system
A system balances learning and play by implementing a login mechanism, content display, progress recording, and time management, addressing the issue of excessive gaming time in children, thereby enhancing academic performance and thinking skills.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-26
- Publication Date
- 2026-03-10
AI Technical Summary
Children spend excessive time playing electronic games, leading to a decline in academic performance and stunted thinking skills, with parents and educators lacking effective means to balance learning and recreational activities.
A system that includes a login mechanism, learning content display, progress recording and transmission, evaluation of learning progress, issuance of access rights for recreational activities, time limit management, and logging of activities to monitor and manage the balance between learning and play.
The system effectively balances educational and recreational activities, supporting children's growth and development by ensuring appropriate time allocation and providing parents and educators with progress logs.
Smart Images

Figure 2026041261000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] Currently, many children spend a lot of time playing electronic games, reducing their interest in and time spent on learning. This results in problems such as a decline in academic performance and stunted development of thinking skills. Furthermore, parents and educators lack the means to effectively monitor and manage the balance between children's studies and recreational activities. [Means for solving the problem]
[0005] This invention solves these problems by providing a system including a login means for a user to start learning activities, a means for displaying learning content based on the progress provided by a server, a means for recording and transmitting the user's learning progress, a means for the server to evaluate the user's learning progress, a means for issuing access rights to recreational activities according to the learning progress, a means for starting the relevant activities based on the access rights for the recreational activities, and a means for managing and notifying the time limits for the relevant activities. Furthermore, by providing a log of learning and recreational activities to parents and educators, this system allows for effective monitoring and management, balancing learning and play.
[0006] A "login means" is a means by which a user authenticates and accesses the system.
[0007] "Learning content" refers to learning materials such as questions and drills provided to users for learning activities.
[0008] "Progress" is data that indicates the degree to which a user has progressed in their learning activities, or the rate of correct answers, or other such data that indicates the progress of their learning.
[0009] The "recording and transmission means" is a means for storing the user's learning progress in the system and transmitting it to the server as necessary.
[0010] The "evaluation means" is a means for determining whether or not a set standard is met based on the user's learning progress.
[0011] "Access Rights" are rights that a user has to access certain recreational activities and are issued based on learning progress.
[0012] "Recreational activities" are electronic games and other recreational activities that users may enjoy.
[0013] The "time limit management means" is a means for monitoring the time spent by the user on recreational activities and managing the activities to be performed within a set time limit.
[0014] "Means provided to parents or educators" means means for informing parents or educators of the logs and progress of academic and recreational activities.
[0015] "Balancers" are means for maintaining an appropriate time allocation between educational and recreational activities, and for preventing users from becoming too biased towards one or the other. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11]FIG. 3 is a sequence diagram illustrating a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0017] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0018] First, the terms used in the following description will be explained.
[0019] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0020] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0021] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0022] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0023] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0024] [First embodiment]
[0025] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0026] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0027] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0028] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0029] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0030] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0031] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0032] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0033] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0034] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0035] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0036] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0037] The system of the present invention allows users to enjoy recreational activities after completing educational activities, thereby achieving a balance between learning and play. Specifically, the system operates in the following manner.
[0038] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[0039] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[0040] As the user progresses with their studies, the device records their answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. For example, if a user answers 8 out of 10 questions correctly, their accuracy rate will be evaluated as 80%.
[0041] The server evaluates the user's progress and, if the user meets preset criteria, issues the user access to recreational activities. This access is issued based on the user's learning achievement and is notified to the terminal.
[0042] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[0043] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[0044] The system also provides parents and educators with a log of learning and recreational activities. The server periodically generates these logs and notifies parents and educators, allowing them to check whether a balance between learning and play is being achieved.
[0045] For example, if a user is a fifth-grader, he or she logs in to the device with a user ID and password, selects a math workbook provided by the server, studies for 30 minutes, and after achieving a correct answer rate of 80% or more, gains access to a game of his or her choice and plays the game for 30 minutes. Throughout this process, the server monitors the balance between the user's study and play, ensuring that the user's activities are within the time limit.
[0046] In this way, the present invention provides an effective system for supporting children's growth and development while maintaining the proper balance between educational and recreational activities.
[0047] The processing flow will be explained below.
[0048] Step 1:
[0049] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[0050] Step 2:
[0051] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[0052] Step 3:
[0053] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[0054] Step 4:
[0055] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[0056] Step 5:
[0057] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[0058] Step 6:
[0059] (Device) Sends the user's selection to the server and issues a request for learning content.
[0060] Step 7:
[0061] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[0062] Step 8:
[0063] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[0064] Step 9:
[0065] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[0066] Step 10:
[0067] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[0068] Step 11:
[0069] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[0070] Step 12:
[0071] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[0072] Step 13:
[0073] (Server) Check whether the user's progress meets the set criteria (e.g., 80% or more correct answers). If the criteria are met, issue access to the recreational activity.
[0074] Step 14:
[0075] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[0076] Step 15:
[0077] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[0078] Step 16:
[0079] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[0080] Step 17:
[0081] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[0082] Step 18:
[0083] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[0084] Step 19:
[0085] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[0086] Step 20:
[0087] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[0088] Step 21:
[0089] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[0090] Step 22:
[0091] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[0092] Step 23:
[0093] (Server) Maintains logs of academic and recreational activities and runs a mechanism to send periodic reports to parents and educators.
[0094] As described above, this system provides effective educational support by managing and balancing learning and recreational activities through collaboration between users, terminals, and servers.
[0095] Example 1
[0096] 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."
[0097] In traditional educational systems, users have limited opportunities to enjoy appropriate recreational activities after completing learning activities, making it difficult to balance learning and play. Furthermore, the lack of real-time assessment of learning progress and appropriate feedback to parents and educators led to a decline in overall learning efficiency and motivation.
[0098] 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.
[0099] In this invention, the server includes an authentication means for allowing a user to start a learning activity, a display means for displaying learning content provided by the server, a data transmission means for recording and transmitting the user's learning progress, an evaluation means for the server to evaluate the user's learning progress, an authorization issuing means for issuing access rights to recreational activities according to the user's learning progress, an activity starting means for starting the relevant activity based on the access rights for the recreational activity, a control means for managing and notifying the user of the time limit for the relevant activity, a means for providing a log of learning and recreational activities to a parent or educator, and a monitoring means for comprehensively monitoring and balancing the progress and usage of learning and recreational activities. This allows users to enjoy appropriate recreational activities while engaging in learning activities, thereby achieving a balance between learning and play. Furthermore, providing detailed logs to parents and educators makes it easy to monitor and manage learning progress and balance.
[0100] "Authentication means" is a function that allows a user to input authentication information such as their ID and password to log in to a system and verify its validity.
[0101] The "display means" is a function for displaying the learning content provided by the server in a format that is easy for the user to view.
[0102] The "data transmission means" is a function for recording the user's learning progress and answer data and transmitting them to the server.
[0103] The "evaluation means" is a function for analyzing the user's learning progress and answer data that have been sent and for making an evaluation in real time.
[0104] The "authority issuing means" is a function for issuing an access right to a recreational activity when the user meets appropriate criteria based on the user's learning progress.
[0105] The "activity starting means" is a function for starting a corresponding recreational activity based on the issued access right.
[0106] "Control means" refers to a function for managing the time limit of a recreational activity and notifying the user of its progress.
[0107] "Means for providing logs to parents or educators" refers to a function for generating detailed logs of learning and recreational activities and providing them to parents or educators.
[0108] The "monitoring means" is a function for comprehensively monitoring the progress and usage of learning and recreational activities to ensure that the user's activities are well balanced.
[0109] The system of the present invention aims to support users in enjoying recreational activities after completing a learning activity. The overall configuration of the system includes authentication means for allowing a user to start a learning activity, display means for displaying learning content provided by a server, data transmission means for recording and transmitting the user's learning progress, evaluation means for the server to evaluate the user's learning progress, authority issuance means for issuing access rights to recreational activities according to the learning progress, activity start means for starting the relevant activity based on the access rights for the recreational activity, and control means for managing and notifying the time limits of the relevant activity.
[0110] Hardware and software used
[0111] Hardware
[0112] 1. Terminal: A device operated by a user, such as a PC, tablet, or smartphone.
[0113] 2. Server: A back-end server for managing the entire system, with a database and processing power.
[0114] software
[0115] 1. Learning Management System (LMS): Software that delivers learning content and manages progress.
[0116] 2. Programming language: A basic programming language such as JavaScript (registered trademark), Python, etc., for communication and processing between the user and the server.
[0117] 3. Database Management System (DBMS): Software for managing user authentication information and learning progress. Examples include MySQL (registered trademark), PostgreSQL, etc.
[0118] 4. User Interface: A graphical interface through which the user operates the learning and recreational activities.
[0119] System Operation Overview
[0120] The server receives the authentication information sent by the user from the terminal using the authentication means and verifies the user's authenticity by comparing it with the database. If the comparison is successful, the server sends a notification of successful login to the user, and the learning content is displayed on the display means of the terminal.
[0121] While the user is progressing with the learning activity, the terminal transmits answer data to the server using the data transmission means, and the server analyzes the received data in real time using the evaluation means to evaluate the user's learning progress.
[0122] If the evaluation results in the user satisfying the preset criteria, the server issues an access right to the recreational activity using the authority issuing means and transmits it to the terminal, and the user starts the recreational activity using the activity starting means based on the issued access right.
[0123] During the recreational activity, the server uses the control means to manage the time limit for the activity and sends a notification to the terminal whenever time is running out. When time has elapsed, the server sends a signal to the terminal to end the activity, causing the activity to end.
[0124] Specific examples
[0125] If the user is in the fifth grade, he / she will perform the following academic and recreational activities:
[0126] 1. The user logs in to the terminal using their ID and password, and the server authenticates them.
[0127] 2. The learning content is displayed on the display means of the terminal, and the user selects a math problem set.
[0128] 3. The user studies for 30 minutes, and the progress of the study is sent to the server as needed using the data transmission means.
[0129] 4. If the user achieves 80% correct answers, the server issues access to the recreational activity.
[0130] 5. The user uses the issued access rights to enjoy the game for 30 minutes.
[0131] 6. The server uses controls to manage the time limit and sends a notification when it expires.
[0132] Prompt Sentence Examples
[0133] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[0134] With the above configuration, the present invention provides a system that allows users to enjoy appropriate recreational activities while engaging in learning activities, making it easier to balance learning and play. Parents and educators can also effectively support their children's development by checking the activity log.
[0135] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0136] Step 1:
[0137] Input: The user inputs their ID and password.
[0138] Processing: The terminal takes the entered ID and password and sends them to the server as authentication information. The server checks the received authentication information against its database.
[0139] Output: The server sends the authentication result to the terminal. If the authentication is successful, a login success message is displayed on the terminal.
[0140] Specific operation: The user enters their ID and password on the login screen and clicks the "Login" button. The device sends the entered information to the server, which searches the database for authentication. After successful authentication, the device displays "Login successful."
[0141] Step 2:
[0142] Input: Successful login notification from the server.
[0143] Processing: The terminal sends a request for available learning content to the server. The server retrieves the learning content from the database and sends it to the terminal.
[0144] Output: The learning content is displayed on the device and is available for the user to select.
[0145] Specific operation: After successful login, the "Study Program Selection" screen will be displayed on the terminal screen. The server will send the study program for each subject to the terminal, and the user will select the study content from the displayed options.
[0146] Step 3:
[0147] Input: The study program selected by the user.
[0148] Processing: The terminal sends the user's selection to the server, which retrieves the selected learning content from the database and sends it to the terminal.
[0149] Output: The selected learning content is displayed on the device and the user begins learning.
[0150] Specific operation: For example, the user selects a math problem book, and the contents are displayed on the terminal. The user can view the problem book and enter the answers.
[0151] Step 4:
[0152] Input: The answer for each question entered by the user.
[0153] Processing: The device records the user's answers and sends the answer data to the server after a certain number of questions. The server evaluates the received answer data and calculates the accuracy rate, etc.
[0154] Output: Progress (such as correct answer rate) is recorded on the server.
[0155] Specific operation: The user solves the problems and inputs the answers into the device. The device temporarily stores the input answers and sends them to the server after solving 10 problems. The server receives them and calculates the accuracy rate.
[0156] Step 5:
[0157] Input: Learning progress data, such as assessed percentage of correct answers.
[0158] Processing: The server determines whether the user's rate of correct answers meets the set criteria, and if so, issues access to the recreational activity.
[0159] Output: The terminal is notified that access rights have been issued.
[0160] Specific operation: For example, if the correct answer rate exceeds 80%, the server will issue a 30-minute game play access right and send a notification to the terminal. The terminal will display "Recreation access right has been issued."
[0161] Step 6:
[0162] Input: The access rights the user has been issued.
[0163] Processing: The user selects a recreational activity using the issued access rights. The terminal requests the selected recreational activity from the server, which grants it.
[0164] Output: The start of the recreational activity is notified to the terminal.
[0165] Specific operation: The user presses the "Start recreation" button, and the terminal sends a request to the server. The server sets a timer and sends a start permission signal to the terminal. The game screen is displayed on the terminal, and the user begins the game.
[0166] Step 7:
[0167] Input: Time progression data after recreational activity begins.
[0168] Processing: The server monitors the progress of the recreational activity and manages it so that it does not exceed the set time. It sends a notification whenever time is running low.
[0169] Output: A time-out notification and a completion signal are sent to the terminal.
[0170] Specific operation: For example, the server sets a 30-minute timer and sends it to the device. The device then displays a notification to the user every time there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device displays a "Time Ended" message, and the recreational activity ends.
[0171] Prompt Sentence Examples
[0172] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[0173] (Application example 1)
[0174] 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."
[0175] Conventional learning systems have had the problem of making it difficult to maintain users' motivation for learning activities. Furthermore, while it is necessary to effectively balance learning and recreational activities, parents and educators have had difficulty in adequately understanding the progress of their children. Furthermore, there is a lack of a mechanism for using learning outcomes to provide incentives for other activities.
[0176] 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.
[0177] In this invention, the server includes a login means for a user to start a learning activity, a means for displaying learning content based on the progress provided by the server, a means for recording and transmitting the user's learning progress, a means for the server to evaluate the user's learning progress, a means for issuing access rights to recreational activities according to the user's learning progress, a means for starting the relevant activity based on the access rights to the recreational activity, a means for managing and notifying the user of the time limit for the relevant activity, a means for issuing access rights to purchase products at discounted prices based on the user's learning progress, and a means for parents or educators to check the user's progress and usage history. This allows users to maintain high motivation while studying and to make purchases at discounted prices based on the results of their studies. Furthermore, parents and educators can check the user's progress in real time and effectively balance their studies and recreational activities.
[0178] "Login means" is a function that allows a user to input authentication information required to access the system and verify their identity.
[0179] The "means for displaying learning content" is a function for displaying content such as learning materials and question sets provided by the server on the user's terminal.
[0180] The "means for recording and transmitting learning progress" is a function that records the answers given by the user and the progress level during learning on the terminal and transmits them to the server.
[0181] The "means for the server to evaluate the user's learning progress" is a function that calculates and evaluates the user's progress and correct answer rate based on the learning data received by the server.
[0182] The "means for issuing access rights to recreational activities" is a function for issuing rights to access recreational activities such as games and discount rights according to the user's learning progress.
[0183] A "means for initiating applicable activities" is the ability to initiate recreational activities or privileges based on the issued access rights.
[0184] The "means for managing and notifying time limits" is a function for limiting the time of a recreational activity and notifying the user of the remaining time and the end time.
[0185] The "means for issuing access rights to purchase products at discounted prices" is a function for issuing rights to purchase products at discounted prices according to the user's learning progress.
[0186] The "means for parents or educators to check progress and usage history" is a function that allows parents or educators to check the progress and usage history of a user's learning or recreational activities in real time.
[0187] To implement this invention, a system must be constructed using the following hardware and software. The hardware required includes a device such as a smartphone or tablet used by the user, and a server that manages learning progress and recreational activities. The server can be, for example, AWS (registered trademark) (Amazon Web Services) or Google (registered trademark) Cloud Platform. The software required includes a framework for developing user-side applications (e.g., Flask or Django) and a database system (e.g., PostgreSQL or MySQL).
[0188] 1. User login
[0189] Before starting a learning activity, a user enters their ID and password from their device through a dedicated application and sends them to the server, which receives the information, authenticates it, and verifies that the user is a legitimate user.
[0190] 2. Viewing learning content
[0191] The server selects appropriate learning content based on the learning progress and sends it to the terminal, which displays the content to the user and allows the user to access it.
[0192] 3. Record and submit your learning progress
[0193] As the user progresses with their studies, the device records their answers and progress, and periodically sends them to the server, which then receives the data and evaluates it in real time.
[0194] 4. Assessment of learning progress
[0195] The server evaluates the user's learning progress and issues access to recreational activities if the user achieves, for example, 80% or more correct answers in a math problem set.
[0196] 5. Start of recreational activities
[0197] When a user with access rights begins a recreational activity, the terminal receives permission to start the activity from the server, which sets a timer for the activity and manages the time limit.
[0198] 6. Time Limit Management and Notifications
[0199] The server monitors the time from the start to the end of the recreational activity, managing it so that it does not exceed the set time, and notifies the user via the terminal when there is little time left.
[0200] 7. Purchasing products at discounted prices
[0201] Based on the learning progress, the server issues access rights to purchase products at discounted prices as specific recreational activities. When a user with this access rights orders a target product, the server sends a signal to the terminal that the discount will be applied.
[0202] 8. Parent or Educator Review
[0203] Parents or educators can check the user's progress and usage history through a dedicated application. The server periodically generates these logs and notifies the parent or educator.
[0204] As a concrete example, when an elementary school student starts learning about "food ingredients," they log in to their device using their user ID and password, and receive and display the learning content provided by the server. The user progresses through the learning process by solving problems, and if they achieve a correct answer rate of 80% or more, the server issues them access rights to order pizza at a 20% discount. The discount is then applied when the user orders pizza. Parents can also check the progress in real time through the application.
[0205] Specific examples of prompts for generative AI models:
[0206] "Could you please give us a concrete example of how to design a 'food education' module for a food delivery app? If users solve problems and achieve an 80% or higher accuracy rate, they can then purchase food at a discounted price."
[0207] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0208] Step 1:
[0209] A user logs in using a terminal. Input includes a user ID and password, which are received by the terminal. The terminal sends this authentication information to the server, which then authenticates the information and verifies whether the user is a legitimate user. If authentication is successful, the server returns a signal to the user indicating successful login.
[0210] Step 2:
[0211] The server selects appropriate learning content based on the user's learning progress and sends it to the device. The input is the user's learning history and progress, and based on this, the server determines which learning content to display next. The selected learning content is then displayed on the device.
[0212] Step 3:
[0213] The user progresses through the learning content on the device. Input includes the user's answers and the time it took to answer them, which are recorded by the device. The device then periodically sends this data to the server. The server receives this data, calculates the user's progress and correct answer rate, and stores the data in a database.
[0214] Step 4:
[0215] The server evaluates the user's learning progress. The server uses the user's answer data and progress data as input. The server evaluates the user's correct answer rate and progress based on the evaluation criteria and calculates the results. If the results meet the criteria, it generates a signal to issue the user access to recreational activities.
[0216] Step 5:
[0217] The terminal starts the recreational activity based on the issued access right. A request is sent from the terminal to the server to execute the recreational activity selected by the user. The server receives the request and transmits the content and start time of the recreational activity to the terminal.
[0218] Step 6:
[0219] The server manages the time limit for recreational activities and notifies the device. The inputs are the start time of the recreational activity and the set time limit, and the server manages the timer based on this. It periodically calculates the remaining time and notifies the device. If the time limit is exceeded, the server sends a signal to the device to end the activity.
[0220] Step 7:
[0221] The server issues access rights to purchase products at discounted prices based on the user's learning progress. The server receives the user's learning assessment results as input, and issues a discount right when the assessment results meet certain criteria. This right is sent to the terminal so that it can be automatically applied the next time the user orders a product.
[0222] Step 8:
[0223] Parents or educators use the application to check the user's progress and usage history. The server periodically generates learning logs and recreational activity logs and sends them to the parent's or educator's device, allowing the parent or educator to grasp the user's overall learning and recreational progress in real time.
[0224] 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.
[0225] The system of this invention allows users to enjoy recreational activities after completing learning activities, thereby achieving a balance between learning and play. Furthermore, by combining an emotion engine that recognizes the user's emotions, the system can flexibly adjust the method of providing learning and recreational activities. Specifically, the system operates as follows:
[0226] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[0227] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[0228] As the user progresses through the study, the device records the user's answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. If the user answers 8 out of 10 questions correctly, the accuracy rate is evaluated as 80%.
[0229] In addition, the server uses an emotion engine to analyze the user's facial expression and voice data sent from the device to identify the user's emotional state. For example, if the user looks troubled while studying, the emotion engine will recognize this and can support the user by changing the study content.
[0230] The server evaluates the user's progress and emotional state and issues access rights to recreational activities based on the evaluation. The access rights are issued based on the user's learning achievement and emotional state and are notified to the terminal.
[0231] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[0232] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[0233] The emotion engine can also monitor the user's emotional state during gameplay and provide appropriate feedback as needed. For example, if a user is very happy with a game, the server can display an appropriate message and provide positive feedback.
[0234] Furthermore, the system provides parents and educators with a log of learning and recreational activities. The server records these logs and the user's emotional data, and periodically generates reports to inform parents and educators. This allows them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[0235] As a concrete example, if a user is a fifth-grader, he or she logs in to a terminal using a user ID and password and selects a math workbook provided by the server. After studying for 30 minutes and achieving a correct answer rate of 80% or more, he or she gains access to a game of his or her choice and enjoys playing the game for 30 minutes. Throughout this process, the server monitors the user's balance between study and play, uses an emotion engine to grasp the user's emotional state, and provides appropriate feedback as needed. In this way, the present invention provides effective educational support by taking into account the user's emotional state while maintaining an appropriate balance between learning and recreational activities.
[0236] The processing flow will be explained below.
[0237] Step 1:
[0238] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[0239] Step 2:
[0240] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[0241] Step 3:
[0242] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[0243] Step 4:
[0244] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[0245] Step 5:
[0246] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[0247] Step 6:
[0248] (Device) Sends the user's selection to the server and issues a request for learning content.
[0249] Step 7:
[0250] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[0251] Step 8:
[0252] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[0253] Step 9:
[0254] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[0255] Step 10:
[0256] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[0257] Step 11:
[0258] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[0259] Step 12:
[0260] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[0261] Step 13:
[0262] (Device) Sends the user's facial image and voice to the emotion engine. Collects data to analyze the user's emotional state from their facial expressions and voice.
[0263] Step 14:
[0264] (Emotion engine) Analyzes received facial images and voice data to identify the user's emotional state. For example, it determines whether the user is distressed or excited.
[0265] Step 15:
[0266] (Server) Adjust how learning content is presented based on the emotional data obtained from the emotion engine. For example, add hints if the user is having trouble.
[0267] Step 16:
[0268] (Server) Checks whether the user's progress and emotional state meet the set criteria (e.g., 80% or more correct answers and positive emotional state). If the criteria are met, issues access to recreational activities.
[0269] Step 17:
[0270] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[0271] Step 18:
[0272] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[0273] Step 19:
[0274] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[0275] Step 20:
[0276] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[0277] Step 21:
[0278] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[0279] Step 22:
[0280] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[0281] Step 23:
[0282] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[0283] Step 24:
[0284] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[0285] Step 25:
[0286] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[0287] Step 26:
[0288] (Emotion Engine) Monitors the user's emotional state during gameplay and generates appropriate feedback as needed. For example, if the user is happy with the game, it displays a positive message.
[0289] Step 27:
[0290] (Server) Implements a mechanism to store logs of learning and recreational activities and send periodic reports, including emotional data, to parents and educators.
[0291] As described above, this system works in cooperation with the user, terminal, server, and emotion engine to effectively manage learning and recreational activities and provide support that takes into account the user's emotional state.
[0292] Example 2
[0293] 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."
[0294] Conventional learning systems lacked the means to allow users to properly enjoy recreational activities after completing learning activities. Furthermore, they lacked feedback and content adjustments that took into account the user's emotional state, resulting in reduced learning efficiency. Furthermore, it was difficult for parents and educators to grasp the progress of learning and recreational activities in real time, resulting in insufficient comprehensive monitoring and balanced educational support.
[0295] 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.
[0296] In this invention, the server includes means for recognizing a user's emotions and adjusting learning content and recreational activities based on the recognition results, means for providing feedback based on the emotion recognition and learning progress, and means for providing a log of learning and recreational activities to a parent or educator. This makes it possible to provide a system that maintains a balance between the user's learning activities and recreational activities, provides appropriate feedback according to the user's emotional state, improves learning effectiveness, and allows parents and educators to monitor the user's progress and emotional state with peace of mind.
[0297] "User" refers to a person who uses the system to engage in learning and recreational activities.
[0298] "Login Method" means the authentication process a User uses to access a System, using an ID and password or other authentication information.
[0299] The "server" is a central computer that manages and processes data for the entire system, providing learning content, analyzing data, recognizing emotions, and providing feedback.
[0300] "Study content" refers to digital content such as study materials and question sets that users can select and study.
[0301] "Progress" refers to data that indicates the progress, such as the level of achievement or percentage of correct answers, of a user as they proceed with their learning or recreational activities.
[0302] "Recreational activities" refer to activities that users engage in for relaxation or enjoyment after learning activities, such as games and entertainment content.
[0303] "Access Rights" refers to digital credentials that indicate a user's authorization to access certain features or content.
[0304] An "emotion engine" refers to an algorithm or system that analyzes data such as a user's facial expressions and voice to recognize their emotional state.
[0305] "Feedback" refers to advice and support information provided by the system based on the user's progress and emotional state.
[0306] "Parent or Educator" means a person who is in a position to supervise and support the User's academic and recreational activities and has the authority to view the User's progress and emotional state logs.
[0307] The present invention relates to a system for enabling a user to efficiently and balancedly carry out learning and recreational activities. The system includes the following components: a user, a terminal, and a server.
[0308] Hardware Configuration
[0309] User: Users access the system using devices such as PCs, tablets, and smartphones.
[0310] Terminal: The terminal receives user input and sends data to the server, typically using a browser or dedicated application.
[0311] Server: The server is built on a cloud infrastructure and provides learning content, manages progress, recognizes emotions, and provides feedback.
[0312] Software Configuration
[0313] Login method: The user enters their ID and password into the login screen on the device to authenticate. The authentication information is sent to the server using a secure protocol.
[0314] Providing learning content: When a user selects learning content, the terminal sends the information to the server, and the server provides the corresponding content, such as videos, workbooks, and interactive learning materials.
[0315] Data recording and evaluation: The user's answers and progress are recorded in real time by the device and periodically sent to the server. The server analyzes the received data and evaluates the accuracy rate and progress.
[0316] Emotion recognition and feedback: The device captures the user's facial expressions and voice data and sends them to the server. The server then uses an emotion engine to analyze this data and recognize the user's emotional state. For example, if the user has a troubled expression, the server can assist the user by adjusting the learning content.
[0317] Issuance of recreational access rights: The server comprehensively evaluates the learning progress and emotional state and issues access rights to recreational activities. The terminal notifies the user of this access right and displays available games.
[0318] Gameplay management: When a user selects a game, the device sends a request to the server to start the game. The server allows the game to start and sets a timer to manage the play time. If the set time is exceeded, the server sends a signal to end the game.
[0319] Providing Activity Logs: The server records a log of the user's academic and recreational activities and provides periodic reports to parents and educators, allowing them to monitor the user's progress and emotional balance.
[0320] Specific examples
[0321] As a concrete example, consider a user who is a fifth-grader. The user logs in from a device and selects "fifth-grader math workbook" as the learning content. After studying for 30 minutes and achieving a correct answer rate of 80% or more, the server issues access to an "action game" as a recreational activity. The user can then enjoy the game for 30 minutes. The server continues to monitor the user's emotional state during this time and provides feedback as needed. Throughout this process, the server and device monitor the user's balance between study and play, and provide appropriate feedback.
[0322] Example prompts for generative AI models
[0323] Specific prompt examples:
[0324] A fifth-grade elementary school student logged in with the user ID "user123" and password "password" and solved a set of math problems for 30 minutes, achieving an accuracy rate of over 80%. The server then provided access to an "action game" and the user played for 30 minutes. During this process, the server monitored the user's emotional state and provided appropriate feedback.
[0325] In this way, the present invention realizes a system that provides appropriate support according to the user's emotional state while maintaining a balance between the user's learning and recreational activities.
[0326] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0327] Step 1:
[0328] Login Authentication
[0329] User: The user enters their ID and password into the terminal and presses the "Login" button.
[0330] Input: User ID and password.
[0331] Terminal: The terminal sends the entered ID and password to the server.
[0332] Server: The server compares the received ID and password with the information in the database and performs authentication. If authentication is successful, the server returns a successful authentication response to the terminal.
[0333] Output: Authentication success or failure response.
[0334] Behavior: If the server authenticates successfully, the user is allowed to proceed to the next screen.
[0335] Step 2:
[0336] Select learning content
[0337] User: After logging in, the user selects the desired subject or drill from the list of learning content displayed.
[0338] Input: User's subject and drill selection.
[0339] Terminal: The terminal receives the user's selection and sends that information to the server.
[0340] Server: The server retrieves the relevant learning content from the database and sends it to the terminal.
[0341] Output: Learning content data.
[0342] Operation: The device displays the received learning content to the user.
[0343] Step 3:
[0344] Data recording during learning
[0345] User: The user answers the questions displayed on the terminal and enters the answers.
[0346] Input: User's answer data.
[0347] Terminal: The terminal records the user's answers in real time and periodically transmits the data to the server.
[0348] Server: The server analyzes the received data and calculates and records the user's progress and correct answer rate. For example, if you answer 8 out of 10 questions correctly, the correct answer rate will be recorded as 80%.
[0349] Output: User's accuracy rate and progress data.
[0350] Operation: Determines the next learning content or recreational access rights based on the user's progress.
[0351] Step 4:
[0352] Emotion Recognition and Feedback
[0353] Terminal: The terminal captures the user's facial expressions and voice data and sends them to the server.
[0354] Input: User's facial expression data and voice data.
[0355] Server: The server uses an emotion engine to analyze facial and voice data to determine the user's emotional state. For example, if the user has a difficult expression, the server will adjust the learning content.
[0356] Output: The user's emotional state and appropriate feedback.
[0357] Operation: The server sends new learnings to the terminal, which displays them to the user.
[0358] Step 5:
[0359] Issuance of recreational access rights
[0360] Server: The server comprehensively evaluates the user's learning progress and emotional state and issues access rights to recreational activities.
[0361] Input: User progress data and emotional state data.
[0362] Terminal: The terminal notifies the user of the access rights received from the server and displays available games, etc.
[0363] Output: Recreational access rights.
[0364] How it works: The user selects the game they want to play from the displayed games.
[0365] Step 6:
[0366] Gameplay Management
[0367] User: The user starts the game of their choice.
[0368] Input: Game selection request.
[0369] Terminal: The terminal sends a request to the server to start the game.
[0370] Server: The server allows the game to start and manages gameplay by setting a timer, for example a 30 minute time limit.
[0371] Output: Game start permission and play time management instructions from the server.
[0372] How it works: The device notifies the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device ends the game.
[0373] Step 7:
[0374] Providing an activity log
[0375] Server: The server logs the user's academic and recreational activities and provides periodic reports to parents and educators.
[0376] Input: Learning and recreational activity data.
[0377] Output: Report to parent or educator.
[0378] How it works: Reports are generated periodically and communicated to parents and educators via email and a dedicated portal.
[0379] (Application example 2)
[0380] 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."
[0381] Conventional systems for managing learning and recreational activities control access to recreational activities based solely on the user's learning progress, without properly considering the user's emotional state. Furthermore, the lack of feedback to help users balance their learning and recreational activities can lead to demotivation and increased stress. Furthermore, the lack of adequate feedback to parents and educators regarding the progress and emotional state of these activities makes it difficult to provide effective educational support. Therefore, a system is needed that can comprehensively manage a user's learning progress and emotional state, provide optimal feedback, and effectively balance learning and recreational activities.
[0382] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for recording and transmitting the user's learning progress, means for analyzing the user's facial expression data or voice data and recognizing the user's emotional state, and means for issuing access rights to recreational activities according to the user's learning progress and emotional state. This makes it possible to provide optimal feedback that takes the user's emotional state into consideration and to effectively balance learning and recreational activities.
[0383] A "login method" is a method by which a user inputs their ID and password into a terminal, sends that information from the terminal to a server, and receives authentication.
[0384] The "display means" is a means on the terminal for showing the user the learning content based on the progress provided by the server.
[0385] The "means for recording and transmitting" is a means for recording the user's learning progress and periodically transmitting the information to the server.
[0386] The "means for evaluating" is a means by which the server evaluates the user based on the learning progress of the user.
[0387] The "recognition means" is a means for analyzing the facial expression data or voice data of the user and recognizing the emotional state.
[0388] The "issuing means" is a means for issuing access rights to recreational activities according to the user's learning progress and emotional state.
[0389] "Means of initiation" means the means by which a recreational activity is initiated based on the access right for that activity.
[0390] The "means for managing and notifying time restrictions" refers to a means for managing time restrictions on recreational activities and notifying the user of this information.
[0391] The "means for monitoring and providing" refers to a means for monitoring the user's emotional state during a relevant activity and providing appropriate feedback.
[0392] The system of this invention is designed to manage a user's learning and recreational activities in a balanced manner. The system is primarily composed of a server and a terminal, and evaluates the user's learning progress and emotional state in real time to provide each user with optimized learning and recreational activities. In particular, the system incorporates an "emotion engine" that analyzes the user's facial expression data and voice data to recognize their emotional state, thereby improving the quality of learning and recreation.
[0393] 1. User begins learning activity
[0394] A user accesses the system through a login means on the terminal using his / her ID and password. The terminal sends this information to the server, which then performs authentication.
[0395] 2. Viewing learning content
[0396] After logging in, users can view learning content based on their progress provided by the server on their device. When a user selects a math problem set or other drill, the server sends the content to the device and displays it.
[0397] 3. Record and submit your learning progress
[0398] As the user progresses with their studies, the device records their answers and periodically sends the data to the server, which then evaluates the user's progress based on the received data.
[0399] 4. Recognition and assessment of emotional states
[0400] The device collects the user's facial expression and voice data and analyzes it using an emotion engine. For example, if the user has a troubled expression, the emotion engine recognizes that emotion and sends the information to the server.
[0401] 5. Issuance of access rights to recreational activities
[0402] The server comprehensively evaluates the user's learning progress and emotional state, and issues access rights to recreational activities based on the evaluation. The access rights are notified to the terminal.
[0403] 6. Initiating and managing recreational activities
[0404] The user can use the access rights to start a recreational activity (e.g., a game). The server allows the game to start and manages the time limit by setting a timer. If the timer exceeds the set time, the device will receive a signal from the server to end the game.
[0405] 7. Emotional state monitoring and feedback
[0406] During recreational activities, the device monitors the user's emotional state and provides appropriate feedback using the emotion engine. For example, if the user is having fun, the server will cause the device to display positive messages.
[0407] 8. Providing logs
[0408] The server records a log of learning and recreational activities and the user's emotional data, and periodically generates and notifies parents or educators of reports, allowing them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[0409] Specific examples
[0410] Consider a case where the user is a fifth-grader in elementary school. He logs in to the device with his user ID and password and selects a math problem set provided by the server. If he achieves 80% or more correct answers in 30 minutes of study, he will be granted access to his favorite game for 30 minutes. During gameplay, the device monitors the user's emotional state and provides appropriate feedback. Throughout this process, the server monitors the user's balance between study and recreation, grasps the user's emotional state using an emotion engine, and provides appropriate feedback when necessary.
[0411] Prompt Sentence Examples
[0412] Create a Python program that has the following functionality:
[0413] User authentication (verification of user ID and password)
[0414] Record your learning progress (calculate your correct answer rate)
[0415] Recognizing user emotions from image data
[0416] Controlling access to recreational activities based on academic progress and emotional state
[0417] Play the game for a specified time and notify the remaining time
[0418] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0419] Step 1:
[0420] The user logs in to the device. They enter their ID and password and press the login button. The device sends this login information to the server. The server compares the received login information with the database and authenticates the user. The input is the user ID and password, and the output is the authentication result. If authentication is successful, the next learning content selection screen is displayed.
[0421] Step 2:
[0422] The user selects learning content provided by the server. The device displays a list of multiple learning contents retrieved from the server to the user. The user selects the content they want to study (for example, a math problem book). The input is the list of learning contents retrieved from the server, and the output is the user's selection information. The device sends the selection information to the server, receives the corresponding learning content, and displays it.
[0423] Step 3:
[0424] The user continues learning. They input answers to the displayed content. The device records the user's answers in real time and periodically sends them to the server. The input is the user's answer information, and the output is learning progress data that is periodically sent. The server prepares to evaluate the user's learning progress based on the received data.
[0425] Step 4:
[0426] The server evaluates the learning progress. The server calculates the user's correct answer rate and grasps the progress. For example, if 8 out of 10 questions are answered correctly, the correct answer rate is 80%. The input is the learning progress data sent from the device, and the output is the evaluation result. The server records the progress as the evaluation result.
[0427] Step 5:
[0428] The device collects the user's facial expression and voice data. The device's built-in camera and microphone are used to capture the user's facial expression and voice. The input is the user's facial expression and voice data, and the output is the acquired emotional data. This data is sent to the server in real time.
[0429] Step 6:
[0430] The server uses an emotion engine to recognize the user's emotional state. The server analyzes the received facial expression and voice data to identify the user's emotional state. For example, if the user has a troubled expression, the server will recognize the emotion as "confused." The input is the user's facial expression and voice data, and the output is the recognized emotional state. The server records the recognition results.
[0431] Step 7:
[0432] The server issues access rights to recreational activities based on the learning progress and emotional state. It comprehensively judges the evaluation results and emotional state to determine whether the user can access recreational activities. The input is the evaluation results of the learning progress and the emotional state, and the output is the issued access rights. The access rights are notified to the terminal.
[0433] Step 8:
[0434] The user starts a recreational activity. Using the issued access rights, the terminal accesses the server to start the recreational activity (e.g., a game). The input is the access rights, and the output is the recreational activity to be started. The server confirms the start of the game and sets a timer to manage the time limit.
[0435] Step 9:
[0436] The server manages and notifies the time limit during recreational activities. It notifies the device of the remaining time so that the user can continue the activity within the set time. For example, notifications are sent every 10 minutes, 5 minutes, and 1 minute remaining. The input is the current activity time, and the output is a notification about the time limit. When the time has elapsed, the server sends a signal and the device ends the activity.
[0437] Step 10:
[0438] The device monitors the user's emotional state during recreational activities. The device continuously collects facial expression and voice data and sends it to the server. The server then provides appropriate feedback based on this data. For example, if the user is having fun, the server displays a positive message. The input is the user's facial expression and voice data, and the output is the recognized emotional state and feedback. The feedback is displayed on the device in real time.
[0439] 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.
[0440] 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.
[0441] 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.
[0442] [Second embodiment]
[0443] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0444] 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.
[0445] 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).
[0446] 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.
[0447] 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.
[0448] 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).
[0449] 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.
[0450] 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.
[0451] 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.
[0452] 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.
[0453] 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.
[0454] 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."
[0455] The system of the present invention allows users to enjoy recreational activities after completing educational activities, thereby achieving a balance between learning and play. Specifically, the system operates in the following manner.
[0456] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[0457] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[0458] As the user progresses with their studies, the device records their answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. For example, if a user answers 8 out of 10 questions correctly, their accuracy rate will be evaluated as 80%.
[0459] The server evaluates the user's progress and, if the user meets preset criteria, issues the user access to recreational activities. This access is issued based on the user's learning achievement and is notified to the terminal.
[0460] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[0461] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[0462] The system also provides parents and educators with a log of learning and recreational activities. The server periodically generates these logs and notifies parents and educators, allowing them to check whether a balance between learning and play is being achieved.
[0463] For example, if a user is a fifth-grader, he or she logs in to the device with a user ID and password, selects a math workbook provided by the server, studies for 30 minutes, and after achieving a correct answer rate of 80% or more, gains access to a game of his or her choice and plays the game for 30 minutes. Throughout this process, the server monitors the balance between the user's study and play, ensuring that the user's activities are within the time limit.
[0464] In this way, the present invention provides an effective system for supporting children's growth and development while maintaining the proper balance between educational and recreational activities.
[0465] The processing flow will be explained below.
[0466] Step 1:
[0467] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[0468] Step 2:
[0469] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[0470] Step 3:
[0471] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[0472] Step 4:
[0473] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[0474] Step 5:
[0475] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[0476] Step 6:
[0477] (Device) Sends the user's selection to the server and issues a request for learning content.
[0478] Step 7:
[0479] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[0480] Step 8:
[0481] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[0482] Step 9:
[0483] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[0484] Step 10:
[0485] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[0486] Step 11:
[0487] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[0488] Step 12:
[0489] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[0490] Step 13:
[0491] (Server) Check whether the user's progress meets the set criteria (e.g., 80% or more correct answers). If the criteria are met, issue access to the recreational activity.
[0492] Step 14:
[0493] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[0494] Step 15:
[0495] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[0496] Step 16:
[0497] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[0498] Step 17:
[0499] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[0500] Step 18:
[0501] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[0502] Step 19:
[0503] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[0504] Step 20:
[0505] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[0506] Step 21:
[0507] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[0508] Step 22:
[0509] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[0510] Step 23:
[0511] (Server) Maintains logs of academic and recreational activities and runs a mechanism to send periodic reports to parents and educators.
[0512] As described above, this system provides effective educational support by managing and balancing learning and recreational activities through collaboration between users, terminals, and servers.
[0513] Example 1
[0514] 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."
[0515] In traditional educational systems, users have limited opportunities to enjoy appropriate recreational activities after completing learning activities, making it difficult to balance learning and play. Furthermore, the lack of real-time assessment of learning progress and appropriate feedback to parents and educators led to a decline in overall learning efficiency and motivation.
[0516] 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.
[0517] In this invention, the server includes an authentication means for allowing a user to start a learning activity, a display means for displaying learning content provided by the server, a data transmission means for recording and transmitting the user's learning progress, an evaluation means for the server to evaluate the user's learning progress, an authorization issuing means for issuing access rights to recreational activities according to the user's learning progress, an activity starting means for starting the relevant activity based on the access rights for the recreational activity, a control means for managing and notifying the user of the time limit for the relevant activity, a means for providing a log of learning and recreational activities to a parent or educator, and a monitoring means for comprehensively monitoring and balancing the progress and usage of learning and recreational activities. This allows users to enjoy appropriate recreational activities while engaging in learning activities, thereby achieving a balance between learning and play. Furthermore, providing detailed logs to parents and educators makes it easy to monitor and manage learning progress and balance.
[0518] "Authentication means" is a function that allows a user to input authentication information such as their ID and password to log in to a system and verify its validity.
[0519] The "display means" is a function for displaying the learning content provided by the server in a format that is easy for the user to view.
[0520] The "data transmission means" is a function for recording the user's learning progress and answer data and transmitting them to the server.
[0521] The "evaluation means" is a function for analyzing the user's learning progress and answer data that have been sent and for making an evaluation in real time.
[0522] The "authority issuing means" is a function for issuing an access right to a recreational activity when the user meets appropriate criteria based on the user's learning progress.
[0523] The "activity starting means" is a function for starting a corresponding recreational activity based on the issued access right.
[0524] "Control means" refers to a function for managing the time limit of a recreational activity and notifying the user of its progress.
[0525] "Means for providing logs to parents or educators" refers to a function for generating detailed logs of learning and recreational activities and providing them to parents or educators.
[0526] The "monitoring means" is a function for comprehensively monitoring the progress and usage of learning and recreational activities to ensure that the user's activities are well balanced.
[0527] The system of the present invention aims to support users in enjoying recreational activities after completing a learning activity. The overall configuration of the system includes authentication means for allowing a user to start a learning activity, display means for displaying learning content provided by a server, data transmission means for recording and transmitting the user's learning progress, evaluation means for the server to evaluate the user's learning progress, authority issuance means for issuing access rights to recreational activities according to the learning progress, activity start means for starting the relevant activity based on the access rights for the recreational activity, and control means for managing and notifying the time limits of the relevant activity.
[0528] Hardware and software used
[0529] Hardware
[0530] 1. Terminal: A device operated by a user, such as a PC, tablet, or smartphone.
[0531] 2. Server: A back-end server for managing the entire system, with a database and processing power.
[0532] software
[0533] 1. Learning Management System (LMS): Software that delivers learning content and manages progress.
[0534] 2. Programming Language: The basic programming language used for communication and processing between the user and the server, such as JavaScript, Python, etc.
[0535] 3. Database Management System (DBMS): Software for managing user authentication information and learning progress. Examples include MySQL, PostgreSQL, etc.
[0536] 4. User Interface: A graphical interface through which the user operates the learning and recreational activities.
[0537] System Operation Overview
[0538] The server receives the authentication information sent by the user from the terminal using the authentication means and verifies the user's authenticity by comparing it with the database. If the comparison is successful, the server sends a notification of successful login to the user, and the learning content is displayed on the display means of the terminal.
[0539] While the user is progressing with the learning activity, the terminal transmits answer data to the server using the data transmission means, and the server analyzes the received data in real time using the evaluation means to evaluate the user's learning progress.
[0540] If the evaluation results in the user satisfying the preset criteria, the server issues an access right to the recreational activity using the authority issuing means and transmits it to the terminal, and the user starts the recreational activity using the activity starting means based on the issued access right.
[0541] During the recreational activity, the server uses the control means to manage the time limit for the activity and sends a notification to the terminal whenever time is running out. When time has elapsed, the server sends a signal to the terminal to end the activity, causing the activity to end.
[0542] Specific examples
[0543] If the user is in the fifth grade, he / she will perform the following academic and recreational activities:
[0544] 1. The user logs in to the terminal using their ID and password, and the server authenticates them.
[0545] 2. The learning content is displayed on the display means of the terminal, and the user selects a math problem set.
[0546] 3. The user studies for 30 minutes, and the progress of the study is sent to the server as needed using the data transmission means.
[0547] 4. If the user achieves 80% correct answers, the server issues access to the recreational activity.
[0548] 5. The user uses the issued access rights to enjoy the game for 30 minutes.
[0549] 6. The server uses controls to manage the time limit and sends a notification when it expires.
[0550] Prompt Sentence Examples
[0551] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[0552] With the above configuration, the present invention provides a system that allows users to enjoy appropriate recreational activities while engaging in learning activities, making it easier to balance learning and play. Parents and educators can also effectively support their children's development by checking the activity log.
[0553] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0554] Step 1:
[0555] Input: The user inputs their ID and password.
[0556] Processing: The terminal takes the entered ID and password and sends them to the server as authentication information. The server checks the received authentication information against its database.
[0557] Output: The server sends the authentication result to the terminal. If the authentication is successful, a login success message is displayed on the terminal.
[0558] Specific operation: The user enters their ID and password on the login screen and clicks the "Login" button. The device sends the entered information to the server, which searches the database for authentication. After successful authentication, the device displays "Login successful."
[0559] Step 2:
[0560] Input: Successful login notification from the server.
[0561] Processing: The terminal sends a request for available learning content to the server. The server retrieves the learning content from the database and sends it to the terminal.
[0562] Output: The learning content is displayed on the device and is available for the user to select.
[0563] Specific operation: After successful login, the "Study Program Selection" screen will be displayed on the terminal screen. The server will send the study program for each subject to the terminal, and the user will select the study content from the displayed options.
[0564] Step 3:
[0565] Input: The study program selected by the user.
[0566] Processing: The terminal sends the user's selection to the server, which retrieves the selected learning content from the database and sends it to the terminal.
[0567] Output: The selected learning content is displayed on the device and the user begins learning.
[0568] Specific operation: For example, the user selects a math problem book, and the contents are displayed on the terminal. The user can view the problem book and enter the answers.
[0569] Step 4:
[0570] Input: The answer for each question entered by the user.
[0571] Processing: The device records the user's answers and sends the answer data to the server after a certain number of questions. The server evaluates the received answer data and calculates the accuracy rate, etc.
[0572] Output: Progress (such as correct answer rate) is recorded on the server.
[0573] Specific operation: The user solves the problems and inputs the answers into the device. The device temporarily stores the input answers and sends them to the server after solving 10 problems. The server receives them and calculates the accuracy rate.
[0574] Step 5:
[0575] Input: Learning progress data, such as assessed percentage of correct answers.
[0576] Processing: The server determines whether the user's rate of correct answers meets the set criteria, and if so, issues access to the recreational activity.
[0577] Output: The terminal is notified that access rights have been issued.
[0578] Specific operation: For example, if the correct answer rate exceeds 80%, the server will issue a 30-minute game play access right and send a notification to the terminal. The terminal will display "Recreation access right has been issued."
[0579] Step 6:
[0580] Input: The access rights the user has been issued.
[0581] Processing: The user selects a recreational activity using the issued access rights. The terminal requests the selected recreational activity from the server, which grants it.
[0582] Output: The start of the recreational activity is notified to the terminal.
[0583] Specific operation: The user presses the "Start recreation" button, and the terminal sends a request to the server. The server sets a timer and sends a start permission signal to the terminal. The game screen is displayed on the terminal, and the user begins the game.
[0584] Step 7:
[0585] Input: Time progression data after recreational activity begins.
[0586] Processing: The server monitors the progress of the recreational activity and manages it so that it does not exceed the set time. It sends a notification whenever time is running low.
[0587] Output: A time-out notification and a completion signal are sent to the terminal.
[0588] Specific operation: For example, the server sets a 30-minute timer and sends it to the device. The device then displays a notification to the user every time there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device displays a "Time Ended" message, and the recreational activity ends.
[0589] Prompt Sentence Examples
[0590] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[0591] (Application example 1)
[0592] 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."
[0593] Conventional learning systems have had the problem of making it difficult to maintain users' motivation for learning activities. Furthermore, while it is necessary to effectively balance learning and recreational activities, parents and educators have had difficulty in adequately understanding the progress of their children. Furthermore, there is a lack of a mechanism for using learning outcomes to provide incentives for other activities.
[0594] 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.
[0595] In this invention, the server includes a login means for a user to start a learning activity, a means for displaying learning content based on the progress provided by the server, a means for recording and transmitting the user's learning progress, a means for the server to evaluate the user's learning progress, a means for issuing access rights to recreational activities according to the user's learning progress, a means for starting the relevant activity based on the access rights to the recreational activity, a means for managing and notifying the user of the time limit for the relevant activity, a means for issuing access rights to purchase products at discounted prices based on the user's learning progress, and a means for parents or educators to check the user's progress and usage history. This allows users to maintain high motivation while studying and to make purchases at discounted prices based on the results of their studies. Furthermore, parents and educators can check the user's progress in real time and effectively balance their studies and recreational activities.
[0596] "Login means" is a function that allows a user to input authentication information required to access the system and verify their identity.
[0597] The "means for displaying learning content" is a function for displaying content such as learning materials and question sets provided by the server on the user's terminal.
[0598] The "means for recording and transmitting learning progress" is a function that records the answers given by the user and the progress level during learning on the terminal and transmits them to the server.
[0599] The "means for the server to evaluate the user's learning progress" is a function that calculates and evaluates the user's progress and correct answer rate based on the learning data received by the server.
[0600] The "means for issuing access rights to recreational activities" is a function for issuing rights to access recreational activities such as games and discount rights according to the user's learning progress.
[0601] A "means for initiating applicable activities" is the ability to initiate recreational activities or privileges based on the issued access rights.
[0602] The "means for managing and notifying time limits" is a function for limiting the time of a recreational activity and notifying the user of the remaining time and the end time.
[0603] The "means for issuing access rights to purchase products at discounted prices" is a function for issuing rights to purchase products at discounted prices according to the user's learning progress.
[0604] The "means for parents or educators to check progress and usage history" is a function that allows parents or educators to check the progress and usage history of a user's learning or recreational activities in real time.
[0605] To implement this invention, a system must be constructed using the following hardware and software. Hardware requires a device such as a smartphone or tablet used by the user, and a server for managing learning progress and recreational activities. Servers such as AWS (Amazon Web Services) and Google Cloud Platform can be used. Software requires a framework for developing user applications (e.g., Flask or Django) and a database system (e.g., PostgreSQL or MySQL).
[0606] 1. User login
[0607] Before starting a learning activity, a user enters their ID and password from their device through a dedicated application and sends them to the server, which receives the information, authenticates it, and verifies that the user is a legitimate user.
[0608] 2. Viewing learning content
[0609] The server selects appropriate learning content based on the learning progress and sends it to the terminal, which displays the content to the user and allows the user to access it.
[0610] 3. Record and submit your learning progress
[0611] As the user progresses with their studies, the device records their answers and progress, and periodically sends them to the server, which then receives the data and evaluates it in real time.
[0612] 4. Assessment of learning progress
[0613] The server evaluates the user's learning progress and issues access to recreational activities if the user achieves, for example, 80% or more correct answers in a math problem set.
[0614] 5. Start of recreational activities
[0615] When a user with access rights begins a recreational activity, the terminal receives permission to start the activity from the server, which sets a timer for the activity and manages the time limit.
[0616] 6. Time Limit Management and Notifications
[0617] The server monitors the time from the start to the end of the recreational activity, managing it so that it does not exceed the set time, and notifies the user via the terminal when there is little time left.
[0618] 7. Purchasing products at discounted prices
[0619] Based on the learning progress, the server issues access rights to purchase products at discounted prices as specific recreational activities. When a user with this access rights orders a target product, the server sends a signal to the terminal that the discount will be applied.
[0620] 8. Parent or Educator Review
[0621] Parents or educators can check the user's progress and usage history through a dedicated application. The server periodically generates these logs and notifies the parent or educator.
[0622] As a concrete example, when an elementary school student starts learning about "food ingredients," they log in to their device using their user ID and password, and receive and display the learning content provided by the server. The user progresses through the learning process by solving problems, and if they achieve a correct answer rate of 80% or more, the server issues them access rights to order pizza at a 20% discount. The discount is then applied when the user orders pizza. Parents can also check the progress in real time through the application.
[0623] Specific examples of prompts for generative AI models:
[0624] "Could you please give us a concrete example of how to design a 'food education' module for a food delivery app? If users solve problems and achieve an 80% or higher accuracy rate, they can then purchase food at a discounted price."
[0625] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0626] Step 1:
[0627] A user logs in using a terminal. Input includes a user ID and password, which are received by the terminal. The terminal sends this authentication information to the server, which then authenticates the information and verifies whether the user is a legitimate user. If authentication is successful, the server returns a signal to the user indicating successful login.
[0628] Step 2:
[0629] The server selects appropriate learning content based on the user's learning progress and sends it to the device. The input is the user's learning history and progress, and based on this, the server determines which learning content to display next. The selected learning content is then displayed on the device.
[0630] Step 3:
[0631] The user progresses through the learning content on the device. Input includes the user's answers and the time it took to answer them, which are recorded by the device. The device then periodically sends this data to the server. The server receives this data, calculates the user's progress and correct answer rate, and stores the data in a database.
[0632] Step 4:
[0633] The server evaluates the user's learning progress. The server uses the user's answer data and progress data as input. The server evaluates the user's correct answer rate and progress based on the evaluation criteria and calculates the results. If the results meet the criteria, it generates a signal to issue the user access to recreational activities.
[0634] Step 5:
[0635] The terminal starts the recreational activity based on the issued access right. A request is sent from the terminal to the server to execute the recreational activity selected by the user. The server receives the request and transmits the content and start time of the recreational activity to the terminal.
[0636] Step 6:
[0637] The server manages the time limit for recreational activities and notifies the device. The inputs are the start time of the recreational activity and the set time limit, and the server manages the timer based on this. It periodically calculates the remaining time and notifies the device. If the time limit is exceeded, the server sends a signal to the device to end the activity.
[0638] Step 7:
[0639] The server issues access rights to purchase products at discounted prices based on the user's learning progress. The server receives the user's learning assessment results as input, and issues a discount right when the assessment results meet certain criteria. This right is sent to the terminal so that it can be automatically applied the next time the user orders a product.
[0640] Step 8:
[0641] Parents or educators use the application to check the user's progress and usage history. The server periodically generates learning logs and recreational activity logs and sends them to the parent's or educator's device, allowing the parent or educator to grasp the user's overall learning and recreational progress in real time.
[0642] 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.
[0643] The system of this invention allows users to enjoy recreational activities after completing learning activities, thereby achieving a balance between learning and play. Furthermore, by combining an emotion engine that recognizes the user's emotions, the system can flexibly adjust the method of providing learning and recreational activities. Specifically, the system operates as follows:
[0644] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[0645] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[0646] As the user progresses through the study, the device records the user's answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. If the user answers 8 out of 10 questions correctly, the accuracy rate is evaluated as 80%.
[0647] In addition, the server uses an emotion engine to analyze the user's facial expression and voice data sent from the device to identify the user's emotional state. For example, if the user looks troubled while studying, the emotion engine will recognize this and can support the user by changing the study content.
[0648] The server evaluates the user's progress and emotional state and issues access rights to recreational activities based on the evaluation. The access rights are issued based on the user's learning achievement and emotional state and are notified to the terminal.
[0649] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[0650] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[0651] The emotion engine can also monitor the user's emotional state during gameplay and provide appropriate feedback as needed. For example, if a user is very happy with a game, the server can display an appropriate message and provide positive feedback.
[0652] Furthermore, the system provides parents and educators with a log of learning and recreational activities. The server records these logs and the user's emotional data, and periodically generates reports to inform parents and educators. This allows them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[0653] As a concrete example, if a user is a fifth-grader, he or she logs in to a terminal using a user ID and password and selects a math workbook provided by the server. After studying for 30 minutes and achieving a correct answer rate of 80% or more, he or she gains access to a game of his or her choice and enjoys playing the game for 30 minutes. Throughout this process, the server monitors the user's balance between study and play, uses an emotion engine to grasp the user's emotional state, and provides appropriate feedback as needed. In this way, the present invention provides effective educational support by taking into account the user's emotional state while maintaining an appropriate balance between learning and recreational activities.
[0654] The processing flow will be explained below.
[0655] Step 1:
[0656] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[0657] Step 2:
[0658] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[0659] Step 3:
[0660] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[0661] Step 4:
[0662] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[0663] Step 5:
[0664] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[0665] Step 6:
[0666] (Device) Sends the user's selection to the server and issues a request for learning content.
[0667] Step 7:
[0668] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[0669] Step 8:
[0670] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[0671] Step 9:
[0672] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[0673] Step 10:
[0674] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[0675] Step 11:
[0676] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[0677] Step 12:
[0678] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[0679] Step 13:
[0680] (Device) Sends the user's facial image and voice to the emotion engine. Collects data to analyze the user's emotional state from their facial expressions and voice.
[0681] Step 14:
[0682] (Emotion engine) Analyzes received facial images and voice data to identify the user's emotional state. For example, it determines whether the user is distressed or excited.
[0683] Step 15:
[0684] (Server) Adjust how learning content is presented based on the emotional data obtained from the emotion engine. For example, add hints if the user is having trouble.
[0685] Step 16:
[0686] (Server) Checks whether the user's progress and emotional state meet the set criteria (e.g., 80% or more correct answers and positive emotional state). If the criteria are met, issues access to recreational activities.
[0687] Step 17:
[0688] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[0689] Step 18:
[0690] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[0691] Step 19:
[0692] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[0693] Step 20:
[0694] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[0695] Step 21:
[0696] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[0697] Step 22:
[0698] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[0699] Step 23:
[0700] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[0701] Step 24:
[0702] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[0703] Step 25:
[0704] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[0705] Step 26:
[0706] (Emotion Engine) Monitors the user's emotional state during gameplay and generates appropriate feedback as needed. For example, if the user is happy with the game, it displays a positive message.
[0707] Step 27:
[0708] (Server) Implements a mechanism to store logs of learning and recreational activities and send periodic reports, including emotional data, to parents and educators.
[0709] As described above, this system works in cooperation with the user, terminal, server, and emotion engine to effectively manage learning and recreational activities and provide support that takes into account the user's emotional state.
[0710] Example 2
[0711] 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."
[0712] Conventional learning systems lacked the means to allow users to properly enjoy recreational activities after completing learning activities. Furthermore, they lacked feedback and content adjustments that took into account the user's emotional state, resulting in reduced learning efficiency. Furthermore, it was difficult for parents and educators to grasp the progress of learning and recreational activities in real time, resulting in insufficient comprehensive monitoring and balanced educational support.
[0713] 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.
[0714] In this invention, the server includes means for recognizing a user's emotions and adjusting learning content and recreational activities based on the recognition results, means for providing feedback based on the emotion recognition and learning progress, and means for providing a log of learning and recreational activities to a parent or educator. This makes it possible to provide a system that maintains a balance between the user's learning activities and recreational activities, provides appropriate feedback according to the user's emotional state, improves learning effectiveness, and allows parents and educators to monitor the user's progress and emotional state with peace of mind.
[0715] "User" refers to a person who uses the system to engage in learning and recreational activities.
[0716] "Login Method" means the authentication process a User uses to access a System, using an ID and password or other authentication information.
[0717] The "server" is a central computer that manages and processes data for the entire system, providing learning content, analyzing data, recognizing emotions, and providing feedback.
[0718] "Study content" refers to digital content such as study materials and question sets that users can select and study.
[0719] "Progress" refers to data that indicates the progress, such as the level of achievement or percentage of correct answers, of a user as they proceed with their learning or recreational activities.
[0720] "Recreational activities" refer to activities that users engage in for relaxation or enjoyment after learning activities, such as games and entertainment content.
[0721] "Access Rights" refers to digital credentials that indicate a user's authorization to access certain features or content.
[0722] An "emotion engine" refers to an algorithm or system that analyzes data such as a user's facial expressions and voice to recognize their emotional state.
[0723] "Feedback" refers to advice and support information provided by the system based on the user's progress and emotional state.
[0724] "Parent or Educator" means a person who is in a position to supervise and support the User's academic and recreational activities and has the authority to view the User's progress and emotional state logs.
[0725] The present invention relates to a system for enabling a user to efficiently and balancedly carry out learning and recreational activities. The system includes the following components: a user, a terminal, and a server.
[0726] Hardware Configuration
[0727] User: Users access the system using devices such as PCs, tablets, and smartphones.
[0728] Terminal: The terminal receives user input and sends data to the server, typically using a browser or dedicated application.
[0729] Server: The server is built on a cloud infrastructure and provides learning content, manages progress, recognizes emotions, and provides feedback.
[0730] Software Configuration
[0731] Login method: The user enters their ID and password into the login screen on the device to authenticate. The authentication information is sent to the server using a secure protocol.
[0732] Providing learning content: When a user selects learning content, the terminal sends the information to the server, and the server provides the corresponding content, such as videos, workbooks, and interactive learning materials.
[0733] Data recording and evaluation: The user's answers and progress are recorded in real time by the device and periodically sent to the server. The server analyzes the received data and evaluates the accuracy rate and progress.
[0734] Emotion recognition and feedback: The device captures the user's facial expressions and voice data and sends them to the server. The server then uses an emotion engine to analyze this data and recognize the user's emotional state. For example, if the user has a troubled expression, the server can assist the user by adjusting the learning content.
[0735] Issuance of recreational access rights: The server comprehensively evaluates the learning progress and emotional state and issues access rights to recreational activities. The terminal notifies the user of this access right and displays available games.
[0736] Gameplay management: When a user selects a game, the device sends a request to the server to start the game. The server allows the game to start and sets a timer to manage the play time. If the set time is exceeded, the server sends a signal to end the game.
[0737] Providing Activity Logs: The server records a log of the user's academic and recreational activities and provides periodic reports to parents and educators, allowing them to monitor the user's progress and emotional balance.
[0738] Specific examples
[0739] As a concrete example, consider a user who is a fifth-grader. The user logs in from a device and selects "fifth-grader math workbook" as the learning content. After studying for 30 minutes and achieving a correct answer rate of 80% or more, the server issues access to an "action game" as a recreational activity. The user can then enjoy the game for 30 minutes. The server continues to monitor the user's emotional state during this time and provides feedback as needed. Throughout this process, the server and device monitor the user's balance between study and play, and provide appropriate feedback.
[0740] Example prompts for generative AI models
[0741] Specific prompt examples:
[0742] A fifth-grade elementary school student logged in with the user ID "user123" and password "password" and solved a set of math problems for 30 minutes, achieving an accuracy rate of over 80%. The server then provided access to an "action game" and the user played for 30 minutes. During this process, the server monitored the user's emotional state and provided appropriate feedback.
[0743] In this way, the present invention realizes a system that provides appropriate support according to the user's emotional state while maintaining a balance between the user's learning and recreational activities.
[0744] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0745] Step 1:
[0746] Login Authentication
[0747] User: The user enters their ID and password into the terminal and presses the "Login" button.
[0748] Input: User ID and password.
[0749] Terminal: The terminal sends the entered ID and password to the server.
[0750] Server: The server compares the received ID and password with the information in the database and performs authentication. If authentication is successful, the server returns a successful authentication response to the terminal.
[0751] Output: Authentication success or failure response.
[0752] Behavior: If the server authenticates successfully, the user is allowed to proceed to the next screen.
[0753] Step 2:
[0754] Select learning content
[0755] User: After logging in, the user selects the desired subject or drill from the list of learning content displayed.
[0756] Input: User's subject and drill selection.
[0757] Terminal: The terminal receives the user's selection and sends that information to the server.
[0758] Server: The server retrieves the relevant learning content from the database and sends it to the terminal.
[0759] Output: Learning content data.
[0760] Operation: The device displays the received learning content to the user.
[0761] Step 3:
[0762] Data recording during learning
[0763] User: The user answers the questions displayed on the terminal and enters the answers.
[0764] Input: User's answer data.
[0765] Terminal: The terminal records the user's answers in real time and periodically transmits the data to the server.
[0766] Server: The server analyzes the received data and calculates and records the user's progress and correct answer rate. For example, if you answer 8 out of 10 questions correctly, the correct answer rate will be recorded as 80%.
[0767] Output: User's accuracy rate and progress data.
[0768] Operation: Determines the next learning content or recreational access rights based on the user's progress.
[0769] Step 4:
[0770] Emotion Recognition and Feedback
[0771] Terminal: The terminal captures the user's facial expressions and voice data and sends them to the server.
[0772] Input: User's facial expression data and voice data.
[0773] Server: The server uses an emotion engine to analyze facial and voice data to determine the user's emotional state. For example, if the user has a difficult expression, the server will adjust the learning content.
[0774] Output: The user's emotional state and appropriate feedback.
[0775] Operation: The server sends new learnings to the terminal, which displays them to the user.
[0776] Step 5:
[0777] Issuance of recreational access rights
[0778] Server: The server comprehensively evaluates the user's learning progress and emotional state and issues access rights to recreational activities.
[0779] Input: User progress data and emotional state data.
[0780] Terminal: The terminal notifies the user of the access rights received from the server and displays available games, etc.
[0781] Output: Recreational access rights.
[0782] How it works: The user selects the game they want to play from the displayed games.
[0783] Step 6:
[0784] Gameplay Management
[0785] User: The user starts the game of their choice.
[0786] Input: Game selection request.
[0787] Terminal: The terminal sends a request to the server to start the game.
[0788] Server: The server allows the game to start and manages gameplay by setting a timer, for example a 30 minute time limit.
[0789] Output: Game start permission and play time management instructions from the server.
[0790] How it works: The device notifies the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device ends the game.
[0791] Step 7:
[0792] Providing an activity log
[0793] Server: The server logs the user's academic and recreational activities and provides periodic reports to parents and educators.
[0794] Input: Learning and recreational activity data.
[0795] Output: Report to parent or educator.
[0796] How it works: Reports are generated periodically and communicated to parents and educators via email and a dedicated portal.
[0797] (Application example 2)
[0798] 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."
[0799] Conventional systems for managing learning and recreational activities control access to recreational activities based solely on the user's learning progress, without properly considering the user's emotional state. Furthermore, the lack of feedback to help users balance their learning and recreational activities can lead to demotivation and increased stress. Furthermore, the lack of adequate feedback to parents and educators regarding the progress and emotional state of these activities makes it difficult to provide effective educational support. Therefore, a system is needed that can comprehensively manage a user's learning progress and emotional state, provide optimal feedback, and effectively balance learning and recreational activities.
[0800] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for recording and transmitting the user's learning progress, means for analyzing the user's facial expression data or voice data and recognizing the user's emotional state, and means for issuing access rights to recreational activities according to the user's learning progress and emotional state. This makes it possible to provide optimal feedback that takes the user's emotional state into consideration and to effectively balance learning and recreational activities.
[0801] A "login method" is a method by which a user inputs their ID and password into a terminal, sends that information from the terminal to a server, and receives authentication.
[0802] The "display means" is a means on the terminal for showing the user the learning content based on the progress provided by the server.
[0803] The "means for recording and transmitting" is a means for recording the user's learning progress and periodically transmitting the information to the server.
[0804] The "means for evaluating" is a means by which the server evaluates the user based on the learning progress of the user.
[0805] The "recognition means" is a means for analyzing the facial expression data or voice data of the user and recognizing the emotional state.
[0806] The "issuing means" is a means for issuing access rights to recreational activities according to the user's learning progress and emotional state.
[0807] "Means of initiation" means the means by which a recreational activity is initiated based on the access right for that activity.
[0808] The "means for managing and notifying time restrictions" refers to a means for managing time restrictions on recreational activities and notifying the user of this information.
[0809] The "means for monitoring and providing" refers to a means for monitoring the user's emotional state during a relevant activity and providing appropriate feedback.
[0810] The system of this invention is designed to manage a user's learning and recreational activities in a balanced manner. The system is primarily composed of a server and a terminal, and evaluates the user's learning progress and emotional state in real time to provide each user with optimized learning and recreational activities. In particular, the system incorporates an "emotion engine" that analyzes the user's facial expression data and voice data to recognize their emotional state, thereby improving the quality of learning and recreation.
[0811] 1. User begins learning activity
[0812] A user accesses the system through a login means on the terminal using his / her ID and password. The terminal sends this information to the server, which then performs authentication.
[0813] 2. Viewing learning content
[0814] After logging in, users can view learning content based on their progress provided by the server on their device. When a user selects a math problem set or other drill, the server sends the content to the device and displays it.
[0815] 3. Record and submit your learning progress
[0816] As the user progresses with their studies, the device records their answers and periodically sends the data to the server, which then evaluates the user's progress based on the received data.
[0817] 4. Recognition and assessment of emotional states
[0818] The device collects the user's facial expression and voice data and analyzes it using an emotion engine. For example, if the user has a troubled expression, the emotion engine recognizes that emotion and sends the information to the server.
[0819] 5. Issuance of access rights to recreational activities
[0820] The server comprehensively evaluates the user's learning progress and emotional state, and issues access rights to recreational activities based on the evaluation. The access rights are notified to the terminal.
[0821] 6. Initiating and managing recreational activities
[0822] The user can use the access rights to start a recreational activity (e.g., a game). The server allows the game to start and manages the time limit by setting a timer. If the timer exceeds the set time, the device will receive a signal from the server to end the game.
[0823] 7. Emotional state monitoring and feedback
[0824] During recreational activities, the device monitors the user's emotional state and provides appropriate feedback using the emotion engine. For example, if the user is having fun, the server will cause the device to display positive messages.
[0825] 8. Providing logs
[0826] The server records a log of learning and recreational activities and the user's emotional data, and periodically generates and notifies parents or educators of reports, allowing them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[0827] Specific examples
[0828] Consider a case where the user is a fifth-grader in elementary school. He logs in to the device with his user ID and password and selects a math problem set provided by the server. If he achieves 80% or more correct answers in 30 minutes of study, he will be granted access to his favorite game for 30 minutes. During gameplay, the device monitors the user's emotional state and provides appropriate feedback. Throughout this process, the server monitors the user's balance between study and recreation, grasps the user's emotional state using an emotion engine, and provides appropriate feedback when necessary.
[0829] Prompt Sentence Examples
[0830] Create a Python program that has the following functionality:
[0831] User authentication (verification of user ID and password)
[0832] Record your learning progress (calculate your correct answer rate)
[0833] Recognizing user emotions from image data
[0834] Controlling access to recreational activities based on academic progress and emotional state
[0835] Play the game for a specified time and notify the remaining time
[0836] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0837] Step 1:
[0838] The user logs in to the device. They enter their ID and password and press the login button. The device sends this login information to the server. The server compares the received login information with the database and authenticates the user. The input is the user ID and password, and the output is the authentication result. If authentication is successful, the next learning content selection screen is displayed.
[0839] Step 2:
[0840] The user selects learning content provided by the server. The device displays a list of multiple learning contents retrieved from the server to the user. The user selects the content they want to study (for example, a math problem book). The input is the list of learning contents retrieved from the server, and the output is the user's selection information. The device sends the selection information to the server, receives the corresponding learning content, and displays it.
[0841] Step 3:
[0842] The user continues learning. They input answers to the displayed content. The device records the user's answers in real time and periodically sends them to the server. The input is the user's answer information, and the output is learning progress data that is periodically sent. The server prepares to evaluate the user's learning progress based on the received data.
[0843] Step 4:
[0844] The server evaluates the learning progress. The server calculates the user's correct answer rate and grasps the progress. For example, if 8 out of 10 questions are answered correctly, the correct answer rate is 80%. The input is the learning progress data sent from the device, and the output is the evaluation result. The server records the progress as the evaluation result.
[0845] Step 5:
[0846] The device collects the user's facial expression and voice data. The device's built-in camera and microphone are used to capture the user's facial expression and voice. The input is the user's facial expression and voice data, and the output is the acquired emotional data. This data is sent to the server in real time.
[0847] Step 6:
[0848] The server uses an emotion engine to recognize the user's emotional state. The server analyzes the received facial expression and voice data to identify the user's emotional state. For example, if the user has a troubled expression, the server will recognize the emotion as "confused." The input is the user's facial expression and voice data, and the output is the recognized emotional state. The server records the recognition results.
[0849] Step 7:
[0850] The server issues access rights to recreational activities based on the learning progress and emotional state. It comprehensively judges the evaluation results and emotional state to determine whether the user can access recreational activities. The input is the evaluation results of the learning progress and the emotional state, and the output is the issued access rights. The access rights are notified to the terminal.
[0851] Step 8:
[0852] The user starts a recreational activity. Using the issued access rights, the terminal accesses the server to start the recreational activity (e.g., a game). The input is the access rights, and the output is the recreational activity to be started. The server confirms the start of the game and sets a timer to manage the time limit.
[0853] Step 9:
[0854] The server manages and notifies the time limit during recreational activities. It notifies the device of the remaining time so that the user can continue the activity within the set time. For example, notifications are sent every 10 minutes, 5 minutes, and 1 minute remaining. The input is the current activity time, and the output is a notification about the time limit. When the time has elapsed, the server sends a signal and the device ends the activity.
[0855] Step 10:
[0856] The device monitors the user's emotional state during recreational activities. The device continuously collects facial expression and voice data and sends it to the server. The server then provides appropriate feedback based on this data. For example, if the user is having fun, the server displays a positive message. The input is the user's facial expression and voice data, and the output is the recognized emotional state and feedback. The feedback is displayed on the device in real time.
[0857] 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.
[0858] 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.
[0859] 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.
[0860] [Third embodiment]
[0861] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0862] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[0863] 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).
[0864] 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.
[0865] 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.
[0866] 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).
[0867] 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.
[0868] 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.
[0869] 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.
[0870] 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.
[0871] 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.
[0872] 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."
[0873] The system of the present invention allows users to enjoy recreational activities after completing educational activities, thereby achieving a balance between learning and play. Specifically, the system operates in the following manner.
[0874] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[0875] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[0876] As the user progresses with their studies, the device records their answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. For example, if a user answers 8 out of 10 questions correctly, their accuracy rate will be evaluated as 80%.
[0877] The server evaluates the user's progress and, if the user meets preset criteria, issues the user access to recreational activities. This access is issued based on the user's learning achievement and is notified to the terminal.
[0878] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[0879] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[0880] The system also provides parents and educators with a log of learning and recreational activities. The server periodically generates these logs and notifies parents and educators, allowing them to check whether a balance between learning and play is being achieved.
[0881] For example, if a user is a fifth-grader, he or she logs in to the device with a user ID and password, selects a math workbook provided by the server, studies for 30 minutes, and after achieving a correct answer rate of 80% or more, gains access to a game of his or her choice and plays the game for 30 minutes. Throughout this process, the server monitors the balance between the user's study and play, ensuring that the user's activities are within the time limit.
[0882] In this way, the present invention provides an effective system for supporting children's growth and development while maintaining the proper balance between educational and recreational activities.
[0883] The processing flow will be explained below.
[0884] Step 1:
[0885] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[0886] Step 2:
[0887] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[0888] Step 3:
[0889] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[0890] Step 4:
[0891] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[0892] Step 5:
[0893] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[0894] Step 6:
[0895] (Device) Sends the user's selection to the server and issues a request for learning content.
[0896] Step 7:
[0897] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[0898] Step 8:
[0899] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[0900] Step 9:
[0901] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[0902] Step 10:
[0903] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[0904] Step 11:
[0905] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[0906] Step 12:
[0907] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[0908] Step 13:
[0909] (Server) Check whether the user's progress meets the set criteria (e.g., 80% or more correct answers). If the criteria are met, issue access to the recreational activity.
[0910] Step 14:
[0911] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[0912] Step 15:
[0913] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[0914] Step 16:
[0915] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[0916] Step 17:
[0917] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[0918] Step 18:
[0919] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[0920] Step 19:
[0921] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[0922] Step 20:
[0923] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[0924] Step 21:
[0925] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[0926] Step 22:
[0927] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[0928] Step 23:
[0929] (Server) Maintains logs of academic and recreational activities and runs a mechanism to send periodic reports to parents and educators.
[0930] As described above, this system provides effective educational support by managing and balancing learning and recreational activities through collaboration between users, terminals, and servers.
[0931] Example 1
[0932] 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."
[0933] In traditional educational systems, users have limited opportunities to enjoy appropriate recreational activities after completing learning activities, making it difficult to balance learning and play. Furthermore, the lack of real-time assessment of learning progress and appropriate feedback to parents and educators led to a decline in overall learning efficiency and motivation.
[0934] 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.
[0935] In this invention, the server includes an authentication means for allowing a user to start a learning activity, a display means for displaying learning content provided by the server, a data transmission means for recording and transmitting the user's learning progress, an evaluation means for the server to evaluate the user's learning progress, an authorization issuing means for issuing access rights to recreational activities according to the user's learning progress, an activity starting means for starting the relevant activity based on the access rights for the recreational activity, a control means for managing and notifying the user of the time limit for the relevant activity, a means for providing a log of learning and recreational activities to a parent or educator, and a monitoring means for comprehensively monitoring and balancing the progress and usage of learning and recreational activities. This allows users to enjoy appropriate recreational activities while engaging in learning activities, thereby achieving a balance between learning and play. Furthermore, providing detailed logs to parents and educators makes it easy to monitor and manage learning progress and balance.
[0936] "Authentication means" is a function that allows a user to input authentication information such as their ID and password to log in to a system and verify its validity.
[0937] The "display means" is a function for displaying the learning content provided by the server in a format that is easy for the user to view.
[0938] The "data transmission means" is a function for recording the user's learning progress and answer data and transmitting them to the server.
[0939] The "evaluation means" is a function for analyzing the user's learning progress and answer data that have been sent and for making an evaluation in real time.
[0940] The "authority issuing means" is a function for issuing an access right to a recreational activity when the user meets appropriate criteria based on the user's learning progress.
[0941] The "activity starting means" is a function for starting a corresponding recreational activity based on the issued access right.
[0942] "Control means" refers to a function for managing the time limit of a recreational activity and notifying the user of its progress.
[0943] "Means for providing logs to parents or educators" refers to a function for generating detailed logs of learning and recreational activities and providing them to parents or educators.
[0944] The "monitoring means" is a function for comprehensively monitoring the progress and usage of learning and recreational activities to ensure that the user's activities are well balanced.
[0945] The system of the present invention aims to support users in enjoying recreational activities after completing a learning activity. The overall configuration of the system includes authentication means for allowing a user to start a learning activity, display means for displaying learning content provided by a server, data transmission means for recording and transmitting the user's learning progress, evaluation means for the server to evaluate the user's learning progress, authority issuance means for issuing access rights to recreational activities according to the learning progress, activity start means for starting the relevant activity based on the access rights for the recreational activity, and control means for managing and notifying the time limits of the relevant activity.
[0946] Hardware and software used
[0947] Hardware
[0948] 1. Terminal: A device operated by a user, such as a PC, tablet, or smartphone.
[0949] 2. Server: A back-end server for managing the entire system, with a database and processing power.
[0950] software
[0951] 1. Learning Management System (LMS): Software that delivers learning content and manages progress.
[0952] 2. Programming Language: The basic programming language used for communication and processing between the user and the server, such as JavaScript, Python, etc.
[0953] 3. Database Management System (DBMS): Software for managing user authentication information and learning progress. Examples include MySQL, PostgreSQL, etc.
[0954] 4. User Interface: A graphical interface through which the user operates the learning and recreational activities.
[0955] System Operation Overview
[0956] The server receives the authentication information sent by the user from the terminal using the authentication means and verifies the user's authenticity by comparing it with the database. If the comparison is successful, the server sends a notification of successful login to the user, and the learning content is displayed on the display means of the terminal.
[0957] While the user is progressing with the learning activity, the terminal transmits answer data to the server using the data transmission means, and the server analyzes the received data in real time using the evaluation means to evaluate the user's learning progress.
[0958] If the evaluation results in the user satisfying the preset criteria, the server issues an access right to the recreational activity using the authority issuing means and transmits it to the terminal, and the user starts the recreational activity using the activity starting means based on the issued access right.
[0959] During the recreational activity, the server uses the control means to manage the time limit for the activity and sends a notification to the terminal whenever time is running out. When time has elapsed, the server sends a signal to the terminal to end the activity, causing the activity to end.
[0960] Specific examples
[0961] If the user is in the fifth grade, he / she will perform the following academic and recreational activities:
[0962] 1. The user logs in to the terminal using their ID and password, and the server authenticates them.
[0963] 2. The learning content is displayed on the display means of the terminal, and the user selects a math problem set.
[0964] 3. The user studies for 30 minutes, and the progress of the study is sent to the server as needed using the data transmission means.
[0965] 4. If the user achieves 80% correct answers, the server issues access to the recreational activity.
[0966] 5. The user uses the issued access rights to enjoy the game for 30 minutes.
[0967] 6. The server uses controls to manage the time limit and sends a notification when it expires.
[0968] Prompt Sentence Examples
[0969] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[0970] With the above configuration, the present invention provides a system that allows users to enjoy appropriate recreational activities while engaging in learning activities, making it easier to balance learning and play. Parents and educators can also effectively support their children's development by checking the activity log.
[0971] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0972] Step 1:
[0973] Input: The user inputs their ID and password.
[0974] Processing: The terminal takes the entered ID and password and sends them to the server as authentication information. The server checks the received authentication information against its database.
[0975] Output: The server sends the authentication result to the terminal. If the authentication is successful, a login success message is displayed on the terminal.
[0976] Specific operation: The user enters their ID and password on the login screen and clicks the "Login" button. The device sends the entered information to the server, which searches the database for authentication. After successful authentication, the device displays "Login successful."
[0977] Step 2:
[0978] Input: Successful login notification from the server.
[0979] Processing: The terminal sends a request for available learning content to the server. The server retrieves the learning content from the database and sends it to the terminal.
[0980] Output: The learning content is displayed on the device and is available for the user to select.
[0981] Specific operation: After successful login, the "Study Program Selection" screen will be displayed on the terminal screen. The server will send the study program for each subject to the terminal, and the user will select the study content from the displayed options.
[0982] Step 3:
[0983] Input: The study program selected by the user.
[0984] Processing: The terminal sends the user's selection to the server, which retrieves the selected learning content from the database and sends it to the terminal.
[0985] Output: The selected learning content is displayed on the device and the user begins learning.
[0986] Specific operation: For example, the user selects a math problem book, and the contents are displayed on the terminal. The user can view the problem book and enter the answers.
[0987] Step 4:
[0988] Input: The answer for each question entered by the user.
[0989] Processing: The device records the user's answers and sends the answer data to the server after a certain number of questions. The server evaluates the received answer data and calculates the accuracy rate, etc.
[0990] Output: Progress (such as correct answer rate) is recorded on the server.
[0991] Specific operation: The user solves the problems and inputs the answers into the device. The device temporarily stores the input answers and sends them to the server after solving 10 problems. The server receives them and calculates the accuracy rate.
[0992] Step 5:
[0993] Input: Learning progress data, such as assessed percentage of correct answers.
[0994] Processing: The server determines whether the user's rate of correct answers meets the set criteria, and if so, issues access to the recreational activity.
[0995] Output: The terminal is notified that access rights have been issued.
[0996] Specific operation: For example, if the correct answer rate exceeds 80%, the server will issue a 30-minute game play access right and send a notification to the terminal. The terminal will display "Recreation access right has been issued."
[0997] Step 6:
[0998] Input: The access rights the user has been issued.
[0999] Processing: The user selects a recreational activity using the issued access rights. The terminal requests the selected recreational activity from the server, which grants it.
[1000] Output: The start of the recreational activity is notified to the terminal.
[1001] Specific operation: The user presses the "Start recreation" button, and the terminal sends a request to the server. The server sets a timer and sends a start permission signal to the terminal. The game screen is displayed on the terminal, and the user begins the game.
[1002] Step 7:
[1003] Input: Time progression data after recreational activity begins.
[1004] Processing: The server monitors the progress of the recreational activity and manages it so that it does not exceed the set time. It sends a notification whenever time is running low.
[1005] Output: A time-out notification and a completion signal are sent to the terminal.
[1006] Specific operation: For example, the server sets a 30-minute timer and sends it to the device. The device then displays a notification to the user every time there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device displays a "Time Ended" message, and the recreational activity ends.
[1007] Prompt Sentence Examples
[1008] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[1009] (Application example 1)
[1010] 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."
[1011] Conventional learning systems have had the problem of making it difficult to maintain users' motivation for learning activities. Furthermore, while it is necessary to effectively balance learning and recreational activities, parents and educators have had difficulty in adequately understanding the progress of their children. Furthermore, there is a lack of a mechanism for using learning outcomes to provide incentives for other activities.
[1012] 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.
[1013] In this invention, the server includes a login means for a user to start a learning activity, a means for displaying learning content based on the progress provided by the server, a means for recording and transmitting the user's learning progress, a means for the server to evaluate the user's learning progress, a means for issuing access rights to recreational activities according to the user's learning progress, a means for starting the relevant activity based on the access rights to the recreational activity, a means for managing and notifying the user of the time limit for the relevant activity, a means for issuing access rights to purchase products at discounted prices based on the user's learning progress, and a means for parents or educators to check the user's progress and usage history. This allows users to maintain high motivation while studying and to make purchases at discounted prices based on the results of their studies. Furthermore, parents and educators can check the user's progress in real time and effectively balance their studies and recreational activities.
[1014] "Login means" is a function that allows a user to input authentication information required to access the system and verify their identity.
[1015] The "means for displaying learning content" is a function for displaying content such as learning materials and question sets provided by the server on the user's terminal.
[1016] The "means for recording and transmitting learning progress" is a function that records the answers given by the user and the progress level during learning on the terminal and transmits them to the server.
[1017] The "means for the server to evaluate the user's learning progress" is a function that calculates and evaluates the user's progress and correct answer rate based on the learning data received by the server.
[1018] The "means for issuing access rights to recreational activities" is a function for issuing rights to access recreational activities such as games and discount rights according to the user's learning progress.
[1019] A "means for initiating applicable activities" is the ability to initiate recreational activities or privileges based on the issued access rights.
[1020] The "means for managing and notifying time limits" is a function for limiting the time of a recreational activity and notifying the user of the remaining time and the end time.
[1021] The "means for issuing access rights to purchase products at discounted prices" is a function for issuing rights to purchase products at discounted prices according to the user's learning progress.
[1022] The "means for parents or educators to check progress and usage history" is a function that allows parents or educators to check the progress and usage history of a user's learning or recreational activities in real time.
[1023] To implement this invention, a system must be constructed using the following hardware and software. Hardware requires a device such as a smartphone or tablet used by the user, and a server for managing learning progress and recreational activities. Servers such as AWS (Amazon Web Services) and Google Cloud Platform can be used. Software requires a framework for developing user applications (e.g., Flask or Django) and a database system (e.g., PostgreSQL or MySQL).
[1024] 1. User login
[1025] Before starting a learning activity, a user enters their ID and password from their device through a dedicated application and sends them to the server, which receives the information, authenticates it, and verifies that the user is a legitimate user.
[1026] 2. Viewing learning content
[1027] The server selects appropriate learning content based on the learning progress and sends it to the terminal, which displays the content to the user and allows the user to access it.
[1028] 3. Record and submit your learning progress
[1029] As the user progresses with their studies, the device records their answers and progress, and periodically sends them to the server, which then receives the data and evaluates it in real time.
[1030] 4. Assessment of learning progress
[1031] The server evaluates the user's learning progress and issues access to recreational activities if the user achieves, for example, 80% or more correct answers in a math problem set.
[1032] 5. Start of recreational activities
[1033] When a user with access rights begins a recreational activity, the terminal receives permission to start the activity from the server, which sets a timer for the activity and manages the time limit.
[1034] 6. Time Limit Management and Notifications
[1035] The server monitors the time from the start to the end of the recreational activity, managing it so that it does not exceed the set time, and notifies the user via the terminal when there is little time left.
[1036] 7. Purchasing products at discounted prices
[1037] Based on the learning progress, the server issues access rights to purchase products at discounted prices as specific recreational activities. When a user with this access rights orders a target product, the server sends a signal to the terminal that the discount will be applied.
[1038] 8. Parent or Educator Review
[1039] Parents or educators can check the user's progress and usage history through a dedicated application. The server periodically generates these logs and notifies the parent or educator.
[1040] As a concrete example, when an elementary school student starts learning about "food ingredients," they log in to their device using their user ID and password, and receive and display the learning content provided by the server. The user progresses through the learning process by solving problems, and if they achieve a correct answer rate of 80% or more, the server issues them access rights to order pizza at a 20% discount. The discount is then applied when the user orders pizza. Parents can also check the progress in real time through the application.
[1041] Specific examples of prompts for generative AI models:
[1042] "Could you please give us a concrete example of how to design a 'food education' module for a food delivery app? If users solve problems and achieve an 80% or higher accuracy rate, they can then purchase food at a discounted price."
[1043] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1044] Step 1:
[1045] A user logs in using a terminal. Input includes a user ID and password, which are received by the terminal. The terminal sends this authentication information to the server, which then authenticates the information and verifies whether the user is a legitimate user. If authentication is successful, the server returns a signal to the user indicating successful login.
[1046] Step 2:
[1047] The server selects appropriate learning content based on the user's learning progress and sends it to the device. The input is the user's learning history and progress, and based on this, the server determines which learning content to display next. The selected learning content is then displayed on the device.
[1048] Step 3:
[1049] The user progresses through the learning content on the device. Input includes the user's answers and the time it took to answer them, which are recorded by the device. The device then periodically sends this data to the server. The server receives this data, calculates the user's progress and correct answer rate, and stores the data in a database.
[1050] Step 4:
[1051] The server evaluates the user's learning progress. The server uses the user's answer data and progress data as input. The server evaluates the user's correct answer rate and progress based on the evaluation criteria and calculates the results. If the results meet the criteria, it generates a signal to issue the user access to recreational activities.
[1052] Step 5:
[1053] The terminal starts the recreational activity based on the issued access right. A request is sent from the terminal to the server to execute the recreational activity selected by the user. The server receives the request and transmits the content and start time of the recreational activity to the terminal.
[1054] Step 6:
[1055] The server manages the time limit for recreational activities and notifies the device. The inputs are the start time of the recreational activity and the set time limit, and the server manages the timer based on this. It periodically calculates the remaining time and notifies the device. If the time limit is exceeded, the server sends a signal to the device to end the activity.
[1056] Step 7:
[1057] The server issues access rights to purchase products at discounted prices based on the user's learning progress. The server receives the user's learning assessment results as input, and issues a discount right when the assessment results meet certain criteria. This right is sent to the terminal so that it can be automatically applied the next time the user orders a product.
[1058] Step 8:
[1059] Parents or educators use the application to check the user's progress and usage history. The server periodically generates learning logs and recreational activity logs and sends them to the parent's or educator's device, allowing the parent or educator to grasp the user's overall learning and recreational progress in real time.
[1060] 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.
[1061] The system of this invention allows users to enjoy recreational activities after completing learning activities, thereby achieving a balance between learning and play. Furthermore, by combining an emotion engine that recognizes the user's emotions, the system can flexibly adjust the method of providing learning and recreational activities. Specifically, the system operates as follows:
[1062] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[1063] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[1064] As the user progresses through the study, the device records the user's answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. If the user answers 8 out of 10 questions correctly, the accuracy rate is evaluated as 80%.
[1065] In addition, the server uses an emotion engine to analyze the user's facial expression and voice data sent from the device to identify the user's emotional state. For example, if the user looks troubled while studying, the emotion engine will recognize this and can support the user by changing the study content.
[1066] The server evaluates the user's progress and emotional state and issues access rights to recreational activities based on the evaluation. The access rights are issued based on the user's learning achievement and emotional state and are notified to the terminal.
[1067] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[1068] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[1069] The emotion engine can also monitor the user's emotional state during gameplay and provide appropriate feedback as needed. For example, if a user is very happy with a game, the server can display an appropriate message and provide positive feedback.
[1070] Furthermore, the system provides parents and educators with a log of learning and recreational activities. The server records these logs and the user's emotional data, and periodically generates reports to inform parents and educators. This allows them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[1071] As a concrete example, if a user is a fifth-grader, he or she logs in to a terminal using a user ID and password and selects a math workbook provided by the server. After studying for 30 minutes and achieving a correct answer rate of 80% or more, he or she gains access to a game of his or her choice and enjoys playing the game for 30 minutes. Throughout this process, the server monitors the user's balance between study and play, uses an emotion engine to grasp the user's emotional state, and provides appropriate feedback as needed. In this way, the present invention provides effective educational support by taking into account the user's emotional state while maintaining an appropriate balance between learning and recreational activities.
[1072] The processing flow will be explained below.
[1073] Step 1:
[1074] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[1075] Step 2:
[1076] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[1077] Step 3:
[1078] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[1079] Step 4:
[1080] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[1081] Step 5:
[1082] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[1083] Step 6:
[1084] (Device) Sends the user's selection to the server and issues a request for learning content.
[1085] Step 7:
[1086] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[1087] Step 8:
[1088] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[1089] Step 9:
[1090] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[1091] Step 10:
[1092] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[1093] Step 11:
[1094] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[1095] Step 12:
[1096] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[1097] Step 13:
[1098] (Device) Sends the user's facial image and voice to the emotion engine. Collects data to analyze the user's emotional state from their facial expressions and voice.
[1099] Step 14:
[1100] (Emotion engine) Analyzes received facial images and voice data to identify the user's emotional state. For example, it determines whether the user is distressed or excited.
[1101] Step 15:
[1102] (Server) Adjust how learning content is presented based on the emotional data obtained from the emotion engine. For example, add hints if the user is having trouble.
[1103] Step 16:
[1104] (Server) Checks whether the user's progress and emotional state meet the set criteria (e.g., 80% or more correct answers and positive emotional state). If the criteria are met, issues access to recreational activities.
[1105] Step 17:
[1106] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[1107] Step 18:
[1108] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[1109] Step 19:
[1110] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[1111] Step 20:
[1112] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[1113] Step 21:
[1114] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[1115] Step 22:
[1116] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[1117] Step 23:
[1118] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[1119] Step 24:
[1120] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[1121] Step 25:
[1122] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[1123] Step 26:
[1124] (Emotion Engine) Monitors the user's emotional state during gameplay and generates appropriate feedback as needed. For example, if the user is happy with the game, it displays a positive message.
[1125] Step 27:
[1126] (Server) Implements a mechanism to store logs of learning and recreational activities and send periodic reports, including emotional data, to parents and educators.
[1127] As described above, this system works in cooperation with the user, terminal, server, and emotion engine to effectively manage learning and recreational activities and provide support that takes into account the user's emotional state.
[1128] Example 2
[1129] 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."
[1130] Conventional learning systems lacked the means to allow users to properly enjoy recreational activities after completing learning activities. Furthermore, they lacked feedback and content adjustments that took into account the user's emotional state, resulting in reduced learning efficiency. Furthermore, it was difficult for parents and educators to grasp the progress of learning and recreational activities in real time, resulting in insufficient comprehensive monitoring and balanced educational support.
[1131] 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.
[1132] In this invention, the server includes means for recognizing a user's emotions and adjusting learning content and recreational activities based on the recognition results, means for providing feedback based on the emotion recognition and learning progress, and means for providing a log of learning and recreational activities to a parent or educator. This makes it possible to provide a system that maintains a balance between the user's learning activities and recreational activities, provides appropriate feedback according to the user's emotional state, improves learning effectiveness, and allows parents and educators to monitor the user's progress and emotional state with peace of mind.
[1133] "User" refers to a person who uses the system to engage in learning and recreational activities.
[1134] "Login Method" means the authentication process a User uses to access a System, using an ID and password or other authentication information.
[1135] The "server" is a central computer that manages and processes data for the entire system, providing learning content, analyzing data, recognizing emotions, and providing feedback.
[1136] "Study content" refers to digital content such as study materials and question sets that users can select and study.
[1137] "Progress" refers to data that indicates the progress, such as the level of achievement or percentage of correct answers, of a user as they proceed with their learning or recreational activities.
[1138] "Recreational activities" refer to activities that users engage in for relaxation or enjoyment after learning activities, such as games and entertainment content.
[1139] "Access Rights" refers to digital credentials that indicate a user's authorization to access certain features or content.
[1140] An "emotion engine" refers to an algorithm or system that analyzes data such as a user's facial expressions and voice to recognize their emotional state.
[1141] "Feedback" refers to advice and support information provided by the system based on the user's progress and emotional state.
[1142] "Parent or Educator" means a person who is in a position to supervise and support the User's academic and recreational activities and has the authority to view the User's progress and emotional state logs.
[1143] The present invention relates to a system for enabling a user to efficiently and balancedly carry out learning and recreational activities. The system includes the following components: a user, a terminal, and a server.
[1144] Hardware Configuration
[1145] User: Users access the system using devices such as PCs, tablets, and smartphones.
[1146] Terminal: The terminal receives user input and sends data to the server, typically using a browser or dedicated application.
[1147] Server: The server is built on a cloud infrastructure and provides learning content, manages progress, recognizes emotions, and provides feedback.
[1148] Software Configuration
[1149] Login method: The user enters their ID and password into the login screen on the device to authenticate. The authentication information is sent to the server using a secure protocol.
[1150] Providing learning content: When a user selects learning content, the terminal sends the information to the server, and the server provides the corresponding content, such as videos, workbooks, and interactive learning materials.
[1151] Data recording and evaluation: The user's answers and progress are recorded in real time by the device and periodically sent to the server. The server analyzes the received data and evaluates the accuracy rate and progress.
[1152] Emotion recognition and feedback: The device captures the user's facial expressions and voice data and sends them to the server. The server then uses an emotion engine to analyze this data and recognize the user's emotional state. For example, if the user has a troubled expression, the server can assist the user by adjusting the learning content.
[1153] Issuance of recreational access rights: The server comprehensively evaluates the learning progress and emotional state and issues access rights to recreational activities. The terminal notifies the user of this access right and displays available games.
[1154] Gameplay management: When a user selects a game, the device sends a request to the server to start the game. The server allows the game to start and sets a timer to manage the play time. If the set time is exceeded, the server sends a signal to end the game.
[1155] Providing Activity Logs: The server records a log of the user's academic and recreational activities and provides periodic reports to parents and educators, allowing them to monitor the user's progress and emotional balance.
[1156] Specific examples
[1157] As a concrete example, consider a user who is a fifth-grader. The user logs in from a device and selects "fifth-grader math workbook" as the learning content. After studying for 30 minutes and achieving a correct answer rate of 80% or more, the server issues access to an "action game" as a recreational activity. The user can then enjoy the game for 30 minutes. The server continues to monitor the user's emotional state during this time and provides feedback as needed. Throughout this process, the server and device monitor the user's balance between study and play, and provide appropriate feedback.
[1158] Example prompts for generative AI models
[1159] Specific prompt examples:
[1160] A fifth-grade elementary school student logged in with the user ID "user123" and password "password" and solved a set of math problems for 30 minutes, achieving an accuracy rate of over 80%. The server then provided access to an "action game" and the user played for 30 minutes. During this process, the server monitored the user's emotional state and provided appropriate feedback.
[1161] In this way, the present invention realizes a system that provides appropriate support according to the user's emotional state while maintaining a balance between the user's learning and recreational activities.
[1162] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1163] Step 1:
[1164] Login Authentication
[1165] User: The user enters their ID and password into the terminal and presses the "Login" button.
[1166] Input: User ID and password.
[1167] Terminal: The terminal sends the entered ID and password to the server.
[1168] Server: The server compares the received ID and password with the information in the database and performs authentication. If authentication is successful, the server returns a successful authentication response to the terminal.
[1169] Output: Authentication success or failure response.
[1170] Behavior: If the server authenticates successfully, the user is allowed to proceed to the next screen.
[1171] Step 2:
[1172] Select learning content
[1173] User: After logging in, the user selects the desired subject or drill from the list of learning content displayed.
[1174] Input: User's subject and drill selection.
[1175] Terminal: The terminal receives the user's selection and sends that information to the server.
[1176] Server: The server retrieves the relevant learning content from the database and sends it to the terminal.
[1177] Output: Learning content data.
[1178] Operation: The device displays the received learning content to the user.
[1179] Step 3:
[1180] Data recording during learning
[1181] User: The user answers the questions displayed on the terminal and enters the answers.
[1182] Input: User's answer data.
[1183] Terminal: The terminal records the user's answers in real time and periodically transmits the data to the server.
[1184] Server: The server analyzes the received data and calculates and records the user's progress and correct answer rate. For example, if you answer 8 out of 10 questions correctly, the correct answer rate will be recorded as 80%.
[1185] Output: User's accuracy rate and progress data.
[1186] Operation: Determines the next learning content or recreational access rights based on the user's progress.
[1187] Step 4:
[1188] Emotion Recognition and Feedback
[1189] Terminal: The terminal captures the user's facial expressions and voice data and sends them to the server.
[1190] Input: User's facial expression data and voice data.
[1191] Server: The server uses an emotion engine to analyze facial and voice data to determine the user's emotional state. For example, if the user has a difficult expression, the server will adjust the learning content.
[1192] Output: The user's emotional state and appropriate feedback.
[1193] Operation: The server sends new learnings to the terminal, which displays them to the user.
[1194] Step 5:
[1195] Issuance of recreational access rights
[1196] Server: The server comprehensively evaluates the user's learning progress and emotional state and issues access rights to recreational activities.
[1197] Input: User progress data and emotional state data.
[1198] Terminal: The terminal notifies the user of the access rights received from the server and displays available games, etc.
[1199] Output: Recreational access rights.
[1200] How it works: The user selects the game they want to play from the displayed games.
[1201] Step 6:
[1202] Gameplay Management
[1203] User: The user starts the game of their choice.
[1204] Input: Game selection request.
[1205] Terminal: The terminal sends a request to the server to start the game.
[1206] Server: The server allows the game to start and manages gameplay by setting a timer, for example a 30 minute time limit.
[1207] Output: Game start permission and play time management instructions from the server.
[1208] How it works: The device notifies the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device ends the game.
[1209] Step 7:
[1210] Providing an activity log
[1211] Server: The server logs the user's academic and recreational activities and provides periodic reports to parents and educators.
[1212] Input: Learning and recreational activity data.
[1213] Output: Report to parent or educator.
[1214] How it works: Reports are generated periodically and communicated to parents and educators via email and a dedicated portal.
[1215] (Application example 2)
[1216] 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."
[1217] Conventional systems for managing learning and recreational activities control access to recreational activities based solely on the user's learning progress, without properly considering the user's emotional state. Furthermore, the lack of feedback to help users balance their learning and recreational activities can lead to demotivation and increased stress. Furthermore, the lack of adequate feedback to parents and educators regarding the progress and emotional state of these activities makes it difficult to provide effective educational support. Therefore, a system is needed that can comprehensively manage a user's learning progress and emotional state, provide optimal feedback, and effectively balance learning and recreational activities.
[1218] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for recording and transmitting the user's learning progress, means for analyzing the user's facial expression data or voice data and recognizing the user's emotional state, and means for issuing access rights to recreational activities according to the user's learning progress and emotional state. This makes it possible to provide optimal feedback that takes the user's emotional state into consideration and to effectively balance learning and recreational activities.
[1219] A "login method" is a method by which a user inputs their ID and password into a terminal, sends that information from the terminal to a server, and receives authentication.
[1220] The "display means" is a means on the terminal for showing the user the learning content based on the progress provided by the server.
[1221] The "means for recording and transmitting" is a means for recording the user's learning progress and periodically transmitting the information to the server.
[1222] The "means for evaluating" is a means by which the server evaluates the user based on the learning progress of the user.
[1223] The "recognition means" is a means for analyzing the facial expression data or voice data of the user and recognizing the emotional state.
[1224] The "issuing means" is a means for issuing access rights to recreational activities according to the user's learning progress and emotional state.
[1225] "Means of initiation" means the means by which a recreational activity is initiated based on the access right for that activity.
[1226] The "means for managing and notifying time restrictions" refers to a means for managing time restrictions on recreational activities and notifying the user of this information.
[1227] The "means for monitoring and providing" refers to a means for monitoring the user's emotional state during a relevant activity and providing appropriate feedback.
[1228] The system of this invention is designed to manage a user's learning and recreational activities in a balanced manner. The system is primarily composed of a server and a terminal, and evaluates the user's learning progress and emotional state in real time to provide each user with optimized learning and recreational activities. In particular, the system incorporates an "emotion engine" that analyzes the user's facial expression data and voice data to recognize their emotional state, thereby improving the quality of learning and recreation.
[1229] 1. User begins learning activity
[1230] A user accesses the system through a login means on the terminal using his / her ID and password. The terminal sends this information to the server, which then performs authentication.
[1231] 2. Viewing learning content
[1232] After logging in, users can view learning content based on their progress provided by the server on their device. When a user selects a math problem set or other drill, the server sends the content to the device and displays it.
[1233] 3. Record and submit your learning progress
[1234] As the user progresses with their studies, the device records their answers and periodically sends the data to the server, which then evaluates the user's progress based on the received data.
[1235] 4. Recognition and assessment of emotional states
[1236] The device collects the user's facial expression and voice data and analyzes it using an emotion engine. For example, if the user has a troubled expression, the emotion engine recognizes that emotion and sends the information to the server.
[1237] 5. Issuance of access rights to recreational activities
[1238] The server comprehensively evaluates the user's learning progress and emotional state, and issues access rights to recreational activities based on the evaluation. The access rights are notified to the terminal.
[1239] 6. Initiating and managing recreational activities
[1240] The user can use the access rights to start a recreational activity (e.g., a game). The server allows the game to start and manages the time limit by setting a timer. If the timer exceeds the set time, the device will receive a signal from the server to end the game.
[1241] 7. Emotional state monitoring and feedback
[1242] During recreational activities, the device monitors the user's emotional state and provides appropriate feedback using the emotion engine. For example, if the user is having fun, the server will cause the device to display positive messages.
[1243] 8. Providing logs
[1244] The server records a log of learning and recreational activities and the user's emotional data, and periodically generates and notifies parents or educators of reports, allowing them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[1245] Specific examples
[1246] Consider a case where the user is a fifth-grader in elementary school. He logs in to the device with his user ID and password and selects a math problem set provided by the server. If he achieves 80% or more correct answers in 30 minutes of study, he will be granted access to his favorite game for 30 minutes. During gameplay, the device monitors the user's emotional state and provides appropriate feedback. Throughout this process, the server monitors the user's balance between study and recreation, grasps the user's emotional state using an emotion engine, and provides appropriate feedback when necessary.
[1247] Prompt Sentence Examples
[1248] Create a Python program that has the following functionality:
[1249] User authentication (verification of user ID and password)
[1250] Record your learning progress (calculate your correct answer rate)
[1251] Recognizing user emotions from image data
[1252] Controlling access to recreational activities based on academic progress and emotional state
[1253] Play the game for a specified time and notify the remaining time
[1254] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1255] Step 1:
[1256] The user logs in to the device. They enter their ID and password and press the login button. The device sends this login information to the server. The server compares the received login information with the database and authenticates the user. The input is the user ID and password, and the output is the authentication result. If authentication is successful, the next learning content selection screen is displayed.
[1257] Step 2:
[1258] The user selects learning content provided by the server. The device displays a list of multiple learning contents retrieved from the server to the user. The user selects the content they want to study (for example, a math problem book). The input is the list of learning contents retrieved from the server, and the output is the user's selection information. The device sends the selection information to the server, receives the corresponding learning content, and displays it.
[1259] Step 3:
[1260] The user continues learning. They input answers to the displayed content. The device records the user's answers in real time and periodically sends them to the server. The input is the user's answer information, and the output is learning progress data that is periodically sent. The server prepares to evaluate the user's learning progress based on the received data.
[1261] Step 4:
[1262] The server evaluates the learning progress. The server calculates the user's correct answer rate and grasps the progress. For example, if 8 out of 10 questions are answered correctly, the correct answer rate is 80%. The input is the learning progress data sent from the device, and the output is the evaluation result. The server records the progress as the evaluation result.
[1263] Step 5:
[1264] The device collects the user's facial expression and voice data. The device's built-in camera and microphone are used to capture the user's facial expression and voice. The input is the user's facial expression and voice data, and the output is the acquired emotional data. This data is sent to the server in real time.
[1265] Step 6:
[1266] The server uses an emotion engine to recognize the user's emotional state. The server analyzes the received facial expression and voice data to identify the user's emotional state. For example, if the user has a troubled expression, the server will recognize the emotion as "confused." The input is the user's facial expression and voice data, and the output is the recognized emotional state. The server records the recognition results.
[1267] Step 7:
[1268] The server issues access rights to recreational activities based on the learning progress and emotional state. It comprehensively judges the evaluation results and emotional state to determine whether the user can access recreational activities. The input is the evaluation results of the learning progress and the emotional state, and the output is the issued access rights. The access rights are notified to the terminal.
[1269] Step 8:
[1270] The user starts a recreational activity. Using the issued access rights, the terminal accesses the server to start the recreational activity (e.g., a game). The input is the access rights, and the output is the recreational activity to be started. The server confirms the start of the game and sets a timer to manage the time limit.
[1271] Step 9:
[1272] The server manages and notifies the time limit during recreational activities. It notifies the device of the remaining time so that the user can continue the activity within the set time. For example, notifications are sent every 10 minutes, 5 minutes, and 1 minute remaining. The input is the current activity time, and the output is a notification about the time limit. When the time has elapsed, the server sends a signal and the device ends the activity.
[1273] Step 10:
[1274] The device monitors the user's emotional state during recreational activities. The device continuously collects facial expression and voice data and sends it to the server. The server then provides appropriate feedback based on this data. For example, if the user is having fun, the server displays a positive message. The input is the user's facial expression and voice data, and the output is the recognized emotional state and feedback. The feedback is displayed on the device in real time.
[1275] 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.
[1276] 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.
[1277] 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.
[1278] [Fourth embodiment]
[1279] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1280] 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.
[1281] 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).
[1282] 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.
[1283] 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.
[1284] 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).
[1285] 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.
[1286] 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.
[1287] 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.
[1288] 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.
[1289] 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.
[1290] 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.
[1291] 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."
[1292] The system of the present invention allows users to enjoy recreational activities after completing educational activities, thereby achieving a balance between learning and play. Specifically, the system operates in the following manner.
[1293] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[1294] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[1295] As the user progresses with their studies, the device records their answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. For example, if a user answers 8 out of 10 questions correctly, their accuracy rate will be evaluated as 80%.
[1296] The server evaluates the user's progress and, if the user meets preset criteria, issues the user access to recreational activities. This access is issued based on the user's learning achievement and is notified to the terminal.
[1297] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[1298] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[1299] The system also provides parents and educators with a log of learning and recreational activities. The server periodically generates these logs and notifies parents and educators, allowing them to check whether a balance between learning and play is being achieved.
[1300] For example, if a user is a fifth-grader, he or she logs in to the device with a user ID and password, selects a math workbook provided by the server, studies for 30 minutes, and after achieving a correct answer rate of 80% or more, gains access to a game of his or her choice and plays the game for 30 minutes. Throughout this process, the server monitors the balance between the user's study and play, ensuring that the user's activities are within the time limit.
[1301] In this way, the present invention provides an effective system for supporting children's growth and development while maintaining the proper balance between educational and recreational activities.
[1302] The processing flow will be explained below.
[1303] Step 1:
[1304] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[1305] Step 2:
[1306] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[1307] Step 3:
[1308] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[1309] Step 4:
[1310] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[1311] Step 5:
[1312] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[1313] Step 6:
[1314] (Device) Sends the user's selection to the server and issues a request for learning content.
[1315] Step 7:
[1316] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[1317] Step 8:
[1318] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[1319] Step 9:
[1320] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[1321] Step 10:
[1322] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[1323] Step 11:
[1324] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[1325] Step 12:
[1326] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[1327] Step 13:
[1328] (Server) Check whether the user's progress meets the set criteria (e.g., 80% or more correct answers). If the criteria are met, issue access to the recreational activity.
[1329] Step 14:
[1330] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[1331] Step 15:
[1332] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[1333] Step 16:
[1334] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[1335] Step 17:
[1336] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[1337] Step 18:
[1338] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[1339] Step 19:
[1340] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[1341] Step 20:
[1342] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[1343] Step 21:
[1344] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[1345] Step 22:
[1346] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[1347] Step 23:
[1348] (Server) Maintains logs of academic and recreational activities and runs a mechanism to send periodic reports to parents and educators.
[1349] As described above, this system provides effective educational support by managing and balancing learning and recreational activities through collaboration between users, terminals, and servers.
[1350] Example 1
[1351] 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."
[1352] In traditional educational systems, users have limited opportunities to enjoy appropriate recreational activities after completing learning activities, making it difficult to balance learning and play. Furthermore, the lack of real-time assessment of learning progress and appropriate feedback to parents and educators led to a decline in overall learning efficiency and motivation.
[1353] 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.
[1354] In this invention, the server includes an authentication means for allowing a user to start a learning activity, a display means for displaying learning content provided by the server, a data transmission means for recording and transmitting the user's learning progress, an evaluation means for the server to evaluate the user's learning progress, an authorization issuing means for issuing access rights to recreational activities according to the user's learning progress, an activity starting means for starting the relevant activity based on the access rights for the recreational activity, a control means for managing and notifying the user of the time limit for the relevant activity, a means for providing a log of learning and recreational activities to a parent or educator, and a monitoring means for comprehensively monitoring and balancing the progress and usage of learning and recreational activities. This allows users to enjoy appropriate recreational activities while engaging in learning activities, thereby achieving a balance between learning and play. Furthermore, providing detailed logs to parents and educators makes it easy to monitor and manage learning progress and balance.
[1355] "Authentication means" is a function that allows a user to input authentication information such as their ID and password to log in to a system and verify its validity.
[1356] The "display means" is a function for displaying the learning content provided by the server in a format that is easy for the user to view.
[1357] The "data transmission means" is a function for recording the user's learning progress and answer data and transmitting them to the server.
[1358] The "evaluation means" is a function for analyzing the user's learning progress and answer data that have been sent and for making an evaluation in real time.
[1359] The "authority issuing means" is a function for issuing an access right to a recreational activity when the user meets appropriate criteria based on the user's learning progress.
[1360] The "activity starting means" is a function for starting a corresponding recreational activity based on the issued access right.
[1361] "Control means" refers to a function for managing the time limit of a recreational activity and notifying the user of its progress.
[1362] "Means for providing logs to parents or educators" refers to a function for generating detailed logs of learning and recreational activities and providing them to parents or educators.
[1363] The "monitoring means" is a function for comprehensively monitoring the progress and usage of learning and recreational activities to ensure that the user's activities are well balanced.
[1364] The system of the present invention aims to support users in enjoying recreational activities after completing a learning activity. The overall configuration of the system includes authentication means for allowing a user to start a learning activity, display means for displaying learning content provided by a server, data transmission means for recording and transmitting the user's learning progress, evaluation means for the server to evaluate the user's learning progress, authority issuance means for issuing access rights to recreational activities according to the learning progress, activity start means for starting the relevant activity based on the access rights for the recreational activity, and control means for managing and notifying the time limits of the relevant activity.
[1365] Hardware and software used
[1366] Hardware
[1367] 1. Terminal: A device operated by a user, such as a PC, tablet, or smartphone.
[1368] 2. Server: A back-end server for managing the entire system, with a database and processing power.
[1369] software
[1370] 1. Learning Management System (LMS): Software that delivers learning content and manages progress.
[1371] 2. Programming Language: The basic programming language used for communication and processing between the user and the server, such as JavaScript, Python, etc.
[1372] 3. Database Management System (DBMS): Software for managing user authentication information and learning progress. Examples include MySQL, PostgreSQL, etc.
[1373] 4. User Interface: A graphical interface through which the user operates the learning and recreational activities.
[1374] System Operation Overview
[1375] The server receives the authentication information sent by the user from the terminal using the authentication means and verifies the user's authenticity by comparing it with the database. If the comparison is successful, the server sends a notification of successful login to the user, and the learning content is displayed on the display means of the terminal.
[1376] While the user is progressing with the learning activity, the terminal transmits answer data to the server using the data transmission means, and the server analyzes the received data in real time using the evaluation means to evaluate the user's learning progress.
[1377] If the evaluation results in the user satisfying the preset criteria, the server issues an access right to the recreational activity using the authority issuing means and transmits it to the terminal, and the user starts the recreational activity using the activity starting means based on the issued access right.
[1378] During the recreational activity, the server uses the control means to manage the time limit for the activity and sends a notification to the terminal whenever time is running out. When time has elapsed, the server sends a signal to the terminal to end the activity, causing the activity to end.
[1379] Specific examples
[1380] If the user is in the fifth grade, he / she will perform the following academic and recreational activities:
[1381] 1. The user logs in to the terminal using their ID and password, and the server authenticates them.
[1382] 2. The learning content is displayed on the display means of the terminal, and the user selects a math problem set.
[1383] 3. The user studies for 30 minutes, and the progress of the study is sent to the server as needed using the data transmission means.
[1384] 4. If the user achieves 80% correct answers, the server issues access to the recreational activity.
[1385] 5. The user uses the issued access rights to enjoy the game for 30 minutes.
[1386] 6. The server uses controls to manage the time limit and sends a notification when it expires.
[1387] Prompt Sentence Examples
[1388] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[1389] With the above configuration, the present invention provides a system that allows users to enjoy appropriate recreational activities while engaging in learning activities, making it easier to balance learning and play. Parents and educators can also effectively support their children's development by checking the activity log.
[1390] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1391] Step 1:
[1392] Input: The user inputs their ID and password.
[1393] Processing: The terminal takes the entered ID and password and sends them to the server as authentication information. The server checks the received authentication information against its database.
[1394] Output: The server sends the authentication result to the terminal. If the authentication is successful, a login success message is displayed on the terminal.
[1395] Specific operation: The user enters their ID and password on the login screen and clicks the "Login" button. The device sends the entered information to the server, which searches the database for authentication. After successful authentication, the device displays "Login successful."
[1396] Step 2:
[1397] Input: Successful login notification from the server.
[1398] Processing: The terminal sends a request for available learning content to the server. The server retrieves the learning content from the database and sends it to the terminal.
[1399] Output: The learning content is displayed on the device and is available for the user to select.
[1400] Specific operation: After successful login, the "Study Program Selection" screen will be displayed on the terminal screen. The server will send the study program for each subject to the terminal, and the user will select the study content from the displayed options.
[1401] Step 3:
[1402] Input: The study program selected by the user.
[1403] Processing: The terminal sends the user's selection to the server, which retrieves the selected learning content from the database and sends it to the terminal.
[1404] Output: The selected learning content is displayed on the device and the user begins learning.
[1405] Specific operation: For example, the user selects a math problem book, and the contents are displayed on the terminal. The user can view the problem book and enter the answers.
[1406] Step 4:
[1407] Input: The answer for each question entered by the user.
[1408] Processing: The device records the user's answers and sends the answer data to the server after a certain number of questions. The server evaluates the received answer data and calculates the accuracy rate, etc.
[1409] Output: Progress (such as correct answer rate) is recorded on the server.
[1410] Specific operation: The user solves the problems and inputs the answers into the device. The device temporarily stores the input answers and sends them to the server after solving 10 problems. The server receives them and calculates the accuracy rate.
[1411] Step 5:
[1412] Input: Learning progress data, such as assessed percentage of correct answers.
[1413] Processing: The server determines whether the user's rate of correct answers meets the set criteria, and if so, issues access to the recreational activity.
[1414] Output: The terminal is notified that access rights have been issued.
[1415] Specific operation: For example, if the correct answer rate exceeds 80%, the server will issue a 30-minute game play access right and send a notification to the terminal. The terminal will display "Recreation access right has been issued."
[1416] Step 6:
[1417] Input: The access rights the user has been issued.
[1418] Processing: The user selects a recreational activity using the issued access rights. The terminal requests the selected recreational activity from the server, which grants it.
[1419] Output: The start of the recreational activity is notified to the terminal.
[1420] Specific operation: The user presses the "Start recreation" button, and the terminal sends a request to the server. The server sets a timer and sends a start permission signal to the terminal. The game screen is displayed on the terminal, and the user begins the game.
[1421] Step 7:
[1422] Input: Time progression data after recreational activity begins.
[1423] Processing: The server monitors the progress of the recreational activity and manages it so that it does not exceed the set time. It sends a notification whenever time is running low.
[1424] Output: A time-out notification and a completion signal are sent to the terminal.
[1425] Specific operation: For example, the server sets a 30-minute timer and sends it to the device. The device then displays a notification to the user every time there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device displays a "Time Ended" message, and the recreational activity ends.
[1426] Prompt Sentence Examples
[1427] "Please explain the system by which users can obtain access to engage in recreational activities after studying. For example, a fifth-grader can log in with their ID and password, study for 30 minutes, and if they achieve 80% or more correct answers, obtain access to play games for 30 minutes."
[1428] (Application example 1)
[1429] 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."
[1430] Conventional learning systems have had the problem of making it difficult to maintain users' motivation for learning activities. Furthermore, while it is necessary to effectively balance learning and recreational activities, parents and educators have had difficulty in adequately understanding the progress of their children. Furthermore, there is a lack of a mechanism for using learning outcomes to provide incentives for other activities.
[1431] 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.
[1432] In this invention, the server includes a login means for a user to start a learning activity, a means for displaying learning content based on the progress provided by the server, a means for recording and transmitting the user's learning progress, a means for the server to evaluate the user's learning progress, a means for issuing access rights to recreational activities according to the user's learning progress, a means for starting the relevant activity based on the access rights to the recreational activity, a means for managing and notifying the user of the time limit for the relevant activity, a means for issuing access rights to purchase products at discounted prices based on the user's learning progress, and a means for parents or educators to check the user's progress and usage history. This allows users to maintain high motivation while studying and to make purchases at discounted prices based on the results of their studies. Furthermore, parents and educators can check the user's progress in real time and effectively balance their studies and recreational activities.
[1433] "Login means" is a function that allows a user to input authentication information required to access the system and verify their identity.
[1434] The "means for displaying learning content" is a function for displaying content such as learning materials and question sets provided by the server on the user's terminal.
[1435] The "means for recording and transmitting learning progress" is a function that records the answers given by the user and the progress level during learning on the terminal and transmits them to the server.
[1436] The "means for the server to evaluate the user's learning progress" is a function that calculates and evaluates the user's progress and correct answer rate based on the learning data received by the server.
[1437] The "means for issuing access rights to recreational activities" is a function for issuing rights to access recreational activities such as games and discount rights according to the user's learning progress.
[1438] A "means for initiating applicable activities" is the ability to initiate recreational activities or privileges based on the issued access rights.
[1439] The "means for managing and notifying time limits" is a function for limiting the time of a recreational activity and notifying the user of the remaining time and the end time.
[1440] The "means for issuing access rights to purchase products at discounted prices" is a function for issuing rights to purchase products at discounted prices according to the user's learning progress.
[1441] The "means for parents or educators to check progress and usage history" is a function that allows parents or educators to check the progress and usage history of a user's learning or recreational activities in real time.
[1442] To implement this invention, a system must be constructed using the following hardware and software. Hardware requires a device such as a smartphone or tablet used by the user, and a server for managing learning progress and recreational activities. Servers such as AWS (Amazon Web Services) and Google Cloud Platform can be used. Software requires a framework for developing user applications (e.g., Flask or Django) and a database system (e.g., PostgreSQL or MySQL).
[1443] 1. User login
[1444] Before starting a learning activity, a user enters their ID and password from their device through a dedicated application and sends them to the server, which receives the information, authenticates it, and verifies that the user is a legitimate user.
[1445] 2. Viewing learning content
[1446] The server selects appropriate learning content based on the learning progress and sends it to the terminal, which displays the content to the user and allows the user to access it.
[1447] 3. Record and submit your learning progress
[1448] As the user progresses with their studies, the device records their answers and progress, and periodically sends them to the server, which then receives the data and evaluates it in real time.
[1449] 4. Assessment of learning progress
[1450] The server evaluates the user's learning progress and issues access to recreational activities if the user achieves, for example, 80% or more correct answers in a math problem set.
[1451] 5. Start of recreational activities
[1452] When a user with access rights begins a recreational activity, the terminal receives permission to start the activity from the server, which sets a timer for the activity and manages the time limit.
[1453] 6. Time Limit Management and Notifications
[1454] The server monitors the time from the start to the end of the recreational activity, managing it so that it does not exceed the set time, and notifies the user via the terminal when there is little time left.
[1455] 7. Purchasing products at discounted prices
[1456] Based on the learning progress, the server issues access rights to purchase products at discounted prices as specific recreational activities. When a user with this access rights orders a target product, the server sends a signal to the terminal that the discount will be applied.
[1457] 8. Parent or Educator Review
[1458] Parents or educators can check the user's progress and usage history through a dedicated application. The server periodically generates these logs and notifies the parent or educator.
[1459] As a concrete example, when an elementary school student starts learning about "food ingredients," they log in to their device using their user ID and password, and receive and display the learning content provided by the server. The user progresses through the learning process by solving problems, and if they achieve a correct answer rate of 80% or more, the server issues them access rights to order pizza at a 20% discount. The discount is then applied when the user orders pizza. Parents can also check the progress in real time through the application.
[1460] Specific examples of prompts for generative AI models:
[1461] "Could you please give us a concrete example of how to design a 'food education' module for a food delivery app? If users solve problems and achieve an 80% or higher accuracy rate, they can then purchase food at a discounted price."
[1462] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1463] Step 1:
[1464] A user logs in using a terminal. Input includes a user ID and password, which are received by the terminal. The terminal sends this authentication information to the server, which then authenticates the information and verifies whether the user is a legitimate user. If authentication is successful, the server returns a signal to the user indicating successful login.
[1465] Step 2:
[1466] The server selects appropriate learning content based on the user's learning progress and sends it to the device. The input is the user's learning history and progress, and based on this, the server determines which learning content to display next. The selected learning content is then displayed on the device.
[1467] Step 3:
[1468] The user progresses through the learning content on the device. Input includes the user's answers and the time it took to answer them, which are recorded by the device. The device then periodically sends this data to the server. The server receives this data, calculates the user's progress and correct answer rate, and stores the data in a database.
[1469] Step 4:
[1470] The server evaluates the user's learning progress. The server uses the user's answer data and progress data as input. The server evaluates the user's correct answer rate and progress based on the evaluation criteria and calculates the results. If the results meet the criteria, it generates a signal to issue the user access to recreational activities.
[1471] Step 5:
[1472] The terminal starts the recreational activity based on the issued access right. A request is sent from the terminal to the server to execute the recreational activity selected by the user. The server receives the request and transmits the content and start time of the recreational activity to the terminal.
[1473] Step 6:
[1474] The server manages the time limit for recreational activities and notifies the device. The inputs are the start time of the recreational activity and the set time limit, and the server manages the timer based on this. It periodically calculates the remaining time and notifies the device. If the time limit is exceeded, the server sends a signal to the device to end the activity.
[1475] Step 7:
[1476] The server issues access rights to purchase products at discounted prices based on the user's learning progress. The server receives the user's learning assessment results as input, and issues a discount right when the assessment results meet certain criteria. This right is sent to the terminal so that it can be automatically applied the next time the user orders a product.
[1477] Step 8:
[1478] Parents or educators use the application to check the user's progress and usage history. The server periodically generates learning logs and recreational activity logs and sends them to the parent's or educator's device, allowing the parent or educator to grasp the user's overall learning and recreational progress in real time.
[1479] 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.
[1480] The system of this invention allows users to enjoy recreational activities after completing learning activities, thereby achieving a balance between learning and play. Furthermore, by combining an emotion engine that recognizes the user's emotions, the system can flexibly adjust the method of providing learning and recreational activities. Specifically, the system operates as follows:
[1481] First, a login method is provided for users to log in to their terminal. The user enters their ID and password and sends it from the terminal to the server. The server authenticates this information and verifies that the user is a legitimate user.
[1482] Once the login is successful, the user proceeds to a screen for selecting a learning program. The device displays the learning content provided by the server, and the user selects the subject or drill they want to study. For example, if they select a math problem set, the device receives the problem set from the server and displays it to the user.
[1483] As the user progresses through the study, the device records the user's answers and periodically sends them to the server. This allows the server to grasp the user's progress in real time. If the user answers 8 out of 10 questions correctly, the accuracy rate is evaluated as 80%.
[1484] In addition, the server uses an emotion engine to analyze the user's facial expression and voice data sent from the device to identify the user's emotional state. For example, if the user looks troubled while studying, the emotion engine will recognize this and can support the user by changing the study content.
[1485] The server evaluates the user's progress and emotional state and issues access rights to recreational activities based on the evaluation. The access rights are issued based on the user's learning achievement and emotional state and are notified to the terminal.
[1486] When a user wants to start a recreational activity after studying, he or she selects a game using the access rights displayed on the device. For example, when a specific game is selected, the device contacts the server to confirm the start of the game. The server allows the game to start and sets a timer to manage the time limit.
[1487] The server monitors the user's gameplay time and ensures that it does not exceed the set time. For example, if the game is to be completed within 30 minutes, the device will notify the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the time has elapsed, the server will send a signal and the device will end the game.
[1488] The emotion engine can also monitor the user's emotional state during gameplay and provide appropriate feedback as needed. For example, if a user is very happy with a game, the server can display an appropriate message and provide positive feedback.
[1489] Furthermore, the system provides parents and educators with a log of learning and recreational activities. The server records these logs and the user's emotional data, and periodically generates reports to inform parents and educators. This allows them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[1490] As a concrete example, if a user is a fifth-grader, he or she logs in to a terminal using a user ID and password and selects a math workbook provided by the server. After studying for 30 minutes and achieving a correct answer rate of 80% or more, he or she gains access to a game of his or her choice and enjoys playing the game for 30 minutes. Throughout this process, the server monitors the user's balance between study and play, uses an emotion engine to grasp the user's emotional state, and provides appropriate feedback as needed. In this way, the present invention provides effective educational support by taking into account the user's emotional state while maintaining an appropriate balance between learning and recreational activities.
[1491] The processing flow will be explained below.
[1492] Step 1:
[1493] (User) Log in to the terminal. The user enters their ID and password and presses the login button.
[1494] Step 2:
[1495] (Terminal) Sends user ID and password to the server and issues a request for user authentication.
[1496] Step 3:
[1497] (Server) Compares the received user ID and password with the database and performs authentication. If authentication is successful, returns the user information to the terminal.
[1498] Step 4:
[1499] (Terminal) Notify the user that login was successful. Display the main menu and proceed to the learning program selection screen.
[1500] Step 5:
[1501] (User) Select a learning program (e.g., a math workbook) from the main menu. Press the Select button.
[1502] Step 6:
[1503] (Device) Sends the user's selection to the server and issues a request for learning content.
[1504] Step 7:
[1505] (Server) Receives the request and prepares the corresponding learning content (e.g., a math problem set) based on the user's selection. Once preparation is complete, the content data is returned to the device.
[1506] Step 8:
[1507] (Device) Displays the received learning content. Provides a screen for the user to work on the questions.
[1508] Step 9:
[1509] (User) Check the learning content, answer the questions, enter the answers and press the submit button.
[1510] Step 10:
[1511] (Device) Sends the user's answer to the server. Sends progress data including the answer data to the server.
[1512] Step 11:
[1513] (Server) Evaluates the received answers, calculates the percentage of correct answers, updates the user's progress, and returns feedback to the device as needed.
[1514] Step 12:
[1515] (Device) Displays feedback from the server, informing the user of their current progress and percentage of correct answers.
[1516] Step 13:
[1517] (Device) Sends the user's facial image and voice to the emotion engine. Collects data to analyze the user's emotional state from their facial expressions and voice.
[1518] Step 14:
[1519] (Emotion engine) Analyzes received facial images and voice data to identify the user's emotional state. For example, it determines whether the user is distressed or excited.
[1520] Step 15:
[1521] (Server) Adjust how learning content is presented based on the emotional data obtained from the emotion engine. For example, add hints if the user is having trouble.
[1522] Step 16:
[1523] (Server) Checks whether the user's progress and emotional state meet the set criteria (e.g., 80% or more correct answers and positive emotional state). If the criteria are met, issues access to recreational activities.
[1524] Step 17:
[1525] (Terminal) Notify the user that they have been issued access to a recreational activity. Display the access rights.
[1526] Step 18:
[1527] (User) Select a recreational activity. Select the activity you want from a list of games, etc., and press the start button.
[1528] Step 19:
[1529] (Terminal) Sends the user's selection to the server. Issues a request to start the recreational activity.
[1530] Step 20:
[1531] (Server) Confirms the start of a recreational activity and sends the necessary data to the terminal. Sets the start time and time limit.
[1532] Step 21:
[1533] (Terminal) Start recreational activities. Display the screen of the game or other item selected by the user and start playing.
[1534] Step 22:
[1535] (Server) Monitors the time during play and manages it so that it does not exceed the set time limit (e.g. 30 minutes). Notifies the device when the time limit is approaching.
[1536] Step 23:
[1537] (Device) Display a notification to the user of the remaining time. Display a warning to the user as the time limit approaches.
[1538] Step 24:
[1539] (Server) When the set time limit has elapsed, send a command to the device to end the game.
[1540] Step 25:
[1541] (Device) Display a notification to the user that the game has ended. Exit the game and save the progress.
[1542] Step 26:
[1543] (Emotion Engine) Monitors the user's emotional state during gameplay and generates appropriate feedback as needed. For example, if the user is happy with the game, it displays a positive message.
[1544] Step 27:
[1545] (Server) Implements a mechanism to store logs of learning and recreational activities and send periodic reports, including emotional data, to parents and educators.
[1546] As described above, this system works in cooperation with the user, terminal, server, and emotion engine to effectively manage learning and recreational activities and provide support that takes into account the user's emotional state.
[1547] Example 2
[1548] 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."
[1549] Conventional learning systems lacked the means to allow users to properly enjoy recreational activities after completing learning activities. Furthermore, they lacked feedback and content adjustments that took into account the user's emotional state, resulting in reduced learning efficiency. Furthermore, it was difficult for parents and educators to grasp the progress of learning and recreational activities in real time, resulting in insufficient comprehensive monitoring and balanced educational support.
[1550] 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.
[1551] In this invention, the server includes means for recognizing a user's emotions and adjusting learning content and recreational activities based on the recognition results, means for providing feedback based on the emotion recognition and learning progress, and means for providing a log of learning and recreational activities to a parent or educator. This makes it possible to provide a system that maintains a balance between the user's learning activities and recreational activities, provides appropriate feedback according to the user's emotional state, improves learning effectiveness, and allows parents and educators to monitor the user's progress and emotional state with peace of mind.
[1552] "User" refers to a person who uses the system to engage in learning and recreational activities.
[1553] "Login Method" means the authentication process a User uses to access a System, using an ID and password or other authentication information.
[1554] The "server" is a central computer that manages and processes data for the entire system, providing learning content, analyzing data, recognizing emotions, and providing feedback.
[1555] "Study content" refers to digital content such as study materials and question sets that users can select and study.
[1556] "Progress" refers to data that indicates the progress, such as the level of achievement or percentage of correct answers, of a user as they proceed with their learning or recreational activities.
[1557] "Recreational activities" refer to activities that users engage in for relaxation or enjoyment after learning activities, such as games and entertainment content.
[1558] "Access Rights" refers to digital credentials that indicate a user's authorization to access certain features or content.
[1559] An "emotion engine" refers to an algorithm or system that analyzes data such as a user's facial expressions and voice to recognize their emotional state.
[1560] "Feedback" refers to advice and support information provided by the system based on the user's progress and emotional state.
[1561] "Parent or Educator" means a person who is in a position to supervise and support the User's academic and recreational activities and has the authority to view the User's progress and emotional state logs.
[1562] The present invention relates to a system for enabling a user to efficiently and balancedly carry out learning and recreational activities. The system includes the following components: a user, a terminal, and a server.
[1563] Hardware Configuration
[1564] User: Users access the system using devices such as PCs, tablets, and smartphones.
[1565] Terminal: The terminal receives user input and sends data to the server, typically using a browser or dedicated application.
[1566] Server: The server is built on a cloud infrastructure and provides learning content, manages progress, recognizes emotions, and provides feedback.
[1567] Software Configuration
[1568] Login method: The user enters their ID and password into the login screen on the device to authenticate. The authentication information is sent to the server using a secure protocol.
[1569] Providing learning content: When a user selects learning content, the terminal sends the information to the server, and the server provides the corresponding content, such as videos, workbooks, and interactive learning materials.
[1570] Data recording and evaluation: The user's answers and progress are recorded in real time by the device and periodically sent to the server. The server analyzes the received data and evaluates the accuracy rate and progress.
[1571] Emotion recognition and feedback: The device captures the user's facial expressions and voice data and sends them to the server. The server then uses an emotion engine to analyze this data and recognize the user's emotional state. For example, if the user has a troubled expression, the server can assist the user by adjusting the learning content.
[1572] Issuance of recreational access rights: The server comprehensively evaluates the learning progress and emotional state and issues access rights to recreational activities. The terminal notifies the user of this access right and displays available games.
[1573] Gameplay management: When a user selects a game, the device sends a request to the server to start the game. The server allows the game to start and sets a timer to manage the play time. If the set time is exceeded, the server sends a signal to end the game.
[1574] Providing Activity Logs: The server records a log of the user's academic and recreational activities and provides periodic reports to parents and educators, allowing them to monitor the user's progress and emotional balance.
[1575] Specific examples
[1576] As a concrete example, consider a user who is a fifth-grader. The user logs in from a device and selects "fifth-grader math workbook" as the learning content. After studying for 30 minutes and achieving a correct answer rate of 80% or more, the server issues access to an "action game" as a recreational activity. The user can then enjoy the game for 30 minutes. The server continues to monitor the user's emotional state during this time and provides feedback as needed. Throughout this process, the server and device monitor the user's balance between study and play, and provide appropriate feedback.
[1577] Example prompts for generative AI models
[1578] Specific prompt examples:
[1579] A fifth-grade elementary school student logged in with the user ID "user123" and password "password" and solved a set of math problems for 30 minutes, achieving an accuracy rate of over 80%. The server then provided access to an "action game" and the user played for 30 minutes. During this process, the server monitored the user's emotional state and provided appropriate feedback.
[1580] In this way, the present invention realizes a system that provides appropriate support according to the user's emotional state while maintaining a balance between the user's learning and recreational activities.
[1581] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1582] Step 1:
[1583] Login Authentication
[1584] User: The user enters their ID and password into the terminal and presses the "Login" button.
[1585] Input: User ID and password.
[1586] Terminal: The terminal sends the entered ID and password to the server.
[1587] Server: The server compares the received ID and password with the information in the database and performs authentication. If authentication is successful, the server returns a successful authentication response to the terminal.
[1588] Output: Authentication success or failure response.
[1589] Behavior: If the server authenticates successfully, the user is allowed to proceed to the next screen.
[1590] Step 2:
[1591] Select learning content
[1592] User: After logging in, the user selects the desired subject or drill from the list of learning content displayed.
[1593] Input: User's subject and drill selection.
[1594] Terminal: The terminal receives the user's selection and sends that information to the server.
[1595] Server: The server retrieves the relevant learning content from the database and sends it to the terminal.
[1596] Output: Learning content data.
[1597] Operation: The device displays the received learning content to the user.
[1598] Step 3:
[1599] Data recording during learning
[1600] User: The user answers the questions displayed on the terminal and enters the answers.
[1601] Input: User's answer data.
[1602] Terminal: The terminal records the user's answers in real time and periodically transmits the data to the server.
[1603] Server: The server analyzes the received data and calculates and records the user's progress and correct answer rate. For example, if you answer 8 out of 10 questions correctly, the correct answer rate will be recorded as 80%.
[1604] Output: User's accuracy rate and progress data.
[1605] Operation: Determines the next learning content or recreational access rights based on the user's progress.
[1606] Step 4:
[1607] Emotion Recognition and Feedback
[1608] Terminal: The terminal captures the user's facial expressions and voice data and sends them to the server.
[1609] Input: User's facial expression data and voice data.
[1610] Server: The server uses an emotion engine to analyze facial and voice data to determine the user's emotional state. For example, if the user has a difficult expression, the server will adjust the learning content.
[1611] Output: The user's emotional state and appropriate feedback.
[1612] Operation: The server sends new learnings to the terminal, which displays them to the user.
[1613] Step 5:
[1614] Issuance of recreational access rights
[1615] Server: The server comprehensively evaluates the user's learning progress and emotional state and issues access rights to recreational activities.
[1616] Input: User progress data and emotional state data.
[1617] Terminal: The terminal notifies the user of the access rights received from the server and displays available games, etc.
[1618] Output: Recreational access rights.
[1619] How it works: The user selects the game they want to play from the displayed games.
[1620] Step 6:
[1621] Gameplay Management
[1622] User: The user starts the game of their choice.
[1623] Input: Game selection request.
[1624] Terminal: The terminal sends a request to the server to start the game.
[1625] Server: The server allows the game to start and manages gameplay by setting a timer, for example a 30 minute time limit.
[1626] Output: Game start permission and play time management instructions from the server.
[1627] How it works: The device notifies the user when there are 10 minutes, 5 minutes, and 1 minute remaining. When the set time has elapsed, the device ends the game.
[1628] Step 7:
[1629] Providing an activity log
[1630] Server: The server logs the user's academic and recreational activities and provides periodic reports to parents and educators.
[1631] Input: Learning and recreational activity data.
[1632] Output: Report to parent or educator.
[1633] How it works: Reports are generated periodically and communicated to parents and educators via email and a dedicated portal.
[1634] (Application example 2)
[1635] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1636] Conventional systems for managing learning and recreational activities control access to recreational activities based solely on the user's learning progress, without properly considering the user's emotional state. Furthermore, the lack of feedback to help users balance their learning and recreational activities can lead to demotivation and increased stress. Furthermore, the lack of adequate feedback to parents and educators regarding the progress and emotional state of these activities makes it difficult to provide effective educational support. Therefore, a system is needed that can comprehensively manage a user's learning progress and emotional state, provide optimal feedback, and effectively balance learning and recreational activities.
[1637] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for recording and transmitting the user's learning progress, means for analyzing the user's facial expression data or voice data and recognizing the user's emotional state, and means for issuing access rights to recreational activities according to the user's learning progress and emotional state. This makes it possible to provide optimal feedback that takes the user's emotional state into consideration and to effectively balance learning and recreational activities.
[1638] A "login method" is a method by which a user inputs their ID and password into a terminal, sends that information from the terminal to a server, and receives authentication.
[1639] The "display means" is a means on the terminal for showing the user the learning content based on the progress provided by the server.
[1640] The "means for recording and transmitting" is a means for recording the user's learning progress and periodically transmitting the information to the server.
[1641] The "means for evaluating" is a means by which the server evaluates the user based on the learning progress of the user.
[1642] The "recognition means" is a means for analyzing the facial expression data or voice data of the user and recognizing the emotional state.
[1643] The "issuing means" is a means for issuing access rights to recreational activities according to the user's learning progress and emotional state.
[1644] "Means of initiation" means the means by which a recreational activity is initiated based on the access right for that activity.
[1645] The "means for managing and notifying time restrictions" refers to a means for managing time restrictions on recreational activities and notifying the user of this information.
[1646] The "means for monitoring and providing" refers to a means for monitoring the user's emotional state during a relevant activity and providing appropriate feedback.
[1647] The system of this invention is designed to manage a user's learning and recreational activities in a balanced manner. The system is primarily composed of a server and a terminal, and evaluates the user's learning progress and emotional state in real time to provide each user with optimized learning and recreational activities. In particular, the system incorporates an "emotion engine" that analyzes the user's facial expression data and voice data to recognize their emotional state, thereby improving the quality of learning and recreation.
[1648] 1. User begins learning activity
[1649] A user accesses the system through a login means on the terminal using his / her ID and password. The terminal sends this information to the server, which then performs authentication.
[1650] 2. Viewing learning content
[1651] After logging in, users can view learning content based on their progress provided by the server on their device. When a user selects a math problem set or other drill, the server sends the content to the device and displays it.
[1652] 3. Record and submit your learning progress
[1653] As the user progresses with their studies, the device records their answers and periodically sends the data to the server, which then evaluates the user's progress based on the received data.
[1654] 4. Recognition and assessment of emotional states
[1655] The device collects the user's facial expression and voice data and analyzes it using an emotion engine. For example, if the user has a troubled expression, the emotion engine recognizes that emotion and sends the information to the server.
[1656] 5. Issuance of access rights to recreational activities
[1657] The server comprehensively evaluates the user's learning progress and emotional state, and issues access rights to recreational activities based on the evaluation. The access rights are notified to the terminal.
[1658] 6. Initiating and managing recreational activities
[1659] The user can use the access rights to start a recreational activity (e.g., a game). The server allows the game to start and manages the time limit by setting a timer. If the timer exceeds the set time, the device will receive a signal from the server to end the game.
[1660] 7. Emotional state monitoring and feedback
[1661] During recreational activities, the device monitors the user's emotional state and provides appropriate feedback using the emotion engine. For example, if the user is having fun, the server will cause the device to display positive messages.
[1662] 8. Providing logs
[1663] The server records a log of learning and recreational activities and the user's emotional data, and periodically generates and notifies parents or educators of reports, allowing them to check whether the balance between learning and play is being achieved and whether the user's emotional state is stable.
[1664] Specific examples
[1665] Consider a case where the user is a fifth-grader in elementary school. He logs in to the device with his user ID and password and selects a math problem set provided by the server. If he achieves 80% or more correct answers in 30 minutes of study, he will be granted access to his favorite game for 30 minutes. During gameplay, the device monitors the user's emotional state and provides appropriate feedback. Throughout this process, the server monitors the user's balance between study and recreation, grasps the user's emotional state using an emotion engine, and provides appropriate feedback when necessary.
[1666] Prompt Sentence Examples
[1667] Create a Python program that has the following functionality:
[1668] User authentication (verification of user ID and password)
[1669] Record your learning progress (calculate your correct answer rate)
[1670] Recognizing user emotions from image data
[1671] Controlling access to recreational activities based on academic progress and emotional state
[1672] Play the game for a specified time and notify the remaining time
[1673] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1674] Step 1:
[1675] The user logs in to the device. They enter their ID and password and press the login button. The device sends this login information to the server. The server compares the received login information with the database and authenticates the user. The input is the user ID and password, and the output is the authentication result. If authentication is successful, the next learning content selection screen is displayed.
[1676] Step 2:
[1677] The user selects learning content provided by the server. The device displays a list of multiple learning contents retrieved from the server to the user. The user selects the content they want to study (for example, a math problem book). The input is the list of learning contents retrieved from the server, and the output is the user's selection information. The device sends the selection information to the server, receives the corresponding learning content, and displays it.
[1678] Step 3:
[1679] The user continues learning. They input answers to the displayed content. The device records the user's answers in real time and periodically sends them to the server. The input is the user's answer information, and the output is learning progress data that is periodically sent. The server prepares to evaluate the user's learning progress based on the received data.
[1680] Step 4:
[1681] The server evaluates the learning progress. The server calculates the user's correct answer rate and grasps the progress. For example, if 8 out of 10 questions are answered correctly, the correct answer rate is 80%. The input is the learning progress data sent from the device, and the output is the evaluation result. The server records the progress as the evaluation result.
[1682] Step 5:
[1683] The device collects the user's facial expression and voice data. The device's built-in camera and microphone are used to capture the user's facial expression and voice. The input is the user's facial expression and voice data, and the output is the acquired emotional data. This data is sent to the server in real time.
[1684] Step 6:
[1685] The server uses an emotion engine to recognize the user's emotional state. The server analyzes the received facial expression and voice data to identify the user's emotional state. For example, if the user has a troubled expression, the server will recognize the emotion as "confused." The input is the user's facial expression and voice data, and the output is the recognized emotional state. The server records the recognition results.
[1686] Step 7:
[1687] The server issues access rights to recreational activities based on the learning progress and emotional state. It comprehensively judges the evaluation results and emotional state to determine whether the user can access recreational activities. The input is the evaluation results of the learning progress and the emotional state, and the output is the issued access rights. The access rights are notified to the terminal.
[1688] Step 8:
[1689] The user starts a recreational activity. Using the issued access rights, the terminal accesses the server to start the recreational activity (e.g., a game). The input is the access rights, and the output is the recreational activity to be started. The server confirms the start of the game and sets a timer to manage the time limit.
[1690] Step 9:
[1691] The server manages and notifies the time limit during recreational activities. It notifies the device of the remaining time so that the user can continue the activity within the set time. For example, notifications are sent every 10 minutes, 5 minutes, and 1 minute remaining. The input is the current activity time, and the output is a notification about the time limit. When the time has elapsed, the server sends a signal and the device ends the activity.
[1692] Step 10:
[1693] The device monitors the user's emotional state during recreational activities. The device continuously collects facial expression and voice data and sends it to the server. The server then provides appropriate feedback based on this data. For example, if the user is having fun, the server displays a positive message. The input is the user's facial expression and voice data, and the output is the recognized emotional state and feedback. The feedback is displayed on the device in real time.
[1694] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[1695] 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.
[1696] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.
[1697] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[1698] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[1699] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.
[1700] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[1701] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[1702] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."
[1703] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.
[1704] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[1705] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.
[1706] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.
[1707] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.
[1708] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.
[1709] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[1710] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a single processor.
[1711] As an example of a system configured with a single processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a system that uses a processor that realizes the functions of an entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.
[1712] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.
[1713] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.
[1714] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.
[1715] The following is further disclosed regarding the above embodiment.
[1716] (Claim 1)
[1717] a login means for a user to begin lear...
Claims
1. a login means for a user to begin learning activities; means for displaying progress-based learning content provided by the server; means for recording and transmitting the user's learning progress; A means for the server to evaluate the user's learning progress; means of issuing access to recreational activities according to learning progress; a means for initiating the recreational activity under the access right; and a means of controlling and communicating time limits for applicable activities; A system including:
2. 10. The system of claim 1, further comprising means for providing a parent or educator with a log of learning and recreational activities.
3. 10. The system of claim 1, further comprising means for integrated monitoring and balancing of progress and usage of educational and recreational activities.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A