system
A system for cognitive training in the elderly provides personalized feedback and adaptive game selection, enhancing user engagement and long-term cognitive improvement by dynamically adjusting to individual progress.
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
Conventional cognitive training programs for the elderly lack effective feedback and individual progress management, making it difficult to sustain user engagement and achieve long-term cognitive improvement.
A system that includes user authentication, personalized game selection, dynamic game list generation based on user progress, and automatic suggestion of the next task, providing tailored cognitive training with continuous engagement and feedback.
The system effectively maintains user motivation by adapting to individual progress, ensuring continuous cognitive training and improvement.
Smart Images

Figure 2026041414000001_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] Declining cognitive function in the elderly can significantly impair the quality of daily life. In particular, memory decline can be a serious problem. However, conventional training programs aimed at improving cognitive function are difficult to sustain and often lack effective feedback and individual progress management. As a result, continued use is difficult, and the program is not fully effective. [Means for solving the problem]
[0005] In order to solve the above problems, the present invention provides a system including: means for receiving authentication information entered by a user and performing authentication; means for presenting a list of multiple brain training games to the user and accepting a game selection; means for generating data based on the selected game and presenting it to the user; means for evaluating the answers entered by the user and generating feedback; and means for recording the evaluation results and automatically suggesting the next game or task to tackle.
[0006] The system provides training tailored to the user's individual progress, dynamically generates game lists to encourage continued activity, and keeps track of long-term progress, thereby keeping users engaged and engaged. Furthermore, by suggesting the next training based on the recorded progress, an effective and individually adapted cognitive improvement program is realized.
[0007] "User authentication" is a means of verifying the identity of a user when logging into a system, and is performed using a username and password, etc.
[0008] "Brain training games" are interactive games designed to improve the user's cognitive function and memory.
[0009] A "game list" is a collection of brain training games that the user can choose from, and is provided by the system.
[0010] "Authentication information" is data provided by a user to verify their identity, and typically includes a username and password.
[0011] The "selection means" is an interface or function that allows the user to select a desired game from the game list.
[0012] "Data generation means" refers to the process or function by which the system creates the necessary data (e.g., word list) depending on the content of the selected game.
[0013] The "answer evaluation means" is a process or function that compares the answers entered by the user in the game with correct answer data and evaluates them.
[0014] The "feedback generation means" refers to a process or function that generates feedback (evaluation results and advice) to be provided to the user based on the results of evaluating the user's answers.
[0015] "Progress recording means" refers to the process or function that stores the user's game results and ratings in a database and records long-term progress.
[0016] An "automatic suggestion means" is a process or function that analyzes recorded progress data and automatically suggests the next game or task to tackle.
[0017] "Dynamic generation" means that the game list and content change in real time based on the user's progress and performance.
[0018] "Personalization" is a method of providing content that is individually optimized according to each user's characteristics and progress. [Brief explanation of the drawings]
[0019] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0020] 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.
[0021] First, the terms used in the following description will be explained.
[0022] 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).
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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."
[0027] [First embodiment]
[0028] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0029] 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.
[0030] 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).
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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."
[0040] This invention relates to a system for training memory in an enjoyable way on a daily basis, aiming to improve cognitive function in elderly people. This system authenticates users based on their authentication information, provides multiple brain training games, generates feedback based on the user's progress, and suggests the next task to tackle, thereby supporting sustained cognitive improvement.
[0041] System Overview
[0042] The system consists of the following main components:
[0043] 1. User authentication method
[0044] 2. Game Selection Method
[0045] 3. Data Generation Method
[0046] 4. Response evaluation method
[0047] 5. Feedback Generation Methods
[0048] 6. Progress Recording Method
[0049] 7. Automatic suggestion means
[0050] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates data (e.g., a word list) required for the selected game. The answer evaluation means is a process that evaluates answers entered by the user. The feedback generation means is a process that provides feedback to the user based on the evaluation results. The progress recording means is a process that saves the game results in a database, and the auto-suggestion means is a process that suggests the next game or task to tackle based on the recorded progress.
[0051] User Authentication
[0052] The terminal displays the user name and password on the input screen, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[0053] Game Selection
[0054] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[0055] Running the game
[0056] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[0057] Rating and feedback on answers
[0058] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[0059] Recording progress and next steps
[0060] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to tackle. Specifically, it generates a personalized game list and presents new challenges based on the user's progress.
[0061] Specific examples
[0062] For example, if the user selects "Word Memory Game":
[0063] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[0064] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[0065] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[0066] 4. Answer evaluation and feedback: The user enters the memorized words into the terminal and submits them. The server evaluates the answer and generates a score and feedback. The terminal displays the feedback to the user.
[0067] 5. Progress record and next suggestion: The server saves the results in a database and suggests the next game to play. For example, a message such as "Try 'Calculation Training' next time!" will be displayed on the device.
[0068] This allows users to train their cognitive functions continuously while having fun.
[0069] The processing flow will be explained below.
[0070] Step 1:
[0071] The device will display a login screen for entering a username and password.
[0072] Step 2:
[0073] The user enters the username and password and clicks the "Login" button.
[0074] Step 3:
[0075] The terminal sends the entered username and password to the server.
[0076] Step 4:
[0077] The server compares the received authentication information with the database and performs authentication.
[0078] Step 5:
[0079] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[0080] Step 6:
[0081] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[0082] Step 7:
[0083] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[0084] Step 8:
[0085] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[0086] Step 9:
[0087] The user selects a game of interest and presses the "Start Game" button.
[0088] Step 10:
[0089] The terminal receives the user's selection and transmits the selected game information to the server.
[0090] Step 11:
[0091] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[0092] Step 12:
[0093] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[0094] Step 13:
[0095] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[0096] Step 14:
[0097] The user memorizes the words.
[0098] Step 15:
[0099] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[0100] Step 16:
[0101] The user enters the word they remember and presses the "Submit Answer" button.
[0102] Step 17:
[0103] The terminal receives the user's input and sends it to the server.
[0104] Step 18:
[0105] The server checks the user's answers against a list of correct answers and calculates a score.
[0106] Step 19:
[0107] The server generates evaluation results and feedback messages and sends them to the terminal.
[0108] Step 20:
[0109] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[0110] Step 21:
[0111] The server stores the game results in a database.
[0112] Step 22:
[0113] The server analyzes the user's progress and automatically suggests the next game or challenge to tackle.
[0114] Step 23:
[0115] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[0116] These steps allow users to effectively train their cognitive functions and have their progress continuously recorded and assessed.
[0117] Example 1
[0118] 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."
[0119] Aiming to improve cognitive function in the elderly, there is a need for a method that allows for effective memory training while being fun. Conventional training systems have difficulty in proposing appropriate tasks according to the user's progress and level of proficiency, making it difficult to maintain the user's motivation. This has resulted in the problem that long-term improvement in cognitive function cannot be expected.
[0120] 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.
[0121] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple memory training exercises to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be undertaken, means for the terminal to input a username and password and transmit the data to the server for authentication, means for generating data on the selected game and providing it to the user through the terminal, and means for the server to evaluate the data entered by the user and display the feedback on the terminal. This enables appropriate training according to the progress and ability of each user, enabling long-term improvement in cognitive function and making it easier to maintain user motivation.
[0122] "Authentication information" is information such as a username and password that a user provides to access a system.
[0123] "Memory training" refers to games and tasks aimed at improving a user's memory abilities.
[0124] A "user name" is a unique name given to identify a particular user.
[0125] A "password" is a secret string of characters used to authenticate a user.
[0126] "Terminal" refers to a device through which a user accesses and operates the system.
[0127] A "server" is a central computer that manages the entire system and executes processing.
[0128] A "game list" is a collection of multiple brain training games provided to a user.
[0129] "Data" refers to the information and resources required to run the game.
[0130] "Answer" refers to the answer or information that the user inputs during the game.
[0131] "Feedback" refers to evaluations and advice given to users regarding their answers.
[0132] "Progress" refers to the achievements and accomplishments a user makes through the game.
[0133] "Automatic suggestion" refers to the system automatically suggesting the next game or challenge to tackle based on the user's progress.
[0134] This invention is a system for training memory in a fun and everyday way, aiming to improve cognitive function in elderly people. This system authenticates the user based on the authentication information entered by the user, provides multiple memory training exercises, generates feedback according to the user's progress, and suggests the next task to tackle, thereby supporting continuous cognitive improvement.
[0135] The system consists of the following main components:
[0136] 1. User authentication method
[0137] 2. Game Selection Method
[0138] 3. Data Generation Method
[0139] 4. Response evaluation method
[0140] 5. Feedback Generation Methods
[0141] 6. Progress Recording Method
[0142] 7. Automatic suggestion means
[0143] First, the terminal displays a login screen, and the user enters their username and password. The entered information is sent to the server via the terminal, and the server performs authentication. If authentication is successful, the session is started and a greeting message is sent to the terminal.
[0144] Next, the server generates a list of multiple memory training exercises that it can provide and sends it to the terminal. When the user selects a game from the list, that information is sent to the server via the terminal. The server generates data for the selected game (e.g., a word list) and sends it to the terminal. The terminal initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and inputting at the specified timing.
[0145] The user then inputs the information into the device and submits the answer. The device then sends the answer data to the server, which evaluates it. Feedback based on the evaluation results is generated and sent to the device for display to the user.
[0146] Finally, the server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. Specifically, it generates a personalized game list and presents new challenges according to the user's progress. The following is an example of a prompt:
[0147] Please enter your username and password.
[0148] "Choose a game from the following list: 'Word Memory Game', 'Math Training', 'Pattern Recognition Game'"
[0149] "Memorize 10 words. Enter them when you're done."
[0150] "Next time, let's try 'Calculation Training'!"
[0151] This allows users to train their cognitive functions continuously while having fun. The entire system works together to provide a user-friendly and effective training environment.
[0152] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0153] Step 1: User authentication
[0154] The terminal displays a login screen, providing username and password entry fields.
[0155] Input: Username and Password.
[0156] The user enters their authentication information and clicks the submit button.
[0157] The terminal acquires the entered authentication information, encrypts it, and sends it to the server.
[0158] Output: Encrypted credentials.
[0159] The server retrieves user information from a database and matches it with the submitted authentication information.
[0160] Input: Encrypted authentication information and database user information.
[0161] The server generates an authentication result (success or failure).
[0162] Output: Authentication result.
[0163] If successful, the server generates session information and sends it to the terminal along with a greeting message.
[0164] Input: Authentication result.
[0165] The terminal displays a greeting message to the user.
[0166] Output: Greeting message.
[0167] Step 2: Game Selection
[0168] The server generates a list of a plurality of memory trainings that can be provided and transmits it to the terminal.
[0169] Input: User information.
[0170] The server generates a list of games that are optimal for the user based on the progress data.
[0171] Output: Game list.
[0172] The terminal displays a list of games and offers the user a choice.
[0173] Enter: Game List.
[0174] The user selects a game from the list and transmits the selection to the server via the terminal.
[0175] Output: The selection results.
[0176] Step 3: Run the game
[0177] The server generates data (e.g., word lists) for the selected game and sends it to the device.
[0178] Enter: Selected game.
[0179] The server generates data to be used in the game (for example, a list of 10 words).
[0180] Output: Game data.
[0181] The terminal initializes the game interface and displays instructions to the user.
[0182] Input: Game data.
[0183] The terminal displays game instructions (e.g., memorize words) to the user.
[0184] Output: Game instructions.
[0185] The user follows the instructions of the game, for example, memorizing words.
[0186] Input: User actions.
[0187] Step 4: Rate and give feedback on answers
[0188] The user inputs the memorized word into the terminal and sends it.
[0189] Input: Memorized word.
[0190] The terminal transmits the input answer data to the server.
[0191] Output: Response data.
[0192] The server evaluates the response data and generates a feedback message.
[0193] Input: Response data.
[0194] The server compares the answer with the correct answer list, calculates a score, and generates feedback such as "Congratulations! You learned 8 words correctly."
[0195] Output: Feedback message.
[0196] The terminal displays a feedback message to the user.
[0197] Input: Feedback message.
[0198] Output: The displayed feedback.
[0199] Step 5: Record your progress and propose next steps
[0200] The server records the results of the game in a database.
[0201] Input: Game result.
[0202] The server stores the user's progress data in a database.
[0203] Output: Saved progress data.
[0204] The server analyzes the user's performance based on the recorded progress data and suggests the next game or challenge to tackle.
[0205] Input: Progress data.
[0206] The server analyzes the user's progress and generates the next appropriate game or challenge (e.g., "Let's try 'Calculation Training' next time!").
[0207] Output: Next suggestion.
[0208] The terminal displays the following suggestion message:
[0209] Input: Next suggested message.
[0210] Output: The displayed suggestion message.
[0211] (Application example 1)
[0212] 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."
[0213] The challenge is to provide an effective training system that prevents cognitive decline in the elderly and improves cognitive functions such as memory and calculation ability while making daily activities enjoyable. It is also necessary to provide a system that provides personalized feedback according to each user's progress and ability, encouraging continued use by users.
[0214] 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.
[0215] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be played, means implemented as an application installed on a smartphone for providing personalized feedback and the next challenge according to the user's progress, and means for analyzing the user's game results using a generative AI model and suggesting the next training game. This enables elderly people to continuously train their cognitive functions while having fun.
[0216] "User authentication" is the process of receiving authentication information entered by a user and verifying whether the user has legitimate access rights based on that information.
[0217] "Brain training games" are games designed to train users' cognitive functions, such as memory and calculation skills.
[0218] A "game list" is a list of multiple brain training game options presented to a user.
[0219] "Data generation" is the process of creating data (e.g., word lists and math problems) based on the selected game.
[0220] "Answer evaluation" is the process of analyzing the answers entered by the user and measuring their accuracy and precision.
[0221] "Feedback generation" is the process of providing results and advice to the user based on the results of the answer evaluation.
[0222] "Progress recording" is the process of storing the results of a user's gameplay in a database to track the user's improvement.
[0223] "Automatic suggestion" is the process by which the system automatically selects and suggests the next game or challenge to tackle based on the user's progress.
[0224] A "smartphone application" is a software program that runs on a smartphone and allows a user to interact with the smartphone through an interface.
[0225] "Personalized feedback" refers to feedback that is individually customized based on the user's progress and abilities.
[0226] A "generative AI model" is an AI model that uses machine learning and artificial intelligence to analyze data and perform a specific task (in this case, analyzing game results or suggesting the next training session).
[0227] "Prompt sentence" means input data or a form of request from a user, including the context of an instruction or question that determines how the system responds.
[0228] This invention relates to a system for training memory and calculation skills while having fun on a daily basis, aiming to improve cognitive function in elderly people. This system is installed on a smartphone and provides personalized feedback and next challenges according to the user's progress. It also analyzes the user's game results using a generative AI model and suggests the next training game.
[0229] System Overview
[0230] The system consists of the following main components:
[0231] 1. User authentication method: A method for receiving a user name and password and sending authentication information to the server for authentication.
[0232] 2. Game selection means: A means for generating a list of multiple brain training games to be provided to the user, presenting it to the user, and accepting the selection of a game.
[0233] 3. Data generation means: A means for generating data required for the selected game (e.g., word list) on the server and providing it to the user.
[0234] 4. Answer evaluation means: A means for sending answers entered by users during the game to the server and evaluating them.
[0235] 5. Feedback generation means: A means for providing feedback to the user based on the evaluation results.
[0236] 6. Progress Recording Means: This is a means of storing the game results in a database and tracking the progress of the user's skill improvement.
[0237] 7. Auto-suggestion: This is a method that automatically suggests the next game or task to play based on recorded progress.
[0238] 8. Generative AI model means: A means for analyzing the user's game results and proposing the next training game.
[0239] Hardware and Software
[0240] The server uses a Flask server and provides API endpoints for user authentication, game selection, game progress, feedback provision, etc. A Python dictionary is used as a simple database, but for actual operation, an SQL or NoSQL database is recommended. The user's device is a smartphone, and all operations are performed through an application installed on the smartphone.
[0241] Data processing and calculation
[0242] User authentication: The server receives the username and password and authenticates using werkzeug.security. If authentication is successful, it starts a session and sends a greeting message to the user.
[0243] Game selection: The server generates a list of games to be provided to the user and sends it to the user's device. The user selects a game from the list and the selection is sent to the server.
[0244] Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the user's device. The user operates the game according to the game interface.
[0245] Answer evaluation: The server receives the answers entered by the user and evaluates them. The evaluation results are generated as feedback messages and sent to the user.
[0246] Feedback generation: Based on the evaluation results, the server generates customized feedback for the user.
[0247] Progress Record: The server stores the game results in a database to keep a long-term record.
[0248] Auto-suggestion: The server analyzes the recorded progress data and suggests personalized next challenges or games to the user.
[0249] Generative AI model: The server uses the generative AI model to analyze the user's game results and provide the optimal training program.
[0250] Specific prompt examples
[0251] 1. Authentication prompt: "Please enter your username and password."
[0252] 2. Game Selection Prompt: "Choose a game you would like to play. For example, a word memory game or math practice."
[0253] 3. Game prompt: "Memorize the following words: apple, banana, cherry, ..."
[0254] 4. Feedback prompt: "Your score is 4 / 5. Try again next time!"
[0255] This allows elderly people to train their cognitive functions continuously while having fun.
[0256] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0257] Step 1:
[0258] The user launches the application on their smartphone and enters their authentication information. The device displays the username and password on the screen and receives input from the user. This input information is then sent to the server. The server verifies the authentication information using werkzeug.security, and if authentication is successful, the server starts a session, generates a greeting message, and sends it to the user's device. Upon receiving the greeting message from the server, the device displays it to the user.
[0259] Input: Username and Password
[0260] Output: Authentication successful message
[0261] Step 2:
[0262] The server generates a list of multiple brain training games that can be provided to the user and sends it to the user's device. The device displays the game list on the screen, and the user selects a game from the list. The device sends information about the game selected by the user to the server. The server generates data based on the selected game, and generates game data (e.g., word lists and calculation problems) and sends it to the user's device. The device initializes the screen based on the received game data and displays game instructions to the user.
[0263] Input: User's game selection
[0264] Output: Data for the selected game (e.g., word list)
[0265] Step 3:
[0266] The user follows the instructions of the game and performs operations such as memorization and calculation. For example, in a word memory game, the user memorizes the words displayed on the terminal and then enters them into an input screen that appears later. Once the input is complete, the terminal sends the user's answer to the server. The server receives the answer and evaluates it for accuracy, speed, etc. Based on the evaluation results, the server generates a feedback message and sends it to the user's terminal. The terminal then displays the feedback message to the user.
[0267] Input: User's answer
[0268] Output: Feedback message
[0269] Step 4:
[0270] The server stores the user's game results in a database. Based on the stored data, a generative AI model on the server analyzes the user's progress and suggests the next game or challenge to tackle. This provides continuous support for improving the user's cognitive function.
[0271] Input: Game results (score, answers, etc.)
[0272] Output: Suggestions for next games or challenges
[0273] Step 5:
[0274] The device receives suggestions from the server for the next game or challenge to play and displays them to the user. The user can follow the suggestions and select a new game to continue using the system. Based on the user's new game selection, the server and device repeat the cycle of data generation, evaluation, and feedback.
[0275] Input: Server suggestion
[0276] Output: Select and display a new game
[0277] This will enable elderly people to train their cognitive functions continuously while having fun.
[0278] 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.
[0279] This system aims to improve the cognitive function of the elderly, allowing them to train their memory while having fun on a daily basis. Furthermore, it incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[0280] System Overview
[0281] The system consists of the following main components:
[0282] 1. User authentication method
[0283] 2. Game Selection Method
[0284] 3. Data Generation Method
[0285] 4. Response evaluation method
[0286] 5. Feedback Generation Methods
[0287] 6. Progress Recording Method
[0288] 7. Automatic suggestion means
[0289] 8. Emotion Engine
[0290] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates the data (e.g., word list) required for the selected game. The answer evaluation means is a process that evaluates the answers entered by the user. The feedback generation means is a process that provides feedback based on the evaluation results. The progress recording means is a process that saves the game results in a database. The automatic suggestion means is a process that suggests the next game or challenge to tackle based on the recorded progress data. The emotion engine is a process that analyzes the user's emotions and provides training and feedback according to that state.
[0291] User Authentication
[0292] The terminal displays a login screen for the user to enter a user name and password, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[0293] Game Selection
[0294] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[0295] Running the game
[0296] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[0297] Rating and feedback on answers
[0298] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[0299] Optimization by Emotion Engine
[0300] The emotion engine identifies emotions in real time using facial expression recognition and voice analysis of the user. Examples include facial expression recognition technology using a camera and voice tone analysis using a microphone. The device collects this data and sends it to the emotion engine. The server takes into account the results of the emotion analysis and generates optimal game content and feedback according to the user's state.
[0301] Recording progress and next steps
[0302] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. For example, personalized suggestions are made, such as "Try 'Calculation Training' next time!"
[0303] Specific examples
[0304] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[0305] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[0306] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[0307] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[0308] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[0309] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[0310] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[0311] This allows users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[0312] The processing flow will be explained below.
[0313] Step 1:
[0314] The device will display a login screen for entering a username and password.
[0315] Step 2:
[0316] The user enters the username and password and clicks the "Login" button.
[0317] Step 3:
[0318] The terminal sends the entered username and password to the server.
[0319] Step 4:
[0320] The server compares the received authentication information with the database and performs authentication.
[0321] Step 5:
[0322] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[0323] Step 6:
[0324] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[0325] Step 7:
[0326] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[0327] Step 8:
[0328] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[0329] Step 9:
[0330] The user selects a game of interest and presses the "Start Game" button.
[0331] Step 10:
[0332] The terminal receives the user's selection and transmits the selected game information to the server.
[0333] Step 11:
[0334] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[0335] Step 12:
[0336] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[0337] Step 13:
[0338] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[0339] Step 14:
[0340] The user memorizes the words.
[0341] Step 15:
[0342] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[0343] Step 16:
[0344] The user enters the word they remember and presses the "Submit Answer" button.
[0345] Step 17:
[0346] The terminal receives the user's input and sends it to the server.
[0347] Step 18:
[0348] The server checks the user's answers against a list of correct answers and calculates a score.
[0349] Step 19:
[0350] The server generates evaluation results and feedback messages and sends them to the terminal.
[0351] Step 20:
[0352] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[0353] Step 21:
[0354] The device recognizes the user's facial expressions and analyzes their voice to obtain emotional data. The device captures the user's facial expressions with a camera and records their voice with a microphone.
[0355] Step 22:
[0356] The device transmits the collected emotion data to a server.
[0357] Step 23:
[0358] The server uses an emotion engine to analyze the emotion data.
[0359] Step 24:
[0360] The server takes into account the results of emotion analysis and adjusts feedback and training content according to the user's situation.
[0361] Step 25:
[0362] The server records the user's game results and sentiment analysis data in a database.
[0363] Step 26:
[0364] The server will suggest the next game or challenge to tackle based on the recorded progress and emotional data.
[0365] Step 27:
[0366] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[0367] These steps allow users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[0368] Example 2
[0369] 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."
[0370] In cognitive function improvement training systems for elderly people, it is difficult to provide effective training if methods do not consider the progress and emotional state of individual users. Furthermore, it is difficult to maintain user motivation with fixed training content. Therefore, it is necessary to provide personalized feedback and new training tasks based on the user's emotional state and individual progress.
[0371] The identification process by the identification processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple cognitive training games to the user and accepting a game selection, and means for generating data based on the selected game and presenting it to the user. This enables personalized cognitive training according to the emotional state and progress of each individual user.
[0372] "Authentication Information" means identifying information, such as a username and password, required for a user to access a system.
[0373] A "cognitive training game" is an interactive game designed to improve a user's cognitive functions, such as memory and thinking skills.
[0374] A "list of games" is a list of multiple cognitive training games that the system provides to the user.
[0375] "Data" refers to information generated based on the selected game, including, for example, word lists and questions.
[0376] "Evaluation" is the act of judging answers entered by a user through a game based on criteria such as correctness or incorrectness.
[0377] "Feedback" refers to information such as evaluation results and advice provided based on the user's answers.
[0378] "Recording" refers to the act of saving the user's progress and evaluation results in a database.
[0379] "Suggesting the next game or task to tackle" means automatically selecting and presenting new cognitive training games or tasks to tackle based on the user's progress and evaluation results.
[0380] The "emotion engine" is a technology that analyzes a user's facial expressions and voice data to identify their emotional state in real time, and optimizes training content and feedback based on the results.
[0381] This invention is aimed at improving the cognitive function of the elderly, and is a system that allows users to train their memory while having fun on a daily basis. It also incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[0382] Main system components
[0383] The system consists of the following main components:
[0384] 1. User authentication method: The process of receiving and authenticating a user name and password.
[0385] 2. Game selection method: A process that presents a list of multiple cognitive training games to the user and accepts their selection.
[0386] 3. Data generation means: A process that generates the data required for the selected game and presents it to the user.
[0387] 4. Answer evaluation method: The process of evaluating the answers entered by users and generating feedback.
[0388] 5. Feedback generation means: The process of providing feedback based on the results of the evaluation.
[0389] 6. Progress Recorder: The process of saving the game results to a database.
[0390] 7. Auto-suggestion method: A process that suggests the next game or challenge to tackle based on recorded progress data.
[0391] 8. Emotion Engine: A process that analyzes the user's emotions and provides training and feedback according to their state.
[0392] Hardware and Software Overview
[0393] Device: A device that displays the login screen or game interface and accepts user input. Examples: tablets, smartphones, PCs.
[0394] Server: Handles authentication information, generates game data, evaluates answers, generates feedback, records progress and suggests next steps.
[0395] Camera and Microphone: Input devices for facial expression recognition and voice analysis. Examples: built-in camera, external webcam, built-in microphone, external microphone.
[0396] Emotion engine: Software that analyzes user emotions using facial expression recognition technology and voice tone analysis technology. Examples: Facial expression recognition libraries such as OpenCV, and voice analysis libraries.
[0397] Specific operation example
[0398] 1. User authentication: The user enters a user name and password into the terminal, which then sends them to the server. The server then performs authentication and, if successful, sends a greeting message to the terminal.
[0399] 2. Game selection: The server generates a list of games that can be provided and sends it to the terminal. The user selects a game from the list, such as a "word memory game," and the terminal sends the selection result to the server.
[0400] 3. Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user.
[0401] 4. Answer evaluation and feedback: The user enters the memorized words into the device and sends them. The server evaluates the answer, generates a score and feedback, and sends it to the device. At this time, the emotion engine analyzes the user's facial expressions and voice in real time and adjusts the feedback content.
[0402] 5. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or challenge to tackle (e.g., "Let's try 'Calculation Training' next time!").
[0403] Examples of prompt statements
[0404] Here are some example prompts to input to a generative AI model:
[0405] System Overview
[0406] ---
[0407] The system consists of the following main components:
[0408] 1. User authentication method
[0409] 2. Game Selection Method
[0410] 3. Data Generation Method
[0411] 4. Response evaluation method
[0412] 5. Feedback Generation Methods
[0413] 6. Progress Recording Method
[0414] 7. Automatic suggestion means
[0415] 8. Emotion Engine
[0416] The specific processing steps are explained below:
[0417] The user logs in and selects the "Word Memory Game" from the game list and runs it.
[0418] The emotion engine analyzes the user's facial expressions and voice, and if they are nervous, it provides a message encouraging them to relax.
[0419] The server evaluates the answers and generates feedback.
[0420] Finally, it records your progress and suggests games to try next.
[0421] In this way, the present invention provides personalized cognitive training based on the user's emotions and progress, and is expected to effectively improve cognitive function.
[0422] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0423] Step 1:
[0424] User Authentication
[0425] The terminal displays a login screen, which contains fields for entering a username and password.
[0426] The user enters a username and password.
[0427] The terminal transmits the entered authentication information to the server.
[0428] Input: Username, Password
[0429] The server accesses the database and checks the entered information. If successful, it starts a session and sends a greeting message to the terminal.
[0430] Output: Authentication result (success or failure), greeting message (if successful)
[0431] Step 2:
[0432] Game Selection
[0433] The server retrieves the list of games it can provide from its database.
[0434] Input: None
[0435] The server sends the game list to the device.
[0436] Output: Game list
[0437] The user selects the desired game from the game list.
[0438] The terminal transmits information about the selected game to the server.
[0439] Input: User's Choice Game
[0440] Output: Information about the selected game
[0441] Step 3:
[0442] Running the game
[0443] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[0444] Input: Selected game information
[0445] The device initializes the game interface and displays instructions to the user (e.g., "Please remember these words").
[0446] Output: Game data (word list, etc.)
[0447] The user follows the instructions of the game and makes inputs at the specified times.
[0448] Input: User actions
[0449] Output: User input data
[0450] Step 4:
[0451] Rating and feedback on answers
[0452] The user inputs the stored information into the terminal and transmits the answer.
[0453] The terminal transmits the response data to the server.
[0454] Input: User response data
[0455] The server compares the data with the correct answer data in the database and performs an evaluation.
[0456] Output: Evaluation results
[0457] The server generates a feedback message based on the evaluation result and sends it to the terminal.
[0458] The device displays a feedback message to the user (e.g., "Five correct answers. Great! Take a moment to catch your breath and move on.").
[0459] Input: Evaluation result
[0460] Output: Feedback message
[0461] Step 5:
[0462] Optimization by Emotion Engine
[0463] The device collects the user's facial expression and voice data in real time using a camera and microphone.
[0464] Input: Real-time facial expression and voice data
[0465] The device sends the collected data to the emotion engine.
[0466] The emotion engine analyzes the user's emotions using facial expression recognition technology and voice tone analysis technology.
[0467] The server receives the emotion analysis results and uses that data to adjust the feedback content and next game data to best suit the user's state.
[0468] Output: Adjusted feedback content, game data
[0469] Example: If the user is nervous, generate a message encouraging them to relax (e.g., "Relax and try again.").
[0470] Step 6:
[0471] Recording progress and next steps
[0472] The server stores the game results in a database, including the user ID, game type, score, and emotional state.
[0473] Input: Game result data, user ID, emotion analysis results
[0474] Output: Saved progress data
[0475] The server analyzes the recorded progress data, specifically suggesting the next game or challenge to tackle based on past results and current performance.
[0476] Output: Next suggestion
[0477] The server generates a personalized next suggestion message and sends it to the device (e.g., "Try 'Calculation Training' next time!").
[0478] The terminal displays a suggestion message to the user.
[0479] (Application example 2)
[0480] 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."
[0481] In training systems aimed at improving the cognitive function of elderly people, there is a need for a method that can effectively improve cognitive function by analyzing the emotions of workers in real time and providing appropriate training according to their emotional state. In particular, there is a need for a method that can improve the work efficiency of factory workers while alleviating their stress and fatigue.
[0482] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or task to be played, and means for analyzing the user's emotions in real time and providing optimal feedback according to the user's state. This makes it possible to provide training tailored to the worker's emotional state, improving cognitive function and work efficiency.
[0483] The "user authentication means" is a means for receiving authentication information entered by a user and performing authentication.
[0484] The "game selection means" is a means for presenting a list of multiple brain training games to the user and accepting the selection of a game.
[0485] The "data generating means" is a means for generating data based on the selected game and presenting it to the user.
[0486] The "feedback generating means" is a means for evaluating the answer entered by the user and generating feedback.
[0487] The "progress recording means" is a means for recording the evaluation results and automatically suggesting the next game or task to tackle.
[0488] The "emotion analysis means" is a means for analyzing the user's emotions in real time and providing optimal feedback according to the state of the user.
[0489] The basic components of the system that realizes the application example and their operation procedures are as follows: The system is equipped with a user authentication means, a game selection means, a data generation means, a feedback generation means, a progress recording means, and an emotion analysis means.
[0490] System configuration
[0491] Hardware
[0492] 1. Camera: Used to capture the user's face and obtain facial expression information.
[0493] 2. Microphone: Used to collect the user's voice and analyze the voice tone.
[0494] 3. Computer (PC) or robot: Used to process data and run the sentiment analysis model.
[0495] software
[0496] 1. OpenCV: An image processing library, primarily used to capture the user's face and display emotion labels.
[0497] 2. Keras: A library used for emotion recognition using deep learning models.
[0498] 3. TENSORFLOW (registered trademark): Used as a backend for Keras, it supports the execution of deep learning models.
[0499] What the program does
[0500] 1. User authentication method: The terminal displays a login screen for the user to enter their username and password, and the user enters them. The terminal sends the entered authentication information to the server, which then executes the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[0501] 2. Game selection means: The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[0502] 3. Data Generation: The server generates data (e.g., a word list) for the selected game and sends it to the terminal, which then initializes the game interface and displays instructions to the user.
[0503] 4. Feedback generation means: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers and generates feedback based on the evaluation results. The feedback is displayed to the user via the terminal.
[0504] 5. Progress Recording: The server stores the evaluation results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made.
[0505] 6. Emotion analysis means: The emotion engine identifies the user's emotions in real time using facial expression recognition and voice analysis. The device collects this data, and the server takes into account the emotion analysis results to generate optimal training content and feedback according to the user's condition. For example, if the server determines that the user is nervous, it will generate a message encouraging relaxation and send it to the device.
[0506] Specific examples
[0507] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[0508] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[0509] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[0510] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[0511] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[0512] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[0513] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[0514] Prompt Sentence Examples
[0515] "Use the facial images of workers captured by the camera to recognize their emotions in real time. If the emotions indicate fatigue or stress, generate appropriate feedback to encourage relaxation in order to improve work efficiency."
[0516] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0517] Step 1:
[0518] User authentication: The terminal displays a login screen for the user to enter a username and password, which the user enters. The terminal sends the entered authentication information to the server. The server performs the authentication process, and if authentication is successful, starts a session and sends a greeting message to the terminal. In this step, the input is the username and password, and the output is authentication success / failure information and the greeting message.
[0519] Step 2:
[0520] Game selection: The server generates a list of multiple brain training games that can be provided to the user and sends it to the terminal. The user selects the game they want from the game list and sends the selection result to the server via the terminal. The input of this step is the list of game selections and the user's selection, and the output is information about the selected game.
[0521] Step 3:
[0522] Data Generation: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The input to this step is information about the selected game, and the output is the game data and the initialized interface.
[0523] Step 4:
[0524] Game execution: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers. The input of this step is the user's answers, and the output is the evaluation results.
[0525] Step 5:
[0526] Feedback generation: The server generates feedback based on the evaluation results and sends it to the terminal. The terminal displays the feedback to the user. The input of this step is the evaluation results, and the output is a feedback message.
[0527] Step 6:
[0528] Emotion analysis: The device sends the user's facial expressions and voice to the emotion engine in real time, and the server analyzes their emotions. Based on the analysis results, optimal training and feedback is generated according to the user's emotional state. For example, if the server determines that the user is nervous, it generates a message encouraging relaxation and sends it to the device. The input for this step is the user's facial expressions and voice data, and the output is the emotion analysis results and feedback based on them.
[0529] Step 7:
[0530] Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made. The input of this step is the user's game results, and the output is the progress record and suggestion message.
[0531] 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.
[0532] 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.
[0533] 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.
[0534] [Second embodiment]
[0535] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0536] 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.
[0537] 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).
[0538] 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.
[0539] 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.
[0540] 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).
[0541] 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.
[0542] 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.
[0543] 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.
[0544] 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.
[0545] In the smart glasses 214, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0546] 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."
[0547] This invention relates to a system for training memory in an enjoyable way on a daily basis, aiming to improve cognitive function in elderly people. This system authenticates users based on their authentication information, provides multiple brain training games, generates feedback based on the user's progress, and suggests the next task to tackle, thereby supporting sustained cognitive improvement.
[0548] System Overview
[0549] The system consists of the following main components:
[0550] 1. User authentication method
[0551] 2. Game Selection Method
[0552] 3. Data Generation Method
[0553] 4. Response evaluation method
[0554] 5. Feedback Generation Methods
[0555] 6. Progress Recording Method
[0556] 7. Automatic suggestion means
[0557] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates data (e.g., a word list) required for the selected game. The answer evaluation means is a process that evaluates answers entered by the user. The feedback generation means is a process that provides feedback to the user based on the evaluation results. The progress recording means is a process that saves the game results in a database, and the auto-suggestion means is a process that suggests the next game or task to tackle based on the recorded progress.
[0558] User Authentication
[0559] The terminal displays the user name and password on the input screen, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[0560] Game Selection
[0561] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[0562] Running the game
[0563] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[0564] Rating and feedback on answers
[0565] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[0566] Recording progress and next steps
[0567] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to tackle. Specifically, it generates a personalized game list and presents new challenges based on the user's progress.
[0568] Specific examples
[0569] For example, if the user selects "Word Memory Game":
[0570] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[0571] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[0572] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[0573] 4. Answer evaluation and feedback: The user enters the memorized words into the terminal and submits them. The server evaluates the answer and generates a score and feedback. The terminal displays the feedback to the user.
[0574] 5. Progress record and next suggestion: The server saves the results in a database and suggests the next game to play. For example, a message such as "Try 'Calculation Training' next time!" will be displayed on the device.
[0575] This allows users to train their cognitive functions continuously while having fun.
[0576] The processing flow will be explained below.
[0577] Step 1:
[0578] The device will display a login screen for entering a username and password.
[0579] Step 2:
[0580] The user enters the username and password and clicks the "Login" button.
[0581] Step 3:
[0582] The terminal sends the entered username and password to the server.
[0583] Step 4:
[0584] The server compares the received authentication information with the database and performs authentication.
[0585] Step 5:
[0586] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[0587] Step 6:
[0588] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[0589] Step 7:
[0590] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[0591] Step 8:
[0592] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[0593] Step 9:
[0594] The user selects a game of interest and presses the "Start Game" button.
[0595] Step 10:
[0596] The terminal receives the user's selection and transmits the selected game information to the server.
[0597] Step 11:
[0598] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[0599] Step 12:
[0600] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[0601] Step 13:
[0602] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[0603] Step 14:
[0604] The user memorizes the words.
[0605] Step 15:
[0606] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[0607] Step 16:
[0608] The user enters the word they remember and presses the "Submit Answer" button.
[0609] Step 17:
[0610] The terminal receives the user's input and sends it to the server.
[0611] Step 18:
[0612] The server checks the user's answers against a list of correct answers and calculates a score.
[0613] Step 19:
[0614] The server generates evaluation results and feedback messages and sends them to the terminal.
[0615] Step 20:
[0616] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[0617] Step 21:
[0618] The server stores the game results in a database.
[0619] Step 22:
[0620] The server analyzes the user's progress and automatically suggests the next game or challenge to tackle.
[0621] Step 23:
[0622] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[0623] These steps allow users to effectively train their cognitive functions and have their progress continuously recorded and assessed.
[0624] Example 1
[0625] 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."
[0626] Aiming to improve cognitive function in the elderly, there is a need for a method that allows for effective memory training while being fun. Conventional training systems have difficulty in proposing appropriate tasks according to the user's progress and level of proficiency, making it difficult to maintain the user's motivation. This has resulted in the problem that long-term improvement in cognitive function cannot be expected.
[0627] 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.
[0628] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple memory training exercises to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be undertaken, means for the terminal to input a username and password and transmit the data to the server for authentication, means for generating data on the selected game and providing it to the user through the terminal, and means for the server to evaluate the data entered by the user and display the feedback on the terminal. This enables appropriate training according to the progress and ability of each user, enabling long-term improvement in cognitive function and making it easier to maintain user motivation.
[0629] "Authentication information" is information such as a username and password that a user provides to access a system.
[0630] "Memory training" refers to games and tasks aimed at improving a user's memory abilities.
[0631] A "user name" is a unique name given to identify a particular user.
[0632] A "password" is a secret string of characters used to authenticate a user.
[0633] "Terminal" refers to a device through which a user accesses and operates the system.
[0634] A "server" is a central computer that manages the entire system and executes processing.
[0635] A "game list" is a collection of multiple brain training games provided to a user.
[0636] "Data" refers to the information and resources required to run the game.
[0637] "Answer" refers to the answer or information that the user inputs during the game.
[0638] "Feedback" refers to evaluations and advice given to users regarding their answers.
[0639] "Progress" refers to the achievements and accomplishments a user makes through the game.
[0640] "Automatic suggestion" refers to the system automatically suggesting the next game or challenge to tackle based on the user's progress.
[0641] This invention is a system for training memory in a fun and everyday way, aiming to improve cognitive function in elderly people. This system authenticates the user based on the authentication information entered by the user, provides multiple memory training exercises, generates feedback according to the user's progress, and suggests the next task to tackle, thereby supporting continuous cognitive improvement.
[0642] The system consists of the following main components:
[0643] 1. User authentication method
[0644] 2. Game Selection Method
[0645] 3. Data Generation Method
[0646] 4. Response evaluation method
[0647] 5. Feedback Generation Methods
[0648] 6. Progress Recording Method
[0649] 7. Automatic suggestion means
[0650] First, the terminal displays a login screen, and the user enters their username and password. The entered information is sent to the server via the terminal, and the server performs authentication. If authentication is successful, the session is started and a greeting message is sent to the terminal.
[0651] Next, the server generates a list of multiple memory training exercises that it can provide and sends it to the terminal. When the user selects a game from the list, that information is sent to the server via the terminal. The server generates data for the selected game (e.g., a word list) and sends it to the terminal. The terminal initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and inputting at the specified timing.
[0652] The user then inputs the information into the device and submits the answer. The device then sends the answer data to the server, which evaluates it. Feedback based on the evaluation results is generated and sent to the device for display to the user.
[0653] Finally, the server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. Specifically, it generates a personalized game list and presents new challenges according to the user's progress. The following is an example of a prompt:
[0654] Please enter your username and password.
[0655] "Choose a game from the following list: 'Word Memory Game', 'Math Training', 'Pattern Recognition Game'"
[0656] "Memorize 10 words. Enter them when you're done."
[0657] "Next time, let's try 'Calculation Training'!"
[0658] This allows users to train their cognitive functions continuously while having fun. The entire system works together to provide a user-friendly and effective training environment.
[0659] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0660] Step 1: User authentication
[0661] The terminal displays a login screen, providing username and password entry fields.
[0662] Input: Username and Password.
[0663] The user enters their authentication information and clicks the submit button.
[0664] The terminal acquires the entered authentication information, encrypts it, and sends it to the server.
[0665] Output: Encrypted credentials.
[0666] The server retrieves user information from a database and matches it with the submitted authentication information.
[0667] Input: Encrypted authentication information and database user information.
[0668] The server generates an authentication result (success or failure).
[0669] Output: Authentication result.
[0670] If successful, the server generates session information and sends it to the terminal along with a greeting message.
[0671] Input: Authentication result.
[0672] The terminal displays a greeting message to the user.
[0673] Output: Greeting message.
[0674] Step 2: Game Selection
[0675] The server generates a list of a plurality of memory trainings that can be provided and transmits it to the terminal.
[0676] Input: User information.
[0677] The server generates a list of games that are optimal for the user based on the progress data.
[0678] Output: Game list.
[0679] The terminal displays a list of games and offers the user a choice.
[0680] Enter: Game List.
[0681] The user selects a game from the list and transmits the selection to the server via the terminal.
[0682] Output: The selection results.
[0683] Step 3: Run the game
[0684] The server generates data (e.g., word lists) for the selected game and sends it to the device.
[0685] Enter: Selected game.
[0686] The server generates data to be used in the game (for example, a list of 10 words).
[0687] Output: Game data.
[0688] The terminal initializes the game interface and displays instructions to the user.
[0689] Input: Game data.
[0690] The terminal displays game instructions (e.g., memorize words) to the user.
[0691] Output: Game instructions.
[0692] The user follows the instructions of the game, for example, memorizing words.
[0693] Input: User actions.
[0694] Step 4: Rate and give feedback on answers
[0695] The user inputs the memorized word into the terminal and sends it.
[0696] Input: Memorized word.
[0697] The terminal transmits the input answer data to the server.
[0698] Output: Response data.
[0699] The server evaluates the response data and generates a feedback message.
[0700] Input: Response data.
[0701] The server compares the answer with the correct answer list, calculates a score, and generates feedback such as "Congratulations! You learned 8 words correctly."
[0702] Output: Feedback message.
[0703] The terminal displays a feedback message to the user.
[0704] Input: Feedback message.
[0705] Output: The displayed feedback.
[0706] Step 5: Record your progress and propose next steps
[0707] The server records the results of the game in a database.
[0708] Input: Game result.
[0709] The server stores the user's progress data in a database.
[0710] Output: Saved progress data.
[0711] The server analyzes the user's performance based on the recorded progress data and suggests the next game or challenge to tackle.
[0712] Input: Progress data.
[0713] The server analyzes the user's progress and generates the next appropriate game or challenge (e.g., "Let's try 'Calculation Training' next time!").
[0714] Output: Next suggestion.
[0715] The terminal displays the following suggestion message:
[0716] Input: Next suggested message.
[0717] Output: The displayed suggestion message.
[0718] (Application example 1)
[0719] 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."
[0720] The challenge is to provide an effective training system that prevents cognitive decline in the elderly and improves cognitive functions such as memory and calculation ability while making daily activities enjoyable. It is also necessary to provide a system that provides personalized feedback according to each user's progress and ability, encouraging continued use by users.
[0721] 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.
[0722] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be played, means implemented as an application installed on a smartphone for providing personalized feedback and the next challenge according to the user's progress, and means for analyzing the user's game results using a generative AI model and suggesting the next training game. This enables elderly people to continuously train their cognitive functions while having fun.
[0723] "User authentication" is the process of receiving authentication information entered by a user and verifying whether the user has legitimate access rights based on that information.
[0724] "Brain training games" are games designed to train users' cognitive functions, such as memory and calculation skills.
[0725] A "game list" is a list of multiple brain training game options presented to a user.
[0726] "Data generation" is the process of creating data (e.g., word lists and math problems) based on the selected game.
[0727] "Answer evaluation" is the process of analyzing the answers entered by the user and measuring their accuracy and precision.
[0728] "Feedback generation" is the process of providing results and advice to the user based on the results of the answer evaluation.
[0729] "Progress recording" is the process of storing the results of a user's gameplay in a database to track the user's improvement.
[0730] "Automatic suggestion" is the process by which the system automatically selects and suggests the next game or challenge to tackle based on the user's progress.
[0731] A "smartphone application" is a software program that runs on a smartphone and allows a user to interact with the smartphone through an interface.
[0732] "Personalized feedback" refers to feedback that is individually customized based on the user's progress and abilities.
[0733] A "generative AI model" is an AI model that uses machine learning and artificial intelligence to analyze data and perform a specific task (in this case, analyzing game results or suggesting the next training session).
[0734] "Prompt sentence" means input data or a form of request from a user, including the context of an instruction or question that determines how the system responds.
[0735] This invention relates to a system for training memory and calculation skills while having fun on a daily basis, aiming to improve cognitive function in elderly people. This system is installed on a smartphone and provides personalized feedback and next challenges according to the user's progress. It also analyzes the user's game results using a generative AI model and suggests the next training game.
[0736] System Overview
[0737] The system consists of the following main components:
[0738] 1. User authentication method: A method for receiving a user name and password and sending authentication information to the server for authentication.
[0739] 2. Game selection means: A means for generating a list of multiple brain training games to be provided to the user, presenting it to the user, and accepting the selection of a game.
[0740] 3. Data generation means: A means for generating data required for the selected game (e.g., word list) on the server and providing it to the user.
[0741] 4. Answer evaluation means: A means for sending answers entered by users during the game to the server and evaluating them.
[0742] 5. Feedback generation means: A means for providing feedback to the user based on the evaluation results.
[0743] 6. Progress Recording Means: This is a means of storing the game results in a database and tracking the progress of the user's skill improvement.
[0744] 7. Auto-suggestion: This is a method that automatically suggests the next game or task to play based on recorded progress.
[0745] 8. Generative AI model means: A means for analyzing the user's game results and proposing the next training game.
[0746] Hardware and Software
[0747] The server uses a Flask server and provides API endpoints for user authentication, game selection, game progress, feedback provision, etc. A Python dictionary is used as a simple database, but for actual operation, an SQL or NoSQL database is recommended. The user's device is a smartphone, and all operations are performed through an application installed on the smartphone.
[0748] Data processing and calculation
[0749] User authentication: The server receives the username and password and authenticates using werkzeug.security. If authentication is successful, it starts a session and sends a greeting message to the user.
[0750] Game selection: The server generates a list of games to be provided to the user and sends it to the user's device. The user selects a game from the list and the selection is sent to the server.
[0751] Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the user's device. The user operates the game according to the game interface.
[0752] Answer evaluation: The server receives the answers entered by the user and evaluates them. The evaluation results are generated as feedback messages and sent to the user.
[0753] Feedback generation: Based on the evaluation results, the server generates customized feedback for the user.
[0754] Progress Record: The server stores the game results in a database to keep a long-term record.
[0755] Auto-suggestion: The server analyzes the recorded progress data and suggests personalized next challenges or games to the user.
[0756] Generative AI model: The server uses the generative AI model to analyze the user's game results and provide the optimal training program.
[0757] Specific prompt examples
[0758] 1. Authentication prompt: "Please enter your username and password."
[0759] 2. Game Selection Prompt: "Choose a game you would like to play. For example, a word memory game or math practice."
[0760] 3. Game prompt: "Memorize the following words: apple, banana, cherry, ..."
[0761] 4. Feedback prompt: "Your score is 4 / 5. Try again next time!"
[0762] This allows elderly people to train their cognitive functions continuously while having fun.
[0763] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0764] Step 1:
[0765] The user launches the application on their smartphone and enters their authentication information. The device displays the username and password on the screen and receives input from the user. This input information is then sent to the server. The server verifies the authentication information using werkzeug.security, and if authentication is successful, the server starts a session, generates a greeting message, and sends it to the user's device. Upon receiving the greeting message from the server, the device displays it to the user.
[0766] Input: Username and Password
[0767] Output: Authentication successful message
[0768] Step 2:
[0769] The server generates a list of multiple brain training games that can be provided to the user and sends it to the user's device. The device displays the game list on the screen, and the user selects a game from the list. The device sends information about the game selected by the user to the server. The server generates data based on the selected game, and generates game data (e.g., word lists and calculation problems) and sends it to the user's device. The device initializes the screen based on the received game data and displays game instructions to the user.
[0770] Input: User's game selection
[0771] Output: Data for the selected game (e.g., word list)
[0772] Step 3:
[0773] The user follows the instructions of the game and performs operations such as memorization and calculation. For example, in a word memory game, the user memorizes the words displayed on the terminal and then enters them into an input screen that appears later. Once the input is complete, the terminal sends the user's answer to the server. The server receives the answer and evaluates it for accuracy, speed, etc. Based on the evaluation results, the server generates a feedback message and sends it to the user's terminal. The terminal then displays the feedback message to the user.
[0774] Input: User's answer
[0775] Output: Feedback message
[0776] Step 4:
[0777] The server stores the user's game results in a database. Based on the stored data, a generative AI model on the server analyzes the user's progress and suggests the next game or challenge to tackle. This provides continuous support for improving the user's cognitive function.
[0778] Input: Game results (score, answers, etc.)
[0779] Output: Suggestions for next games or challenges
[0780] Step 5:
[0781] The device receives suggestions from the server for the next game or challenge to play and displays them to the user. The user can follow the suggestions and select a new game to continue using the system. Based on the user's new game selection, the server and device repeat the cycle of data generation, evaluation, and feedback.
[0782] Input: Server suggestion
[0783] Output: Select and display a new game
[0784] This will enable elderly people to train their cognitive functions continuously while having fun.
[0785] 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.
[0786] This system aims to improve the cognitive function of the elderly, allowing them to train their memory while having fun on a daily basis. Furthermore, it incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[0787] System Overview
[0788] The system consists of the following main components:
[0789] 1. User authentication method
[0790] 2. Game Selection Method
[0791] 3. Data Generation Method
[0792] 4. Response evaluation method
[0793] 5. Feedback Generation Methods
[0794] 6. Progress Recording Method
[0795] 7. Automatic suggestion means
[0796] 8. Emotion Engine
[0797] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates the data (e.g., word list) required for the selected game. The answer evaluation means is a process that evaluates the answers entered by the user. The feedback generation means is a process that provides feedback based on the evaluation results. The progress recording means is a process that saves the game results in a database. The automatic suggestion means is a process that suggests the next game or challenge to tackle based on the recorded progress data. The emotion engine is a process that analyzes the user's emotions and provides training and feedback according to that state.
[0798] User Authentication
[0799] The terminal displays a login screen for the user to enter a user name and password, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[0800] Game Selection
[0801] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[0802] Running the game
[0803] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[0804] Rating and feedback on answers
[0805] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[0806] Optimization by Emotion Engine
[0807] The emotion engine identifies emotions in real time using facial expression recognition and voice analysis of the user. Examples include facial expression recognition technology using a camera and voice tone analysis using a microphone. The device collects this data and sends it to the emotion engine. The server takes into account the results of the emotion analysis and generates optimal game content and feedback according to the user's state.
[0808] Recording progress and next steps
[0809] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. For example, personalized suggestions are made, such as "Try 'Calculation Training' next time!"
[0810] Specific examples
[0811] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[0812] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[0813] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[0814] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[0815] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[0816] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[0817] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[0818] This allows users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[0819] The processing flow will be explained below.
[0820] Step 1:
[0821] The device will display a login screen for entering a username and password.
[0822] Step 2:
[0823] The user enters the username and password and clicks the "Login" button.
[0824] Step 3:
[0825] The terminal sends the entered username and password to the server.
[0826] Step 4:
[0827] The server compares the received authentication information with the database and performs authentication.
[0828] Step 5:
[0829] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[0830] Step 6:
[0831] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[0832] Step 7:
[0833] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[0834] Step 8:
[0835] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[0836] Step 9:
[0837] The user selects a game of interest and presses the "Start Game" button.
[0838] Step 10:
[0839] The terminal receives the user's selection and transmits the selected game information to the server.
[0840] Step 11:
[0841] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[0842] Step 12:
[0843] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[0844] Step 13:
[0845] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[0846] Step 14:
[0847] The user memorizes the words.
[0848] Step 15:
[0849] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[0850] Step 16:
[0851] The user enters the word they remember and presses the "Submit Answer" button.
[0852] Step 17:
[0853] The terminal receives the user's input and sends it to the server.
[0854] Step 18:
[0855] The server checks the user's answers against a list of correct answers and calculates a score.
[0856] Step 19:
[0857] The server generates evaluation results and feedback messages and sends them to the terminal.
[0858] Step 20:
[0859] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[0860] Step 21:
[0861] The device recognizes the user's facial expressions and analyzes their voice to obtain emotional data. The device captures the user's facial expressions with a camera and records their voice with a microphone.
[0862] Step 22:
[0863] The device transmits the collected emotion data to a server.
[0864] Step 23:
[0865] The server uses an emotion engine to analyze the emotion data.
[0866] Step 24:
[0867] The server takes into account the results of emotion analysis and adjusts feedback and training content according to the user's situation.
[0868] Step 25:
[0869] The server records the user's game results and sentiment analysis data in a database.
[0870] Step 26:
[0871] The server will suggest the next game or challenge to tackle based on the recorded progress and emotional data.
[0872] Step 27:
[0873] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[0874] These steps allow users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[0875] Example 2
[0876] 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."
[0877] In cognitive function improvement training systems for elderly people, it is difficult to provide effective training if methods do not consider the progress and emotional state of individual users. Furthermore, it is difficult to maintain user motivation with fixed training content. Therefore, it is necessary to provide personalized feedback and new training tasks based on the user's emotional state and individual progress.
[0878] The identification process by the identification processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple cognitive training games to the user and accepting a game selection, and means for generating data based on the selected game and presenting it to the user. This enables personalized cognitive training according to the emotional state and progress of each individual user.
[0879] "Authentication Information" means identifying information, such as a username and password, required for a user to access a system.
[0880] A "cognitive training game" is an interactive game designed to improve a user's cognitive functions, such as memory and thinking skills.
[0881] A "list of games" is a list of multiple cognitive training games that the system provides to the user.
[0882] "Data" refers to information generated based on the selected game, including, for example, word lists and questions.
[0883] "Evaluation" is the act of judging answers entered by a user through a game based on criteria such as correctness or incorrectness.
[0884] "Feedback" refers to information such as evaluation results and advice provided based on the user's answers.
[0885] "Recording" refers to the act of saving the user's progress and evaluation results in a database.
[0886] "Suggesting the next game or task to tackle" means automatically selecting and presenting new cognitive training games or tasks to tackle based on the user's progress and evaluation results.
[0887] The "emotion engine" is a technology that analyzes a user's facial expressions and voice data to identify their emotional state in real time, and optimizes training content and feedback based on the results.
[0888] This invention is aimed at improving the cognitive function of the elderly, and is a system that allows users to train their memory while having fun on a daily basis. It also incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[0889] Main system components
[0890] The system consists of the following main components:
[0891] 1. User authentication method: The process of receiving and authenticating a user name and password.
[0892] 2. Game selection method: A process that presents a list of multiple cognitive training games to the user and accepts their selection.
[0893] 3. Data generation means: A process that generates the data required for the selected game and presents it to the user.
[0894] 4. Answer evaluation method: The process of evaluating the answers entered by users and generating feedback.
[0895] 5. Feedback generation means: The process of providing feedback based on the results of the evaluation.
[0896] 6. Progress Recorder: The process of saving the game results to a database.
[0897] 7. Auto-suggestion method: A process that suggests the next game or challenge to tackle based on recorded progress data.
[0898] 8. Emotion Engine: A process that analyzes the user's emotions and provides training and feedback according to their state.
[0899] Hardware and Software Overview
[0900] Device: A device that displays the login screen or game interface and accepts user input. Examples: tablets, smartphones, PCs.
[0901] Server: Handles authentication information, generates game data, evaluates answers, generates feedback, records progress and suggests next steps.
[0902] Camera and Microphone: Input devices for facial expression recognition and voice analysis. Examples: built-in camera, external webcam, built-in microphone, external microphone.
[0903] Emotion engine: Software that analyzes user emotions using facial expression recognition technology and voice tone analysis technology. Examples: Facial expression recognition libraries such as OpenCV, and voice analysis libraries.
[0904] Specific operation example
[0905] 1. User authentication: The user enters a user name and password into the terminal, which then sends them to the server. The server then performs authentication and, if successful, sends a greeting message to the terminal.
[0906] 2. Game selection: The server generates a list of games that can be provided and sends it to the terminal. The user selects a game from the list, such as a "word memory game," and the terminal sends the selection result to the server.
[0907] 3. Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user.
[0908] 4. Answer evaluation and feedback: The user enters the words they have memorized into the device and sends them. The server evaluates the answer, generates a score and feedback, and sends it to the device. At this time, the emotion engine analyzes the user's facial expressions and voice in real time and adjusts the feedback content.
[0909] 5. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or task to tackle (e.g., "Let's try 'Calculation Training' next time!").
[0910] Examples of prompt statements
[0911] Here are some example prompts to input to a generative AI model:
[0912] System Overview
[0913] ---
[0914] The system consists of the following main components:
[0915] 1. User authentication method
[0916] 2. Game Selection Method
[0917] 3. Data Generation Method
[0918] 4. Response evaluation method
[0919] 5. Feedback Generation Methods
[0920] 6. Progress Recording Method
[0921] 7. Automatic suggestion means
[0922] 8. Emotion Engine
[0923] The specific processing steps are explained below:
[0924] The user logs in and selects the "Word Memory Game" from the game list and runs it.
[0925] The emotion engine analyzes the user's facial expressions and voice, and if they are nervous, it provides a message encouraging them to relax.
[0926] The server evaluates the answers and generates feedback.
[0927] Finally, it records your progress and suggests games to try next.
[0928] In this way, the present invention provides personalized cognitive training based on the user's emotions and progress, and is expected to effectively improve cognitive function.
[0929] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0930] Step 1:
[0931] User Authentication
[0932] The terminal displays a login screen, which contains fields for entering a username and password.
[0933] The user enters a username and password.
[0934] The terminal transmits the entered authentication information to the server.
[0935] Input: Username, Password
[0936] The server accesses the database and checks the entered information. If successful, it starts a session and sends a greeting message to the terminal.
[0937] Output: Authentication result (success or failure), greeting message (if successful)
[0938] Step 2:
[0939] Game Selection
[0940] The server retrieves the list of games it can provide from its database.
[0941] Input: None
[0942] The server sends the game list to the device.
[0943] Output: Game list
[0944] The user selects the desired game from the game list.
[0945] The terminal transmits information about the selected game to the server.
[0946] Input: User's Choice Game
[0947] Output: Information about the selected game
[0948] Step 3:
[0949] Running the game
[0950] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[0951] Input: Selected game information
[0952] The device initializes the game interface and displays instructions to the user (e.g., "Please remember these words").
[0953] Output: Game data (word list, etc.)
[0954] The user follows the instructions of the game and makes inputs at the specified times.
[0955] Input: User actions
[0956] Output: User input data
[0957] Step 4:
[0958] Rating and feedback on answers
[0959] The user inputs the stored information into the terminal and transmits the answer.
[0960] The terminal transmits the response data to the server.
[0961] Input: User response data
[0962] The server compares the data with the correct answer data in the database and performs an evaluation.
[0963] Output: Evaluation results
[0964] The server generates a feedback message based on the evaluation result and sends it to the terminal.
[0965] The device displays a feedback message to the user (e.g., "Five correct answers. Great! Take a moment to catch your breath and move on.").
[0966] Input: Evaluation result
[0967] Output: Feedback message
[0968] Step 5:
[0969] Optimization by Emotion Engine
[0970] The device collects the user's facial expression and voice data in real time using a camera and microphone.
[0971] Input: Real-time facial expression and voice data
[0972] The device sends the collected data to the emotion engine.
[0973] The emotion engine analyzes the user's emotions using facial expression recognition technology and voice tone analysis technology.
[0974] The server receives the emotion analysis results and uses that data to adjust the feedback content and next game data to best suit the user's state.
[0975] Output: Adjusted feedback content, game data
[0976] Example: If the user is nervous, generate a message encouraging them to relax (e.g., "Relax and try again.").
[0977] Step 6:
[0978] Recording progress and next steps
[0979] The server stores the game results in a database, including the user ID, game type, score, and emotional state.
[0980] Input: Game result data, user ID, emotion analysis results
[0981] Output: Saved progress data
[0982] The server analyzes the recorded progress data, specifically suggesting the next game or challenge to tackle based on past results and current performance.
[0983] Output: Next suggestion
[0984] The server generates a personalized next suggestion message and sends it to the device (e.g., "Try 'Calculation Training' next time!").
[0985] The terminal displays a suggestion message to the user.
[0986] (Application example 2)
[0987] 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."
[0988] In training systems aimed at improving the cognitive function of elderly people, there is a need for a method that can effectively improve cognitive function by analyzing the emotions of workers in real time and providing appropriate training according to their emotional state. In particular, there is a need for a method that can improve the work efficiency of factory workers while alleviating their stress and fatigue.
[0989] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or task to be played, and means for analyzing the user's emotions in real time and providing optimal feedback according to the user's state. This makes it possible to provide training tailored to the worker's emotional state, improving cognitive function and work efficiency.
[0990] The "user authentication means" is a means for receiving authentication information entered by a user and performing authentication.
[0991] The "game selection means" is a means for presenting a list of multiple brain training games to the user and accepting the selection of a game.
[0992] The "data generating means" is a means for generating data based on the selected game and presenting it to the user.
[0993] The "feedback generating means" is a means for evaluating the answer entered by the user and generating feedback.
[0994] The "progress recording means" is a means for recording the evaluation results and automatically suggesting the next game or task to tackle.
[0995] The "emotion analysis means" is a means for analyzing the user's emotions in real time and providing optimal feedback according to the state of the user.
[0996] The basic components of the system that realizes the application example and their operation procedures are as follows: The system is equipped with a user authentication means, a game selection means, a data generation means, a feedback generation means, a progress recording means, and an emotion analysis means.
[0997] System configuration
[0998] Hardware
[0999] 1. Camera: Used to capture the user's face and obtain facial expression information.
[1000] 2. Microphone: Used to collect the user's voice and analyze the voice tone.
[1001] 3. Computer (PC) or robot: Used to process data and run the sentiment analysis model.
[1002] software
[1003] 1. OpenCV: An image processing library, primarily used to capture the user's face and display emotion labels.
[1004] 2. Keras: A library used for emotion recognition using deep learning models.
[1005] 3. TensorFlow: Used as a backend for Keras, it supports the execution of deep learning models.
[1006] What the program does
[1007] 1. User authentication method: The terminal displays a login screen for the user to enter their username and password, and the user enters them. The terminal sends the entered authentication information to the server, which then executes the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[1008] 2. Game selection means: The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[1009] 3. Data Generation: The server generates data (e.g., a word list) for the selected game and sends it to the terminal, which then initializes the game interface and displays instructions to the user.
[1010] 4. Feedback generation means: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers and generates feedback based on the evaluation results. The feedback is displayed to the user via the terminal.
[1011] 5. Progress Recording: The server stores the evaluation results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made.
[1012] 6. Emotion analysis means: The emotion engine identifies the user's emotions in real time using facial expression recognition and voice analysis. The device collects this data, and the server takes into account the emotion analysis results to generate optimal training content and feedback according to the user's condition. For example, if the server determines that the user is nervous, it will generate a message encouraging relaxation and send it to the device.
[1013] Specific examples
[1014] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[1015] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[1016] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[1017] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[1018] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[1019] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[1020] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[1021] Prompt Sentence Examples
[1022] "Use the facial images of workers captured by the camera to recognize their emotions in real time. If the emotions indicate fatigue or stress, generate appropriate feedback to encourage relaxation in order to improve work efficiency."
[1023] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1024] Step 1:
[1025] User authentication: The terminal displays a login screen for the user to enter a username and password, which the user enters. The terminal sends the entered authentication information to the server. The server performs the authentication process, and if authentication is successful, starts a session and sends a greeting message to the terminal. In this step, the input is the username and password, and the output is authentication success / failure information and the greeting message.
[1026] Step 2:
[1027] Game selection: The server generates a list of multiple brain training games that can be provided to the user and sends it to the terminal. The user selects the game they want from the game list and sends the selection result to the server via the terminal. The input of this step is the list of game selections and the user's selection, and the output is information about the selected game.
[1028] Step 3:
[1029] Data Generation: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The input to this step is information about the selected game, and the output is the game data and the initialized interface.
[1030] Step 4:
[1031] Game execution: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers. The input of this step is the user's answers, and the output is the evaluation results.
[1032] Step 5:
[1033] Feedback generation: The server generates feedback based on the evaluation results and sends it to the terminal. The terminal displays the feedback to the user. The input of this step is the evaluation results, and the output is a feedback message.
[1034] Step 6:
[1035] Emotion analysis: The device sends the user's facial expressions and voice to the emotion engine in real time, and the server analyzes their emotions. Based on the analysis results, optimal training and feedback is generated according to the user's emotional state. For example, if the server determines that the user is nervous, it generates a message encouraging relaxation and sends it to the device. The input for this step is the user's facial expressions and voice data, and the output is the emotion analysis results and feedback based on them.
[1036] Step 7:
[1037] Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made. The input of this step is the user's game results, and the output is the progress record and suggestion message.
[1038] 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.
[1039] 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.
[1040] 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.
[1041] [Third embodiment]
[1042] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1043] 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.
[1044] 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).
[1045] 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.
[1046] 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.
[1047] 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).
[1048] 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.
[1049] 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.
[1050] 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.
[1051] 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.
[1052] 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.
[1053] 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."
[1054] This invention relates to a system for training memory in an enjoyable way on a daily basis, aiming to improve cognitive function in elderly people. This system authenticates users based on their authentication information, provides multiple brain training games, generates feedback based on the user's progress, and suggests the next task to tackle, thereby supporting sustained cognitive improvement.
[1055] System Overview
[1056] The system consists of the following main components:
[1057] 1. User authentication method
[1058] 2. Game Selection Method
[1059] 3. Data Generation Method
[1060] 4. Response evaluation method
[1061] 5. Feedback Generation Methods
[1062] 6. Progress Recording Method
[1063] 7. Automatic suggestion means
[1064] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates data (e.g., a word list) required for the selected game. The answer evaluation means is a process that evaluates answers entered by the user. The feedback generation means is a process that provides feedback to the user based on the evaluation results. The progress recording means is a process that saves the game results in a database, and the auto-suggestion means is a process that suggests the next game or task to tackle based on the recorded progress.
[1065] User Authentication
[1066] The terminal displays the user name and password on the input screen, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[1067] Game Selection
[1068] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[1069] Running the game
[1070] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[1071] Rating and feedback on answers
[1072] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[1073] Recording progress and next steps
[1074] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to tackle. Specifically, it generates a personalized game list and presents new challenges based on the user's progress.
[1075] Specific examples
[1076] For example, if the user selects "Word Memory Game":
[1077] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[1078] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[1079] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[1080] 4. Answer evaluation and feedback: The user enters the memorized words into the terminal and submits them. The server evaluates the answer and generates a score and feedback. The terminal displays the feedback to the user.
[1081] 5. Progress record and next suggestion: The server saves the results in a database and suggests the next game to play. For example, a message such as "Try 'Calculation Training' next time!" will be displayed on the device.
[1082] This allows users to train their cognitive functions continuously while having fun.
[1083] The processing flow will be explained below.
[1084] Step 1:
[1085] The device will display a login screen for entering a username and password.
[1086] Step 2:
[1087] The user enters the username and password and clicks the "Login" button.
[1088] Step 3:
[1089] The terminal sends the entered username and password to the server.
[1090] Step 4:
[1091] The server compares the received authentication information with the database and performs authentication.
[1092] Step 5:
[1093] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[1094] Step 6:
[1095] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[1096] Step 7:
[1097] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[1098] Step 8:
[1099] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[1100] Step 9:
[1101] The user selects a game of interest and presses the "Start Game" button.
[1102] Step 10:
[1103] The terminal receives the user's selection and transmits the selected game information to the server.
[1104] Step 11:
[1105] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[1106] Step 12:
[1107] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[1108] Step 13:
[1109] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[1110] Step 14:
[1111] The user memorizes the words.
[1112] Step 15:
[1113] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[1114] Step 16:
[1115] The user enters the word they remember and presses the "Submit Answer" button.
[1116] Step 17:
[1117] The terminal receives the user's input and sends it to the server.
[1118] Step 18:
[1119] The server checks the user's answers against a list of correct answers and calculates a score.
[1120] Step 19:
[1121] The server generates evaluation results and feedback messages and sends them to the terminal.
[1122] Step 20:
[1123] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[1124] Step 21:
[1125] The server stores the game results in a database.
[1126] Step 22:
[1127] The server analyzes the user's progress and automatically suggests the next game or challenge to tackle.
[1128] Step 23:
[1129] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[1130] These steps allow users to effectively train their cognitive functions and have their progress continuously recorded and assessed.
[1131] Example 1
[1132] 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."
[1133] Aiming to improve cognitive function in the elderly, there is a need for a method that allows for effective memory training while being fun. Conventional training systems have difficulty in proposing appropriate tasks according to the user's progress and level of proficiency, making it difficult to maintain the user's motivation. This has resulted in the problem that long-term improvement in cognitive function cannot be expected.
[1134] 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.
[1135] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple memory training exercises to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be undertaken, means for the terminal to input a username and password and transmit the data to the server for authentication, means for generating data on the selected game and providing it to the user through the terminal, and means for the server to evaluate the data entered by the user and display the feedback on the terminal. This enables appropriate training according to the progress and ability of each user, enabling long-term improvement in cognitive function and making it easier to maintain user motivation.
[1136] "Authentication information" is information such as a username and password that a user provides to access a system.
[1137] "Memory training" refers to games and tasks aimed at improving a user's memory abilities.
[1138] A "user name" is a unique name given to identify a particular user.
[1139] A "password" is a secret string of characters used to authenticate a user.
[1140] "Terminal" refers to a device through which a user accesses and operates the system.
[1141] A "server" is a central computer that manages the entire system and executes processing.
[1142] A "game list" is a collection of multiple brain training games provided to a user.
[1143] "Data" refers to the information and resources required to run the game.
[1144] "Answer" refers to the answer or information that the user inputs during the game.
[1145] "Feedback" refers to evaluations and advice given to users regarding their answers.
[1146] "Progress" refers to the achievements and accomplishments a user makes through the game.
[1147] "Automatic suggestion" refers to the system automatically suggesting the next game or challenge to tackle based on the user's progress.
[1148] This invention is a system for training memory in a fun and everyday way, aiming to improve cognitive function in elderly people. This system authenticates the user based on the authentication information entered by the user, provides multiple memory training exercises, generates feedback according to the user's progress, and suggests the next task to tackle, thereby supporting continuous cognitive improvement.
[1149] The system consists of the following main components:
[1150] 1. User authentication method
[1151] 2. Game Selection Method
[1152] 3. Data Generation Method
[1153] 4. Response evaluation method
[1154] 5. Feedback Generation Methods
[1155] 6. Progress Recording Method
[1156] 7. Automatic suggestion means
[1157] First, the terminal displays a login screen, and the user enters their username and password. The entered information is sent to the server via the terminal, and the server performs authentication. If authentication is successful, the session is started and a greeting message is sent to the terminal.
[1158] Next, the server generates a list of multiple memory training exercises that it can provide and sends it to the terminal. When the user selects a game from the list, that information is sent to the server via the terminal. The server generates data for the selected game (e.g., a word list) and sends it to the terminal. The terminal initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and inputting at the specified timing.
[1159] The user then inputs the information into the device and submits the answer. The device then sends the answer data to the server, which evaluates it. Feedback based on the evaluation results is generated and sent to the device for display to the user.
[1160] Finally, the server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. Specifically, it generates a personalized game list and presents new challenges according to the user's progress. The following is an example of a prompt:
[1161] Please enter your username and password.
[1162] "Choose a game from the following list: 'Word Memory Game', 'Math Training', 'Pattern Recognition Game'"
[1163] "Memorize 10 words. Enter them when you're done."
[1164] "Next time, let's try 'Calculation Training'!"
[1165] This allows users to train their cognitive functions continuously while having fun. The entire system works together to provide a user-friendly and effective training environment.
[1166] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1167] Step 1: User authentication
[1168] The terminal displays a login screen, providing username and password entry fields.
[1169] Input: Username and Password.
[1170] The user enters their authentication information and clicks the submit button.
[1171] The terminal acquires the entered authentication information, encrypts it, and sends it to the server.
[1172] Output: Encrypted credentials.
[1173] The server retrieves user information from a database and matches it with the submitted authentication information.
[1174] Input: Encrypted authentication information and database user information.
[1175] The server generates an authentication result (success or failure).
[1176] Output: Authentication result.
[1177] If successful, the server generates session information and sends it to the terminal along with a greeting message.
[1178] Input: Authentication result.
[1179] The terminal displays a greeting message to the user.
[1180] Output: Greeting message.
[1181] Step 2: Game Selection
[1182] The server generates a list of a plurality of memory trainings that can be provided and transmits it to the terminal.
[1183] Input: User information.
[1184] The server generates a list of games that are optimal for the user based on the progress data.
[1185] Output: Game list.
[1186] The terminal displays a list of games and offers the user a choice.
[1187] Enter: Game List.
[1188] The user selects a game from the list and transmits the selection to the server via the terminal.
[1189] Output: The selection results.
[1190] Step 3: Run the game
[1191] The server generates data (e.g., word lists) for the selected game and sends it to the device.
[1192] Enter: Selected game.
[1193] The server generates data to be used in the game (for example, a list of 10 words).
[1194] Output: Game data.
[1195] The terminal initializes the game interface and displays instructions to the user.
[1196] Input: Game data.
[1197] The terminal displays game instructions (e.g., memorize words) to the user.
[1198] Output: Game instructions.
[1199] The user follows the instructions of the game, for example, memorizing words.
[1200] Input: User action.
[1201] Step 4: Rate and give feedback on answers
[1202] The user inputs the memorized word into the terminal and sends it.
[1203] Input: Memorized word.
[1204] The terminal transmits the input answer data to the server.
[1205] Output: Response data.
[1206] The server evaluates the response data and generates a feedback message.
[1207] Input: Response data.
[1208] The server compares the answer with the correct answer list, calculates a score, and generates feedback such as "Congratulations! You learned 8 words correctly."
[1209] Output: Feedback message.
[1210] The terminal displays a feedback message to the user.
[1211] Input: Feedback message.
[1212] Output: The displayed feedback.
[1213] Step 5: Record your progress and propose next steps
[1214] The server records the results of the game in a database.
[1215] Input: Game result.
[1216] The server stores the user's progress data in a database.
[1217] Output: Saved progress data.
[1218] The server analyzes the user's performance based on the recorded progress data and suggests the next game or challenge to tackle.
[1219] Input: Progress data.
[1220] The server analyzes the user's progress and generates the next appropriate game or challenge (e.g., "Let's try 'Calculation Training' next time!").
[1221] Output: Next suggestion.
[1222] The terminal displays the following suggestion message:
[1223] Input: Next suggested message.
[1224] Output: The displayed suggestion message.
[1225] (Application example 1)
[1226] 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."
[1227] The challenge is to provide an effective training system that prevents cognitive decline in the elderly and improves cognitive functions such as memory and calculation ability while making daily activities enjoyable. It is also necessary to provide a system that provides personalized feedback according to each user's progress and ability, encouraging continued use by users.
[1228] 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.
[1229] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be played, means implemented as an application installed on a smartphone for providing personalized feedback and the next challenge according to the user's progress, and means for analyzing the user's game results using a generative AI model and suggesting the next training game. This enables elderly people to continuously train their cognitive functions while having fun.
[1230] "User authentication" is the process of receiving authentication information entered by a user and verifying whether the user has legitimate access rights based on that information.
[1231] "Brain training games" are games designed to train users' cognitive functions, such as memory and calculation skills.
[1232] A "game list" is a list of multiple brain training game options presented to a user.
[1233] "Data generation" is the process of creating data (e.g., word lists and math problems) based on the selected game.
[1234] "Answer evaluation" is the process of analyzing the answers entered by the user and measuring their accuracy and precision.
[1235] "Feedback generation" is the process of providing results and advice to the user based on the results of the answer evaluation.
[1236] "Progress recording" is the process of storing the results of a user's gameplay in a database to track the user's improvement.
[1237] "Automatic suggestion" is the process by which the system automatically selects and suggests the next game or challenge to tackle based on the user's progress.
[1238] A "smartphone application" is a software program that runs on a smartphone and allows a user to interact with the smartphone through an interface.
[1239] "Personalized feedback" refers to feedback that is individually customized based on the user's progress and abilities.
[1240] A "generative AI model" is an AI model that uses machine learning and artificial intelligence to analyze data and perform a specific task (in this case, analyzing game results or suggesting the next training session).
[1241] "Prompt sentence" means input data or a form of request from a user, including the context of an instruction or question that determines how the system responds.
[1242] This invention relates to a system for training memory and calculation skills while having fun on a daily basis, aiming to improve cognitive function in elderly people. This system is installed on a smartphone and provides personalized feedback and next challenges according to the user's progress. It also analyzes the user's game results using a generative AI model and suggests the next training game.
[1243] System Overview
[1244] The system consists of the following main components:
[1245] 1. User authentication method: A method for receiving a user name and password and sending authentication information to the server for authentication.
[1246] 2. Game selection means: A means for generating a list of multiple brain training games to be provided to the user, presenting it to the user, and accepting the selection of a game.
[1247] 3. Data generation means: A means for generating data required for the selected game (e.g., word list) on the server and providing it to the user.
[1248] 4. Answer evaluation means: A means for sending answers entered by users during the game to the server and evaluating them.
[1249] 5. Feedback generation means: A means for providing feedback to the user based on the evaluation results.
[1250] 6. Progress Recording Means: This is a means of storing the game results in a database and tracking the progress of the user's skill improvement.
[1251] 7. Auto-suggestion: This is a method that automatically suggests the next game or task to play based on recorded progress.
[1252] 8. Generative AI model means: A means for analyzing the user's game results and proposing the next training game.
[1253] Hardware and Software
[1254] The server uses a Flask server and provides API endpoints for user authentication, game selection, game progress, feedback provision, etc. A Python dictionary is used as a simple database, but for actual operation, an SQL or NoSQL database is recommended. The user's device is a smartphone, and all operations are performed through an application installed on the smartphone.
[1255] Data processing and calculation
[1256] User authentication: The server receives the username and password and authenticates using werkzeug.security. If authentication is successful, it starts a session and sends a greeting message to the user.
[1257] Game selection: The server generates a list of games to be provided to the user and sends it to the user's device. The user selects a game from the list and the selection is sent to the server.
[1258] Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the user's device. The user operates the game according to the game interface.
[1259] Answer evaluation: The server receives the answers entered by the user and evaluates them. The evaluation results are generated as feedback messages and sent to the user.
[1260] Feedback generation: Based on the evaluation results, the server generates customized feedback for the user.
[1261] Progress Record: The server stores the game results in a database to keep a long-term record.
[1262] Auto-suggestion: The server analyzes the recorded progress data and suggests personalized next challenges or games to the user.
[1263] Generative AI model: The server uses the generative AI model to analyze the user's game results and provide the optimal training program.
[1264] Specific prompt examples
[1265] 1. Authentication prompt: "Please enter your username and password."
[1266] 2. Game Selection Prompt: "Choose a game you would like to play. For example, a word memory game or math practice."
[1267] 3. Game prompt: "Memorize the following words: apple, banana, cherry, ..."
[1268] 4. Feedback prompt: "Your score is 4 / 5. Try again next time!"
[1269] This allows elderly people to train their cognitive functions continuously while having fun.
[1270] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1271] Step 1:
[1272] The user launches the application on their smartphone and enters their authentication information. The device displays the username and password on the screen and receives input from the user. This input information is then sent to the server. The server verifies the authentication information using werkzeug.security, and if authentication is successful, the server starts a session, generates a greeting message, and sends it to the user's device. Upon receiving the greeting message from the server, the device displays it to the user.
[1273] Input: Username and Password
[1274] Output: Authentication successful message
[1275] Step 2:
[1276] The server generates a list of multiple brain training games that can be provided to the user and sends it to the user's device. The device displays the game list on the screen, and the user selects a game from the list. The device sends information about the game selected by the user to the server. The server generates data based on the selected game, and generates game data (e.g., word lists and calculation problems) and sends it to the user's device. The device initializes the screen based on the received game data and displays game instructions to the user.
[1277] Input: User's game selection
[1278] Output: Data for the selected game (e.g., word list)
[1279] Step 3:
[1280] The user follows the instructions of the game and performs operations such as memorization and calculation. For example, in a word memory game, the user memorizes the words displayed on the terminal and then enters them into an input screen that appears later. Once the input is complete, the terminal sends the user's answer to the server. The server receives the answer and evaluates it for accuracy, speed, etc. Based on the evaluation results, the server generates a feedback message and sends it to the user's terminal. The terminal then displays the feedback message to the user.
[1281] Input: User's answer
[1282] Output: Feedback message
[1283] Step 4:
[1284] The server stores the user's game results in a database. Based on the stored data, a generative AI model on the server analyzes the user's progress and suggests the next game or challenge to tackle. This provides continuous support for improving the user's cognitive function.
[1285] Input: Game results (score, answers, etc.)
[1286] Output: Suggestions for next games or challenges
[1287] Step 5:
[1288] The device receives suggestions from the server for the next game or challenge to play and displays them to the user. The user can follow the suggestions and select a new game to continue using the system. Based on the user's new game selection, the server and device repeat the cycle of data generation, evaluation, and feedback.
[1289] Input: Server suggestion
[1290] Output: Select and display a new game
[1291] This will enable elderly people to train their cognitive functions continuously while having fun.
[1292] 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.
[1293] This system aims to improve the cognitive function of the elderly, allowing them to train their memory while having fun on a daily basis. Furthermore, it incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[1294] System Overview
[1295] The system consists of the following main components:
[1296] 1. User authentication method
[1297] 2. Game Selection Method
[1298] 3. Data Generation Method
[1299] 4. Response evaluation method
[1300] 5. Feedback Generation Methods
[1301] 6. Progress Recording Method
[1302] 7. Automatic suggestion means
[1303] 8. Emotion Engine
[1304] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates the data (e.g., word list) required for the selected game. The answer evaluation means is a process that evaluates the answers entered by the user. The feedback generation means is a process that provides feedback based on the evaluation results. The progress recording means is a process that saves the game results in a database. The automatic suggestion means is a process that suggests the next game or challenge to tackle based on the recorded progress data. The emotion engine is a process that analyzes the user's emotions and provides training and feedback according to that state.
[1305] User Authentication
[1306] The terminal displays a login screen for the user to enter a user name and password, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[1307] Game Selection
[1308] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[1309] Running the game
[1310] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[1311] Rating and feedback on answers
[1312] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[1313] Optimization by Emotion Engine
[1314] The emotion engine identifies emotions in real time using facial expression recognition and voice analysis of the user. Examples include facial expression recognition technology using a camera and voice tone analysis using a microphone. The device collects this data and sends it to the emotion engine. The server takes into account the results of the emotion analysis and generates optimal game content and feedback according to the user's state.
[1315] Recording progress and next steps
[1316] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. For example, personalized suggestions are made, such as "Try 'Calculation Training' next time!"
[1317] Specific examples
[1318] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[1319] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[1320] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[1321] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[1322] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[1323] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[1324] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[1325] This allows users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[1326] The processing flow will be explained below.
[1327] Step 1:
[1328] The device will display a login screen for entering a username and password.
[1329] Step 2:
[1330] The user enters the username and password and clicks the "Login" button.
[1331] Step 3:
[1332] The terminal sends the entered username and password to the server.
[1333] Step 4:
[1334] The server compares the received authentication information with the database and performs authentication.
[1335] Step 5:
[1336] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[1337] Step 6:
[1338] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[1339] Step 7:
[1340] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[1341] Step 8:
[1342] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[1343] Step 9:
[1344] The user selects a game of interest and presses the "Start Game" button.
[1345] Step 10:
[1346] The terminal receives the user's selection and transmits the selected game information to the server.
[1347] Step 11:
[1348] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[1349] Step 12:
[1350] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[1351] Step 13:
[1352] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[1353] Step 14:
[1354] The user memorizes the words.
[1355] Step 15:
[1356] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[1357] Step 16:
[1358] The user enters the word they remember and presses the "Submit Answer" button.
[1359] Step 17:
[1360] The terminal receives the user's input and sends it to the server.
[1361] Step 18:
[1362] The server checks the user's answers against a list of correct answers and calculates a score.
[1363] Step 19:
[1364] The server generates evaluation results and feedback messages and sends them to the terminal.
[1365] Step 20:
[1366] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[1367] Step 21:
[1368] The device recognizes the user's facial expressions and analyzes their voice to obtain emotional data. The device captures the user's facial expressions with a camera and records their voice with a microphone.
[1369] Step 22:
[1370] The device transmits the collected emotion data to a server.
[1371] Step 23:
[1372] The server uses an emotion engine to analyze the emotion data.
[1373] Step 24:
[1374] The server takes into account the results of emotion analysis and adjusts feedback and training content according to the user's situation.
[1375] Step 25:
[1376] The server records the user's game results and sentiment analysis data in a database.
[1377] Step 26:
[1378] The server will suggest the next game or challenge to tackle based on the recorded progress and emotional data.
[1379] Step 27:
[1380] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[1381] These steps allow users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[1382] Example 2
[1383] 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."
[1384] In cognitive function improvement training systems for elderly people, it is difficult to provide effective training if methods do not consider the progress and emotional state of individual users. Furthermore, it is difficult to maintain user motivation with fixed training content. Therefore, it is necessary to provide personalized feedback and new training tasks based on the user's emotional state and individual progress.
[1385] The identification process by the identification processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple cognitive training games to the user and accepting a game selection, and means for generating data based on the selected game and presenting it to the user. This enables personalized cognitive training according to the emotional state and progress of each individual user.
[1386] "Authentication Information" means identifying information, such as a username and password, required for a user to access a system.
[1387] A "cognitive training game" is an interactive game designed to improve a user's cognitive functions, such as memory and thinking skills.
[1388] A "list of games" is a list of multiple cognitive training games that the system provides to the user.
[1389] "Data" refers to information generated based on the selected game, including, for example, word lists and questions.
[1390] "Evaluation" is the act of judging answers entered by a user through a game based on criteria such as correctness or incorrectness.
[1391] "Feedback" refers to information such as evaluation results and advice provided based on the user's answers.
[1392] "Recording" refers to the act of saving the user's progress and evaluation results in a database.
[1393] "Suggesting the next game or task to tackle" means automatically selecting and presenting new cognitive training games or tasks to tackle based on the user's progress and evaluation results.
[1394] The "emotion engine" is a technology that analyzes a user's facial expressions and voice data to identify their emotional state in real time, and optimizes training content and feedback based on the results.
[1395] This invention is aimed at improving the cognitive function of the elderly, and is a system that allows users to train their memory while having fun on a daily basis. It also incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[1396] Main system components
[1397] The system consists of the following main components:
[1398] 1. User authentication method: The process of receiving and authenticating a user name and password.
[1399] 2. Game selection method: A process that presents a list of multiple cognitive training games to the user and accepts their selection.
[1400] 3. Data generation means: A process that generates the data required for the selected game and presents it to the user.
[1401] 4. Answer evaluation method: The process of evaluating the answers entered by users and generating feedback.
[1402] 5. Feedback generation means: The process of providing feedback based on the results of the evaluation.
[1403] 6. Progress Recorder: The process of saving the game results to a database.
[1404] 7. Auto-suggestion method: A process that suggests the next game or challenge to tackle based on recorded progress data.
[1405] 8. Emotion Engine: A process that analyzes the user's emotions and provides training and feedback according to their state.
[1406] Hardware and Software Overview
[1407] Device: A device that displays the login screen or game interface and accepts user input. Examples: tablets, smartphones, PCs.
[1408] Server: Handles authentication information, generates game data, evaluates answers, generates feedback, records progress and suggests next steps.
[1409] Camera and Microphone: Input devices for facial expression recognition and voice analysis. Examples: built-in camera, external webcam, built-in microphone, external microphone.
[1410] Emotion engine: Software that analyzes user emotions using facial expression recognition technology and voice tone analysis technology. Examples: Facial expression recognition libraries such as OpenCV, and voice analysis libraries.
[1411] Specific operation example
[1412] 1. User authentication: The user enters a user name and password into the terminal, which then sends them to the server. The server then performs authentication and, if successful, sends a greeting message to the terminal.
[1413] 2. Game selection: The server generates a list of games that can be provided and sends it to the terminal. The user selects a game from the list, such as a "word memory game," and the terminal sends the selection result to the server.
[1414] 3. Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user.
[1415] 4. Answer evaluation and feedback: The user enters the memorized words into the device and sends them. The server evaluates the answer, generates a score and feedback, and sends it to the device. At this time, the emotion engine analyzes the user's facial expressions and voice in real time and adjusts the feedback content.
[1416] 5. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or challenge to tackle (e.g., "Let's try 'Calculation Training' next time!").
[1417] Examples of prompt statements
[1418] Here are some example prompts to input to a generative AI model:
[1419] System Overview
[1420] ---
[1421] The system consists of the following main components:
[1422] 1. User authentication method
[1423] 2. Game Selection Method
[1424] 3. Data Generation Method
[1425] 4. Response evaluation method
[1426] 5. Feedback Generation Methods
[1427] 6. Progress Recording Method
[1428] 7. Automatic suggestion means
[1429] 8. Emotion Engine
[1430] The specific processing steps are explained below:
[1431] The user logs in and selects the "Word Memory Game" from the game list and runs it.
[1432] The emotion engine analyzes the user's facial expressions and voice, and if they are nervous, it provides a message encouraging them to relax.
[1433] The server evaluates the answers and generates feedback.
[1434] Finally, it records your progress and suggests games to try next.
[1435] In this way, the present invention provides personalized cognitive training based on the user's emotions and progress, and is expected to effectively improve cognitive function.
[1436] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1437] Step 1:
[1438] User Authentication
[1439] The terminal displays a login screen, which contains fields for entering a username and password.
[1440] The user enters a username and password.
[1441] The terminal transmits the entered authentication information to the server.
[1442] Input: Username, Password
[1443] The server accesses the database and checks the entered information. If successful, it starts a session and sends a greeting message to the terminal.
[1444] Output: Authentication result (success or failure), greeting message (if successful)
[1445] Step 2:
[1446] Game Selection
[1447] The server retrieves the list of games it can provide from its database.
[1448] Input: None
[1449] The server sends the game list to the device.
[1450] Output: Game list
[1451] The user selects the desired game from the game list.
[1452] The terminal transmits information about the selected game to the server.
[1453] Input: User's Choice Game
[1454] Output: Information about the selected game
[1455] Step 3:
[1456] Running the game
[1457] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[1458] Input: Selected game information
[1459] The device initializes the game interface and displays instructions to the user (e.g., "Please remember these words").
[1460] Output: Game data (word list, etc.)
[1461] The user follows the instructions of the game and makes inputs at the specified times.
[1462] Input: User actions
[1463] Output: User input data
[1464] Step 4:
[1465] Rating and feedback on answers
[1466] The user inputs the stored information into the terminal and transmits the answer.
[1467] The terminal transmits the response data to the server.
[1468] Input: User response data
[1469] The server compares the data with the correct answer data in the database and performs an evaluation.
[1470] Output: Evaluation results
[1471] The server generates a feedback message based on the evaluation result and sends it to the terminal.
[1472] The device displays a feedback message to the user (e.g., "Five correct answers. Great! Take a moment to catch your breath and move on.").
[1473] Input: Evaluation result
[1474] Output: Feedback message
[1475] Step 5:
[1476] Optimization by Emotion Engine
[1477] The device collects the user's facial expression and voice data in real time using a camera and microphone.
[1478] Input: Real-time facial expression and voice data
[1479] The device sends the collected data to the emotion engine.
[1480] The emotion engine analyzes the user's emotions using facial expression recognition technology and voice tone analysis technology.
[1481] The server receives the emotion analysis results and uses that data to adjust the feedback content and next game data to best suit the user's state.
[1482] Output: Adjusted feedback content, game data
[1483] Example: If the user is nervous, generate a message encouraging them to relax (e.g., "Relax and try again.").
[1484] Step 6:
[1485] Recording progress and next steps
[1486] The server stores the game results in a database, including the user ID, game type, score, and emotional state.
[1487] Input: Game result data, user ID, emotion analysis results
[1488] Output: Saved progress data
[1489] The server analyzes the recorded progress data, specifically suggesting the next game or challenge to tackle based on past results and current performance.
[1490] Output: Next suggestion
[1491] The server generates a personalized next suggestion message and sends it to the device (e.g., "Try 'Calculation Training' next time!").
[1492] The terminal displays a suggestion message to the user.
[1493] (Application example 2)
[1494] 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."
[1495] In training systems aimed at improving the cognitive function of elderly people, there is a need for a method that can effectively improve cognitive function by analyzing the emotions of workers in real time and providing appropriate training according to their emotional state. In particular, there is a need for a method that can improve the work efficiency of factory workers while alleviating their stress and fatigue.
[1496] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or task to be played, and means for analyzing the user's emotions in real time and providing optimal feedback according to the user's state. This makes it possible to provide training tailored to the worker's emotional state, improving cognitive function and work efficiency.
[1497] The "user authentication means" is a means for receiving authentication information entered by a user and performing authentication.
[1498] The "game selection means" is a means for presenting a list of multiple brain training games to the user and accepting the selection of a game.
[1499] The "data generating means" is a means for generating data based on the selected game and presenting it to the user.
[1500] The "feedback generating means" is a means for evaluating the answer entered by the user and generating feedback.
[1501] The "progress recording means" is a means for recording the evaluation results and automatically suggesting the next game or task to tackle.
[1502] The "emotion analysis means" is a means for analyzing the user's emotions in real time and providing optimal feedback according to the state of the user.
[1503] The basic components of the system that realizes the application example and their operation procedures are as follows: The system is equipped with a user authentication means, a game selection means, a data generation means, a feedback generation means, a progress recording means, and an emotion analysis means.
[1504] System configuration
[1505] Hardware
[1506] 1. Camera: Used to capture the user's face and obtain facial expression information.
[1507] 2. Microphone: Used to collect the user's voice and analyze the voice tone.
[1508] 3. Computer (PC) or robot: Used to process data and run the sentiment analysis model.
[1509] software
[1510] 1. OpenCV: An image processing library, primarily used to capture the user's face and display emotion labels.
[1511] 2. Keras: A library used for emotion recognition using deep learning models.
[1512] 3. TensorFlow: Used as a backend for Keras, it supports the execution of deep learning models.
[1513] What the program does
[1514] 1. User authentication method: The terminal displays a login screen for the user to enter their username and password, and the user enters them. The terminal sends the entered authentication information to the server, which then executes the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[1515] 2. Game selection means: The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[1516] 3. Data Generation: The server generates data (e.g., a word list) for the selected game and sends it to the terminal, which then initializes the game interface and displays instructions to the user.
[1517] 4. Feedback generation means: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers and generates feedback based on the evaluation results. The feedback is displayed to the user via the terminal.
[1518] 5. Progress Recording: The server stores the evaluation results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made.
[1519] 6. Emotion analysis means: The emotion engine identifies the user's emotions in real time using facial expression recognition and voice analysis. The device collects this data, and the server takes into account the emotion analysis results to generate optimal training content and feedback according to the user's condition. For example, if the server determines that the user is nervous, it will generate a message encouraging relaxation and send it to the device.
[1520] Specific examples
[1521] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[1522] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[1523] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[1524] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[1525] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[1526] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[1527] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[1528] Prompt Sentence Examples
[1529] "Use the facial images of workers captured by the camera to recognize their emotions in real time. If the emotions indicate fatigue or stress, generate appropriate feedback to encourage relaxation in order to improve work efficiency."
[1530] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1531] Step 1:
[1532] User authentication: The terminal displays a login screen for the user to enter a username and password, which the user enters. The terminal sends the entered authentication information to the server. The server performs the authentication process, and if authentication is successful, starts a session and sends a greeting message to the terminal. In this step, the input is the username and password, and the output is authentication success / failure information and the greeting message.
[1533] Step 2:
[1534] Game selection: The server generates a list of multiple brain training games that can be provided to the user and sends it to the terminal. The user selects the game they want from the game list and sends the selection result to the server via the terminal. The input of this step is the list of game selections and the user's selection, and the output is information about the selected game.
[1535] Step 3:
[1536] Data Generation: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The input to this step is information about the selected game, and the output is the game data and the initialized interface.
[1537] Step 4:
[1538] Game execution: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers. The input of this step is the user's answers, and the output is the evaluation results.
[1539] Step 5:
[1540] Feedback generation: The server generates feedback based on the evaluation results and sends it to the terminal. The terminal displays the feedback to the user. The input of this step is the evaluation results, and the output is a feedback message.
[1541] Step 6:
[1542] Emotion analysis: The device sends the user's facial expressions and voice to the emotion engine in real time, and the server analyzes their emotions. Based on the analysis results, optimal training and feedback is generated according to the user's emotional state. For example, if the server determines that the user is nervous, it generates a message encouraging relaxation and sends it to the device. The input for this step is the user's facial expressions and voice data, and the output is the emotion analysis results and feedback based on them.
[1543] Step 7:
[1544] Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made. The input of this step is the user's game results, and the output is the progress record and suggestion message.
[1545] 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.
[1546] 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.
[1547] 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.
[1548] [Fourth embodiment]
[1549] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1550] 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.
[1551] 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).
[1552] 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.
[1553] 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.
[1554] 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).
[1555] 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.
[1556] 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.
[1557] 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.
[1558] 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.
[1559] 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.
[1560] 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.
[1561] 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."
[1562] This invention relates to a system for training memory in an enjoyable way on a daily basis, aiming to improve cognitive function in elderly people. This system authenticates users based on their authentication information, provides multiple brain training games, generates feedback based on the user's progress, and suggests the next task to tackle, thereby supporting sustained cognitive improvement.
[1563] System Overview
[1564] The system consists of the following main components:
[1565] 1. User authentication method
[1566] 2. Game Selection Method
[1567] 3. Data Generation Method
[1568] 4. Response evaluation method
[1569] 5. Feedback Generation Methods
[1570] 6. Progress Recording Method
[1571] 7. Automatic suggestion means
[1572] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates data (e.g., a word list) required for the selected game. The answer evaluation means is a process that evaluates answers entered by the user. The feedback generation means is a process that provides feedback to the user based on the evaluation results. The progress recording means is a process that saves the game results in a database, and the auto-suggestion means is a process that suggests the next game or task to tackle based on the recorded progress.
[1573] User Authentication
[1574] The terminal displays the user name and password on the input screen, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[1575] Game Selection
[1576] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[1577] Running the game
[1578] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[1579] Rating and feedback on answers
[1580] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[1581] Recording progress and next steps
[1582] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to tackle. Specifically, it generates a personalized game list and presents new challenges based on the user's progress.
[1583] Specific examples
[1584] For example, if the user selects "Word Memory Game":
[1585] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[1586] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[1587] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[1588] 4. Answer evaluation and feedback: The user enters the memorized words into the terminal and submits them. The server evaluates the answer and generates a score and feedback. The terminal displays the feedback to the user.
[1589] 5. Progress record and next suggestion: The server saves the results in a database and suggests the next game to play. For example, a message such as "Try 'Calculation Training' next time!" will be displayed on the device.
[1590] This allows users to train their cognitive functions continuously while having fun.
[1591] The processing flow will be explained below.
[1592] Step 1:
[1593] The device will display a login screen for entering a username and password.
[1594] Step 2:
[1595] The user enters the username and password and clicks the "Login" button.
[1596] Step 3:
[1597] The terminal sends the entered username and password to the server.
[1598] Step 4:
[1599] The server compares the received authentication information with the database and performs authentication.
[1600] Step 5:
[1601] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[1602] Step 6:
[1603] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[1604] Step 7:
[1605] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[1606] Step 8:
[1607] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[1608] Step 9:
[1609] The user selects a game of interest and presses the "Start Game" button.
[1610] Step 10:
[1611] The terminal receives the user's selection and transmits the selected game information to the server.
[1612] Step 11:
[1613] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[1614] Step 12:
[1615] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[1616] Step 13:
[1617] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[1618] Step 14:
[1619] The user memorizes the words.
[1620] Step 15:
[1621] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[1622] Step 16:
[1623] The user enters the word they remember and presses the "Submit Answer" button.
[1624] Step 17:
[1625] The terminal receives the user's input and sends it to the server.
[1626] Step 18:
[1627] The server checks the user's answers against a list of correct answers and calculates a score.
[1628] Step 19:
[1629] The server generates evaluation results and feedback messages and sends them to the terminal.
[1630] Step 20:
[1631] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[1632] Step 21:
[1633] The server stores the game results in a database.
[1634] Step 22:
[1635] The server analyzes the user's progress and automatically suggests the next game or challenge to tackle.
[1636] Step 23:
[1637] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[1638] These steps allow users to effectively train their cognitive functions and have their progress continuously recorded and assessed.
[1639] Example 1
[1640] 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."
[1641] Aiming to improve cognitive function in the elderly, there is a need for a method that allows for effective memory training while being fun. Conventional training systems have difficulty in proposing appropriate tasks according to the user's progress and level of proficiency, making it difficult to maintain the user's motivation. This has resulted in the problem that long-term improvement in cognitive function cannot be expected.
[1642] 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.
[1643] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple memory training exercises to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be undertaken, means for the terminal to input a username and password and transmit the data to the server for authentication, means for generating data on the selected game and providing it to the user through the terminal, and means for the server to evaluate the data entered by the user and display the feedback on the terminal. This enables appropriate training according to the progress and ability of each user, enabling long-term improvement in cognitive function and making it easier to maintain user motivation.
[1644] "Authentication information" is information such as a username and password that a user provides to access a system.
[1645] "Memory training" refers to games and tasks aimed at improving a user's memory abilities.
[1646] A "user name" is a unique name given to identify a particular user.
[1647] A "password" is a secret string of characters used to authenticate a user.
[1648] "Terminal" refers to a device through which a user accesses and operates the system.
[1649] A "server" is a central computer that manages the entire system and executes processing.
[1650] A "game list" is a collection of multiple brain training games provided to a user.
[1651] "Data" refers to the information and resources required to run the game.
[1652] "Answer" refers to the answer or information that the user inputs during the game.
[1653] "Feedback" refers to evaluations and advice given to users regarding their answers.
[1654] "Progress" refers to the achievements and accomplishments a user makes through the game.
[1655] "Automatic suggestion" refers to the system automatically suggesting the next game or challenge to tackle based on the user's progress.
[1656] This invention is a system for training memory in a fun and everyday way, aiming to improve cognitive function in elderly people. This system authenticates the user based on the authentication information entered by the user, provides multiple memory training exercises, generates feedback according to the user's progress, and suggests the next task to tackle, thereby supporting continuous cognitive improvement.
[1657] The system consists of the following main components:
[1658] 1. User authentication method
[1659] 2. Game Selection Method
[1660] 3. Data Generation Method
[1661] 4. Response evaluation method
[1662] 5. Feedback Generation Methods
[1663] 6. Progress Recording Method
[1664] 7. Automatic suggestion means
[1665] First, the terminal displays a login screen, and the user enters their username and password. The entered information is sent to the server via the terminal, and the server performs authentication. If authentication is successful, the session is started and a greeting message is sent to the terminal.
[1666] Next, the server generates a list of multiple memory training exercises that it can provide and sends it to the terminal. When the user selects a game from the list, that information is sent to the server via the terminal. The server generates data for the selected game (e.g., a word list) and sends it to the terminal. The terminal initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and inputting at the specified timing.
[1667] The user then inputs the information into the device and submits the answer. The device then sends the answer data to the server, which evaluates it. Feedback based on the evaluation results is generated and sent to the device for display to the user.
[1668] Finally, the server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. Specifically, it generates a personalized game list and presents new challenges according to the user's progress. The following is an example of a prompt:
[1669] Please enter your username and password.
[1670] "Choose a game from the following list: 'Word Memory Game', 'Math Training', 'Pattern Recognition Game'"
[1671] "Memorize 10 words. Enter them when you're done."
[1672] "Next time, let's try 'Calculation Training'!"
[1673] This allows users to train their cognitive functions continuously while having fun. The entire system works together to provide a user-friendly and effective training environment.
[1674] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1675] Step 1: User authentication
[1676] The terminal displays a login screen, providing username and password entry fields.
[1677] Input: Username and Password.
[1678] The user enters their authentication information and clicks the submit button.
[1679] The terminal acquires the entered authentication information, encrypts it, and sends it to the server.
[1680] Output: Encrypted credentials.
[1681] The server retrieves user information from a database and matches it with the submitted authentication information.
[1682] Input: Encrypted authentication information and database user information.
[1683] The server generates an authentication result (success or failure).
[1684] Output: Authentication result.
[1685] If successful, the server generates session information and sends it to the terminal along with a greeting message.
[1686] Input: Authentication result.
[1687] The terminal displays a greeting message to the user.
[1688] Output: Greeting message.
[1689] Step 2: Game Selection
[1690] The server generates a list of a plurality of memory trainings that can be provided and transmits it to the terminal.
[1691] Input: User information.
[1692] The server generates a list of games that are optimal for the user based on the progress data.
[1693] Output: Game list.
[1694] The terminal displays a list of games and offers the user a choice.
[1695] Enter: Game List.
[1696] The user selects a game from the list and transmits the selection to the server via the terminal.
[1697] Output: The selection results.
[1698] Step 3: Run the game
[1699] The server generates data (e.g., word lists) for the selected game and sends it to the device.
[1700] Enter: Selected game.
[1701] The server generates data to be used in the game (for example, a list of 10 words).
[1702] Output: Game data.
[1703] The terminal initializes the game interface and displays instructions to the user.
[1704] Input: Game data.
[1705] The terminal displays game instructions (e.g., memorize words) to the user.
[1706] Output: Game instructions.
[1707] The user follows the instructions of the game, for example, memorizing words.
[1708] Input: User actions.
[1709] Step 4: Rate and give feedback on answers
[1710] The user inputs the memorized word into the terminal and sends it.
[1711] Input: Memorized word.
[1712] The terminal transmits the input answer data to the server.
[1713] Output: Response data.
[1714] The server evaluates the response data and generates a feedback message.
[1715] Input: Response data.
[1716] The server compares the answer with the correct answer list, calculates a score, and generates feedback such as "Congratulations! You learned 8 words correctly."
[1717] Output: Feedback message.
[1718] The terminal displays a feedback message to the user.
[1719] Input: Feedback message.
[1720] Output: The displayed feedback.
[1721] Step 5: Record your progress and propose next steps
[1722] The server records the results of the game in a database.
[1723] Input: Game result.
[1724] The server stores the user's progress data in a database.
[1725] Output: Saved progress data.
[1726] The server analyzes the user's performance based on the recorded progress data and suggests the next game or challenge to tackle.
[1727] Input: Progress data.
[1728] The server analyzes the user's progress and generates the next appropriate game or challenge (e.g., "Let's try 'Calculation Training' next time!").
[1729] Output: Next suggestion.
[1730] The terminal displays the following suggestion message:
[1731] Input: Next suggested message.
[1732] Output: The displayed suggestion message.
[1733] (Application example 1)
[1734] 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."
[1735] The challenge is to provide an effective training system that prevents cognitive decline in the elderly and improves cognitive functions such as memory and calculation ability while making daily activities enjoyable. It is also necessary to provide a system that provides personalized feedback according to each user's progress and ability, encouraging continued use by users.
[1736] 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.
[1737] In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or challenge to be played, means implemented as an application installed on a smartphone for providing personalized feedback and the next challenge according to the user's progress, and means for analyzing the user's game results using a generative AI model and suggesting the next training game. This enables elderly people to continuously train their cognitive functions while having fun.
[1738] "User authentication" is the process of receiving authentication information entered by a user and verifying whether the user has legitimate access rights based on that information.
[1739] "Brain training games" are games designed to train users' cognitive functions, such as memory and calculation skills.
[1740] A "game list" is a list of multiple brain training game options presented to a user.
[1741] "Data generation" is the process of creating data (e.g., word lists and math problems) based on the selected game.
[1742] "Answer evaluation" is the process of analyzing the answers entered by the user and measuring their accuracy and precision.
[1743] "Feedback generation" is the process of providing results and advice to the user based on the results of the answer evaluation.
[1744] "Progress recording" is the process of storing the results of a user's gameplay in a database to track the user's improvement.
[1745] "Automatic suggestion" is the process by which the system automatically selects and suggests the next game or challenge to tackle based on the user's progress.
[1746] A "smartphone application" is a software program that runs on a smartphone and allows a user to interact with the smartphone through an interface.
[1747] "Personalized feedback" refers to feedback that is individually customized based on the user's progress and abilities.
[1748] A "generative AI model" is an AI model that uses machine learning and artificial intelligence to analyze data and perform a specific task (in this case, analyzing game results or suggesting the next training session).
[1749] "Prompt sentence" means input data or a form of request from a user, including the context of an instruction or question that determines how the system responds.
[1750] This invention relates to a system for training memory and calculation skills while having fun on a daily basis, aiming to improve cognitive function in elderly people. This system is installed on a smartphone and provides personalized feedback and next challenges according to the user's progress. It also analyzes the user's game results using a generative AI model and suggests the next training game.
[1751] System Overview
[1752] The system consists of the following main components:
[1753] 1. User authentication method: A method for receiving a user name and password and sending authentication information to the server for authentication.
[1754] 2. Game selection means: A means for generating a list of multiple brain training games to be provided to the user, presenting it to the user, and accepting the selection of a game.
[1755] 3. Data generation means: A means for generating data required for the selected game (e.g., word list) on the server and providing it to the user.
[1756] 4. Answer evaluation means: A means for sending answers entered by users during the game to the server and evaluating them.
[1757] 5. Feedback generation means: A means for providing feedback to the user based on the evaluation results.
[1758] 6. Progress Recording Means: This is a means of storing the game results in a database and tracking the progress of the user's skill improvement.
[1759] 7. Auto-suggestion: This is a method that automatically suggests the next game or task to play based on recorded progress.
[1760] 8. Generative AI model means: A means for analyzing the user's game results and proposing the next training game.
[1761] Hardware and Software
[1762] The server uses a Flask server and provides API endpoints for user authentication, game selection, game progress, feedback provision, etc. A Python dictionary is used as a simple database, but for actual operation, an SQL or NoSQL database is recommended. The user's device is a smartphone, and all operations are performed through an application installed on the smartphone.
[1763] Data processing and calculation
[1764] User authentication: The server receives the username and password and authenticates using werkzeug.security. If authentication is successful, it starts a session and sends a greeting message to the user.
[1765] Game selection: The server generates a list of games to be provided to the user and sends it to the user's device. The user selects a game from the list and the selection is sent to the server.
[1766] Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the user's device. The user operates the game according to the game interface.
[1767] Answer evaluation: The server receives the answers entered by the user and evaluates them. The evaluation results are generated as feedback messages and sent to the user.
[1768] Feedback generation: Based on the evaluation results, the server generates customized feedback for the user.
[1769] Progress Record: The server stores the game results in a database to keep a long-term record.
[1770] Auto-suggestion: The server analyzes the recorded progress data and suggests personalized next challenges or games to the user.
[1771] Generative AI model: The server uses the generative AI model to analyze the user's game results and provide the optimal training program.
[1772] Specific prompt examples
[1773] 1. Authentication prompt: "Please enter your username and password."
[1774] 2. Game Selection Prompt: "Choose a game you would like to play. For example, a word memory game or math practice."
[1775] 3. Game prompt: "Memorize the following words: apple, banana, cherry, ..."
[1776] 4. Feedback prompt: "Your score is 4 / 5. Try again next time!"
[1777] This allows elderly people to train their cognitive functions continuously while having fun.
[1778] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1779] Step 1:
[1780] The user launches the application on their smartphone and enters their authentication information. The device displays the username and password on the screen and receives input from the user. This input information is then sent to the server. The server verifies the authentication information using werkzeug.security, and if authentication is successful, the server starts a session, generates a greeting message, and sends it to the user's device. Upon receiving the greeting message from the server, the device displays it to the user.
[1781] Input: Username and Password
[1782] Output: Authentication successful message
[1783] Step 2:
[1784] The server generates a list of multiple brain training games that can be provided to the user and sends it to the user's device. The device displays the game list on the screen, and the user selects a game from the list. The device sends information about the game selected by the user to the server. The server generates data based on the selected game, and generates game data (e.g., word lists and calculation problems) and sends it to the user's device. The device initializes the screen based on the received game data and displays game instructions to the user.
[1785] Input: User's game selection
[1786] Output: Data for the selected game (e.g., word list)
[1787] Step 3:
[1788] The user follows the instructions of the game and performs operations such as memorization and calculation. For example, in a word memory game, the user memorizes the words displayed on the terminal and then enters them into an input screen that appears later. Once the input is complete, the terminal sends the user's answer to the server. The server receives the answer and evaluates it for accuracy, speed, etc. Based on the evaluation results, the server generates a feedback message and sends it to the user's terminal. The terminal then displays the feedback message to the user.
[1789] Input: User's answer
[1790] Output: Feedback message
[1791] Step 4:
[1792] The server stores the user's game results in a database. Based on the stored data, a generative AI model on the server analyzes the user's progress and suggests the next game or challenge to tackle. This provides continuous support for improving the user's cognitive function.
[1793] Input: Game results (score, answers, etc.)
[1794] Output: Suggestions for next games or challenges
[1795] Step 5:
[1796] The device receives suggestions from the server for the next game or challenge to play and displays them to the user. The user can follow the suggestions and select a new game to continue using the system. Based on the user's new game selection, the server and device repeat the cycle of data generation, evaluation, and feedback.
[1797] Input: Server suggestion
[1798] Output: Select and display a new game
[1799] This will enable elderly people to train their cognitive functions continuously while having fun.
[1800] 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.
[1801] This system aims to improve the cognitive function of the elderly, allowing them to train their memory while having fun on a daily basis. Furthermore, it incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[1802] System Overview
[1803] The system consists of the following main components:
[1804] 1. User authentication method
[1805] 2. Game Selection Method
[1806] 3. Data Generation Method
[1807] 4. Response evaluation method
[1808] 5. Feedback Generation Methods
[1809] 6. Progress Recording Method
[1810] 7. Automatic suggestion means
[1811] 8. Emotion Engine
[1812] Here, the user authentication means is a process that receives a username and password and performs authentication. The game selection means is a process that accepts a selection from a list of games provided to the user. The data generation means is a process that generates the data (e.g., word list) required for the selected game. The answer evaluation means is a process that evaluates the answers entered by the user. The feedback generation means is a process that provides feedback based on the evaluation results. The progress recording means is a process that saves the game results in a database. The automatic suggestion means is a process that suggests the next game or challenge to tackle based on the recorded progress data. The emotion engine is a process that analyzes the user's emotions and provides training and feedback according to that state.
[1813] User Authentication
[1814] The terminal displays a login screen for the user to enter a user name and password, and the user enters them. The terminal sends the entered authentication information to the server, which then performs the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[1815] Game Selection
[1816] The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[1817] Running the game
[1818] The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The user follows the game's instructions, for example, memorizing words and entering input at the specified times.
[1819] Rating and feedback on answers
[1820] The user inputs the information to be memorized into the terminal and submits the answer. The terminal then sends the answer data to the server, which evaluates it. The evaluation result is generated as a feedback message, sent to the terminal, and displayed to the user.
[1821] Optimization by Emotion Engine
[1822] The emotion engine identifies emotions in real time using facial expression recognition and voice analysis of the user. Examples include facial expression recognition technology using a camera and voice tone analysis using a microphone. The device collects this data and sends it to the emotion engine. The server takes into account the results of the emotion analysis and generates optimal game content and feedback according to the user's state.
[1823] Recording progress and next steps
[1824] The server records the game results in a database. Based on the recorded progress data, the server analyzes the user's performance and suggests the next game or challenge to play. For example, personalized suggestions are made, such as "Try 'Calculation Training' next time!"
[1825] Specific examples
[1826] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[1827] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[1828] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[1829] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[1830] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[1831] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[1832] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[1833] This allows users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[1834] The processing flow will be explained below.
[1835] Step 1:
[1836] The device will display a login screen for entering a username and password.
[1837] Step 2:
[1838] The user enters the username and password and clicks the "Login" button.
[1839] Step 3:
[1840] The terminal sends the entered username and password to the server.
[1841] Step 4:
[1842] The server compares the received authentication information with the database and performs authentication.
[1843] Step 5:
[1844] The server sends the authentication result to the terminal. If the authentication is successful, the session starts, and if the authentication is unsuccessful, an error message is generated.
[1845] Step 6:
[1846] The device displays the authentication result to the user. If successful, the home screen and a greeting message are displayed. If unsuccessful, a message prompting the user to try again is displayed.
[1847] Step 7:
[1848] The server generates a list of a plurality of brain training games that can be provided to the user and transmits it to the terminal.
[1849] Step 8:
[1850] The terminal displays a list of games (e.g., "word memory game," "calculation training," "pattern recognition game") to the user.
[1851] Step 9:
[1852] The user selects a game of interest and presses the "Start Game" button.
[1853] Step 10:
[1854] The terminal receives the user's selection and transmits the selected game information to the server.
[1855] Step 11:
[1856] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[1857] Step 12:
[1858] The terminal initializes the game interface and provides instructions to the user, for example, displaying a message to start the word memory game.
[1859] Step 13:
[1860] The terminal receives a list of words from the server and displays them to the user one by one. The words are switched at set intervals.
[1861] Step 14:
[1862] The user memorizes the words.
[1863] Step 15:
[1864] After the terminal has finished storing the word, it instructs the user to "enter the word you have stored."
[1865] Step 16:
[1866] The user enters the word they remember and presses the "Submit Answer" button.
[1867] Step 17:
[1868] The terminal receives the user's input and sends it to the server.
[1869] Step 18:
[1870] The server checks the user's answers against a list of correct answers and calculates a score.
[1871] Step 19:
[1872] The server generates evaluation results and feedback messages and sends them to the terminal.
[1873] Step 20:
[1874] The device displays a feedback message to the user, for example, "5 correct answers! Great!"
[1875] Step 21:
[1876] The device recognizes the user's facial expressions and analyzes their voice to obtain emotional data. The device captures the user's facial expressions with a camera and records their voice with a microphone.
[1877] Step 22:
[1878] The device transmits the collected emotion data to a server.
[1879] Step 23:
[1880] The server uses an emotion engine to analyze the emotion data.
[1881] Step 24:
[1882] The server takes into account the results of emotion analysis and adjusts feedback and training content according to the user's situation.
[1883] Step 25:
[1884] The server records the user's game results and sentiment analysis data in a database.
[1885] Step 26:
[1886] The server will suggest the next game or challenge to tackle based on the recorded progress and emotional data.
[1887] Step 27:
[1888] The device displays the suggestions received from the server to the user, for example, "Try 'Calculation Training' next time!"
[1889] These steps allow users to receive personalized training tailored to their emotional state, improving cognitive function more effectively.
[1890] Example 2
[1891] 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."
[1892] In cognitive function improvement training systems for elderly people, it is difficult to provide effective training if methods do not consider the progress and emotional state of individual users. Furthermore, it is difficult to maintain user motivation with fixed training content. Therefore, it is necessary to provide personalized feedback and new training tasks based on the user's emotional state and individual progress.
[1893] The identification process by the identification processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple cognitive training games to the user and accepting a game selection, and means for generating data based on the selected game and presenting it to the user. This enables personalized cognitive training according to the emotional state and progress of each individual user.
[1894] "Authentication Information" means identifying information, such as a username and password, required for a user to access a system.
[1895] A "cognitive training game" is an interactive game designed to improve a user's cognitive functions, such as memory and thinking skills.
[1896] A "list of games" is a list of multiple cognitive training games that the system provides to the user.
[1897] "Data" refers to information generated based on the selected game, including, for example, word lists and questions.
[1898] "Evaluation" is the act of judging answers entered by a user through a game based on criteria such as correctness or incorrectness.
[1899] "Feedback" refers to information such as evaluation results and advice provided based on the user's answers.
[1900] "Recording" refers to the act of saving the user's progress and evaluation results in a database.
[1901] "Suggesting the next game or task to tackle" means automatically selecting and presenting new cognitive training games or tasks to tackle based on the user's progress and evaluation results.
[1902] The "emotion engine" is a technology that analyzes a user's facial expressions and voice data to identify their emotional state in real time, and optimizes training content and feedback based on the results.
[1903] This invention is aimed at improving the cognitive function of the elderly, and is a system that allows users to train their memory while having fun on a daily basis. It also incorporates an emotion engine that recognizes the user's emotions in real time and provides optimal training according to their state.
[1904] Main system components
[1905] The system consists of the following main components:
[1906] 1. User authentication method: The process of receiving and authenticating a user name and password.
[1907] 2. Game selection method: A process that presents a list of multiple cognitive training games to the user and accepts their selection.
[1908] 3. Data generation means: A process that generates the data required for the selected game and presents it to the user.
[1909] 4. Answer evaluation method: The process of evaluating the answers entered by users and generating feedback.
[1910] 5. Feedback generation means: The process of providing feedback based on the results of the evaluation.
[1911] 6. Progress Recorder: The process of saving the game results to a database.
[1912] 7. Auto-suggestion method: A process that suggests the next game or challenge to tackle based on recorded progress data.
[1913] 8. Emotion Engine: A process that analyzes the user's emotions and provides training and feedback according to their state.
[1914] Hardware and Software Overview
[1915] Device: A device that displays the login screen or game interface and accepts user input. Examples: tablets, smartphones, PCs.
[1916] Server: Handles authentication information, generates game data, evaluates answers, generates feedback, records progress and suggests next steps.
[1917] Camera and Microphone: Input devices for facial expression recognition and voice analysis. Examples: built-in camera, external webcam, built-in microphone, external microphone.
[1918] Emotion engine: Software that analyzes user emotions using facial expression recognition technology and voice tone analysis technology. Examples: Facial expression recognition libraries such as OpenCV, and voice analysis libraries.
[1919] Specific operation example
[1920] 1. User authentication: The user enters a user name and password into the terminal, which then sends them to the server. The server then performs authentication and, if successful, sends a greeting message to the terminal.
[1921] 2. Game selection: The server generates a list of games that can be provided and sends it to the terminal. The user selects a game from the list, such as a "word memory game," and the terminal sends the selection result to the server.
[1922] 3. Game execution: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user.
[1923] 4. Answer evaluation and feedback: The user enters the memorized words into the device and sends them. The server evaluates the answer, generates a score and feedback, and sends it to the device. At this time, the emotion engine analyzes the user's facial expressions and voice in real time and adjusts the feedback content.
[1924] 5. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or challenge to tackle (e.g., "Let's try 'Calculation Training' next time!").
[1925] Examples of prompt statements
[1926] Here are some example prompts to input to a generative AI model:
[1927] System Overview
[1928] ---
[1929] The system consists of the following main components:
[1930] 1. User authentication method
[1931] 2. Game Selection Method
[1932] 3. Data Generation Method
[1933] 4. Response evaluation method
[1934] 5. Feedback Generation Methods
[1935] 6. Progress Recording Method
[1936] 7. Automatic suggestion means
[1937] 8. Emotion Engine
[1938] The specific processing steps are explained below:
[1939] The user logs in and selects the "Word Memory Game" from the game list and runs it.
[1940] The emotion engine analyzes the user's facial expressions and voice, and if they are nervous, it provides a message encouraging them to relax.
[1941] The server evaluates the answers and generates feedback.
[1942] Finally, it records your progress and suggests games to try next.
[1943] In this way, the present invention provides personalized cognitive training based on the user's emotions and progress, and is expected to effectively improve cognitive function.
[1944] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1945] Step 1:
[1946] User Authentication
[1947] The terminal displays a login screen, which contains fields for entering a username and password.
[1948] The user enters a username and password.
[1949] The terminal transmits the entered authentication information to the server.
[1950] Input: Username, Password
[1951] The server accesses the database and checks the entered information. If successful, it starts a session and sends a greeting message to the terminal.
[1952] Output: Authentication result (success or failure), greeting message (if successful)
[1953] Step 2:
[1954] Game Selection
[1955] The server retrieves the list of games it can provide from its database.
[1956] Input: None
[1957] The server sends the game list to the device.
[1958] Output: Game list
[1959] The user selects the desired game from the game list.
[1960] The terminal transmits information about the selected game to the server.
[1961] Input: User's Choice Game
[1962] Output: Information about the selected game
[1963] Step 3:
[1964] Running the game
[1965] The server generates the data required for the selected game (e.g., word list) and sends it to the device.
[1966] Input: Selected game information
[1967] The device initializes the game interface and displays instructions to the user (e.g., "Please remember these words").
[1968] Output: Game data (word list, etc.)
[1969] The user follows the instructions of the game and makes inputs at the specified times.
[1970] Input: User actions
[1971] Output: User input data
[1972] Step 4:
[1973] Rating and feedback on answers
[1974] The user inputs the stored information into the terminal and transmits the answer.
[1975] The terminal transmits the response data to the server.
[1976] Input: User response data
[1977] The server compares the data with the correct answer data in the database and performs an evaluation.
[1978] Output: Evaluation results
[1979] The server generates a feedback message based on the evaluation result and sends it to the terminal.
[1980] The device displays a feedback message to the user (e.g., "Five correct answers. Great! Take a moment to catch your breath and move on.").
[1981] Input: Evaluation result
[1982] Output: Feedback message
[1983] Step 5:
[1984] Optimization by Emotion Engine
[1985] The device collects the user's facial expression and voice data in real time using a camera and microphone.
[1986] Input: Real-time facial expression and voice data
[1987] The device sends the collected data to the emotion engine.
[1988] The emotion engine analyzes the user's emotions using facial expression recognition technology and voice tone analysis technology.
[1989] The server receives the emotion analysis results and uses that data to adjust the feedback content and next game data to best suit the user's state.
[1990] Output: Adjusted feedback content, game data
[1991] Example: If the user is nervous, generate a message encouraging them to relax (e.g., "Relax and try again.").
[1992] Step 6:
[1993] Recording progress and next steps
[1994] The server stores the game results in a database, including the user ID, game type, score, and emotional state.
[1995] Input: Game result data, user ID, emotion analysis results
[1996] Output: Saved progress data
[1997] The server analyzes the recorded progress data, specifically suggesting the next game or challenge to tackle based on past results and current performance.
[1998] Output: Next suggestion
[1999] The server generates a personalized next suggestion message and sends it to the device (e.g., "Try 'Calculation Training' next time!").
[2000] The terminal displays a suggestion message to the user.
[2001] (Application example 2)
[2002] 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."
[2003] In training systems aimed at improving the cognitive function of elderly people, there is a need for a method that can effectively improve cognitive function by analyzing the emotions of workers in real time and providing appropriate training according to their emotional state. In particular, there is a need for a method that can improve the work efficiency of factory workers while alleviating their stress and fatigue.
[2004] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving authentication information entered by a user and performing authentication, means for presenting a list of multiple brain training games to the user and accepting a game selection, means for generating data based on the selected game and presenting it to the user, means for evaluating the answers entered by the user and generating feedback, means for recording the evaluation results and automatically suggesting the next game or task to be played, and means for analyzing the user's emotions in real time and providing optimal feedback according to the user's state. This makes it possible to provide training tailored to the worker's emotional state, improving cognitive function and work efficiency.
[2005] The "user authentication means" is a means for receiving authentication information entered by a user and performing authentication.
[2006] The "game selection means" is a means for presenting a list of multiple brain training games to the user and accepting the selection of a game.
[2007] The "data generating means" is a means for generating data based on the selected game and presenting it to the user.
[2008] The "feedback generating means" is a means for evaluating the answer entered by the user and generating feedback.
[2009] The "progress recording means" is a means for recording the evaluation results and automatically suggesting the next game or task to tackle.
[2010] The "emotion analysis means" is a means for analyzing the user's emotions in real time and providing optimal feedback according to the state of the user.
[2011] The basic components of the system that realizes the application example and their operation procedures are as follows: The system is equipped with a user authentication means, a game selection means, a data generation means, a feedback generation means, a progress recording means, and an emotion analysis means.
[2012] System configuration
[2013] Hardware
[2014] 1. Camera: Used to capture the user's face and obtain facial expression information.
[2015] 2. Microphone: Used to collect the user's voice and analyze the voice tone.
[2016] 3. Computer (PC) or robot: Used to process data and run the sentiment analysis model.
[2017] software
[2018] 1. OpenCV: An image processing library, primarily used to capture the user's face and display emotion labels.
[2019] 2. Keras: A library used for emotion recognition using deep learning models.
[2020] 3. TensorFlow: Used as a backend for Keras, it supports the execution of deep learning models.
[2021] What the program does
[2022] 1. User authentication method: The terminal displays a login screen for the user to enter their username and password, and the user enters them. The terminal sends the entered authentication information to the server, which then executes the authentication process. If the authentication is successful, the server starts a session and sends a greeting message to the terminal.
[2023] 2. Game selection means: The server generates a list of brain training games that can be provided to the user and sends it to the terminal. The user selects a game from the list and sends the selection result to the server via the terminal.
[2024] 3. Data Generation: The server generates data (e.g., a word list) for the selected game and sends it to the terminal, which then initializes the game interface and displays instructions to the user.
[2025] 4. Feedback generation means: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers and generates feedback based on the evaluation results. The feedback is displayed to the user via the terminal.
[2026] 5. Progress Recording: The server stores the evaluation results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made.
[2027] 6. Emotion analysis means: The emotion engine identifies the user's emotions in real time using facial expression recognition and voice analysis. The device collects this data, and the server takes into account the emotion analysis results to generate optimal training content and feedback according to the user's condition. For example, if the server determines that the user is nervous, it will generate a message encouraging relaxation and send it to the device.
[2028] Specific examples
[2029] For example, consider the case where a user selects the "word memory game" and an emotion engine is built in:
[2030] 1. User authentication: The terminal receives the user name and password and sends them to the server. The server performs authentication and the result is successful.
[2031] 2. Game selection: The server generates a list of games ("word memory game," "calculation training," "pattern recognition game") and sends it to the terminal. The user selects "word memory game."
[2032] 3. Game execution: The server generates a list of 10 words and sends it to the device. The device displays the words to the user and asks them to memorize them.
[2033] 4. Emotion engine operation: The device sends the user's facial expressions and voice to the emotion engine, and the server analyzes their emotions. For example, if the server determines that the user is nervous, it generates a message encouraging them to relax and sends it to the device.
[2034] 5. Answer evaluation and feedback: The user enters the memorized words into the device and submits them. The server evaluates the answer and generates a score and feedback. The device displays the feedback to the user. For example, based on the analysis results of the emotion engine, it may display "Five answers correct. Great! Take a moment to catch your breath and move on."
[2035] 6. Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game to play. For example, it will say, "Try 'Calculation Training' next time!"
[2036] Prompt Sentence Examples
[2037] "Use the facial images of workers captured by the camera to recognize their emotions in real time. If the emotions indicate fatigue or stress, generate appropriate feedback to encourage relaxation in order to improve work efficiency."
[2038] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2039] Step 1:
[2040] User authentication: The terminal displays a login screen for the user to enter a username and password, which the user enters. The terminal sends the entered authentication information to the server. The server performs the authentication process, and if authentication is successful, starts a session and sends a greeting message to the terminal. In this step, the input is the username and password, and the output is authentication success / failure information and the greeting message.
[2041] Step 2:
[2042] Game selection: The server generates a list of multiple brain training games that can be provided to the user and sends it to the terminal. The user selects the game they want from the game list and sends the selection result to the server via the terminal. The input of this step is the list of game selections and the user's selection, and the output is information about the selected game.
[2043] Step 3:
[2044] Data Generation: The server generates data for the selected game (e.g., a word list) and sends it to the device. The device initializes the game interface and displays instructions to the user. The input to this step is information about the selected game, and the output is the game data and the initialized interface.
[2045] Step 4:
[2046] Game execution: The user follows the instructions of the game, for example, memorizing words and inputting them at the specified timing. The terminal sends the answers entered by the user to the server, which evaluates the answers. The input of this step is the user's answers, and the output is the evaluation results.
[2047] Step 5:
[2048] Feedback generation: The server generates feedback based on the evaluation results and sends it to the terminal. The terminal displays the feedback to the user. The input of this step is the evaluation results, and the output is a feedback message.
[2049] Step 6:
[2050] Emotion analysis: The device sends the user's facial expressions and voice to the emotion engine in real time, and the server analyzes their emotions. Based on the analysis results, optimal training and feedback is generated according to the user's emotional state. For example, if the server determines that the user is nervous, it generates a message encouraging relaxation and sends it to the device. The input for this step is the user's facial expressions and voice data, and the output is the emotion analysis results and feedback based on them.
[2051] Step 7:
[2052] Progress Record and Next Suggestion: The server saves the game results in a database and suggests the next game or task to play based on the recorded progress data. For example, personalized suggestions such as "Try 'Calculation Training' next time!" are made. The input of this step is the user's game results, and the output is the progress record and suggestion message.
[2053] 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.
[2054] 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.
[2055] 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 robot 414.
[2056] 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.
[2057] FIG. 9 illustrates 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 behaviors 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.
[2058] 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.
[2059] 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).
[2060] 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.
[2061] 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."
[2062] 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.
[2063] 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).
[2064] 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.
[2065] 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.
[2066] 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.
[2067] 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.
[2068] 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.
[2069] 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.
[2070] 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.
[2071] 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.
[2072] 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.
[2073] 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.
[2074] The following is further disclosed regarding the above embodiment.
[2075] (Claim 1)
[2076] means for receiving and authenticating user-entered authentication information;
[2077] means for presenting a list of a plurality of brain training games to the user and accepting a selection of a game;
[2078] means for generating and presenting to the user data based on the selected game;
[2079] means for evaluating the answers entered by the user and generating feedback;
[2080] A means for recording the evaluation results and automatically suggesting the next game or task to be played;
[2081] A system including:
[2082] (Claim 2)
[2083] 10. The system of claim 1, wherein the means for presenting the user with a list of brain training games dynamically generates the list of games and personalizes it according to the user's progress.
[2084] (Claim 3)
[2085] 10. The system of claim 1, further comprising means for storing the user's progress based on said evaluation results in a database for long-term record keeping.
[2086] "Example 1"
[2087] (Claim 1)
[2088] means for receiving and authenticating user-entered authentication information;
[2089] means for presenting a list of a plurality of memory training games to the user and accepting a selection of a game;
[2090] means for generating and presenting to the user data based on the selected game;
[2091] means for evaluating the answers entered by the user and generating feedback;
[2092] A means for recording the evaluation results and automatically suggesting the next game or task to be played;
[2093] A means for the terminal to input a user name and password and send them to the server for authentication;
[2094] means for generating data of the selected game and providing it to the user through the terminal;
[2095] a means for evaluating the data entered by the user on the server and displaying the feedback on the terminal;
[2096] A system including:
[2097] (Claim 2)
[2098] 10. The system of claim 1, wherein the means for presenting the user with a list of memory exercises dynamically generates the list of games and personalizes it according to the user's progress.
[2099] (Claim 3)
[2100] 10. The system of claim 1, further comprising means for storing the user's progress based on said evaluation results in a database for long-term record keeping.
[2101] "Application Example 1"
[2102] (Claim 1)
[2103] means for receiving and authenticating user-entered authentication information;
[2104] means for presenting a list of a plurality of brain training games to the user and accepting a selection of a game;
[2105] means for generating and presenting to the user data based on the selected game;
[2106] means for evaluating the answers entered by the user and generating feedback;
[2107] A means for recording the evaluation results and automatically suggesting the next game or task to be played;
[2108] It is built as an application installed on a smartphone, and provides personalized feedback and next challenges according to the user's progress.
[2109] A means for analyzing the user's game results using a generative AI model and proposing the next training game;
[2110] A system including:
[2111] (Claim 2)
[2112] 10. The system of claim 1, wherein the means for presenting the user with a list of brain training games dynamically generates the list of games and personalizes it according to the user's progress.
[2113] (Claim 3)
[2114] 10. The system of claim 1, further comprising means for storing the user's progress based on said evaluation results in a database for long-term record keeping.
[2115] "Example 2: Combining Emotion Engines"
[2116] (Claim 1)
[2117] means for receiving and authenticating user-entered authentication information;
[2118] means for presenting a list of a plurality of cognitive training games to the user and accepting a selection of a game;
[2119] means for generating and presenting to the user data based on the selected game;
[2120] means for evaluating the answers entered by the user and generating feedback;
[2121] A means for recording the evaluation results and automatically suggesting the next game or task to be played;
[2122] A means of analyzing user emotions and optimizing training content and feedback based on the results;
[2123] A system including:
[2124] (Claim 2)
[2125] 10. The system of claim 1, wherein the means for presenting the user with a list of cognitive training games dynamically generates the list of games and personalizes it according to the user's progress.
[2126] (Claim 3)
[2127] 10. The system of claim 1, further comprising means for storing the user's progress based on said evaluation results in a database for long-term record keeping.
[2128] "Application example 2 when combining emotion engines"
[2129] (Claim 1)
[2130] means for receiving and authenticating user-entered authentication information;
[2131] means for presenting a list of a plurality of brain training games to the user and accepting a selection of a game;
[2132] means for generating and presenting to the user data based on the selected game;
[2133] means for evaluating the answers entered by the user and generating feedback;
[2134] A means for recording the evaluation results and automatically suggesting the next game or task to be played;
[2135] means for analyzing the user's emotions in real time and providing optimal feedback according to the state of the user;
[2136] A system including:
[2137] (Claim 2)
[2138] 10. The system of claim 1, wherein the means for presenting the user with a list of brain training games dynamically generates the list of games and personalizes it according to the user's progress.
[2139] (Claim 3)
[2140] 10. The system of claim 1, further comprising means for storing the user's progress based on said evaluation results in a database for long-term record keeping. [Explanation of symbols]
[2141] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>
Claims
1. means for receiving and authenticating user-entered authentication information; means for presenting a list of a plurality of brain training games to the user and accepting a selection of a game; means for generating and presenting to the user data based on the selected game; means for evaluating the answers entered by the user and generating feedback; A means for recording the evaluation results and automatically suggesting the next game or task to be played; A system including:
2. 2. The system of claim 1, wherein the means for presenting the user with a list of a plurality of brain training games dynamically generates the list of games and personalizes the list according to the user's progress.
3. The system of claim 1 further comprising means for storing the user's progress based on the evaluation results in a database and for maintaining a long-term record.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A