history and practice activities in a database and plan next steps.

[0889] 5. Points System:

[0890] Manage a points system that rewards users based on their environmental protection activities.

[0891] Device Role

[0892] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[0893] 1. Content Display:

[0894] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[0895] 2. Receiving user input:

[0896] It receives answers and selections from the user and sends them to the server.

[0897] 3. Feedback display:

[0898] Display feedback and next steps sent by the server to the user.

[0899] 4. Environmental information display:

[0900] Use smart devices that display environmental information and quizzes relevant to specific locations within the store.

[0901] User Roles

[0902] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0903] 1. Enter the initial setup information:

[0904] Enter the required basic information (name, age, topics of interest).

[0905] 2. Participate in interactive learning:

[0906] Answer quizzes displayed on your device and study the content provided.

[0907] 3. Environmental protection actions:

[0908] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[0909] Specific examples

[0910] For example, imagine a user is using a smart device to study environmental education content in a store. When the user approaches a specific eco-friendly product section in the store, the smart device (e.g., smart glasses) automatically displays relevant environmental information and quizzes. After the user answers the quiz, the results are sent to the server, which then instantly generates feedback and sends it to the device. At the same time, the user's learning history and the results of their environmental protection activities are recorded, and the next learning step is planned.

[0911] Example prompts for generative AI models:

[0912] "How to build an application that uses smart devices in a store to ask users eco-related questions, determine whether the answers are correct, and provide feedback. We will explain in detail each step of the process: initializing user information, generating and displaying the quiz, accepting answers, and providing feedback."

[0913] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0914] Step 1:

[0915] User Preferences:

[0916] The user inputs initial information (name, age, and natural environment topics of interest) using the device. The device then sends this information to the server. The server stores the received user information in a database and selects appropriate initial content based on that information.

[0917] Input: User's name, age, and environmental topics of interest

[0918] Output: Selected initial content

[0919] Data manipulation: filtering content based on user age and interests

[0920] Step 2:

[0921] Content Display:

[0922] The server sends the selected initial content to the device, and the device displays the received content (text, images, videos, quizzes, etc.) to the user, who then studies it.

[0923] Input: Initial Content

[0924] Output: Content that the user learns

[0925] Data Processing: Content Delivery

[0926] Step 3:

[0927] Quiz Generation:

[0928] As the user progresses with their studies, the device sends the user's progress data to the server, which then generates quizzes based on the user's progress and sends them to the device, which then displays the quizzes to the user.

[0929] Input: User's learning progress data

[0930] Output: The generated quiz

[0931] Data Transformation: Building a Quiz Based on User Progress Data

[0932] Step 4:

[0933] Quiz Answers and Results Submission:

[0934] Users answer questions through their devices, which then send the answers to the server, which analyzes the answers and determines whether they are correct or incorrect.

[0935] Input: User's quiz answer

[0936] Output: Quiz results

[0937] Data processing: judging the answers correct and analyzing

[0938] Step 5:

[0939] Feedback provided:

[0940] The server creates appropriate feedback based on the quiz results and sends it to the terminal, which then displays the feedback to the user.

[0941] Input: Quiz result

[0942] Output: Feedback

[0943] Data processing: feedback generation

[0944] Step 6:

[0945] Learning history and proposed environmental protection actions:

[0946] The server records the user's learning history and quiz results, and then proposes the next learning content and environmental protection actions to the terminal, which then displays them to the user.

[0947] Input: User's learning history and quiz results

[0948] Output: Suggested next learning content and environmental protection actions

[0949] Data processing: Recording learning history and quiz results, planning next steps

[0950] Step 7:

[0951] Environmental protection actions in practice:

[0952] The user performs the environmental protection actions displayed on the device and reports the results to the device. The device then sends the results to the server. The server records the user's actions based on the received data and adjusts the next learning step.

[0953] Input: The result of the user's environmental action

[0954] Output: Updated training steps

[0955] Data processing: Recording practical activities and adjusting learning steps

[0956] Step 8:

[0957] Point system management:

[0958] The server awards points to users each time they engage in environmental conservation activities. The terminal displays the points to the user. The user can then check the points they have accumulated and consider how to use them.

[0959] Input: User practice data

[0960] Output: Points awarded

[0961] Data processing: Point calculation and management

[0962] 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.

[0963] ---

[0964] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[0965] Server Roles

[0966] The server is the central point for managing and processing data for the entire system. It has the following functions:

[0967] User Preferences:

[0968] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[0969] Quiz Generation:

[0970] Quizzes are generated based on the user's learning progress and feedback from the emotion engine, and the results are analyzed.

[0971] Feedback provided:

[0972] The system analyzes the quiz answers and emotional state submitted by the user and provides appropriate feedback.

[0973] Learning history record:

[0974] Record the user's learning history and practice activities in a database and plan next steps.

[0975] Device Role

[0976] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[0977] Content Display:

[0978] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[0979] Accepting user input:

[0980] It receives answers and selections from the user and sends them to the server.

[0981] Feedback display:

[0982] Display feedback and next steps sent by the server to the user.

[0983] Emotion Recognition Data Collection:

[0984] The user's facial expressions, voice, and operation patterns are collected and sent to the emotion engine.

[0985] The role of the emotional engine

[0986] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[0987] Emotion recognition:

[0988] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state.

[0989] Feedback provided:

[0990] The determined emotional state is sent to the server and used to generate the next learning content and feedback.

[0991] User Roles

[0992] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[0993] Enter the initial setup information:

[0994] Enter the required basic information (name, age, topics of interest).

[0995] Participate in interactive learning:

[0996] Answer quizzes displayed on your device and study the content provided.

[0997] Environmental protection actions in practice:

[0998] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[0999] Specific examples

[1000] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[1001] 1. Initial Setup:

[1002] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[1003] 2. Start interactive learning:

[1004] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[1005] 3. Quiz Mode:

[1006] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[1007] 4. Emotion Recognition and Feedback:

[1008] The device sends Takeshi's facial expressions and voice data to the emotion engine, which analyzes the data, determines Takeshi's emotional state, and provides feedback to the server. If Takeshi is enjoying learning, the next quiz or content will be adjusted, such as increasing its difficulty.

[1009] 5. Continuing learning and feedback:

[1010] The server records Takeshi's learning history and selects the next quiz and learning content. It also suggests easy-to-implement environmental actions (e.g., "save a little bit of electricity every day"), taking into account Takeshi's emotional state and adopting an approach that helps him maintain his motivation.

[1011] 6. Environmental protection practices:

[1012] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[1013] This system allows children to learn about the natural environment in an engaging and effective way, while at the same time utilizing an emotion engine to provide individually optimized feedback, promoting more effective learning and environmental protection activities.

[1014] The processing flow will be explained below.

[1015] ---

[1016] Step 1:

[1017] Server: Displays a form for user registration.

[1018] Step 2:

[1019] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[1020] Step 3:

[1021] Server: Receives the submitted user data and stores it in a database.

[1022] Step 4:

[1023] Server: Selects initial content based on age and interests and sends it to the device.

[1024] Step 5:

[1025] Terminal: Displays the initial content received from the server to the user.

[1026] Step 6:

[1027] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images, etc.).

[1028] Step 7:

[1029] User: Selects the desired learning mode and enters it into the terminal (in this example, quiz mode is selected).

[1030] Step 8:

[1031] Terminal: Sends a request for the selected learning mode to the server.

[1032] Step 9:

[1033] Server: Generates the quiz based on the user's selections.

[1034] Step 10:

[1035] Server: Sends the generated quiz to the device.

[1036] Step 11:

[1037] Terminal: Displays the quiz to the user.

[1038] Step 12:

[1039] User: Answers the quiz and sends the answers to the device.

[1040] Step 13:

[1041] Terminal: Sends the user's answer to the server.

[1042] Step 14:

[1043] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[1044] Step 15:

[1045] Server: Generates feedback based on the answers and sends it to the device.

[1046] Step 16:

[1047] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[1048] Step 17:

[1049] Terminal: Sends the user's facial expressions, voice, and operation patterns to the emotion engine.

[1050] Step 18:

[1051] Emotion engine: Analyzes facial expressions and voice data to determine the user's emotional state.

[1052] Step 19:

[1053] Emotion engine: Sends the judgment results to the server.

[1054] Step 20:

[1055] Server: Receives feedback from the emotion engine and adjusts the next learning content and feedback.

[1056] Step 21:

[1057] Server: Records the user's learning history and selects the next quiz or learning content.

[1058] Step 22:

[1059] Server: Suggests easy-to-implement environmental protection actions and sends these suggestions to devices.

[1060] Step 23:

[1061] Device: Show users new quizzes, content, and suggestions for environmental actions.

[1062] Step 24:

[1063] Users: Take the new quiz and implement suggested environmental actions.

[1064] Step 25:

[1065] Device: Sends information about the user's progress and actions taken to the server.

[1066] Step 26:

[1067] Server: Analyzes the user's practice results and plans the next steps taking into account the feedback from the emotion engine.

[1068] ---

[1069] The above are the specific processing steps of the system, which allows users to effectively learn about the natural environment and provides feedback and learning experiences according to their emotional state.

[1070] Example 2

[1071] 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."

[1072] Conventional interactive learning systems do not provide feedback or adjust learning content based on the user's emotional state, resulting in challenges in maintaining learning effectiveness and motivation. Furthermore, when suggesting environmental protection actions, the system is unable to reflect the user's emotional state, making it difficult to provide an individually optimized approach. Therefore, a system that provides a more personalized learning experience and promotes environmental protection activities is needed.

[1073] 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.

[1074] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for analyzing the user's facial expressions, voice, and operation patterns to determine the user's emotional state; means for adjusting the learning content and feedback based on the determination result of the emotional state; and means for analyzing the user's emotional state using an emotion engine and transmitting the results to the server. This makes it possible to provide a personalized learning experience that takes the user's emotional state into consideration and promote environmental protection activities.

[1075] (definition statement)

[1076] A "user" is an entity that uses the system to learn or engage in practical activities, and receives content related to the natural environment that is appropriate for their age and interests.

[1077] A "server" is a device or system that plays a central role in managing and processing data for the entire system, selecting learning content, generating quizzes, providing feedback, and recording learning history.

[1078] A "terminal" is a device that provides an interface with the user, exchanges data with the server and emotion engine, and displays learning content and feedback.

[1079] An "emotion engine" is a system or software that analyzes a user's facial expressions, voice, and operation patterns to determine the user's emotional state and provide feedback to the server.

[1080] "Content related to the natural environment" is information such as text, images, videos, and quizzes that provide users with knowledge about the natural environment.

[1081] "Interactive learning" is a learning method in which the user progresses through interaction with the system by answering quizzes and questions.

[1082] A "quiz" is a set of questions related to the learning content that users can answer to check their knowledge and evaluate their progress.

[1083] "Feedback" refers to the evaluation and next step instructions provided by the system based on the user's quiz answer results and learning status.

[1084] "Learning history" is a record of the learning and practical activities that a user has performed through the system, and is data that is used to plan the next step.

[1085] "Environmental protection actions" are specific actions or suggestions for protecting the natural environment that users can put into practice.

[1086] An "expression" is a specific state that is produced by the muscle movements of the user's face, and is data that the emotion engine uses to determine the emotional state.

[1087] "Sound" refers to data such as the waveform and tone of the sound emitted by the user, and is data that the emotion engine uses to determine the emotional state.

[1088] An "operation pattern" is data that indicates the tendencies and characteristics of actions taken when a user operates a terminal, and is used by the emotion engine to determine the emotional state.

[1089] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[1090] Server Roles

[1091] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1092] 1. User Preferences:

[1093] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that. For example, if a 6-year-old user expresses an interest in "animals," the server will select content related to animals.

[1094] 2. Quiz generation:

[1095] The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and analyzes the results. For example, it generates a quiz titled "What do giant pandas eat?" and evaluates the user's answers.

[1096] 3. Providing Feedback:

[1097] The server analyzes the user's answers and emotional state and provides appropriate feedback. For example, if the user answers correctly, the server returns "You got it right!"

[1098] 4. Record your learning history:

[1099] The server records the user's learning history and practical activities in a database and plans next steps, thereby continually updating the learning program.

[1100] Device Role

[1101] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[1102] 1. Content Display:

[1103] The learning content (text, images, videos, quizzes, etc.) sent from the server is displayed to the user. For example, videos of animals and explanatory text are displayed.

[1104] 2. Receiving user input:

[1105] It receives answers and selections from the user and sends them to the server. For example, when a user enters answers to a quiz, it sends the data to the server.

[1106] 3. Feedback display:

[1107] Display feedback or next steps sent by the server to the user, for example, "Correct! Proceed to the next question."

[1108] 4. Emotion Recognition Data Collection:

[1109] The user's facial expressions, voice, and operation patterns are collected using a camera and microphone, and the data is sent to the emotion engine.

[1110] The role of the emotional engine

[1111] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[1112] 1. Emotion recognition:

[1113] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, it determines whether the user is enjoying learning based on their smile or tone of voice.

[1114] 2. Providing Feedback:

[1115] The emotion engine sends the determined emotional state to the server and uses it to generate the next learning content and feedback. For example, if the user is happy, the difficulty of the next content will be increased slightly.

[1116] User Roles

[1117] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[1118] 1. Enter the initial setup information:

[1119] Enter the required basic information (name, age, topics of interest) e.g., a user enters their own information.

[1120] 2. Participate in interactive learning:

[1121] Answer quizzes displayed on the device and study the provided content. For example, the user challenges the quiz provided.

[1122] 3. Environmental protection actions:

[1123] The system implements environmental protection actions suggested by the server or device and reports the results to the device. For example, a user can implement an action such as "save a little bit of electricity every day" and report the results.

[1124] Specific examples and prompts for generative AI models

[1125] Here is a concrete example of a 6-year-old user using this system to learn about "animals":

[1126] 1. Initial Setup:

[1127] The server stores the user's age and interest in "animals" in a database, selects simple and easy-to-understand initial content about animals, and sends it to the device.

[1128] 2. Start interactive learning:

[1129] The device displays the initial content received from the server to the user. Users can choose from multiple learning formats, such as quizzes, explanatory videos, and images, to keep the content interesting.

[1130] 3. Quiz Mode:

[1131] The question "What do giant pandas eat?" is displayed on the device. If the user answers "bamboo," the answer is sent to the server, which confirms that the answer is correct and generates feedback saying "Correct! Giant pandas eat bamboo," which is sent to the device.

[1132] 4. Emotion Recognition and Feedback:

[1133] The device sends the user's facial expressions and voice data to the emotion engine, which analyzes the data, determines the user's emotional state, and provides feedback to the server. If the user is enjoying learning, the system adjusts the difficulty of the next quiz or content, for example by increasing it.

[1134] 5. Continuing learning and feedback:

[1135] The server records the user's learning history and selects the next quiz or learning content. It also suggests easy-to-follow environmental protection actions (e.g., "save a little electricity every day"), taking into account the user's emotional state and taking an approach that helps maintain motivation.

[1136] 6. Environmental protection practices:

[1137] The user implements the proposed environmental protection actions and reports the results to the device. The server receives the information and reflects it in the next learning program.

[1138] Example prompts for generative AI models

[1139] Sample Prompt 1: Generate a scenario in which a 6-year-old child begins learning about "animals" and answers his first quiz question: "What do giant pandas eat?"

[1140] Sample prompt 2: Describe a scenario in which a child's facial expression of joy and tone of voice after answering a quiz correctly are analyzed and that emotional feedback is sent to a server.

[1141] This allows the system to provide users with an effective and enjoyable learning experience. Utilizing an emotion engine, the system provides personalized feedback, keeping users motivated and encouraging them to participate in environmental conservation activities.

[1142] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1143] Program processing flow

[1144] Step 1: Enter basic user information

[1145] 1. Operation: The user enters their name, age, and natural environment topics of interest into the system.

[1146] 2. Input: User enters name, age, and topic of interest (e.g., "Name: Takeshi, Age: 6, Interests: Animals").

[1147] 3. Data processing: The terminal converts the input information into a data structure and prepares it for transmission to the server.

[1148] 4. Output: The structured user information is sent to the server.

[1149] Step 2: Selecting initial content

[1150] 1. Operation: The server stores the received user information in a database and selects relevant initial content based on that information.

[1151] 2. Input: Basic information of the user sent from the terminal.

[1152] 3. Data processing: The server refers to the database and searches for and selects initial content (e.g., videos or text about animals) appropriate for the user's interests and age.

[1153] 4. Output: The selected initial content is sent to the terminal.

[1154] Step 3: Display content

[1155] 1. Operation: The terminal displays the learning content received from the server to the user.

[1156] 2. Input: The initial content sent from the server (text, images, videos, quizzes, etc.).

[1157] 3. Data processing: The terminal converts the received content into a format that can be displayed on the user interface.

[1158] 4. Output: Users can visually view the learning content.

[1159] Step 4: Engage in interactive learning

[1160] 1. How it works: The user views the presented content and then answers the quiz that appears.

[1161] 2. Input: The learning content displayed on the device.

[1162] 3. Data processing: The terminal receives input from the user and moves to the next quiz screen.

[1163] 4. Output: The quiz is ready for the user to answer.

[1164] Step 5: Generate and display the quiz

[1165] 1. Operation: The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and sends them to the device.

[1166] 2. Input: User learning progress data sent from the device and feedback from the emotion engine.

[1167] 3. Data processing: The server generates an appropriate quiz (e.g., "What do giant pandas eat?") based on the user's past learning history and emotional data.

[1168] 4. Output: The generated quiz is sent to the terminal and displayed to the user.

[1169] Step 6: Receive quiz answers

[1170] 1. Operation: The user answers the displayed quiz, and the device sends the answer to the server.

[1171] 2. Input: The displayed quiz and the user's answer (e.g., "What do giant pandas eat?" with the answer "bamboo").

[1172] 3. Data processing: The terminal converts the user's answers into a data structure and prepares it for transmission to the server.

[1173] 4. Output: The user's answer is sent to the server.

[1174] Step 7: Evaluate and provide feedback on your answers

[1175] 1. Operation: The server evaluates the user's answers and generates appropriate feedback and sends it to the device.

[1176] 2. Input: User response data sent from the terminal.

[1177] 3. Data processing: The server compares the answer with a database of correct answers, determines whether the answer is correct, and generates feedback (e.g., "Correct! Giant pandas eat bamboo").

[1178] 4. Output: The generated feedback is sent to the terminal and displayed to the user.

[1179] Step 8: Collect and send emotion data

[1180] 1. Operation: The device collects the user's facial expressions, voice, and operation patterns and sends them to the emotion engine.

[1181] 2. Input: User's facial expression, voice, and operation pattern data.

[1182] 3. Data processing: The device converts the data collected using the camera and microphone into a format that can be analyzed by the emotion engine.

[1183] 4. Output: The converted emotion data is sent to the emotion engine.

[1184] Step 9: Analyze emotional state and provide feedback

[1185] 1. Operation: The emotion engine analyzes the received data, determines the user's emotional state, and sends the result to the server.

[1186] 2. Input: Emotion data sent from the device.

[1187] 3. Data processing: The emotion engine analyzes facial expressions, voice, and operation patterns, and compiles the results (e.g., the user is happy) into data.

[1188] 4. Output: The analysis results are sent to the server.

[1189] Step 10: Record your learning history and plan your next steps

[1190] 1. Operation: The server records the user's learning history and selects the next quiz or learning content.

[1191] 2. Input: User's learning history data and sentiment analysis results.

[1192] 3. Data processing: The server records the learning history in a database and selects the next appropriate learning content based on that.

[1193] 4. Output: The next selected learning content is sent to the device.

[1194] Step 11: Propose and implement environmental protection actions

[1195] 1. Operation: The server proposes easy-to-implement environmental protection actions and sends them to the device.

[1196] 2. Input: User's learning history and emotional state data.

[1197] 3. Data processing: The server generates environmental protection actions (e.g., "save a little bit of electricity every day") that take into account the user's motivation and sends them to the device.

[1198] 4. Output: The proposed environmental protection actions are displayed on the terminal.

[1199] Step 12: Take action and report

[1200] 1. Action: The user implements the proposed environmental protection action and reports the results to the terminal.

[1201] 2. Input: Data on the results of environmental protection actions taken by users.

[1202] 3. Data processing: The terminal converts the reported result data into a format to be sent to the server.

[1203] 4. Output: The result data of the environmental protection action is sent to the server.

[1204] This allows the system to provide users with an effective and enjoyable learning experience, provide personalized feedback using the emotion engine, and motivate users to actually participate in environmental conservation activities by suggesting appropriate environmental conservation actions.

[1205] (Application example 2)

[1206] 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."

[1207] Conventional natural environment education systems have struggled to provide a personalized learning experience because they do not adequately consider the user's learning progress or emotional state. This makes it difficult to maintain the user's interest and motivation, and they are unable to promote effective learning and environmental protection activities. Furthermore, quizzes and feedback are static and do not dynamically adjust based on the user's emotional state or learning history. As a result, there are problems such as a decline in motivation to continue learning and difficulty in providing appropriate feedback.

[1208] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[1209] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's selections and analyzing the results; means for providing feedback based on the quiz results and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for collecting the user's emotional data from the smart device, analyzing the user's emotional state using an emotion engine, and adjusting feedback and learning content based on the emotional state; means for transmitting facial and voice data to the smart device, performing emotion recognition according to appropriate prompts, and transmitting the results to the server; and means for dynamically generating learning content using a generative AI model based on the emotional state and providing it to the user. This enables a personalized learning experience that corresponds to the user's learning progress and emotional state.

[1210] "User" refers to a person who uses the system to learn about the natural environment and engage in environmental conservation activities.

[1211] "Age" refers to the user's actual age, and is information used to personalize learning content and feedback.

[1212] "Interests" refers to the themes that users want to learn about or natural environment topics that interest them, and is information used to select content.

[1213] "Content related to the natural environment" refers to text, images, videos, quizzes, etc. that contain knowledge and information about the natural environment.

[1214] "Initial Setup" is the process of selecting the initial learning content to be provided based on the user's basic information (name, age, interests).

[1215] "Interactive learning" is a form of learning where the user and the system interact with each other, and includes quizzes and feedback.

[1216] A "quiz" is a question-based task designed to confirm the user's learning content, and the answers to the questions are analyzed.

[1217] "Feedback" refers to responses and comments provided to users based on the results of the quiz, including advice on what to study next and what actions to take to protect the environment.

[1218] "Next steps" refer to learning content and environmental protection actions planned based on the user's learning progress and emotional state.

[1219] "Study history" refers to data that records what the user has learned and practiced up to now.

[1220] "Practical activities" refer to the results of users actually putting the proposed environmental protection actions into action.

[1221] A "smart device" is an electronic device that can connect to the Internet and that users use for learning, including smartphones and tablets.

[1222] "Emotion data" is data that indicates the user's emotional state, and includes physiological responses such as facial expressions and voice.

[1223] An "emotion engine" is software that analyzes collected emotion data and determines the user's emotional state.

[1224] A "generative AI model" is an algorithm that uses artificial intelligence to generate new learning content and feedback from data.

[1225] A "prompt sentence" refers to an instruction sentence or question sentence used by the emotion engine when performing emotion recognition.

[1226] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities. In particular, by combining it with an emotion engine that recognizes the user's emotional state, it provides a more personalized learning experience. The specific operation and configuration of the system are described below.

[1227] Server Roles

[1228] The server manages and processes data for the entire system. Specifically, it has the following functions:

[1229] User Preferences:

[1230] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that information. For example, appropriate learning content is provided based on information such as "Name: Takeshi, Age: 6, Interests: Animals."

[1231] Interactive learning offerings:

[1232] The server generates a quiz based on the user's selection and analyzes the results. For example, if the server asks "What do giant pandas eat?" and the user answers "bamboo," the server records the answer.

[1233] Feedback provided:

[1234] Based on the results of the quiz, the system provides feedback to the user and suggests next learning content and environmental protection actions. Specifically, if the answer is correct, the system will provide feedback such as "Correct! Giant pandas eat bamboo" and suggest the next step, "Learn about the bamboo ecosystem."

[1235] Learning history and planning your next steps:

[1236] The server records the user's learning history and practice activities and plans next steps, allowing it to continuously track the user's learning progress and provide appropriate learning content.

[1237] Device Role

[1238] The terminal provides an interface with the user and exchanges data with the server and emotion engine. It has the following functions:

[1239] Content Display:

[1240] The learning content sent from the server is displayed to the user in the form of videos, images, text, and quizzes.

[1241] Accepting user input:

[1242] It receives answers and selections from the user and sends them to the server. For example, it receives the answer "bamboo" to a quiz and sends it to the server.

[1243] Feedback display:

[1244] Display feedback and next steps sent by the server to the user, for example, "Correct! Giant pandas eat bamboo."

[1245] Emotion Recognition Data Collection:

[1246] The system uses sensors such as cameras and microphones to collect the user's facial expressions, voice, and operation patterns and send them to the emotion engine.

[1247] The role of the emotional engine

[1248] The emotion engine recognizes the user's emotional state and feeds it back to the server. It has the following functions:

[1249] Emotion recognition:

[1250] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, if the user is smiling, the system determines that the smile is "joyful."

[1251] Feedback provided:

[1252] The determined emotional state is sent to the server and used to generate the next learning content and feedback, allowing the user to continue learning while having fun.

[1253] Specific examples

[1254] Here, a specific example is given in which a user named "Takeshi" uses this system to learn about "animals."

[1255] 1. Initial Setup:

[1256] When Takeshi enters his name, age, and interests into the device, that information is sent to the server.

[1257] Example: Name: "Takeshi", Age: "6 years old", Interest: "Animals"

[1258] 2. Start interactive learning:

[1259] The device displays the content received from the server to Takeshi-kun.

[1260] Example: A quiz asking "What would a giant panda eat?"

[1261] 3. Quiz Answers and Feedback:

[1262] When Takeshi answers "bamboo," the information is sent to the server and feedback is displayed on the device.

[1263] Example: "Correct! Giant pandas eat bamboo."

[1264] 4. Emotion Recognition and Feedback:

[1265] The device sends Takeshi's facial expression data to the emotion engine, which analyzes the data and determines that it is "joy."

[1266] For example: "I recognized your smile."

[1267] 5. Plan your next steps:

[1268] The server plans the next learning content based on Takeshi's learning history and emotional state and sends it to the device.

[1269] For example: "Learn about the bamboo ecosystem."

[1270] This allows Takeshi to learn about the natural environment in a fun and effective way, and the emotional engine provides personalized feedback, promoting more effective learning and environmental protection activities.

[1271] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1272] Step 1:

[1273] The server displays a screen on the terminal for the user to enter initial information (name, age, interests). Based on this input, the server receives the user's basic information and stores it in a database. Specifically, the server receives the initial information sent from the terminal and stores it in a database.

[1274] Input: User's name, age, interests

[1275] Output: User information stored in the database

[1276] Step 2:

[1277] The server selects appropriate initial content based on the user's interests and age, and sends it to the terminal. Specifically, it references the user information, selects appropriate content from a database, and sends it to the terminal.

[1278] Input: User information (name, age, interests)

[1279] Output: The initial content sent to the device.

[1280] Step 3:

[1281] The terminal displays the initial content sent from the server to the user. Specifically, it performs processing to display the received content (text, images, videos, etc.) on the screen.

[1282] Input: Initial content (data from the server)

[1283] Output: The content that is displayed to the user

[1284] Step 4:

[1285] The terminal provides interactive learning in response to the user's selection, specifically by displaying quiz-style learning content and receiving the user's answers.

[1286] Input: User selection (quiz-style learning content)

[1287] Output: User's answer

[1288] Step 5:

[1289] The server receives the user's answer sent from the terminal and analyzes the results. Specifically, it compares the user's answer with the correct answer and determines whether it is correct or incorrect.

[1290] Input: User's answer

[1291] Output: Correct / incorrect result

[1292] Step 6:

[1293] The server generates feedback based on the quiz results and sends it to the terminal. Specifically, it creates feedback that praises the user if the answer is correct, and informs the user of the correct answer if the answer is incorrect.

[1294] Input: Correct / incorrect result

[1295] Output: Feedback (correct / incorrect message)

[1296] Step 7:

[1297] The terminal displays the feedback sent from the server to the user. Specifically, the terminal performs processing to display the received feedback on the screen.

[1298] Input: Feedback (message from server)

[1299] Output: Feedback that is displayed to the user

[1300] Step 8:

[1301] The device collects the user's facial expression and voice data and sends it to the emotion engine. Specifically, it acquires facial expression and voice data through a camera and microphone and transfers it to the emotion engine.

[1302] Input: User's facial expression and voice data

[1303] Output: Data sent to the emotion engine

[1304] Step 9:

[1305] The emotion engine analyzes the received facial and voice data to determine the user's emotional state and sends the results to the server. Specifically, it analyzes the data using an emotion analysis algorithm and determines the user's emotional state (e.g., "joy").

[1306] Input: facial expressions, voice data

[1307] Output: Emotional state (e.g., "joy")

[1308] Step 10:

[1309] The server generates the next learning content and feedback based on the emotional state received from the emotion engine. Specifically, it uses the generative AI model to dynamically create new learning content and feedback. For example, "Based on the generative AI model, generate content to learn about the bamboo ecosystem as the next learning step."

[1310] Input: Emotional state (data from the emotion engine)

[1311] Output: Next learning content, feedback

[1312] Step 11:

[1313] The server then sends the generated next learning content and feedback to the device, which then displays it to the user. Specifically, the device receives the learning content and feedback sent from the server and displays them on the screen.

[1314] Input: Next learning content, feedback (data from server)

[1315] Output: What to learn next, feedback displayed to the user

[1316] In this way, each processing step works in conjunction with the other steps to provide a personalized learning experience that is tailored to the user's learning progress and emotional state.

[1317] 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.

[1318] 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.

[1319] 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.

[1320] [Third embodiment]

[1321] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[1322] 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.

[1323] 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).

[1324] 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.

[1325] 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.

[1326] 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).

[1327] 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.

[1328] 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.

[1329] 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.

[1330] 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.

[1331] 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.

[1332] 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."

[1333] ---

[1334] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[1335] Server Roles

[1336] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1337] User Preferences:

[1338] The server receives the user's name, age, and natural environment topics of interest (e.g., animals, plants, water, etc.) and selects initial content based on them.

[1339] Quiz Generation:

[1340] Quizzes are generated based on the user's learning progress and the results are analyzed.

[1341] Feedback provided:

[1342] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[1343] Learning history record:

[1344] Record the user's learning history and practice activities in a database and plan next steps.

[1345] Device Role

[1346] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[1347] Content Display:

[1348] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[1349] Accepting user input:

[1350] It receives answers and selections from the user and sends them to the server.

[1351] Feedback display:

[1352] Display feedback and next steps sent by the server to the user.

[1353] User Roles

[1354] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[1355] Enter the initial setup information:

[1356] Enter the required basic information (name, age, topics of interest).

[1357] Participate in interactive learning:

[1358] Answer quizzes displayed on your device and study the content provided.

[1359] Environmental protection actions in practice:

[1360] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[1361] Specific examples

[1362] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[1363] 1. Initial Setup:

[1364] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[1365] 2. Start interactive learning:

[1366] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[1367] 3. Quiz Mode:

[1368] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[1369] 4. Continuing learning and feedback:

[1370] The server records Takeshi's learning history and selects the next quiz and learning content. At the same time as the next quiz and content are presented to Takeshi, environmental protection actions such as "saving a little bit of electricity every day" are also suggested.

[1371] 5. Environmental protection practices:

[1372] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[1373] This system allows children to learn about the natural environment in an effective and engaging way, and increases their motivation to participate in environmental conservation activities.

[1374] The processing flow will be explained below.

[1375] ---

[1376] Step 1:

[1377] Server: Displays a form for user registration.

[1378] Step 2:

[1379] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[1380] Step 3:

[1381] Server: Receives the data and stores it in a database.

[1382] Step 4:

[1383] Server: Selects initial content based on age and interests and sends it to the device.

[1384] Step 5:

[1385] Terminal: Displays the initial content received from the server to the user.

[1386] Step 6:

[1387] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images).

[1388] Step 7:

[1389] User: Selects the desired learning mode (we'll assume you selected Quiz).

[1390] Step 8:

[1391] Terminal: Sends a request to the server for the learning mode (quiz) selected by the user.

[1392] Step 9:

[1393] Server: Generates the quiz based on the user's selections.

[1394] Step 10:

[1395] Server: Sends the generated quiz to the device.

[1396] Step 11:

[1397] Terminal: Displays the quiz to the user.

[1398] Step 12:

[1399] Terminal: Waits for the user to answer the quiz.

[1400] Step 13:

[1401] User: Answers the quiz and sends it to the device.

[1402] Step 14:

[1403] Terminal: Sends the user's answer to the server.

[1404] Step 15:

[1405] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[1406] Step 16:

[1407] Server: Generates feedback based on the answers and sends it to the device.

[1408] Step 17:

[1409] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[1410] Step 18:

[1411] Server: Records the quiz results and updates the user's learning history.

[1412] Step 19:

[1413] Server: Selects the next quiz or learning content and sends it to the device.

[1414] Step 20:

[1415] Server: Proposes environmental protection actions (e.g., "save a little bit of electricity every day") and sends them to the device.

[1416] Step 21:

[1417] Device: Show users new quizzes, content, and suggestions for environmental action.

[1418] Step 22:

[1419] Users: Take the new quiz and implement suggested environmental actions.

[1420] Step 23:

[1421] Terminal: Records the user's progress and actions taken and sends them to the server.

[1422] Step 24:

[1423] Server: Analyzes the user's practice results and plans the next learning steps.

[1424] ---

[1425] The above are the specific processing steps of the system, through which users can effectively learn about the natural environment and practice environmental protection activities.

[1426] Example 1

[1427] 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."

[1428] In conventional environmental education systems, it was difficult to provide individual learning content and quizzes that matched the user's interests and progress, which led to problems that reduced learning effectiveness.In addition, there was a lack of suggestions for environmental conservation actions and feedback on the results of their implementation, making it difficult to raise users' environmental awareness.

[1429] 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.

[1430] In this invention, the server includes: means for initializing educational content about the natural environment based on the user's basic information and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's learning progress and analyzing the results; means for generating the content of the quiz using a generative AI model; means for providing feedback based on the results of the quiz and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; and means for displaying the feedback and next learning content to the user. This makes it possible to provide the user with personalized learning content and quizzes, improve learning effectiveness, and encourage the user to take environmental protection actions.

[1431] "User basic information" refers to personal information such as name, age, and topics of interest that a user enters into the system.

[1432] "Educational content" refers to information materials such as text, images, and videos that users can use to learn.

[1433] "Interactive learning" is a learning format in which the user interacts with the system.

[1434] "Study progress" is data indicating what the user has learned up to now and the results of that learning.

[1435] A "quiz" is a question-based evaluation test that allows users to check what they have learned.

[1436] A "generative AI model" refers to artificial intelligence technology that generates quizzes and feedback based on training data.

[1437] "Feedback" refers to the evaluation or advice given to a user in response to an answer they enter into the system.

[1438] "Environmental protection actions" are specific suggestions for actions that users can take to contribute to environmental protection.

[1439] "Learning history" is data that records what a user has learned through the system, quiz results, etc.

[1440] "Practical activities" are records of users actually taking the proposed environmental protection actions.

[1441] "Means for planning the next step" is a process for determining the next learning content and action based on the user's learning history and practical activities.

[1442] The "display means" is a mechanism for visually presenting feedback and learning content sent from the server to the user.

[1443] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[1444] Server Roles

[1445] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1446] 1. User Preferences:

[1447] The server receives basic information entered by the user (name, age, topics of interest) and selects initial content based on that information, using a database management system (e.g., MySQL).

[1448] 2. Submit learning content:

[1449] The server selects appropriate educational content (text, images, videos, etc.) based on the user's initial setting information and sends it to the user's device.

[1450] 3. Quiz generation:

[1451] The server generates quizzes based on the user's learning progress and analyzes the results. This process uses a generative AI model (e.g., GPT-3). For example, enter the following as a prompt:

[1452] text

[1453] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[1454] 4. Providing Feedback:

[1455] The server analyzes the user's quiz answers and generates appropriate feedback using natural language processing libraries (e.g., NLTK, spaCy).

[1456] 5. Record your learning history:

[1457] The server records the user's learning history and practical activities in a database and plans the next step of learning and environmental protection actions.

[1458] Device Role

[1459] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[1460] 1. Content Display:

[1461] The device displays the learning content sent from the server to the user using a web browser or a dedicated app.

[1462] 2. Receiving user input:

[1463] The device receives answers or selections entered by the user, for example via a touchscreen or keyboard, and transmits them to the server.

[1464] 3. Feedback display:

[1465] The terminal visually displays the feedback sent from the server and the next learning steps to the user, providing a graphical interface that is easy for the user to understand.

[1466] User Roles

[1467] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[1468] 1. Enter the initial setup information:

[1469] When a user first uses the system, they enter basic information such as their name, age, and topics of interest.

[1470] 2. Participate in interactive learning:

[1471] The user answers quizzes displayed on the terminal and studies the educational content provided.

[1472] 3. Environmental protection actions:

[1473] The user implements the environmental protection actions suggested by the server or device and reports the results to the device. The server receives this information and reflects it in the next learning program.

[1474] Specific examples

[1475] Below is a concrete example of a 6-year-old child using this system to learn about "animals":

[1476] 1. Initial Setup:

[1477] When a user enters their name, age, and that they are interested in animals into the device, the server stores that information in a database and selects initial content related to animals and sends it to the device.

[1478] 2. Start interactive learning:

[1479] The device displays the initial content (animal videos and images) received from the server to the user.

[1480] 3. Quiz Mode:

[1481] When a user answers a quiz about animals (for example, "What do giant pandas eat?"), the answer is sent to the server via the device. The server analyzes the answer, confirms that it is correct, and sends feedback to the device saying, "Correct! Giant pandas eat bamboo."

[1482] 4. Continuing learning and feedback:

[1483] The server records the user's learning history and selects the next quiz or learning content. Along with the next learning content or quiz, it also suggests environmental protection actions such as "saving a little bit of electricity every day."

[1484] 5. Environmental protection practices and reporting:

[1485] The user implements the proposed environmental protection actions and reports the results to the server, which then receives the information and reflects it in the next learning program.

[1486] The above is a specific embodiment of the system of the present invention, which allows users to effectively learn about the natural environment through personalized educational content and quizzes, and increases their motivation to participate in environmental conservation activities.

[1487] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1488] Step 1: Enter the initial configuration information

[1489] Users enter basic information into the system, such as their name, age, and topics of interest. This input data is sent to the server via the terminal. The server stores the received basic information in a database (e.g., MySQL). Specifically, the user enters information into an input form and clicks the submit button, which sends the data to the server.

[1490] Step 2: Select and send learning content

[1491] The server selects appropriate educational content (text, images, videos) based on the user's initial configuration information. This selection process involves searching for relevant content from a database and selecting content appropriate for the user's age and interests. The selected content is then sent to the device. Specifically, the server executes an SQL query to retrieve the content from the database and sends the results in JSON format to the device.

[1492] Step 3: View interactive learning content

[1493] The device receives the learning content sent from the server and displays it to the user. This display is done using a web browser or a dedicated app. Through this, the user can watch videos and study by looking at text and images. Specifically, the device uses HTML and JavaScript to render the received content on the screen.

[1494] Step 4: Generate and submit your quiz

[1495] The server generates quizzes based on the user's learning progress. It uses a generative AI model (e.g., GPT-3) to generate the quiz content. In the generation process, the server inputs a prompt into the AI ​​model and receives the generated quiz. The following prompt is used:

[1496] text

[1497] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[1498] The generated quiz is sent to the device. Specifically, the server sends an API request to the generating AI model and sends the returned quiz to the device.

[1499] Step 5: Submit and analyze your quiz answers

[1500] The user answers the quiz displayed on the device and sends the answer from the device to the server. The server receives the answer and analyzes whether it is correct using a natural language processing library (e.g., NLTK, spaCy). Specifically, the answer data is sent to the server, which analyzes the answer and obtains the result.

[1501] Step 6: Generate and submit feedback

[1502] The server generates appropriate feedback based on the user's quiz answers and sends it to the device. The feedback is generated using a text generation model and templates. Specifically, the server generates the feedback "Correct! Giant pandas eat bamboo" and sends it to the device.

[1503] Step 7: Record your learning history and practical activities

[1504] The server records the user's learning history and practical activities in a database, which accumulates a history of the user's learning progress and environmental protection actions. Specifically, it executes SQL queries to store the user's answers and behavioral data in the database.

[1505] Step 8: Next steps learned and proposed environmental actions

[1506] The server plans next steps and environmental protection actions based on the user's learning history and practical activities. For example, it suggests actions such as "save a little bit of electricity every day." Specifically, the server retrieves the user's history from the database, selects new content and actions based on that, and sends them to the device.

[1507] Step 9: Report on environmental protection actions

[1508] The user puts the proposed environmental protection action into practice and reports the results to the device. The device then sends this report data to the server, which receives the information and reflects it in the next learning program. Specifically, the user enters the results of their action into the input form and clicks the submit button, which sends the data to the server.

[1509] (Application example 1)

[1510] 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."

[1511] Currently, there are systems that provide users with education about the natural environment and promote environmental conservation activities, but there are only a limited number of systems that provide interactive learning in physical stores and offer rewards based on users' environmental conservation activities.In addition, there is a need to develop a system that more effectively promotes learning and practice by combining a point system to attract users' interest and in-store navigation using smart devices.

[1512] 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.

[1513] In this invention, the server includes: means for initially setting content related to the natural environment according to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for including a point system that provides rewards based on the user's environmental protection activities; and means for using a smart device to display environmental information and quizzes related to specific locations within a store. This makes it possible to promote interactive learning and environmental protection activities within a physical store and provide rewards that attract users' interest.

[1514] The "initial setup" is a preparatory stage for selecting and providing appropriate content related to the natural environment based on the user's age and interests.

[1515] "Dialogue-based learning" is an educational method in which users learn interactively, make their own choices and answers, and are presented with the next steps based on the results.

[1516] "Quiz generation" refers to creating questions to test knowledge based on the user's learning progress and choices.

[1517] "Result analysis" is a process for evaluating the answers given by the user to the quiz and generating appropriate feedback.

[1518] "Providing feedback" refers to providing information with the purpose of suggesting the next learning step or environmental protection action based on the user's quiz answers and learning content.

[1519] "Learning history" is a record of what a user has learned and what activities they have practiced.

[1520] "Environmental protection actions" refer to specific environmental protection activities that users can actually undertake.

[1521] The "point system" is a reward system that allows users to receive rewards for engaging in environmental conservation activities.

[1522] A "smart device" is an electronic device that a user can carry or wear to receive interactive information and content.

[1523] "In-store navigation" is a system that uses smart devices to display information and quizzes related to specific locations within a store.

[1524] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. Here, we will explain the specific implementation form of this system.

[1525] Server Roles

[1526] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1527] 1. User Preferences:

[1528] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[1529] 2. Quiz generation:

[1530] Quizzes are generated based on the user's learning progress and the results are analyzed.

[1531] 3. Providing Feedback:

[1532] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[1533] 4. Record your learning history:

[1534] Record the user's learning history and practice activities in a database and plan next steps.

[1535] 5. Points System:

[1536] Manage a points system that rewards users based on their environmental protection activities.

[1537] Device Role

[1538] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[1539] 1. Content Display:

[1540] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[1541] 2. Receiving user input:

[1542] It receives answers and selections from the user and sends them to the server.

[1543] 3. Feedback display:

[1544] Display feedback and next steps sent by the server to the user.

[1545] 4. Environmental information display:

[1546] Use smart devices that display environmental information and quizzes relevant to specific locations within the store.

[1547] User Roles

[1548] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[1549] 1. Enter the initial setup information:

[1550] Enter the required basic information (name, age, topics of interest).

[1551] 2. Participate in interactive learning:

[1552] Answer quizzes displayed on your device and study the content provided.

[1553] 3. Environmental protection actions:

[1554] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[1555] Specific examples

[1556] For example, imagine a user is using a smart device to study environmental education content in a store. When the user approaches a specific eco-friendly product section in the store, the smart device (e.g., smart glasses) automatically displays relevant environmental information and quizzes. After the user answers the quiz, the results are sent to the server, which then instantly generates feedback and sends it to the device. At the same time, the user's learning history and the results of their environmental protection activities are recorded, and the next learning step is planned.

[1557] Example prompts for generative AI models:

[1558] "How to build an application that uses smart devices in a store to ask users eco-related questions, determine whether the answers are correct, and provide feedback. We will explain in detail each step of the process: initializing user information, generating and displaying the quiz, accepting answers, and providing feedback."

[1559] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1560] Step 1:

[1561] User Preferences:

[1562] The user inputs initial information (name, age, and natural environment topics of interest) using the device. The device then sends this information to the server. The server stores the received user information in a database and selects appropriate initial content based on that information.

[1563] Input: User's name, age, and environmental topics of interest

[1564] Output: Selected initial content

[1565] Data manipulation: filtering content based on user age and interests

[1566] Step 2:

[1567] Content Display:

[1568] The server sends the selected initial content to the device, and the device displays the received content (text, images, videos, quizzes, etc.) to the user, who then studies it.

[1569] Input: Initial Content

[1570] Output: Content that the user learns

[1571] Data Processing: Content Delivery

[1572] Step 3:

[1573] Quiz Generation:

[1574] As the user progresses with their studies, the device sends the user's progress data to the server, which then generates quizzes based on the user's progress and sends them to the device, which then displays the quizzes to the user.

[1575] Input: User's learning progress data

[1576] Output: The generated quiz

[1577] Data Transformation: Building a Quiz Based on User Progress Data

[1578] Step 4:

[1579] Quiz Answers and Results Submission:

[1580] Users answer questions through their devices, which then send the answers to the server, which analyzes the answers and determines whether they are correct or incorrect.

[1581] Input: User's quiz answer

[1582] Output: Quiz results

[1583] Data processing: judging the answers correct and analyzing

[1584] Step 5:

[1585] Feedback provided:

[1586] The server creates appropriate feedback based on the quiz results and sends it to the terminal, which then displays the feedback to the user.

[1587] Input: Quiz result

[1588] Output: Feedback

[1589] Data processing: feedback generation

[1590] Step 6:

[1591] Learning history and proposed environmental protection actions:

[1592] The server records the user's learning history and quiz results, and then proposes the next learning content and environmental protection actions to the terminal, which then displays them to the user.

[1593] Input: User's learning history and quiz results

[1594] Output: Suggested next learning content and environmental protection actions

[1595] Data processing: Recording learning history and quiz results, planning next steps

[1596] Step 7:

[1597] Environmental protection actions in practice:

[1598] The user performs the environmental protection actions displayed on the device and reports the results to the device. The device then sends the results to the server. The server records the user's actions based on the received data and adjusts the next learning step.

[1599] Input: The result of the user's environmental action

[1600] Output: Updated training steps

[1601] Data processing: Recording practical activities and adjusting learning steps

[1602] Step 8:

[1603] Point system management:

[1604] The server awards points to users each time they engage in environmental conservation activities. The terminal displays the points to the user. The user can then check the points they have accumulated and consider how to use them.

[1605] Input: User practice data

[1606] Output: Points awarded

[1607] Data processing: Point calculation and management

[1608] 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.

[1609] ---

[1610] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[1611] Server Roles

[1612] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1613] User Preferences:

[1614] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[1615] Quiz Generation:

[1616] Quizzes are generated based on the user's learning progress and feedback from the emotion engine, and the results are analyzed.

[1617] Feedback provided:

[1618] The system analyzes the quiz answers and emotional state submitted by the user and provides appropriate feedback.

[1619] Learning history record:

[1620] Record the user's learning history and practice activities in a database and plan next steps.

[1621] Device Role

[1622] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[1623] Content Display:

[1624] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[1625] Accepting user input:

[1626] It receives answers and selections from the user and sends them to the server.

[1627] Feedback display:

[1628] Display feedback and next steps sent by the server to the user.

[1629] Emotion Recognition Data Collection:

[1630] The user's facial expressions, voice, and operation patterns are collected and sent to the emotion engine.

[1631] The role of the emotional engine

[1632] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[1633] Emotion recognition:

[1634] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state.

[1635] Feedback provided:

[1636] The determined emotional state is sent to the server and used to generate the next learning content and feedback.

[1637] User Roles

[1638] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[1639] Enter the initial setup information:

[1640] Enter the required basic information (name, age, topics of interest).

[1641] Participate in interactive learning:

[1642] Answer quizzes displayed on your device and study the content provided.

[1643] Environmental protection actions in practice:

[1644] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[1645] Specific examples

[1646] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[1647] 1. Initial Setup:

[1648] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[1649] 2. Start interactive learning:

[1650] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[1651] 3. Quiz Mode:

[1652] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[1653] 4. Emotion Recognition and Feedback:

[1654] The device sends Takeshi's facial expressions and voice data to the emotion engine, which analyzes the data, determines Takeshi's emotional state, and provides feedback to the server. If Takeshi is enjoying learning, the next quiz or content will be adjusted, such as increasing its difficulty.

[1655] 5. Continuing learning and feedback:

[1656] The server records Takeshi's learning history and selects the next quiz and learning content. It also suggests easy-to-implement environmental actions (e.g., "save a little bit of electricity every day"), taking into account Takeshi's emotional state and adopting an approach that helps him maintain his motivation.

[1657] 6. Environmental protection practices:

[1658] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[1659] This system allows children to learn about the natural environment in an engaging and effective way, while at the same time utilizing an emotion engine to provide individually optimized feedback, promoting more effective learning and environmental protection activities.

[1660] The processing flow will be explained below.

[1661] ---

[1662] Step 1:

[1663] Server: Displays a form for user registration.

[1664] Step 2:

[1665] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[1666] Step 3:

[1667] Server: Receives the submitted user data and stores it in a database.

[1668] Step 4:

[1669] Server: Selects initial content based on age and interests and sends it to the device.

[1670] Step 5:

[1671] Terminal: Displays the initial content received from the server to the user.

[1672] Step 6:

[1673] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images, etc.).

[1674] Step 7:

[1675] User: Selects the desired learning mode and enters it into the terminal (in this example, quiz mode is selected).

[1676] Step 8:

[1677] Terminal: Sends a request for the selected learning mode to the server.

[1678] Step 9:

[1679] Server: Generates the quiz based on the user's selections.

[1680] Step 10:

[1681] Server: Sends the generated quiz to the device.

[1682] Step 11:

[1683] Terminal: Displays the quiz to the user.

[1684] Step 12:

[1685] User: Answers the quiz and sends the answers to the device.

[1686] Step 13:

[1687] Terminal: Sends the user's answer to the server.

[1688] Step 14:

[1689] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[1690] Step 15:

[1691] Server: Generates feedback based on the answers and sends it to the device.

[1692] Step 16:

[1693] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[1694] Step 17:

[1695] Terminal: Sends the user's facial expressions, voice, and operation patterns to the emotion engine.

[1696] Step 18:

[1697] Emotion engine: Analyzes facial expressions and voice data to determine the user's emotional state.

[1698] Step 19:

[1699] Emotion engine: Sends the judgment results to the server.

[1700] Step 20:

[1701] Server: Receives feedback from the emotion engine and adjusts the next learning content and feedback.

[1702] Step 21:

[1703] Server: Records the user's learning history and selects the next quiz or learning content.

[1704] Step 22:

[1705] Server: Suggests easy-to-implement environmental protection actions and sends these suggestions to devices.

[1706] Step 23:

[1707] Device: Show users new quizzes, content, and suggestions for environmental actions.

[1708] Step 24:

[1709] Users: Take the new quiz and implement suggested environmental actions.

[1710] Step 25:

[1711] Device: Sends information about the user's progress and actions taken to the server.

[1712] Step 26:

[1713] Server: Analyzes the user's practice results and plans the next steps taking into account the feedback from the emotion engine.

[1714] ---

[1715] The above are the specific processing steps of the system, which allows users to effectively learn about the natural environment and provides feedback and learning experiences according to their emotional state.

[1716] Example 2

[1717] 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."

[1718] Conventional interactive learning systems do not provide feedback or adjust learning content based on the user's emotional state, resulting in challenges in maintaining learning effectiveness and motivation. Furthermore, when suggesting environmental protection actions, the system is unable to reflect the user's emotional state, making it difficult to provide an individually optimized approach. Therefore, a system that provides a more personalized learning experience and promotes environmental protection activities is needed.

[1719] 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.

[1720] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for analyzing the user's facial expressions, voice, and operation patterns to determine the user's emotional state; means for adjusting the learning content and feedback based on the determination result of the emotional state; and means for analyzing the user's emotional state using an emotion engine and transmitting the results to the server. This makes it possible to provide a personalized learning experience that takes the user's emotional state into consideration and promote environmental protection activities.

[1721] (definition statement)

[1722] A "user" is an entity that uses the system to learn or engage in practical activities, and receives content related to the natural environment that is appropriate for their age and interests.

[1723] A "server" is a device or system that plays a central role in managing and processing data for the entire system, selecting learning content, generating quizzes, providing feedback, and recording learning history.

[1724] A "terminal" is a device that provides an interface with the user, exchanges data with the server and emotion engine, and displays learning content and feedback.

[1725] An "emotion engine" is a system or software that analyzes a user's facial expressions, voice, and operation patterns to determine the user's emotional state and provide feedback to the server.

[1726] "Content related to the natural environment" is information such as text, images, videos, and quizzes that provide users with knowledge about the natural environment.

[1727] "Interactive learning" is a learning method in which the user progresses through interaction with the system by answering quizzes and questions.

[1728] A "quiz" is a set of questions related to the learning content that users can answer to check their knowledge and evaluate their progress.

[1729] "Feedback" refers to the evaluation and next step instructions provided by the system based on the user's quiz answer results and learning status.

[1730] "Learning history" is a record of the learning and practical activities that a user has performed through the system, and is data that is used to plan the next step.

[1731] "Environmental protection actions" are specific actions or suggestions for protecting the natural environment that users can put into practice.

[1732] An "expression" is a specific state that is produced by the muscle movements of the user's face, and is data that the emotion engine uses to determine the emotional state.

[1733] "Sound" refers to data such as the waveform and tone of the sound emitted by the user, and is data that the emotion engine uses to determine the emotional state.

[1734] An "operation pattern" is data that indicates the tendencies and characteristics of actions taken when a user operates a terminal, and is used by the emotion engine to determine the emotional state.

[1735] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[1736] Server Roles

[1737] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1738] 1. User Preferences:

[1739] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that. For example, if a 6-year-old user expresses an interest in "animals," the server will select content related to animals.

[1740] 2. Quiz generation:

[1741] The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and analyzes the results. For example, it generates a quiz titled "What do giant pandas eat?" and evaluates the user's answers.

[1742] 3. Providing Feedback:

[1743] The server analyzes the user's answers and emotional state and provides appropriate feedback. For example, if the user answers correctly, the server returns "You got it right!"

[1744] 4. Record your learning history:

[1745] The server records the user's learning history and practical activities in a database and plans next steps, thereby continually updating the learning program.

[1746] Device Role

[1747] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[1748] 1. Content Display:

[1749] The learning content (text, images, videos, quizzes, etc.) sent from the server is displayed to the user. For example, videos of animals and explanatory text are displayed.

[1750] 2. Receiving user input:

[1751] It receives answers and selections from the user and sends them to the server. For example, when a user enters answers to a quiz, it sends the data to the server.

[1752] 3. Feedback display:

[1753] Display feedback or next steps sent by the server to the user, for example, "Correct! Proceed to the next question."

[1754] 4. Emotion Recognition Data Collection:

[1755] The user's facial expressions, voice, and operation patterns are collected using a camera and microphone, and the data is sent to the emotion engine.

[1756] The role of the emotional engine

[1757] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[1758] 1. Emotion recognition:

[1759] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, it determines whether the user is enjoying learning based on their smile or tone of voice.

[1760] 2. Providing Feedback:

[1761] The emotion engine sends the determined emotional state to the server and uses it to generate the next learning content and feedback. For example, if the user is happy, the difficulty of the next content will be increased slightly.

[1762] User Roles

[1763] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[1764] 1. Enter the initial setup information:

[1765] Enter the required basic information (name, age, topics of interest) e.g., a user enters their own information.

[1766] 2. Participate in interactive learning:

[1767] Answer quizzes displayed on the device and study the provided content. For example, the user challenges the quiz provided.

[1768] 3. Environmental protection actions:

[1769] The system implements environmental protection actions suggested by the server or device and reports the results to the device. For example, a user can implement an action such as "save a little bit of electricity every day" and report the results.

[1770] Specific examples and prompts for generative AI models

[1771] Here is a concrete example of a 6-year-old user using this system to learn about "animals":

[1772] 1. Initial Setup:

[1773] The server stores the user's age and interest in "animals" in a database, selects simple and easy-to-understand initial content about animals, and sends it to the device.

[1774] 2. Start interactive learning:

[1775] The device displays the initial content received from the server to the user. Users can choose from multiple learning formats, such as quizzes, explanatory videos, and images, to keep the content interesting.

[1776] 3. Quiz Mode:

[1777] The question "What do giant pandas eat?" is displayed on the device. If the user answers "bamboo," the answer is sent to the server, which confirms that the answer is correct and generates feedback saying "Correct! Giant pandas eat bamboo," which is sent to the device.

[1778] 4. Emotion Recognition and Feedback:

[1779] The device sends the user's facial expressions and voice data to the emotion engine, which analyzes the data, determines the user's emotional state, and provides feedback to the server. If the user is enjoying learning, the system adjusts the difficulty of the next quiz or content, for example by increasing it.

[1780] 5. Continuing learning and feedback:

[1781] The server records the user's learning history and selects the next quiz or learning content. It also suggests easy-to-follow environmental protection actions (e.g., "save a little electricity every day"), taking into account the user's emotional state and taking an approach that helps maintain motivation.

[1782] 6. Environmental protection practices:

[1783] The user implements the proposed environmental protection actions and reports the results to the device. The server receives the information and reflects it in the next learning program.

[1784] Example prompts for generative AI models

[1785] Sample Prompt 1: Generate a scenario in which a 6-year-old child begins learning about "animals" and answers his first quiz question: "What do giant pandas eat?"

[1786] Sample prompt 2: Describe a scenario in which a child's facial expression of joy and tone of voice after answering a quiz correctly are analyzed and that emotional feedback is sent to a server.

[1787] This allows the system to provide users with an effective and enjoyable learning experience. Utilizing an emotion engine, the system provides personalized feedback, keeping users motivated and encouraging them to participate in environmental conservation activities.

[1788] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1789] Program processing flow

[1790] Step 1: Enter basic user information

[1791] 1. Operation: The user enters their name, age, and natural environment topics of interest into the system.

[1792] 2. Input: User enters name, age, and topic of interest (e.g., "Name: Takeshi, Age: 6, Interests: Animals").

[1793] 3. Data processing: The terminal converts the input information into a data structure and prepares it for transmission to the server.

[1794] 4. Output: The structured user information is sent to the server.

[1795] Step 2: Selecting initial content

[1796] 1. Operation: The server stores the received user information in a database and selects relevant initial content based on that information.

[1797] 2. Input: Basic information of the user sent from the terminal.

[1798] 3. Data processing: The server refers to the database and searches for and selects initial content (e.g., videos or text about animals) appropriate for the user's interests and age.

[1799] 4. Output: The selected initial content is sent to the terminal.

[1800] Step 3: Display content

[1801] 1. Operation: The terminal displays the learning content received from the server to the user.

[1802] 2. Input: The initial content sent from the server (text, images, videos, quizzes, etc.).

[1803] 3. Data processing: The terminal converts the received content into a format that can be displayed on the user interface.

[1804] 4. Output: Users can visually view the learning content.

[1805] Step 4: Engage in interactive learning

[1806] 1. How it works: The user views the presented content and then answers the quiz that appears.

[1807] 2. Input: The learning content displayed on the device.

[1808] 3. Data processing: The terminal receives input from the user and moves to the next quiz screen.

[1809] 4. Output: The quiz is ready for the user to answer.

[1810] Step 5: Generate and display the quiz

[1811] 1. Operation: The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and sends them to the device.

[1812] 2. Input: User learning progress data sent from the device and feedback from the emotion engine.

[1813] 3. Data processing: The server generates an appropriate quiz (e.g., "What do giant pandas eat?") based on the user's past learning history and emotional data.

[1814] 4. Output: The generated quiz is sent to the terminal and displayed to the user.

[1815] Step 6: Receive quiz answers

[1816] 1. Operation: The user answers the displayed quiz, and the device sends the answer to the server.

[1817] 2. Input: The displayed quiz and the user's answer (e.g., "What do giant pandas eat?" with the answer "bamboo").

[1818] 3. Data processing: The terminal converts the user's answers into a data structure and prepares it for transmission to the server.

[1819] 4. Output: The user's answer is sent to the server.

[1820] Step 7: Evaluate and provide feedback on your answers

[1821] 1. Operation: The server evaluates the user's answers and generates appropriate feedback and sends it to the device.

[1822] 2. Input: User response data sent from the terminal.

[1823] 3. Data processing: The server compares the answer with a database of correct answers, determines whether the answer is correct, and generates feedback (e.g., "Correct! Giant pandas eat bamboo").

[1824] 4. Output: The generated feedback is sent to the terminal and displayed to the user.

[1825] Step 8: Collect and send emotion data

[1826] 1. Operation: The device collects the user's facial expressions, voice, and operation patterns and sends them to the emotion engine.

[1827] 2. Input: User's facial expression, voice, and operation pattern data.

[1828] 3. Data processing: The device converts the data collected using the camera and microphone into a format that can be analyzed by the emotion engine.

[1829] 4. Output: The converted emotion data is sent to the emotion engine.

[1830] Step 9: Analyze emotional state and provide feedback

[1831] 1. Operation: The emotion engine analyzes the received data, determines the user's emotional state, and sends the result to the server.

[1832] 2. Input: Emotion data sent from the device.

[1833] 3. Data processing: The emotion engine analyzes facial expressions, voice, and operation patterns, and compiles the results (e.g., the user is happy) into data.

[1834] 4. Output: The analysis results are sent to the server.

[1835] Step 10: Record your learning history and plan your next steps

[1836] 1. Operation: The server records the user's learning history and selects the next quiz or learning content.

[1837] 2. Input: User's learning history data and sentiment analysis results.

[1838] 3. Data processing: The server records the learning history in a database and selects the next appropriate learning content based on that.

[1839] 4. Output: The next selected learning content is sent to the device.

[1840] Step 11: Propose and implement environmental protection actions

[1841] 1. Operation: The server proposes easy-to-implement environmental protection actions and sends them to the device.

[1842] 2. Input: User's learning history and emotional state data.

[1843] 3. Data processing: The server generates environmental protection actions (e.g., "save a little bit of electricity every day") that take into account the user's motivation and sends them to the device.

[1844] 4. Output: The proposed environmental protection actions are displayed on the terminal.

[1845] Step 12: Take action and report

[1846] 1. Action: The user implements the proposed environmental protection action and reports the results to the terminal.

[1847] 2. Input: Data on the results of environmental protection actions taken by users.

[1848] 3. Data processing: The terminal converts the reported result data into a format to be sent to the server.

[1849] 4. Output: The result data of the environmental protection action is sent to the server.

[1850] This allows the system to provide users with an effective and enjoyable learning experience, provide personalized feedback using the emotion engine, and motivate users to actually participate in environmental conservation activities by suggesting appropriate environmental conservation actions.

[1851] (Application example 2)

[1852] 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."

[1853] Conventional natural environment education systems have struggled to provide a personalized learning experience because they do not adequately consider the user's learning progress or emotional state. This makes it difficult to maintain the user's interest and motivation, and they are unable to promote effective learning and environmental protection activities. Furthermore, quizzes and feedback are static and do not dynamically adjust based on the user's emotional state or learning history. As a result, there are problems such as a decline in motivation to continue learning and difficulty in providing appropriate feedback.

[1854] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[1855] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's selections and analyzing the results; means for providing feedback based on the quiz results and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for collecting the user's emotional data from the smart device, analyzing the user's emotional state using an emotion engine, and adjusting feedback and learning content based on the emotional state; means for transmitting facial and voice data to the smart device, performing emotion recognition according to appropriate prompts, and transmitting the results to the server; and means for dynamically generating learning content using a generative AI model based on the emotional state and providing it to the user. This enables a personalized learning experience that corresponds to the user's learning progress and emotional state.

[1856] "User" refers to a person who uses the system to learn about the natural environment and engage in environmental conservation activities.

[1857] "Age" refers to the user's actual age, and is information used to personalize learning content and feedback.

[1858] "Interests" refers to the themes that users want to learn about or natural environment topics that interest them, and is information used to select content.

[1859] "Content related to the natural environment" refers to text, images, videos, quizzes, etc. that contain knowledge and information about the natural environment.

[1860] "Initial Setup" is the process of selecting the initial learning content to be provided based on the user's basic information (name, age, interests).

[1861] "Interactive learning" is a form of learning where the user and the system interact with each other, and includes quizzes and feedback.

[1862] A "quiz" is a question-based task designed to confirm the user's learning content, and the answers to the questions are analyzed.

[1863] "Feedback" refers to responses and comments provided to users based on the results of the quiz, including advice on what to study next and what actions to take to protect the environment.

[1864] "Next steps" refer to learning content and environmental protection actions planned based on the user's learning progress and emotional state.

[1865] "Study history" refers to data that records what the user has learned and practiced up to now.

[1866] "Practical activities" refer to the results of users actually putting the proposed environmental protection actions into action.

[1867] A "smart device" is an electronic device that can connect to the Internet and that users use for learning, including smartphones and tablets.

[1868] "Emotion data" is data that indicates the user's emotional state, and includes physiological responses such as facial expressions and voice.

[1869] An "emotion engine" is software that analyzes collected emotion data and determines the user's emotional state.

[1870] A "generative AI model" is an algorithm that uses artificial intelligence to generate new learning content and feedback from data.

[1871] A "prompt sentence" refers to an instruction sentence or question sentence used by the emotion engine when performing emotion recognition.

[1872] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities. In particular, by combining it with an emotion engine that recognizes the user's emotional state, it provides a more personalized learning experience. The specific operation and configuration of the system are described below.

[1873] Server Roles

[1874] The server manages and processes data for the entire system. Specifically, it has the following functions:

[1875] User Preferences:

[1876] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that information. For example, appropriate learning content is provided based on information such as "Name: Takeshi, Age: 6, Interests: Animals."

[1877] Interactive learning offerings:

[1878] The server generates a quiz based on the user's selection and analyzes the results. For example, if the server asks "What do giant pandas eat?" and the user answers "bamboo," the server records the answer.

[1879] Feedback provided:

[1880] Based on the results of the quiz, the system provides feedback to the user and suggests next learning content and environmental protection actions. Specifically, if the answer is correct, the system will provide feedback such as "Correct! Giant pandas eat bamboo" and suggest the next step, "Learn about the bamboo ecosystem."

[1881] Learning history and planning your next steps:

[1882] The server records the user's learning history and practice activities and plans next steps, allowing it to continuously track the user's learning progress and provide appropriate learning content.

[1883] Device Role

[1884] The terminal provides an interface with the user and exchanges data with the server and emotion engine. It has the following functions:

[1885] Content Display:

[1886] The learning content sent from the server is displayed to the user in the form of videos, images, text, and quizzes.

[1887] Accepting user input:

[1888] It receives answers and selections from the user and sends them to the server. For example, it receives the answer "bamboo" to a quiz and sends it to the server.

[1889] Feedback display:

[1890] Display feedback and next steps sent by the server to the user, for example, "Correct! Giant pandas eat bamboo."

[1891] Emotion Recognition Data Collection:

[1892] The system uses sensors such as cameras and microphones to collect the user's facial expressions, voice, and operation patterns and send them to the emotion engine.

[1893] The role of the emotional engine

[1894] The emotion engine recognizes the user's emotional state and feeds it back to the server. It has the following functions:

[1895] Emotion recognition:

[1896] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, if the user is smiling, the system determines that the smile is "joyful."

[1897] Feedback provided:

[1898] The determined emotional state is sent to the server and used to generate the next learning content and feedback, allowing the user to continue learning while having fun.

[1899] Specific examples

[1900] Here, a specific example is given in which a user named "Takeshi" uses this system to learn about "animals."

[1901] 1. Initial Setup:

[1902] When Takeshi enters his name, age, and interests into the device, that information is sent to the server.

[1903] Example: Name: "Takeshi", Age: "6 years old", Interest: "Animals"

[1904] 2. Start interactive learning:

[1905] The device displays the content received from the server to Takeshi-kun.

[1906] Example: A quiz asking "What would a giant panda eat?"

[1907] 3. Quiz Answers and Feedback:

[1908] When Takeshi answers "bamboo," the information is sent to the server and feedback is displayed on the device.

[1909] Example: "Correct! Giant pandas eat bamboo."

[1910] 4. Emotion Recognition and Feedback:

[1911] The device sends Takeshi's facial expression data to the emotion engine, which analyzes the data and determines that it is "joy."

[1912] For example: "I recognized your smile."

[1913] 5. Plan your next steps:

[1914] The server plans the next learning content based on Takeshi's learning history and emotional state and sends it to the device.

[1915] For example: "Learn about the bamboo ecosystem."

[1916] This allows Takeshi to learn about the natural environment in a fun and effective way, and the emotional engine provides personalized feedback, promoting more effective learning and environmental protection activities.

[1917] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1918] Step 1:

[1919] The server displays a screen on the terminal for the user to enter initial information (name, age, interests). Based on this input, the server receives the user's basic information and stores it in a database. Specifically, the server receives the initial information sent from the terminal and stores it in a database.

[1920] Input: User's name, age, interests

[1921] Output: User information stored in the database

[1922] Step 2:

[1923] The server selects appropriate initial content based on the user's interests and age, and sends it to the terminal. Specifically, it references the user information, selects appropriate content from a database, and sends it to the terminal.

[1924] Input: User information (name, age, interests)

[1925] Output: The initial content sent to the device.

[1926] Step 3:

[1927] The terminal displays the initial content sent from the server to the user. Specifically, it performs processing to display the received content (text, images, videos, etc.) on the screen.

[1928] Input: Initial content (data from the server)

[1929] Output: The content that is displayed to the user

[1930] Step 4:

[1931] The terminal provides interactive learning in response to the user's selection, specifically by displaying quiz-style learning content and receiving the user's answers.

[1932] Input: User selection (quiz-style learning content)

[1933] Output: User's answer

[1934] Step 5:

[1935] The server receives the user's answer sent from the terminal and analyzes the results. Specifically, it compares the user's answer with the correct answer and determines whether it is correct or incorrect.

[1936] Input: User's answer

[1937] Output: Correct / incorrect result

[1938] Step 6:

[1939] The server generates feedback based on the quiz results and sends it to the terminal. Specifically, it creates feedback that praises the user if the answer is correct, and informs the user of the correct answer if the answer is incorrect.

[1940] Input: Correct / incorrect result

[1941] Output: Feedback (correct / incorrect message)

[1942] Step 7:

[1943] The terminal displays the feedback sent from the server to the user. Specifically, the terminal performs processing to display the received feedback on the screen.

[1944] Input: Feedback (message from server)

[1945] Output: Feedback that is displayed to the user

[1946] Step 8:

[1947] The device collects the user's facial expression and voice data and sends it to the emotion engine. Specifically, it acquires facial expression and voice data through a camera and microphone and transfers it to the emotion engine.

[1948] Input: User's facial expression and voice data

[1949] Output: Data sent to the emotion engine

[1950] Step 9:

[1951] The emotion engine analyzes the received facial and voice data to determine the user's emotional state and sends the results to the server. Specifically, it analyzes the data using an emotion analysis algorithm and determines the user's emotional state (e.g., "joy").

[1952] Input: facial expressions, voice data

[1953] Output: Emotional state (e.g., "joy")

[1954] Step 10:

[1955] The server generates the next learning content and feedback based on the emotional state received from the emotion engine. Specifically, it uses the generative AI model to dynamically create new learning content and feedback. For example, "Based on the generative AI model, generate content to learn about the bamboo ecosystem as the next learning step."

[1956] Input: Emotional state (data from the emotion engine)

[1957] Output: Next learning content, feedback

[1958] Step 11:

[1959] The server then sends the generated next learning content and feedback to the device, which then displays it to the user. Specifically, the device receives the learning content and feedback sent from the server and displays them on the screen.

[1960] Input: Next learning content, feedback (data from server)

[1961] Output: What to learn next, feedback displayed to the user

[1962] In this way, each processing step works in conjunction with the other steps to provide a personalized learning experience that is tailored to the user's learning progress and emotional state.

[1963] 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.

[1964] 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.

[1965] 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.

[1966] [Fourth embodiment]

[1967] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1968] 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.

[1969] 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).

[1970] 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.

[1971] 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.

[1972] 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).

[1973] 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.

[1974] 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.

[1975] 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.

[1976] 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.

[1977] 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.

[1978] 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.

[1979] 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."

[1980] ---

[1981] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[1982] Server Roles

[1983] The server is the central point for managing and processing data for the entire system. It has the following functions:

[1984] User Preferences:

[1985] The server receives the user's name, age, and natural environment topics of interest (e.g., animals, plants, water, etc.) and selects initial content based on them.

[1986] Quiz Generation:

[1987] Quizzes are generated based on the user's learning progress and the results are analyzed.

[1988] Feedback provided:

[1989] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[1990] Learning history record:

[1991] Record the user's learning history and practice activities in a database and plan next steps.

[1992] Device Role

[1993] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[1994] Content Display:

[1995] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[1996] Accepting user input:

[1997] It receives answers and selections from the user and sends them to the server.

[1998] Feedback display:

[1999] Display feedback and next steps sent by the server to the user.

[2000] User Roles

[2001] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[2002] Enter the initial setup information:

[2003] Enter the required basic information (name, age, topics of interest).

[2004] Participate in interactive learning:

[2005] Answer quizzes displayed on your device and study the content provided.

[2006] Environmental protection actions in practice:

[2007] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[2008] Specific examples

[2009] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[2010] 1. Initial Setup:

[2011] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[2012] 2. Start interactive learning:

[2013] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[2014] 3. Quiz Mode:

[2015] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[2016] 4. Continuing learning and feedback:

[2017] The server records Takeshi's learning history and selects the next quiz and learning content. At the same time as the next quiz and content are presented to Takeshi, environmental protection actions such as "saving a little bit of electricity every day" are also suggested.

[2018] 5. Environmental protection practices:

[2019] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[2020] This system allows children to learn about the natural environment in an effective and engaging way, and increases their motivation to participate in environmental conservation activities.

[2021] The processing flow will be explained below.

[2022] ---

[2023] Step 1:

[2024] Server: Displays a form for user registration.

[2025] Step 2:

[2026] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[2027] Step 3:

[2028] Server: Receives the data and stores it in a database.

[2029] Step 4:

[2030] Server: Selects initial content based on age and interests and sends it to the device.

[2031] Step 5:

[2032] Terminal: Displays the initial content received from the server to the user.

[2033] Step 6:

[2034] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images).

[2035] Step 7:

[2036] User: Selects the desired learning mode (we'll assume you selected Quiz).

[2037] Step 8:

[2038] Terminal: Sends a request to the server for the learning mode (quiz) selected by the user.

[2039] Step 9:

[2040] Server: Generates the quiz based on the user's selections.

[2041] Step 10:

[2042] Server: Sends the generated quiz to the device.

[2043] Step 11:

[2044] Terminal: Displays the quiz to the user.

[2045] Step 12:

[2046] Terminal: Waits for the user to answer the quiz.

[2047] Step 13:

[2048] User: Answers the quiz and sends it to the device.

[2049] Step 14:

[2050] Terminal: Sends the user's answer to the server.

[2051] Step 15:

[2052] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[2053] Step 16:

[2054] Server: Generates feedback based on the answers and sends it to the device.

[2055] Step 17:

[2056] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[2057] Step 18:

[2058] Server: Records the quiz results and updates the user's learning history.

[2059] Step 19:

[2060] Server: Selects the next quiz or learning content and sends it to the device.

[2061] Step 20:

[2062] Server: Proposes environmental protection actions (e.g., "save a little bit of electricity every day") and sends them to the device.

[2063] Step 21:

[2064] Device: Show users new quizzes, content, and suggestions for environmental action.

[2065] Step 22:

[2066] Users: Take the new quiz and implement suggested environmental actions.

[2067] Step 23:

[2068] Terminal: Records the user's progress and actions taken and sends them to the server.

[2069] Step 24:

[2070] Server: Analyzes the user's practice results and plans the next learning steps.

[2071] ---

[2072] The above are the specific processing steps of the system, through which users can effectively learn about the natural environment and practice environmental protection activities.

[2073] Example 1

[2074] 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."

[2075] In conventional environmental education systems, it was difficult to provide individual learning content and quizzes that matched the user's interests and progress, which led to problems that reduced learning effectiveness.In addition, there was a lack of suggestions for environmental conservation actions and feedback on the results of their implementation, making it difficult to raise users' environmental awareness.

[2076] 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.

[2077] In this invention, the server includes: means for initializing educational content about the natural environment based on the user's basic information and interests; means for providing the user with interactive learning based on the content; means for generating quizzes based on the user's learning progress and analyzing the results; means for generating the content of the quiz using a generative AI model; means for providing feedback based on the results of the quiz and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; and means for displaying the feedback and next learning content to the user. This makes it possible to provide the user with personalized learning content and quizzes, improve learning effectiveness, and encourage the user to take environmental protection actions.

[2078] "User basic information" refers to personal information such as name, age, and topics of interest that a user enters into the system.

[2079] "Educational content" refers to information materials such as text, images, and videos that users can use to learn.

[2080] "Interactive learning" is a learning format in which the user interacts with the system.

[2081] "Study progress" is data indicating what the user has learned up to now and the results of that learning.

[2082] A "quiz" is a question-based evaluation test that allows users to check what they have learned.

[2083] A "generative AI model" refers to artificial intelligence technology that generates quizzes and feedback based on training data.

[2084] "Feedback" refers to the evaluation or advice given to a user in response to an answer they enter into the system.

[2085] "Environmental protection actions" are specific suggestions for actions that users can take to contribute to environmental protection.

[2086] "Learning history" is data that records what a user has learned through the system, quiz results, etc.

[2087] "Practical activities" are records of users actually taking the proposed environmental protection actions.

[2088] "Means for planning the next step" is a process for determining the next learning content and action based on the user's learning history and practical activities.

[2089] The "display means" is a mechanism for visually presenting feedback and learning content sent from the server to the user.

[2090] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. The specific operation and processing flow of the system are explained below.

[2091] Server Roles

[2092] The server is the central point for managing and processing data for the entire system. It has the following functions:

[2093] 1. User Preferences:

[2094] The server receives basic information entered by the user (name, age, topics of interest) and selects initial content based on that information, using a database management system (e.g., MySQL).

[2095] 2. Submit learning content:

[2096] The server selects appropriate educational content (text, images, videos, etc.) based on the user's initial setting information and sends it to the user's device.

[2097] 3. Quiz generation:

[2098] The server generates quizzes based on the user's learning progress and analyzes the results. This process uses a generative AI model (e.g., GPT-3). For example, enter the following as a prompt:

[2099] text

[2100] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[2101] 4. Providing Feedback:

[2102] The server analyzes the user's quiz answers and generates appropriate feedback using natural language processing libraries (e.g., NLTK, spaCy).

[2103] 5. Record your learning history:

[2104] The server records the user's learning history and practical activities in a database and plans the next step of learning and environmental protection actions.

[2105] Device Role

[2106] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[2107] 1. Content Display:

[2108] The device displays the learning content sent from the server to the user using a web browser or a dedicated app.

[2109] 2. Receiving user input:

[2110] The device receives answers or selections entered by the user, for example via a touchscreen or keyboard, and transmits them to the server.

[2111] 3. Feedback display:

[2112] The terminal visually displays the feedback sent from the server and the next learning steps to the user, providing a graphical interface that is easy for the user to understand.

[2113] User Roles

[2114] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[2115] 1. Enter the initial setup information:

[2116] When a user first uses the system, they enter basic information such as their name, age, and topics of interest.

[2117] 2. Participate in interactive learning:

[2118] The user answers quizzes displayed on the terminal and studies the educational content provided.

[2119] 3. Environmental protection actions:

[2120] The user implements the environmental protection actions suggested by the server or device and reports the results to the device. The server receives this information and reflects it in the next learning program.

[2121] Specific examples

[2122] Below is a concrete example of a 6-year-old child using this system to learn about "animals":

[2123] 1. Initial Setup:

[2124] When a user enters their name, age, and that they are interested in animals into the device, the server stores that information in a database and selects initial content related to animals and sends it to the device.

[2125] 2. Start interactive learning:

[2126] The device displays the initial content (animal videos and images) received from the server to the user.

[2127] 3. Quiz Mode:

[2128] When a user answers a quiz about animals (for example, "What do giant pandas eat?"), the answer is sent to the server via the device. The server analyzes the answer, confirms that it is correct, and sends feedback to the device saying, "Correct! Giant pandas eat bamboo."

[2129] 4. Continuing learning and feedback:

[2130] The server records the user's learning history and selects the next quiz or learning content. Along with the next learning content or quiz, it also suggests environmental protection actions such as "saving a little bit of electricity every day."

[2131] 5. Environmental protection practices and reporting:

[2132] The user implements the proposed environmental protection actions and reports the results to the server, which then receives the information and reflects it in the next learning program.

[2133] The above is a specific embodiment of the system of the present invention, which allows users to effectively learn about the natural environment through personalized educational content and quizzes, and increases their motivation to participate in environmental conservation activities.

[2134] The flow of the identification process in the first embodiment will be described with reference to FIG.

[2135] Step 1: Enter the initial configuration information

[2136] Users enter basic information into the system, such as their name, age, and topics of interest. This input data is sent to the server via the terminal. The server stores the received basic information in a database (e.g., MySQL). Specifically, the user enters information into an input form and clicks the submit button, which sends the data to the server.

[2137] Step 2: Select and send learning content

[2138] The server selects appropriate educational content (text, images, videos) based on the user's initial configuration information. This selection process involves searching for relevant content from a database and selecting content appropriate for the user's age and interests. The selected content is then sent to the device. Specifically, the server executes an SQL query to retrieve the content from the database and sends the results in JSON format to the device.

[2139] Step 3: View interactive learning content

[2140] The device receives the learning content sent from the server and displays it to the user. This display is done using a web browser or a dedicated app. Through this, the user can watch videos and study by looking at text and images. Specifically, the device uses HTML and JavaScript to render the received content on the screen.

[2141] Step 4: Generate and submit your quiz

[2142] The server generates quizzes based on the user's learning progress. It uses a generative AI model (e.g., GPT-3) to generate the quiz content. In the generation process, the server inputs a prompt into the AI ​​model and receives the generated quiz. The following prompt is used:

[2143] text

[2144] This is an environmental education system for children. The target age is 6 years old and the interest is "animals." Please generate a beginner-friendly quiz as the next learning content. Also, please provide feedback based on the user's learning progress.

[2145] The generated quiz is sent to the device. Specifically, the server sends an API request to the generating AI model and sends the returned quiz to the device.

[2146] Step 5: Submit and analyze your quiz answers

[2147] The user answers the quiz displayed on the device and sends the answer from the device to the server. The server receives the answer and analyzes whether it is correct using a natural language processing library (e.g., NLTK, spaCy). Specifically, the answer data is sent to the server, which analyzes the answer and obtains the result.

[2148] Step 6: Generate and submit feedback

[2149] The server generates appropriate feedback based on the user's quiz answers and sends it to the device. The feedback is generated using a text generation model and templates. Specifically, the server generates the feedback "Correct! Giant pandas eat bamboo" and sends it to the device.

[2150] Step 7: Record your learning history and practical activities

[2151] The server records the user's learning history and practical activities in a database, which accumulates a history of the user's learning progress and environmental protection actions. Specifically, it executes SQL queries to store the user's answers and behavioral data in the database.

[2152] Step 8: Next steps learned and proposed environmental actions

[2153] The server plans next steps and environmental protection actions based on the user's learning history and practical activities. For example, it suggests actions such as "save a little bit of electricity every day." Specifically, the server retrieves the user's history from the database, selects new content and actions based on that, and sends them to the device.

[2154] Step 9: Report on environmental protection actions

[2155] The user puts the proposed environmental protection action into practice and reports the results to the device. The device then sends this report data to the server, which receives the information and reflects it in the next learning program. Specifically, the user enters the results of their action into the input form and clicks the submit button, which sends the data to the server.

[2156] (Application example 1)

[2157] 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."

[2158] Currently, there are systems that provide users with education about the natural environment and promote environmental conservation activities, but there are only a limited number of systems that provide interactive learning in physical stores and offer rewards based on users' environmental conservation activities.In addition, there is a need to develop a system that more effectively promotes learning and practice by combining a point system to attract users' interest and in-store navigation using smart devices.

[2159] 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.

[2160] In this invention, the server includes: means for initially setting content related to the natural environment according to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for including a point system that provides rewards based on the user's environmental protection activities; and means for using a smart device to display environmental information and quizzes related to specific locations within a store. This makes it possible to promote interactive learning and environmental protection activities within a physical store and provide rewards that attract users' interest.

[2161] The "initial setup" is a preparatory stage for selecting and providing appropriate content related to the natural environment based on the user's age and interests.

[2162] "Dialogue-based learning" is an educational method in which users learn interactively, make their own choices and answers, and are presented with the next steps based on the results.

[2163] "Quiz generation" refers to creating questions to test knowledge based on the user's learning progress and choices.

[2164] "Result analysis" is a process for evaluating the answers given by the user to the quiz and generating appropriate feedback.

[2165] "Providing feedback" refers to providing information with the purpose of suggesting the next learning step or environmental protection action based on the user's quiz answers and learning content.

[2166] "Learning history" is a record of what a user has learned and what activities they have practiced.

[2167] "Environmental protection actions" refer to specific environmental protection activities that users can actually undertake.

[2168] The "point system" is a reward system that allows users to receive rewards for engaging in environmental conservation activities.

[2169] A "smart device" is an electronic device that a user can carry or wear to receive interactive information and content.

[2170] "In-store navigation" is a system that uses smart devices to display information and quizzes related to specific locations within a store.

[2171] The system of the present invention is designed to provide users with education about the natural environment and promote environmental conservation activities. The system is mainly composed of three elements: a server, a terminal, and a user. Here, we will explain the specific implementation form of this system.

[2172] Server Roles

[2173] The server is the central point for managing and processing data for the entire system. It has the following functions:

[2174] 1. User Preferences:

[2175] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[2176] 2. Quiz generation:

[2177] Quizzes are generated based on the user's learning progress and the results are analyzed.

[2178] 3. Providing Feedback:

[2179] Analyze the quiz answers submitted by the user and provide appropriate feedback.

[2180] 4. Record your learning history:

[2181] Record the user's learning history and practice activities in a database and plan next steps.

[2182] 5. Points System:

[2183] Manage a points system that rewards users based on their environmental protection activities.

[2184] Device Role

[2185] The terminal provides an interface for the user and exchanges data with the server. The main functions of the terminal are:

[2186] 1. Content Display:

[2187] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[2188] 2. Receiving user input:

[2189] It receives answers and selections from the user and sends them to the server.

[2190] 3. Feedback display:

[2191] Display feedback and next steps sent by the server to the user.

[2192] 4. Environmental information display:

[2193] Use smart devices that display environmental information and quizzes relevant to specific locations within the store.

[2194] User Roles

[2195] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[2196] 1. Enter the initial setup information:

[2197] Enter the required basic information (name, age, topics of interest).

[2198] 2. Participate in interactive learning:

[2199] Answer quizzes displayed on your device and study the content provided.

[2200] 3. Environmental protection actions:

[2201] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[2202] Specific examples

[2203] For example, imagine a user is using a smart device to study environmental education content in a store. When the user approaches a specific eco-friendly product section in the store, the smart device (e.g., smart glasses) automatically displays relevant environmental information and quizzes. After the user answers the quiz, the results are sent to the server, which then instantly generates feedback and sends it to the device. At the same time, the user's learning history and the results of their environmental protection activities are recorded, and the next learning step is planned.

[2204] Example prompts for generative AI models:

[2205] "How to build an application that uses smart devices in a store to ask users eco-related questions, determine whether the answers are correct, and provide feedback. We will explain in detail each step of the process: initializing user information, generating and displaying the quiz, accepting answers, and providing feedback."

[2206] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[2207] Step 1:

[2208] User Preferences:

[2209] The user inputs initial information (name, age, and natural environment topics of interest) using the device. The device then sends this information to the server. The server stores the received user information in a database and selects appropriate initial content based on that information.

[2210] Input: User's name, age, and environmental topics of interest

[2211] Output: Selected initial content

[2212] Data manipulation: filtering content based on user age and interests

[2213] Step 2:

[2214] Content Display:

[2215] The server sends the selected initial content to the device, and the device displays the received content (text, images, videos, quizzes, etc.) to the user, who then studies it.

[2216] Input: Initial Content

[2217] Output: Content that the user learns

[2218] Data Processing: Content Delivery

[2219] Step 3:

[2220] Quiz Generation:

[2221] As the user progresses with their studies, the device sends the user's progress data to the server, which then generates quizzes based on the user's progress and sends them to the device, which then displays the quizzes to the user.

[2222] Input: User's learning progress data

[2223] Output: The generated quiz

[2224] Data Transformation: Building a Quiz Based on User Progress Data

[2225] Step 4:

[2226] Quiz Answers and Results Submission:

[2227] Users answer questions through their devices, which then send the answers to the server, which analyzes the answers and determines whether they are correct or incorrect.

[2228] Input: User's quiz answer

[2229] Output: Quiz results

[2230] Data processing: judging the answers correct and analyzing

[2231] Step 5:

[2232] Feedback provided:

[2233] The server creates appropriate feedback based on the quiz results and sends it to the terminal, which then displays the feedback to the user.

[2234] Input: Quiz result

[2235] Output: Feedback

[2236] Data processing: feedback generation

[2237] Step 6:

[2238] Learning history and proposed environmental protection actions:

[2239] The server records the user's learning history and quiz results, and then proposes the next learning content and environmental protection actions to the terminal, which then displays them to the user.

[2240] Input: User's learning history and quiz results

[2241] Output: Suggested next learning content and environmental protection actions

[2242] Data processing: Recording learning history and quiz results, planning next steps

[2243] Step 7:

[2244] Environmental protection actions in practice:

[2245] The user performs the environmental protection actions displayed on the device and reports the results to the device. The device then sends the results to the server. The server records the user's actions based on the received data and adjusts the next learning step.

[2246] Input: The result of the user's environmental action

[2247] Output: Updated training steps

[2248] Data processing: Recording practical activities and adjusting learning steps

[2249] Step 8:

[2250] Point system management:

[2251] The server awards points to users each time they engage in environmental conservation activities. The terminal displays the points to the user. The user can then check the points they have accumulated and consider how to use them.

[2252] Input: User practice data

[2253] Output: Points awarded

[2254] Data processing: Point calculation and management

[2255] 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.

[2256] ---

[2257] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[2258] Server Roles

[2259] The server is the central point for managing and processing data for the entire system. It has the following functions:

[2260] User Preferences:

[2261] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that.

[2262] Quiz Generation:

[2263] Quizzes are generated based on the user's learning progress and feedback from the emotion engine, and the results are analyzed.

[2264] Feedback provided:

[2265] The system analyzes the quiz answers and emotional state submitted by the user and provides appropriate feedback.

[2266] Learning history record:

[2267] Record the user's learning history and practice activities in a database and plan next steps.

[2268] Device Role

[2269] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[2270] Content Display:

[2271] Display learning content (text, images, videos, quizzes, etc.) sent from the server to the user.

[2272] Accepting user input:

[2273] It receives answers and selections from the user and sends them to the server.

[2274] Feedback display:

[2275] Display feedback and next steps sent by the server to the user.

[2276] Emotion Recognition Data Collection:

[2277] The user's facial expressions, voice, and operation patterns are collected and sent to the emotion engine.

[2278] The role of the emotional engine

[2279] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[2280] Emotion recognition:

[2281] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state.

[2282] Feedback provided:

[2283] The determined emotional state is sent to the server and used to generate the next learning content and feedback.

[2284] User Roles

[2285] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[2286] Enter the initial setup information:

[2287] Enter the required basic information (name, age, topics of interest).

[2288] Participate in interactive learning:

[2289] Answer quizzes displayed on your device and study the content provided.

[2290] Environmental protection actions in practice:

[2291] The system implements environmental protection actions suggested by the server or device and reports the results to the device.

[2292] Specific examples

[2293] Here is a concrete example of a 6-year-old boy named Takeshi using this system to learn about "animals":

[2294] 1. Initial Setup:

[2295] The server stores Takeshi's age and interest in "animals" in a database. The server selects initial content related to animals that is simple and easy to understand, and sends it to the device.

[2296] 2. Start interactive learning:

[2297] The device displays the initial content received from the server to Takeshi. There are multiple learning formats to choose from, such as quizzes, explanatory videos, and images, to keep Takeshi interested.

[2298] 3. Quiz Mode:

[2299] Takeshi selects "Quiz" and is presented with the question, "What do giant pandas eat?" If Takeshi answers "bamboo," the answer is sent to the server, which confirms it is correct and generates feedback saying, "Correct! Giant pandas eat bamboo," and sends it to the device.

[2300] 4. Emotion Recognition and Feedback:

[2301] The device sends Takeshi's facial expressions and voice data to the emotion engine, which analyzes the data, determines Takeshi's emotional state, and provides feedback to the server. If Takeshi is enjoying learning, the next quiz or content will be adjusted, such as increasing its difficulty.

[2302] 5. Continuing learning and feedback:

[2303] The server records Takeshi's learning history and selects the next quiz and learning content. It also suggests easy-to-implement environmental actions (e.g., "save a little bit of electricity every day"), taking into account Takeshi's emotional state and adopting an approach that helps him maintain his motivation.

[2304] 6. Environmental protection practices:

[2305] Takeshi will then carry out the proposed environmental protection action and report the results to the terminal. The server will receive this information and reflect it in the next learning program.

[2306] This system allows children to learn about the natural environment in an engaging and effective way, while at the same time utilizing an emotion engine to provide individually optimized feedback, promoting more effective learning and environmental protection activities.

[2307] The processing flow will be explained below.

[2308] ---

[2309] Step 1:

[2310] Server: Displays a form for user registration.

[2311] Step 2:

[2312] User: The user fills in the form with their name, age, and natural environment topics of interest, and presses the submit button.

[2313] Step 3:

[2314] Server: Receives the submitted user data and stores it in a database.

[2315] Step 4:

[2316] Server: Selects initial content based on age and interests and sends it to the device.

[2317] Step 5:

[2318] Terminal: Displays the initial content received from the server to the user.

[2319] Step 6:

[2320] Device: Presents users with a choice of multiple learning modes (e.g., quizzes, videos, images, etc.).

[2321] Step 7:

[2322] User: Selects the desired learning mode and enters it into the terminal (in this example, quiz mode is selected).

[2323] Step 8:

[2324] Terminal: Sends a request for the selected learning mode to the server.

[2325] Step 9:

[2326] Server: Generates the quiz based on the user's selections.

[2327] Step 10:

[2328] Server: Sends the generated quiz to the device.

[2329] Step 11:

[2330] Terminal: Displays the quiz to the user.

[2331] Step 12:

[2332] User: Answers the quiz and sends the answers to the device.

[2333] Step 13:

[2334] Terminal: Sends the user's answer to the server.

[2335] Step 14:

[2336] Server: Analyzes the user's answers and determines whether they are correct or incorrect.

[2337] Step 15:

[2338] Server: Generates feedback based on the answers and sends it to the device.

[2339] Step 16:

[2340] Device: Display feedback (e.g., "Correct! Giant pandas eat bamboo") to the user.

[2341] Step 17:

[2342] Terminal: Sends the user's facial expressions, voice, and operation patterns to the emotion engine.

[2343] Step 18:

[2344] Emotion engine: Analyzes facial expressions and voice data to determine the user's emotional state.

[2345] Step 19:

[2346] Emotion engine: Sends the judgment results to the server.

[2347] Step 20:

[2348] Server: Receives feedback from the emotion engine and adjusts the next learning content and feedback.

[2349] Step 21:

[2350] Server: Records the user's learning history and selects the next quiz or learning content.

[2351] Step 22:

[2352] Server: Suggests easy-to-implement environmental protection actions and sends these suggestions to devices.

[2353] Step 23:

[2354] Device: Show users new quizzes, content, and suggestions for environmental actions.

[2355] Step 24:

[2356] Users: Take the new quiz and implement suggested environmental actions.

[2357] Step 25:

[2358] Device: Sends information about the user's progress and actions taken to the server.

[2359] Step 26:

[2360] Server: Analyzes the user's practice results and plans the next steps taking into account the feedback from the emotion engine.

[2361] ---

[2362] The above are the specific processing steps of the system, which allows users to effectively learn about the natural environment and provides feedback and learning experiences according to their emotional state.

[2363] Example 2

[2364] 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."

[2365] Conventional interactive learning systems do not provide feedback or adjust learning content based on the user's emotional state, resulting in challenges in maintaining learning effectiveness and motivation. Furthermore, when suggesting environmental protection actions, the system is unable to reflect the user's emotional state, making it difficult to provide an individually optimized approach. Therefore, a system that provides a more personalized learning experience and promotes environmental protection activities is needed.

[2366] 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.

[2367] In this invention, the server includes: means for initializing content related to the natural environment that corresponds to the user's age and interests; means for providing the user with interactive learning based on the content; means for generating quizzes according to the user's selections and analyzing the results; means for providing feedback based on the results of the quizzes and suggesting next learning content and environmental protection actions; means for recording the user's learning history and practical activities and planning next steps; means for analyzing the user's facial expressions, voice, and operation patterns to determine the user's emotional state; means for adjusting the learning content and feedback based on the determination result of the emotional state; and means for analyzing the user's emotional state using an emotion engine and transmitting the results to the server. This makes it possible to provide a personalized learning experience that takes the user's emotional state into consideration and promote environmental protection activities.

[2368] (definition statement)

[2369] A "user" is an entity that uses the system to learn or engage in practical activities, and receives content related to the natural environment that is appropriate for their age and interests.

[2370] A "server" is a device or system that plays a central role in managing and processing data for the entire system, selecting learning content, generating quizzes, providing feedback, and recording learning history.

[2371] A "terminal" is a device that provides an interface with the user, exchanges data with the server and emotion engine, and displays learning content and feedback.

[2372] An "emotion engine" is a system or software that analyzes a user's facial expressions, voice, and operation patterns to determine the user's emotional state and provide feedback to the server.

[2373] "Content related to the natural environment" is information such as text, images, videos, and quizzes that provide users with knowledge about the natural environment.

[2374] "Interactive learning" is a learning method in which the user progresses through interaction with the system by answering quizzes and questions.

[2375] A "quiz" is a set of questions related to the learning content that users can answer to check their knowledge and evaluate their progress.

[2376] "Feedback" refers to the evaluation and next step instructions provided by the system based on the user's quiz answer results and learning status.

[2377] "Learning history" is a record of the learning and practical activities that a user has performed through the system, and is data that is used to plan the next step.

[2378] "Environmental protection actions" are specific actions or suggestions for protecting the natural environment that users can put into practice.

[2379] An "expression" is a specific state that is produced by the muscle movements of the user's face, and is data that the emotion engine uses to determine the emotional state.

[2380] "Sound" refers to data such as the waveform and tone of the sound emitted by the user, and is data that the emotion engine uses to determine the emotional state.

[2381] An "operation pattern" is data that indicates the tendencies and characteristics of actions taken when a user operates a terminal, and is used by the emotion engine to determine the emotional state.

[2382] The system of the present invention is designed to educate users about the natural environment and promote environmental conservation activities, and in particular, by combining it with an emotion engine that recognizes the user's emotions, it provides a more personalized learning experience. The system is mainly composed of four elements: a server, a terminal, an emotion engine, and a user. The specific operation and processing flow of the system are described below.

[2383] Server Roles

[2384] The server is the central point for managing and processing data for the entire system. It has the following functions:

[2385] 1. User Preferences:

[2386] The server receives the user's name, age, and natural environment topics of interest and selects initial content based on that. For example, if a 6-year-old user expresses an interest in "animals," the server will select content related to animals.

[2387] 2. Quiz generation:

[2388] The server generates quizzes based on the user's learning progress and feedback from the emotion engine, and analyzes the results. For example, it generates a quiz titled "What do giant pandas eat?" and evaluates the user's answers.

[2389] 3. Providing Feedback:

[2390] The server analyzes the user's answers and emotional state and provides appropriate feedback. For example, if the user answers correctly, the server returns "You got it right!"

[2391] 4. Record your learning history:

[2392] The server records the user's learning history and practical activities in a database and plans next steps, thereby continually updating the learning program.

[2393] Device Role

[2394] The terminal provides an interface for the user and exchanges data with the server and emotion engine. The main functions of the terminal are as follows:

[2395] 1. Content Display:

[2396] The learning content (text, images, videos, quizzes, etc.) sent from the server is displayed to the user. For example, videos of animals and explanatory text are displayed.

[2397] 2. Receiving user input:

[2398] It receives answers and selections from the user and sends them to the server. For example, when a user enters answers to a quiz, it sends the data to the server.

[2399] 3. Feedback display:

[2400] Display feedback or next steps sent by the server to the user, for example, "Correct! Proceed to the next question."

[2401] 4. Emotion Recognition Data Collection:

[2402] The user's facial expressions, voice, and operation patterns are collected using a camera and microphone, and the data is sent to the emotion engine.

[2403] The role of the emotional engine

[2404] The emotion engine is responsible for recognizing the user's emotional state and feeding it back to the server. The main functions of the emotion engine are as follows:

[2405] 1. Emotion recognition:

[2406] The system analyzes the user's facial expressions, voice, and operation patterns sent from the device to determine the user's emotional state. For example, it determines whether the user is enjoying learning based on their smile or tone of voice.

[2407] 2. Providing Feedback:

[2408] The emotion engine sends the determined emotional state to the server and uses it to generate the next learning content and feedback. For example, if the user is happy, the difficulty of the next content will be increased slightly.

[2409] User Roles

[2410] The user is the subject of learning and practicing the system. The main activities of the user are as follows:

[2411] 1. Enter the initial setup information:

[2412] Enter the required basic information (name, age, topics of interest) e.g., a user enters their own information.

[2413] 2. Participate in interactive learning:

[2414] Answer quizzes displayed on the device and study the provided content. For example, the user challenges the quiz provided.

[2415] 3. Environmental protection actions:

[2416] The system implements environmental protection actions suggested by the server or device and reports the results to the device. For example, a user can implement an action such as "save a little bit of electricity every day" and report the results.

[2417] Specific examples and prompts for generative AI models

[2418] Here is a concrete example of a 6-year-old user using this system to learn about "animals":

[2419] 1. Initial Setup:

[2420] The server stores the user's age and interest in "animals" in a database, selects simple and easy-to-understand initial content about animals, and sends it to the device.

[2421] 2. Start interactive learning:

[2422] The device displays the initial content received from the server to the user. Users can choose from multiple learning formats, such as quizzes, explanatory videos, and images, to keep the content interesting.

[2423] 3. Quiz Mode:

[2424] The question "What do giant pandas eat?" is displayed on the device. If the user answers "bamboo," the answer is sent to the server, which confirms that the answer is correct and generates feedback saying "Correct! Giant pandas eat bamboo," which is sent to the device.

[2425] 4. Emotion Recognition and Feedback:

[2426] The device sends the user's facial expressions and voice data to the emotion engine, which analyzes the data, determines the user's emotional state, and provides feedbac...

Claims

1. means for initially setting content relating to the natural environment according to the age and interests of the user; means for providing interactive learning to a user based on said content; means for generating a quiz according to the user's selection and analyzing the results; means for providing feedback based on the results of the quiz and suggesting next learning content and environmental protection actions; The system includes means for recording the user's learning history and practice activities and planning next steps.

2. A means for providing users with interactive learning about the natural environment and recording and analyzing responses and practice results; and means for selecting and providing appropriate learning content based on the age and interests of the user.

3. A means to suggest environmental protection actions that users can take, and to record and analyze the results of those actions. and means for planning next steps of learning and action based on the practice results.

Citation Information

Patent Citations

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