system
The system uses AI-generated visual content and VR simulations to address the inadequacies in Japanese sex education, enhancing understanding and practical application through interactive experiences and curriculum management.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-04
- Publication Date
- 2026-03-16
AI Technical Summary
In Japan, sex education is inadequately addressed due to low educational levels and insufficient school education, leading to a lack of correct knowledge and difficulty in experiencing real-life situations, which hinders understanding and practical application.
A system utilizing AI to generate visual content based on user questions and VR technology to simulate real-life scenarios, allowing users to experience specific situations related to sex education, complemented by a management interface for educational institutions to select and apply educational packages.
Enhances understanding of sex education through visual and experiential approaches, improving its applicability in real life and facilitating efficient curriculum management.
Smart Images

Figure 2026047878000001_ABST
Abstract
Description
Technical Field
[0001] The technology of the present disclosure relates to a system.
Background Art
[0002] Patent Document 1 discloses a method for controlling a persona chatbot, which is performed by at least one processor, the method including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a character of the chatbot, 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
Summary of the Invention
Problems to be Solved by the Invention
[0004] In modern society, the importance of sex education is increasing. However, in Japan, the educational level is lower than that of other countries, and school education is also insufficient. Therefore, children have few opportunities to obtain correct knowledge about sex and have difficulty asking appropriate people due to shyness. Furthermore, with conventional educational methods, it is difficult to realistically experience situations in real life, so the level of understanding may not be sufficient. The purpose of this invention is to utilize AI and VR technologies to deepen the understanding of sex education through visual and experiential approaches and provide correct knowledge.
Means for Solving the Problems
[0005] The present invention provides a system including the following means.
[0006] 1. A means for receiving questions about sex education entered by a user and transmitting said questions to a server.
[0007] 2. A means of generating appropriate visual content in real time using AI based on the questions received by the server.
[0008] 3. Means for providing the generated visual content to the user.
[0009] 4. A means of allowing users to experience specific situations related to sex education using VR equipment.
[0010] This allows users to obtain appropriate visual content in real time based on their questions, and to deepen their understanding of sex education by realistically experiencing real-life situations through VR technology. In addition, it includes a means for administrators of educational institutions to select educational packages through a dedicated management interface and apply them to the curriculum, enabling the provision of comprehensive sex education in collaboration with schools and local governments.
[0011] definition statement
[0012] "Sex education" refers to teaching knowledge, ethics, and social perspectives related to sex.
[0013] "Question content" refers to information or questions that users want to know about sex education, entered in the form of text, audio, or other formats.
[0014] A "server" refers to a central processing unit that processes received questions and uses AI to generate visual content.
[0015] "Visual content" refers to media that provides information visually, such as manga and animation.
[0016] "Real-time" refers to the ability to respond to or process input data and questions almost immediately.
[0017] "VR device" refers to a device for experiencing virtual reality, and refers to a system including hardware such as a headset and a controller.
[0018] "Situational experience" refers to the user's simulation and actual feeling of specific situations and scenes related to sex education through VR technology.
[0019] "Educational institution" refers to an organization that provides education, including schools, universities, and specialized educational facilities.
[0020] "Management interface" refers to a user interface for administrators of educational institutions to operate the system and select and apply educational packages.
[0021] "Educational package" refers to a set of teaching materials, content, and curriculum compiled for specific educational purposes.
[0022] "Curriculum" refers to the learning content and syllabus planned as part of an educational program.
[0023] "User" refers to an individual or group who receives sex education using this system.
Brief Explanation of Drawings
[0024] [Figure 1] It is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] It is a conceptual diagram showing an example of the main functions of a data processing device and a smart device according to the first embodiment. [Figure 3] It is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] It is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] It is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] It is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] It is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] It is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] It shows an emotion map to which a plurality of emotions are mapped. [Figure 10] It shows an emotion map to which a plurality of emotions are mapped. [Figure 11] It is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] It is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] It is a sequence diagram showing the processing flow of the data processing system in Example 2 when an emotion engine is combined. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when an emotion engine is combined.
Embodiments for Carrying Out the Invention
[0025] Hereinafter, an example of an embodiment of a system according to the technology of the present disclosure will be described with reference to the accompanying drawings.
[0026] First, the terms used in the following description will be explained.
[0027] In the following embodiments, the signed processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Furthermore, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include CPU (Central Processing Unit), GPU (Graphics Processing Unit), GPGPU (General-Purpose computing on Graphics Processing Units), and APU (Accelerated Processing Unit).
[0028] In the following embodiments, signed RAM (Random Access Memory) is a memory that temporarily stores information and is used as work memory by the processor.
[0029] In the following embodiments, the signed storage is one or more non-volatile storage devices that store various programs and various parameters. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes.
[0030] In the following embodiments, the signed communication interface (I / F) is an interface that includes a communication processor and an antenna, etc. The communication interface manages communication between multiple computers. Examples of communication standards applicable to the communication interface include wireless communication standards such as 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark).
[0031] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." That is, "A and / or B" means that it may be A alone, or B alone, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" applies when expressing three or more things linked by "and / or."
[0032] [First Embodiment]
[0033] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0034] As shown in Figure 1, the 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.
[0035] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0036] The smart device 14 comprises a computer 36, a reception device 38, an output device 40, a camera 42, and a communication interface 44. The computer 36 comprises a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The reception device 38, output device 40, and camera 42 are also connected to the bus 52.
[0037] The reception device 38 is equipped with a touch panel 38A and a microphone 38B, etc., and receives user input. The touch panel 38A receives user input by detecting contact with an object (e.g., a pen or finger). The microphone 38B receives user input by detecting the user's voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and 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.
[0038] 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 perceptible to the user 20 (e.g., audio and / or text). The display 40A displays visible information such as text and images according to instructions from the processor 46. The speaker 40B outputs audio according to instructions from the processor 46. The camera 42 is a small digital camera equipped with an optical system such as a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0039] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various types of information between processor 46 and processor 28 via network 54.
[0040] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0041] As shown in Figure 2, in the data processing device 12, a specific processing 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" related to the technology of this 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 according to the specific processing program 56 executed on the RAM 30.
[0042] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0043] In the smart device 14, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. The reception output program 60 is used in conjunction with a 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.
[0044] Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".
[0045] Patent Specification
[0046] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented as follows:
[0047] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0048] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0049] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0050] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0051] Furthermore, administrators of educational institutions can select the provided educational packages and easily apply them to the curriculum through a dedicated management interface. This interface allows administrators to select packages and check their application status, enabling them to efficiently promote sex education.
[0052] Now, let's explain a specific system example. For instance, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates an AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[0053] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user puts on VR goggles to realistically experience the specific scenario. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[0054] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[0055] The following describes the processing flow.
[0056] Processing steps
[0057] Steps to receive the question
[0058] Step 1:
[0059] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[0060] Step 2:
[0061] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[0062] Step 3:
[0063] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[0064] Steps in which AI generates visual content based on the questions asked.
[0065] Step 4:
[0066] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[0067] Step 5:
[0068] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[0069] Step 6:
[0070] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[0071] Step 7:
[0072] The server sends the generated visual content data to the terminal as an HTTP response.
[0073] Steps to provide visual content and start a VR experience
[0074] Step 8:
[0075] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[0076] Step 9:
[0077] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[0078] Step 10:
[0079] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[0080] Steps to provide a VR simulation
[0081] Step 11:
[0082] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[0083] Step 12:
[0084] The server sends the prepared VR content data to the terminal as an HTTP response.
[0085] Step 13:
[0086] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[0087] Step 14:
[0088] Users experience situations in a near-realistic way through VR goggles. For example, they can simulate in real time the application of contraception.
[0089] Through the above processing steps, users can gain a deeper understanding of questions about sex education through visual content and VR experiences.
[0090] (Example 1)
[0091] Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal."
[0092] Traditional sex education has been limited to books and lectures, lacking visual understanding and practical experience. This has resulted in a lack of deep understanding and difficulty in applying the knowledge to real life. Furthermore, opportunities to experience specific situations are limited, hindering the development of the ability to cope with realistic circumstances.
[0093] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[0094] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server, a server that analyzes the received questions and generates appropriate visual content in real time using a generation AI model, and a server that delivers the generated visual content to the user's terminal. This enables visual and practical sex education. Furthermore, after the user confirms the visual content on their terminal, they press a button to start the VR experience, and the server transmits the corresponding VR content to the terminal, allowing them to experience a specific situation through a VR device. This makes it possible to improve understanding of sex education and its application in real life.
[0095] "User" refers to an individual who uses the system to input questions about sex education and learns through visual content and VR experiences.
[0096] A "server" refers to a central computer system that receives and analyzes user-inputted questions, and uses a generative AI model to generate and distribute visual and VR content.
[0097] A "generative AI model" refers to an artificial intelligence algorithm that generates appropriate visual content based on the user's questions. This model utilizes AI technologies including natural language processing and image generation techniques.
[0098] "Visual content" refers to educational visual materials such as manga and animations that are generated by AI models and provided to users.
[0099] A "device" refers to a device used by users to input questions, view visual content, and experience VR. Specifically, this includes smartphones and PCs.
[0100] A "VR device" refers to a virtual reality device used by users to experience VR content provided on their terminal.
[0101] An "educational institution administrator" refers to a person or organization that has the role of selecting and managing educational packages for application to the educational curriculum through a dedicated management interface.
[0102] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select and manage educational packages.
[0103] Modes for carrying out the invention
[0104] This invention is a system in which a user inputs questions about sex education, a generation AI model generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented in the following specific way.
[0105] Hardware and software configuration
[0106] User:
[0107] Users utilize devices such as smartphones and PCs. These devices have a dedicated app or web interface installed.
[0108] Terminal:
[0109] The terminal transmits the user's input as text data.
[0110] The device includes a display for showing visual content and UI elements for starting a VR experience.
[0111] The terminal also includes a communication module for receiving and displaying data from the server.
[0112] server:
[0113] The server is a computer system equipped with high-performance CPUs and GPUs, and includes generative AI models and natural language processing (NLP) algorithms.
[0114] The server receives text data sent by the user and parses it.
[0115] Based on the analyzed questions, appropriate visual content is generated.
[0116] Specific software used
[0117] Generative AI models:
[0118] A software algorithm for generating visual content based on the content of a question.
[0119] Examples: GPT model (text generation), Diffusion model (image generation), etc.
[0120] Natural language processing algorithms:
[0121] Software for analyzing text data to understand the content of questions.
[0122] Examples: BERT, Transformers, etc.
[0123] System operation flow
[0124] 1. User enters question:
[0125] Users launch the app or web interface on their smartphone or PC and enter questions about sex education.
[0126] Example: The user enters "I want to know about contraception methods."
[0127] 2. Sending the question to the server:
[0128] The question content is sent from the terminal to the server as text data.
[0129] 3. Analysis of the questions:
[0130] The server analyzes the received text data using a natural language processing algorithm to understand its content.
[0131] 4. Generation of visual content:
[0132] The generative AI model generates appropriate visual content based on the analysis results.
[0133] Example: Educational content in manga or animation format is generated to answer the questions you ask.
[0134] 5. Distribution of visual content:
[0135] The generated content is delivered to the device.
[0136] 6. Start the VR experience:
[0137] The user reviews the delivered visual content and then presses a button to begin the VR experience.
[0138] The terminal notifies the server of the selected simulation content.
[0139] 7. Distribution of VR content:
[0140] The server prepares the relevant VR content and sends it to the device.
[0141] 8. VR Experience:
[0142] Users wear VR goggles and experience specific scenarios related to sex education.
[0143] Example: Learn about communication with the opposite sex and choosing appropriate contraception methods through simulations.
[0144] Examples of prompt statements
[0145] Prompt: "I want to know about contraception methods."
[0146] Generated visual content: A comic-style explanation of contraception methods.
[0147] VR experience content: Simulation of appropriate communication methods with the opposite sex and selection of contraception methods.
[0148] In this way, the system of the present invention can enhance understanding in sex education and improve practical application in real life. In particular, by combining visual content with VR experiences, the effectiveness of education is increased, and a more practical learning environment is provided for users.
[0149] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0150] Step 1:
[0151] The user launches an application or web interface on their smartphone or PC. The user enters a question about sex education and presses the submit button. For example, the input might be text data such as "I want to know about contraception methods." This text data is sent from the device to the server.
[0152] Step 2:
[0153] The server receives text data from the terminal. The input is text data, which is then decoded and prepared for analysis. The server uses natural language processing (NLP) algorithms to analyze and understand the question. Specifically, it performs grammatical analysis and keyword extraction. The analyzed data is then passed to the generative AI model.
[0154] Step 3:
[0155] The server activates a generative AI model and generates appropriate visual content based on the analysis results. The input is the analyzed question, and the generative AI model (e.g., a GPT model or a Diffusion model) uses this to generate visual content in manga or animation format. The output is the generated visual content, which is then converted to a specific format.
[0156] Step 4:
[0157] The server delivers the generated visual content to the user's device. The input is the generated visual content, which is encoded and transmitted over the network. The output is the visual content delivered to the device.
[0158] Step 5:
[0159] The user views the visual content displayed on the device. The input is the delivered visual content, which the user can visually understand. Furthermore, the user presses a button on the device to start the VR experience.
[0160] Step 6:
[0161] The terminal sends a request for a VR experience to the server based on user input. The input is the user's request to start a VR experience, which is encoded and sent to the server for notification. The output is the request data sent to the server.
[0162] Step 7:
[0163] The server processes the received VR experience request and prepares the corresponding VR content. The input is the VR experience request, and the server selects the corresponding VR simulation data. The server encodes this VR content and sends it to the user's device. The output is the VR content delivered to the device.
[0164] Step 8:
[0165] The user wears VR goggles and experiences the received VR content. The input is VR content delivered from the server, which is displayed on the VR goggles. The user can experience simulations of situations such as communicating with the opposite sex or choosing an appropriate method of contraception. The output is the user's learning effect and feedback on the experience.
[0166] This series of steps allows users to enhance their understanding of sex education and improve their ability to apply it in real life.
[0167] (Application Example 1)
[0168] Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal."
[0169] Traditional sex education often relies on static materials and lectures, making it difficult to achieve visual understanding or apply the concepts to real-life situations. Furthermore, curriculum management for sex education in educational institutions is complex, hindering effective education. These problems need to be addressed to provide more advanced and practical sex education.
[0170] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means.
[0171] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server; a server that generates appropriate visual content in real time using AI based on the received questions; a server that provides the generated visual content to the user; a server that allows the user to experience specific situations related to sex education using a VR device or head-mounted display; a server that allows an administrator of an educational institution to select an educational package through a dedicated management interface and apply it to the curriculum; and a server that supports a wearable display device to clearly complement the generated visual content and enhance visual understanding. As a result, users can more easily understand sex education visually and experience actual situations in virtual reality. Furthermore, administrators of educational institutions can efficiently manage the curriculum.
[0172] A "user" refers to an individual who uses the system to input questions about sex education and to receive visual content or VR experiences.
[0173] A "server" refers to a central processing unit that analyzes questions received from users, generates visual content using AI, and prepares and delivers corresponding VR content.
[0174] "Visual content" refers to content that is generated in the form of comics or animations and provides users with information about sex education.
[0175] A "VR device" or "head-mounted display" refers to a device used by users to experience specific situations in virtual reality.
[0176] An "educational institution administrator" refers to a person responsible for managing the sex education curriculum within an educational institution, and for selecting and applying educational packages through a dedicated management interface.
[0177] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select educational packages and apply them to the curriculum.
[0178] "AI" stands for artificial intelligence, and it refers to technology that generates appropriate visual content in real time based on the content of the received question.
[0179] A "wearable display device" refers to a display device that is worn and used to make visual content easier for users to understand.
[0180] Modes for carrying out the invention
[0181] This invention provides a system in which AI generates visual content based on a user's questions about sex education, and further allows the user to experience specific situations using VR technology. This system is implemented through the following steps.
[0182] System Configuration
[0183] The system consists of terminals such as smartphones and PCs, servers, AI models, VR devices or head-mounted displays, and a management interface used by administrators of educational institutions.
[0184] Enter and submit your question.
[0185] First, the user launches the application or web interface on a device such as a smartphone or PC. The interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0186] Visual content generation
[0187] The server analyzes the received question and activates a generative AI model. The generative AI model generates appropriate visual content based on the question. This visual content is generated in various formats, such as manga or animation. The generated visual content is then converted to a specific format and sent to the terminal.
[0188] Display of visual content
[0189] Users can view visual content displayed on their devices. This visual content is designed to aid understanding in sex education. Furthermore, wearable display devices are supported to complement and enhance this content.
[0190] Providing a VR experience
[0191] The device also displays a button to start the VR experience. When the user presses this button, the device notifies the server of the selected simulation. The server prepares the corresponding VR content data and sends it to the device. By wearing a head-mounted display such as VR goggles, the user can realistically experience specific situations related to sex education through the transmitted VR content.
[0192] Management interface for educational institutions
[0193] Administrators of educational institutions can select and easily apply educational packages to their curriculum through a dedicated management interface. This interface allows administrators to select packages and monitor their application status, enabling them to efficiently promote sex education.
[0194] Specific example
[0195] For example, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates a generative AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[0196] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user can wear VR goggles and realistically experience the specific situation. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[0197] Example of a prompt
[0198] Please enter your question regarding sex education: I want to learn about contraception methods.
[0199] Would you like to experience VR? (yes / no): yes
[0200] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[0201] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0202] Step 1:
[0203] Users enter and submit questions about sex education.
[0204] Specific operation: The user enters a question into a form via an application or web interface on their smartphone or PC, and then presses the "Submit" button.
[0205] Input: Text data entered by the user in the form (e.g., "I want to know about contraception methods").
[0206] Output: Data containing the question content sent from the terminal to the server.
[0207] Step 2:
[0208] The server analyzes the received question and activates the generative AI model.
[0209] Specific operation: The server analyzes the question content received from the terminal and provides it as input data to a generative AI model to generate appropriate visual content.
[0210] Input: Text data sent from the device.
[0211] Output: Text data converted into an input data format for the generative AI model.
[0212] Step 3:
[0213] The generative AI model generates visual content based on the question.
[0214] Specific operation: The generative AI model generates visual content in manga or animation format based on the questions it receives.
[0215] Input: Data analyzed based on the question content.
[0216] Output: Generated visual content (manga or animation).
[0217] Step 4:
[0218] The server sends the generated visual content to the device.
[0219] Specific operation: The server sends the generated visual content to the terminal, making it accessible to the user.
[0220] Input: Generated visual content.
[0221] Output: Transmission of visual content data to the terminal.
[0222] Step 5:
[0223] The user views visual content on their device.
[0224] Specific actions: The user views visual content (manga or animation) displayed on their device and learns information about sex education.
[0225] Input: Visual content sent from the server.
[0226] Output: Visual content displayed on the user's device.
[0227] Step 6:
[0228] The user selects an option for the VR experience.
[0229] Specific operation: When the user presses the "Start VR Experience" button displayed on the device, the corresponding information is sent to the server.
[0230] Input: User's VR experience selection action (click of the "Start VR Experience" button).
[0231] Output: Notification data to the server indicating the start of the VR experience.
[0232] Step 7:
[0233] The server prepares the relevant VR content data and sends it to the device.
[0234] Specific operation: The server selects and prepares the corresponding VR content and sends it to the user's device.
[0235] Input: User's request to start the VR experience.
[0236] Output: Sending VR content data to the user's device.
[0237] Step 8:
[0238] The user puts on VR goggles and experiences VR content.
[0239] Specific operation: The user puts on VR goggles and experiences a specific situation using VR content sent to their device.
[0240] Input: Sent VR content data.
[0241] Output: User-driven, hands-on VR learning.
[0242] Step 9:
[0243] Educational institution administrators use an administrative interface to configure the curriculum.
[0244] Specific operation: Administrators of educational institutions select the provided educational packages through a dedicated management interface and apply them to the sex education curriculum.
[0245] Input: Administrator configuration data via the management interface.
[0246] Output: Data on selected educational packages and their application status.
[0247] Step 10:
[0248] Administrators of educational institutions will configure the functionality to support wearable display devices.
[0249] Specific operation: Through the management interface, configure the function to support wearable display devices in order to make visual content easier to understand.
[0250] Input: Administrator configuration data via the management interface.
[0251] Output: Settings data for improving the clarity of visual content.
[0252] Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions.
[0253] Patent Specification
[0254] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[0255] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0256] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0257] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0258] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0259] Here, we will describe in detail the operation of the emotion engine, which is a distinctive feature of the present invention. The emotion engine analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The emotion engine functions specifically as follows.
[0260] The device uses the user's camera and microphone to collect facial expressions and voice data. This data is sent to a server, where the server's emotion engine analyzes it.
[0261] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action.
[0262] Based on this feedback, the server's AI model customizes the visual content. For example, if the user is confused, it generates more understandable comics or animations and adds explanations as needed.
[0263] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[0264] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[0265] In this way, the system of the present invention, which combines an emotion engine, can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select and apply educational packages through a dedicated management interface, enabling the provision of comprehensive sex education.
[0266] The following describes the processing flow.
[0267] Processing steps
[0268] Steps to receive the question
[0269] Step 1:
[0270] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[0271] Step 2:
[0272] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[0273] Step 3:
[0274] The terminal acquires the input question content as text data and sends this data to the server as an HTTP POST request.
[0275] The step of the AI generating visual content based on the question content
[0276] Step 4:
[0277] The server receives the HTTP POST request received from the terminal and analyzes the question content. The received data is retrieved in text format.
[0278] Step 5:
[0279] The server activates the AI model and generates appropriate visual content using the analyzed question content as input. For example, it generates a manga explaining contraceptive methods in real time based on the question content.
[0280] Step 6:
[0281] The server converts the generated visual content into a specific format (e.g., an image or video file). This content is prepared to be returned to the user.
[0282] Step 7:
[0283] The server sends the generated visual content data to the terminal as an HTTP response.
[0284] The step of providing visual content and starting a VR experience
[0285] Step 8:
[0286] The terminal displays the visual content received from the server. For example, a manga explaining contraceptive methods is displayed on the terminal screen.
[0287] Step 9:
[0288] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[0289] Step 10:
[0290] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[0291] Steps for emotion recognition and customization using an emotion engine
[0292] Step 11:
[0293] The device uses the user's camera and microphone to collect facial and audio data. For example, if the user has a confused expression, that information will be collected.
[0294] Step 12:
[0295] The device sends the collected facial and audio data to the server. This data is transmitted in real time.
[0296] Step 13:
[0297] The server's emotion engine analyzes the received data to recognize the user's emotions. For example, if a user is confused, the emotion engine will identify that state.
[0298] Step 14:
[0299] The server's AI model receives feedback from the emotion engine and customizes the visual content. For example, it might add detailed explanations to a confused user.
[0300] Steps to provide a VR simulation
[0301] Step 15:
[0302] The server receives a request from the terminal and prepares the corresponding VR content data. For example, it acquires VR simulation data of a specific situation related to contraception methods.
[0303] Step 16:
[0304] The server transmits the prepared VR content data to the terminal as an HTTP response.
[0305] Step 17:
[0306] The terminal transfers the VR content data received from the server to the VR device. The user is wearing VR goggles.
[0307] Steps for emotion monitoring and adjustment during VR experience
[0308] Step 18:
[0309] The terminal continues to collect the user's facial expressions and voice data during the VR experience and transmits them to the server.
[0310] Step 19:
[0311] The server's emotion engine monitors the user's emotions in real time during the VR experience. For example, when the user shows a surprised expression, it analyzes that information. <000098
[0315] (Example 2)
[0316] Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".
[0317] In modern sex education, information is often one-way, making it difficult to respond flexibly to the recipient's level of understanding and emotions. Furthermore, systems that can provide sex education using visual and interactive methods are not yet widely available, preventing the education from reaching its full potential.
[0318] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving questions about sex education entered by the user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using VR equipment; means for collecting the user's emotional data using the terminal's camera and microphone; and a server's emotional engine means for analyzing the emotional data and adjusting the visual content and VR experience content according to the user's emotional state. This makes it possible to flexibly customize the content according to the user's emotions and level of understanding, enabling more effective and interactive sex education.
[0319] A "user" refers to an individual who uses the system to input questions about sex education and receives education through the provided visual content and VR experiences.
[0320] "Terminal" refers to a device such as a smartphone or PC used by a user, and is a device used to access the system through an app or web interface.
[0321] A "server" refers to a central device that handles data processing for the entire system, including analyzing questions sent from terminals, activating AI models, generating visual content, and analyzing emotions using an emotion engine.
[0322] An "AI model" refers to an artificial intelligence program that generates appropriate visual content in real time based on the questions entered by the user.
[0323] "Visual content" refers to content that includes visual information, such as manga and animation, generated by AI models.
[0324] "VR equipment" refers to devices such as headsets and goggles that enable virtual reality experiences, and specifically refers to devices that allow users to experience specific situations related to sex education.
[0325] A "camera" refers to a video input device built into a terminal, used to collect facial expression data from the user.
[0326] A "microphone" refers to a voice input device built into a terminal, used to collect the user's voice data.
[0327] An "emotion engine" refers to software that analyzes collected facial and voice data to identify the user's emotional state.
[0328] "Educational institution administrator" refers to an individual or organization responsible for managing and administering sex education curricula in schools or other educational institutions.
[0329] A "management interface" refers to an interface used by administrators of educational institutions, and is a tool for selecting educational packages and applying them to the curriculum.
[0330] This invention is a system that utilizes artificial intelligence (AI) models and virtual reality (VR) technology to provide sex education content. This system is equipped with an emotion engine that customizes the content according to the user's emotional state. The specific process implemented by this system is as follows:
[0331] First, the user launches the app or web interface on a device such as a smartphone or PC. The launched interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0332] Next, the server analyzes the question data received from the terminal. This analysis is handled by a generative AI model installed on the server. Based on the received question, the generative AI model generates appropriate visual content. This visual content is generated in manga or animation format, converted to a specific format, and sent to the terminal.
[0333] For example, a possible prompt would be, "Generate detailed information and a visual explanation of contraception methods." This would prompt the server's AI model to generate a comic strip about contraception methods.
[0334] The generated visual content is displayed on the user's device. The user can review this visual content and then press the VR experience start button displayed on the interface. At this point, the device notifies the server again of the selected simulation content.
[0335] Next, the server prepares the relevant VR content data and sends it to the user's device. The user then puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This allows the user to receive sex education in a more concrete and realistic way.
[0336] A distinctive feature of this invention is the emotion engine, which uses the device's camera and microphone to collect user facial expressions and voice data, and transmits this data to a server. The server analyzes this data in real time through the emotion engine to identify the user's emotional state. Once the emotional state is identified, this information is fed back to the server's generating AI model, and the visual content and VR experience are customized accordingly.
[0337] For example, if a user is confused, the emotion engine recognizes this state and generates visual content in a more detailed and understandable form. Also, if a user shows signs of surprise or fear during the VR experience, the server adjusts the VR experience to help the user relax.
[0338] Thus, the system of the present invention can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select educational packages and apply them to the curriculum through a dedicated management interface. This provides comprehensive and efficient sex education.
[0339] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0340] Step 1:
[0341] The user launches the app or web interface on their device (smartphone or PC). A form for entering questions about sex education is displayed. The user enters a specific question (e.g., "I want to know about contraception methods") and completes the input by pressing the submit button. The input data is sent to the server in text format.
[0342] Input: Questions about sex education (text)
[0343] Output: The question content (text data) is sent to the server.
[0344] Step 2:
[0345] The server receives question data sent from the terminal. It analyzes the received data and performs data processing to understand the user's question. Specifically, it uses natural language processing (NLP) techniques to analyze the question text and extract key keywords and intent.
[0346] Input: Question content (text data) sent from the device.
[0347] Output: Analyzed text data (including keywords and intent)
[0348] Step 3:
[0349] The server's AI model generates appropriate visual content based on the analyzed question data. A prompt (e.g., "Generate detailed information and visual explanations about contraception methods") is input to the AI model. The generated visual content is then converted into a specific format, such as manga or animation.
[0350] Input: Parsed text data and prompt message
[0351] Output: Generated visual content (manga and animation)
[0352] Step 4:
[0353] The server sends the generated visual content to the device. The transmitted content is displayed on the device. The user checks and understands the visual content displayed on the device. The interface also displays a button to start the VR experience.
[0354] Input: Generated visual content
[0355] Output: Visual content displayed on the device
[0356] Step 5:
[0357] When the user presses the VR experience start button, the device notifies the server of the selected simulation. Based on this notification, the server prepares the corresponding VR content.
[0358] Input: Request to start VR experience
[0359] Output: VR experience request sent to the server
[0360] Step 6:
[0361] The server prepares the relevant VR content data and sends it to the terminal. The transmitted VR content is displayed on the terminal and provided to the user via VR goggles.
[0362] Input: VR experience request
[0363] Output: VR content sent to the device
[0364] Step 7:
[0365] Users wear VR goggles and realistically experience specific situations related to sex education through transmitted VR content. The content can be understood more deeply depending on the user's emotions and level of comprehension.
[0366] Input: VR content
[0367] Output: Experience of a specific situation
[0368] Step 8:
[0369] The device uses its camera and microphone to collect user facial expressions and voice data. The collected data is sent to a server, where an emotion engine performs analysis.
[0370] Input: Facial expression data, audio data
[0371] Output: Sentiment data sent to the server
[0372] Step 9:
[0373] The server's emotion engine analyzes collected data in real time to identify the user's emotional state (confused, understanding, surprised, etc.). It then passes this feedback to a generative AI model to adjust the visual content and VR experience.
[0374] Input: Sent emotion data
[0375] Output: Adjusted content feedback
[0376] Step 10:
[0377] The server customizes visual content and VR experience based on the analysis results of the emotion engine, and sends them back to the terminal as needed. This provides a flexible learning experience that responds to the user's emotional state.
[0378] Input: Content data that needs adjustment
[0379] Output: Customized visual content or VR experience
[0380] (Application Example 2)
[0381] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as a "server" and the smart device 14 as a "terminal".
[0382] In modern society, sex education is a crucial issue, but traditional teaching methods struggle to provide flexible education tailored to each student's level of understanding and emotional state. Furthermore, opportunities to experience visual and concrete situations are limited, resulting in a lack of education that is relevant to real-world scenarios. Therefore, there is a need for methods to improve understanding of sex education and provide more effective instruction.
[0383] The specific processing performed 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 questions about sex education entered by a user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using a VR device; and means for recognizing the user's emotional state and customizing the visual content and experience based on that emotional state. This makes it possible to provide flexible and practical sex education that is tailored to each user's level of understanding and emotional state.
[0384] "Questions about sex education" refers to text-based data in which users input information they want to understand or learn about regarding sex education.
[0385] A "server" is a computer system that receives and analyzes questions via a network, generates appropriate visual content, and transmits it.
[0386] "AI" refers to an artificial intelligence model that analyzes the content of a question and generates appropriate visual content.
[0387] "Visual content" refers to data in the form of comics or animations that visually present information related to sex education.
[0388] "VR equipment" is a general term for devices that include head-mounted displays used to experience virtual reality.
[0389] "Specific situations" refer to concrete scenes or circumstances that may occur in real life related to sex education.
[0390] "Emotional state" refers to the psychological state and reactions analyzed from the user's facial expressions and voice.
[0391] "Means of recognizing emotions" refers to technology that uses data from the user's camera and microphone to analyze the user's emotional state in real time.
[0392] "Means for customizing content and experiences" refers to technologies that adjust the content of the visual content and VR experience provided according to the analyzed emotional state of the user.
[0393] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[0394] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0395] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0396] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0397] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0398] The emotion engine of this invention analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The terminal collects facial and voice data using the user's camera and microphone. This data is transmitted to a server, where the server's emotion engine performs analysis.
[0399] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action. Based on this feedback, the server's AI model customizes the visual content. For instance, if the user is confused, it might generate a more easily understandable comic or animation and add explanations as needed.
[0400] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[0401] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[0402] Examples of specific prompt messages:
[0403] Please enter your question regarding sex education: I want to learn about contraception methods.
[0404] Generated content: "There are various methods of contraception. For example, condoms, birth control pills, and IUDs are common. Details of each are explained below."
[0405] Edited content: "There are various methods of contraception. For example, condoms, pills, and IUDs are common. Details of each are explained below. Further detailed explanations will be added."
[0406] Let's begin the VR experience.
[0407] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0408] Step 1:
[0409] The user launches the app or web interface on a device such as a smartphone or PC. A form for entering questions about sex education is displayed. After the user enters a question and presses the submit button, the question content is sent from the device to the server as text data. Input: Question about sex education (text data). Output: Text data sent to the server.
[0410] Step 2:
[0411] The server analyzes the question received from the terminal and activates a generative AI model. The server inputs the question as a prompt to the AI model, which then generates appropriate visual content (manga or animation). Input: User's question (text data). Output: Generated visual content (data in manga or animation format).
[0412] Step 3:
[0413] The server sends the generated visual content to the device. The user checks the visual content displayed on the device. At this stage, the user can visually understand the generated manga or animation. Input: Generated visual content. Output: Transmission and display of visual content to the device.
[0414] Step 4:
[0415] The device displays a button to begin the VR experience. When the user presses this button, the device notifies the server of the selected simulation content. Input: User's declaration of intent to start the VR experience (button press). Output: Notification of simulation content to the server.
[0416] Step 5:
[0417] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. Input: Data of the simulation content. Output: Transmission of VR content data to the terminal.
[0418] Step 6:
[0419] While the VR device is operating, the terminal uses the user's camera and microphone to collect facial and audio data. This data is sent to a server for real-time analysis of the user's emotional state. Input: Collected facial and audio data. Output: Data transmission to the server.
[0420] Step 7:
[0421] The server's emotion engine analyzes the collected data to identify the user's emotional state. For example, if the user displays a confused expression, the server recognizes this state and takes appropriate action. Input: Facial expression and voice data. Output: Analyzed emotional state data.
[0422] Step 8:
[0423] The server's AI model customizes the visual content and VR experience based on feedback from the emotion engine. For example, if the user is confused, it adds more easily understandable content. Input: Emotional state data. Output: Customized visual content and VR experience.
[0424] Step 9:
[0425] Ultimately, the server sends customized visual content and VR experiences to the device, allowing the user to relax and deepen their understanding. Input: Customized content. Output: Content transmission and display to the device.
[0426] 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 user input for the result of the specific processing. The control unit 46A transmits the audio data indicating 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.
[0427] Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). One example of data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[0428] In the above embodiment, an example was given in which specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and the specific processing may also be performed by the smart device 14.
[0429] [Second Embodiment]
[0430] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0431] As shown in Figure 3, the data processing system 210 includes a data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server.
[0432] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0433] The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication interface 44. The computer 36 includes a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The microphone 238, speaker 240, and camera 42 are also connected to the bus 52.
[0434] The microphone 238 receives voice signals from the user 20 and receives instructions from the user 20. The microphone 238 captures the voice signals from the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to the instructions from the processor 46.
[0435] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the area around the user 20 (for example, an imaging range defined by a field of view equivalent to the width of a typical healthy person's field of vision).
[0436] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various information between processor 46 and processor 28 via network 54. The exchange of various information between processor 46 and processor 28 using communication interfaces 44 and 26 is performed in a secure manner.
[0437] Figure 4 shows an example of the main functions of the data processing device 12 and the smart glasses 214. As shown in Figure 4, the data processing device 12 performs specific processing using the processor 28. The storage 32 stores the specific processing program 56.
[0438] The specific processing program 56 is an example of a "program" relating to the technology of this 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.
[0439] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0440] In the smart glasses 214, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.
[0441] Next, the identification processing performed by the identification processing unit 290 of the data processing device 12 will be described. 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".
[0442] Patent Specification
[0443] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented as follows:
[0444] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0445] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0446] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0447] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0448] Furthermore, administrators of educational institutions can select the provided educational packages and easily apply them to the curriculum through a dedicated management interface. This interface allows administrators to select packages and check their application status, enabling them to efficiently promote sex education.
[0449] Now, let's explain a specific system example. For instance, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates an AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[0450] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user puts on VR goggles to realistically experience the specific scenario. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[0451] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[0452] The following describes the processing flow.
[0453] Processing steps
[0454] Steps to receive the question
[0455] Step 1:
[0456] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[0457] Step 2:
[0458] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[0459] Step 3:
[0460] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[0461] Steps in which AI generates visual content based on the questions asked.
[0462] Step 4:
[0463] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[0464] Step 5:
[0465] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[0466] Step 6:
[0467] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[0468] Step 7:
[0469] The server sends the generated visual content data to the terminal as an HTTP response.
[0470] Steps to provide visual content and start a VR experience
[0471] Step 8:
[0472] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[0473] Step 9:
[0474] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[0475] Step 10:
[0476] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[0477] Steps to provide a VR simulation
[0478] Step 11:
[0479] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[0480] Step 12:
[0481] The server sends the prepared VR content data to the terminal as an HTTP response.
[0482] Step 13:
[0483] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[0484] Step 14:
[0485] Users experience situations in a near-realistic way through VR goggles. For example, they can simulate in real time the application of contraception.
[0486] Through the above processing steps, users can gain a deeper understanding of questions about sex education through visual content and VR experiences.
[0487] (Example 1)
[0488] Next, we will describe Example 1. 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".
[0489] Traditional sex education has been limited to books and lectures, lacking visual understanding and practical experience. This has resulted in a lack of deep understanding and difficulty in applying the knowledge to real life. Furthermore, opportunities to experience specific situations are limited, hindering the development of the ability to cope with realistic circumstances.
[0490] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[0491] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server, a server that analyzes the received questions and generates appropriate visual content in real time using a generation AI model, and a server that delivers the generated visual content to the user's terminal. This enables visual and practical sex education. Furthermore, after the user confirms the visual content on their terminal, they press a button to start the VR experience, and the server transmits the corresponding VR content to the terminal, allowing them to experience a specific situation through a VR device. This makes it possible to improve understanding of sex education and its application in real life.
[0492] "User" refers to an individual who uses the system to input questions about sex education and learns through visual content and VR experiences.
[0493] A "server" refers to a central computer system that receives and analyzes user-inputted questions, and uses a generative AI model to generate and distribute visual and VR content.
[0494] A "generative AI model" refers to an artificial intelligence algorithm that generates appropriate visual content based on the user's questions. This model utilizes AI technologies including natural language processing and image generation techniques.
[0495] "Visual content" refers to educational visual materials such as manga and animations that are generated by AI models and provided to users.
[0496] A "device" refers to a device used by users to input questions, view visual content, and experience VR. Specifically, this includes smartphones and PCs.
[0497] A "VR device" refers to a virtual reality device used by users to experience VR content provided on their terminal.
[0498] An "educational institution administrator" refers to a person or organization that has the role of selecting and managing educational packages for application to the educational curriculum through a dedicated management interface.
[0499] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select and manage educational packages.
[0500] Modes for carrying out the invention
[0501] This invention is a system in which a user inputs questions about sex education, a generation AI model generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented in the following specific way.
[0502] Hardware and software configuration
[0503] User:
[0504] Users utilize devices such as smartphones and PCs. These devices have a dedicated app or web interface installed.
[0505] Terminal:
[0506] The terminal transmits the user's input as text data.
[0507] The device includes a display for showing visual content and UI elements for starting a VR experience.
[0508] The terminal also includes a communication module for receiving and displaying data from the server.
[0509] server:
[0510] The server is a computer system equipped with high-performance CPUs and GPUs, and includes generative AI models and natural language processing (NLP) algorithms.
[0511] The server receives text data sent by the user and parses it.
[0512] Based on the analyzed questions, appropriate visual content is generated.
[0513] Specific software used
[0514] Generative AI models:
[0515] A software algorithm for generating visual content based on the content of a question.
[0516] Examples: GPT model (text generation), Diffusion model (image generation), etc.
[0517] Natural language processing algorithms:
[0518] Software for analyzing text data to understand the content of questions.
[0519] Examples: BERT, Transformers, etc.
[0520] System operation flow
[0521] 1. User enters question:
[0522] Users launch the app or web interface on their smartphone or PC and enter questions about sex education.
[0523] Example: The user enters "I want to know about contraception methods."
[0524] 2. Sending the question to the server:
[0525] The question content is sent from the terminal to the server as text data.
[0526] 3. Analysis of the questions:
[0527] The server analyzes the received text data using a natural language processing algorithm to understand its content.
[0528] 4. Generation of visual content:
[0529] The generative AI model generates appropriate visual content based on the analysis results.
[0530] Example: Educational content in manga or animation format is generated to answer the questions you ask.
[0531] 5. Distribution of visual content:
[0532] The generated content is delivered to the device.
[0533] 6. Start the VR experience:
[0534] The user reviews the delivered visual content and then presses a button to begin the VR experience.
[0535] The terminal notifies the server of the selected simulation content.
[0536] 7. Distribution of VR content:
[0537] The server prepares the relevant VR content and sends it to the device.
[0538] 8. VR Experience:
[0539] Users wear VR goggles and experience specific scenarios related to sex education.
[0540] Example: Learn about communication with the opposite sex and choosing appropriate contraception methods through simulations.
[0541] Examples of prompt statements
[0542] Prompt: "I want to know about contraception methods."
[0543] Generated visual content: A comic-style explanation of contraception methods.
[0544] VR experience content: Simulation of appropriate communication methods with the opposite sex and selection of contraception methods.
[0545] In this way, the system of the present invention can enhance understanding in sex education and improve practical application in real life. In particular, by combining visual content with VR experiences, the effectiveness of education is increased, and a more practical learning environment is provided for users.
[0546] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0547] Step 1:
[0548] The user launches an application or web interface on their smartphone or PC. The user enters a question about sex education and presses the submit button. For example, the input might be text data such as "I want to know about contraception methods." This text data is sent from the device to the server.
[0549] Step 2:
[0550] The server receives text data from the terminal. The input is text data, which is then decoded and prepared for analysis. The server uses natural language processing (NLP) algorithms to analyze and understand the question. Specifically, it performs grammatical analysis and keyword extraction. The analyzed data is then passed to the generative AI model.
[0551] Step 3:
[0552] The server activates a generative AI model and generates appropriate visual content based on the analysis results. The input is the analyzed question, and the generative AI model (e.g., a GPT model or a Diffusion model) uses this to generate visual content in manga or animation format. The output is the generated visual content, which is then converted to a specific format.
[0553] Step 4:
[0554] The server delivers the generated visual content to the user's device. The input is the generated visual content, which is encoded and transmitted over the network. The output is the visual content delivered to the device.
[0555] Step 5:
[0556] The user views the visual content displayed on the device. The input is the delivered visual content, which the user can visually understand. Furthermore, the user presses a button on the device to start the VR experience.
[0557] Step 6:
[0558] The terminal sends a request for a VR experience to the server based on user input. The input is the user's request to start a VR experience, which is encoded and sent to the server for notification. The output is the request data sent to the server.
[0559] Step 7:
[0560] The server processes the received VR experience request and prepares the corresponding VR content. The input is the VR experience request, and the server selects the corresponding VR simulation data. The server encodes this VR content and sends it to the user's device. The output is the VR content delivered to the device.
[0561] Step 8:
[0562] The user wears VR goggles and experiences the received VR content. The input is VR content delivered from the server, which is displayed on the VR goggles. The user can experience simulations of situations such as communicating with the opposite sex or choosing an appropriate method of contraception. The output is the user's learning effect and feedback on the experience.
[0563] This series of steps allows users to enhance their understanding of sex education and improve their ability to apply it in real life.
[0564] (Application Example 1)
[0565] Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0566] Traditional sex education often relies on static materials and lectures, making it difficult to achieve visual understanding or apply the concepts to real-life situations. Furthermore, curriculum management for sex education in educational institutions is complex, hindering effective education. These problems need to be addressed to provide more advanced and practical sex education.
[0567] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means.
[0568] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server; a server that generates appropriate visual content in real time using AI based on the received questions; a server that provides the generated visual content to the user; a server that allows the user to experience specific situations related to sex education using a VR device or head-mounted display; a server that allows an administrator of an educational institution to select an educational package through a dedicated management interface and apply it to the curriculum; and a server that supports a wearable display device to clearly complement the generated visual content and enhance visual understanding. As a result, users can more easily understand sex education visually and experience actual situations in virtual reality. Furthermore, administrators of educational institutions can efficiently manage the curriculum.
[0569] A "user" refers to an individual who uses the system to input questions about sex education and to receive visual content or VR experiences.
[0570] A "server" refers to a central processing unit that analyzes questions received from users, generates visual content using AI, and prepares and delivers corresponding VR content.
[0571] "Visual content" refers to content that is generated in the form of comics or animations and provides users with information about sex education.
[0572] A "VR device" or "head-mounted display" refers to a device used by users to experience specific situations in virtual reality.
[0573] An "educational institution administrator" refers to a person responsible for managing the sex education curriculum within an educational institution, and for selecting and applying educational packages through a dedicated management interface.
[0574] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select educational packages and apply them to the curriculum.
[0575] "AI" stands for artificial intelligence, and it refers to technology that generates appropriate visual content in real time based on the content of the received question.
[0576] A "wearable display device" refers to a display device that is worn and used to make visual content easier for users to understand.
[0577] Modes for carrying out the invention
[0578] This invention provides a system in which AI generates visual content based on a user's questions about sex education, and further allows the user to experience specific situations using VR technology. This system is implemented through the following steps.
[0579] System Configuration
[0580] The system consists of terminals such as smartphones and PCs, servers, AI models, VR devices or head-mounted displays, and a management interface used by administrators of educational institutions.
[0581] Enter and submit your question.
[0582] First, the user launches the application or web interface on a device such as a smartphone or PC. The interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0583] Visual content generation
[0584] The server analyzes the received question and activates a generative AI model. The generative AI model generates appropriate visual content based on the question. This visual content is generated in various formats, such as manga or animation. The generated visual content is then converted to a specific format and sent to the terminal.
[0585] Display of visual content
[0586] Users can view visual content displayed on their devices. This visual content is designed to aid understanding in sex education. Furthermore, wearable display devices are supported to complement and enhance this content.
[0587] Providing a VR experience
[0588] The device also displays a button to start the VR experience. When the user presses this button, the device notifies the server of the selected simulation. The server prepares the corresponding VR content data and sends it to the device. By wearing a head-mounted display such as VR goggles, the user can realistically experience specific situations related to sex education through the transmitted VR content.
[0589] Management interface for educational institutions
[0590] Administrators of educational institutions can select and easily apply educational packages to their curriculum through a dedicated management interface. This interface allows administrators to select packages and monitor their application status, enabling them to efficiently promote sex education.
[0591] Specific example
[0592] For example, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates a generative AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[0593] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user can wear VR goggles and realistically experience the specific situation. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[0594] Example of a prompt
[0595] Please enter your question regarding sex education: I want to learn about contraception methods.
[0596] Would you like to experience VR? (yes / no): yes
[0597] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[0598] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0599] Step 1:
[0600] Users enter and submit questions about sex education.
[0601] Specific operation: The user enters a question into a form via an application or web interface on their smartphone or PC, and then presses the "Submit" button.
[0602] Input: Text data entered by the user in the form (e.g., "I want to know about contraception methods").
[0603] Output: Data containing the question content sent from the terminal to the server.
[0604] Step 2:
[0605] The server analyzes the received question and activates the generative AI model.
[0606] Specific operation: The server analyzes the question content received from the terminal and provides it as input data to a generative AI model to generate appropriate visual content.
[0607] Input: Text data sent from the device.
[0608] Output: Text data converted into an input data format for the generative AI model.
[0609] Step 3:
[0610] The generative AI model generates visual content based on the question.
[0611] Specific operation: The generative AI model generates visual content in manga or animation format based on the questions it receives.
[0612] Input: Data analyzed based on the question content.
[0613] Output: Generated visual content (manga or animation).
[0614] Step 4:
[0615] The server sends the generated visual content to the device.
[0616] Specific operation: The server sends the generated visual content to the terminal, making it accessible to the user.
[0617] Input: Generated visual content.
[0618] Output: Transmission of visual content data to the terminal.
[0619] Step 5:
[0620] The user views visual content on their device.
[0621] Specific actions: The user views visual content (manga or animation) displayed on their device and learns information about sex education.
[0622] Input: Visual content sent from the server.
[0623] Output: Visual content displayed on the user's device.
[0624] Step 6:
[0625] The user selects an option for the VR experience.
[0626] Specific operation: When the user presses the "Start VR Experience" button displayed on the device, the corresponding information is sent to the server.
[0627] Input: User's VR experience selection action (click of the "Start VR Experience" button).
[0628] Output: Notification data to the server indicating the start of the VR experience.
[0629] Step 7:
[0630] The server prepares the relevant VR content data and sends it to the device.
[0631] Specific operation: The server selects and prepares the corresponding VR content and sends it to the user's device.
[0632] Input: User's request to start the VR experience.
[0633] Output: Sending VR content data to the user's device.
[0634] Step 8:
[0635] The user puts on VR goggles and experiences VR content.
[0636] Specific operation: The user puts on VR goggles and experiences a specific situation using VR content sent to their device.
[0637] Input: Sent VR content data.
[0638] Output: User-driven, hands-on VR learning.
[0639] Step 9:
[0640] Educational institution administrators use an administrative interface to configure the curriculum.
[0641] Specific operation: Administrators of educational institutions select the provided educational packages through a dedicated management interface and apply them to the sex education curriculum.
[0642] Input: Administrator configuration data via the management interface.
[0643] Output: Data on selected educational packages and their application status.
[0644] Step 10:
[0645] Administrators of educational institutions will configure the functionality to support wearable display devices.
[0646] Specific operation: Through the management interface, configure the function to support wearable display devices in order to make visual content easier to understand.
[0647] Input: Administrator configuration data via the management interface.
[0648] Output: Settings data for improving the clarity of visual content.
[0649] Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions.
[0650] Patent Specification
[0651] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[0652] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0653] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0654] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0655] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0656] Here, we will describe in detail the operation of the emotion engine, which is a distinctive feature of the present invention. The emotion engine analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The emotion engine functions specifically as follows.
[0657] The device uses the user's camera and microphone to collect facial expressions and voice data. This data is sent to a server, where the server's emotion engine analyzes it.
[0658] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action.
[0659] Based on this feedback, the server's AI model customizes the visual content. For example, if the user is confused, it generates more understandable comics or animations and adds explanations as needed.
[0660] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[0661] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[0662] In this way, the system of the present invention, which combines an emotion engine, can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select and apply educational packages through a dedicated management interface, enabling the provision of comprehensive sex education.
[0663] The following describes the processing flow.
[0664] Processing steps
[0665] Steps to receive the question
[0666] Step 1:
[0667] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[0668] Step 2:
[0669] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[0670] Step 3:
[0671] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[0672] Steps in which AI generates visual content based on the questions asked.
[0673] Step 4:
[0674] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[0675] Step 5:
[0676] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[0677] Step 6:
[0678] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[0679] Step 7:
[0680] The server sends the generated visual content data to the terminal as an HTTP response.
[0681] Steps to provide visual content and start a VR experience
[0682] Step 8:
[0683] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[0684] Step 9:
[0685] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[0686] Step 10:
[0687] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[0688] Steps for emotion recognition and customization using an emotion engine
[0689] Step 11:
[0690] The device uses the user's camera and microphone to collect facial and audio data. For example, if the user has a confused expression, that information will be collected.
[0691] Step 12:
[0692] The device sends the collected facial and audio data to the server. This data is transmitted in real time.
[0693] Step 13:
[0694] The server's emotion engine analyzes the received data to recognize the user's emotions. For example, if a user is confused, the emotion engine will identify that state.
[0695] Step 14:
[0696] The server's AI model receives feedback from the emotion engine and customizes the visual content. For example, it might add detailed explanations to a confused user.
[0697] Steps to provide a VR simulation
[0698] Step 15:
[0699] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[0700] Step 16:
[0701] The server sends the prepared VR content data to the terminal as an HTTP response.
[0702] Step 17:
[0703] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[0704] Steps for monitoring and adjusting emotions during a VR experience
[0705] Step 18:
[0706] The device continues to collect and transmit the user's facial expressions and voice data to the server even while they are experiencing VR.
[0707] Step 19:
[0708] The server's emotion engine monitors the user's emotions in real time, even during the VR experience. For example, if the user shows a surprised expression, it analyzes that information.
[0709] Step 20:
[0710] The server adjusts the VR experience based on feedback from the emotion engine. For example, it modifies the simulation to help the user relax.
[0711] Through the above processing steps, users can gain a deep understanding of sex education through visual content and VR experiences. Furthermore, the emotion engine enables flexible content delivery tailored to the user's emotions.
[0712] (Example 2)
[0713] Next, we will describe Example 2. 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".
[0714] In modern sex education, information is often one-way, making it difficult to respond flexibly to the recipient's level of understanding and emotions. Furthermore, systems that can provide sex education using visual and interactive methods are not yet widely available, preventing the education from reaching its full potential.
[0715] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving questions about sex education entered by the user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using VR equipment; means for collecting the user's emotional data using the terminal's camera and microphone; and a server's emotional engine means for analyzing the emotional data and adjusting the visual content and VR experience content according to the user's emotional state. This makes it possible to flexibly customize the content according to the user's emotions and level of understanding, enabling more effective and interactive sex education.
[0716] A "user" refers to an individual who uses the system to input questions about sex education and receives education through the provided visual content and VR experiences.
[0717] "Terminal" refers to a device such as a smartphone or PC used by a user, and is a device used to access the system through an app or web interface.
[0718] A "server" refers to a central device that handles data processing for the entire system, including analyzing questions sent from terminals, activating AI models, generating visual content, and analyzing emotions using an emotion engine.
[0719] An "AI model" refers to an artificial intelligence program that generates appropriate visual content in real time based on the questions entered by the user.
[0720] "Visual content" refers to content that includes visual information, such as manga and animation, generated by AI models.
[0721] "VR equipment" refers to devices such as headsets and goggles that enable virtual reality experiences, and specifically refers to devices that allow users to experience specific situations related to sex education.
[0722] A "camera" refers to a video input device built into a terminal, used to collect facial expression data from the user.
[0723] A "microphone" refers to a voice input device built into a terminal, used to collect the user's voice data.
[0724] An "emotion engine" refers to software that analyzes collected facial and voice data to identify the user's emotional state.
[0725] "Educational institution administrator" refers to an individual or organization responsible for managing and administering sex education curricula in schools or other educational institutions.
[0726] A "management interface" refers to an interface used by administrators of educational institutions, and is a tool for selecting educational packages and applying them to the curriculum.
[0727] This invention is a system that utilizes artificial intelligence (AI) models and virtual reality (VR) technology to provide sex education content. This system is equipped with an emotion engine that customizes the content according to the user's emotional state. The specific process implemented by this system is as follows:
[0728] First, the user launches the app or web interface on a device such as a smartphone or PC. The launched interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0729] Next, the server analyzes the question data received from the terminal. This analysis is handled by a generative AI model installed on the server. Based on the received question, the generative AI model generates appropriate visual content. This visual content is generated in manga or animation format, converted to a specific format, and sent to the terminal.
[0730] For example, a possible prompt would be, "Generate detailed information and a visual explanation of contraception methods." This would prompt the server's AI model to generate a comic strip about contraception methods.
[0731] The generated visual content is displayed on the user's device. The user can review this visual content and then press the VR experience start button displayed on the interface. At this point, the device notifies the server again of the selected simulation content.
[0732] Next, the server prepares the relevant VR content data and sends it to the user's device. The user then puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This allows the user to receive sex education in a more concrete and realistic way.
[0733] A distinctive feature of this invention is the emotion engine, which uses the device's camera and microphone to collect user facial expressions and voice data, and transmits this data to a server. The server analyzes this data in real time through the emotion engine to identify the user's emotional state. Once the emotional state is identified, this information is fed back to the server's generating AI model, and the visual content and VR experience are customized accordingly.
[0734] For example, if a user is confused, the emotion engine recognizes this state and generates visual content in a more detailed and understandable form. Also, if a user shows signs of surprise or fear during the VR experience, the server adjusts the VR experience to help the user relax.
[0735] Thus, the system of the present invention can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select educational packages and apply them to the curriculum through a dedicated management interface. This provides comprehensive and efficient sex education.
[0736] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0737] Step 1:
[0738] The user launches the app or web interface on their device (smartphone or PC). A form for entering questions about sex education is displayed. The user enters a specific question (e.g., "I want to know about contraception methods") and completes the input by pressing the submit button. The input data is sent to the server in text format.
[0739] Input: Questions about sex education (text)
[0740] Output: The question content (text data) is sent to the server.
[0741] Step 2:
[0742] The server receives question data sent from the terminal. It analyzes the received data and performs data processing to understand the user's question. Specifically, it uses natural language processing (NLP) techniques to analyze the question text and extract key keywords and intent.
[0743] Input: Question content (text data) sent from the device.
[0744] Output: Analyzed text data (including keywords and intent)
[0745] Step 3:
[0746] The server's AI model generates appropriate visual content based on the analyzed question data. A prompt (e.g., "Generate detailed information and visual explanations about contraception methods") is input to the AI model. The generated visual content is then converted into a specific format, such as manga or animation.
[0747] Input: Parsed text data and prompt message
[0748] Output: Generated visual content (manga and animation)
[0749] Step 4:
[0750] The server sends the generated visual content to the device. The transmitted content is displayed on the device. The user checks and understands the visual content displayed on the device. The interface also displays a button to start the VR experience.
[0751] Input: Generated visual content
[0752] Output: Visual content displayed on the device
[0753] Step 5:
[0754] When the user presses the VR experience start button, the device notifies the server of the selected simulation. Based on this notification, the server prepares the corresponding VR content.
[0755] Input: Request to start VR experience
[0756] Output: VR experience request sent to the server
[0757] Step 6:
[0758] The server prepares the relevant VR content data and sends it to the terminal. The transmitted VR content is displayed on the terminal and provided to the user via VR goggles.
[0759] Input: VR experience request
[0760] Output: VR content sent to the device
[0761] Step 7:
[0762] Users wear VR goggles and realistically experience specific situations related to sex education through transmitted VR content. The content can be understood more deeply depending on the user's emotions and level of comprehension.
[0763] Input: VR content
[0764] Output: Experience of a specific situation
[0765] Step 8:
[0766] The device uses its camera and microphone to collect user facial expressions and voice data. The collected data is sent to a server, where an emotion engine performs analysis.
[0767] Input: Facial expression data, audio data
[0768] Output: Sentiment data sent to the server
[0769] Step 9:
[0770] The server's emotion engine analyzes collected data in real time to identify the user's emotional state (confused, understanding, surprised, etc.). It then passes this feedback to a generative AI model to adjust the visual content and VR experience.
[0771] Input: Sent emotion data
[0772] Output: Adjusted content feedback
[0773] Step 10:
[0774] The server customizes visual content and VR experience based on the analysis results of the emotion engine, and sends them back to the terminal as needed. This provides a flexible learning experience that responds to the user's emotional state.
[0775] Input: Content data that needs adjustment
[0776] Output: Customized visual content or VR experience
[0777] (Application Example 2)
[0778] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0779] In modern society, sex education is a crucial issue, but traditional teaching methods struggle to provide flexible education tailored to each student's level of understanding and emotional state. Furthermore, opportunities to experience visual and concrete situations are limited, resulting in a lack of education that is relevant to real-world scenarios. Therefore, there is a need for methods to improve understanding of sex education and provide more effective instruction.
[0780] The specific processing performed 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 questions about sex education entered by a user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using a VR device; and means for recognizing the user's emotional state and customizing the visual content and experience based on that emotional state. This makes it possible to provide flexible and practical sex education that is tailored to each user's level of understanding and emotional state.
[0781] "Questions about sex education" refers to text-based data in which users input information they want to understand or learn about regarding sex education.
[0782] A "server" is a computer system that receives and analyzes questions via a network, generates appropriate visual content, and transmits it.
[0783] "AI" refers to an artificial intelligence model that analyzes the content of a question and generates appropriate visual content.
[0784] "Visual content" refers to data in the form of comics or animations that visually present information related to sex education.
[0785] "VR equipment" is a general term for devices that include head-mounted displays used to experience virtual reality.
[0786] "Specific situations" refer to concrete scenes or circumstances that may occur in real life related to sex education.
[0787] "Emotional state" refers to the psychological state and reactions analyzed from the user's facial expressions and voice.
[0788] "Means of recognizing emotions" refers to technology that uses data from the user's camera and microphone to analyze the user's emotional state in real time.
[0789] "Means for customizing content and experiences" refers to technologies that adjust the content of the visual content and VR experience provided according to the analyzed emotional state of the user.
[0790] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[0791] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0792] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0793] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0794] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0795] The emotion engine of this invention analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The terminal collects facial and voice data using the user's camera and microphone. This data is transmitted to a server, where the server's emotion engine performs analysis.
[0796] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action. Based on this feedback, the server's AI model customizes the visual content. For instance, if the user is confused, it might generate a more easily understandable comic or animation and add explanations as needed.
[0797] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[0798] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[0799] Examples of specific prompt messages:
[0800] Please enter your question regarding sex education: I want to learn about contraception methods.
[0801] Generated content: "There are various methods of contraception. For example, condoms, birth control pills, and IUDs are common. Details of each are explained below."
[0802] Edited content: "There are various methods of contraception. For example, condoms, pills, and IUDs are common. Details of each are explained below. Further detailed explanations will be added."
[0803] Let's begin the VR experience.
[0804] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0805] Step 1:
[0806] The user launches the app or web interface on a device such as a smartphone or PC. A form for entering questions about sex education is displayed. After the user enters a question and presses the submit button, the question content is sent from the device to the server as text data. Input: Question about sex education (text data). Output: Text data sent to the server.
[0807] Step 2:
[0808] The server analyzes the question received from the terminal and activates a generative AI model. The server inputs the question as a prompt to the AI model, which then generates appropriate visual content (manga or animation). Input: User's question (text data). Output: Generated visual content (data in manga or animation format).
[0809] Step 3:
[0810] The server sends the generated visual content to the device. The user checks the visual content displayed on the device. At this stage, the user can visually understand the generated manga or animation. Input: Generated visual content. Output: Transmission and display of visual content to the device.
[0811] Step 4:
[0812] The device displays a button to begin the VR experience. When the user presses this button, the device notifies the server of the selected simulation content. Input: User's declaration of intent to start the VR experience (button press). Output: Notification of simulation content to the server.
[0813] Step 5:
[0814] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. Input: Data of the simulation content. Output: Transmission of VR content data to the terminal.
[0815] Step 6:
[0816] While the VR device is operating, the terminal uses the user's camera and microphone to collect facial and audio data. This data is sent to a server for real-time analysis of the user's emotional state. Input: Collected facial and audio data. Output: Data transmission to the server.
[0817] Step 7:
[0818] The server's emotion engine analyzes the collected data to identify the user's emotional state. For example, if the user displays a confused expression, the server recognizes this state and takes appropriate action. Input: Facial expression and voice data. Output: Analyzed emotional state data.
[0819] Step 8:
[0820] The server's AI model customizes the visual content and VR experience based on feedback from the emotion engine. For example, if the user is confused, it adds more easily understandable content. Input: Emotional state data. Output: Customized visual content and VR experience.
[0821] Step 9:
[0822] Ultimately, the server sends customized visual content and VR experiences to the device, allowing the user to relax and deepen their understanding. Input: Customized content. Output: Content transmission and display to the device.
[0823] 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 user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data.
[0824] Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). One example of data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[0825] In the above embodiment, an example was given in which specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and the specific processing may also be performed by the smart glasses 214.
[0826] [Third Embodiment]
[0827] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0828] As shown in Figure 5, the data processing system 310 includes a data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server.
[0829] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0830] The headset terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication interface 44, and a display 343. The computer 36 includes a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The microphone 238, speaker 240, camera 42, and display 343 are also connected to the bus 52.
[0831] The microphone 238 receives voice signals from the user 20 and receives instructions from the user 20. The microphone 238 captures the voice signals from the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to the instructions from the processor 46.
[0832] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the area around the user 20 (for example, an imaging range defined by a field of view equivalent to the width of a typical healthy person's field of vision).
[0833] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various information between processor 46 and processor 28 via network 54. The exchange of various information between processor 46 and processor 28 using communication interfaces 44 and 26 is performed in a secure manner.
[0834] Figure 6 shows an example of the main functions of the data processing device 12 and the headset terminal 314. As shown in Figure 6, the data processing device 12 performs specific processing using the processor 28. The storage 32 stores the specific processing program 56.
[0835] The specific processing program 56 is an example of a "program" relating to the technology of this 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.
[0836] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0837] In the headset terminal 314, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.
[0838] Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the headset terminal 314 will be referred to as the "terminal".
[0839] Patent Specification
[0840] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented as follows:
[0841] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0842] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[0843] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[0844] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[0845] Furthermore, administrators of educational institutions can select the provided educational packages and easily apply them to the curriculum through a dedicated management interface. This interface allows administrators to select packages and check their application status, enabling them to efficiently promote sex education.
[0846] Now, let's explain a specific system example. For instance, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates an AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[0847] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user puts on VR goggles to realistically experience the specific scenario. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[0848] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[0849] The following describes the processing flow.
[0850] Processing steps
[0851] Steps to receive the question
[0852] Step 1:
[0853] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[0854] Step 2:
[0855] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[0856] Step 3:
[0857] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[0858] Steps in which AI generates visual content based on the questions asked.
[0859] Step 4:
[0860] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[0861] Step 5:
[0862] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[0863] Step 6:
[0864] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[0865] Step 7:
[0866] The server sends the generated visual content data to the terminal as an HTTP response.
[0867] Steps to provide visual content and start a VR experience
[0868] Step 8:
[0869] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[0870] Step 9:
[0871] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[0872] Step 10:
[0873] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[0874] Steps to provide a VR simulation
[0875] Step 11:
[0876] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[0877] Step 12:
[0878] The server sends the prepared VR content data to the terminal as an HTTP response.
[0879] Step 13:
[0880] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[0881] Step 14:
[0882] Users experience situations in a near-realistic way through VR goggles. For example, they can simulate in real time the application of contraception.
[0883] Through the above processing steps, users can gain a deeper understanding of questions about sex education through visual content and VR experiences.
[0884] (Example 1)
[0885] Next, we will describe Example 1. 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."
[0886] Traditional sex education has been limited to books and lectures, lacking visual understanding and practical experience. This has resulted in a lack of deep understanding and difficulty in applying the knowledge to real life. Furthermore, opportunities to experience specific situations are limited, hindering the development of the ability to cope with realistic circumstances.
[0887] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[0888] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server, a server that analyzes the received questions and generates appropriate visual content in real time using a generation AI model, and a server that delivers the generated visual content to the user's terminal. This enables visual and practical sex education. Furthermore, after the user confirms the visual content on their terminal, they press a button to start the VR experience, and the server transmits the corresponding VR content to the terminal, allowing them to experience a specific situation through a VR device. This makes it possible to improve understanding of sex education and its application in real life.
[0889] "User" refers to an individual who uses the system to input questions about sex education and learns through visual content and VR experiences.
[0890] A "server" refers to a central computer system that receives and analyzes user-inputted questions, and uses a generative AI model to generate and distribute visual and VR content.
[0891] A "generative AI model" refers to an artificial intelligence algorithm that generates appropriate visual content based on the user's questions. This model utilizes AI technologies including natural language processing and image generation techniques.
[0892] "Visual content" refers to educational visual materials such as manga and animations that are generated by AI models and provided to users.
[0893] A "device" refers to a device used by users to input questions, view visual content, and experience VR. Specifically, this includes smartphones and PCs.
[0894] A "VR device" refers to a virtual reality device used by users to experience VR content provided on their terminal.
[0895] An "educational institution administrator" refers to a person or organization that has the role of selecting and managing educational packages for application to the educational curriculum through a dedicated management interface.
[0896] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select and manage educational packages.
[0897] Modes for carrying out the invention
[0898] This invention is a system in which a user inputs questions about sex education, a generation AI model generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented in the following specific way.
[0899] Hardware and software configuration
[0900] User:
[0901] Users utilize devices such as smartphones and PCs. These devices have a dedicated app or web interface installed.
[0902] Terminal:
[0903] The terminal transmits the user's input as text data.
[0904] The device includes a display for showing visual content and UI elements for starting a VR experience.
[0905] The terminal also includes a communication module for receiving and displaying data from the server.
[0906] server:
[0907] The server is a computer system equipped with high-performance CPUs and GPUs, and includes generative AI models and natural language processing (NLP) algorithms.
[0908] The server receives text data sent by the user and parses it.
[0909] Based on the analyzed questions, appropriate visual content is generated.
[0910] Specific software used
[0911] Generative AI models:
[0912] A software algorithm for generating visual content based on the content of a question.
[0913] Examples: GPT model (text generation), Diffusion model (image generation), etc.
[0914] Natural language processing algorithms:
[0915] Software for analyzing text data to understand the content of questions.
[0916] Examples: BERT, Transformers, etc.
[0917] System operation flow
[0918] 1. User enters question:
[0919] Users launch the app or web interface on their smartphone or PC and enter questions about sex education.
[0920] Example: The user enters "I want to know about contraception methods."
[0921] 2. Sending the question to the server:
[0922] The question content is sent from the terminal to the server as text data.
[0923] 3. Analysis of the questions:
[0924] The server analyzes the received text data using a natural language processing algorithm to understand its content.
[0925] 4. Generation of visual content:
[0926] The generative AI model generates appropriate visual content based on the analysis results.
[0927] Example: Educational content in manga or animation format is generated to answer the questions you ask.
[0928] 5. Distribution of visual content:
[0929] The generated content is delivered to the device.
[0930] 6. Start the VR experience:
[0931] The user reviews the delivered visual content and then presses a button to begin the VR experience.
[0932] The terminal notifies the server of the selected simulation content.
[0933] 7. Distribution of VR content:
[0934] The server prepares the relevant VR content and sends it to the device.
[0935] 8. VR Experience:
[0936] Users wear VR goggles and experience specific scenarios related to sex education.
[0937] Example: Learn about communication with the opposite sex and choosing appropriate contraception methods through simulations.
[0938] Examples of prompt statements
[0939] Prompt: "I want to know about contraception methods."
[0940] Generated visual content: A comic-style explanation of contraception methods.
[0941] VR experience content: Simulation of appropriate communication methods with the opposite sex and selection of contraception methods.
[0942] In this way, the system of the present invention can enhance understanding in sex education and improve practical application in real life. In particular, by combining visual content with VR experiences, the effectiveness of education is increased, and a more practical learning environment is provided for users.
[0943] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0944] Step 1:
[0945] The user launches an application or web interface on their smartphone or PC. The user enters a question about sex education and presses the submit button. For example, the input might be text data such as "I want to know about contraception methods." This text data is sent from the device to the server.
[0946] Step 2:
[0947] The server receives text data from the terminal. The input is text data, which is then decoded and prepared for analysis. The server uses natural language processing (NLP) algorithms to analyze and understand the question. Specifically, it performs grammatical analysis and keyword extraction. The analyzed data is then passed to the generative AI model.
[0948] Step 3:
[0949] The server activates a generative AI model and generates appropriate visual content based on the analysis results. The input is the analyzed question, and the generative AI model (e.g., a GPT model or a Diffusion model) uses this to generate visual content in manga or animation format. The output is the generated visual content, which is then converted to a specific format.
[0950] Step 4:
[0951] The server delivers the generated visual content to the user's device. The input is the generated visual content, which is encoded and transmitted over the network. The output is the visual content delivered to the device.
[0952] Step 5:
[0953] The user views the visual content displayed on the device. The input is the delivered visual content, which the user can visually understand. Furthermore, the user presses a button on the device to start the VR experience.
[0954] Step 6:
[0955] The terminal sends a request for a VR experience to the server based on user input. The input is the user's request to start a VR experience, which is encoded and sent to the server for notification. The output is the request data sent to the server.
[0956] Step 7:
[0957] The server processes the received VR experience request and prepares the corresponding VR content. The input is the VR experience request, and the server selects the corresponding VR simulation data. The server encodes this VR content and sends it to the user's device. The output is the VR content delivered to the device.
[0958] Step 8:
[0959] The user wears VR goggles and experiences the received VR content. The input is VR content delivered from the server, which is displayed on the VR goggles. The user can experience simulations of situations such as communicating with the opposite sex or choosing an appropriate method of contraception. The output is the user's learning effect and feedback on the experience.
[0960] This series of steps allows users to enhance their understanding of sex education and improve their ability to apply it in real life.
[0961] (Application Example 1)
[0962] Next, we will explain Application Example 1. In the following explanation, 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."
[0963] Traditional sex education often relies on static materials and lectures, making it difficult to achieve visual understanding or apply the concepts to real-life situations. Furthermore, curriculum management for sex education in educational institutions is complex, hindering effective education. These problems need to be addressed to provide more advanced and practical sex education.
[0964] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means.
[0965] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server; a server that generates appropriate visual content in real time using AI based on the received questions; a server that provides the generated visual content to the user; a server that allows the user to experience specific situations related to sex education using a VR device or head-mounted display; a server that allows an administrator of an educational institution to select an educational package through a dedicated management interface and apply it to the curriculum; and a server that supports a wearable display device to clearly complement the generated visual content and enhance visual understanding. As a result, users can more easily understand sex education visually and experience actual situations in virtual reality. Furthermore, administrators of educational institutions can efficiently manage the curriculum.
[0966] A "user" refers to an individual who uses the system to input questions about sex education and to receive visual content or VR experiences.
[0967] A "server" refers to a central processing unit that analyzes questions received from users, generates visual content using AI, and prepares and delivers corresponding VR content.
[0968] "Visual content" refers to content that is generated in the form of comics or animations and provides users with information about sex education.
[0969] A "VR device" or "head-mounted display" refers to a device used by users to experience specific situations in virtual reality.
[0970] An "educational institution administrator" refers to a person responsible for managing the sex education curriculum within an educational institution, and for selecting and applying educational packages through a dedicated management interface.
[0971] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select educational packages and apply them to the curriculum.
[0972] "AI" stands for artificial intelligence, and it refers to technology that generates appropriate visual content in real time based on the content of the received question.
[0973] A "wearable display device" refers to a display device that is worn and used to make visual content easier for users to understand.
[0974] Modes for carrying out the invention
[0975] This invention provides a system in which AI generates visual content based on a user's questions about sex education, and further allows the user to experience specific situations using VR technology. This system is implemented through the following steps.
[0976] System Configuration
[0977] The system consists of terminals such as smartphones and PCs, servers, AI models, VR devices or head-mounted displays, and a management interface used by administrators of educational institutions.
[0978] Enter and submit your question.
[0979] First, the user launches the application or web interface on a device such as a smartphone or PC. The interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[0980] Visual content generation
[0981] The server analyzes the received question and activates a generative AI model. The generative AI model generates appropriate visual content based on the question. This visual content is generated in various formats, such as manga or animation. The generated visual content is then converted to a specific format and sent to the terminal.
[0982] Display of visual content
[0983] Users can view visual content displayed on their devices. This visual content is designed to aid understanding in sex education. Furthermore, wearable display devices are supported to complement and enhance this content.
[0984] Providing a VR experience
[0985] The device also displays a button to start the VR experience. When the user presses this button, the device notifies the server of the selected simulation. The server prepares the corresponding VR content data and sends it to the device. By wearing a head-mounted display such as VR goggles, the user can realistically experience specific situations related to sex education through the transmitted VR content.
[0986] Management interface for educational institutions
[0987] Administrators of educational institutions can select and easily apply educational packages to their curriculum through a dedicated management interface. This interface allows administrators to select packages and monitor their application status, enabling them to efficiently promote sex education.
[0988] Specific example
[0989] For example, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates a generative AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[0990] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user can wear VR goggles and realistically experience the specific situation. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[0991] Example of a prompt
[0992] Please enter your question regarding sex education: I want to learn about contraception methods.
[0993] Would you like to experience VR? (yes / no): yes
[0994] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[0995] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0996] Step 1:
[0997] Users enter and submit questions about sex education.
[0998] Specific operation: The user enters a question into a form via an application or web interface on their smartphone or PC, and then presses the "Submit" button.
[0999] Input: Text data entered by the user in the form (e.g., "I want to know about contraception methods").
[1000] Output: Data containing the question content sent from the terminal to the server.
[1001] Step 2:
[1002] The server analyzes the received question and activates the generative AI model.
[1003] Specific operation: The server analyzes the question content received from the terminal and provides it as input data to a generative AI model to generate appropriate visual content.
[1004] Input: Text data sent from the device.
[1005] Output: Text data converted into an input data format for the generative AI model.
[1006] Step 3:
[1007] The generative AI model generates visual content based on the question.
[1008] Specific operation: The generative AI model generates visual content in manga or animation format based on the questions it receives.
[1009] Input: Data analyzed based on the question content.
[1010] Output: Generated visual content (manga or animation).
[1011] Step 4:
[1012] The server sends the generated visual content to the device.
[1013] Specific operation: The server sends the generated visual content to the terminal, making it accessible to the user.
[1014] Input: Generated visual content.
[1015] Output: Transmission of visual content data to the terminal.
[1016] Step 5:
[1017] The user views visual content on their device.
[1018] Specific actions: The user views visual content (manga or animation) displayed on their device and learns information about sex education.
[1019] Input: Visual content sent from the server.
[1020] Output: Visual content displayed on the user's device.
[1021] Step 6:
[1022] The user selects an option for the VR experience.
[1023] Specific operation: When the user presses the "Start VR Experience" button displayed on the device, the corresponding information is sent to the server.
[1024] Input: User's VR experience selection action (click of the "Start VR Experience" button).
[1025] Output: Notification data to the server indicating the start of the VR experience.
[1026] Step 7:
[1027] The server prepares the relevant VR content data and sends it to the device.
[1028] Specific operation: The server selects and prepares the corresponding VR content and sends it to the user's device.
[1029] Input: User's request to start the VR experience.
[1030] Output: Sending VR content data to the user's device.
[1031] Step 8:
[1032] The user puts on VR goggles and experiences VR content.
[1033] Specific operation: The user puts on VR goggles and experiences a specific situation using VR content sent to their device.
[1034] Input: Sent VR content data.
[1035] Output: User-driven, hands-on VR learning.
[1036] Step 9:
[1037] Educational institution administrators use an administrative interface to configure the curriculum.
[1038] Specific operation: Administrators of educational institutions select the provided educational packages through a dedicated management interface and apply them to the sex education curriculum.
[1039] Input: Administrator configuration data via the management interface.
[1040] Output: Data on selected educational packages and their application status.
[1041] Step 10:
[1042] Administrators of educational institutions will configure the functionality to support wearable display devices.
[1043] Specific operation: Through the management interface, configure the function to support wearable display devices in order to make visual content easier to understand.
[1044] Input: Administrator configuration data via the management interface.
[1045] Output: Settings data for improving the clarity of visual content.
[1046] Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions.
[1047] Patent Specification
[1048] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[1049] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1050] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[1051] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[1052] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[1053] Here, we will describe in detail the operation of the emotion engine, which is a distinctive feature of the present invention. The emotion engine analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The emotion engine functions specifically as follows.
[1054] The device uses the user's camera and microphone to collect facial expressions and voice data. This data is sent to a server, where the server's emotion engine analyzes it.
[1055] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action.
[1056] Based on this feedback, the server's AI model customizes the visual content. For example, if the user is confused, it generates more understandable comics or animations and adds explanations as needed.
[1057] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[1058] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[1059] In this way, the system of the present invention, which combines an emotion engine, can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select and apply educational packages through a dedicated management interface, enabling the provision of comprehensive sex education.
[1060] The following describes the processing flow.
[1061] Processing steps
[1062] Steps to receive the question
[1063] Step 1:
[1064] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[1065] Step 2:
[1066] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[1067] Step 3:
[1068] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[1069] Steps in which AI generates visual content based on the questions asked.
[1070] Step 4:
[1071] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[1072] Step 5:
[1073] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[1074] Step 6:
[1075] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[1076] Step 7:
[1077] The server sends the generated visual content data to the terminal as an HTTP response.
[1078] Steps to provide visual content and start a VR experience
[1079] Step 8:
[1080] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[1081] Step 9:
[1082] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[1083] Step 10:
[1084] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[1085] Steps for emotion recognition and customization using an emotion engine
[1086] Step 11:
[1087] The device uses the user's camera and microphone to collect facial and audio data. For example, if the user has a confused expression, that information will be collected.
[1088] Step 12:
[1089] The device sends the collected facial and audio data to the server. This data is transmitted in real time.
[1090] Step 13:
[1091] The server's emotion engine analyzes the received data to recognize the user's emotions. For example, if a user is confused, the emotion engine will identify that state.
[1092] Step 14:
[1093] The server's AI model receives feedback from the emotion engine and customizes the visual content. For example, it might add detailed explanations to a confused user.
[1094] Steps to provide a VR simulation
[1095] Step 15:
[1096] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[1097] Step 16:
[1098] The server sends the prepared VR content data to the terminal as an HTTP response.
[1099] Step 17:
[1100] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[1101] Steps for monitoring and adjusting emotions during a VR experience
[1102] Step 18:
[1103] The device continues to collect and transmit the user's facial expressions and voice data to the server even while they are experiencing VR.
[1104] Step 19:
[1105] The server's emotion engine monitors the user's emotions in real time, even during the VR experience. For example, if the user shows a surprised expression, it analyzes that information.
[1106] Step 20:
[1107] The server adjusts the VR experience based on feedback from the emotion engine. For example, it modifies the simulation to help the user relax.
[1108] Through the above processing steps, users can gain a deep understanding of sex education through visual content and VR experiences. Furthermore, the emotion engine enables flexible content delivery tailored to the user's emotions.
[1109] (Example 2)
[1110] Next, we will describe Example 2. 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."
[1111] In modern sex education, information is often one-way, making it difficult to respond flexibly to the recipient's level of understanding and emotions. Furthermore, systems that can provide sex education using visual and interactive methods are not yet widely available, preventing the education from reaching its full potential.
[1112] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving questions about sex education entered by the user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using VR equipment; means for collecting the user's emotional data using the terminal's camera and microphone; and a server's emotional engine means for analyzing the emotional data and adjusting the visual content and VR experience content according to the user's emotional state. This makes it possible to flexibly customize the content according to the user's emotions and level of understanding, enabling more effective and interactive sex education.
[1113] A "user" refers to an individual who uses the system to input questions about sex education and receives education through the provided visual content and VR experiences.
[1114] "Terminal" refers to a device such as a smartphone or PC used by a user, and is a device used to access the system through an app or web interface.
[1115] A "server" refers to a central device that handles data processing for the entire system, including analyzing questions sent from terminals, activating AI models, generating visual content, and analyzing emotions using an emotion engine.
[1116] An "AI model" refers to an artificial intelligence program that generates appropriate visual content in real time based on the questions entered by the user.
[1117] "Visual content" refers to content that includes visual information, such as manga and animation, generated by AI models.
[1118] "VR equipment" refers to devices such as headsets and goggles that enable virtual reality experiences, and specifically refers to devices that allow users to experience specific situations related to sex education.
[1119] A "camera" refers to a video input device built into a terminal, used to collect facial expression data from the user.
[1120] A "microphone" refers to a voice input device built into a terminal, used to collect the user's voice data.
[1121] An "emotion engine" refers to software that analyzes collected facial and voice data to identify the user's emotional state.
[1122] "Educational institution administrator" refers to an individual or organization responsible for managing and administering sex education curricula in schools or other educational institutions.
[1123] A "management interface" refers to an interface used by administrators of educational institutions, and is a tool for selecting educational packages and applying them to the curriculum.
[1124] This invention is a system that utilizes artificial intelligence (AI) models and virtual reality (VR) technology to provide sex education content. This system is equipped with an emotion engine that customizes the content according to the user's emotional state. The specific process implemented by this system is as follows:
[1125] First, the user launches the app or web interface on a device such as a smartphone or PC. The launched interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1126] Next, the server analyzes the question data received from the terminal. This analysis is handled by a generative AI model installed on the server. Based on the received question, the generative AI model generates appropriate visual content. This visual content is generated in manga or animation format, converted to a specific format, and sent to the terminal.
[1127] For example, a possible prompt would be, "Generate detailed information and a visual explanation of contraception methods." This would prompt the server's AI model to generate a comic strip about contraception methods.
[1128] The generated visual content is displayed on the user's device. The user can review this visual content and then press the VR experience start button displayed on the interface. At this point, the device notifies the server again of the selected simulation content.
[1129] Next, the server prepares the relevant VR content data and sends it to the user's device. The user then puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This allows the user to receive sex education in a more concrete and realistic way.
[1130] A distinctive feature of this invention is the emotion engine, which uses the device's camera and microphone to collect user facial expressions and voice data, and transmits this data to a server. The server analyzes this data in real time through the emotion engine to identify the user's emotional state. Once the emotional state is identified, this information is fed back to the server's generating AI model, and the visual content and VR experience are customized accordingly.
[1131] For example, if a user is confused, the emotion engine recognizes this state and generates visual content in a more detailed and understandable form. Also, if a user shows signs of surprise or fear during the VR experience, the server adjusts the VR experience to help the user relax.
[1132] Thus, the system of the present invention can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select educational packages and apply them to the curriculum through a dedicated management interface. This provides comprehensive and efficient sex education.
[1133] The flow of the specific processing in Example 2 will be explained using Figure 13.
[1134] Step 1:
[1135] The user launches the app or web interface on their device (smartphone or PC). A form for entering questions about sex education is displayed. The user enters a specific question (e.g., "I want to know about contraception methods") and completes the input by pressing the submit button. The input data is sent to the server in text format.
[1136] Input: Questions about sex education (text)
[1137] Output: The question content (text data) is sent to the server.
[1138] Step 2:
[1139] The server receives question data sent from the terminal. It analyzes the received data and performs data processing to understand the user's question. Specifically, it uses natural language processing (NLP) techniques to analyze the question text and extract key keywords and intent.
[1140] Input: Question content (text data) sent from the device.
[1141] Output: Analyzed text data (including keywords and intent)
[1142] Step 3:
[1143] The server's AI model generates appropriate visual content based on the analyzed question data. A prompt (e.g., "Generate detailed information and visual explanations about contraception methods") is input to the AI model. The generated visual content is then converted into a specific format, such as manga or animation.
[1144] Input: Parsed text data and prompt message
[1145] Output: Generated visual content (manga and animation)
[1146] Step 4:
[1147] The server sends the generated visual content to the device. The transmitted content is displayed on the device. The user checks and understands the visual content displayed on the device. The interface also displays a button to start the VR experience.
[1148] Input: Generated visual content
[1149] Output: Visual content displayed on the device
[1150] Step 5:
[1151] When the user presses the VR experience start button, the device notifies the server of the selected simulation. Based on this notification, the server prepares the corresponding VR content.
[1152] Input: Request to start VR experience
[1153] Output: VR experience request sent to the server
[1154] Step 6:
[1155] The server prepares the relevant VR content data and sends it to the terminal. The transmitted VR content is displayed on the terminal and provided to the user via VR goggles.
[1156] Input: VR experience request
[1157] Output: VR content sent to the device
[1158] Step 7:
[1159] Users wear VR goggles and realistically experience specific situations related to sex education through transmitted VR content. The content can be understood more deeply depending on the user's emotions and level of comprehension.
[1160] Input: VR content
[1161] Output: Experience of a specific situation
[1162] Step 8:
[1163] The device uses its camera and microphone to collect user facial expressions and voice data. The collected data is sent to a server, where an emotion engine performs analysis.
[1164] Input: Facial expression data, audio data
[1165] Output: Sentiment data sent to the server
[1166] Step 9:
[1167] The server's emotion engine analyzes collected data in real time to identify the user's emotional state (confused, understanding, surprised, etc.). It then passes this feedback to a generative AI model to adjust the visual content and VR experience.
[1168] Input: Sent emotion data
[1169] Output: Adjusted content feedback
[1170] Step 10:
[1171] The server customizes visual content and VR experience based on the analysis results of the emotion engine, and sends them back to the terminal as needed. This provides a flexible learning experience that responds to the user's emotional state.
[1172] Input: Content data that needs adjustment
[1173] Output: Customized visual content or VR experience
[1174] (Application Example 2)
[1175] Next, we will explain application example 2. In the following explanation, 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."
[1176] In modern society, sex education is a crucial issue, but traditional teaching methods struggle to provide flexible education tailored to each student's level of understanding and emotional state. Furthermore, opportunities to experience visual and concrete situations are limited, resulting in a lack of education that is relevant to real-world scenarios. Therefore, there is a need for methods to improve understanding of sex education and provide more effective instruction.
[1177] The specific processing performed 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 questions about sex education entered by a user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using a VR device; and means for recognizing the user's emotional state and customizing the visual content and experience based on that emotional state. This makes it possible to provide flexible and practical sex education that is tailored to each user's level of understanding and emotional state.
[1178] "Questions about sex education" refers to text-based data in which users input information they want to understand or learn about regarding sex education.
[1179] A "server" is a computer system that receives and analyzes questions via a network, generates appropriate visual content, and transmits it.
[1180] "AI" refers to an artificial intelligence model that analyzes the content of a question and generates appropriate visual content.
[1181] "Visual content" refers to data in the form of comics or animations that visually present information related to sex education.
[1182] "VR equipment" is a general term for devices that include head-mounted displays used to experience virtual reality.
[1183] "Specific situations" refer to concrete scenes or circumstances that may occur in real life related to sex education.
[1184] "Emotional state" refers to the psychological state and reactions analyzed from the user's facial expressions and voice.
[1185] "Means of recognizing emotions" refers to technology that uses data from the user's camera and microphone to analyze the user's emotional state in real time.
[1186] "Means for customizing content and experiences" refers to technologies that adjust the content of the visual content and VR experience provided according to the analyzed emotional state of the user.
[1187] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[1188] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1189] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[1190] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[1191] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[1192] The emotion engine of this invention analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The terminal collects facial and voice data using the user's camera and microphone. This data is transmitted to a server, where the server's emotion engine performs analysis.
[1193] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action. Based on this feedback, the server's AI model customizes the visual content. For instance, if the user is confused, it might generate a more easily understandable comic or animation and add explanations as needed.
[1194] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[1195] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[1196] Examples of specific prompt messages:
[1197] Please enter your question regarding sex education: I want to learn about contraception methods.
[1198] Generated content: "There are various methods of contraception. For example, condoms, birth control pills, and IUDs are common. Details of each are explained below."
[1199] Edited content: "There are various methods of contraception. For example, condoms, pills, and IUDs are common. Details of each are explained below. Further detailed explanations will be added."
[1200] Let's begin the VR experience.
[1201] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[1202] Step 1:
[1203] The user launches the app or web interface on a device such as a smartphone or PC. A form for entering questions about sex education is displayed. After the user enters a question and presses the submit button, the question content is sent from the device to the server as text data. Input: Question about sex education (text data). Output: Text data sent to the server.
[1204] Step 2:
[1205] The server analyzes the question received from the terminal and activates a generative AI model. The server inputs the question as a prompt to the AI model, which then generates appropriate visual content (manga or animation). Input: User's question (text data). Output: Generated visual content (data in manga or animation format).
[1206] Step 3:
[1207] The server sends the generated visual content to the device. The user checks the visual content displayed on the device. At this stage, the user can visually understand the generated manga or animation. Input: Generated visual content. Output: Transmission and display of visual content to the device.
[1208] Step 4:
[1209] The device displays a button to begin the VR experience. When the user presses this button, the device notifies the server of the selected simulation content. Input: User's declaration of intent to start the VR experience (button press). Output: Notification of simulation content to the server.
[1210] Step 5:
[1211] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. Input: Data of the simulation content. Output: Transmission of VR content data to the terminal.
[1212] Step 6:
[1213] While the VR device is operating, the terminal uses the user's camera and microphone to collect facial and audio data. This data is sent to a server for real-time analysis of the user's emotional state. Input: Collected facial and audio data. Output: Data transmission to the server.
[1214] Step 7:
[1215] The server's emotion engine analyzes the collected data to identify the user's emotional state. For example, if the user displays a confused expression, the server recognizes this state and takes appropriate action. Input: Facial expression and voice data. Output: Analyzed emotional state data.
[1216] Step 8:
[1217] The server's AI model customizes the visual content and VR experience based on feedback from the emotion engine. For example, if the user is confused, it adds more easily understandable content. Input: Emotional state data. Output: Customized visual content and VR experience.
[1218] Step 9:
[1219] Ultimately, the server sends customized visual content and VR experiences to the device, allowing the user to relax and deepen their understanding. Input: Customized content. Output: Content transmission and display to the device.
[1220] The specific processing unit 290 transmits the result of the specific processing to the headset terminal 314. In the headset terminal 314, the control unit 46A causes the speaker 240 and display 343 to output the result of the specific processing. The microphone 238 acquires audio indicating user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data.
[1221] Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). One example of data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1222] In the above embodiment, an example was given in which specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and specific processing may also be performed by the headset terminal 314.
[1223] [Fourth Embodiment]
[1224] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[1225] As shown in Figure 7, the 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.
[1226] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1227] The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication interface 44, and a controlled object 443. The computer 36 includes a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The microphone 238, speaker 240, camera 42, and controlled object 443 are also connected to the bus 52.
[1228] The microphone 238 receives voice signals from the user 20 and receives instructions from the user 20. The microphone 238 captures the voice signals from the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to the instructions from the processor 46.
[1229] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the area around the user 20 (for example, an imaging range defined by a field of view equivalent to the width of a typical healthy person's field of vision).
[1230] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various information between processor 46 and processor 28 via network 54. The exchange of various information between processor 46 and processor 28 using communication interfaces 44 and 26 is performed in a secure manner.
[1231] The controlled object 443 includes a display device, LEDs in the eyes, and motors that drive 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 robot 414's emotions can be expressed by controlling these motors. Furthermore, the robot 414's facial expressions can also be expressed by controlling the illumination state of the LEDs in its eyes.
[1232] Figure 8 shows an example of the main functions of the data processing device 12 and the robot 414. As shown in Figure 8, the data processing device 12 performs specific processing using the processor 28. The storage 32 stores the specific processing program 56.
[1233] The specific processing program 56 is an example of a "program" relating to the technology of this 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.
[1234] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[1235] In robot 414, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.
[1236] Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal".
[1237] Patent Specification
[1238] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented as follows:
[1239] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1240] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[1241] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[1242] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[1243] Furthermore, administrators of educational institutions can select the provided educational packages and easily apply them to the curriculum through a dedicated management interface. This interface allows administrators to select packages and check their application status, enabling them to efficiently promote sex education.
[1244] Now, let's explain a specific system example. For instance, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates an AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[1245] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user puts on VR goggles to realistically experience the specific scenario. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[1246] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[1247] The following describes the processing flow.
[1248] Processing steps
[1249] Steps to receive the question
[1250] Step 1:
[1251] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[1252] Step 2:
[1253] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[1254] Step 3:
[1255] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[1256] Steps in which AI generates visual content based on the questions asked.
[1257] Step 4:
[1258] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[1259] Step 5:
[1260] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[1261] Step 6:
[1262] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[1263] Step 7:
[1264] The server sends the generated visual content data to the terminal as an HTTP response.
[1265] Steps to provide visual content and start a VR experience
[1266] Step 8:
[1267] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[1268] Step 9:
[1269] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[1270] Step 10:
[1271] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[1272] Steps to provide a VR simulation
[1273] Step 11:
[1274] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[1275] Step 12:
[1276] The server sends the prepared VR content data to the terminal as an HTTP response.
[1277] Step 13:
[1278] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[1279] Step 14:
[1280] Users experience situations in a near-realistic way through VR goggles. For example, they can simulate in real time the application of contraception.
[1281] Through the above processing steps, users can gain a deeper understanding of questions about sex education through visual content and VR experiences.
[1282] (Example 1)
[1283] Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal".
[1284] Traditional sex education has been limited to books and lectures, lacking visual understanding and practical experience. This has resulted in a lack of deep understanding and difficulty in applying the knowledge to real life. Furthermore, opportunities to experience specific situations are limited, hindering the development of the ability to cope with realistic circumstances.
[1285] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[1286] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server, a server that analyzes the received questions and generates appropriate visual content in real time using a generation AI model, and a server that delivers the generated visual content to the user's terminal. This enables visual and practical sex education. Furthermore, after the user confirms the visual content on their terminal, they press a button to start the VR experience, and the server transmits the corresponding VR content to the terminal, allowing them to experience a specific situation through a VR device. This makes it possible to improve understanding of sex education and its application in real life.
[1287] "User" refers to an individual who uses the system to input questions about sex education and learns through visual content and VR experiences.
[1288] A "server" refers to a central computer system that receives and analyzes user-inputted questions, and uses a generative AI model to generate and distribute visual and VR content.
[1289] A "generative AI model" refers to an artificial intelligence algorithm that generates appropriate visual content based on the user's questions. This model utilizes AI technologies including natural language processing and image generation techniques.
[1290] "Visual content" refers to educational visual materials such as manga and animations that are generated by AI models and provided to users.
[1291] A "device" refers to a device used by users to input questions, view visual content, and experience VR. Specifically, this includes smartphones and PCs.
[1292] A "VR device" refers to a virtual reality device used by users to experience VR content provided on their terminal.
[1293] An "educational institution administrator" refers to a person or organization that has the role of selecting and managing educational packages for application to the educational curriculum through a dedicated management interface.
[1294] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select and manage educational packages.
[1295] Modes for carrying out the invention
[1296] This invention is a system in which a user inputs questions about sex education, a generation AI model generates visual content based on those questions, and then uses VR technology to experience specific situations. This system is implemented in the following specific way.
[1297] Hardware and software configuration
[1298] User:
[1299] Users utilize devices such as smartphones and PCs. These devices have a dedicated app or web interface installed.
[1300] Terminal:
[1301] The terminal transmits the user's input as text data.
[1302] The device includes a display for showing visual content and UI elements for starting a VR experience.
[1303] The terminal also includes a communication module for receiving and displaying data from the server.
[1304] server:
[1305] The server is a computer system equipped with high-performance CPUs and GPUs, and includes generative AI models and natural language processing (NLP) algorithms.
[1306] The server receives text data sent by the user and parses it.
[1307] Based on the analyzed questions, appropriate visual content is generated.
[1308] Specific software used
[1309] Generative AI models:
[1310] A software algorithm for generating visual content based on the content of a question.
[1311] Examples: GPT model (text generation), Diffusion model (image generation), etc.
[1312] Natural language processing algorithms:
[1313] Software for analyzing text data to understand the content of questions.
[1314] Examples: BERT, Transformers, etc.
[1315] System operation flow
[1316] 1. User enters question:
[1317] Users launch the app or web interface on their smartphone or PC and enter questions about sex education.
[1318] Example: The user enters "I want to know about contraception methods."
[1319] 2. Sending the question to the server:
[1320] The question content is sent from the terminal to the server as text data.
[1321] 3. Analysis of the questions:
[1322] The server analyzes the received text data using a natural language processing algorithm to understand its content.
[1323] 4. Generation of visual content:
[1324] The generative AI model generates appropriate visual content based on the analysis results.
[1325] Example: Educational content in manga or animation format is generated to answer the questions you ask.
[1326] 5. Distribution of visual content:
[1327] The generated content is delivered to the device.
[1328] 6. Start the VR experience:
[1329] The user reviews the delivered visual content and then presses a button to begin the VR experience.
[1330] The terminal notifies the server of the selected simulation content.
[1331] 7. Distribution of VR content:
[1332] The server prepares the relevant VR content and sends it to the device.
[1333] 8. VR Experience:
[1334] Users wear VR goggles and experience specific scenarios related to sex education.
[1335] Example: Learn about communication with the opposite sex and choosing appropriate contraception methods through simulations.
[1336] Examples of prompt statements
[1337] Prompt: "I want to know about contraception methods."
[1338] Generated visual content: A comic-style explanation of contraception methods.
[1339] VR experience content: Simulation of appropriate communication methods with the opposite sex and selection of contraception methods.
[1340] In this way, the system of the present invention can enhance understanding in sex education and improve practical application in real life. In particular, by combining visual content with VR experiences, the effectiveness of education is increased, and a more practical learning environment is provided for users.
[1341] The flow of the specific processing in Example 1 will be explained using Figure 11.
[1342] Step 1:
[1343] The user launches an application or web interface on their smartphone or PC. The user enters a question about sex education and presses the submit button. For example, the input might be text data such as "I want to know about contraception methods." This text data is sent from the device to the server.
[1344] Step 2:
[1345] The server receives text data from the terminal. The input is text data, which is then decoded and prepared for analysis. The server uses natural language processing (NLP) algorithms to analyze and understand the question. Specifically, it performs grammatical analysis and keyword extraction. The analyzed data is then passed to the generative AI model.
[1346] Step 3:
[1347] The server activates a generative AI model and generates appropriate visual content based on the analysis results. The input is the analyzed question, and the generative AI model (e.g., a GPT model or a Diffusion model) uses this to generate visual content in manga or animation format. The output is the generated visual content, which is then converted to a specific format.
[1348] Step 4:
[1349] The server delivers the generated visual content to the user's device. The input is the generated visual content, which is encoded and transmitted over the network. The output is the visual content delivered to the device.
[1350] Step 5:
[1351] The user views the visual content displayed on the device. The input is the delivered visual content, which the user can visually understand. Furthermore, the user presses a button on the device to start the VR experience.
[1352] Step 6:
[1353] The terminal sends a request for a VR experience to the server based on user input. The input is the user's request to start a VR experience, which is encoded and sent to the server for notification. The output is the request data sent to the server.
[1354] Step 7:
[1355] The server processes the received VR experience request and prepares the corresponding VR content. The input is the VR experience request, and the server selects the corresponding VR simulation data. The server encodes this VR content and sends it to the user's device. The output is the VR content delivered to the device.
[1356] Step 8:
[1357] The user wears VR goggles and experiences the received VR content. The input is VR content delivered from the server, which is displayed on the VR goggles. The user can experience simulations of situations such as communicating with the opposite sex or choosing an appropriate method of contraception. The output is the user's learning effect and feedback on the experience.
[1358] This series of steps allows users to enhance their understanding of sex education and improve their ability to apply it in real life.
[1359] (Application Example 1)
[1360] Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal".
[1361] Traditional sex education often relies on static materials and lectures, making it difficult to achieve visual understanding or apply the concepts to real-life situations. Furthermore, curriculum management for sex education in educational institutions is complex, hindering effective education. These problems need to be addressed to provide more advanced and practical sex education.
[1362] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means.
[1363] This invention includes a server that receives questions about sex education entered by a user and transmits the questions to the server; a server that generates appropriate visual content in real time using AI based on the received questions; a server that provides the generated visual content to the user; a server that allows the user to experience specific situations related to sex education using a VR device or head-mounted display; a server that allows an administrator of an educational institution to select an educational package through a dedicated management interface and apply it to the curriculum; and a server that supports a wearable display device to clearly complement the generated visual content and enhance visual understanding. As a result, users can more easily understand sex education visually and experience actual situations in virtual reality. Furthermore, administrators of educational institutions can efficiently manage the curriculum.
[1364] A "user" refers to an individual who uses the system to input questions about sex education and to receive visual content or VR experiences.
[1365] A "server" refers to a central processing unit that analyzes questions received from users, generates visual content using AI, and prepares and delivers corresponding VR content.
[1366] "Visual content" refers to content that is generated in the form of comics or animations and provides users with information about sex education.
[1367] A "VR device" or "head-mounted display" refers to a device used by users to experience specific situations in virtual reality.
[1368] An "educational institution administrator" refers to a person responsible for managing the sex education curriculum within an educational institution, and for selecting and applying educational packages through a dedicated management interface.
[1369] A "management interface" refers to a dedicated interface used by administrators of educational institutions to select educational packages and apply them to the curriculum.
[1370] "AI" stands for artificial intelligence, and it refers to technology that generates appropriate visual content in real time based on the content of the received question.
[1371] A "wearable display device" refers to a display device that is worn and used to make visual content easier for users to understand.
[1372] Modes for carrying out the invention
[1373] This invention provides a system in which AI generates visual content based on a user's questions about sex education, and further allows the user to experience specific situations using VR technology. This system is implemented through the following steps.
[1374] System Configuration
[1375] The system consists of terminals such as smartphones and PCs, servers, AI models, VR devices or head-mounted displays, and a management interface used by administrators of educational institutions.
[1376] Enter and submit your question.
[1377] First, the user launches the application or web interface on a device such as a smartphone or PC. The interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1378] Visual content generation
[1379] The server analyzes the received question and activates a generative AI model. The generative AI model generates appropriate visual content based on the question. This visual content is generated in various formats, such as manga or animation. The generated visual content is then converted to a specific format and sent to the terminal.
[1380] Display of visual content
[1381] Users can view visual content displayed on their devices. This visual content is designed to aid understanding in sex education. Furthermore, wearable display devices are supported to complement and enhance this content.
[1382] Providing a VR experience
[1383] The device also displays a button to start the VR experience. When the user presses this button, the device notifies the server of the selected simulation. The server prepares the corresponding VR content data and sends it to the device. By wearing a head-mounted display such as VR goggles, the user can realistically experience specific situations related to sex education through the transmitted VR content.
[1384] Management interface for educational institutions
[1385] Administrators of educational institutions can select and easily apply educational packages to their curriculum through a dedicated management interface. This interface allows administrators to select packages and monitor their application status, enabling them to efficiently promote sex education.
[1386] Specific example
[1387] For example, suppose a user enters the question, "I want to learn about contraception methods." When the question is sent to the server, the server activates a generative AI model to generate the most suitable visual content in manga format for that question. The generated content is sent to the device, and the user can learn about contraception methods through the manga.
[1388] Furthermore, if a user wishes to experience the same content in VR, they press the "Start VR Experience" button. The server sends the corresponding VR scenario, and the user can wear VR goggles and realistically experience the specific situation. For example, they can experience simulations of how to communicate with the opposite sex or how to choose an appropriate method of contraception.
[1389] Example of a prompt
[1390] Please enter your question regarding sex education: I want to learn about contraception methods.
[1391] Would you like to experience VR? (yes / no): yes
[1392] In this way, the system of the present invention, which combines AI and VR technology, can enhance understanding in sex education and improve its applicability in real life. In particular, it is expected to contribute to improving the level of sex education in the Japanese educational environment.
[1393] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[1394] Step 1:
[1395] Users enter and submit questions about sex education.
[1396] Specific operation: The user enters a question into a form via an application or web interface on their smartphone or PC, and then presses the "Submit" button.
[1397] Input: Text data entered by the user in the form (e.g., "I want to know about contraception methods").
[1398] Output: Data containing the question content sent from the terminal to the server.
[1399] Step 2:
[1400] The server analyzes the received question and activates the generative AI model.
[1401] Specific operation: The server analyzes the question content received from the terminal and provides it as input data to a generative AI model to generate appropriate visual content.
[1402] Input: Text data sent from the device.
[1403] Output: Text data converted into an input data format for the generative AI model.
[1404] Step 3:
[1405] The generative AI model generates visual content based on the question.
[1406] Specific operation: The generative AI model generates visual content in manga or animation format based on the questions it receives.
[1407] Input: Data analyzed based on the question content.
[1408] Output: Generated visual content (manga or animation).
[1409] Step 4:
[1410] The server sends the generated visual content to the device.
[1411] Specific operation: The server sends the generated visual content to the terminal, making it accessible to the user.
[1412] Input: Generated visual content.
[1413] Output: Transmission of visual content data to the terminal.
[1414] Step 5:
[1415] The user views visual content on their device.
[1416] Specific actions: The user views visual content (manga or animation) displayed on their device and learns information about sex education.
[1417] Input: Visual content sent from the server.
[1418] Output: Visual content displayed on the user's device.
[1419] Step 6:
[1420] The user selects an option for the VR experience.
[1421] Specific operation: When the user presses the "Start VR Experience" button displayed on the device, the corresponding information is sent to the server.
[1422] Input: User's VR experience selection action (click of the "Start VR Experience" button).
[1423] Output: Notification data to the server indicating the start of the VR experience.
[1424] Step 7:
[1425] The server prepares the relevant VR content data and sends it to the device.
[1426] Specific operation: The server selects and prepares the corresponding VR content and sends it to the user's device.
[1427] Input: User's request to start the VR experience.
[1428] Output: Sending VR content data to the user's device.
[1429] Step 8:
[1430] The user puts on VR goggles and experiences VR content.
[1431] Specific operation: The user puts on VR goggles and experiences a specific situation using VR content sent to their device.
[1432] Input: Sent VR content data.
[1433] Output: User-driven, hands-on VR learning.
[1434] Step 9:
[1435] Educational institution administrators use an administrative interface to configure the curriculum.
[1436] Specific operation: Administrators of educational institutions select the provided educational packages through a dedicated management interface and apply them to the sex education curriculum.
[1437] Input: Administrator configuration data via the management interface.
[1438] Output: Data on selected educational packages and their application status.
[1439] Step 10:
[1440] Administrators of educational institutions will configure the functionality to support wearable display devices.
[1441] Specific operation: Through the management interface, configure the function to support wearable display devices in order to make visual content easier to understand.
[1442] Input: Administrator configuration data via the management interface.
[1443] Output: Settings data for improving the clarity of visual content.
[1444] Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions.
[1445] Patent Specification
[1446] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[1447] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1448] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[1449] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[1450] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[1451] Here, we will describe in detail the operation of the emotion engine, which is a distinctive feature of the present invention. The emotion engine analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The emotion engine functions specifically as follows.
[1452] The device uses the user's camera and microphone to collect facial expressions and voice data. This data is sent to a server, where the server's emotion engine analyzes it.
[1453] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action.
[1454] Based on this feedback, the server's AI model customizes the visual content. For example, if the user is confused, it generates more understandable comics or animations and adds explanations as needed.
[1455] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[1456] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[1457] In this way, the system of the present invention, which combines an emotion engine, can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select and apply educational packages through a dedicated management interface, enabling the provision of comprehensive sex education.
[1458] The following describes the processing flow.
[1459] Processing steps
[1460] Steps to receive the question
[1461] Step 1:
[1462] The user launches the app or web interface on their smartphone or PC. The interface displays a form for entering questions about sex education.
[1463] Step 2:
[1464] The user enters the question into the form and presses the submit button. For example, they might enter, "Please tell me about contraception methods."
[1465] Step 3:
[1466] The terminal retrieves the entered question content as text data and sends this data to the server as an HTTP POST request.
[1467] Steps in which AI generates visual content based on the questions asked.
[1468] Step 4:
[1469] The server receives an HTTP POST request from the terminal and parses the question content. The received data is then extracted in text format.
[1470] Step 5:
[1471] The server activates an AI model and generates appropriate visual content based on the analyzed question. For example, it can generate a comic strip explaining contraception methods in real time based on the question.
[1472] Step 6:
[1473] The server converts the generated visual content into a specific format (e.g., image or video file). This content is then prepared to be returned to the user.
[1474] Step 7:
[1475] The server sends the generated visual content data to the terminal as an HTTP response.
[1476] Steps to provide visual content and start a VR experience
[1477] Step 8:
[1478] The device displays visual content received from the server. For example, a comic strip explaining contraception methods might be displayed on the device's screen.
[1479] Step 9:
[1480] The user views the visual content. Additionally, a button to begin the VR experience appears on the screen.
[1481] Step 10:
[1482] When the user presses the button to start the VR experience, the device sends a request to the server containing the selected simulation content.
[1483] Steps for emotion recognition and customization using an emotion engine
[1484] Step 11:
[1485] The device uses the user's camera and microphone to collect facial and audio data. For example, if the user has a confused expression, that information will be collected.
[1486] Step 12:
[1487] The device sends the collected facial and audio data to the server. This data is transmitted in real time.
[1488] Step 13:
[1489] The server's emotion engine analyzes the received data to recognize the user's emotions. For example, if a user is confused, the emotion engine will identify that state.
[1490] Step 14:
[1491] The server's AI model receives feedback from the emotion engine and customizes the visual content. For example, it might add detailed explanations to a confused user.
[1492] Steps to provide a VR simulation
[1493] Step 15:
[1494] The server receives requests from terminals and prepares the corresponding VR content data. For example, it might obtain VR simulation data for specific situations related to contraception methods.
[1495] Step 16:
[1496] The server sends the prepared VR content data to the terminal as an HTTP response.
[1497] Step 17:
[1498] The terminal transfers VR content data received from the server to the VR device. The user is wearing VR goggles.
[1499] Steps for monitoring and adjusting emotions during a VR experience
[1500] Step 18:
[1501] The device continues to collect and transmit the user's facial expressions and voice data to the server even while they are experiencing VR.
[1502] Step 19:
[1503] The server's emotion engine monitors the user's emotions in real time, even during the VR experience. For example, if the user shows a surprised expression, it analyzes that information.
[1504] Step 20:
[1505] The server adjusts the VR experience based on feedback from the emotion engine. For example, it modifies the simulation to help the user relax.
[1506] Through the above processing steps, users can gain a deep understanding of sex education through visual content and VR experiences. Furthermore, the emotion engine enables flexible content delivery tailored to the user's emotions.
[1507] (Example 2)
[1508] Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal".
[1509] In modern sex education, information is often one-way, making it difficult to respond flexibly to the recipient's level of understanding and emotions. Furthermore, systems that can provide sex education using visual and interactive methods are not yet widely available, preventing the education from reaching its full potential.
[1510] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes means for receiving questions about sex education entered by the user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using VR equipment; means for collecting the user's emotional data using the terminal's camera and microphone; and a server's emotional engine means for analyzing the emotional data and adjusting the visual content and VR experience content according to the user's emotional state. This makes it possible to flexibly customize the content according to the user's emotions and level of understanding, enabling more effective and interactive sex education.
[1511] A "user" refers to an individual who uses the system to input questions about sex education and receives education through the provided visual content and VR experiences.
[1512] "Terminal" refers to a device such as a smartphone or PC used by a user, and is a device used to access the system through an app or web interface.
[1513] A "server" refers to a central device that handles data processing for the entire system, including analyzing questions sent from terminals, activating AI models, generating visual content, and analyzing emotions using an emotion engine.
[1514] An "AI model" refers to an artificial intelligence program that generates appropriate visual content in real time based on the questions entered by the user.
[1515] "Visual content" refers to content that includes visual information, such as manga and animation, generated by AI models.
[1516] "VR equipment" refers to devices such as headsets and goggles that enable virtual reality experiences, and specifically refers to devices that allow users to experience specific situations related to sex education.
[1517] A "camera" refers to a video input device built into a terminal, used to collect facial expression data from the user.
[1518] A "microphone" refers to a voice input device built into a terminal, used to collect the user's voice data.
[1519] An "emotion engine" refers to software that analyzes collected facial and voice data to identify the user's emotional state.
[1520] "Educational institution administrator" refers to an individual or organization responsible for managing and administering sex education curricula in schools or other educational institutions.
[1521] A "management interface" refers to an interface used by administrators of educational institutions, and is a tool for selecting educational packages and applying them to the curriculum.
[1522] This invention is a system that utilizes artificial intelligence (AI) models and virtual reality (VR) technology to provide sex education content. This system is equipped with an emotion engine that customizes the content according to the user's emotional state. The specific process implemented by this system is as follows:
[1523] First, the user launches the app or web interface on a device such as a smartphone or PC. The launched interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1524] Next, the server analyzes the question data received from the terminal. This analysis is handled by a generative AI model installed on the server. Based on the received question, the generative AI model generates appropriate visual content. This visual content is generated in manga or animation format, converted to a specific format, and sent to the terminal.
[1525] For example, a possible prompt would be, "Generate detailed information and a visual explanation of contraception methods." This would prompt the server's AI model to generate a comic strip about contraception methods.
[1526] The generated visual content is displayed on the user's device. The user can review this visual content and then press the VR experience start button displayed on the interface. At this point, the device notifies the server again of the selected simulation content.
[1527] Next, the server prepares the relevant VR content data and sends it to the user's device. The user then puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This allows the user to receive sex education in a more concrete and realistic way.
[1528] A distinctive feature of this invention is the emotion engine, which uses the device's camera and microphone to collect user facial expressions and voice data, and transmits this data to a server. The server analyzes this data in real time through the emotion engine to identify the user's emotional state. Once the emotional state is identified, this information is fed back to the server's generating AI model, and the visual content and VR experience are customized accordingly.
[1529] For example, if a user is confused, the emotion engine recognizes this state and generates visual content in a more detailed and understandable form. Also, if a user shows signs of surprise or fear during the VR experience, the server adjusts the VR experience to help the user relax.
[1530] Thus, the system of the present invention can provide flexible sex education content that responds to the user's emotions, thereby deepening their understanding. Furthermore, administrators of educational institutions can select educational packages and apply them to the curriculum through a dedicated management interface. This provides comprehensive and efficient sex education.
[1531] The flow of the specific processing in Example 2 will be explained using Figure 13.
[1532] Step 1:
[1533] The user launches the app or web interface on their device (smartphone or PC). A form for entering questions about sex education is displayed. The user enters a specific question (e.g., "I want to know about contraception methods") and completes the input by pressing the submit button. The input data is sent to the server in text format.
[1534] Input: Questions about sex education (text)
[1535] Output: The question content (text data) is sent to the server.
[1536] Step 2:
[1537] The server receives question data sent from the terminal. It analyzes the received data and performs data processing to understand the user's question. Specifically, it uses natural language processing (NLP) techniques to analyze the question text and extract key keywords and intent.
[1538] Input: Question content (text data) sent from the device.
[1539] Output: Analyzed text data (including keywords and intent)
[1540] Step 3:
[1541] The server's AI model generates appropriate visual content based on the analyzed question data. A prompt (e.g., "Generate detailed information and visual explanations about contraception methods") is input to the AI model. The generated visual content is then converted into a specific format, such as manga or animation.
[1542] Input: Parsed text data and prompt message
[1543] Output: Generated visual content (manga and animation)
[1544] Step 4:
[1545] The server sends the generated visual content to the device. The transmitted content is displayed on the device. The user checks and understands the visual content displayed on the device. The interface also displays a button to start the VR experience.
[1546] Input: Generated visual content
[1547] Output: Visual content displayed on the device
[1548] Step 5:
[1549] When the user presses the VR experience start button, the device notifies the server of the selected simulation. Based on this notification, the server prepares the corresponding VR content.
[1550] Input: Request to start VR experience
[1551] Output: VR experience request sent to the server
[1552] Step 6:
[1553] The server prepares the relevant VR content data and sends it to the terminal. The transmitted VR content is displayed on the terminal and provided to the user via VR goggles.
[1554] Input: VR experience request
[1555] Output: VR content sent to the device
[1556] Step 7:
[1557] Users wear VR goggles and realistically experience specific situations related to sex education through transmitted VR content. The content can be understood more deeply depending on the user's emotions and level of comprehension.
[1558] Input: VR content
[1559] Output: Experience of a specific situation
[1560] Step 8:
[1561] The device uses its camera and microphone to collect user facial expressions and voice data. The collected data is sent to a server, where an emotion engine performs analysis.
[1562] Input: Facial expression data, audio data
[1563] Output: Sentiment data sent to the server
[1564] Step 9:
[1565] The server's emotion engine analyzes collected data in real time to identify the user's emotional state (confused, understanding, surprised, etc.). It then passes this feedback to a generative AI model to adjust the visual content and VR experience.
[1566] Input: Sent emotion data
[1567] Output: Adjusted content feedback
[1568] Step 10:
[1569] The server customizes visual content and VR experience based on the analysis results of the emotion engine, and sends them back to the terminal as needed. This provides a flexible learning experience that responds to the user's emotional state.
[1570] Input: Content data that needs adjustment
[1571] Output: Customized visual content or VR experience
[1572] (Application Example 2)
[1573] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal".
[1574] In modern society, sex education is a crucial issue, but traditional teaching methods struggle to provide flexible education tailored to each student's level of understanding and emotional state. Furthermore, opportunities to experience visual and concrete situations are limited, resulting in a lack of education that is relevant to real-world scenarios. Therefore, there is a need for methods to improve understanding of sex education and provide more effective instruction.
[1575] The specific processing performed 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 questions about sex education entered by a user and transmitting the questions to the server; means for generating appropriate visual content in real time using AI based on the questions received by the server; means for providing the generated visual content to the user; means for the user to experience specific situations related to sex education using a VR device; and means for recognizing the user's emotional state and customizing the visual content and experience based on that emotional state. This makes it possible to provide flexible and practical sex education that is tailored to each user's level of understanding and emotional state.
[1576] "Questions about sex education" refers to text-based data in which users input information they want to understand or learn about regarding sex education.
[1577] A "server" is a computer system that receives and analyzes questions via a network, generates appropriate visual content, and transmits it.
[1578] "AI" refers to an artificial intelligence model that analyzes the content of a question and generates appropriate visual content.
[1579] "Visual content" refers to data in the form of comics or animations that visually present information related to sex education.
[1580] "VR equipment" is a general term for devices that include head-mounted displays used to experience virtual reality.
[1581] "Specific situations" refer to concrete scenes or circumstances that may occur in real life related to sex education.
[1582] "Emotional state" refers to the psychological state and reactions analyzed from the user's facial expressions and voice.
[1583] "Means of recognizing emotions" refers to technology that uses data from the user's camera and microphone to analyze the user's emotional state in real time.
[1584] "Means for customizing content and experiences" refers to technologies that adjust the content of the visual content and VR experience provided according to the analyzed emotional state of the user.
[1585] This invention is a system in which a user inputs questions about sex education, an AI generates visual content based on those questions, and then uses VR technology to experience specific situations. Furthermore, this invention incorporates an emotion engine that recognizes the user's emotions, allowing for the customization of content and adjustment of the experience according to those emotions.
[1586] First, the user launches the app or web interface on a device such as a smartphone or PC. This interface displays a form for entering questions about sex education. When the user enters a question and presses the submit button, the question content is sent from the device to the server as text data.
[1587] The server analyzes the question received from the terminal and activates an AI model. Based on the received question, the AI model generates appropriate visual content. This visual content is converted into a specific format, such as manga or animation, and sent to the terminal.
[1588] Next, the user can view the visual content displayed on the device. Furthermore, a button to begin the VR experience is also displayed on the device. When the user presses this button, the device notifies the server of the selected simulation content.
[1589] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. This situational experience makes it easier for the user to understand realistic sex education scenarios.
[1590] The emotion engine of this invention analyzes input data such as the user's facial expressions, gaze, and voice in real time to recognize the user's emotional state. The terminal collects facial and voice data using the user's camera and microphone. This data is transmitted to a server, where the server's emotion engine performs analysis.
[1591] The server's emotion engine analyzes collected data to identify the user's emotional state. For example, if the user has a confused expression, the emotion engine recognizes this state and provides feedback to the AI model that generates visual content to take appropriate action. Based on this feedback, the server's AI model customizes the visual content. For instance, if the user is confused, it might generate a more easily understandable comic or animation and add explanations as needed.
[1592] Furthermore, the emotion engine monitors the user's emotions in real time while the VR device is operating. For example, if the user shows signs of surprise or fear, the server can adjust the VR experience to help the user relax.
[1593] For example, if a user enters the question "I want to know about contraception methods," the server uses an AI model to generate a manga explaining contraception methods. At this time, the emotion engine monitors the user's emotions, so if the user shows a confused expression, the AI model adds more detailed and easy-to-understand explanations. Next, when the user starts the VR experience, the emotion engine monitors the user's emotions in real time and optimizes the experience content accordingly.
[1594] Examples of specific prompt messages:
[1595] Please enter your question regarding sex education: I want to learn about contraception methods.
[1596] Generated content: "There are various methods of contraception. For example, condoms, birth control pills, and IUDs are common. Details of each are explained below."
[1597] Edited content: "There are various methods of contraception. For example, condoms, pills, and IUDs are common. Details of each are explained below. Further detailed explanations will be added."
[1598] Let's begin the VR experience.
[1599] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[1600] Step 1:
[1601] The user launches the app or web interface on a device such as a smartphone or PC. A form for entering questions about sex education is displayed. After the user enters a question and presses the submit button, the question content is sent from the device to the server as text data. Input: Question about sex education (text data). Output: Text data sent to the server.
[1602] Step 2:
[1603] The server analyzes the question received from the terminal and activates a generative AI model. The server inputs the question as a prompt to the AI model, which then generates appropriate visual content (manga or animation). Input: User's question (text data). Output: Generated visual content (data in manga or animation format).
[1604] Step 3:
[1605] The server sends the generated visual content to the device. The user checks the visual content displayed on the device. At this stage, the user can visually understand the generated manga or animation. Input: Generated visual content. Output: Transmission and display of visual content to the device.
[1606] Step 4:
[1607] The device displays a button to begin the VR experience. When the user presses this button, the device notifies the server of the selected simulation content. Input: User's declaration of intent to start the VR experience (button press). Output: Notification of simulation content to the server.
[1608] Step 5:
[1609] The server prepares the relevant VR content data and sends it to the terminal. The user puts on VR goggles and can realistically experience specific situations related to sex education through the transmitted VR content. Input: Data of the simulation content. Output: Transmission of VR content data to the terminal.
[1610] Step 6:
[1611] While the VR device is operating, the terminal uses the user's camera and microphone to collect facial and audio data. This data is sent to a server for real-time analysis of the user's emotional state. Input: Collected facial and audio data. Output: Data transmission to the server.
[1612] Step 7:
[1613] The server's emotion engine analyzes the collected data to identify the user's emotional state. For example, if the user displays a confused expression, the server recognizes this state and takes appropriate action. Input: Facial expression and voice data. Output: Analyzed emotional state data.
[1614] Step 8:
[1615] The server's AI model customizes the visual content and VR experience based on feedback from the emotion engine. For example, if the user is confused, it adds more easily understandable content. Input: Emotional state data. Output: Customized visual content and VR experience.
[1616] Step 9:
[1617] Ultimately, the server sends customized visual content and VR experiences to the device, allowing the user to relax and deepen their understanding. Input: Customized content. Output: Content transmission and display to the device.
[1618] 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 controlled object 443 to output the result of the specific processing. The microphone 238 acquires audio indicating user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data.
[1619] Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). One example of data generation model 58 is ChatGPT (Internet search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1620] 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 this disclosure is not limited thereto, and the specific processing may also be performed by the robot 414.
[1621] Furthermore, the emotion identification model 59, acting 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 a specific mapping, which is an emotion map (see Figure 9). Similarly, the emotion identification model 59 may also determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[1622] Figure 9 shows an emotion map 400 in which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. The closer to the center of the concentric circles, the more primitive the emotions are located. Further out of the concentric circles, emotions representing states and actions arising from mental states are located. Emotion is a concept that includes feelings and mental states. On the left side of the concentric circles, emotions that are generally generated from reactions occurring in the brain are located. On the right side of the concentric circles, emotions that are generally induced by situational judgment are located. Above and below the concentric circles, emotions that are generally generated from reactions occurring in the brain and induced by situational judgment are located. In addition, the emotion of "pleasure" is located on the upper side of the concentric circles, and the emotion of "displeasure" is located on the lower side. Thus, in the emotion map 400, multiple emotions are mapped based on the structure in which emotions arise, and emotions that are likely to occur simultaneously are mapped close together.
[1623] These emotions are distributed at the 3 o'clock position on the Emotion Map 400, and usually fluctuate between feelings of security and anxiety. In the right half of the Emotion Map 400, situational awareness takes precedence over internal feelings, resulting in a calm impression.
[1624] The inside of the Emotion Map 400 represents inner thoughts, while the outside represents actions. Therefore, the further you go from the outside of the Emotion Map 400, the more visible (expressed in actions) your emotions become.
[1625] Here, human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, it results in discomfort, and when they approach the ideal, it results in pleasure. Similarly, in robots, cars, motorcycles, etc., emotions can be created based on various balances, such as posture and battery level. When these balances deviate from the ideal, it results in discomfort, and when they approach the ideal, it results in pleasure. The emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on a system for analyzing brain physiological signals of speech emotion recognition and emotion, Tokushima University, doctoral dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map contains emotions belonging to a region called "response," where sensation is dominant. The right half of the emotion map contains emotions belonging to a region called "situation," where situational awareness is dominant.
[1626] The emotion map defines two emotions that promote learning. One is the emotion around the middle of the negative "repentance" and "reflection" on the situation side. In other words, it is 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 the emotion around the positive "desire" on the reaction side. In other words, it is when the robot has positive feelings such as "I want more" or "I want to know more."
[1627] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values representing each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple training data sets, which are combinations of user input and emotion values representing each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions located close together have similar values, as shown in the emotion map 900 in Figure 10. Figure 10 shows an example where multiple emotions such as "reassured," "calm," and "confident" have similar emotion values.
[1628] The above description primarily focuses on the functions of the data processing device 12 in relation to this disclosure. However, the system related to this disclosure is not necessarily implemented on a server. The system related to this disclosure may be implemented as a general information processing system. This disclosure may be implemented, for example, as a software program that runs on a personal computer or as an application that runs on a smartphone. The method related to this disclosure may be provided to users in SaaS (Software as a Service) format.
[1629] In the above embodiment, an example was given in which a specific process is performed by a single computer 22. However, the technology of this disclosure is not limited thereto, and a distributed processing of the specific process may be performed by multiple computers, including computer 22. For example, a data generation model 58 may be provided in an external device of the data processing device 12, and the external device may generate data according to the input data.
[1630] In the above embodiment, an example was given in which the specific processing program 56 is stored in the storage 32, but the technology of this disclosure is not limited thereto. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-temporary storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-temporary storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes specific processing according to the specific processing program 56.
[1631] 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.
[1632] Furthermore, it is not necessary to store the entirety 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 the entirety of the specific processing program 56 in the storage 32; it is acceptable to store only a portion of the specific processing program 56.
[1633] The following types of processors can be used as hardware resources to perform specific processing. Examples of processors include a CPU, a general-purpose processor that functions as a hardware resource to perform specific processing by executing software, i.e., a program. Other examples of processors include dedicated electrical circuits, such as FPGAs (Field-Programmable Gate Arrays), PLDs (Programmable Logic Devices), or ASICs (Application Specific Integrated Circuits), which have circuit configurations specifically designed to perform specific processing. All of these processors have built-in or connected memory, and all of them perform specific processing by using memory.
[1634] The hardware resource that performs a specific process may consist of one of these various processors, or it may consist of 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). Alternatively, the hardware resource that performs a specific process may consist of a single processor.
[1635] Examples of configurations using a single processor include, firstly, a configuration in which one or more CPUs and software are combined to form a single processor, and this processor functions as a hardware resource that performs a specific process. Secondly, there is a configuration using a processor that realizes the functions of the entire system, including multiple hardware resources that perform a specific process, on a single IC chip, as exemplified by SoCs (System-on-a-chip). In this way, a specific process is realized using one or more of the above types of processors as hardware resources.
[1636] Furthermore, the hardware structure of these various processors can more specifically utilize electrical circuits that combine circuit elements such as semiconductor devices. Also, the specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps can be deleted, new steps added, or the processing order rearranged, as long as it does not deviate from the main purpose.
[1637] The descriptions and illustrations presented above are detailed explanations of the technical aspects of this disclosure and are merely examples of the technical aspects. For example, the above descriptions of the structure, function, operation, and effect are examples of the structure, function, operation, and effect of the technical aspects of this disclosure. Therefore, it goes without saying that you may delete unnecessary parts, add new elements, or replace elements in the descriptions and illustrations presented above, as long as you do not deviate from the essence of the technical aspects of this disclosure. Furthermore, in order to avoid confusion and facilitate understanding of the technical aspects of this disclosure, explanations of common technical knowledge and the like that do not require special explanation to enable the implementation of the technical aspects of this disclosure have been omitted from the descriptions and illustrations presented above.
[1638] All documents, patent applications, and technical standards described herein are incorporated by reference to the same extent as if each individual document, patent application, and technical standard were specifically and individually noted as being incorporated by reference.
[1639] The following is further disclosed regarding the embodiments described above.
[1640] Claims
[1641] (Claim 1)
[1642] A means for receiving questions about sex education entered by a user and sending the content of those questions to a server,
[1643] A means for generating appropriate visual content in real time using AI based on the question content received by the aforementioned server,
[1644] Means for providing the generated visual content to the user,
[1645] A means of allowing users to experience specific situations related to sex education using VR equipment,
[1646] A system that includes this.
[1647] (Claim 2)
[1648] The system according to claim 1, wherein the visual content generated by the AI is in the form of manga or animation.
[1649] (Claim 3)
[1650] A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface,
[1651] The system according to claim 1, further comprising:
[1652] "Example 1"
[1653] (Claim 1)
[1654] A means for receiving questions about sex education entered by a user and sending the content of those questions to a server,
[1655] The server analyzes the content of the question it receives and generates appropriate visual content in real time using a generative AI model.
[1656] A means of delivering the generated visual content to the user's device,
[1657] A means for the user to view visual content on their device and then press a button to start the VR experience,
[1658] The server transmits the relevant VR content to the user's terminal, and the user uses the VR device to experience specific situations related to sex education.
[1659] A system that includes this.
[1660] (Claim 2)
[1661] The system according to claim 1, wherein the visual content generated by the AI is in the form of manga or animation.
[1662] (Claim 3)
[1663] A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface,
[1664] The system according to claim 1, further comprising:
[1665] "Application Example 1"
[1666] (Claim 1)
[1667] A means for receiving questions about sex education entered by a user and sending the content of those questions to a server,
[1668] A means for generating appropriate visual content in real time using AI based on the question content received by the aforementioned server,
[1669] Means for providing the generated visual content to the user,
[1670] A means of allowing users to experience specific situations related to sex education using VR equipment or head-mounted displays,
[1671] A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface,
[1672] A system that includes this.
[1673] (Claim 2)
[1674] The system according to claim 1, wherein the visual content generated by the AI is in the form of manga or animation.
[1675] (Claim 3)
[1676] A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface,
[1677] A means to support a wearable display device in order to clearly complement the generated visual content and enhance visual comprehension,
[1678] The system according to claim 1, further comprising:
[1679] "Example 2 of combining an emotion engine"
[1680] (Claim 1)
[1681] A means for receiving questions about sex education entered by a user and sending the content of those questions to a server,
[1682] A means for generating appropriate visual content in real time using AI based on the question content received by the aforementioned server,
[1683] Means for providing the generated visual content to the user,
[1684] A means of allowing users to experience specific situations related to sex education using VR equipment,
[1685] A method for collecting user emotional data using the device's camera and microphone,
[1686] A server's emotion engine means that analyzes emotional data and adjusts visual content and VR experience content according to the user's emotional state,
[1687] A system that includes this.
[1688] (Claim 2)
[1689] The system according to claim 1, wherein the visual content generated by the AI is in the form of manga or animation.
[1690] (Claim 3)
[1691] A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface,
[1692] The system according to claim 1, further comprising:
[1693] "Application example 2 when combining with an emotional engine"
[1694] (Claim 1)
[1695] A means for receiving questions about sex education entered by a user and sending the content of those questions to a server,
[1696] A means for generating appropriate visual content in real time using AI based on the question content received by the aforementioned server,
[1697] Means for providing the generated visual content to the user,
[1698] A means of allowing users to experience specific situations related to sex education using VR equipment,
[1699] A means for recognizing the user's emotional state and customizing visual content and experience based on that emotional state,
[1700] A system that includes this.
[1701] (Claim 2)
[1702] The system according to claim 1, wherein the visual content generated by the AI is in the form of manga or animation.
[1703] (Claim 3)
[1704] A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface,
[1705] The system according to claim 1, further comprising: [Explanation of Symbols]
[1706] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
1. A means for receiving questions about sex education entered by a user and sending the content of those questions to a server, A means for generating appropriate visual content in real time using AI based on the question content received by the aforementioned server, Means for providing the generated visual content to the user, A means of allowing users to experience specific situations related to sex education using VR equipment, A system that includes this.
2. The system according to claim 1, wherein the visual content generated by the AI is in the form of manga or animation.
3. A means for administrators of educational institutions to select educational packages and apply them to the curriculum through a dedicated management interface, The system according to claim 1, further comprising:
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A