system
The system uses augmented reality devices to provide real-time commentary and answer questions, addressing the challenge of understanding sports rules and situations for diverse viewers, thereby improving their game experience.
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
Viewers, especially beginners and those who speak different languages, struggle to understand sports rules and game situations in real-time due to lack of immediate commentary, limiting their enjoyment of the game.
A system using augmented reality devices worn by spectators to analyze the game situation in real-time, providing commentary through voice and text, managing sports rule and player information, and answering questions via voice input.
Enables spectators to understand and enjoy the game in real-time with easy-to-understand commentary and quick responses to questions, enhancing their experience.
Smart Images

Figure 2026047919000001_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, 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 as a 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 current sports watching, there are problems that viewers cannot immediately understand the rules and game situations and cannot fully enjoy the game. Also, due to the lack of real-time commentary at the venue, there is a problem that it is difficult for beginners and viewers who speak different languages to understand the game content. For these viewers, it is required to provide an easy-to-understand commentary to make the game more enjoyable and easier to understand. The purpose of this invention is to solve such problems and improve the viewers' experience.
Means for Solving the Problems
[0005] The present invention is a system that uses an augmented reality device worn by spectators to analyze the game situation in real time and provide commentary. Specifically, it includes means for managing sports rule information and player information stored in a database, means for analyzing the game situation in real time and generating event information, means for providing commentary based on the generated event information, and means for analyzing questions entered by spectators via voice and generating answers. It also includes means for displaying commentary based on the game situation in both voice and text on the spectator's augmented reality device, and means for establishing device connections and managing check-in information. As a result, spectators can receive commentary on the game in real time and enjoy the game while deepening their understanding.
[0006] An "augmented reality device" is a device that enhances visual information by overlaying computer-generated information onto real-world scenes.
[0007] A "database" is a collection of structured data, a system that enables efficient storage, management, and retrieval of that data.
[0008] "Sports rules information" refers to the rules and guidelines concerning the progress of a match, judging, and the actions of players in a particular sport.
[0009] "Player information" includes personal data, statistics, career history, and other information about athletes.
[0010] "Match status" refers to real-time information during a sports match, such as the progress of the game, the score, and the positioning of the players.
[0011] "Event information" refers to information about important events that occur during a match (such as goals, fouls, etc.).
[0012] "Commentary" refers to explanations and comments generated based on the match situation and event information, and is information intended to help viewers understand the game.
[0013] "Speech recognition" is a technology that analyzes human speech and converts it into text data.
[0014] "Question analysis" is the process of analyzing the questions entered by spectators and finding appropriate answers.
[0015] "Establishing a connection" is the process of creating a state where communication is possible between devices.
[0016] "Check-in information" refers to the information that spectators use to register their presence in the system upon arriving at the venue. [Brief explanation of the drawing]
[0017] [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] This is a conceptual diagram showing an example of the essential functions of the data processing device and smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This 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] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This 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] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This 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] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11] It is a sequence diagram showing the processing flow of the data processing system in Embodiment 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 Embodiment 2 when combined with an emotion engine. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when combined with an emotion engine.
Mode for Carrying Out the Invention
[0018] 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.
[0019] First, the language used in the following description will be explained.
[0020] In the following embodiments, a numbered processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), etc.
[0021] In the following embodiments, a numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.
[0022] 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.
[0023] 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).
[0024] 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."
[0025] [First Embodiment]
[0026] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0027] 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.
[0028] 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).
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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".
[0038] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[0039] System Configuration
[0040] 1. Server
[0041] Data Management Server: Manages the database that stores sports rule information and athlete information.
[0042] Event analysis server: Analyzes the match situation in real time and generates event information.
[0043] Explanation generation server: Generates explanations based on the generated event information.
[0044] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0045] 2. Terminal
[0046] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0047] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[0048] 3. Network
[0049] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0050] System operation
[0051] Data management server
[0052] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[0053] Event analysis server
[0054] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[0055] Explanation generation server
[0056] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[0057] Question analysis server
[0058] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0059] Specific example
[0060] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0061] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0062] This allows spectators to understand and enjoy the match in real time. The operation of this system also ensures that new spectators and those who speak different languages can fully understand and enjoy the match.
[0063] The embodiments for carrying out the present invention have been specifically described above.
[0064] The following describes the processing flow.
[0065] Step 1: The user launches the device app.
[0066] The user arrives at the stadium and launches a dedicated smartphone app.
[0067] Step 2: The terminal sends user information to the server.
[0068] The device sends the user's account information to the server for authentication.
[0069] Step 3: The server authenticates the user information.
[0070] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[0071] Step 4: The device suggests a mode selection to the user.
[0072] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[0073] Step 5: The user puts on the glasses.
[0074] The user puts on an augmented reality device (glasses).
[0075] Step 6: The device establishes a connection with the glasses.
[0076] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[0077] Step 7: The device sends initial setup information.
[0078] The terminal sends the user's selected mode information to the server and requests initial setup.
[0079] Step 8: The server returns the initial configuration information.
[0080] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[0081] Step 9: The device sends initial setup information to the glass.
[0082] The device receives initial setup information, which is then sent to the glass and displayed.
[0083] Step 10: The match begins
[0084] The match begins, and the terminal monitors the match progress in real time.
[0085] Step 11: Server analyzes the match situation
[0086] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[0087] Step 12: The server generates the explanation.
[0088] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[0089] Step 13: The device sends the explanation to the glass.
[0090] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[0091] Step 14: The user asks a question.
[0092] During the match, the user voice-questions into the glass, saying, "What is offside?"
[0093] Step 15: The device converts speech to text.
[0094] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[0095] Step 16: The server analyzes the question.
[0096] The server analyzes the received text and searches the database for relevant rules and information.
[0097] Step 17: The server generates the answer.
[0098] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0099] Step 18: The device sends the answer to the glass.
[0100] The device receives the response from the server, sends it to the glass, and displays it.
[0101] (Example 1)
[0102] 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."
[0103] In current sports viewing, a challenge is the difficulty for spectators, especially beginners and those who speak different languages, in understanding the game's progression and technical terminology. Furthermore, traditional methods have been insufficient in real-time game analysis and providing quick answers to spectator questions. This has limited the spectator experience, sometimes preventing them from fully enjoying the game.
[0104] 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.
[0105] In this invention, the server includes means for managing competition rules and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; means for displaying commentary information and answers to questions on an augmented reality device worn by the spectator; and means for a terminal to receive spectator operations and provide and update information in cooperation with the server. As a result, spectators can easily understand the progress of the match and related information in real time, and gain a deeper understanding and enjoyment by responding quickly to voice questions.
[0106] A "database" is a system for structuring and storing information, and for efficiently managing and searching it.
[0107] "Rules and regulations information" refers to the official rules and guidelines related to a particular sport.
[0108] "Player information" refers to data about individual players, including information such as performance, career history, and physical characteristics.
[0109] "Real-time analysis" refers to processing data and obtaining results instantly, without any time delay.
[0110] "Event information" refers to records of important events that occur during a match (e.g., goals, fouls, player substitutions, etc.).
[0111] "Commentary" refers to explanations or comments that provide additional information about the progress of the match or specific events.
[0112] "Voice questions" refer to questions that spectators ask the system using their voices.
[0113] "Answer" refers to information generated as a response to an audio question.
[0114] An "augmented reality device" is a device that integrates and displays information from the real world and virtual information.
[0115] A "device" refers to a device used by spectators to operate the event, and usually means a smartphone or tablet.
[0116] A "server" refers to a computer system that stores and processes various types of data.
[0117] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[0118] System Configuration
[0119] 1. Server
[0120] Data Management Server: Manages the database that stores competition rules and athlete information.
[0121] Event analysis server: Analyzes the match situation in real time and generates event information.
[0122] Explanation generation server: Generates explanations based on the generated event information.
[0123] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0124] 2. Terminal
[0125] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0126] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[0127] 3. Network
[0128] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0129] System operation
[0130] The server manages the rules and player information of the sport stored in the database and responds to requests from terminals as needed. For example, it provides the offside rule for soccer and the past performance of player A.
[0131] The event analysis server monitors the match in real time as it progresses, detecting and recording important events (e.g., goals, fouls, substitutions). For example, if player A scores a goal in the 6th minute of the match, the server detects and records that information.
[0132] The commentary generation server generates commentary based on detected event information. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season," and send it to the terminal.
[0133] The question analysis server analyzes voice questions from spectators and generates appropriate answers. When a spectator asks, "What is offside?", the voice question is converted to text by the terminal and sent to the question analysis server. The question analysis server analyzes the text and generates an answer such as, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0134] The terminal is responsible for displaying commentary information and answers sent from the server on the augmented reality device. For example, it displays commentary generated during a match and answers to questions from spectators.
[0135] Specific example
[0136] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0137] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0138] Examples of prompt statements
[0139] "The server performs analysis in real time, and when an event occurs, it generates an explanation and sends it to the terminal."
[0140] "The terminal displays the received explanation on the augmented reality device and accepts voice questions from the user, sending them to the server."
[0141] "Users can ask voice questions and receive instant answers."
[0142] This system makes it easier for spectators to understand the progress of the match and related information in real time, and provides a deeper understanding and enjoyment by responding quickly to voice questions.
[0143] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0144] Step 1:
[0145] The data management server manages the rules information and player information for the competition stored in the database.
[0146] Input: Database request (e.g., request to retrieve rule information or player information)
[0147] Output: Rule information, player information
[0148] Specific operation: When a request for the soccer offside rule is received from the terminal, the data management server retrieves that information from the database and sends it to the terminal.
[0149] Step 2:
[0150] The event analysis server analyzes the match situation in real time and generates event information.
[0151] Input: Real-time match data (e.g., player position data, ball movement, match progress data)
[0152] Output: Event information (e.g., goal, foul, substitution)
[0153] Specific operation: If player A scores a goal in the 6th minute of the match, the event analysis server detects this information and generates and records event information stating "Player A scored a goal."
[0154] Step 3:
[0155] The explanation generation server generates explanations based on the generated event information.
[0156] Input: Event information (e.g., "Player A scored a goal")
[0157] Output: Explanatory text (Example: "Player A has scored a goal. This is his third goal of the season.")
[0158] Specific operation: Upon receiving information from the event analysis server that "Player A has scored a goal," the commentary generation server generates the commentary "Player A has scored a goal. This is his third goal of the season," and sends that commentary to the terminal.
[0159] Step 4:
[0160] The question analysis server analyzes the questions entered by spectators via voice and generates answers.
[0161] Input: Voice question data (e.g., "What is offside?")
[0162] Output: Answer text (Example: "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass.")
[0163] Specific operation: If a spectator asks a question by voice, such as "What is offside?", the device converts the voice into text and sends it to the question analysis server. The question analysis server analyzes the text and generates the appropriate answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass," and sends it to the device.
[0164] Step 5:
[0165] The terminal displays the explanatory information and answers sent from the server on the augmented reality device.
[0166] Input: Explanation text, Answer text
[0167] Output: Display information on an augmented reality device
[0168] Specific operation: Based on information received from the explanation generation server and the question analysis server, the terminal displays text on the augmented reality device such as "Player A has scored a goal. This is his third goal of the season." or "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0169] Step 6:
[0170] Users receive information visually and audibly through augmented reality devices and terminals.
[0171] Input: Information displayed by augmented reality devices and terminals
[0172] Output: User understanding and operation data
[0173] Specific actions: Users visually receive explanations and answers to questions displayed on an augmented reality device, deepening their understanding of the game. They can also perform additional actions, such as asking voice questions, as needed.
[0174] (Application Example 1)
[0175] 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."
[0176] Traditional sports viewing has suffered from a lack of adequate support for spectators to understand and enjoy the game in real time. Furthermore, the provision of question-and-answer sessions and detailed explanations by spectators themselves was insufficient, preventing new spectators and those who speak different languages from fully enjoying the game. Additionally, there has been no way to provide real-time player information or replays of spectacular plays. A new system is needed to address these problems.
[0177] 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.
[0178] In this invention, the server includes means for managing sports rule information and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; and means for providing spectators with player information and replays of exciting plays in real time. This enables spectators to understand the match situation in real time and enjoy the match more deeply through detailed commentary, player information, and replays.
[0179] A "database" is an electronic system that systematically organizes and stores information, and allows that information to be managed and retrieved as needed.
[0180] "Sports rules information" refers to detailed explanations of the official rules and match procedures for a particular sport.
[0181] "Player information" refers to individual data about players in sports, such as their performance, career history, and statistical data.
[0182] "Match status" refers to information that shows the real-time status and events during the progress of a match.
[0183] "Event information" refers to data that records important events that occur during a match, such as goals and fouls.
[0184] "Commentary" refers to explanations and comments provided based on the match situation and event information.
[0185] "Spectators" refer to people who watch sports matches, either directly or remotely.
[0186] An "augmented reality device" is a device that overlays digital information onto images of the physical real world.
[0187] "Voice input" refers to a method by which spectators use devices such as microphones to communicate instructions or questions to the system using their voices.
[0188] A "question" refers to what spectators ask the system about the match situation, rules, player information, etc.
[0189] "Answer" refers to the response generated and provided by the system in response to a question from a spectator.
[0190] A "replay" is a function that allows you to review specific moments in a match by displaying them again.
[0191] The system for carrying out this invention includes multiple servers for communicating with augmented reality devices worn by spectators, and terminals and networks that cooperate with them. The system has the following main components and functions:
[0192] Server Configuration
[0193] 1. Data management server
[0194] Hardware / Software: MySQL® or PostgreSQL is used for database management.
[0195] Function: Stores sports rule information and player information in a database and provides this information upon request from a terminal. For example, it can provide a specific player's past performance and detailed rules for a match.
[0196] 2. Event analysis server
[0197] Hardware / Software: For real-time data analysis, we use Apache® Kafka and Apache Storm.
[0198] Function: Monitors and detects important events (such as goals and fouls) that occur during a match in real time. For example, it can detect the moment a player scores a goal during a match.
[0199] 3. Explanation generation server
[0200] Hardware / Software: The generative AI model uses OpenAI® GPT.
[0201] Function: Generates and provides explanatory text in natural language based on analyzed event information. For example, it can generate an explanation such as, "Player A scored a goal. This is his third goal of the season."
[0202] 4. Question Analysis Server
[0203] Hardware / Software: Google Cloud Speech-to-Text API is used for speech analysis, and natural language processing models such as BERT are used for question answering.
[0204] Function: Converts questions entered by spectators via voice into text, analyzes the text, and generates appropriate answers. For example, in response to the question "What is offside?", it will generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0205] Device configuration
[0206] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information. These devices display match information and commentary in real time.
[0207] Augmented reality devices (AR devices)
[0208] Augmented reality devices: These are devices worn by spectators that display match status, commentary, and replays in real time. This allows spectators to enjoy the match more intuitively and with richer information.
[0209] network
[0210] Communication network: This is the network through which servers, terminals, and augmented reality devices communicate. Stable, high-speed communication is required.
[0211] Specific example
[0212] The server monitors the match situation and detects specific events (e.g., Player A scores a goal in the 6th minute) in real time. This information is processed by the event analysis server, and the commentary generation server generates detailed commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectator's augmented reality device via the terminal, allowing the spectator to receive this information visually and audibly in real time.
[0213] When a spectator asks a question aloud, such as "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is displayed to the spectator via the device, allowing them to immediately see a detailed explanation.
[0214] Example of a prompt
[0215] "Player A scored a goal during the match. Please generate a descriptive text."
[0216] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0217] Step 1:
[0218] Match situation monitoring and data collection
[0219] The server monitors the match situation in real time and collects match data from cameras, sensors, and other sources. For example, camera footage and sensor information are input to record important events such as goals and fouls. The event analysis server analyzes this data in real time and generates event information. The output event information includes the time of the event, the players involved, and the type of event.
[0220] Step 2:
[0221] Event information processing and explanation generation
[0222] The event analysis server sends the event information it generates to the commentary generation server. The commentary generation server uses a generation AI model (for example, OpenAI's GPT) to generate commentary text based on the event information. Specifically, based on the event information received as input (e.g., "Player A scored a goal in the 6th minute"), it outputs commentary text such as, "Player A scored a goal. This is his third goal of the season."
[0223] Step 3:
[0224] Display of commentary and match information
[0225] The commentary generation server sends the generated commentary text to a device (smartphone or tablet), which is then displayed on an augmented reality device. The device provides this commentary text to the viewer visually and audibly. For example, the commentary text can be overlaid on real-time video footage of the match. The output data includes both text commentary and audio data.
[0226] Step 4:
[0227] Spectator question input and question analysis
[0228] Spectators input questions by voice into an augmented reality device or terminal. The terminal captures this voice data and sends it to a question analysis server. The question analysis server uses the Google Cloud Speech-to-Text API to convert the voice data to text and then analyzes it. The input for this step is the spectator's voice data, and the output is the transcribed question.
[0229] Step 5:
[0230] Question and Answer Generation
[0231] The question analysis server, upon receiving a text-based question, uses a natural language processing model such as BERT to analyze the question and generate an appropriate answer. For example, in response to the question "What is offside?", the server would generate an answer such as "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass." The output data includes the answer in text format.
[0232] Step 6:
[0233] Display the answer
[0234] The question analysis server generates the answer and sends it to the terminal, where it is displayed on the spectator's terminal or augmented reality device. The terminal provides this answer to the spectator in text or audio format. For example, the answer may be displayed on the screen in text format and played back as audio. The output data includes both text and audio data.
[0235] 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.
[0236] As an embodiment of the present invention, a system that combines a system that analyzes the match situation in real time using an augmented reality device worn by a spectator and provides commentary with an emotion engine that recognizes the user's emotions will be specifically described below.
[0237] System Configuration
[0238] 1. Server
[0239] Data Management Server: Manages the database that stores sports rule information and athlete information.
[0240] Event analysis server: Analyzes the match situation in real time and generates event information.
[0241] Explanation generation server: Generates explanations based on the generated event information.
[0242] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0243] Sentiment analysis server: Analyzes the emotions of spectators and adjusts the commentary based on the results.
[0244] 2. Terminal
[0245] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0246] Augmented reality devices (glasses): These are devices worn by spectators that display match status and commentary in real time. They have a built-in emotion engine that analyzes the spectator's emotions.
[0247] 3. Network
[0248] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0249] System operation
[0250] Data management server
[0251] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[0252] Event analysis server
[0253] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[0254] Explanation generation server
[0255] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[0256] Question analysis server
[0257] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0258] Emotion analysis server
[0259] The emotion analysis server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. For example, it analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[0260] Emotional Engine
[0261] The emotional engine adjusts the content and tone of the commentary according to the emotional state of the spectators. For example, if the spectators are excited, the commentary will be more detailed and emphasized. Conversely, if the spectators are calm, the commentary will be more concise.
[0262] Specific example
[0263] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0264] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0265] Furthermore, to analyze the emotional state of spectators, augmented reality devices monitor their facial expressions and tone of voice. For example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[0266] The embodiments for carrying out the present invention have been specifically described above.
[0267] The following describes the processing flow.
[0268] Step 1: The user launches the device app.
[0269] The user arrives at the stadium and launches a dedicated smartphone app.
[0270] Step 2: The terminal sends user information to the server.
[0271] The device sends the user's account information to the server for authentication.
[0272] Step 3: The server authenticates the user information.
[0273] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[0274] Step 4: The device suggests a mode selection to the user.
[0275] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[0276] Step 5: The user puts on the glasses.
[0277] The user puts on an augmented reality device (glasses).
[0278] Step 6: The device establishes a connection with the glasses.
[0279] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[0280] Step 7: The device sends initial setup information.
[0281] The terminal sends the mode information selected by the user to the server and requests initial settings.
[0282] Step 8: The server returns the initial setting information
[0283] The server generates the initial setting information (basic explanations of rules, player information, etc.) and sends it to the terminal.
[0284] Step 9: The terminal sends the initial setting information to the glasses
[0285] The terminal sends the received initial setting information to the glasses and displays it.
[0286] Step 10: The game starts
[0287] The game starts, and the terminal monitors the progress of the game in real time.
[0288] Step 11: The server analyzes the game situation
[0289] The server receives and analyzes the game situation in real time. For example, when player A scores a goal at 6 minutes, the event is detected.
[0290] [[ID=XXX]]Step 12: The server generates an explanation
[0291] The server generates an explanation based on the detected event. For example, it generates an explanation such as "Player A has scored a goal. This is his third goal this season."
[0292] Step 13: The terminal sends the explanation to the glasses
[0293] The terminal sends the explanation received from the server to the glasses and displays it as audio or text.
[0294] Step 14: The user asks a question
[0295] It seems there is a mistake in the original text where "ステップ12" is written as "ステップXXX" in the English translation. It should be "Step 12". I've corrected it in the translation above.During the game, the user asks a voice question towards the glass, "What is offside?"
[0296] Step 15: The terminal converts the voice into text
[0297] The terminal converts the user's voice into text using a voice recognition system and sends it to the server.
[0298] Step 16: The server analyzes the question
[0299] The server analyzes the received text and searches the database for relevant rules and information.
[0300] Step 17: The server generates an answer
[0301] The server generates an appropriate answer, for example, generates an answer like "Offside is established when an attacking player is in front of the last defending player of the opponent at the moment of receiving the pass."
[0302] Step 18: The terminal sends the answer to the glass
[0303] The terminal sends the answer received from the server to the glass and displays it.
[0304] Step 19: The glass analyzes the user's emotion
[0305] The emotion engine built into the glass analyzes the user's facial expression and voice tone in real time.
[0306] Step 20: The terminal sends the emotion information to the server
[0307] The terminal sends the analyzed emotion information to the server.
[0308] Step 21: The server adjusts the explanation based on the emotion
[0309] The server adjusts the content and tone of its explanations based on the emotional information it receives. For example, if the user is excited, the explanations will be more detailed and emphasized.
[0310] Step 22: The device sends the adjusted explanation to the glass.
[0311] The device receives updated commentary based on emotional information, sends it to the glass, and displays it.
[0312] In this way, the system can not only analyze and provide commentary on the match situation, but also make real-time adjustments based on the user's emotional state.
[0313] (Example 2)
[0314] 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".
[0315] Current sports viewing systems make it difficult for spectators to obtain real-time information about the game situation and players. Furthermore, the lack of flexible commentary tailored to the spectator's emotional state limits the viewing experience. In addition, prompt responses to spectator questions remain a challenge.
[0316] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means connected to an augmented reality device worn by a spectator and providing commentary, means for the spectator to input a question by voice, analyze the question, and generate an answer, and means for analyzing the spectator's emotional state and adjusting the commentary content based on the results. As a result, spectators can not only understand the match situation in real time but also receive flexible commentary that is tailored to their emotional state, enabling a richer viewing experience.
[0317] A "database" is a system for systematically storing and managing specific data.
[0318] "Sports rules information" refers to information that describes the officially established methods and rules of competition in a particular sport.
[0319] "Player information" refers to information that includes personal data about athletes, such as their performance and career history.
[0320] "Match status" is a general term for information indicating various events and conditions during the progress of a particular match.
[0321] "Event information" refers to information about important events that occur during a match (such as goals, fouls, and player substitutions).
[0322] "Commentary" refers to expert explanations and comments provided to spectators based on the match situation and event information.
[0323] A "spectator" is a user who uses a specific system or device to watch a sports match.
[0324] An "augmented reality device" is a device that overlays computer-generated information onto real-world visual information for display.
[0325] "Voice input" is a method by which users provide information to a system using their voice.
[0326] "Question analysis" is the process of converting voice-input questions into text format, understanding their content, and deriving appropriate answers.
[0327] "Emotional state" refers to the psychological state (e.g., excitement, joy, calmness, etc.) of an observer, as analyzed from their facial expressions and tone of voice.
[0328] "Adjusting the content of the commentary" is the process of changing the amount of information and tone of the commentary based on the emotional state of the viewers.
[0329] "Match situation analysis" is the process of monitoring the progress of a match in real time, detecting important events, and recording them as information.
[0330] The present invention combines a system that analyzes the match situation in real time using an augmented reality device worn by spectators and provides commentary with an emotion engine that recognizes the emotions of the spectators. Specifically, it includes the following configuration.
[0331] System Configuration
[0332] 1. Server
[0333] Database server: A server equipped with a database for storing and managing sports rules and player information.
[0334] Event analysis server: This server analyzes the match situation in real time and generates event information.
[0335] Explanation generation server: This server generates explanations based on the generated event information.
[0336] Question analysis server: This server analyzes questions entered by spectators via voice input and generates answers.
[0337] Emotion analysis server: This server analyzes the emotions of spectators and adjusts the commentary based on the results.
[0338] 2. Terminal
[0339] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0340] Augmented reality devices (AR devices): These are devices worn by spectators that display real-time match status and commentary. They include a built-in emotion engine that analyzes the spectator's emotions.
[0341] 3. Network
[0342] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0343] System operation
[0344] Data management server
[0345] The server acts as a database server, storing and managing sports rules and player information. This uses databases such as SQL. For example, it stores detailed rules regarding offside in soccer, as well as players' past performance and careers. Users request the necessary information through their terminals, and the server provides it.
[0346] Event analysis server
[0347] The server monitors the match situation in real time. For example, if a player scores a goal, that event is detected and saved as event information.
[0348] Explanation generation server
[0349] The server generates commentary based on detected event information. Using a natural language generation (NLG) algorithm, it generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is provided to the spectator via their device.
[0350] Question analysis server
[0351] When a user asks a voice question into an augmented reality device, the device captures the question and converts the voice to text. A question analysis server analyzes the textualized question and generates an appropriate answer. For example, in response to the question "What is offside?", it would generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0352] Emotion analysis server
[0353] The system analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. It analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[0354] Emotional Engine
[0355] The emotion engine adjusts the content and tone of the commentary based on the emotional state of the spectators, as obtained from the emotion analysis server. For example, if a spectator is excited, the commentary will be more detailed and emphasized. Conversely, if a spectator is calm, the commentary will be more concise.
[0356] Specific example
[0357] Consider a scenario where a match has started and spectators are wearing augmented reality devices. A server monitors the match and detects when a player scores a goal. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." This commentary is displayed on the spectator's augmented reality device via a terminal, allowing the spectator to receive the information visually and audibly in real time.
[0358] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. This answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0359] In emotion analysis, for example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[0360] Example input prompts for a generative AI model
[0361] Prompt: "Generate an excited commentary for spectators when player A scores a goal."
[0362] By inputting this prompt into the AI model, appropriate explanatory text can be automatically generated. Prompts for other match scenarios can also be easily created.
[0363] The above describes embodiments for carrying out the present invention.
[0364] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0365] Step 1:
[0366] The server acts as a database server, storing and managing sports rule information and player information. It receives requests from users and provides the necessary information. The input in this case is sports rule information and player information, and the output is the database containing this information. For example, it might store the "offside" rule in the database and the "past performance" of player A in the database.
[0367] Step 2:
[0368] The server monitors the match situation in real time and detects important events (e.g., goals, fouls, substitutions). The input is the raw match data, and the output is the detected event information. For example, the server detects that "Player A scored a goal in the 6th minute" and records it as a "goal event".
[0369] Step 3:
[0370] The server generates an explanation based on the detected event information. The input is the event information, and the output is the generated explanation. Specifically, the server obtains the event information "Player A scored a goal" and uses natural language generation (NLG) to create the explanation "This is the third goal of the season."
[0371] Step 4:
[0372] When a user asks a voice question into an augmented reality device, the device captures the question and converts the audio to text. The input is the voice question, and the output is the textualized question. For example, if the user asks, "What is offside?", the device converts this question to text.
[0373] Step 5:
[0374] The question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the generated answer. Specifically, the question analysis server generates the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0375] Step 6:
[0376] The server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. The input is data of the spectators' facial expressions and voice tone, and the output is the spectators' emotional state. Specifically, the server analyzes the spectators' emotions such as "excitement, joy, and calmness."
[0377] Step 7:
[0378] The emotion engine adjusts the commentary based on the emotional state obtained from the emotion analysis server. The input is the spectator's emotional state, and the output is the adjusted commentary. Specifically, when the emotion engine is notified that "the spectator is excited," the server issues an instruction to "emphasize the commentary in detail." The server then generates an emphasized commentary such as, "Player A has scored a goal. This is his third goal of the season!"
[0379] The above describes the specific processing steps of the system and their respective operations.
[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 sports viewing and in-store shopping experiences, it is difficult for users to instantly obtain the information they want. Furthermore, the lack of personalized information tailored to users' emotions and interests prevents them from having a richer and more satisfying experience. In particular, real-time analysis and commentary of game situations are needed for sports viewing, and product information and personalized advice are required in physical stores.
[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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means for analyzing the emotions of spectators in real time and adjusting the content and tone of the commentary, means for recognizing products in a store and displaying product information and reviews, and means for providing personalized advice based on the results of the user's emotion analysis in the store. This makes it possible to provide real-time commentary and emotion-responsive information during sports viewing, as well as immediate display of product information and personalized advice in physical stores.
[0384] An "augmented reality device" is a device that spectators wear to visually overlay images and information in real time.
[0385] "Real-time" means performing processing and analysis on the same time axis as real time.
[0386] A "database" is a structured collection of information designed to be systematically managed, stored, and searched for and used as needed.
[0387] "Sports rules information" refers to the rules and guidelines for conducting a particular sport fairly and according to the established regulations.
[0388] "Player information" refers to individual data, career history, and performance records of athletes.
[0389] "Event information" refers to information about important events or actions that occur during a match (for example, goals or fouls).
[0390] "Emotional analysis" is a technology that analyzes the facial expressions and voices of spectators to determine their emotional state at that time (for example, excitement, sadness, or joy).
[0391] "In-store products" refer to individual items or products sold in a physical store.
[0392] "Product information" refers to detailed information about individual products (e.g., price, specifications, and intended use).
[0393] A "review" refers to a user's evaluation or comment on a product or service.
[0394] Personalization means providing information and services that are individually optimized based on the user's preferences and behavior.
[0395] "Advice" refers to providing guidance or suggestions to help users take the best possible action.
[0396] "Commentary" refers to providing detailed explanations of the situation in a match or event, offering information in a way that is easy for spectators to understand.
[0397] "Voice input" refers to the act of a user using their voice to ask questions or give instructions to a system.
[0398] "Real-time analysis" is a process that captures data on the same time axis as real time and analyzes the information on the spot.
[0399] As an embodiment of the present invention, a system that uses augmented reality devices worn by spectators or shoppers to analyze information in real time and provide appropriate explanations and advice will be specifically described below.
[0400] System Configuration
[0401] 1. Server
[0402] Data Management Server: Manages sports rule information and athlete information stored in the database, as well as information on products sold in stores.
[0403] Event analysis server: Analyzes the match situation in real time and generates event information.
[0404] Explanation generation server: Generates explanations based on the generated event information.
[0405] Question analysis server: Analyzes questions entered by spectators and shoppers via voice input and generates answers.
[0406] Sentiment analysis server: Analyzes the emotions of spectators and shoppers, and adjusts the content of commentary and advice based on the results.
[0407] 2. Terminal
[0408] Smartphone or tablet: A device that the user brings with them and that interacts with a server to display information.
[0409] Augmented reality devices (head-mounted displays or smart glasses): These are devices worn by the user that display real-time information on match status, commentary, and product information. They incorporate an emotion engine to analyze the user's emotions.
[0410] 3. Network
[0411] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0412] System operation
[0413] Data management server
[0414] The data management server stores information on sports rules and players, as well as information on products sold in stores, in its database and provides the information requested from terminals as needed. For example, this could include soccer rules, the performance records of specific players, and detailed information on specific products.
[0415] Event analysis server
[0416] As the match progresses, the event analysis server monitors the match situation in real time and detects important events (goals, fouls, etc.). For example, it detects that player A scored a goal in the 6th minute and records it as event information.
[0417] Explanation generation server
[0418] Based on the detected event information, the commentary generation server generates appropriate commentary. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season."
[0419] Question analysis server
[0420] When spectators or shoppers ask voice questions into augmented reality devices, the voice is analyzed by the device, and the transcribed information is sent to a question analysis server. The question analysis server then analyzes the text and generates an appropriate answer. For example, to the question, "What is offside?", it would generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0421] Emotion analysis server
[0422] The emotion analysis server analyzes the user's emotions in real time based on data sent from the augmented reality device. For example, it analyzes the user's facial expressions and voice tone to determine their emotional state, such as whether they are excited or calm.
[0423] Adjusting the emotional engine and providing commentary / advice.
[0424] The emotion engine adjusts the content and tone of explanations and advice according to the user's emotional state. For example, if a spectator is excited, it provides more detailed and energetic explanations, and if a shopper is happy, it provides advice that emphasizes the product's features.
[0425] Specific example
[0426] Imagine a user wearing an augmented reality device and walking around a physical store. When the user sees a particular product, product information, reviews, and recommended uses are displayed on the device. Furthermore, if the user asks, "Are there any special offers for this product?", the question is analyzed and special offer information is displayed. When the user experiences emotions such as joy or anxiety, personalized advice is provided according to those emotions.
[0427] Example of a prompt
[0428] A user is viewing product A. Please create a message that includes detailed information about this product and appealing points that are likely to interest the user.
[0429] Product information:
[0430] Name: Product A
[0431] Price: 5000 yen
[0432] Description: Product A is a high-performance, durable product made using the latest technology.
[0433] User sentiment: 'Interested'
[0434] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0435] Step 1:
[0436] A user wears an augmented reality device and views products in a physical store. During this process, the user's augmented reality device captures images of the products with its camera, and this video data is processed in real time. The input is the camera footage, and the output is the ID of the recognized product. The device uses an image analysis algorithm to identify the product and sends its ID to the cloud.
[0437] Step 2:
[0438] The server searches the database for the corresponding product information based on the received product ID. The input is the product ID, and the output is the corresponding product information (name, price, description, reviews, etc.). This information is stored in a data format divided into various fields, making it easy to search and retrieve.
[0439] Step 3:
[0440] The server sends the retrieved product information to the augmented reality device, which then displays that information to the user. The input is product information, and the output is the information displayed on the device's screen. The display visually shows the name, price, description, and reviews.
[0441] Step 4:
[0442] The user asks a question aloud to an augmented reality device. This audio data is analyzed and converted to text by the device. The input is audio data, and the output is text data. A speech recognition algorithm is used to convert the audio to text.
[0443] Step 5:
[0444] The server's question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the answer text. Natural language processing algorithms are used to analyze the meaning of the question and retrieve relevant information from the database to generate the answer.
[0445] Step 6:
[0446] The server sends the generated response to the augmented reality device, which then displays it to the user. The input is the response text, and the output is the response displayed on the device's screen. The display shows the specific answer to the question.
[0447] Step 7:
[0448] The emotion analysis server analyzes the user's facial expressions and voice tone sent from the augmented reality device. The input is the user's facial expression data and voice data, and the output is their emotional state. Using an emotion analysis algorithm, it determines whether the user is excited, calm, or otherwise emotional.
[0449] Step 8:
[0450] Based on the emotion analysis results, the server's emotion engine adjusts the content of explanations and advice. For example, if the user is happy, it generates advice that emphasizes the product's features. The input is the emotional state and existing product information, and the output is the adjusted explanation and advice. This adjusted information is then sent back to the augmented reality device and displayed to the user.
[0451] Through the processing steps described above, the system based on the present invention enables users to obtain information about products in real time within a physical store and to receive personalized advice tailored to their emotions at that time.
[0452] 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.
[0453] Data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of data generation model 58 is ChatGPT (registered trademark) (Internet search).<URL: https: / / openai.com / blog / chatgpt> ), Gemini (registered trademark) (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.
[0454] 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.
[0455] [Second Embodiment]
[0456] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0457] 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.
[0458] 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).
[0459] 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.
[0460] 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.
[0461] 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).
[0462] 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.
[0463] 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.
[0464] 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.
[0465] 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.
[0466] 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.
[0467] 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".
[0468] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[0469] System Configuration
[0470] 1. Server
[0471] Data Management Server: Manages the database that stores sports rule information and athlete information.
[0472] Event analysis server: Analyzes the match situation in real time and generates event information.
[0473] Explanation generation server: Generates explanations based on the generated event information.
[0474] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0475] 2. Terminal
[0476] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0477] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[0478] 3. Network
[0479] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0480] System operation
[0481] Data management server
[0482] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[0483] Event analysis server
[0484] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[0485] Explanation generation server
[0486] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[0487] Question analysis server
[0488] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0489] Specific example
[0490] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0491] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0492] This allows spectators to understand and enjoy the match in real time. The operation of this system also ensures that new spectators and those who speak different languages can fully understand and enjoy the match.
[0493] The embodiments for carrying out the present invention have been specifically described above.
[0494] The following describes the processing flow.
[0495] Step 1: The user launches the device app.
[0496] The user arrives at the stadium and launches a dedicated smartphone app.
[0497] Step 2: The terminal sends user information to the server.
[0498] The device sends the user's account information to the server for authentication.
[0499] Step 3: The server authenticates the user information.
[0500] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[0501] Step 4: The device suggests a mode selection to the user.
[0502] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[0503] Step 5: The user puts on the glasses.
[0504] The user puts on an augmented reality device (glasses).
[0505] Step 6: The device establishes a connection with the glasses.
[0506] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[0507] Step 7: The device sends initial setup information.
[0508] The terminal sends the user's selected mode information to the server and requests initial setup.
[0509] Step 8: The server returns the initial configuration information.
[0510] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[0511] Step 9: The device sends initial setup information to the glass.
[0512] The device receives initial setup information, which is then sent to the glass and displayed.
[0513] Step 10: The match begins
[0514] The match begins, and the terminal monitors the match progress in real time.
[0515] Step 11: Server analyzes the match situation
[0516] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[0517] Step 12: The server generates the explanation.
[0518] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[0519] Step 13: The device sends the explanation to the glass.
[0520] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[0521] Step 14: The user asks a question.
[0522] During the match, the user voice-questions into the glass, saying, "What is offside?"
[0523] Step 15: The device converts speech to text.
[0524] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[0525] Step 16: The server analyzes the question.
[0526] The server analyzes the received text and searches the database for relevant rules and information.
[0527] Step 17: The server generates the answer.
[0528] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0529] Step 18: The device sends the answer to the glass.
[0530] The device receives the response from the server, sends it to the glass, and displays it.
[0531] (Example 1)
[0532] 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".
[0533] In current sports viewing, a challenge is the difficulty for spectators, especially beginners and those who speak different languages, in understanding the game's progression and technical terminology. Furthermore, traditional methods have been insufficient in real-time game analysis and providing quick answers to spectator questions. This has limited the spectator experience, sometimes preventing them from fully enjoying the game.
[0534] 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.
[0535] In this invention, the server includes means for managing competition rules and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; means for displaying commentary information and answers to questions on an augmented reality device worn by the spectator; and means for a terminal to receive spectator operations and provide and update information in cooperation with the server. As a result, spectators can easily understand the progress of the match and related information in real time, and gain a deeper understanding and enjoyment by responding quickly to voice questions.
[0536] A "database" is a system for structuring and storing information, and for efficiently managing and searching it.
[0537] "Rules and regulations information" refers to the official rules and guidelines related to a particular sport.
[0538] "Player information" refers to data about individual players, including information such as performance, career history, and physical characteristics.
[0539] "Real-time analysis" refers to processing data and obtaining results instantly, without any time delay.
[0540] "Event information" refers to records of important events that occur during a match (e.g., goals, fouls, player substitutions, etc.).
[0541] "Commentary" refers to explanations or comments that provide additional information about the progress of the match or specific events.
[0542] "Voice questions" refer to questions that spectators ask the system using their voices.
[0543] "Answer" refers to information generated as a response to an audio question.
[0544] An "augmented reality device" is a device that integrates and displays information from the real world and virtual information.
[0545] A "device" refers to a device used by spectators to operate the event, and usually means a smartphone or tablet.
[0546] A "server" refers to a computer system that stores and processes various types of data.
[0547] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[0548] System Configuration
[0549] 1. Server
[0550] Data Management Server: Manages the database that stores competition rules and athlete information.
[0551] Event analysis server: Analyzes the match situation in real time and generates event information.
[0552] Explanation generation server: Generates explanations based on the generated event information.
[0553] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0554] 2. Terminal
[0555] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0556] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[0557] 3. Network
[0558] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0559] System operation
[0560] The server manages the rules and player information of the sport stored in the database and responds to requests from terminals as needed. For example, it provides the offside rule for soccer and the past performance of player A.
[0561] The event analysis server monitors the match in real time as it progresses, detecting and recording important events (e.g., goals, fouls, substitutions). For example, if player A scores a goal in the 6th minute of the match, the server detects and records that information.
[0562] The commentary generation server generates commentary based on detected event information. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season," and send it to the terminal.
[0563] The question analysis server analyzes voice questions from spectators and generates appropriate answers. When a spectator asks, "What is offside?", the voice question is converted to text by the terminal and sent to the question analysis server. The question analysis server analyzes the text and generates an answer such as, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0564] The terminal is responsible for displaying commentary information and answers sent from the server on the augmented reality device. For example, it displays commentary generated during a match and answers to questions from spectators.
[0565] Specific example
[0566] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0567] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0568] Examples of prompt statements
[0569] "The server performs analysis in real time, and when an event occurs, it generates an explanation and sends it to the terminal."
[0570] "The terminal displays the received explanation on the augmented reality device and accepts voice questions from the user, sending them to the server."
[0571] "Users can ask voice questions and receive instant answers."
[0572] This system makes it easier for spectators to understand the progress of the match and related information in real time, and provides a deeper understanding and enjoyment by responding quickly to voice questions.
[0573] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0574] Step 1:
[0575] The data management server manages the rules information and player information for the competition stored in the database.
[0576] Input: Database request (e.g., request to retrieve rule information or player information)
[0577] Output: Rule information, player information
[0578] Specific operation: When a request for the soccer offside rule is received from the terminal, the data management server retrieves that information from the database and sends it to the terminal.
[0579] Step 2:
[0580] The event analysis server analyzes the match situation in real time and generates event information.
[0581] Input: Real-time match data (e.g., player position data, ball movement, match progress data)
[0582] Output: Event information (e.g., goal, foul, substitution)
[0583] Specific operation: If player A scores a goal in the 6th minute of the match, the event analysis server detects this information and generates and records event information stating "Player A scored a goal."
[0584] Step 3:
[0585] The explanation generation server generates explanations based on the generated event information.
[0586] Input: Event information (e.g., "Player A scored a goal")
[0587] Output: Explanatory text (Example: "Player A has scored a goal. This is his third goal of the season.")
[0588] Specific operation: Upon receiving information from the event analysis server that "Player A has scored a goal," the commentary generation server generates the commentary "Player A has scored a goal. This is his third goal of the season," and sends that commentary to the terminal.
[0589] Step 4:
[0590] The question analysis server analyzes the questions entered by spectators via voice and generates answers.
[0591] Input: Voice question data (e.g., "What is offside?")
[0592] Output: Answer text (Example: "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass.")
[0593] Specific operation: If a spectator asks a question by voice, such as "What is offside?", the device converts the voice into text and sends it to the question analysis server. The question analysis server analyzes the text and generates the appropriate answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass," and sends it to the device.
[0594] Step 5:
[0595] The terminal displays the explanatory information and answers sent from the server on the augmented reality device.
[0596] Input: Explanation text, Answer text
[0597] Output: Display information on an augmented reality device
[0598] Specific operation: Based on information received from the explanation generation server and the question analysis server, the terminal displays text on the augmented reality device such as "Player A has scored a goal. This is his third goal of the season." or "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0599] Step 6:
[0600] Users receive information visually and audibly through augmented reality devices and terminals.
[0601] Input: Information displayed by augmented reality devices and terminals
[0602] Output: User understanding and operation data
[0603] Specific actions: Users visually receive explanations and answers to questions displayed on an augmented reality device, deepening their understanding of the game. They can also perform additional actions, such as asking voice questions, as needed.
[0604] (Application Example 1)
[0605] 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."
[0606] Traditional sports viewing has suffered from a lack of adequate support for spectators to understand and enjoy the game in real time. Furthermore, the provision of question-and-answer sessions and detailed explanations by spectators themselves was insufficient, preventing new spectators and those who speak different languages from fully enjoying the game. Additionally, there has been no way to provide real-time player information or replays of spectacular plays. A new system is needed to address these problems.
[0607] 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.
[0608] In this invention, the server includes means for managing sports rule information and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; and means for providing spectators with player information and replays of exciting plays in real time. This enables spectators to understand the match situation in real time and enjoy the match more deeply through detailed commentary, player information, and replays.
[0609] A "database" is an electronic system that systematically organizes and stores information, and allows that information to be managed and retrieved as needed.
[0610] "Sports rules information" refers to detailed explanations of the official rules and match procedures for a particular sport.
[0611] "Player information" refers to individual data about players in sports, such as their performance, career history, and statistical data.
[0612] "Match status" refers to information that shows the real-time status and events during the progress of a match.
[0613] "Event information" refers to data that records important events that occur during a match, such as goals and fouls.
[0614] "Commentary" refers to explanations and comments provided based on the match situation and event information.
[0615] "Spectators" refer to people who watch sports matches, either directly or remotely.
[0616] An "augmented reality device" is a device that overlays digital information onto images of the physical real world.
[0617] "Voice input" refers to a method by which spectators use devices such as microphones to communicate instructions or questions to the system using their voices.
[0618] A "question" refers to what spectators ask the system about the match situation, rules, player information, etc.
[0619] "Answer" refers to the response generated and provided by the system in response to a question from a spectator.
[0620] A "replay" is a function that allows you to review specific moments in a match by displaying them again.
[0621] The system for carrying out this invention includes multiple servers for communicating with augmented reality devices worn by spectators, and terminals and networks that cooperate with them. The system has the following main components and functions:
[0622] Server Configuration
[0623] 1. Data management server
[0624] Hardware / Software: Use MySQL or PostgreSQL for database management.
[0625] Function: Stores sports rule information and player information in a database and provides this information upon request from a terminal. For example, it can provide a specific player's past performance and detailed rules for a match.
[0626] 2. Event analysis server
[0627] Hardware / Software: Apache Kafka and Apache Storm are used for real-time data analysis.
[0628] Function: Monitors and detects important events (such as goals and fouls) that occur during a match in real time. For example, it can detect the moment a player scores a goal during a match.
[0629] 3. Explanation generation server
[0630] Hardware / Software: OpenAI's GPT is used for generative AI models.
[0631] Function: Generates and provides explanatory text in natural language based on analyzed event information. For example, it can generate an explanation such as, "Player A scored a goal. This is his third goal of the season."
[0632] 4. Question Analysis Server
[0633] Hardware / Software: Google Cloud Speech-to-Text API is used for speech analysis, and natural language processing models such as BERT are used for question answering.
[0634] Function: Converts questions entered by spectators via voice into text, analyzes the text, and generates appropriate answers. For example, in response to the question "What is offside?", it will generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0635] Device configuration
[0636] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information. These devices display match information and commentary in real time.
[0637] Augmented reality devices (AR devices)
[0638] Augmented reality devices: These are devices worn by spectators that display match status, commentary, and replays in real time. This allows spectators to enjoy the match more intuitively and with richer information.
[0639] network
[0640] Communication network: This is the network through which servers, terminals, and augmented reality devices communicate. Stable, high-speed communication is required.
[0641] Specific example
[0642] The server monitors the match situation and detects specific events (e.g., Player A scores a goal in the 6th minute) in real time. This information is processed by the event analysis server, and the commentary generation server generates detailed commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectator's augmented reality device via the terminal, allowing the spectator to receive this information visually and audibly in real time.
[0643] When a spectator asks a question aloud, such as "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is displayed to the spectator via the device, allowing them to immediately see a detailed explanation.
[0644] Example of a prompt
[0645] "Player A scored a goal during the match. Please generate a descriptive text."
[0646] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0647] Step 1:
[0648] Match situation monitoring and data collection
[0649] The server monitors the match situation in real time and collects match data from cameras, sensors, and other sources. For example, camera footage and sensor information are input to record important events such as goals and fouls. The event analysis server analyzes this data in real time and generates event information. The output event information includes the time of the event, the players involved, and the type of event.
[0650] Step 2:
[0651] Event information processing and explanation generation
[0652] The event analysis server sends the event information it generates to the commentary generation server. The commentary generation server uses a generation AI model (for example, OpenAI's GPT) to generate commentary text based on the event information. Specifically, based on the event information received as input (e.g., "Player A scored a goal in the 6th minute"), it outputs commentary text such as, "Player A scored a goal. This is his third goal of the season."
[0653] Step 3:
[0654] Display of commentary and match information
[0655] The commentary generation server sends the generated commentary text to a device (smartphone or tablet), which is then displayed on an augmented reality device. The device provides this commentary text to the viewer visually and audibly. For example, the commentary text can be overlaid on real-time video footage of the match. The output data includes both text commentary and audio data.
[0656] Step 4:
[0657] Spectator question input and question analysis
[0658] Spectators input questions by voice into an augmented reality device or terminal. The terminal captures this voice data and sends it to a question analysis server. The question analysis server uses the Google Cloud Speech-to-Text API to convert the voice data to text and then analyzes it. The input for this step is the spectator's voice data, and the output is the transcribed question.
[0659] Step 5:
[0660] Question and Answer Generation
[0661] The question analysis server, upon receiving a text-based question, uses a natural language processing model such as BERT to analyze the question and generate an appropriate answer. For example, in response to the question "What is offside?", the server would generate an answer such as "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass." The output data includes the answer in text format.
[0662] Step 6:
[0663] Display the answer
[0664] The question analysis server generates the answer and sends it to the terminal, where it is displayed on the spectator's terminal or augmented reality device. The terminal provides this answer to the spectator in text or audio format. For example, the answer may be displayed on the screen in text format and played back as audio. The output data includes both text and audio data.
[0665] 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.
[0666] As an embodiment of the present invention, a system that combines a system that analyzes the match situation in real time using an augmented reality device worn by a spectator and provides commentary with an emotion engine that recognizes the user's emotions will be specifically described below.
[0667] System Configuration
[0668] 1. Server
[0669] Data Management Server: Manages the database that stores sports rule information and athlete information.
[0670] Event analysis server: Analyzes the match situation in real time and generates event information.
[0671] Explanation generation server: Generates explanations based on the generated event information.
[0672] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0673] Sentiment analysis server: Analyzes the emotions of spectators and adjusts the commentary based on the results.
[0674] 2. Terminal
[0675] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0676] Augmented reality devices (glasses): These are devices worn by spectators that display match status and commentary in real time. They have a built-in emotion engine that analyzes the spectator's emotions.
[0677] 3. Network
[0678] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0679] System operation
[0680] Data management server
[0681] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[0682] Event analysis server
[0683] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[0684] Explanation generation server
[0685] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[0686] Question analysis server
[0687] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0688] Emotion analysis server
[0689] The emotion analysis server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. For example, it analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[0690] Emotional Engine
[0691] The emotional engine adjusts the content and tone of the commentary according to the emotional state of the spectators. For example, if the spectators are excited, the commentary will be more detailed and emphasized. Conversely, if the spectators are calm, the commentary will be more concise.
[0692] Specific example
[0693] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0694] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0695] Furthermore, to analyze the emotional state of spectators, augmented reality devices monitor their facial expressions and tone of voice. For example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[0696] The embodiments for carrying out the present invention have been specifically described above.
[0697] The following describes the processing flow.
[0698] Step 1: The user launches the device app.
[0699] The user arrives at the stadium and launches a dedicated smartphone app.
[0700] Step 2: The terminal sends user information to the server.
[0701] The device sends the user's account information to the server for authentication.
[0702] Step 3: The server authenticates the user information.
[0703] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[0704] Step 4: The device suggests a mode selection to the user.
[0705] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[0706] Step 5: The user puts on the glasses.
[0707] The user puts on an augmented reality device (glasses).
[0708] Step 6: The device establishes a connection with the glasses.
[0709] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[0710] Step 7: The device sends initial setup information.
[0711] The terminal sends the user's selected mode information to the server and requests initial setup.
[0712] Step 8: The server returns the initial configuration information.
[0713] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[0714] Step 9: The device sends initial setup information to the glass.
[0715] The device receives initial setup information, which is then sent to the glass and displayed.
[0716] Step 10: The match begins
[0717] The match begins, and the terminal monitors the match progress in real time.
[0718] Step 11: Server analyzes the match situation
[0719] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[0720] Step 12: The server generates the explanation.
[0721] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[0722] Step 13: The device sends the explanation to the glass.
[0723] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[0724] Step 14: The user asks a question.
[0725] During the match, the user voice-questions into the glass, saying, "What is offside?"
[0726] Step 15: The device converts speech to text.
[0727] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[0728] Step 16: The server analyzes the question.
[0729] The server analyzes the received text and searches the database for relevant rules and information.
[0730] Step 17: The server generates the answer.
[0731] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0732] Step 18: The device sends the answer to the glass.
[0733] The device receives the response from the server, sends it to the glass, and displays it.
[0734] Step 19: The Glass analyzes the user's emotions.
[0735] The emotion engine built into the glasses analyzes the user's facial expressions and voice tone in real time.
[0736] Step 20: The device sends emotional information to the server.
[0737] The device sends the emotional information it analyzes to the server.
[0738] Step 21: The server adjusts the commentary based on emotions.
[0739] The server adjusts the content and tone of its explanations based on the emotional information it receives. For example, if the user is excited, the explanations will be more detailed and emphasized.
[0740] Step 22: The device sends the adjusted explanation to the glass.
[0741] The device receives updated commentary based on emotional information, sends it to the glass, and displays it.
[0742] In this way, the system can not only analyze and provide commentary on the match situation, but also make real-time adjustments based on the user's emotional state.
[0743] (Example 2)
[0744] 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".
[0745] Current sports viewing systems make it difficult for spectators to obtain real-time information about the game situation and players. Furthermore, the lack of flexible commentary tailored to the spectator's emotional state limits the viewing experience. In addition, prompt responses to spectator questions remain a challenge.
[0746] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means connected to an augmented reality device worn by a spectator and providing commentary, means for the spectator to input a question by voice, analyze the question, and generate an answer, and means for analyzing the spectator's emotional state and adjusting the commentary content based on the results. As a result, spectators can not only understand the match situation in real time but also receive flexible commentary that is tailored to their emotional state, enabling a richer viewing experience.
[0747] A "database" is a system for systematically storing and managing specific data.
[0748] "Sports rules information" refers to information that describes the officially established methods and rules of competition in a particular sport.
[0749] "Player information" refers to information that includes personal data about athletes, such as their performance and career history.
[0750] "Match status" is a general term for information indicating various events and conditions during the progress of a particular match.
[0751] "Event information" refers to information about important events that occur during a match (such as goals, fouls, and player substitutions).
[0752] "Commentary" refers to expert explanations and comments provided to spectators based on the match situation and event information.
[0753] A "spectator" is a user who uses a specific system or device to watch a sports match.
[0754] An "augmented reality device" is a device that overlays computer-generated information onto real-world visual information for display.
[0755] "Voice input" is a method by which users provide information to a system using their voice.
[0756] "Question analysis" is the process of converting voice-input questions into text format, understanding their content, and deriving appropriate answers.
[0757] "Emotional state" refers to the psychological state (e.g., excitement, joy, calmness, etc.) of an observer, as analyzed from their facial expressions and tone of voice.
[0758] "Adjusting the content of the commentary" is the process of changing the amount of information and tone of the commentary based on the emotional state of the viewers.
[0759] "Match situation analysis" is the process of monitoring the progress of a match in real time, detecting important events, and recording them as information.
[0760] The present invention combines a system that analyzes the match situation in real time using an augmented reality device worn by spectators and provides commentary with an emotion engine that recognizes the emotions of the spectators. Specifically, it includes the following configuration.
[0761] System Configuration
[0762] 1. Server
[0763] Database server: A server equipped with a database for storing and managing sports rules and player information.
[0764] Event analysis server: This server analyzes the match situation in real time and generates event information.
[0765] Explanation generation server: This server generates explanations based on the generated event information.
[0766] Question analysis server: This server analyzes questions entered by spectators via voice input and generates answers.
[0767] Emotion analysis server: This server analyzes the emotions of spectators and adjusts the commentary based on the results.
[0768] 2. Terminal
[0769] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0770] Augmented reality devices (AR devices): These are devices worn by spectators that display real-time match status and commentary. They include a built-in emotion engine that analyzes the spectator's emotions.
[0771] 3. Network
[0772] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0773] System operation
[0774] Data management server
[0775] The server acts as a database server, storing and managing sports rules and player information. This uses databases such as SQL. For example, it stores detailed rules regarding offside in soccer, as well as players' past performance and careers. Users request the necessary information through their terminals, and the server provides it.
[0776] Event analysis server
[0777] The server monitors the match situation in real time. For example, if a player scores a goal, that event is detected and saved as event information.
[0778] Explanation generation server
[0779] The server generates commentary based on detected event information. Using a natural language generation (NLG) algorithm, it generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is provided to the spectator via their device.
[0780] Question analysis server
[0781] When a user asks a voice question into an augmented reality device, the device captures the question and converts the voice to text. A question analysis server analyzes the textualized question and generates an appropriate answer. For example, in response to the question "What is offside?", it would generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0782] Emotion analysis server
[0783] The system analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. It analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[0784] Emotional Engine
[0785] The emotion engine adjusts the content and tone of the commentary based on the emotional state of the spectators, as obtained from the emotion analysis server. For example, if a spectator is excited, the commentary will be more detailed and emphasized. Conversely, if a spectator is calm, the commentary will be more concise.
[0786] Specific example
[0787] Consider a scenario where a match has started and spectators are wearing augmented reality devices. A server monitors the match and detects when a player scores a goal. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." This commentary is displayed on the spectator's augmented reality device via a terminal, allowing the spectator to receive the information visually and audibly in real time.
[0788] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. This answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0789] In emotion analysis, for example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[0790] Example input prompts for a generative AI model
[0791] Prompt: "Generate an excited commentary for spectators when player A scores a goal."
[0792] By inputting this prompt into the AI model, appropriate explanatory text can be automatically generated. Prompts for other match scenarios can also be easily created.
[0793] The above describes embodiments for carrying out the present invention.
[0794] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0795] Step 1:
[0796] The server acts as a database server, storing and managing sports rule information and player information. It receives requests from users and provides the necessary information. The input in this case is sports rule information and player information, and the output is the database containing this information. For example, it might store the "offside" rule in the database and the "past performance" of player A in the database.
[0797] Step 2:
[0798] The server monitors the match situation in real time and detects important events (e.g., goals, fouls, substitutions). The input is the raw match data, and the output is the detected event information. For example, the server detects that "Player A scored a goal in the 6th minute" and records it as a "goal event".
[0799] Step 3:
[0800] The server generates an explanation based on the detected event information. The input is the event information, and the output is the generated explanation. Specifically, the server obtains the event information "Player A scored a goal" and uses natural language generation (NLG) to create the explanation "This is the third goal of the season."
[0801] Step 4:
[0802] When a user asks a voice question into an augmented reality device, the device captures the question and converts the audio to text. The input is the voice question, and the output is the textualized question. For example, if the user asks, "What is offside?", the device converts this question to text.
[0803] Step 5:
[0804] The question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the generated answer. Specifically, the question analysis server generates the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0805] Step 6:
[0806] The server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. The input is data of the spectators' facial expressions and voice tone, and the output is the spectators' emotional state. Specifically, the server analyzes the spectators' emotions such as "excitement, joy, and calmness."
[0807] Step 7:
[0808] The emotion engine adjusts the commentary based on the emotional state obtained from the emotion analysis server. The input is the spectator's emotional state, and the output is the adjusted commentary. Specifically, when the emotion engine is notified that "the spectator is excited," the server issues an instruction to "emphasize the commentary in detail." The server then generates an emphasized commentary such as, "Player A has scored a goal. This is his third goal of the season!"
[0809] The above describes the specific processing steps of the system and their respective operations.
[0810] (Application Example 2)
[0811] 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."
[0812] In modern sports viewing and in-store shopping experiences, it is difficult for users to instantly obtain the information they want. Furthermore, the lack of personalized information tailored to users' emotions and interests prevents them from having a richer and more satisfying experience. In particular, real-time analysis and commentary of game situations are needed for sports viewing, and product information and personalized advice are required in physical stores.
[0813] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means for analyzing the emotions of spectators in real time and adjusting the content and tone of the commentary, means for recognizing products in a store and displaying product information and reviews, and means for providing personalized advice based on the results of the user's emotion analysis in the store. This makes it possible to provide real-time commentary and emotion-responsive information during sports viewing, as well as immediate display of product information and personalized advice in physical stores.
[0814] An "augmented reality device" is a device that spectators wear to visually overlay images and information in real time.
[0815] "Real-time" means performing processing and analysis on the same time axis as real time.
[0816] A "database" is a structured collection of information designed to be systematically managed, stored, and searched for and used as needed.
[0817] "Sports rules information" refers to the rules and guidelines for conducting a particular sport fairly and according to the established regulations.
[0818] "Player information" refers to individual data, career history, and performance records of athletes.
[0819] "Event information" refers to information about important events or actions that occur during a match (for example, goals or fouls).
[0820] "Emotional analysis" is a technology that analyzes the facial expressions and voices of spectators to determine their emotional state at that time (for example, excitement, sadness, or joy).
[0821] "In-store products" refer to individual items or products sold in a physical store.
[0822] "Product information" refers to detailed information about individual products (e.g., price, specifications, and intended use).
[0823] A "review" refers to a user's evaluation or comment on a product or service.
[0824] Personalization means providing information and services that are individually optimized based on the user's preferences and behavior.
[0825] "Advice" refers to providing guidance or suggestions to help users take the best possible action.
[0826] "Commentary" refers to providing detailed explanations of the situation in a match or event, offering information in a way that is easy for spectators to understand.
[0827] "Voice input" refers to the act of a user using their voice to ask questions or give instructions to a system.
[0828] "Real-time analysis" is a process that captures data on the same time axis as real time and analyzes the information on the spot.
[0829] As an embodiment of the present invention, a system that uses augmented reality devices worn by spectators or shoppers to analyze information in real time and provide appropriate explanations and advice will be specifically described below.
[0830] System Configuration
[0831] 1. Server
[0832] Data Management Server: Manages sports rule information and athlete information stored in the database, as well as information on products sold in stores.
[0833] Event analysis server: Analyzes the match situation in real time and generates event information.
[0834] Explanation generation server: Generates explanations based on the generated event information.
[0835] Question analysis server: Analyzes questions entered by spectators and shoppers via voice input and generates answers.
[0836] Sentiment analysis server: Analyzes the emotions of spectators and shoppers, and adjusts the content of commentary and advice based on the results.
[0837] 2. Terminal
[0838] Smartphone or tablet: A device that the user brings with them and that interacts with a server to display information.
[0839] Augmented reality devices (head-mounted displays or smart glasses): These are devices worn by the user that display real-time information on match status, commentary, and product information. They incorporate an emotion engine to analyze the user's emotions.
[0840] 3. Network
[0841] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0842] System operation
[0843] Data management server
[0844] The data management server stores information on sports rules and players, as well as information on products sold in stores, in its database and provides the information requested from terminals as needed. For example, this could include soccer rules, the performance records of specific players, and detailed information on specific products.
[0845] Event analysis server
[0846] As the match progresses, the event analysis server monitors the match situation in real time and detects important events (goals, fouls, etc.). For example, it detects that player A scored a goal in the 6th minute and records it as event information.
[0847] Explanation generation server
[0848] Based on the detected event information, the commentary generation server generates appropriate commentary. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season."
[0849] Question analysis server
[0850] When spectators or shoppers ask voice questions into augmented reality devices, the voice is analyzed by the device, and the transcribed information is sent to a question analysis server. The question analysis server then analyzes the text and generates an appropriate answer. For example, to the question, "What is offside?", it would generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0851] Emotion analysis server
[0852] The emotion analysis server analyzes the user's emotions in real time based on data sent from the augmented reality device. For example, it analyzes the user's facial expressions and voice tone to determine their emotional state, such as whether they are excited or calm.
[0853] Adjusting the emotional engine and providing commentary / advice.
[0854] The emotion engine adjusts the content and tone of explanations and advice according to the user's emotional state. For example, if a spectator is excited, it provides more detailed and energetic explanations, and if a shopper is happy, it provides advice that emphasizes the product's features.
[0855] Specific example
[0856] Imagine a user wearing an augmented reality device and walking around a physical store. When the user sees a particular product, product information, reviews, and recommended uses are displayed on the device. Furthermore, if the user asks, "Are there any special offers for this product?", the question is analyzed and special offer information is displayed. When the user experiences emotions such as joy or anxiety, personalized advice is provided according to those emotions.
[0857] Example of a prompt
[0858] A user is viewing product A. Please create a message that includes detailed information about this product and appealing points that are likely to interest the user.
[0859] Product information:
[0860] Name: Product A
[0861] Price: 5000 yen
[0862] Description: Product A is a high-performance, durable product made using the latest technology.
[0863] User sentiment: 'Interested'
[0864] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0865] Step 1:
[0866] A user wears an augmented reality device and views products in a physical store. During this process, the user's augmented reality device captures images of the products with its camera, and this video data is processed in real time. The input is the camera footage, and the output is the ID of the recognized product. The device uses an image analysis algorithm to identify the product and sends its ID to the cloud.
[0867] Step 2:
[0868] The server searches the database for the corresponding product information based on the received product ID. The input is the product ID, and the output is the corresponding product information (name, price, description, reviews, etc.). This information is stored in a data format divided into various fields, making it easy to search and retrieve.
[0869] Step 3:
[0870] The server sends the retrieved product information to the augmented reality device, which then displays that information to the user. The input is product information, and the output is the information displayed on the device's screen. The display visually shows the name, price, description, and reviews.
[0871] Step 4:
[0872] The user asks a question aloud to an augmented reality device. This audio data is analyzed and converted to text by the device. The input is audio data, and the output is text data. A speech recognition algorithm is used to convert the audio to text.
[0873] Step 5:
[0874] The server's question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the answer text. Natural language processing algorithms are used to analyze the meaning of the question and retrieve relevant information from the database to generate the answer.
[0875] Step 6:
[0876] The server sends the generated response to the augmented reality device, which then displays it to the user. The input is the response text, and the output is the response displayed on the device's screen. The display shows the specific answer to the question.
[0877] Step 7:
[0878] The emotion analysis server analyzes the user's facial expressions and voice tone sent from the augmented reality device. The input is the user's facial expression data and voice data, and the output is their emotional state. Using an emotion analysis algorithm, it determines whether the user is excited, calm, or otherwise emotional.
[0879] Step 8:
[0880] Based on the emotion analysis results, the server's emotion engine adjusts the content of explanations and advice. For example, if the user is happy, it generates advice that emphasizes the product's features. The input is the emotional state and existing product information, and the output is the adjusted explanation and advice. This adjusted information is then sent back to the augmented reality device and displayed to the user.
[0881] Through the processing steps described above, the system based on the present invention enables users to obtain information about products in real time within a physical store and to receive personalized advice tailored to their emotions at that time.
[0882] 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.
[0883] 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.
[0884] 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.
[0885] [Third Embodiment]
[0886] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0887] 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.
[0888] 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).
[0889] 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.
[0890] 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.
[0891] 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).
[0892] 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.
[0893] 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.
[0894] 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.
[0895] 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.
[0896] 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.
[0897] 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".
[0898] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[0899] System Configuration
[0900] 1. Server
[0901] Data Management Server: Manages the database that stores sports rule information and athlete information.
[0902] Event analysis server: Analyzes the match situation in real time and generates event information.
[0903] Explanation generation server: Generates explanations based on the generated event information.
[0904] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0905] 2. Terminal
[0906] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0907] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[0908] 3. Network
[0909] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0910] System operation
[0911] Data management server
[0912] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[0913] Event analysis server
[0914] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[0915] Explanation generation server
[0916] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[0917] Question analysis server
[0918] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0919] Specific example
[0920] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0921] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0922] This allows spectators to understand and enjoy the match in real time. The operation of this system also ensures that new spectators and those who speak different languages can fully understand and enjoy the match.
[0923] The embodiments for carrying out the present invention have been specifically described above.
[0924] The following describes the processing flow.
[0925] Step 1: The user launches the device app.
[0926] The user arrives at the stadium and launches a dedicated smartphone app.
[0927] Step 2: The terminal sends user information to the server.
[0928] The device sends the user's account information to the server for authentication.
[0929] Step 3: The server authenticates the user information.
[0930] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[0931] Step 4: The device suggests a mode selection to the user.
[0932] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[0933] Step 5: The user puts on the glasses.
[0934] The user puts on an augmented reality device (glasses).
[0935] Step 6: The device establishes a connection with the glasses.
[0936] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[0937] Step 7: The device sends initial setup information.
[0938] The terminal sends the user's selected mode information to the server and requests initial setup.
[0939] Step 8: The server returns the initial configuration information.
[0940] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[0941] Step 9: The device sends initial setup information to the glass.
[0942] The device receives initial setup information, which is then sent to the glass and displayed.
[0943] Step 10: The match begins
[0944] The match begins, and the terminal monitors the match progress in real time.
[0945] Step 11: Server analyzes the match situation
[0946] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[0947] Step 12: The server generates the explanation.
[0948] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[0949] Step 13: The device sends the explanation to the glass.
[0950] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[0951] Step 14: The user asks a question.
[0952] During the match, the user voice-questions into the glass, saying, "What is offside?"
[0953] Step 15: The device converts speech to text.
[0954] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[0955] Step 16: The server analyzes the question.
[0956] The server analyzes the received text and searches the database for relevant rules and information.
[0957] Step 17: The server generates the answer.
[0958] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[0959] Step 18: The device sends the answer to the glass.
[0960] The device receives the response from the server, sends it to the glass, and displays it.
[0961] (Example 1)
[0962] 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."
[0963] In current sports viewing, a challenge is the difficulty for spectators, especially beginners and those who speak different languages, in understanding the game's progression and technical terminology. Furthermore, traditional methods have been insufficient in real-time game analysis and providing quick answers to spectator questions. This has limited the spectator experience, sometimes preventing them from fully enjoying the game.
[0964] 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.
[0965] In this invention, the server includes means for managing competition rules and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; means for displaying commentary information and answers to questions on an augmented reality device worn by the spectator; and means for a terminal to receive spectator operations and provide and update information in cooperation with the server. As a result, spectators can easily understand the progress of the match and related information in real time, and gain a deeper understanding and enjoyment by responding quickly to voice questions.
[0966] A "database" is a system for structuring and storing information, and for efficiently managing and searching it.
[0967] "Rules and regulations information" refers to the official rules and guidelines related to a particular sport.
[0968] "Player information" refers to data about individual players, including information such as performance, career history, and physical characteristics.
[0969] "Real-time analysis" refers to processing data and obtaining results instantly, without any time delay.
[0970] "Event information" refers to records of important events that occur during a match (e.g., goals, fouls, player substitutions, etc.).
[0971] "Commentary" refers to explanations or comments that provide additional information about the progress of the match or specific events.
[0972] "Voice questions" refer to questions that spectators ask the system using their voices.
[0973] "Answer" refers to information generated as a response to an audio question.
[0974] An "augmented reality device" is a device that integrates and displays information from the real world and virtual information.
[0975] A "device" refers to a device used by spectators to operate the event, and usually means a smartphone or tablet.
[0976] A "server" refers to a computer system that stores and processes various types of data.
[0977] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[0978] System Configuration
[0979] 1. Server
[0980] Data Management Server: Manages the database that stores competition rules and athlete information.
[0981] Event analysis server: Analyzes the match situation in real time and generates event information.
[0982] Explanation generation server: Generates explanations based on the generated event information.
[0983] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[0984] 2. Terminal
[0985] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[0986] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[0987] 3. Network
[0988] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[0989] System operation
[0990] The server manages the rules and player information of the sport stored in the database and responds to requests from terminals as needed. For example, it provides the offside rule for soccer and the past performance of player A.
[0991] The event analysis server monitors the match in real time as it progresses, detecting and recording important events (e.g., goals, fouls, substitutions). For example, if player A scores a goal in the 6th minute of the match, the server detects and records that information.
[0992] The commentary generation server generates commentary based on detected event information. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season," and send it to the terminal.
[0993] The question analysis server analyzes voice questions from spectators and generates appropriate answers. When a spectator asks, "What is offside?", the voice question is converted to text by the terminal and sent to the question analysis server. The question analysis server analyzes the text and generates an answer such as, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[0994] The terminal is responsible for displaying commentary information and answers sent from the server on the augmented reality device. For example, it displays commentary generated during a match and answers to questions from spectators.
[0995] Specific example
[0996] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[0997] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[0998] Examples of prompt statements
[0999] "The server performs analysis in real time, and when an event occurs, it generates an explanation and sends it to the terminal."
[1000] "The terminal displays the received explanation on the augmented reality device and accepts voice questions from the user, sending them to the server."
[1001] "Users can ask voice questions and receive instant answers."
[1002] This system makes it easier for spectators to understand the progress of the match and related information in real time, and provides a deeper understanding and enjoyment by responding quickly to voice questions.
[1003] The flow of the specific processing in Example 1 will be explained using Figure 11.
[1004] Step 1:
[1005] The data management server manages the rules information and player information for the competition stored in the database.
[1006] Input: Database request (e.g., request to retrieve rule information or player information)
[1007] Output: Rule information, player information
[1008] Specific operation: When a request for the soccer offside rule is received from the terminal, the data management server retrieves that information from the database and sends it to the terminal.
[1009] Step 2:
[1010] The event analysis server analyzes the match situation in real time and generates event information.
[1011] Input: Real-time match data (e.g., player position data, ball movement, match progress data)
[1012] Output: Event information (e.g., goal, foul, substitution)
[1013] Specific operation: If player A scores a goal in the 6th minute of the match, the event analysis server detects this information and generates and records event information stating "Player A scored a goal."
[1014] Step 3:
[1015] The explanation generation server generates explanations based on the generated event information.
[1016] Input: Event information (e.g., "Player A scored a goal")
[1017] Output: Explanatory text (Example: "Player A has scored a goal. This is his third goal of the season.")
[1018] Specific operation: Upon receiving information from the event analysis server that "Player A has scored a goal," the commentary generation server generates the commentary "Player A has scored a goal. This is his third goal of the season," and sends that commentary to the terminal.
[1019] Step 4:
[1020] The question analysis server analyzes the questions entered by spectators via voice and generates answers.
[1021] Input: Voice question data (e.g., "What is offside?")
[1022] Output: Answer text (Example: "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass.")
[1023] Specific operation: If a spectator asks a question by voice, such as "What is offside?", the device converts the voice into text and sends it to the question analysis server. The question analysis server analyzes the text and generates the appropriate answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass," and sends it to the device.
[1024] Step 5:
[1025] The terminal displays the explanatory information and answers sent from the server on the augmented reality device.
[1026] Input: Explanation text, Answer text
[1027] Output: Display information on an augmented reality device
[1028] Specific operation: Based on information received from the explanation generation server and the question analysis server, the terminal displays text on the augmented reality device such as "Player A has scored a goal. This is his third goal of the season." or "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1029] Step 6:
[1030] Users receive information visually and audibly through augmented reality devices and terminals.
[1031] Input: Information displayed by augmented reality devices and terminals
[1032] Output: User understanding and operation data
[1033] Specific actions: Users visually receive explanations and answers to questions displayed on an augmented reality device, deepening their understanding of the game. They can also perform additional actions, such as asking voice questions, as needed.
[1034] (Application Example 1)
[1035] 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."
[1036] Traditional sports viewing has suffered from a lack of adequate support for spectators to understand and enjoy the game in real time. Furthermore, the provision of question-and-answer sessions and detailed explanations by spectators themselves was insufficient, preventing new spectators and those who speak different languages from fully enjoying the game. Additionally, there has been no way to provide real-time player information or replays of spectacular plays. A new system is needed to address these problems.
[1037] 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.
[1038] In this invention, the server includes means for managing sports rule information and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; and means for providing spectators with player information and replays of exciting plays in real time. This enables spectators to understand the match situation in real time and enjoy the match more deeply through detailed commentary, player information, and replays.
[1039] A "database" is an electronic system that systematically organizes and stores information, and allows that information to be managed and retrieved as needed.
[1040] "Sports rules information" refers to detailed explanations of the official rules and match procedures for a particular sport.
[1041] "Player information" refers to individual data about players in sports, such as their performance, career history, and statistical data.
[1042] "Match status" refers to information that shows the real-time status and events during the progress of a match.
[1043] "Event information" refers to data that records important events that occur during a match, such as goals and fouls.
[1044] "Commentary" refers to explanations and comments provided based on the match situation and event information.
[1045] "Spectators" refer to people who watch sports matches, either directly or remotely.
[1046] An "augmented reality device" is a device that overlays digital information onto images of the physical real world.
[1047] "Voice input" refers to a method by which spectators use devices such as microphones to communicate instructions or questions to the system using their voices.
[1048] A "question" refers to what spectators ask the system about the match situation, rules, player information, etc.
[1049] "Answer" refers to the response generated and provided by the system in response to a question from a spectator.
[1050] A "replay" is a function that allows you to review specific moments in a match by displaying them again.
[1051] The system for carrying out this invention includes multiple servers for communicating with augmented reality devices worn by spectators, and terminals and networks that cooperate with them. The system has the following main components and functions:
[1052] Server Configuration
[1053] 1. Data management server
[1054] Hardware / Software: Use MySQL or PostgreSQL for database management.
[1055] Function: Stores sports rule information and player information in a database and provides this information upon request from a terminal. For example, it can provide a specific player's past performance and detailed rules for a match.
[1056] 2. Event analysis server
[1057] Hardware / Software: Apache Kafka and Apache Storm are used for real-time data analysis.
[1058] Function: Monitors and detects important events (such as goals and fouls) that occur during a match in real time. For example, it can detect the moment a player scores a goal during a match.
[1059] 3. Explanation generation server
[1060] Hardware / Software: OpenAI's GPT is used for generative AI models.
[1061] Function: Generates and provides explanatory text in natural language based on analyzed event information. For example, it can generate an explanation such as, "Player A scored a goal. This is his third goal of the season."
[1062] 4. Question Analysis Server
[1063] Hardware / Software: Google Cloud Speech-to-Text API is used for speech analysis, and natural language processing models such as BERT are used for question answering.
[1064] Function: Converts questions entered by spectators via voice into text, analyzes the text, and generates appropriate answers. For example, in response to the question "What is offside?", it will generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1065] Device configuration
[1066] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information. These devices display match information and commentary in real time.
[1067] Augmented reality devices (AR devices)
[1068] Augmented reality devices: These are devices worn by spectators that display match status, commentary, and replays in real time. This allows spectators to enjoy the match more intuitively and with richer information.
[1069] network
[1070] Communication network: This is the network through which servers, terminals, and augmented reality devices communicate. Stable, high-speed communication is required.
[1071] Specific example
[1072] The server monitors the match situation and detects specific events (e.g., Player A scores a goal in the 6th minute) in real time. This information is processed by the event analysis server, and the commentary generation server generates detailed commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectator's augmented reality device via the terminal, allowing the spectator to receive this information visually and audibly in real time.
[1073] When a spectator asks a question aloud, such as "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is displayed to the spectator via the device, allowing them to immediately see a detailed explanation.
[1074] Example of a prompt
[1075] "Player A scored a goal during the match. Please generate a descriptive text."
[1076] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[1077] Step 1:
[1078] Match situation monitoring and data collection
[1079] The server monitors the match situation in real time and collects match data from cameras, sensors, and other sources. For example, camera footage and sensor information are input to record important events such as goals and fouls. The event analysis server analyzes this data in real time and generates event information. The output event information includes the time of the event, the players involved, and the type of event.
[1080] Step 2:
[1081] Event information processing and explanation generation
[1082] The event analysis server sends the event information it generates to the commentary generation server. The commentary generation server uses a generation AI model (for example, OpenAI's GPT) to generate commentary text based on the event information. Specifically, based on the event information received as input (e.g., "Player A scored a goal in the 6th minute"), it outputs commentary text such as, "Player A scored a goal. This is his third goal of the season."
[1083] Step 3:
[1084] Display of commentary and match information
[1085] The commentary generation server sends the generated commentary text to a device (smartphone or tablet), which is then displayed on an augmented reality device. The device provides this commentary text to the viewer visually and audibly. For example, the commentary text can be overlaid on real-time video footage of the match. The output data includes both text commentary and audio data.
[1086] Step 4:
[1087] Spectator question input and question analysis
[1088] Spectators input questions by voice into an augmented reality device or terminal. The terminal captures this voice data and sends it to a question analysis server. The question analysis server uses the Google Cloud Speech-to-Text API to convert the voice data to text and then analyzes it. The input for this step is the spectator's voice data, and the output is the transcribed question.
[1089] Step 5:
[1090] Question and Answer Generation
[1091] The question analysis server, upon receiving a text-based question, uses a natural language processing model such as BERT to analyze the question and generate an appropriate answer. For example, in response to the question "What is offside?", the server would generate an answer such as "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass." The output data includes the answer in text format.
[1092] Step 6:
[1093] Display the answer
[1094] The question analysis server generates the answer and sends it to the terminal, where it is displayed on the spectator's terminal or augmented reality device. The terminal provides this answer to the spectator in text or audio format. For example, the answer may be displayed on the screen in text format and played back as audio. The output data includes both text and audio data.
[1095] 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.
[1096] As an embodiment of the present invention, a system that combines a system that analyzes the match situation in real time using an augmented reality device worn by a spectator and provides commentary with an emotion engine that recognizes the user's emotions will be specifically described below.
[1097] System Configuration
[1098] 1. Server
[1099] Data Management Server: Manages the database that stores sports rule information and athlete information.
[1100] Event analysis server: Analyzes the match situation in real time and generates event information.
[1101] Explanation generation server: Generates explanations based on the generated event information.
[1102] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[1103] Sentiment analysis server: Analyzes the emotions of spectators and adjusts the commentary based on the results.
[1104] 2. Terminal
[1105] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[1106] Augmented reality devices (glasses): These are devices worn by spectators that display match status and commentary in real time. They have a built-in emotion engine that analyzes the spectator's emotions.
[1107] 3. Network
[1108] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1109] System operation
[1110] Data management server
[1111] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[1112] Event analysis server
[1113] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[1114] Explanation generation server
[1115] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[1116] Question analysis server
[1117] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1118] Emotion analysis server
[1119] The emotion analysis server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. For example, it analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[1120] Emotional Engine
[1121] The emotional engine adjusts the content and tone of the commentary according to the emotional state of the spectators. For example, if the spectators are excited, the commentary will be more detailed and emphasized. Conversely, if the spectators are calm, the commentary will be more concise.
[1122] Specific example
[1123] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[1124] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[1125] Furthermore, to analyze the emotional state of spectators, augmented reality devices monitor their facial expressions and tone of voice. For example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[1126] The embodiments for carrying out the present invention have been specifically described above.
[1127] The following describes the processing flow.
[1128] Step 1: The user launches the device app.
[1129] The user arrives at the stadium and launches a dedicated smartphone app.
[1130] Step 2: The terminal sends user information to the server.
[1131] The device sends the user's account information to the server for authentication.
[1132] Step 3: The server authenticates the user information.
[1133] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[1134] Step 4: The device suggests a mode selection to the user.
[1135] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[1136] Step 5: The user puts on the glasses.
[1137] The user puts on an augmented reality device (glasses).
[1138] Step 6: The device establishes a connection with the glasses.
[1139] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[1140] Step 7: The device sends initial setup information.
[1141] The terminal sends the user's selected mode information to the server and requests initial setup.
[1142] Step 8: The server returns the initial configuration information.
[1143] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[1144] Step 9: The device sends initial setup information to the glass.
[1145] The device receives initial setup information, which is then sent to the glass and displayed.
[1146] Step 10: The match begins
[1147] The match begins, and the terminal monitors the match progress in real time.
[1148] Step 11: Server analyzes the match situation
[1149] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[1150] Step 12: The server generates the explanation.
[1151] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[1152] Step 13: The device sends the explanation to the glass.
[1153] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[1154] Step 14: The user asks a question.
[1155] During the match, the user voice-questions into the glass, saying, "What is offside?"
[1156] Step 15: The device converts speech to text.
[1157] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[1158] Step 16: The server analyzes the question.
[1159] The server analyzes the received text and searches the database for relevant rules and information.
[1160] Step 17: The server generates the answer.
[1161] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1162] Step 18: The device sends the answer to the glass.
[1163] The device receives the response from the server, sends it to the glass, and displays it.
[1164] Step 19: The Glass analyzes the user's emotions.
[1165] The emotion engine built into the glasses analyzes the user's facial expressions and voice tone in real time.
[1166] Step 20: The device sends emotional information to the server.
[1167] The device sends the emotional information it analyzes to the server.
[1168] Step 21: The server adjusts the commentary based on emotions.
[1169] The server adjusts the content and tone of its explanations based on the emotional information it receives. For example, if the user is excited, the explanations will be more detailed and emphasized.
[1170] Step 22: The device sends the adjusted explanation to the glass.
[1171] The device receives updated commentary based on emotional information, sends it to the glass, and displays it.
[1172] In this way, the system can not only analyze and provide commentary on the match situation, but also make real-time adjustments based on the user's emotional state.
[1173] (Example 2)
[1174] 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."
[1175] Current sports viewing systems make it difficult for spectators to obtain real-time information about the game situation and players. Furthermore, the lack of flexible commentary tailored to the spectator's emotional state limits the viewing experience. In addition, prompt responses to spectator questions remain a challenge.
[1176] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means connected to an augmented reality device worn by a spectator and providing commentary, means for the spectator to input a question by voice, analyze the question, and generate an answer, and means for analyzing the spectator's emotional state and adjusting the commentary content based on the results. As a result, spectators can not only understand the match situation in real time but also receive flexible commentary that is tailored to their emotional state, enabling a richer viewing experience.
[1177] A "database" is a system for systematically storing and managing specific data.
[1178] "Sports rules information" refers to information that describes the officially established methods and rules of competition in a particular sport.
[1179] "Player information" refers to information that includes personal data about athletes, such as their performance and career history.
[1180] "Match status" is a general term for information indicating various events and conditions during the progress of a particular match.
[1181] "Event information" refers to information about important events that occur during a match (such as goals, fouls, and player substitutions).
[1182] "Commentary" refers to expert explanations and comments provided to spectators based on the match situation and event information.
[1183] A "spectator" is a user who uses a specific system or device to watch a sports match.
[1184] An "augmented reality device" is a device that overlays computer-generated information onto real-world visual information for display.
[1185] "Voice input" is a method by which users provide information to a system using their voice.
[1186] "Question analysis" is the process of converting voice-input questions into text format, understanding their content, and deriving appropriate answers.
[1187] "Emotional state" refers to the psychological state (e.g., excitement, joy, calmness, etc.) of an observer, as analyzed from their facial expressions and tone of voice.
[1188] "Adjusting the content of the commentary" is the process of changing the amount of information and tone of the commentary based on the emotional state of the viewers.
[1189] "Match situation analysis" is the process of monitoring the progress of a match in real time, detecting important events, and recording them as information.
[1190] The present invention combines a system that analyzes the match situation in real time using an augmented reality device worn by spectators and provides commentary with an emotion engine that recognizes the emotions of the spectators. Specifically, it includes the following configuration.
[1191] System Configuration
[1192] 1. Server
[1193] Database server: A server equipped with a database for storing and managing sports rules and player information.
[1194] Event analysis server: This server analyzes the match situation in real time and generates event information.
[1195] Explanation generation server: This server generates explanations based on the generated event information.
[1196] Question analysis server: This server analyzes questions entered by spectators via voice input and generates answers.
[1197] Emotion analysis server: This server analyzes the emotions of spectators and adjusts the commentary based on the results.
[1198] 2. Terminal
[1199] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[1200] Augmented reality devices (AR devices): These are devices worn by spectators that display real-time match status and commentary. They include a built-in emotion engine that analyzes the spectator's emotions.
[1201] 3. Network
[1202] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1203] System operation
[1204] Data management server
[1205] The server acts as a database server, storing and managing sports rules and player information. This uses databases such as SQL. For example, it stores detailed rules regarding offside in soccer, as well as players' past performance and careers. Users request the necessary information through their terminals, and the server provides it.
[1206] Event analysis server
[1207] The server monitors the match situation in real time. For example, if a player scores a goal, that event is detected and saved as event information.
[1208] Explanation generation server
[1209] The server generates commentary based on detected event information. Using a natural language generation (NLG) algorithm, it generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is provided to the spectator via their device.
[1210] Question analysis server
[1211] When a user asks a voice question into an augmented reality device, the device captures the question and converts the voice to text. A question analysis server analyzes the textualized question and generates an appropriate answer. For example, in response to the question "What is offside?", it would generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1212] Emotion analysis server
[1213] The system analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. It analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[1214] Emotional Engine
[1215] The emotion engine adjusts the content and tone of the commentary based on the emotional state of the spectators, as obtained from the emotion analysis server. For example, if a spectator is excited, the commentary will be more detailed and emphasized. Conversely, if a spectator is calm, the commentary will be more concise.
[1216] Specific example
[1217] Consider a scenario where a match has started and spectators are wearing augmented reality devices. A server monitors the match and detects when a player scores a goal. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." This commentary is displayed on the spectator's augmented reality device via a terminal, allowing the spectator to receive the information visually and audibly in real time.
[1218] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. This answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[1219] In emotion analysis, for example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[1220] Example input prompts for a generative AI model
[1221] Prompt: "Generate an excited commentary for spectators when player A scores a goal."
[1222] By inputting this prompt into the AI model, appropriate explanatory text can be automatically generated. Prompts for other match scenarios can also be easily created.
[1223] The above describes embodiments for carrying out the present invention.
[1224] The flow of the specific processing in Example 2 will be explained using Figure 13.
[1225] Step 1:
[1226] The server acts as a database server, storing and managing sports rule information and player information. It receives requests from users and provides the necessary information. The input in this case is sports rule information and player information, and the output is the database containing this information. For example, it might store the "offside" rule in the database and the "past performance" of player A in the database.
[1227] Step 2:
[1228] The server monitors the match situation in real time and detects important events (e.g., goals, fouls, substitutions). The input is the raw match data, and the output is the detected event information. For example, the server detects that "Player A scored a goal in the 6th minute" and records it as a "goal event".
[1229] Step 3:
[1230] The server generates an explanation based on the detected event information. The input is the event information, and the output is the generated explanation. Specifically, the server obtains the event information "Player A scored a goal" and uses natural language generation (NLG) to create the explanation "This is the third goal of the season."
[1231] Step 4:
[1232] When a user asks a voice question into an augmented reality device, the device captures the question and converts the audio to text. The input is the voice question, and the output is the textualized question. For example, if the user asks, "What is offside?", the device converts this question to text.
[1233] Step 5:
[1234] The question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the generated answer. Specifically, the question analysis server generates the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1235] Step 6:
[1236] The server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. The input is data of the spectators' facial expressions and voice tone, and the output is the spectators' emotional state. Specifically, the server analyzes the spectators' emotions such as "excitement, joy, and calmness."
[1237] Step 7:
[1238] The emotion engine adjusts the commentary based on the emotional state obtained from the emotion analysis server. The input is the spectator's emotional state, and the output is the adjusted commentary. Specifically, when the emotion engine is notified that "the spectator is excited," the server issues an instruction to "emphasize the commentary in detail." The server then generates an emphasized commentary such as, "Player A has scored a goal. This is his third goal of the season!"
[1239] The above describes the specific processing steps of the system and their respective operations.
[1240] (Application Example 2)
[1241] 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."
[1242] In modern sports viewing and in-store shopping experiences, it is difficult for users to instantly obtain the information they want. Furthermore, the lack of personalized information tailored to users' emotions and interests prevents them from having a richer and more satisfying experience. In particular, real-time analysis and commentary of game situations are needed for sports viewing, and product information and personalized advice are required in physical stores.
[1243] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means for analyzing the emotions of spectators in real time and adjusting the content and tone of the commentary, means for recognizing products in a store and displaying product information and reviews, and means for providing personalized advice based on the results of the user's emotion analysis in the store. This makes it possible to provide real-time commentary and emotion-responsive information during sports viewing, as well as immediate display of product information and personalized advice in physical stores.
[1244] An "augmented reality device" is a device that spectators wear to visually overlay images and information in real time.
[1245] "Real-time" means performing processing and analysis on the same time axis as real time.
[1246] A "database" is a structured collection of information designed to be systematically managed, stored, and searched for and used as needed.
[1247] "Sports rules information" refers to the rules and guidelines for conducting a particular sport fairly and according to the established regulations.
[1248] "Player information" refers to individual data, career history, and performance records of athletes.
[1249] "Event information" refers to information about important events or actions that occur during a match (for example, goals or fouls).
[1250] "Emotional analysis" is a technology that analyzes the facial expressions and voices of spectators to determine their emotional state at that time (for example, excitement, sadness, or joy).
[1251] "In-store products" refer to individual items or products sold in a physical store.
[1252] "Product information" refers to detailed information about individual products (e.g., price, specifications, and intended use).
[1253] A "review" refers to a user's evaluation or comment on a product or service.
[1254] Personalization means providing information and services that are individually optimized based on the user's preferences and behavior.
[1255] "Advice" refers to providing guidance or suggestions to help users take the best possible action.
[1256] "Commentary" refers to providing detailed explanations of the situation in a match or event, offering information in a way that is easy for spectators to understand.
[1257] "Voice input" refers to the act of a user using their voice to ask questions or give instructions to a system.
[1258] "Real-time analysis" is a process that captures data on the same time axis as real time and analyzes the information on the spot.
[1259] As an embodiment of the present invention, a system that uses augmented reality devices worn by spectators or shoppers to analyze information in real time and provide appropriate explanations and advice will be specifically described below.
[1260] System Configuration
[1261] 1. Server
[1262] Data Management Server: Manages sports rule information and athlete information stored in the database, as well as information on products sold in stores.
[1263] Event analysis server: Analyzes the match situation in real time and generates event information.
[1264] Explanation generation server: Generates explanations based on the generated event information.
[1265] Question analysis server: Analyzes questions entered by spectators and shoppers via voice input and generates answers.
[1266] Sentiment analysis server: Analyzes the emotions of spectators and shoppers, and adjusts the content of commentary and advice based on the results.
[1267] 2. Terminal
[1268] Smartphone or tablet: A device that the user brings with them and that interacts with a server to display information.
[1269] Augmented reality devices (head-mounted displays or smart glasses): These are devices worn by the user that display real-time information on match status, commentary, and product information. They incorporate an emotion engine to analyze the user's emotions.
[1270] 3. Network
[1271] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1272] System operation
[1273] Data management server
[1274] The data management server stores information on sports rules and players, as well as information on products sold in stores, in its database and provides the information requested from terminals as needed. For example, this could include soccer rules, the performance records of specific players, and detailed information on specific products.
[1275] Event analysis server
[1276] As the match progresses, the event analysis server monitors the match situation in real time and detects important events (goals, fouls, etc.). For example, it detects that player A scored a goal in the 6th minute and records it as event information.
[1277] Explanation generation server
[1278] Based on the detected event information, the commentary generation server generates appropriate commentary. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season."
[1279] Question analysis server
[1280] When spectators or shoppers ask voice questions into augmented reality devices, the voice is analyzed by the device, and the transcribed information is sent to a question analysis server. The question analysis server then analyzes the text and generates an appropriate answer. For example, to the question, "What is offside?", it would generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1281] Emotion analysis server
[1282] The emotion analysis server analyzes the user's emotions in real time based on data sent from the augmented reality device. For example, it analyzes the user's facial expressions and voice tone to determine their emotional state, such as whether they are excited or calm.
[1283] Adjusting the emotional engine and providing commentary / advice.
[1284] The emotion engine adjusts the content and tone of explanations and advice according to the user's emotional state. For example, if a spectator is excited, it provides more detailed and energetic explanations, and if a shopper is happy, it provides advice that emphasizes the product's features.
[1285] Specific example
[1286] Imagine a user wearing an augmented reality device and walking around a physical store. When the user sees a particular product, product information, reviews, and recommended uses are displayed on the device. Furthermore, if the user asks, "Are there any special offers for this product?", the question is analyzed and special offer information is displayed. When the user experiences emotions such as joy or anxiety, personalized advice is provided according to those emotions.
[1287] Example of a prompt
[1288] A user is viewing product A. Please create a message that includes detailed information about this product and appealing points that are likely to interest the user.
[1289] Product information:
[1290] Name: Product A
[1291] Price: 5000 yen
[1292] Description: Product A is a high-performance, durable product made using the latest technology.
[1293] User sentiment: 'Interested'
[1294] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[1295] Step 1:
[1296] A user wears an augmented reality device and views products in a physical store. During this process, the user's augmented reality device captures images of the products with its camera, and this video data is processed in real time. The input is the camera footage, and the output is the ID of the recognized product. The device uses an image analysis algorithm to identify the product and sends its ID to the cloud.
[1297] Step 2:
[1298] The server searches the database for the corresponding product information based on the received product ID. The input is the product ID, and the output is the corresponding product information (name, price, description, reviews, etc.). This information is stored in a data format divided into various fields, making it easy to search and retrieve.
[1299] Step 3:
[1300] The server sends the retrieved product information to the augmented reality device, which then displays that information to the user. The input is product information, and the output is the information displayed on the device's screen. The display visually shows the name, price, description, and reviews.
[1301] Step 4:
[1302] The user asks a question aloud to an augmented reality device. This audio data is analyzed and converted to text by the device. The input is audio data, and the output is text data. A speech recognition algorithm is used to convert the audio to text.
[1303] Step 5:
[1304] The server's question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the answer text. Natural language processing algorithms are used to analyze the meaning of the question and retrieve relevant information from the database to generate the answer.
[1305] Step 6:
[1306] The server sends the generated response to the augmented reality device, which then displays it to the user. The input is the response text, and the output is the response displayed on the device's screen. The display shows the specific answer to the question.
[1307] Step 7:
[1308] The emotion analysis server analyzes the user's facial expressions and voice tone sent from the augmented reality device. The input is the user's facial expression data and voice data, and the output is their emotional state. Using an emotion analysis algorithm, it determines whether the user is excited, calm, or otherwise emotional.
[1309] Step 8:
[1310] Based on the emotion analysis results, the server's emotion engine adjusts the content of explanations and advice. For example, if the user is happy, it generates advice that emphasizes the product's features. The input is the emotional state and existing product information, and the output is the adjusted explanation and advice. This adjusted information is then sent back to the augmented reality device and displayed to the user.
[1311] Through the processing steps described above, the system based on the present invention enables users to obtain information about products in real time within a physical store and to receive personalized advice tailored to their emotions at that time.
[1312] 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.
[1313] 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.
[1314] 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.
[1315] [Fourth Embodiment]
[1316] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[1317] 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.
[1318] 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).
[1319] 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.
[1320] 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.
[1321] 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).
[1322] 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.
[1323] 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.
[1324] 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.
[1325] 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.
[1326] 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.
[1327] 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.
[1328] 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".
[1329] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[1330] System Configuration
[1331] 1. Server
[1332] Data Management Server: Manages the database that stores sports rule information and athlete information.
[1333] Event analysis server: Analyzes the match situation in real time and generates event information.
[1334] Explanation generation server: Generates explanations based on the generated event information.
[1335] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[1336] 2. Terminal
[1337] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[1338] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[1339] 3. Network
[1340] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1341] System operation
[1342] Data management server
[1343] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[1344] Event analysis server
[1345] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[1346] Explanation generation server
[1347] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[1348] Question analysis server
[1349] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1350] Specific example
[1351] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[1352] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[1353] This allows spectators to understand and enjoy the match in real time. The operation of this system also ensures that new spectators and those who speak different languages can fully understand and enjoy the match.
[1354] The embodiments for carrying out the present invention have been specifically described above.
[1355] The following describes the processing flow.
[1356] Step 1: The user launches the device app.
[1357] The user arrives at the stadium and launches a dedicated smartphone app.
[1358] Step 2: The terminal sends user information to the server.
[1359] The device sends the user's account information to the server for authentication.
[1360] Step 3: The server authenticates the user information.
[1361] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[1362] Step 4: The device suggests a mode selection to the user.
[1363] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[1364] Step 5: The user puts on the glasses.
[1365] The user puts on an augmented reality device (glasses).
[1366] Step 6: The device establishes a connection with the glasses.
[1367] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[1368] Step 7: The device sends initial setup information.
[1369] The terminal sends the user's selected mode information to the server and requests initial setup.
[1370] Step 8: The server returns the initial configuration information.
[1371] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[1372] Step 9: The device sends initial setup information to the glass.
[1373] The device receives initial setup information, which is then sent to the glass and displayed.
[1374] Step 10: The match begins
[1375] The match begins, and the terminal monitors the match progress in real time.
[1376] Step 11: Server analyzes the match situation
[1377] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[1378] Step 12: The server generates the explanation.
[1379] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[1380] Step 13: The device sends the explanation to the glass.
[1381] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[1382] Step 14: The user asks a question.
[1383] During the match, the user voice-questions into the glass, saying, "What is offside?"
[1384] Step 15: The device converts speech to text.
[1385] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[1386] Step 16: The server analyzes the question.
[1387] The server analyzes the received text and searches the database for relevant rules and information.
[1388] Step 17: The server generates the answer.
[1389] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1390] Step 18: The device sends the answer to the glass.
[1391] The device receives the response from the server, sends it to the glass, and displays it.
[1392] (Example 1)
[1393] 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".
[1394] In current sports viewing, a challenge is the difficulty for spectators, especially beginners and those who speak different languages, in understanding the game's progression and technical terminology. Furthermore, traditional methods have been insufficient in real-time game analysis and providing quick answers to spectator questions. This has limited the spectator experience, sometimes preventing them from fully enjoying the game.
[1395] 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.
[1396] In this invention, the server includes means for managing competition rules and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; means for displaying commentary information and answers to questions on an augmented reality device worn by the spectator; and means for a terminal to receive spectator operations and provide and update information in cooperation with the server. As a result, spectators can easily understand the progress of the match and related information in real time, and gain a deeper understanding and enjoyment by responding quickly to voice questions.
[1397] A "database" is a system for structuring and storing information, and for efficiently managing and searching it.
[1398] "Rules and regulations information" refers to the official rules and guidelines related to a particular sport.
[1399] "Player information" refers to data about individual players, including information such as performance, career history, and physical characteristics.
[1400] "Real-time analysis" refers to processing data and obtaining results instantly, without any time delay.
[1401] "Event information" refers to records of important events that occur during a match (e.g., goals, fouls, player substitutions, etc.).
[1402] "Commentary" refers to explanations or comments that provide additional information about the progress of the match or specific events.
[1403] "Voice questions" refer to questions that spectators ask the system using their voices.
[1404] "Answer" refers to information generated as a response to an audio question.
[1405] An "augmented reality device" is a device that integrates and displays information from the real world and virtual information.
[1406] A "device" refers to a device used by spectators to operate the event, and usually means a smartphone or tablet.
[1407] A "server" refers to a computer system that stores and processes various types of data.
[1408] As an embodiment of the present invention, a system that analyzes the match situation in real time and provides commentary using an augmented reality device worn by spectators will be specifically described below.
[1409] System Configuration
[1410] 1. Server
[1411] Data Management Server: Manages the database that stores competition rules and athlete information.
[1412] Event analysis server: Analyzes the match situation in real time and generates event information.
[1413] Explanation generation server: Generates explanations based on the generated event information.
[1414] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[1415] 2. Terminal
[1416] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[1417] Augmented reality devices (glasses): These are devices worn by spectators that display the match status and commentary in real time.
[1418] 3. Network
[1419] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1420] System operation
[1421] The server manages the rules and player information of the sport stored in the database and responds to requests from terminals as needed. For example, it provides the offside rule for soccer and the past performance of player A.
[1422] The event analysis server monitors the match in real time as it progresses, detecting and recording important events (e.g., goals, fouls, substitutions). For example, if player A scores a goal in the 6th minute of the match, the server detects and records that information.
[1423] The commentary generation server generates commentary based on detected event information. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season," and send it to the terminal.
[1424] The question analysis server analyzes voice questions from spectators and generates appropriate answers. When a spectator asks, "What is offside?", the voice question is converted to text by the terminal and sent to the question analysis server. The question analysis server analyzes the text and generates an answer such as, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1425] The terminal is responsible for displaying commentary information and answers sent from the server on the augmented reality device. For example, it displays commentary generated during a match and answers to questions from spectators.
[1426] Specific example
[1427] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[1428] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[1429] Examples of prompt statements
[1430] "The server performs analysis in real time, and when an event occurs, it generates an explanation and sends it to the terminal."
[1431] "The terminal displays the received explanation on the augmented reality device and accepts voice questions from the user, sending them to the server."
[1432] "Users can ask voice questions and receive instant answers."
[1433] This system makes it easier for spectators to understand the progress of the match and related information in real time, and provides a deeper understanding and enjoyment by responding quickly to voice questions.
[1434] The flow of the specific processing in Example 1 will be explained using Figure 11.
[1435] Step 1:
[1436] The data management server manages the rules information and player information for the competition stored in the database.
[1437] Input: Database request (e.g., request to retrieve rule information or player information)
[1438] Output: Rule information, player information
[1439] Specific operation: When a request for the soccer offside rule is received from the terminal, the data management server retrieves that information from the database and sends it to the terminal.
[1440] Step 2:
[1441] The event analysis server analyzes the match situation in real time and generates event information.
[1442] Input: Real-time match data (e.g., player position data, ball movement, match progress data)
[1443] Output: Event information (e.g., goal, foul, substitution)
[1444] Specific operation: If player A scores a goal in the 6th minute of the match, the event analysis server detects this information and generates and records event information stating "Player A scored a goal."
[1445] Step 3:
[1446] The explanation generation server generates explanations based on the generated event information.
[1447] Input: Event information (e.g., "Player A scored a goal")
[1448] Output: Explanatory text (Example: "Player A has scored a goal. This is his third goal of the season.")
[1449] Specific operation: Upon receiving information from the event analysis server that "Player A has scored a goal," the commentary generation server generates the commentary "Player A has scored a goal. This is his third goal of the season," and sends that commentary to the terminal.
[1450] Step 4:
[1451] The question analysis server analyzes the questions entered by spectators via voice and generates answers.
[1452] Input: Voice question data (e.g., "What is offside?")
[1453] Output: Answer text (Example: "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass.")
[1454] Specific operation: If a spectator asks a question by voice, such as "What is offside?", the device converts the voice into text and sends it to the question analysis server. The question analysis server analyzes the text and generates the appropriate answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass," and sends it to the device.
[1455] Step 5:
[1456] The terminal displays the explanatory information and answers sent from the server on the augmented reality device.
[1457] Input: Explanation text, Answer text
[1458] Output: Display information on an augmented reality device
[1459] Specific operation: Based on information received from the explanation generation server and the question analysis server, the terminal displays text on the augmented reality device such as "Player A has scored a goal. This is his third goal of the season." or "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1460] Step 6:
[1461] Users receive information visually and audibly through augmented reality devices and terminals.
[1462] Input: Information displayed by augmented reality devices and terminals
[1463] Output: User understanding and operation data
[1464] Specific actions: Users visually receive explanations and answers to questions displayed on an augmented reality device, deepening their understanding of the game. They can also perform additional actions, such as asking voice questions, as needed.
[1465] (Application Example 1)
[1466] 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".
[1467] Traditional sports viewing has suffered from a lack of adequate support for spectators to understand and enjoy the game in real time. Furthermore, the provision of question-and-answer sessions and detailed explanations by spectators themselves was insufficient, preventing new spectators and those who speak different languages from fully enjoying the game. Additionally, there has been no way to provide real-time player information or replays of spectacular plays. A new system is needed to address these problems.
[1468] 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.
[1469] In this invention, the server includes means for managing sports rule information and player information stored in a database; means for analyzing the match situation in real time and generating event information; means for generating commentary based on the event information and providing it to spectators; means for spectators to input questions by voice; means for analyzing the questions and generating answers; and means for providing spectators with player information and replays of exciting plays in real time. This enables spectators to understand the match situation in real time and enjoy the match more deeply through detailed commentary, player information, and replays.
[1470] A "database" is an electronic system that systematically organizes and stores information, and allows that information to be managed and retrieved as needed.
[1471] "Sports rules information" refers to detailed explanations of the official rules and match procedures for a particular sport.
[1472] "Player information" refers to individual data about players in sports, such as their performance, career history, and statistical data.
[1473] "Match status" refers to information that shows the real-time status and events during the progress of a match.
[1474] "Event information" refers to data that records important events that occur during a match, such as goals and fouls.
[1475] "Commentary" refers to explanations and comments provided based on the match situation and event information.
[1476] "Spectators" refer to people who watch sports matches, either directly or remotely.
[1477] An "augmented reality device" is a device that overlays digital information onto images of the physical real world.
[1478] "Voice input" refers to a method by which spectators use devices such as microphones to communicate instructions or questions to the system using their voices.
[1479] A "question" refers to what spectators ask the system about the match situation, rules, player information, etc.
[1480] "Answer" refers to the response generated and provided by the system in response to a question from a spectator.
[1481] A "replay" is a function that allows you to review specific moments in a match by displaying them again.
[1482] The system for carrying out this invention includes multiple servers for communicating with augmented reality devices worn by spectators, and terminals and networks that cooperate with them. The system has the following main components and functions:
[1483] Server Configuration
[1484] 1. Data management server
[1485] Hardware / Software: Use MySQL or PostgreSQL for database management.
[1486] Function: Stores sports rule information and player information in a database and provides this information upon request from a terminal. For example, it can provide a specific player's past performance and detailed rules for a match.
[1487] 2. Event analysis server
[1488] Hardware / Software: Apache Kafka and Apache Storm are used for real-time data analysis.
[1489] Function: Monitors and detects important events (such as goals and fouls) that occur during a match in real time. For example, it can detect the moment a player scores a goal during a match.
[1490] 3. Explanation generation server
[1491] Hardware / Software: OpenAI's GPT is used for generative AI models.
[1492] Function: Generates and provides explanatory text in natural language based on analyzed event information. For example, it can generate an explanation such as, "Player A scored a goal. This is his third goal of the season."
[1493] 4. Question Analysis Server
[1494] Hardware / Software: Google Cloud Speech-to-Text API is used for speech analysis, and natural language processing models such as BERT are used for question answering.
[1495] Function: Converts questions entered by spectators via voice into text, analyzes the text, and generates appropriate answers. For example, in response to the question "What is offside?", it will generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1496] Device configuration
[1497] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information. These devices display match information and commentary in real time.
[1498] Augmented reality devices (AR devices)
[1499] Augmented reality devices: These are devices worn by spectators that display match status, commentary, and replays in real time. This allows spectators to enjoy the match more intuitively and with richer information.
[1500] network
[1501] Communication network: This is the network through which servers, terminals, and augmented reality devices communicate. Stable, high-speed communication is required.
[1502] Specific example
[1503] The server monitors the match situation and detects specific events (e.g., Player A scores a goal in the 6th minute) in real time. This information is processed by the event analysis server, and the commentary generation server generates detailed commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectator's augmented reality device via the terminal, allowing the spectator to receive this information visually and audibly in real time.
[1504] When a spectator asks a question aloud, such as "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is displayed to the spectator via the device, allowing them to immediately see a detailed explanation.
[1505] Example of a prompt
[1506] "Player A scored a goal during the match. Please generate a descriptive text."
[1507] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[1508] Step 1:
[1509] Match situation monitoring and data collection
[1510] The server monitors the match situation in real time and collects match data from cameras, sensors, and other sources. For example, camera footage and sensor information are input to record important events such as goals and fouls. The event analysis server analyzes this data in real time and generates event information. The output event information includes the time of the event, the players involved, and the type of event.
[1511] Step 2:
[1512] Event information processing and explanation generation
[1513] The event analysis server sends the event information it generates to the commentary generation server. The commentary generation server uses a generation AI model (for example, OpenAI's GPT) to generate commentary text based on the event information. Specifically, based on the event information received as input (e.g., "Player A scored a goal in the 6th minute"), it outputs commentary text such as, "Player A scored a goal. This is his third goal of the season."
[1514] Step 3:
[1515] Display of commentary and match information
[1516] The commentary generation server sends the generated commentary text to a device (smartphone or tablet), which is then displayed on an augmented reality device. The device provides this commentary text to the viewer visually and audibly. For example, the commentary text can be overlaid on real-time video footage of the match. The output data includes both text commentary and audio data.
[1517] Step 4:
[1518] Spectator question input and question analysis
[1519] Spectators input questions by voice into an augmented reality device or terminal. The terminal captures this voice data and sends it to a question analysis server. The question analysis server uses the Google Cloud Speech-to-Text API to convert the voice data to text and then analyzes it. The input for this step is the spectator's voice data, and the output is the transcribed question.
[1520] Step 5:
[1521] Question and Answer Generation
[1522] The question analysis server, upon receiving a text-based question, uses a natural language processing model such as BERT to analyze the question and generate an appropriate answer. For example, in response to the question "What is offside?", the server would generate an answer such as "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass." The output data includes the answer in text format.
[1523] Step 6:
[1524] Display the answer
[1525] The question analysis server generates the answer and sends it to the terminal, where it is displayed on the spectator's terminal or augmented reality device. The terminal provides this answer to the spectator in text or audio format. For example, the answer may be displayed on the screen in text format and played back as audio. The output data includes both text and audio data.
[1526] 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.
[1527] As an embodiment of the present invention, a system that combines a system that analyzes the match situation in real time using an augmented reality device worn by a spectator and provides commentary with an emotion engine that recognizes the user's emotions will be specifically described below.
[1528] System Configuration
[1529] 1. Server
[1530] Data Management Server: Manages the database that stores sports rule information and athlete information.
[1531] Event analysis server: Analyzes the match situation in real time and generates event information.
[1532] Explanation generation server: Generates explanations based on the generated event information.
[1533] Question analysis server: Analyzes questions entered by spectators via voice input and generates answers.
[1534] Sentiment analysis server: Analyzes the emotions of spectators and adjusts the commentary based on the results.
[1535] 2. Terminal
[1536] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[1537] Augmented reality devices (glasses): These are devices worn by spectators that display match status and commentary in real time. They have a built-in emotion engine that analyzes the spectator's emotions.
[1538] 3. Network
[1539] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1540] System operation
[1541] Data management server
[1542] The server stores sports rules and player information in a database and provides the necessary information in response to requests from terminals. For example, it stores and manages detailed explanations of offside rules in soccer, or information such as player A's past performance and career.
[1543] Event analysis server
[1544] As the match progresses, the event analysis server monitors the game in real time, detecting and recording important events (goals, fouls, player substitutions, etc.). For example, if player A scores a goal in the 6th minute, that event will be detected.
[1545] Explanation generation server
[1546] Based on the detected event information, commentary is generated. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season," is generated and provided to the spectator via their device.
[1547] Question analysis server
[1548] When a spectator asks a voice question into an augmented reality device, the device analyzes the voice, and the transcribed information is sent to a question analysis server. The question analysis server analyzes the text, generates an appropriate answer, and sends it back to the device. For example, in response to the question, "What is offside?", the server might generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1549] Emotion analysis server
[1550] The emotion analysis server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. For example, it analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[1551] Emotional Engine
[1552] The emotional engine adjusts the content and tone of the commentary according to the emotional state of the spectators. For example, if the spectators are excited, the commentary will be more detailed and emphasized. Conversely, if the spectators are calm, the commentary will be more concise.
[1553] Specific example
[1554] Consider a scenario where the match has started and spectators are wearing augmented reality devices. First, a server monitors the match and detects that player A scored a goal in the 6th minute. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is displayed on the spectators' augmented reality devices via their terminals, allowing them to receive this information visually and audibly in real time.
[1555] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. The generated answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[1556] Furthermore, to analyze the emotional state of spectators, augmented reality devices monitor their facial expressions and tone of voice. For example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[1557] The embodiments for carrying out the present invention have been specifically described above.
[1558] The following describes the processing flow.
[1559] Step 1: The user launches the device app.
[1560] The user arrives at the stadium and launches a dedicated smartphone app.
[1561] Step 2: The terminal sends user information to the server.
[1562] The device sends the user's account information to the server for authentication.
[1563] Step 3: The server authenticates the user information.
[1564] The server receives user information and performs authentication. If authentication is successful, it returns appropriate configuration information to the terminal.
[1565] Step 4: The device suggests a mode selection to the user.
[1566] The device displays a mode selection message to the user, such as "Do you want to switch to beginner mode?".
[1567] Step 5: The user puts on the glasses.
[1568] The user puts on an augmented reality device (glasses).
[1569] Step 6: The device establishes a connection with the glasses.
[1570] The device establishes a connection with the glasses via Bluetooth or Wi-Fi. Once the connection is successful, the device detects that the connection is complete.
[1571] Step 7: The device sends initial setup information.
[1572] The terminal sends the user's selected mode information to the server and requests initial setup.
[1573] Step 8: The server returns the initial configuration information.
[1574] The server generates initial setup information (basic rule explanations, player information, etc.) and sends it to the terminal.
[1575] Step 9: The device sends initial setup information to the glass.
[1576] The device receives initial setup information, which is then sent to the glass and displayed.
[1577] Step 10: The match begins
[1578] The match begins, and the terminal monitors the match progress in real time.
[1579] Step 11: Server analyzes the match situation
[1580] The server receives and analyzes the match status in real time. For example, if player A scores a goal in the 6th minute, the server detects that event.
[1581] Step 12: The server generates the explanation.
[1582] The server generates commentary based on the events it detects. For example, it might generate commentary such as, "Player A has scored a goal. This is his third goal of the season."
[1583] Step 13: The device sends the explanation to the glass.
[1584] The device receives explanations from the server and sends them to the glass, where they are displayed as audio or text.
[1585] Step 14: The user asks a question.
[1586] During the match, the user voice-questions into the glass, saying, "What is offside?"
[1587] Step 15: The device converts speech to text.
[1588] The device uses a speech recognition system to convert the user's voice into text and sends it to the server.
[1589] Step 16: The server analyzes the question.
[1590] The server analyzes the received text and searches the database for relevant rules and information.
[1591] Step 17: The server generates the answer.
[1592] The server generates an appropriate answer, for example, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1593] Step 18: The device sends the answer to the glass.
[1594] The device receives the response from the server, sends it to the glass, and displays it.
[1595] Step 19: The Glass analyzes the user's emotions.
[1596] The emotion engine built into the glasses analyzes the user's facial expressions and voice tone in real time.
[1597] Step 20: The device sends emotional information to the server.
[1598] The device sends the emotional information it analyzes to the server.
[1599] Step 21: The server adjusts the commentary based on emotions.
[1600] The server adjusts the content and tone of its explanations based on the emotional information it receives. For example, if the user is excited, the explanations will be more detailed and emphasized.
[1601] Step 22: The device sends the adjusted explanation to the glass.
[1602] The device receives updated commentary based on emotional information, sends it to the glass, and displays it.
[1603] In this way, the system can not only analyze and provide commentary on the match situation, but also make real-time adjustments based on the user's emotional state.
[1604] (Example 2)
[1605] 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".
[1606] Current sports viewing systems make it difficult for spectators to obtain real-time information about the game situation and players. Furthermore, the lack of flexible commentary tailored to the spectator's emotional state limits the viewing experience. In addition, prompt responses to spectator questions remain a challenge.
[1607] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means connected to an augmented reality device worn by a spectator and providing commentary, means for the spectator to input a question by voice, analyze the question, and generate an answer, and means for analyzing the spectator's emotional state and adjusting the commentary content based on the results. As a result, spectators can not only understand the match situation in real time but also receive flexible commentary that is tailored to their emotional state, enabling a richer viewing experience.
[1608] A "database" is a system for systematically storing and managing specific data.
[1609] "Sports rules information" refers to information that describes the officially established methods and rules of competition in a particular sport.
[1610] "Player information" refers to information that includes personal data about athletes, such as their performance and career history.
[1611] "Match status" is a general term for information indicating various events and conditions during the progress of a particular match.
[1612] "Event information" refers to information about important events that occur during a match (such as goals, fouls, and player substitutions).
[1613] "Commentary" refers to expert explanations and comments provided to spectators based on the match situation and event information.
[1614] A "spectator" is a user who uses a specific system or device to watch a sports match.
[1615] An "augmented reality device" is a device that overlays computer-generated information onto real-world visual information for display.
[1616] "Voice input" is a method by which users provide information to a system using their voice.
[1617] "Question analysis" is the process of converting voice-input questions into text format, understanding their content, and deriving appropriate answers.
[1618] "Emotional state" refers to the psychological state (e.g., excitement, joy, calmness, etc.) of an observer, as analyzed from their facial expressions and tone of voice.
[1619] "Adjusting the content of the commentary" is the process of changing the amount of information and tone of the commentary based on the emotional state of the viewers.
[1620] "Match situation analysis" is the process of monitoring the progress of a match in real time, detecting important events, and recording them as information.
[1621] The present invention combines a system that analyzes the match situation in real time using an augmented reality device worn by spectators and provides commentary with an emotion engine that recognizes the emotions of the spectators. Specifically, it includes the following configuration.
[1622] System Configuration
[1623] 1. Server
[1624] Database server: A server equipped with a database for storing and managing sports rules and player information.
[1625] Event analysis server: This server analyzes the match situation in real time and generates event information.
[1626] Explanation generation server: This server generates explanations based on the generated event information.
[1627] Question analysis server: This server analyzes questions entered by spectators via voice input and generates answers.
[1628] Emotion analysis server: This server analyzes the emotions of spectators and adjusts the commentary based on the results.
[1629] 2. Terminal
[1630] Smartphones or tablets: These are devices brought by spectators that connect to a server to display information.
[1631] Augmented reality devices (AR devices): These are devices worn by spectators that display real-time match status and commentary. They include a built-in emotion engine that analyzes the spectator's emotions.
[1632] 3. Network
[1633] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1634] System operation
[1635] Data management server
[1636] The server acts as a database server, storing and managing sports rules and player information. This uses databases such as SQL. For example, it stores detailed rules regarding offside in soccer, as well as players' past performance and careers. Users request the necessary information through their terminals, and the server provides it.
[1637] Event analysis server
[1638] The server monitors the match situation in real time. For example, if a player scores a goal, that event is detected and saved as event information.
[1639] Explanation generation server
[1640] The server generates commentary based on detected event information. Using a natural language generation (NLG) algorithm, it generates commentary such as, "Player A has scored a goal. This is his third goal of the season." The generated commentary is provided to the spectator via their device.
[1641] Question analysis server
[1642] When a user asks a voice question into an augmented reality device, the device captures the question and converts the voice to text. A question analysis server analyzes the textualized question and generates an appropriate answer. For example, in response to the question "What is offside?", it would generate the answer "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1643] Emotion analysis server
[1644] The system analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. It analyzes the spectators' facial expressions and tone of voice to determine their emotional state, such as whether they are excited or calm.
[1645] Emotional Engine
[1646] The emotion engine adjusts the content and tone of the commentary based on the emotional state of the spectators, as obtained from the emotion analysis server. For example, if a spectator is excited, the commentary will be more detailed and emphasized. Conversely, if a spectator is calm, the commentary will be more concise.
[1647] Specific example
[1648] Consider a scenario where a match has started and spectators are wearing augmented reality devices. A server monitors the match and detects when a player scores a goal. This information is processed by an event analysis server, and a commentary generation server generates commentary such as, "Player A has scored a goal. This is his third goal of the season." This commentary is displayed on the spectator's augmented reality device via a terminal, allowing the spectator to receive the information visually and audibly in real time.
[1649] Furthermore, if a spectator asks, "What is offside?", the audio is captured on the device and sent to the server. The question analysis server analyzes the transcribed question and generates an appropriate answer. This answer is then sent back to the spectator via the device, allowing them to immediately see the answer.
[1650] In emotion analysis, for example, if a spectator is excited during a goal, the emotion analysis server sends that information to the emotion engine, instructing it to emphasize the commentary in more detail. This allows spectators to enjoy richer commentary tailored to their own emotional state.
[1651] Example input prompts for a generative AI model
[1652] Prompt: "Generate an excited commentary for spectators when player A scores a goal."
[1653] By inputting this prompt into the AI model, appropriate explanatory text can be automatically generated. Prompts for other match scenarios can also be easily created.
[1654] The above describes embodiments for carrying out the present invention.
[1655] The flow of the specific processing in Example 2 will be explained using Figure 13.
[1656] Step 1:
[1657] The server acts as a database server, storing and managing sports rule information and player information. It receives requests from users and provides the necessary information. The input in this case is sports rule information and player information, and the output is the database containing this information. For example, it might store the "offside" rule in the database and the "past performance" of player A in the database.
[1658] Step 2:
[1659] The server monitors the match situation in real time and detects important events (e.g., goals, fouls, substitutions). The input is the raw match data, and the output is the detected event information. For example, the server detects that "Player A scored a goal in the 6th minute" and records it as a "goal event".
[1660] Step 3:
[1661] The server generates an explanation based on the detected event information. The input is the event information, and the output is the generated explanation. Specifically, the server obtains the event information "Player A scored a goal" and uses natural language generation (NLG) to create the explanation "This is the third goal of the season."
[1662] Step 4:
[1663] When a user asks a voice question into an augmented reality device, the device captures the question and converts the audio to text. The input is the voice question, and the output is the textualized question. For example, if the user asks, "What is offside?", the device converts this question to text.
[1664] Step 5:
[1665] The question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the generated answer. Specifically, the question analysis server generates the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive the pass."
[1666] Step 6:
[1667] The server analyzes the emotions of spectators in real time based on data sent from augmented reality devices worn by the spectators. The input is data of the spectators' facial expressions and voice tone, and the output is the spectators' emotional state. Specifically, the server analyzes the spectators' emotions such as "excitement, joy, and calmness."
[1668] Step 7:
[1669] The emotion engine adjusts the commentary based on the emotional state obtained from the emotion analysis server. The input is the spectator's emotional state, and the output is the adjusted commentary. Specifically, when the emotion engine is notified that "the spectator is excited," the server issues an instruction to "emphasize the commentary in detail." The server then generates an emphasized commentary such as, "Player A has scored a goal. This is his third goal of the season!"
[1670] The above describes the specific processing steps of the system and their respective operations.
[1671] (Application Example 2)
[1672] 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".
[1673] In modern sports viewing and in-store shopping experiences, it is difficult for users to instantly obtain the information they want. Furthermore, the lack of personalized information tailored to users' emotions and interests prevents them from having a richer and more satisfying experience. In particular, real-time analysis and commentary of game situations are needed for sports viewing, and product information and personalized advice are required in physical stores.
[1674] 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 managing sports rule information and player information stored in a database, means for analyzing the match situation in real time and generating event information, means for analyzing the emotions of spectators in real time and adjusting the content and tone of the commentary, means for recognizing products in a store and displaying product information and reviews, and means for providing personalized advice based on the results of the user's emotion analysis in the store. This makes it possible to provide real-time commentary and emotion-responsive information during sports viewing, as well as immediate display of product information and personalized advice in physical stores.
[1675] An "augmented reality device" is a device that spectators wear to visually overlay images and information in real time.
[1676] "Real-time" means performing processing and analysis on the same time axis as real time.
[1677] A "database" is a structured collection of information designed to be systematically managed, stored, and searched for and used as needed.
[1678] "Sports rules information" refers to the rules and guidelines for conducting a particular sport fairly and according to the established regulations.
[1679] "Player information" refers to individual data, career history, and performance records of athletes.
[1680] "Event information" refers to information about important events or actions that occur during a match (for example, goals or fouls).
[1681] "Emotional analysis" is a technology that analyzes the facial expressions and voices of spectators to determine their emotional state at that time (for example, excitement, sadness, or joy).
[1682] "In-store products" refer to individual items or products sold in a physical store.
[1683] "Product information" refers to detailed information about individual products (e.g., price, specifications, and intended use).
[1684] A "review" refers to a user's evaluation or comment on a product or service.
[1685] Personalization means providing information and services that are individually optimized based on the user's preferences and behavior.
[1686] "Advice" refers to providing guidance or suggestions to help users take the best possible action.
[1687] "Commentary" refers to providing detailed explanations of the situation in a match or event, offering information in a way that is easy for spectators to understand.
[1688] "Voice input" refers to the act of a user using their voice to ask questions or give instructions to a system.
[1689] "Real-time analysis" is a process that captures data on the same time axis as real time and analyzes the information on the spot.
[1690] As an embodiment of the present invention, a system that uses augmented reality devices worn by spectators or shoppers to analyze information in real time and provide appropriate explanations and advice will be specifically described below.
[1691] System Configuration
[1692] 1. Server
[1693] Data Management Server: Manages sports rule information and athlete information stored in the database, as well as information on products sold in stores.
[1694] Event analysis server: Analyzes the match situation in real time and generates event information.
[1695] Explanation generation server: Generates explanations based on the generated event information.
[1696] Question analysis server: Analyzes questions entered by spectators and shoppers via voice input and generates answers.
[1697] Sentiment analysis server: Analyzes the emotions of spectators and shoppers, and adjusts the content of commentary and advice based on the results.
[1698] 2. Terminal
[1699] Smartphone or tablet: A device that the user brings with them and that interacts with a server to display information.
[1700] Augmented reality devices (head-mounted displays or smart glasses): These are devices worn by the user that display real-time information on match status, commentary, and product information. They incorporate an emotion engine to analyze the user's emotions.
[1701] 3. Network
[1702] Communication network: A network used by servers, terminals, and augmented reality devices to communicate with each other.
[1703] System operation
[1704] Data management server
[1705] The data management server stores information on sports rules and players, as well as information on products sold in stores, in its database and provides the information requested from terminals as needed. For example, this could include soccer rules, the performance records of specific players, and detailed information on specific products.
[1706] Event analysis server
[1707] As the match progresses, the event analysis server monitors the match situation in real time and detects important events (goals, fouls, etc.). For example, it detects that player A scored a goal in the 6th minute and records it as event information.
[1708] Explanation generation server
[1709] Based on the detected event information, the commentary generation server generates appropriate commentary. For example, a commentary such as, "Player A has scored a goal. This is his third goal of the season."
[1710] Question analysis server
[1711] When spectators or shoppers ask voice questions into augmented reality devices, the voice is analyzed by the device, and the transcribed information is sent to a question analysis server. The question analysis server then analyzes the text and generates an appropriate answer. For example, to the question, "What is offside?", it would generate the answer, "Offside occurs when an attacking player is ahead of the last opposing field player at the moment they receive a pass."
[1712] Emotion analysis server
[1713] The emotion analysis server analyzes the user's emotions in real time based on data sent from the augmented reality device. For example, it analyzes the user's facial expressions and voice tone to determine their emotional state, such as whether they are excited or calm.
[1714] Adjusting the emotional engine and providing commentary / advice.
[1715] The emotion engine adjusts the content and tone of explanations and advice according to the user's emotional state. For example, if a spectator is excited, it provides more detailed and energetic explanations, and if a shopper is happy, it provides advice that emphasizes the product's features.
[1716] Specific example
[1717] Imagine a user wearing an augmented reality device and walking around a physical store. When the user sees a particular product, product information, reviews, and recommended uses are displayed on the device. Furthermore, if the user asks, "Are there any special offers for this product?", the question is analyzed and special offer information is displayed. When the user experiences emotions such as joy or anxiety, personalized advice is provided according to those emotions.
[1718] Example of a prompt
[1719] A user is viewing product A. Please create a message that includes detailed information about this product and appealing points that are likely to interest the user.
[1720] Product information:
[1721] Name: Product A
[1722] Price: 5000 yen
[1723] Description: Product A is a high-performance, durable product made using the latest technology.
[1724] User sentiment: 'Interested'
[1725] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[1726] Step 1:
[1727] A user wears an augmented reality device and views products in a physical store. During this process, the user's augmented reality device captures images of the products with its camera, and this video data is processed in real time. The input is the camera footage, and the output is the ID of the recognized product. The device uses an image analysis algorithm to identify the product and sends its ID to the cloud.
[1728] Step 2:
[1729] The server searches the database for the corresponding product information based on the received product ID. The input is the product ID, and the output is the corresponding product information (name, price, description, reviews, etc.). This information is stored in a data format divided into various fields, making it easy to search and retrieve.
[1730] Step 3:
[1731] The server sends the retrieved product information to the augmented reality device, which then displays that information to the user. The input is product information, and the output is the information displayed on the device's screen. The display visually shows the name, price, description, and reviews.
[1732] Step 4:
[1733] The user asks a question aloud to an augmented reality device. This audio data is analyzed and converted to text by the device. The input is audio data, and the output is text data. A speech recognition algorithm is used to convert the audio to text.
[1734] Step 5:
[1735] The server's question analysis server analyzes the text-based question and generates an appropriate answer. The input is the text-based question, and the output is the answer text. Natural language processing algorithms are used to analyze the meaning of the question and retrieve relevant information from the database to generate the answer.
[1736] Step 6:
[1737] The server sends the generated response to the augmented reality device, which then displays it to the user. The input is the response text, and the output is the response displayed on the device's screen. The display shows the specific answer to the question.
[1738] Step 7:
[1739] The emotion analysis server analyzes the user's facial expressions and voice tone sent from the augmented reality device. The input is the user's facial expression data and voice data, and the output is their emotional state. Using an emotion analysis algorithm, it determines whether the user is excited, calm, or otherwise emotional.
[1740] Step 8:
[1741] Based on the emotion analysis results, the server's emotion engine adjusts the content of explanations and advice. For example, if the user is happy, it generates advice that emphasizes the product's features. The input is the emotional state and existing product information, and the output is the adjusted explanation and advice. This adjusted information is then sent back to the augmented reality device and displayed to the user.
[1742] Through the processing steps described above, the system based on the present invention enables users to obtain information about products in real time within a physical store and to receive personalized advice tailored to their emotions at that time.
[1743] 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.
[1744] 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.
[1745] 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.
[1746] 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.
[1747] 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.
[1748] 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.
[1749] 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.
[1750] 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.
[1751] 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."
[1752] 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.
[1753] 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.
[1754] 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.
[1755] 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.
[1756] 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.
[1757] 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.
[1758] 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.
[1759] 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.
[1760] 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.
[1761] 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.
[1762] 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.
[1763] 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 to be incorporated by reference.
[1764] The following is further disclosed regarding the embodiments described above.
[1765] (Claim 1)
[1766] By connecting with augmented reality devices worn by spectators, the system analyzes the match situation in real time and provides commentary.
[1767] A means for managing sports rule information and player information stored in a database,
[1768] A means for analyzing the match situation in real time and generating event information,
[1769] A means of generating commentary based on the event information and providing it to the spectators,
[1770] A means for spectators to input questions by voice,
[1771] The system includes means for analyzing the question and generating an answer.
[1772] system.
[1773] (Claim 2)
[1774] The augmented reality device worn by spectators includes means for displaying commentary based on the match situation in both audio and text.
[1775] The system according to claim 1.
[1776] (Claim 3)
[1777] It includes a means to establish connections with devices worn by spectators and manage check-in information.
[1778] The system according to claim 1.
[1779] "Example 1"
[1780] (Claim 1)
[1781] A means for managing competition rules information and player information stored in a database,
[1782] A means for analyzing the match situation in real time and generating event information,
[1783] A means of generating commentary based on the event information and providing it to the spectators,
[1784] A means for spectators to input questions by voice,
[1785] A means for analyzing the question and generating an answer,
[1786] A means for displaying explanatory information and answers to questions on an augmented reality device worn by the spectator,
[1787] A means by which a terminal receives input from spectators and provides and updates information in cooperation with a server,
[1788] A system that includes this.
[1789] (Claim 2)
[1790] The system according to claim 1, comprising means for displaying commentary based on the match situation in audio and text.
[1791] (Claim 3)
[1792] The system according to claim 1, comprising means for establishing connections to devices worn by spectators and managing spectator information.
[1793] "Application Example 1"
[1794] (Claim 1)
[1795] By connecting with augmented reality devices worn by spectators, the system analyzes the match situation in real time and provides commentary.
[1796] A means for managing sports rule information and player information stored in a database,
[1797] A means for analyzing the match situation in real time and generating event information,
[1798] A means of generating commentary based on the event information and providing it to the spectators,
[1799] A means for spectators to input questions by voice,
[1800] A means for analyzing the question and generating an answer,
[1801] It includes a means of providing viewers with real-time player information and replays of exciting plays.
[1802] system.
[1803] (Claim 2)
[1804] The augmented reality device worn by spectators includes means for displaying commentary based on the match situation in both audio and text.
[1805] The system according to claim 1.
[1806] (Claim 3)
[1807] It includes a means to establish connections with devices worn by spectators and manage check-in information.
[1808] The system according to claim 1.
[1809] "Example 2 of combining an emotion engine"
[1810] (Claim 1)
[1811] By connecting with augmented reality devices worn by spectators, the system analyzes the match situation in real time and provides commentary.
[1812] A means for managing sports rule information and player information stored in a database,
[1813] A means for analyzing the match situation in real time and generating event information,
[1814] A means of generating commentary based on the event information and providing it to the spectators,
[1815] A means for spectators to input questions by voice,
[1816] A means for analyzing the question and generating an answer,
[1817] It includes means for analyzing the emotional state of spectators and adjusting the commentary content based on the results.
[1818] system.
[1819] (Claim 2)
[1820] The augmented reality device worn by spectators includes means for displaying commentary based on the match situation in both audio and text.
[1821] The system according to claim 1.
[1822] (Claim 3)
[1823] It includes a means to establish connections with devices worn by spectators and manage check-in information.
[1824] The system according to claim 1.
[1825] "Application example 2 when combining with an emotional engine"
[1826] (Claim 1)
[1827] By connecting with augmented reality devices worn by spectators, the system analyzes the match situation in real time and provides commentary.
[1828] A means for managing sports rule information and player information stored in a database,
[1829] A means for analyzing the match situation in real time and generating event information,
[1830] A means of generating commentary based on the event information and providing it to the spectators...
Claims
1. By connecting with augmented reality devices worn by spectators, the system analyzes the match situation in real time and provides commentary. A means for managing sports rule information and player information stored in a database, A means for analyzing the match situation in real time and generating event information, A means of generating commentary based on the event information and providing it to the spectators, A means for spectators to input questions by voice, The system includes means for analyzing the question and generating an answer. system.
2. The augmented reality device worn by spectators includes means for displaying commentary based on the match situation in both audio and text. The system according to claim 1.
3. It includes a means to establish connections with devices worn by spectators and manage check-in information. The system according to claim 1.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A