Avatar creation support device, avatar creation support method, and program
The avatar creation support system addresses the burden of excessive choices by estimating user concentration and offering reduced part options or combination parts, enhancing the avatar creation experience for users with low interest in customization.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2026-04-07
AI Technical Summary
Existing avatar creation methods burden users with excessive choices, especially for those not particular about creating their avatars, and methods like Patent Document 1 do not significantly reduce the effort required to select part data from a vast number of options.
An avatar creation support system that estimates a user's level of concentration using biometric information and presents a reduced set of part options or combination parts when concentration is below a threshold, including parts with low similarity to the currently selected parts.
Reduces the burden of creating avatars by presenting fewer options based on user concentration, making the process more manageable for users who are not particularly interested in customizing their avatars.
Smart Images

Figure 2026059225000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an avatar creation support device, an avatar creation support method, and a program.
Background Art
[0002] In online communication, an "avatar" is used as a virtual character representing an individual user. The avatars used in such communication scenes are mainly humanoid characters. Since an avatar is used as a character unique to a user, the user selects parts such as eyes, nose, mouth, etc. to create an avatar similar to the user himself / herself. However, since the combinations of parts are enormous, it is difficult to reach the desired expression of the user.
[0003] Patent Document 1 discloses a device for supporting the creation of characters used in online communication. When at least one part data is selected by a user, this character creation support device calculates the degree of relevance between parts indicating the possibility that the unselected part data is combined with the selected part data based on the history of part data used in existing character expressions. Further, the character creation support device displays the unselected part data in descending order of the degree of relevance between parts to recommend parts to the user.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In methods where users select parts themselves to create avatars, dedicated users will take the time to create an avatar that reflects their individuality, even if there is a vast selection of parts to choose from. However, for users who are not particular about creating their avatars, the sheer number of choices can become cumbersome. The technology disclosed in Patent Document 1 recommends unselected part data in order of the degree of inter-part correlation with the part data selected by the user, but the effort required of the user to select part data from a vast number of options remains unchanged.
[0006] Furthermore, in a method where users select an avatar from multiple avatar candidates randomly combined for each part category such as eyes, nose, and mouth, the sheer number of possible combinations means that users must choose from a vast number of options to find one that matches their intentions. This is not particularly convenient for users who are not particular about creating their avatars.
[0007] This disclosure is made in light of the above points, and its primary purpose is to reduce the burden on users creating avatars, depending on their circumstances. [Means for solving the problem]
[0008] The avatar creation support device according to this disclosure includes a storage unit that stores groups of parts belonging to multiple categories, an acquisition unit that acquires detection information indicating the user's state, an estimation unit that estimates the user's level of concentration based on the detection information, and a choice changing unit that, if the level of concentration is below a predetermined threshold, presents the user with a group of choices including multiple combination parts consisting of combinations of parts from multiple categories.
[0009] The avatar creation support method relating to this disclosure includes a process in which a computer performs the following: a process of acquiring detection information indicating the user's state; a process of estimating the user's level of concentration based on the detection information; and, if the level of concentration is below a predetermined threshold, a process of presenting the user with a group of choices including a plurality of combination parts consisting of combinations of parts from a plurality of categories.
[0010] The program relating to this disclosure causes a computer to perform the following: a process of acquiring detection information indicating the user's state; a process of estimating the user's level of concentration based on the detection information; and, if the level of concentration is below a predetermined threshold, a process of presenting the user with a group of choices including multiple combination parts consisting of combinations of parts from multiple categories. [Effects of the Invention]
[0011] According to this disclosure, the burden of creating an avatar can be reduced depending on the user's status when creating the avatar. [Brief explanation of the drawing]
[0012] [Figure 1] This diagram shows the schematic configuration of the avatar generation system according to Embodiment 1. [Figure 2] This is a block diagram showing the configuration of the user terminal according to Embodiment 1. [Figure 3] This figure shows an example of an avatar creation screen. [Figure 4] This is a block diagram showing the server configuration according to Embodiment 1. [Figure 5] This figure shows an example of a table that indicates the similarity between parts. [Figure 6] This diagram shows the flow of the avatar creation support method using the avatar generation system according to Embodiment 1. [Figure 7] This is a block diagram showing the server configuration according to Embodiment 2. [Figure 8] This figure shows an example of the modified avatar creation screen. [Modes for carrying out the invention]
[0013] Embodiments of this disclosure will be described in detail below with reference to the drawings. In each drawing, the same or corresponding elements are denoted by the same reference numerals, and redundant explanations will be omitted where necessary for clarity.
[0014] Embodiment 1. The avatar creation support device, avatar creation support method, and program according to Embodiment 1 will be explained using an avatar generation system as an example. Figure 1 is a diagram showing the schematic configuration of the avatar generation system 100 according to Embodiment 1. The avatar generation system 100 displays, for example, an image including an avatar that reflects the user's operations in a virtual space such as an online game, on the user terminal used by that user and on user terminals used by other users.
[0015] The avatar generation system 100 includes a server 10 and multiple user terminals 20. The server 10 and the multiple user terminals 20 are connected to each other via a network N, enabling data communication.
[0016] Here, network N is a wired or wireless communication line, such as the Internet. However, the communication line is not limited to the Internet; it may be a combination of the Internet and other communication lines, or a communication line other than the Internet. As for the communication method, wireless or wired communication such as 4G (Generation), 5G, Local 5G, Wi-Fi (registered trademark), and LTE (Long Term Evolution) may be used. Note that the communication method is not limited to these examples.
[0017] Server 10 has software for realizing a video distribution function including the generated avatar in addition to an avatar generation function. Server 10 generates an avatar desired by the user according to the user's operation by the avatar generation function. The plurality of user terminals 20 and Server 10 transmit and receive data via the network N, so that a video including an avatar created on one user terminal 20 is distributed to the other user terminal 20.
[0018] An avatar is a virtual character representing an individual user. Hereinafter, a humanoid character will be described as an example of an avatar. Note that the avatar is not limited to a humanoid character. The user can create an avatar by selecting preferred parts such as face type, hairstyle, eyes, nose, mouth, etc.
[0019] The parts include body parts applied to the avatar body and wearable parts displayed in a state of being worn on the avatar. Note that the parts may include non-wearable parts displayed in a state of not being worn on the avatar. The drawing data for drawing the parts is, for example, two-dimensional or three-dimensional model data. The drawing data may include polygon data, texture data, skeleton data for expressing the movement of the avatar, and the like.
[0020] The body parts are parts applied to the avatar body. The body parts are classified into categories such as face type, hairstyle, eyes, nose, mouth, etc. Each category includes a group of parts consisting of a plurality of body parts. Note that avatar attributes may be associated with the body parts. The avatar attributes may include "male", "female", "adult", "child", etc. in addition to these.
[0021] Attachable parts are parts that are applied to specific parts of an avatar. Attachable parts are classified into categories such as "clothes," "shoes," and "hats." Each category contains a group of parts consisting of multiple attachable parts. Attachable parts are associated with attribute data indicating the part of the avatar they are attached to. Users can select their preferred attachable parts from the group of parts in each category. The user terminal 20 can apply the selected attachable parts to the avatar parts indicated by the attribute data associated with those attachable parts.
[0022] The attachment parts only need to be associated with a specific part of the avatar. Attachment parts can be items other than clothing, such as musical instruments, rackets, balls, or microphones. For example, a racket is associated with the avatar's hand. If the racket part is selected, the user terminal 20 can apply the racket part to the avatar's hand to generate an avatar holding a racket.
[0023] Each category may contain multiple subcategories. These subcategories may include groups of parts consisting of multiple components. For example, a group of parts belonging to one category of main body parts may be classified into "subcategories" based on human emotions. Specifically, a group of parts included in the "eyes" category may be classified into subcategories such as "joy," "anger," "passion," and "cool."
[0024] Furthermore, a group of parts belonging to one category of attachment parts may be classified into "subcategories" based on genre, for example. Specifically, a group of parts included in the "clothing" category may be classified into subcategories indicating genres such as "music" or "sports."
[0025] As described above, users can create avatars by selecting any parts from each category of parts. However, because the number of parts to choose from is enormous, users who are not particular about their avatar may find the creation process cumbersome. The inventors focused on the burden on users who have to select parts one by one from a vast number of parts when creating a character, and devised a system to alleviate this burden by changing the number of parts presented to the user according to their level of concentration.
[0026] <User terminal> User terminal 20 is an information terminal used by users to create avatars and to send and receive data with server 10 via network N. User terminal 20 can be, for example, a personal computer, tablet, or smartphone. User terminal 20 allows users to experience virtual spaces such as online games visually, aurally, etc., and to control avatars in those virtual spaces.
[0027] Figure 2 is a block diagram showing the configuration of the user terminal 20 according to Embodiment 1. As shown in Figure 2, the user terminal 20 includes a detection information generation unit 21, a display unit 22, an operation unit 23, a storage unit 24, a memory 25, a communication unit 26, and a processing unit 30.
[0028] The detection information generation unit 21 generates detection information indicating the user's state. The detection information generation unit 21 transmits the generated detection information to the server 10 via the processing unit 30, which will be described later. The detection information generation unit 21 may be, for example, a biometric information sensor that measures the user's biometric information. The biometric information sensor can measure biometric information as detection information to estimate the user's level of concentration. The biometric information may be, for example, heart rate, heart rate variability, respiratory rate, respiratory rate variability, breathing depth, blood pressure, electroencephalogram, cerebral blood flow, pupil diameter, etc.
[0029] A biometric information sensor may be a sensor capable of acquiring measurement data from multiple channels, such as an electroencephalogram (EEG) or electrocardiogram (ECG). For example, a biometric information sensor may be an electroencephalograph or an electrocardiogram measuring device. The EEG or ECG signals acquired as biometric information may be single-channel signals or multi-channel signals. A biometric information sensor may continuously measure biometric information at regular intervals. A biometric information sensor may continuously monitor the user's biometric information.
[0030] Furthermore, the biometric information sensor may be, for example, an external wearable sensor attached to the user. The wearable sensor may directly transmit the acquired biometric information of the user to the server 10, which will be described later. The detection information generation unit 21 may also be a camera that generates captured images of the user. The detection information obtained from the captured images may include the direction of the gaze, the movement of the gaze, the direction of the face, the movement of the face, etc.
[0031] The detection information may also indicate the user's state when operating the user terminal 20, such as the operating speed of the operation unit 23 (described later), the number of clicks, and the time spent viewing the part selection screen when the user selects a part. The detection information measured by the detection information generation unit 21 is not limited to specific information. Furthermore, the concentration level may be estimated using at least one of the user's biometric information, a captured image of the user, and the operating state of the user terminal 20. The concentration level may be estimated by combining multiple pieces of detection information.
[0032] Here, the concentration level is an indicator of the degree of user concentration on the creation process of creating an avatar by selecting arbitrary parts from the aforementioned parts groups in each category. In this case, a higher concentration level indicates a greater degree of concentration.
[0033] The display unit 22 is a liquid crystal display, an organic EL display, etc. The display unit 22 performs display based on video data input from the processing unit 30. The operation unit 23 includes a mouse or keyboard. The operation unit 23 receives user input and outputs operation signals to the processing unit 30 based on the content of that input. Alternatively, a touch panel integrating the functions of the display unit 22 and the operation unit 23 may be used. The user can perform various operations, including selecting parts of the avatar, by touching the touch panel.
[0034] The memory unit 24 is an example of a storage device that includes non-volatile memory such as flash memory or an SSD (Solid State Drive). The memory unit 24 stores various programs, including an avatar creation program for realizing the avatar creation function. The memory 25 is a volatile storage device such as RAM (Random Access Memory) and is a storage area for temporarily holding information when the processing unit 30 is operating.
[0035] The communication unit 26 is a communication interface with the network N. The communication unit 26 may also establish a short-range wireless communication connection and perform communication. Here, various standards such as Bluetooth®, BLE (Bluetooth Low Energy), and UWB (Ultra-Wide Band) can be applied to the short-range wireless communication.
[0036] The processing unit 30 is a processor that controls each component of the server 10. The processing unit 30 reads a program from the storage unit 24 into memory 25 and executes the instructions contained in the program. In this way, the processing unit 30 realizes the functions of the transmission / reception processing unit 31, the display processing unit 32, and the avatar creation processing unit 33.
[0037] The transmission / reception processing unit 31 transmits the detection information generated by the detection information generation unit 21 to the server 10. The transmission / reception processing unit 31 also receives various signals used for creating avatars and various signals for displaying the virtual space including the avatars from the server 10.
[0038] The display processing unit 32 decodes the signal received from the server 10, assembles it into a predetermined screen format, and displays it on the display unit 22. For example, when a user creates an avatar, the display processing unit 32 decodes the video data received from the server 10 for displaying the avatar creation screen. The display processing unit 32 displays the avatar creation screen on the display unit 22, which presents multiple parts as options for each category.
[0039] Figure 3 shows an example of the avatar creation screen D1. In Figure 3, an example of an avatar is shown, consisting of a human-shaped face. As shown in Figure 3, the avatar creation screen D1 includes a selection area A1 and a preview area A2. In the selection area A1, groups of parts consisting of multiple parts are displayed as options for each category: "eyebrows," "eyes," "nose," and "mouth." In the preview area A2, the avatar created by combining the parts selected by the user from each category is displayed.
[0040] Furthermore, when displaying video including avatars created on other user terminals 20 in a virtual space such as an online game, the display processing unit 32 receives video data from the server 10 for displaying the virtual space including the avatars of other user terminals 20. The display processing unit 32 decodes the video data and displays the video including avatars that reflect the operations of each user in the virtual space on the display unit 22.
[0041] The avatar creation processing unit 33 implements a function that allows the user to create an avatar based on input operations to the user's control unit 23. The avatar creation processing unit 33 can, for example, access the server 10 used for avatar creation and execute the avatar creation process by running a pre-installed application program.
[0042] Although not shown in the diagram, the user terminal 20 may have equipment to play back data other than video data, such as audio and other sensory data, transmitted from the server 10 described later. For example, the user terminal 20 may have a speaker to play back received audio data. The user terminal 20 may also have a microphone or the like to convert the voice spoken by the user into audio data.
[0043] <Server 10> Server 10 is an information processing device that provides functions to support avatar creation and functions to distribute video including avatars. Server 10 can also be called an avatar creation support device. Server 10 is used, for example, by service providers that provide services such as online games that include avatar creation services. Note that Server 10 may consist of multiple servers, and each functional block may be implemented by multiple computers.
[0044] Figure 4 is a block diagram showing the configuration of the server 10 according to Embodiment 1. The server 10 includes a storage unit 11, memory 12, communication unit 13, and processing unit 40. The storage unit 11 is an example of a storage device such as a hard disk or flash memory. The storage unit 11 stores a program 111 and a parts data DB 112. The program 111 is a computer program that implements some functions such as avatar creation and video distribution. The parts data DB 112 is a database that manages data related to parts, including the main body parts and attached parts that the user selects when creating an avatar.
[0045] As described above, parts are classified into multiple categories. Each category contains a group of parts consisting of multiple components. In other words, the parts data DB112 stores multiple parts data associated with each category. Furthermore, each category may contain multiple subcategories. A group of parts belonging to a single category is classified into subcategories within that category. In other words, the parts data associated with each category in the parts data DB112 may be associated with subcategories.
[0046] Within each category and subcategory, multiple parts are registered in the parts data DB112 in order by the service provider. For example, multiple parts may be registered in the parts data DB112 in order of their representative shape, color, pattern, etc. Representative shapes, etc., can be said to be shapes, etc., that are selected by a large number of users. Multiple parts may also be ordered according to the region in which the user registers for the online game. For example, if the user's registered location is "Japan", parts with "black" hair color may be registered in the parts data DB112 in descending order. This allows for prioritizing the presentation of parts that match regional characteristics by ordering parts according to the user's registered region, thereby improving user satisfaction.
[0047] Memory 12 is a volatile storage device such as RAM, and is a storage area for temporarily holding information when the processing unit 40 is operating. The communication unit 13 is a communication interface with the network N. The processing unit 40 is a processor that controls each component of the server 10. The processing unit 40 loads program 111 from the storage unit 11 into memory 12 and executes program 111. In this way, the processing unit 40 realizes the functions of the acquisition unit 41, estimation unit 42, selection change unit 43, transmission / reception processing unit 44, and image generation unit 45.
[0048] The acquisition unit 41 acquires detection information indicating the user's state from the user terminal 20. As described above, the detection information consists of at least one of the following: the user's biometric information, gaze and face orientation, and information indicating the state in which the user terminal is being operated. The acquisition unit 41 may acquire multiple pieces of detection information indicating the user's state. The acquisition unit 41 can acquire user detection information at any time. For example, the acquisition unit 41 can acquire detection information during the period from when the user first logs into the online game until when the avatar creation screen is opened.
[0049] The estimation unit 42 estimates the user's level of concentration on the creation process of creating an avatar by selecting arbitrary parts from the parts group of each category based on the detected information. The estimation unit 42 may estimate the level of concentration in any way, and may apply any existing method. The estimation unit 42 may also input the detected information into a trained model that has been trained to output the level of concentration as input data, and obtain the level of concentration as the output result of the trained model.
[0050] For example, it is known that when a user's concentration level increases, the sympathetic nervous system becomes dominant over the parasympathetic nervous system, and the user's heart rate increases. The estimation unit 42 may calculate the level of concentration based on the change in the user's heart rate. Also, when a user lacks concentration, they tend to stop moving or move sluggishly. For example, the estimation unit 42 may determine that the level of concentration has decreased if there is no operation of the operation unit 23 after a predetermined amount of time has elapsed.
[0051] Furthermore, the estimation unit 42 may calculate the level of concentration based on gaze detection. Specifically, the estimation unit 42 acquires gaze data such as the position, movement speed, and fixed duration of the user's gaze from a camera or a dedicated gaze tracking device. The estimation unit 42 can determine that the user is concentrating on a specific object if the user's gaze is fixed for a long time, and that the level of concentration may be decreasing if the user's gaze moves frequently.
[0052] Furthermore, the estimation unit 42 may analyze whether the user's gaze is concentrated in a specific area. The estimation unit 42 may also integrate gaze data and heart rate data to comprehensively evaluate the user's level of concentration. For example, the estimation unit 42 can determine that the user is highly focused if their gaze is fixed for a long time and their heart rate is elevated. The concentration level may be quantified based on gaze data and heart rate data, and a model may be constructed using a machine learning algorithm to predict the level of concentration from changes in gaze patterns and heart rate.
[0053] The selection change unit 43 presents a predetermined number of parts as options to the user from the parts group included in each category when the user's concentration level is below a predetermined threshold. For example, the selection change unit 43 presents fewer parts to the user than it would when the user's concentration level is above a predetermined threshold. For example, the selection change unit 43 can generate a predetermined number of video data to be displayed on the avatar creation screen of the user terminal 20 from the parts group belonging to one category registered in the parts data DB 112, in the order of registration described above. The registration order may also be determined based on the date and time the parts were registered in the parts data DB 112. Specifically, the parts may be selected in order from oldest to newest, according to the order in which the parts were added to the parts data DB 112 by the service provider. As a result, the user will be presented with older registered parts as options before the newest parts.
[0054] Furthermore, the selection change unit 43 may present the user with a predetermined number of parts from a subset of each parts group for each subcategory. For example, if the "Eyes" category has subcategories such as "Joy," "Anger," "Passionate," and "Cool," the selection change unit 43 can present only the first part registered in the parts data DB 112 for each subcategory. In other words, if the concentration level is below a predetermined threshold, the "Eyes" options presented to the user on the avatar selection screen will only include representative parts from each subcategory. Moreover, the above description applies similarly to other parts. That is, within each parts category, only representative parts from each subcategory will be presented to the user.
[0055] Thus, according to this embodiment, the level of concentration a user has when selecting an avatar is estimated, and the number of options is reduced for users with low concentration. This makes it possible to reduce the hassle of selecting parts for users who are not particularly attached to creating their avatar.
[0056] The selection change unit 43 may present as options parts with a similarity below a predetermined threshold to the part currently selected by the user. Known methods can be used to determine the similarity between parts. For example, for a "clothing" part, the selection change unit 43 can analyze the color, pattern, etc., and quantify the similarity. Also, for parts such as "eyes," "nose," and "mouth" included in "face," the selection change unit 43 can determine the similarity based on the coordinate positions of the feature points.
[0057] Specifically, when performing color analysis, the selection change unit 43 can quantify the similarity of colors by analyzing the color distribution of each part using a color space (e.g., RGB or HSV) and generating a color histogram. Furthermore, when performing pattern analysis, the selection change unit 43 can extract the patterns of the parts as features using image processing techniques. For example, the selection change unit 43 can detect pattern features and calculate similarity using algorithms such as SIFT (Scale-Invariant Feature Transform) or SURF (Speeded-Up Robust Features).
[0058] When calculating the coordinate positions of feature points, the option changer 43 can use face recognition technology to detect feature points such as eyes, nose, and mouth, and calculate similarity based on their coordinate positions. For example, the option changer 43 can perform facial landmark detection using libraries such as Dlib or OpenCV.
[0059] The option changing unit 43 may combine these techniques to calculate the similarity between parts. By using the similarity between parts in this way, it becomes possible to present more appropriate part options to users who are not particular about creating their avatars.
[0060] Furthermore, for example, the memory unit 11 may store the similarity between parts. Figure 5 shows an example of a table that stores the similarity between parts. Here, a smaller similarity value indicates a lower degree of similarity between parts. The similarity between identical parts is set to "1.0". In the table shown in Figure 5, the rows show the selected parts, and the columns show the similarity between the selected parts and other parts.
[0061] As shown in Figure 5, for example, suppose a user selects "Part 4" on the avatar creation screen. The similarity between Part 4 and Part 1 is 0.7, the similarity between Part 4 and Part 2 is 0.4, and the similarity between Part 4 and Part 3 is 0.1. For example, suppose the similarity threshold is 0.5. On the avatar creation screen, "Part 1," which has a similarity higher than the threshold, is not presented as an option, and only "Part 2" and "Part 3," which have similarity below the threshold, are presented as options. This makes it possible to reduce the number of parts presented as options for users who are not particular about creating their avatar. In addition, by presenting parts with low similarity as options, users can avoid the hassle of having to check a large number of very similar parts.
[0062] The transmission / reception processing unit 44 transmits data for displaying an avatar creation screen, which includes the parts modified by the selection change unit 43 as selection options, to the user terminal 20 via the network N. The transmission / reception processing unit 44 receives avatar creation operations from each user terminal 20.
[0063] Furthermore, the transmission / reception processing unit 44 receives data related to avatars created on multiple user terminals 20. The transmission / reception processing unit 44 also accepts requests from each user terminal 20 to control each user's avatar in the virtual space. The video generation unit 45 generates video data for compositing and displaying each user's avatar in the virtual space. The transmission / reception processing unit 44 distributes the data related to the virtual space, including the avatars, to the user terminals 20 via the network N. This makes it possible for avatars to take some kind of action in the virtual space, and for multiple avatars to gather and communicate with each other.
[0064] Furthermore, the server 10 may transmit not only video data but also data related to senses other than sight, such as audio, to the user terminal 20 as data related to the virtual space. For example, the server 10 can also combine audio data related to the speech content of other users received from other user terminals 20 with audio data generated by the video distribution function of an online game, etc., and output it to the user terminal 20. This allows the user to experience the virtual space with a greater sense of realism.
[0065] Figure 6 is a diagram showing the flow of the avatar creation support method by the avatar generation system 100 according to Embodiment 1. First, the user terminal 20 generates detection information indicating the user's state and outputs it to the server 10 (S101). For example, the user terminal 20 can output at least one of the following to the server 10: the user's biometric information, information obtained from a captured image of the user, or information indicating the operation state of the terminal used by the user when creating an avatar.
[0066] Based on the detection information, Server 10 estimates the user's level of concentration on the creation process of creating an avatar by selecting arbitrary parts from groups of parts belonging to multiple categories (S102). Server 10 can calculate the level of concentration using existing methods with at least one of the acquired detection information. Server 10 may also calculate the level of concentration based on any combination of the user's biometric information, gaze, and movements.
[0067] Then, the server 10 modifies the selection (S103), generates data to display the avatar creation screen on the user terminal 20 (S104), and sends it to the user terminal 20. In S103, if the concentration level is below a predetermined threshold, the server 10 presents the user with a predetermined number of parts from the parts group included in each category as selection options. For example, if the user's concentration level is below a predetermined threshold, the server 10 may present only one part as a selection option for each category whose similarity to the part selected by the user is below a predetermined threshold.
[0068] As described above, server 10 can present a selection of parts belonging to each category as options. Server 10 may also present a predetermined number of parts from each subcategory as options to the user. However, if the concentration level exceeds a predetermined threshold, server 10 will not change the options. The user terminal 20 can display an avatar creation screen in response to the video data received from server 10 (S105).
[0069] Thus, according to Embodiment 1, the number of parts presented as options on the avatar creation screen can be changed according to the user's level of concentration. This makes it possible to reduce the hassle of selecting parts for users with low concentration levels who are not particularly interested in creating an avatar, by reducing the number of part options.
[0070] Furthermore, the number of options presented may decrease as the user's level of concentration decreases. For example, multiple thresholds for user concentration levels may be set, and the number of options presented to the user may be changed in stages according to the level of concentration.
[0071] Embodiment 2. Figure 7 is a block diagram showing the configuration of server 10A according to Embodiment 2. Server 10A is applied to the avatar generation system 100 in Figure 1. The difference between Embodiment 1 and Embodiment 2 is that server 10A presents a group of choices that includes multiple combination parts consisting of combinations of parts from multiple categories. In Figure 7, the same reference numerals are used for components that are the same as those in Figure 4, and their descriptions are omitted.
[0072] In Embodiment 2, in addition to storing multiple parts for each category as described above, the parts data DB112 also stores multiple combination parts consisting of combinations of parts from multiple categories. That is, the parts data DB112 stores single categories where a single part is selected, and combination categories where combination parts, which are combinations of multiple parts, are selected.
[0073] For example, a combination part belonging to the "Face" combination category could be a combination of one part each from four single categories: "Eyebrows," "Eyes," "Nose," and "Mouth." For instance, in the parts data DB112, single parts are associated with and stored in the "Eyebrows," "Eyes," "Nose," and "Mouth" categories, and combination parts formed by combining one part each from "Eyebrows," "Eyes," "Nose," and "Mouth" are stored in the "Face" combination category. Normally, users can select individual parts such as "Eyebrows," "Eyes," "Nose," and "Mouth," but when a user selects a combination part, the four single parts "Eyebrows," "Eyes," "Nose," and "Mouth" are selected as a single unit.
[0074] As shown in Figure 7, the processing unit 40 implements the functions of the random choice generation unit 46, in addition to the acquisition unit 41, estimation unit 42, choice change unit 43, transmission / reception processing unit 44, and video generation unit 45 described above.
[0075] As described above, the acquisition unit 41 acquires detection information indicating the user's status from the user terminal 20. The estimation unit 42 then estimates the user's level of concentration on the avatar creation process by selecting arbitrary parts from each category of parts group based on the detection information.
[0076] If the concentration level is below a predetermined threshold, the option changing unit 43 presents the user with a group of options that includes multiple combination parts, each consisting of a combination of parts from multiple categories. For example, the option changing unit 43 presents a group of options that includes multiple face combination parts, each consisting of one part from one of four categories: "eyebrows," "eyes," "nose," and "mouth." By combining parts from multiple categories in this way, the number of options presented to the user can be reduced.
[0077] Figure 8 shows an example of avatar creation screen D2, which is modified according to the user's level of concentration, from avatar creation screen D1 shown in Figure 3. As shown in Figure 5, the selection area A1 of avatar creation screen D2 displays multiple combination parts as selection groups, each consisting of parts from the categories "eyebrows," "eyes," "nose," and "mouth." When the user selects one combination part, the preview area A2 displays an avatar with all the selected combination parts applied at once. In other words, the user can select parts from multiple categories in a single operation.
[0078] Thus, according to this embodiment, the degree of concentration a user has when selecting an avatar is estimated, and for users with low concentration, a group of combination parts consisting of combinations of parts from multiple categories is presented as a selection option. As a result, by selecting only one combination part, it is possible to create an avatar that applies parts from multiple categories at once, thereby reducing the hassle of selecting parts for users who are not particularly attached to creating their avatar.
[0079] The random choice generation unit 46 generates random choices by randomly combining parts from multiple categories in response to user input when a user creates an avatar. These random choices can be described as avatar candidates formed by randomly combining one part from each category, selected from a pre-stored set of parts. If a user finds it cumbersome to create an avatar themselves, they can generate random choices by performing a random choice generation operation. However, because the random choice generation unit 46 generates avatar candidates from a vast number of part combinations, the resulting avatar may not always match the user's intentions.
[0080] The option changing unit 43 may present the option group to the user if the user's level of concentration is below a predetermined threshold, or if the number of random option generation cycles reaches a predetermined number. If the user generates random options a predetermined number of times, it means that no random option with an expression that matches the user's intent has been generated. In this case, similar to the case where the user's level of concentration is below a predetermined threshold, it may be assumed that the user is not particular about creating an avatar, and the option group consisting of the above-mentioned combination parts may be displayed on the avatar creation screen.
[0081] This makes it possible to reduce the number of options presented to users who are not particular about creating their avatars.
[0082] Next, the avatar creation support method according to Embodiment 2 will be described. The difference between the avatar creation support method of Embodiment 2 and the avatar creation support method of Embodiment 1 shown in Figure 6 is the processing in S103.
[0083] In S103, if the concentration level is below a predetermined threshold, the server 10 presents a group of options that includes multiple combination parts consisting of combinations of single parts from multiple categories. For example, if the user's concentration level is below a predetermined threshold, the option changing unit 43 changes the options from single parts belonging to the categories "eyebrows," "eyes," "nose," and "mouth" to combination parts belonging to the combination category "face," which are made up of one part each from the categories "eyebrows," "eyes," "nose," and "mouth." As a result, if the user's concentration level is below a predetermined threshold, the options presented to the user will be a set of four single parts: "eyebrows," "eyes," "nose," and "mouth."
[0084] As described above, server 10 can generate image data for displaying a group of choices consisting of multiple combination parts, each of which is formed by combining parts from multiple categories into a single combination part. However, if the concentration level is greater than a predetermined threshold, server 10 will not change the choices. User terminal 20 can display an avatar creation screen in response to the video data received from server 10 (S105).
[0085] Thus, according to this embodiment, depending on the user's level of concentration, the avatar creation screen can present combination parts that combine parts from multiple categories as options. This makes it possible to reduce the hassle of avatar creation by reducing the number of options for users with low concentration who are not particularly interested in creating an avatar.
[0086] Furthermore, the number of options may decrease as the level of concentration decreases. For example, multiple thresholds for user concentration levels may be set, and the number of categories included in the combination parts may be changed in stages. For example, suppose a first threshold and a second threshold lower than the first threshold are set as concentration thresholds. If the concentration level is higher than the first threshold, no changes to the options are made. If the concentration level is below the first threshold but higher than the second threshold, the two categories "eyebrows" and "eyes" parts can be combined into a single part, and the options for the "nose" and "mouth" parts do not need to be changed. Furthermore, if the concentration level is below the second threshold, the four categories "eyebrows," "eyes," "nose," and "mouth" parts can be combined into a single part. Furthermore, for example, multiple thresholds for user concentration levels may be set, and the number of combination parts presented to the user may be changed in stages according to the level of concentration. For example, the option changing unit 43 may not change the options if the concentration level is higher than the first threshold, present 10 combination parts if the concentration level is below the first threshold but higher than the second threshold, and present 5 combination parts if the concentration level is below the second threshold.
[0087] Although the present inventors have described the invention in detail based on embodiments above, it goes without saying that the present invention is not limited to the above embodiments and can be modified in various ways without departing from its essence.
[0088] Each functional block performing the various processes shown in the diagram can be composed of a processor, memory, and other circuits in terms of hardware. Furthermore, the aforementioned processes can also be implemented by having the processor execute a program. Therefore, these functional blocks can be implemented in various ways using hardware alone, software alone, or a combination of both, and are not limited to any one of these methods.
[0089] The programs described above can be stored and supplied to a computer using various types of non-transitory computer-readable media. Non-transitory computer-readable media include various types of tangible storage media. Examples of non-transitory computer-readable media include semiconductor memory (e.g., mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), flash ROM, RAM (Random Access Memory)). Programs may also be supplied to a computer using various types of transient computer-readable media. Examples of transient computer-readable media include electrical signals, optical signals, and electromagnetic waves. Transitory computer-readable media can be supplied to a computer via wired communication channels such as electric wires and optical fibers, or via wireless communication channels.
[0090] The system shown in Figure 1 is just one example, and it goes without saying that there are various configurations depending on the application and purpose. In the above embodiment, an example was described in which the server 10 that distributes online games has an avatar creation support function, but it is not limited to this. For example, the avatar creation support function may be implemented by a program installed on each user terminal 20. Also, the online game distribution function may be implemented by a single information processing device, or by multiple information processing devices that are configured separately from each other.
[0091] Each component of the information processing device may be implemented with dedicated hardware. Alternatively, some or all of the components of each device may be implemented by general-purpose or dedicated circuits, processors, etc., or combinations thereof. These may be comprised of a single chip or multiple chips connected via a bus. Some or all of the components of each device may be implemented by a combination of the aforementioned circuits, etc., and programs. Furthermore, a CPU (Central Processing Unit), GPU (Graphics Processing Unit), FPGA (Field-Programmable Gate Array), quantum processor (quantum computer control chip), etc., may be used as the processor.
[0092] Furthermore, if some or all of the components of the information processing device are realized by multiple devices or circuits, these multiple devices or circuits may be centrally located or distributed. The devices or circuits that realize each component may be realized in a form in which each is connected via a communication network, such as a client-server system or a cloud computing system. In addition, the functions of the information processing device may be provided in SaaS (Software as a Service) format. [Explanation of Symbols]
[0093] 100 Avatar Generation Systems 10 servers 11 Storage section 12 memory 13 Communications Department 20 User Terminals 21 Detection Information Generation Unit 22 Display section 23 Control section 24 Memory section 25 memory 26 Communications Department 30 Processing Unit 31 Transmit / Receive Processing Unit 32 Display Processing Unit 33 Avatar Creation Processing Unit 40 Processing Unit 41 Acquisition Department 42 Estimation part 43. Option Change Section 44 Transmit / receive processing unit 45. Video Generation Unit 46 Random Choice Generation Unit 111 Programs 112 Parts Data Database N Network
Claims
1. A memory unit that stores groups of parts belonging to multiple categories, An acquisition unit that acquires detection information indicating the user's status, An estimation unit that estimates the user's concentration level based on the detection information, If the concentration level is below a predetermined threshold, the selection change unit presents the user with a selection group containing multiple combination parts, which consist of combinations of parts from multiple categories. including, Avatar creation support device.
2. The detection information includes at least one of the following: the user's biometric information, information obtained from a captured image of the user, and information indicating the operating state of the terminal used by the user when creating an avatar. The avatar creation support device according to claim 1.
3. The system further includes a random choice generation unit that, when the user creates an avatar, generates random choices by randomly combining parts from multiple categories in response to the user's actions. The option changing unit presents the option group to the user when the concentration level is below a predetermined threshold and the number of times the random options have been generated has reached a predetermined number. The avatar creation support device according to claim 1.
4. Computers A process to acquire detection information indicating the user's status, Based on the detection information, a process is performed to estimate the concentration level of the user. If the concentration level is below a predetermined threshold, the process involves presenting the user with a group of options, which includes multiple combination parts consisting of combinations of parts from multiple categories. Execute Avatar creation support methods.
5. A process to acquire detection information indicating the user's status, Based on the detection information, a process is performed to estimate the concentration level of the user. If the concentration level is below a predetermined threshold, the process involves presenting the user with a group of options, which includes multiple combination parts consisting of combinations of parts from multiple categories. Make the computer execute it. program.
Citation Information
Patent Citations
Character creation support device and program
JP2015141450A