system

The system addresses the lack of AI education for young people by providing personalized educational content, interest data collection, and real-world experiences to effectively educate and identify talented individuals, predicting future industry needs.

JP2026064687APending Publication Date: 2026-04-14SOFTBANK GROUP CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-02
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

There is a lack of effective systems for providing AI education to young people, particularly elementary school students to high school students, and for identifying and cultivating talented individuals, as well as predicting future industry needs based on user interests and data collection.

Method used

A system that includes user account creation, personalized educational content delivery, interest data collection, periodic assignments with response evaluation and feedback, and opportunities for top performers, such as company visits and networking events, to provide systematic AI education and predict future demand.

Benefits of technology

Enables effective AI education for young people, collects interest data to forecast future industry needs, and identifies and nurtures talented individuals through real-world experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026064687000001_ABST
    Figure 2026064687000001_ABST
Patent Text Reader

Abstract

We provide the system. [Solution] A means by which the user enters personal information to create an account, A means of providing users with educational content corresponding to each grade level, A means of collecting user interest data after the completion of educational content, A method for periodically presenting tasks and collecting user responses, A means of evaluating the collected responses and providing feedback, A means of providing top prize winners with opportunities for company tours and networking events, A system that includes this.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The technology of the present disclosure relates to a system.

Background Art

[0002] Patent Document 1 discloses a method for controlling a persona chatbot, which is performed by at least one processor, the method including: 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 recent years, artificial intelligence (AI) has been developing rapidly, and its understanding and technology dissemination have become important. However, it is not easy to effectively provide AI education for young people, especially those from elementary school students to high school students, and to grasp their interests and concerns. In addition, data collection for future demand prediction and a system for early discovery and cultivation of outstanding talents are not currently in place. The present invention aims to solve these problems.

Means for Solving the Problems

[0005] The present invention is a system including the following means.

[0006] A system that includes means for users to create accounts by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting user interest data after completing the educational content, means for periodically presenting assignments and collecting user responses, means for evaluating the collected responses and providing feedback, and means for offering opportunities such as company visits and networking events to top performers, can effectively provide AI education to young people. Furthermore, by including means for analyzing interest data collected from users and predicting future demand, it becomes possible to grasp future industry needs and discover and cultivate talented individuals early on. By including means for providing various media (videos, texts, interactive quizzes, etc.) containing AI-related information as educational content, it is possible to provide users with a diverse and in-depth learning experience.

[0007] A "user" refers to an individual who accesses and uses the system.

[0008] "Personal information" refers to data that includes identifying information such as the user's name, school, grade, and email address.

[0009] An "account" refers to the authentication information and related data that a user needs to access the system.

[0010] "Educational content" refers to learning materials such as videos, texts, and interactive quizzes provided according to the user's grade level.

[0011] "Interest data" refers to data about a user's interests and preferences that is collected after they have received educational content.

[0012] A "task" refers to a problem or project presented to a user, intended to evaluate their knowledge and skills.

[0013] "Answer" refers to submissions such as solutions or source code that users provide in response to a task.

[0014] "Evaluation" refers to the act of grading or judging the performance based on the user's answers.

[0015] "Feedback" refers to the advice or comments provided to the user based on the evaluation results.

[0016] "Company visit" refers to the opportunity to visit a specific company and directly observe its operations and environment.

[0017] "Networking event" refers to the opportunity for users to directly interact with specific companies or experts and exchange knowledge and opinions.

[0018] "Demand forecasting" refers to the act of predicting future industry and market needs based on the collected data.

[0019] "Media" refers to information formats such as videos, texts, and interactive quizzes provided as educational content.

Brief Description of the Drawings

[0020] [Figure 1] It is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] It is a conceptual diagram showing an example of the main functions of a data processing device and a smart device according to the first embodiment. [Figure 3] It is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] It is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] It is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. ]> [Figure 6] It is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7]It is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] It is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] It shows an emotion map to which a plurality of emotions are mapped. [Figure 10] It shows an emotion map to which a plurality of emotions are mapped. [Figure 11] It is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] It is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] It is a sequence diagram showing the processing flow of the data processing system in Example 2 when an emotion engine is combined. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when an emotion engine is combined.

Embodiments for Carrying Out the Invention

[0021] 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.

[0022] First, the language used in the following description will be explained.

[0023] In the following embodiments, the signed processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Furthermore, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include CPU (Central Processing Unit), GPU (Graphics Processing Unit), GPGPU (General-Purpose computing on Graphics Processing Units), and APU (Accelerated Processing Unit).

[0024] In the following embodiments, signed RAM (Random Access Memory) is a memory that temporarily stores information and is used as work memory by the processor.

[0025] 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.

[0026] 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).

[0027] 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."

[0028] [First Embodiment]

[0029] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.

[0030] 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.

[0031] 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).

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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".

[0041] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system includes the following means:

[0042] Program Processing Description

[0043] 1. User Registration

[0044] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[0045] The terminal sends the entered information to the server.

[0046] The server stores the received user information in a database and generates a user ID.

[0047] 2. Provision of educational content

[0048] The server prepares to deliver educational content appropriate for each grade level. For example, it will create lessons covering the basic concepts of AI for elementary school students and lessons including machine learning algorithms for high school students.

[0049] After logging in, users access the educational content page corresponding to their grade level.

[0050] The device displays educational content such as videos, text, and interactive quizzes.

[0051] Users view this content and progress through their learning.

[0052] 3. Collection of interest data

[0053] After the educational content is completed, the device will automatically display a survey page.

[0054] Users answer survey questions, such as, "How interesting was this class?"

[0055] The device sends the survey results to the server.

[0056] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[0057] 4. Contest Implementation

[0058] The server periodically creates and notifies users of contest challenges. For example, it might post a challenge such as, "Create an image recognition program."

[0059] Users work on assignments and submit their answers and source code via their devices.

[0060] The terminal sends the submission to the server.

[0061] The server saves the responses submitted by the user.

[0062] 5. Evaluation and Feedback

[0063] The server evaluates submitted answers using an automated evaluation program or by experts.

[0064] The server generates rankings based on the evaluation results and selects the top winners.

[0065] The server notifies the user of the evaluation results and feedback.

[0066] Users receive feedback along with their evaluation results.

[0067] 6. Company visits and communication

[0068] The server creates a list of top winners and provides it to the relevant companies.

[0069] The server will schedule company visits and notify the top winners.

[0070] Users participate in company tours and communication events at designated dates and times.

[0071] Users gain realistic work experience through company tours and events.

[0072] Specific example

[0073] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After finishing the educational content, the system automatically displays a survey, which the user answers.

[0074] Furthermore, users submit solutions to challenges and source code for regularly held contests. The server evaluates the submissions and provides feedback. Top winners are notified of company tours and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[0075] This system will enable the provision of systematic and effective AI education to young people, and will also allow for the collection of interest data to help predict future demand, thereby enabling the early identification and development of talented individuals.

[0076] The following describes the processing flow.

[0077] Detailed processing flow

[0078] Step 1: User Registration

[0079] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[0080] 2. The terminal sends the entered information to the server.

[0081] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[0082] Step 2: Log in

[0083] 1. After registering, users access the login page and enter their email address and password.

[0084] 2. The terminal sends the entered information to the server.

[0085] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[0086] Step 3: Provide educational content

[0087] 1. The server selects and prepares appropriate educational content based on the user's grade level.

[0088] 2. Users select and access the relevant educational content from the dashboard page.

[0089] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[0090] 4. Users view the provided educational content and proceed with their learning.

[0091] Step 4: Collecting Interest Data

[0092] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[0093] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[0094] 3. The device sends the completed survey data to the server.

[0095] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[0096] Step 5: Contest Implementation

[0097] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[0098] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[0099] 3. The terminal sends the user's submission to the server and saves it.

[0100] Step 6: Evaluation and Feedback

[0101] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[0102] 2. The server generates a user ranking based on the evaluation results.

[0103] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[0104] 4. Users receive evaluation results and feedback to help them improve themselves.

[0105] Step 7: Company visit and communication

[0106] 1. The server creates a list of top winners and provides it to the relevant companies.

[0107] 2. The server will schedule the company visit and notify the top winners.

[0108] 3. Users participate in company tours and communication events at the designated date and time.

[0109] 4. Users gain realistic work experience through company tours and events.

[0110] The above outlines the detailed processing steps of the system.

[0111] (Example 1)

[0112] 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."

[0113] In recent years, there has been a growing demand for AI education targeting young people, but there is a lack of systems for providing effective educational content, collecting interest data, and identifying talented individuals early on. Furthermore, there is a need to predict future demand based on user interests and provide users with actual work experience through individual company visits and communication events. To address these challenges, a comprehensive and effective system is necessary.

[0114] 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.

[0115] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting assignments and collecting user responses, means for automatically evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and networking events, and means for saving user submissions and generating rankings based on evaluation results. This makes it possible to provide systematic and effective AI education to young people, collect interest data to help predict future demand, discover and nurture talented individuals early, and create connections with the industry through actual work experience.

[0116] A "user" refers to an individual who accesses the system, registers personal information, and uses educational content.

[0117] "Personal information" refers to information that can be used to identify an individual, such as a user's name, school name, grade level, and email address.

[0118] "Account creation" refers to the process by which a user enters their personal information and registers it in the system.

[0119] "Educational content" refers to various information resources such as videos, texts, and interactive quizzes provided to users for learning.

[0120] "Interest data" refers to data collected through surveys and other means regarding user reactions and opinions on educational content.

[0121] "Challenges" refer to problems or tasks presented to users in contests or lessons.

[0122] "Answer" refers to the solution or source code that a user submits to a task.

[0123] "Evaluation" refers to the process in which an automated program or expert reviews user-submitted answers and provides scores and comments.

[0124] "Feedback" refers to comments that include evaluation results and suggestions for improvement regarding the answers submitted by users.

[0125] "Top finishers" refers to users who have achieved outstanding results in contests or assignment evaluations.

[0126] "Company visit" refers to an event where top prize winners visit actual companies to observe and participate in activities.

[0127] A "networking event" refers to an event where top prize winners can communicate with company experts and other participants.

[0128] "Ranking" refers to a ranking table created based on user responses and performance.

[0129] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system is implemented by including the following technical means.

[0130] 1. User Registration

[0131] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[0132] The terminal sends the entered information to the server.

[0133] The server stores the received user information in a database and generates a new user ID. This provides a means for users to create accounts by entering their personal information.

[0134] 2. Provision of educational content

[0135] The server filters educational content to suit each grade level and prepares it for display on the user's dashboard.

[0136] After logging in, users access the educational content page corresponding to their grade level.

[0137] The device displays educational content such as videos, text, and interactive quizzes. This provides a means of delivering educational content to users that is appropriate for each grade level.

[0138] 3. Collection of interest data

[0139] After the educational content is completed, the device will automatically display a survey page.

[0140] Users answer a survey. For example, they might answer a question like, "How interesting was this lesson?"

[0141] The device sends the survey results to the server.

[0142] The server stores the survey results in a database and executes analytical queries to collect and aggregate interest data. This provides a means to collect user interest data after the educational content has been completed.

[0143] 4. Contest Implementation

[0144] The server periodically creates challenges for the contest and notifies users.

[0145] Users work on assignments and submit their answers and source code via their devices.

[0146] The terminal sends the submission to the server.

[0147] The server stores the responses submitted by users. This enables a means of periodically presenting tasks and collecting user responses.

[0148] 5. Evaluation and Feedback

[0149] The server evaluates submitted answers using an automated evaluation program or by experts.

[0150] The server generates rankings based on the evaluation results and selects the top winners.

[0151] The server notifies the user of the evaluation results and feedback.

[0152] Users receive feedback along with their evaluation results. This enables a means of automatically evaluating collected responses and providing feedback.

[0153] 6. Company visits and communication

[0154] The server creates a list of top winners and provides it to the relevant companies.

[0155] The server will schedule company visits and notify the top winners.

[0156] Users participate in company tours and communication events at designated dates and times.

[0157] Users gain real-world work experience through company visits and events. This provides a means to offer top winners opportunities for company visits and networking events.

[0158] Specific example

[0159] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After viewing the educational content, the system automatically displays a survey, which the user completes. Furthermore, users work on assignments for regularly held contests and submit their source code. The server evaluates the submissions and provides feedback. Top performers are notified of tours of related companies and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[0160] Example of input prompt text

[0161] "Please describe the entire process a user goes through: registering with the system, viewing educational content, and participating in a contest. Please include specific actions taken during this process."

[0162] By inputting this prompt into the generating AI model, a detailed explanation of the system's processing flow and specific operation can be obtained.

[0163] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0164] Program Processing Description

[0165] Step 1: User Registration

[0166] Input: The user accesses the system and enters personal information (name, school, grade, email address, etc.).

[0167] Operation:

[0168] The user accesses the system and enters personal information.

[0169] The terminal sends the entered information to the server.

[0170] The server normalizes the received user information and stores it in the appropriate field in the database.

[0171] The server generates a new user ID and returns it to the user.

[0172] Output: A user ID is generated and notified to the user.

[0173] Step 2: Providing educational content

[0174] Input: The user logs in and requests content based on their grade level.

[0175] Operation:

[0176] The server retrieves the user's grade level information from the database.

[0177] The server filters appropriate educational content based on the acquired grade level information.

[0178] After logging in, users access the educational content page corresponding to their grade level.

[0179] The device displays educational content such as videos, text, and interactive quizzes.

[0180] Output: Appropriate educational content is displayed on the user's device.

[0181] Step 3: Collect interest data

[0182] Input: User exits educational content.

[0183] Operation:

[0184] After the educational content is completed, the device will automatically display a survey page.

[0185] Users answer quizzes and surveys. For example: "How interesting was this lesson?"

[0186] The device sends the survey results to the server.

[0187] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[0188] Output: User interest data is compiled.

[0189] Step 4: Contest Implementation

[0190] Input: The server generates challenges for periodic contests.

[0191] Operation:

[0192] The server periodically creates contest challenges and notifies users. For example: "Create an image recognition program."

[0193] Users work on tasks and create solutions and source code.

[0194] The terminal sends the user's answers and source code to the server.

[0195] The server saves the submissions to the database.

[0196] Output: User submissions are saved to the database.

[0197] Step 5: Evaluation and Feedback

[0198] Input: The server receives the user's submission.

[0199] Operation:

[0200] The server sends the submitted answers to an automated evaluation program or to experts.

[0201] The server retrieves the evaluation results and generates a ranking.

[0202] The server notifies the user of the evaluation results and feedback. For example: "You need to improve the efficiency of your code."

[0203] Users can review their evaluation results and use them to improve their learning.

[0204] Output: The evaluation results and feedback are notified to the user, and a ranking is generated.

[0205] Step 6: Company visit and communication

[0206] Input: The server creates a list of top finishers.

[0207] Operation:

[0208] The server provides a list of top finishers to the relevant companies.

[0209] The server will schedule company visits and notify the top winners.

[0210] Users participate in company tours and communication events at designated dates and times.

[0211] Users gain realistic work experience through company tours and events.

[0212] Output: Users are provided with opportunities for company tours and networking events.

[0213] (Application Example 1)

[0214] 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."

[0215] In modern society, the importance of artificial intelligence (AI) education for young people is increasing. However, the current education system lacks the means to effectively disseminate AI education, collect and analyze data from interested young people, and predict future demand. Furthermore, there is a lack of concrete methods for early detection and development of talented individuals. In particular, there is a lack of interactive and effective learning methods for AI education conducted in physical stores.

[0216] 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.

[0217] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational digital content corresponding to each grade level, means for collecting user interest data after the completion of the educational digital content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing opportunities for industry tours and exchange events to top performers, and means for providing interactive AI learning using smart glasses and automatically displaying a questionnaire after the learning is completed to collect user interest data. This makes it possible to provide systematic and effective AI education to young people, collect and analyze data useful for forecasting future demand, and discover and cultivate talented individuals early on.

[0218] A "user" refers to an individual who uses a system.

[0219] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[0220] An "account" refers to a collection of user registration information necessary to access and use a system.

[0221] "Educational digital content" refers to learning materials tailored to the user's grade level, including media formats such as videos, text, and interactive quizzes.

[0222] "Interest data" refers to information that records users' reactions, opinions, and levels of interest after they have viewed educational content.

[0223] A "challenge" refers to a problem or project presented to the user, particularly one related to AI or programming.

[0224] "Answer" refers to solutions, source code, opinions, etc., that users submit to a task.

[0225] "Feedback" refers to evaluations, comments, and advice provided in response to a user's answer.

[0226] "Industrial tour" refers to the experience of visiting companies and factories to observe their operations and production processes.

[0227] A "networking event" refers to an event that provides users with an opportunity to interact directly with other participants and experts and share information.

[0228] "Smart glasses" refer to glasses that are worn on the head and have display functions and interactive capabilities.

[0229] "Interactive AI learning" refers to a form of AI learning process in which users can actively participate and receive feedback in real time.

[0230] A "survey" refers to a collection of questions used to gather information about users' interests, concerns, and opinions.

[0231] This invention provides AI education to young people who visit physical stores and realizes an interactive learning system using smart glasses that collects data on their interests and preferences. The detailed form of this system is described below.

[0232] Hardware and software to use

[0233] hardware

[0234] Smart glasses: Worn by the user and used as a visual interface.

[0235] Device (smartphone or tablet): Used to connect with smart glasses and send user input data to the server.

[0236] software

[0237] Flask (Python framework): Handles server-side processing, including user data collection, provision of educational content, evaluation, and feedback.

[0238] Smart glasses-specific application: Supports the display of educational content and interactive operation.

[0239] System processing

[0240] User Registration

[0241] Users wear smart glasses in a physical store and enter personal information (name, school, grade, etc.) to create an account. The smart glasses transmit this data to a server via a terminal. The server stores the user data in a database and generates a user ID.

[0242] Provision of educational digital content

[0243] The server provides AI-related educational digital content tailored to the user's grade level. This content includes videos, text, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[0244] Collection of interest data

[0245] After viewing educational content, the smart glasses automatically display a survey form. The user answers the survey and enters their level of interest and opinions. The device sends this data to a server, which stores it in a database.

[0246] Presentation of the problem and collection of responses

[0247] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and submit their solutions and source code via smart glasses. The device sends this information to the server, which stores it in a database.

[0248] Provide feedback

[0249] The server evaluates the submitted answers and generates feedback. Users receive this feedback through smart glasses. In addition, top performers will be offered opportunities for industry tours and networking events.

[0250] Example Explanation

[0251] For example, a young user visits a physical store and puts on smart glasses. The user enters their name and school information on a registration screen to create an account. After that, they view educational digital content such as videos and texts about the basic concepts of AI. After completing the learning, the smart glasses display a questionnaire, and the user answers it, providing data on their interests. The server also periodically presents AI-related tasks, and the user submits their answers. The server evaluates these and provides feedback to the user. Top performers are given opportunities such as industry tours and networking events.

[0252] Example of a prompt

[0253] "Design an AI-powered educational system for young people from elementary school to high school. This system will use smart glasses to deliver educational content and collect interest data. It will also hold regular contests and provide feedback. The specific functions of the system will include user registration, educational content delivery, interest data collection, contest implementation, evaluation, and feedback."

[0254] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0255] Step 1:

[0256] The user puts on smart glasses in a physical store and opens the registration screen. The user enters personal information such as name, school, and grade. The entered personal information is transmitted to the terminal via the smart glasses. The terminal sends this data to the server. The server stores the received user information in a database and generates a new user ID.

[0257] Input: Personal information such as username, school, and grade level.

[0258] Output: User ID

[0259] Step 2:

[0260] The server provides educational digital content tailored to the user's grade level based on user data. This educational digital content includes videos, texts, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[0261] Input: User's grade level information, educational digital content

[0262] Output: Educational content viewed by the user

[0263] Step 3:

[0264] When a user finishes viewing educational digital content, the smart glasses automatically display a survey form. The user answers the survey and fills in their interests and opinions. The device sends the survey response data to a server. The server stores the received data in a database.

[0265] Input: User survey responses

[0266] Output: Interest data

[0267] Step 4:

[0268] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and input their solutions or source code. These solutions are sent to the device via smart glasses, and then sent from the device to the server. The server stores the received solution data in a database.

[0269] Input: AI task, user's answer

[0270] Output: User's answer data

[0271] Step 5:

[0272] The server evaluates the accumulated answer data and performs evaluations using automated evaluation programs and expert assessments. It generates evaluation results and feedback and notifies the user. The user receives the feedback via the display of their smart glasses.

[0273] Input: User's answer data

[0274] Output: Evaluation results, feedback

[0275] Step 6:

[0276] The server periodically selects top performers and offers them opportunities to participate in industry tours and networking events. Users receive notifications and participate in events at the designated date and time. This allows users to gain a realistic work experience.

[0277] Input: Evaluation results, information on top winners

[0278] Output: Notification of opportunities for industrial tours and exchange events.

[0279] In this way, the interactive AI learning system for young people in physical stores functions as a whole.

[0280] Furthermore, an emotion engine for estimating the user's emotions may be combined. That is, the specific processing unit 290 may estimate the user's emotions using the emotion recognition model 59 and perform specific processing using the user's emotions.

[0281] The present invention is a system for providing education on AI to young people (elementary school students to high school students), collecting and analyzing the user's interest data and emotion data to predict future demand, and discovering and cultivating excellent talents at an early stage. By combining this system with an emotion engine that recognizes the user's emotions, more effective education and feedback can be realized.

[0282] Explanation of Program Processing

[0283] 1. User Registration

[0284] The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[0285] The terminal sends the input information to the server.

[0286] The server saves the received information in the database and generates a user ID.

[0287] 2. Login

[0288] After registration, the user accesses the login page and enters the email address and password.

[0289] The terminal sends the input information to the server.

[0290] The server checks the authentication information from the database and displays the dashboard page if the authentication is successful.

[0291] 3. Provision of Educational Content

[0292] The server selects and provides appropriate educational content (e.g., basic concepts of AI, machine learning algorithms) based on the user's grade level.

[0293] Users access educational content from the dashboard page.

[0294] The device displays educational content (videos, text, interactive quizzes, etc.).

[0295] Users view content and progress through their learning.

[0296] 4. Collection of emotional data

[0297] The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, collecting emotional data.

[0298] The device sends the collected emotional data to the server.

[0299] The server stores emotional data in a database and uses an analysis algorithm to perform aggregation.

[0300] 5. Collecting interest data

[0301] After the educational content is completed, the device will automatically redirect to the survey page.

[0302] Users answer survey questions (e.g., "How interesting was this class?").

[0303] The device sends the survey results to the server.

[0304] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[0305] 6. Adjustment of educational content

[0306] The server analyzes the collected emotion data and adjusts the content and difficulty level of the educational content in real time based on the user's reactions.

[0307] The user receives the adjusted educational content.

[0308] 7. Contest Implementation

[0309] The server periodically creates and notifies tasks for the contest. Example: "Please create an image recognition program."

[0310] The user works on the task and submits the answer and source code through the terminal.

[0311] The terminal sends and saves the submission to the server.

[0312] 8. Evaluation and Feedback

[0313] The server evaluates the submitted tasks and generates rankings.

[0314] The server notifies the user of the evaluation results and feedback.

[0315] The user receives the feedback along with the evaluation results.

[0316] 9. Company Visits and Communication

[0317] The server creates a list of top prize winners and provides it to related companies.

[0318] The server adjusts the schedule of company visits and notifies the top prize winners.

[0319] The user participates in company visits and communication events at the specified date and time.

[0320] Specific Example

[0321] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, an emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the education is complete, data on the user's interests is also collected through a survey.

[0322] Furthermore, a contest is held where users submit assignments. Submitted answers are evaluated, and feedback is provided. Top-ranking users are invited on tours of related companies, allowing them to gain real-world work experience through company visits.

[0323] This system enables the delivery of educational content based on the user's emotional state, resulting in a more personalized learning experience. Furthermore, it allows for future demand forecasting through the analysis of interest and emotional data.

[0324] The following describes the processing flow.

[0325] Detailed processing flow

[0326] Step 1: User Registration

[0327] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[0328] 2. The terminal sends the entered information to the server.

[0329] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[0330] Step 2: Log in

[0331] 1. After registering, users access the login page and enter their email address and password.

[0332] 2. The terminal sends the entered information to the server.

[0333] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[0334] Step 3: Provide educational content

[0335] 1. The server selects and prepares appropriate educational content based on the user's grade level. For example, it might create lessons covering basic AI concepts for elementary school students and machine learning algorithms for high school students.

[0336] 2. Users select and access the relevant educational content from the dashboard page.

[0337] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[0338] 4. Users view the provided educational content and proceed with their learning.

[0339] Step 4: Collecting emotional data

[0340] 1. The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, and collects emotional data.

[0341] 2. The device sends the collected emotional data to the server.

[0342] 3. The server stores the emotional data in a database and performs aggregation using an analysis algorithm.

[0343] Step 5: Collect interest data

[0344] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[0345] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[0346] 3. The device sends the completed survey data to the server.

[0347] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[0348] Step 6: Adjusting the educational content

[0349] 1. The server analyzes the collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[0350] 2. The device provides users with customized educational content.

[0351] 3. Users can view real-time-adjusted educational content to facilitate more effective learning.

[0352] Step 7: Contest Implementation

[0353] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[0354] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[0355] 3. The terminal sends the user's submission to the server and saves it.

[0356] Step 8: Evaluation and Feedback

[0357] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[0358] 2. The server generates a user ranking based on the evaluation results.

[0359] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[0360] 4. Users receive evaluation results and feedback to help them improve themselves.

[0361] Step 9: Company visit and communication

[0362] 1. The server creates a list of top winners and provides it to the relevant companies.

[0363] 2. The server will schedule the company visit and notify the top winners.

[0364] 3. Users participate in company tours and communication events at the designated date and time.

[0365] 4. Users gain realistic work experience through company tours and events.

[0366] The above outlines the detailed processing steps of the system incorporating the emotion engine.

[0367] (Example 2)

[0368] 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".

[0369] In modern education systems, providing a learning experience that fully considers the individual interests, concerns, and emotions of each user is a challenging task. In particular, effectively providing AI education to young people, aiming for future demand forecasting and the early detection and development of talented individuals, requires content tailored to individual learning needs. Furthermore, real-time feedback and content adjustments are necessary to enhance educational effectiveness, but conventional systems fail to achieve this. Additionally, analyzing collected data and utilizing it for future demand forecasting is difficult with current systems.

[0370] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means.

[0371] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting and analyzing user emotional data in real time while viewing educational content, means for collecting user interest data after the completion of educational content, means for adjusting educational content based on the collected interest data and emotional data, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, and means for offering opportunities such as company visits and networking events to top performers. This makes it possible to provide educational content that meets the individual learning needs of users, enabling the realization of a high-level learning experience and forecasting of future demand.

[0372] "User" refers to an individual who uses the system, and is primarily aimed at young people from elementary school to high school.

[0373] "Personal information" refers to data such as name, school, grade, and email address that users provide when registering with the system.

[0374] "Educational content" refers to learning materials provided to users, and includes multiple media formats such as videos, text, and interactive quizzes.

[0375] "Emotional data" refers to information about emotions collected from a user's facial expressions and voice while they are viewing educational content.

[0376] "Interest data" refers to data that users provide through surveys and other interactions after completing educational content, indicating their level of interest in the learning material.

[0377] "Real-time analysis" refers to the process of immediately processing collected data and reflecting the results in real time.

[0378] A "task" refers to a learning or practical task that the system periodically presents to the user, such as "creating an image recognition program."

[0379] "Feedback" refers to suggestions for improvement and evaluation comments provided based on the evaluation results of the assignments submitted by the user.

[0380] "Company visits" refer to opportunities for outstanding users to visit related companies and observe their actual work and work environment.

[0381] A "networking event" refers to an event that provides users with an opportunity to communicate directly with company representatives.

[0382] "Future demand forecasting" refers to the process of predicting trends in skills and knowledge that will be needed in the future, based on collected emotional and interest data.

[0383] An "account" includes unique identifying information and associated data used to manage a user's personal information, learning history, and interests.

[0384] A "database" refers to a system that systematically stores and manages all collected data (personal information, emotional data, interest data, responses to tasks, etc.).

[0385] This invention is an AI-related educational system for young people (elementary school to high school students) that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. A specific embodiment of this system is described below.

[0386] User Registration

[0387] The user accesses the system's new registration page using an internet browser. The terminal sends the user's access request to the server and displays the corresponding registration page. The user fills in personal information such as name, school, grade, and email address in the input form, and the terminal sends this information to the server. The server stores the received information in a database and generates a unique user ID.

[0388] Log in

[0389] The user accesses the login page and enters their email address and password. The device sends the entered information to the server, which verifies it against the database for authentication. If authentication is successful, the server generates a dashboard page for the user and sends it to the device for display.

[0390] Provision of educational content

[0391] The server selects appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the logged-in user's grade level. The user selects educational content from the dashboard page, and the device sends this request to the server. The server sends the corresponding content data (video, text, interactive quiz, etc.) to the device, which then displays it to the user. The user then views the content and proceeds with their learning.

[0392] Collection of emotional data

[0393] The device has a built-in emotion engine that analyzes the user's facial expressions and voice in real time while they are viewing educational content, collecting emotion data. The collected emotion data is periodically sent to a server, which stores it in a database and analyzes it using an analysis algorithm.

[0394] Collection of interest data

[0395] After the educational content is completed, the device automatically redirects to a survey page where the user answers the survey questions. The device sends the survey results to the server, which stores them in a database and uses an analysis algorithm to collect interest data.

[0396] Adjustment of educational content

[0397] The server adjusts educational content in real time based on collected sentiment and interest data. Users receive the adjusted educational content and can continue learning.

[0398] Contest

[0399] The server periodically creates contest challenges and notifies users. An example might be, "Create an image recognition program." Users work on the challenge and submit their solutions and source code via their terminals. Submissions are sent to the server and stored in the database.

[0400] Evaluation and Feedback

[0401] The server evaluates submitted assignments, generates evaluation scores, and creates rankings. The evaluation results and feedback are communicated to the user, allowing them to identify areas for improvement in their learning.

[0402] Company visits and networking events

[0403] The server creates a list of top winners and provides it to the relevant companies. It also coordinates company visit dates and notifies users, providing opportunities to participate in company tours and communication events.

[0404] Specific example

[0405] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, the device's emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the training, user interest data is also collected through a survey. Furthermore, a contest is held where users submit tasks, their responses are evaluated, and feedback is provided. Top winners are invited on tours of related companies, gaining real-world work experience through company visits.

[0406] Example of a prompt

[0407] The following is an example of a prompt to input into the generative AI model for this system:

[0408] "Please describe the user registration process for this system. Specifically, describe the steps a user takes when accessing the new registration page, entering their personal information, and submitting it to the server."

[0409] "Please provide a detailed explanation of the educational content delivery process, specifically how the server selects and delivers appropriate content based on the user's grade level."

[0410] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0411] Programming flow and specific explanation of this system

[0412] Step 1: User Registration

[0413] 1-1. Accessing the New Registration Page

[0414] The user accesses the system's new registration page using an internet browser.

[0415] The terminal sends the user's access request to the server and displays the corresponding new registration page.

[0416] Input: User access request (HTTP request)

[0417] Output: Display of the new registration page

[0418] 1-2. Entering Personal Information

[0419] Users fill in required information such as their name, school, grade, and email address in the input form.

[0420] The terminal temporarily holds the entered information and prepares to send it in the next step.

[0421] Input: User information (name, school, grade, email address)

[0422] Output: Temporarily saved input information

[0423] 1-3. Information Transmission

[0424] The user clicks the "Register" button, and the device sends the entered information to the server.

[0425] The device uses the HTTPS protocol to securely transmit information.

[0426] Input: User's personal information (name, school, grade, email address)

[0427] Output: Registration information sent to the server

[0428] 1-4. Data storage and user ID generation

[0429] The server stores the received information in a database and generates a unique user ID.

[0430] The server sends a registration completion message to the terminal, which is then displayed to the user.

[0431] Input: Submitted registration information

[0432] Output: User information stored in the database, unique user ID, registration completion message.

[0433] Step 2: Log in

[0434] 2-1. Accessing the Login Page

[0435] Users access the login page using a browser.

[0436] The device retrieves the login page from the server and displays it on the screen.

[0437] Input: User access request (HTTP request)

[0438] Output: Display of login page

[0439] 2-2. Entering Authentication Information

[0440] The user enters their email address and password into the input form.

[0441] The terminal temporarily holds the entered information and prepares to send it in the next step.

[0442] Input: User information (email address, password)

[0443] Output: Temporarily stored credentials

[0444] 2-3. Authentication Information Verification

[0445] The user clicks the "Login" button, and the device sends authentication information to the server.

[0446] The server performs authentication by comparing the received authentication information with the database.

[0447] Input: Submitted authentication information (email address, password)

[0448] Output: Authentication result (success or failure)

[0449] 2-4. Dashboard Display

[0450] If authentication is successful, the server generates a dashboard page for the user and sends it to the device.

[0451] The device displays the dashboard page, making it available to the user.

[0452] Input: Authentication success notification

[0453] Output: Display of the dashboard page

[0454] Step 3: Providing educational content

[0455] 3-1. Content Selection Based on Grade Level

[0456] The server retrieves the logged-in user's grade level information from the database and selects appropriate educational content based on this information.

[0457] Input: User's grade information

[0458] Output: List of selected educational content

[0459] 3-2. Content provision begins

[0460] Users select educational content from the dashboard page.

[0461] The terminal sends the selected content request to the server. The server sends the corresponding content data to the terminal.

[0462] Input: User content selection request

[0463] Output: Educational content data

[0464] 3-3. Content Display and Learning

[0465] The device displays the received content (video, text, interactive quiz, etc.).

[0466] Users view content and progress through their learning.

[0467] Input: Provided educational content data

[0468] Output: Displayed educational content, user's learning progress

[0469] Step 4: Collecting emotional data

[0470] 4-1. Activating the Emotion Engine

[0471] The device activates its built-in emotion engine while viewing educational content.

[0472] Input: Start viewing educational content

[0473] Output: Emotion engine activated

[0474] 4-2. Emotional Data Analysis

[0475] The device's emotion engine analyzes the user's facial expressions and voice in real time to generate emotion data.

[0476] Input: User's facial expressions and voice data

[0477] Output: Generated emotion data

[0478] 4-3. Sending and storing emotional data

[0479] The device periodically sends the generated emotion data to the server.

[0480] The server stores the received emotional data in a database and performs aggregation using an analysis algorithm.

[0481] Input: Generated sentiment data

[0482] Output: Sentiment data stored in the database, analysis results

[0483] Step 5: Collect interest data

[0484] 5-1. Redirect to the survey page

[0485] After the educational content is completed, the device will automatically redirect to the survey page.

[0486] Input: Educational content termination notification

[0487] Output: Display of the survey page

[0488] 5-2. Questionnaire Responses

[0489] Users answer survey questions (e.g., "How interesting was this class?").

[0490] The device will temporarily store the survey results and send them in the next step.

[0491] Input: User's response

[0492] Output: Temporarily saved survey results

[0493] 5-3. Sending and compiling survey results

[0494] The device sends the survey results to the server.

[0495] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[0496] Input: User survey results

[0497] Output: Survey results stored in the database, analyzed interest data.

[0498] Step 6: Adjusting the educational content

[0499] 6-1. Sentiment Data Analysis

[0500] The server analyzes emotional data and evaluates the user's reaction.

[0501] Input: Collected emotional data

[0502] Output: Evaluated sentiment data

[0503] 6-2. Real-time content adjustment

[0504] The server adjusts the content and difficulty level of educational materials in real time based on the results of the sentiment data.

[0505] Input: Evaluation result

[0506] Output: Adjusted educational content

[0507] 6-3. Provision of adjusted content

[0508] Users receive adjusted educational content and can resume their learning.

[0509] Input: Adjusted educational content

[0510] Output: Re-edited content provided to the user

[0511] Step 7: Contest Implementation

[0512] 7-1. Contest assignment notification

[0513] The server periodically creates challenges for the contest and notifies users.

[0514] Input: Contest assignment

[0515] Output: Issue notification to the user

[0516] 7-2. Assignment submission

[0517] Users work on assignments and submit their answers and source code via their devices.

[0518] Input: User's solution to the problem

[0519] Output: Answer data sent to the server

[0520] 7-3. Saving submissions

[0521] The terminal sends the submission to the server, and the server stores it in the database.

[0522] Input: Problem answer data

[0523] Output: Answer data stored in the database

[0524] Step 8: Evaluation and Feedback

[0525] 8-1. Assessment of the project

[0526] The server uses an algorithm to evaluate the submitted assignments and generates an evaluation score.

[0527] Input: Submitted assignment data

[0528] Output: Generated evaluation score

[0529] 8-2. Ranking Generation

[0530] The server generates rankings based on evaluation scores.

[0531] Input: Evaluation score

[0532] Output: Generated ranking

[0533] 8-3. Evaluation Results and Feedback Notification

[0534] The server notifies the user of the evaluation results and feedback.

[0535] Users receive feedback along with their evaluation results.

[0536] Input: Evaluation results, feedback

[0537] Output: Notification of evaluation results to users, feedback

[0538] Step 9: Company visit and networking event

[0539] 9-1. Creating a list of top finishers

[0540] The server creates a list of the top contest winners and provides it to the relevant companies.

[0541] Input: Evaluation results and ranking data

[0542] Output: Created list of top finishers

[0543] 9-2. Scheduling the visit

[0544] The server will schedule company visits and notify the top winners.

[0545] Input: List of top prize winners

[0546] Output: Scheduling and notification of the tour date.

[0547] 9-3. Tours and Event Participation

[0548] Users participate in company tours and communication events at designated dates and times.

[0549] Input: Visit schedule notification

[0550] Output: Company visits and event participation

[0551] As described above, this system is designed to meet the individual learning needs of users and also aims to predict future demand and identify and cultivate talented individuals early on. This will maximize educational effectiveness and enrich the learning experience.

[0552] (Application Example 2)

[0553] 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".

[0554] Traditional AI education systems lacked the means to grasp learners' emotional states in real time, making it difficult to provide individually optimized learning experiences. Furthermore, mechanisms for accurately evaluating the effectiveness of educational content and providing feedback were insufficient. Moreover, predicting future demand required more than just learner interest data; a wider range of data collection was necessary.

[0555] 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 the user to input personal information and create an account, means for providing the user with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and exchange events, means for analyzing the user's facial expressions and voice in real time and collecting emotional data, and means for adjusting the content and difficulty level of the educational content based on the collected emotional data. This makes it possible to grasp the learner's emotional state in real time and provide an individually optimized learning experience. Furthermore, by analyzing the collected emotional data and interest data, the accuracy of future demand forecasting is also improved.

[0556] A "user" is anyone who uses the system, and includes young people from elementary school to high school.

[0557] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[0558] "Account creation" is the process by which a user enters their personal information into the system and registers as a new user.

[0559] "Educational content" refers to learning materials such as videos, texts, and interactive quizzes that include AI-related information tailored to each grade level.

[0560] "Interest data" refers to survey and feedback information collected after users view educational content.

[0561] "Assignments" refer to learning activities such as problems presented periodically and programming challenges.

[0562] An "answer" refers to the solution or source code that a user provides to a given problem.

[0563] "Emotional data" refers to information about a user's emotional state, analyzed from their facial expressions and voice while they are viewing educational content.

[0564] "Real-time analysis" is a process that analyzes the user's facial expressions and voice in real time while they are viewing educational content.

[0565] "Adjusting educational content" refers to dynamically changing the content and difficulty level of educational materials based on collected sentiment data.

[0566] "Company visits" are an opportunity for top prize winners to visit related companies and learn about their operations and technologies.

[0567] A "networking event" is an event where top prize winners can exchange opinions and share information with company representatives and other participants.

[0568] This invention is an AI-powered educational system for young people that provides optimized educational content through real-time emotional data collection and analysis of interest data. This system can individually customize the user's learning experience and predict future demand.

[0569] System Configuration

[0570] This system assumes that users connect using a smartphone, smart glasses, or head-mounted display. The server resides in the cloud and provides educational content and performs data analysis.

[0571] Program Configuration

[0572] 1. User registration and login

[0573] Users access the system and create an account by entering personal information such as their name, school, grade, and email address. They then log in using their email address and password.

[0574] 2. Provision of educational content

[0575] The server selects and provides AI-related educational content tailored to the user's grade level. This educational content includes videos, text, and interactive quizzes.

[0576] 3. Real-time collection of emotional data

[0577] Using the camera and microphone built into the device, the system analyzes the user's facial expressions and voice in real time and collects emotional data. Specifically, it uses OpenCV and the face_recognition library to detect the position of the face and analyze the emotional state.

[0578] 4. Collection of interest data

[0579] After completing the educational content, users are presented with a survey to collect interest data. The survey includes questions such as, "How interesting was this lesson?"

[0580] 5. Data Analysis and Feedback

[0581] The server analyzes collected sentiment and interest data and dynamically adjusts the content and difficulty level of educational materials based on the results. Furthermore, it periodically presents challenges, collects user responses, and evaluates them. Based on the evaluation results, it provides feedback.

[0582] 6. Company visits and networking events

[0583] Top performers will be offered opportunities to visit related companies and participate in networking events. This will allow them to gain more advanced learning through actual work experience.

[0584] Hardware and software used

[0585] Hardware: Smartphones, smart glasses, head-mounted displays (with cameras and microphones)

[0586] Software: OpenCV (camera image analysis), face_recognition library (face recognition), cloud-based server (educational content delivery and data analysis)

[0587] Specific example

[0588] For example, a user puts on smart glasses and enters a virtual AI learning classroom. Educational content begins playing, and the smart glasses' camera continuously captures the user's facial expressions. The collected facial data is analyzed in real time by an emotion engine, generating emotional data such as "joy," "sadness," and "surprise." After the educational content finishes, a survey is displayed, and data on the user's interests is also collected. Based on this data, the next educational content provided is further optimized.

[0589] Examples of prompts for generative AI models

[0590] "We want to build a system that analyzes users' facial expressions and voices to collect emotional data and then provides appropriate AI-powered educational content based on that data. This system uses smart glasses to track user reactions in real time and uses the collected data to individually customize the learning experience."

[0591] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0592] Step 1:

[0593] A user accesses the system and creates an account by entering personal information such as their name, school, grade, and email address. The terminal sends this information to the server. The server stores the received information in a database and generates a user ID. The input is the user's personal information, and the output is the user ID. This process verifies that the personal information is accurately stored in the database.

[0594] Step 2:

[0595] The user accesses the login page and enters their email address and password. The device sends these authentication credentials to the server. The server checks if they match the information in the database, and if authentication is successful, displays the dashboard page. The input is the user's authentication credentials, and the output is the authentication result and the dashboard page. This step verifies that user authentication is performed correctly.

[0596] Step 3:

[0597] The user accesses educational content from a dashboard page. The server selects and provides appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the user's grade level. The device displays the educational content (videos, text, interactive quizzes, etc.). The input is the user's grade level, and the output is the educational content. This step verifies that appropriate educational content is provided according to the user's grade level.

[0598] Step 4:

[0599] The camera and microphone built into the device analyze the user's facial expressions and voice while they are viewing educational content, collecting emotional data. The collected emotional data is sent to a server in real time. The server stores the emotional data in a database and aggregates it using an analysis algorithm. The input is the user's facial expressions and voice, and the output is emotional data. This step verifies that the user's emotional data is being collected and stored accurately.

[0600] Step 5:

[0601] After the educational content is completed, the device automatically redirects to a survey page. The user answers the survey questions (e.g., "How interesting was this lesson?"). The device sends the survey results to the server. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data. The input is the survey responses, and the output is the interest data. This step verifies that the user's interest data is accurately collected and stored.

[0602] Step 6:

[0603] The server analyzes collected sentiment and interest data and adjusts the content and difficulty level of educational materials in real time based on user reactions. Users receive the adjusted educational content. The input is sentiment and interest data, and the output is the adjusted educational content. This step verifies that the content is appropriately adjusted based on user reactions.

[0604] Step 7:

[0605] The server periodically creates and notifies users of contest challenges. Users work on the challenges and submit their solutions and source code via their terminals. The terminals send the submissions to the server for storage. The input is the user's solution and source code, and the output is the saved submission. This step verifies that user submissions are collected and stored correctly.

[0606] Step 8:

[0607] The server evaluates submitted assignments and generates rankings. It notifies the user of the evaluation results and feedback. The user receives feedback along with the evaluation results. The input is the user's submission, and the output is the evaluation results and ranking. This step verifies that the submissions are evaluated accurately and that feedback is provided appropriately.

[0608] Step 9:

[0609] The server creates a list of top performers and provides opportunities for company visits and networking events. Users receive notifications and participate in company visits and networking events at the specified date and time. Inputs are evaluation results and rankings, and outputs are the list of top performers and visit / networking opportunities. This step verifies that top performers are appropriately selected and that company visits and networking opportunities are appropriately provided.

[0610] 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.

[0611] 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.

[0612] 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.

[0613] [Second Embodiment]

[0614] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.

[0615] 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.

[0616] 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).

[0617] 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.

[0618] 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.

[0619] 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).

[0620] 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.

[0621] 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.

[0622] 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.

[0623] 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.

[0624] 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.

[0625] 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".

[0626] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system includes the following means:

[0627] Program Processing Description

[0628] 1. User Registration

[0629] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[0630] The terminal sends the entered information to the server.

[0631] The server stores the received user information in a database and generates a user ID.

[0632] 2. Provision of educational content

[0633] The server prepares to deliver educational content appropriate for each grade level. For example, it will create lessons covering the basic concepts of AI for elementary school students and lessons including machine learning algorithms for high school students.

[0634] After logging in, users access the educational content page corresponding to their grade level.

[0635] The device displays educational content such as videos, text, and interactive quizzes.

[0636] Users view this content and progress through their learning.

[0637] 3. Collection of interest data

[0638] After the educational content is completed, the device will automatically display a survey page.

[0639] Users answer survey questions, such as, "How interesting was this class?"

[0640] The device sends the survey results to the server.

[0641] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[0642] 4. Contest Implementation

[0643] The server periodically creates and notifies users of contest challenges. For example, it might post a challenge such as, "Create an image recognition program."

[0644] Users work on assignments and submit their answers and source code via their devices.

[0645] The terminal sends the submission to the server.

[0646] The server saves the responses submitted by the user.

[0647] 5. Evaluation and Feedback

[0648] The server evaluates submitted answers using an automated evaluation program or by experts.

[0649] The server generates rankings based on the evaluation results and selects the top winners.

[0650] The server notifies the user of the evaluation results and feedback.

[0651] Users receive feedback along with their evaluation results.

[0652] 6. Company visits and communication

[0653] The server creates a list of top winners and provides it to the relevant companies.

[0654] The server will schedule company visits and notify the top winners.

[0655] Users participate in company tours and communication events at designated dates and times.

[0656] Users gain realistic work experience through company tours and events.

[0657] Specific example

[0658] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After finishing the educational content, the system automatically displays a survey, which the user answers.

[0659] Furthermore, users submit solutions to challenges and source code for regularly held contests. The server evaluates the submissions and provides feedback. Top winners are notified of company tours and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[0660] This system will enable the provision of systematic and effective AI education to young people, and will also allow for the collection of interest data to help predict future demand, thereby enabling the early identification and development of talented individuals.

[0661] The following describes the processing flow.

[0662] Detailed processing flow

[0663] Step 1: User Registration

[0664] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[0665] 2. The terminal sends the entered information to the server.

[0666] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[0667] Step 2: Log in

[0668] 1. After registering, users access the login page and enter their email address and password.

[0669] 2. The terminal sends the entered information to the server.

[0670] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[0671] Step 3: Provide educational content

[0672] 1. The server selects and prepares appropriate educational content based on the user's grade level.

[0673] 2. Users select and access the relevant educational content from the dashboard page.

[0674] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[0675] 4. Users view the provided educational content and proceed with their learning.

[0676] Step 4: Collecting Interest Data

[0677] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[0678] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[0679] 3. The device sends the completed survey data to the server.

[0680] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[0681] Step 5: Contest Implementation

[0682] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[0683] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[0684] 3. The terminal sends the user's submission to the server and saves it.

[0685] Step 6: Evaluation and Feedback

[0686] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[0687] 2. The server generates a user ranking based on the evaluation results.

[0688] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[0689] 4. Users receive evaluation results and feedback to help them improve themselves.

[0690] Step 7: Company visit and communication

[0691] 1. The server creates a list of top winners and provides it to the relevant companies.

[0692] 2. The server will schedule the company visit and notify the top winners.

[0693] 3. Users participate in company tours and communication events at the designated date and time.

[0694] 4. Users gain realistic work experience through company tours and events.

[0695] The above outlines the detailed processing steps of the system.

[0696] (Example 1)

[0697] 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."

[0698] In recent years, there has been a growing demand for AI education targeting young people, but there is a lack of systems for providing effective educational content, collecting interest data, and identifying talented individuals early on. Furthermore, there is a need to predict future demand based on user interests and provide users with actual work experience through individual company visits and communication events. To address these challenges, a comprehensive and effective system is necessary.

[0699] 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.

[0700] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting assignments and collecting user responses, means for automatically evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and networking events, and means for saving user submissions and generating rankings based on evaluation results. This makes it possible to provide systematic and effective AI education to young people, collect interest data to help predict future demand, discover and nurture talented individuals early, and create connections with the industry through actual work experience.

[0701] A "user" refers to an individual who accesses the system, registers personal information, and uses educational content.

[0702] "Personal information" refers to information that can be used to identify an individual, such as a user's name, school name, grade level, and email address.

[0703] "Account creation" refers to the process by which a user enters their personal information and registers it in the system.

[0704] "Educational content" refers to various information resources such as videos, texts, and interactive quizzes provided to users for learning.

[0705] "Interest data" refers to data collected through surveys and other means regarding user reactions and opinions on educational content.

[0706] "Challenges" refer to problems or tasks presented to users in contests or lessons.

[0707] "Answer" refers to the solution or source code that a user submits to a task.

[0708] "Evaluation" refers to the process in which an automated program or expert reviews user-submitted answers and provides scores and comments.

[0709] "Feedback" refers to comments that include evaluation results and suggestions for improvement regarding the answers submitted by users.

[0710] "Top finishers" refers to users who have achieved outstanding results in contests or assignment evaluations.

[0711] "Company visit" refers to an event where top prize winners visit actual companies to observe and participate in activities.

[0712] A "networking event" refers to an event where top prize winners can communicate with company experts and other participants.

[0713] "Ranking" refers to a ranking table created based on user responses and performance.

[0714] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system is implemented by including the following technical means.

[0715] 1. User Registration

[0716] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[0717] The terminal sends the entered information to the server.

[0718] The server stores the received user information in a database and generates a new user ID. This provides a means for users to create accounts by entering their personal information.

[0719] 2. Provision of educational content

[0720] The server filters educational content to suit each grade level and prepares it for display on the user's dashboard.

[0721] After logging in, users access the educational content page corresponding to their grade level.

[0722] The device displays educational content such as videos, text, and interactive quizzes. This provides a means of delivering educational content to users that is appropriate for each grade level.

[0723] 3. Collection of interest data

[0724] After the educational content is completed, the device will automatically display a survey page.

[0725] Users answer a survey. For example, they might answer a question like, "How interesting was this lesson?"

[0726] The device sends the survey results to the server.

[0727] The server stores the survey results in a database and executes analytical queries to collect and aggregate interest data. This provides a means to collect user interest data after the educational content has been completed.

[0728] 4. Contest Implementation

[0729] The server periodically creates challenges for the contest and notifies users.

[0730] Users work on assignments and submit their answers and source code via their devices.

[0731] The terminal sends the submission to the server.

[0732] The server stores the responses submitted by users. This enables a means of periodically presenting tasks and collecting user responses.

[0733] 5. Evaluation and Feedback

[0734] The server evaluates submitted answers using an automated evaluation program or by experts.

[0735] The server generates rankings based on the evaluation results and selects the top winners.

[0736] The server notifies the user of the evaluation results and feedback.

[0737] Users receive feedback along with their evaluation results. This enables a means of automatically evaluating collected responses and providing feedback.

[0738] 6. Company visits and communication

[0739] The server creates a list of top winners and provides it to the relevant companies.

[0740] The server will schedule company visits and notify the top winners.

[0741] Users participate in company tours and communication events at designated dates and times.

[0742] Users gain real-world work experience through company visits and events. This provides a means to offer top winners opportunities for company visits and networking events.

[0743] Specific example

[0744] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After viewing the educational content, the system automatically displays a survey, which the user completes. Furthermore, users work on assignments for regularly held contests and submit their source code. The server evaluates the submissions and provides feedback. Top performers are notified of tours of related companies and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[0745] Example of input prompt text

[0746] "Please describe the entire process a user goes through: registering with the system, viewing educational content, and participating in a contest. Please include specific actions taken during this process."

[0747] By inputting this prompt into the generating AI model, a detailed explanation of the system's processing flow and specific operation can be obtained.

[0748] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0749] Program Processing Description

[0750] Step 1: User Registration

[0751] Input: The user accesses the system and enters personal information (name, school, grade, email address, etc.).

[0752] Operation:

[0753] The user accesses the system and enters personal information.

[0754] The terminal sends the entered information to the server.

[0755] The server normalizes the received user information and stores it in the appropriate field in the database.

[0756] The server generates a new user ID and returns it to the user.

[0757] Output: A user ID is generated and notified to the user.

[0758] Step 2: Providing educational content

[0759] Input: The user logs in and requests content based on their grade level.

[0760] Operation:

[0761] The server retrieves the user's grade level information from the database.

[0762] The server filters appropriate educational content based on the acquired grade level information.

[0763] After logging in, users access the educational content page corresponding to their grade level.

[0764] The device displays educational content such as videos, text, and interactive quizzes.

[0765] Output: Appropriate educational content is displayed on the user's device.

[0766] Step 3: Collect interest data

[0767] Input: User exits educational content.

[0768] Operation:

[0769] After the educational content is completed, the device will automatically display a survey page.

[0770] Users answer quizzes and surveys. For example: "How interesting was this lesson?"

[0771] The device sends the survey results to the server.

[0772] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[0773] Output: User interest data is compiled.

[0774] Step 4: Contest Implementation

[0775] Input: The server generates challenges for periodic contests.

[0776] Operation:

[0777] The server periodically creates contest challenges and notifies users. For example: "Create an image recognition program."

[0778] Users work on tasks and create solutions and source code.

[0779] The terminal sends the user's answers and source code to the server.

[0780] The server saves the submissions to the database.

[0781] Output: User submissions are saved to the database.

[0782] Step 5: Evaluation and Feedback

[0783] Input: The server receives the user's submission.

[0784] Operation:

[0785] The server sends the submitted answers to an automated evaluation program or to experts.

[0786] The server retrieves the evaluation results and generates a ranking.

[0787] The server notifies the user of the evaluation results and feedback. For example: "You need to improve the efficiency of your code."

[0788] Users can review their evaluation results and use them to improve their learning.

[0789] Output: The evaluation results and feedback are notified to the user, and a ranking is generated.

[0790] Step 6: Company visit and communication

[0791] Input: The server creates a list of top finishers.

[0792] Operation:

[0793] The server provides a list of top finishers to the relevant companies.

[0794] The server will schedule company visits and notify the top winners.

[0795] Users participate in company tours and communication events at designated dates and times.

[0796] Users gain realistic work experience through company tours and events.

[0797] Output: Users are provided with opportunities for company tours and networking events.

[0798] (Application Example 1)

[0799] 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."

[0800] In modern society, the importance of artificial intelligence (AI) education for young people is increasing. However, the current education system lacks the means to effectively disseminate AI education, collect and analyze data from interested young people, and predict future demand. Furthermore, there is a lack of concrete methods for early detection and development of talented individuals. In particular, there is a lack of interactive and effective learning methods for AI education conducted in physical stores.

[0801] 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.

[0802] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational digital content corresponding to each grade level, means for collecting user interest data after the completion of the educational digital content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing opportunities for industry tours and exchange events to top performers, and means for providing interactive AI learning using smart glasses and automatically displaying a questionnaire after the learning is completed to collect user interest data. This makes it possible to provide systematic and effective AI education to young people, collect and analyze data useful for forecasting future demand, and discover and cultivate talented individuals early on.

[0803] A "user" refers to an individual who uses a system.

[0804] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[0805] An "account" refers to a collection of user registration information necessary to access and use a system.

[0806] "Educational digital content" refers to learning materials tailored to the user's grade level, including media formats such as videos, text, and interactive quizzes.

[0807] "Interest data" refers to information that records users' reactions, opinions, and levels of interest after they have viewed educational content.

[0808] A "challenge" refers to a problem or project presented to the user, particularly one related to AI or programming.

[0809] "Answer" refers to solutions, source code, opinions, etc., that users submit to a task.

[0810] "Feedback" refers to evaluations, comments, and advice provided in response to a user's answer.

[0811] "Industrial tour" refers to the experience of visiting companies and factories to observe their operations and production processes.

[0812] A "networking event" refers to an event that provides users with an opportunity to interact directly with other participants and experts and share information.

[0813] "Smart glasses" refer to glasses that are worn on the head and have display functions and interactive capabilities.

[0814] "Interactive AI learning" refers to a form of AI learning process in which users can actively participate and receive feedback in real time.

[0815] A "survey" refers to a collection of questions used to gather information about users' interests, concerns, and opinions.

[0816] This invention provides AI education to young people who visit physical stores and realizes an interactive learning system using smart glasses that collects data on their interests and preferences. The detailed form of this system is described below.

[0817] Hardware and software to use

[0818] hardware

[0819] Smart glasses: Worn by the user and used as a visual interface.

[0820] Device (smartphone or tablet): Used to connect with smart glasses and send user input data to the server.

[0821] software

[0822] Flask (Python framework): Handles server-side processing, including user data collection, provision of educational content, evaluation, and feedback.

[0823] Smart glasses-specific application: Supports the display of educational content and interactive operation.

[0824] System processing

[0825] User Registration

[0826] Users wear smart glasses in a physical store and enter personal information (name, school, grade, etc.) to create an account. The smart glasses transmit this data to a server via a terminal. The server stores the user data in a database and generates a user ID.

[0827] Provision of educational digital content

[0828] The server provides AI-related educational digital content tailored to the user's grade level. This content includes videos, text, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[0829] Collection of interest data

[0830] After viewing educational content, the smart glasses automatically display a survey form. The user answers the survey and enters their level of interest and opinions. The device sends this data to a server, which stores it in a database.

[0831] Presentation of the problem and collection of responses

[0832] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and submit their solutions and source code via smart glasses. The device sends this information to the server, which stores it in a database.

[0833] Provide feedback

[0834] The server evaluates the submitted answers and generates feedback. Users receive this feedback through smart glasses. In addition, top performers will be offered opportunities for industry tours and networking events.

[0835] Example Explanation

[0836] For example, a young user visits a physical store and puts on smart glasses. The user enters their name and school information on a registration screen to create an account. After that, they view educational digital content such as videos and texts about the basic concepts of AI. After completing the learning, the smart glasses display a questionnaire, and the user answers it, providing data on their interests. The server also periodically presents AI-related tasks, and the user submits their answers. The server evaluates these and provides feedback to the user. Top performers are given opportunities such as industry tours and networking events.

[0837] Example of a prompt

[0838] "Design an AI-powered educational system for young people from elementary school to high school. This system will use smart glasses to deliver educational content and collect interest data. It will also hold regular contests and provide feedback. The specific functions of the system will include user registration, educational content delivery, interest data collection, contest implementation, evaluation, and feedback."

[0839] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0840] Step 1:

[0841] The user puts on smart glasses in a physical store and opens the registration screen. The user enters personal information such as name, school, and grade. The entered personal information is transmitted to the terminal via the smart glasses. The terminal sends this data to the server. The server stores the received user information in a database and generates a new user ID.

[0842] Input: Personal information such as username, school, and grade level.

[0843] Output: User ID

[0844] Step 2:

[0845] The server provides educational digital content tailored to the user's grade level based on user data. This educational digital content includes videos, texts, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[0846] Input: User's grade level information, educational digital content

[0847] Output: Educational content viewed by the user

[0848] Step 3:

[0849] When a user finishes viewing educational digital content, the smart glasses automatically display a survey form. The user answers the survey and fills in their interests and opinions. The device sends the survey response data to a server. The server stores the received data in a database.

[0850] Input: User survey responses

[0851] Output: Interest data

[0852] Step 4:

[0853] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and input their solutions or source code. These solutions are sent to the device via smart glasses, and then sent from the device to the server. The server stores the received solution data in a database.

[0854] Input: AI task, user's answer

[0855] Output: User's answer data

[0856] Step 5:

[0857] The server evaluates the accumulated answer data and performs evaluations using automated evaluation programs and expert assessments. It generates evaluation results and feedback and notifies the user. The user receives the feedback via the display of their smart glasses.

[0858] Input: User's answer data

[0859] Output: Evaluation results, feedback

[0860] Step 6:

[0861] The server periodically selects top performers and offers them opportunities to participate in industry tours and networking events. Users receive notifications and participate in events at the designated date and time. This allows users to gain a realistic work experience.

[0862] Input: Evaluation results, information on top winners

[0863] Output: Notification of opportunities for industrial tours and exchange events.

[0864] In this way, the interactive AI learning system for young people in physical stores functions as a whole.

[0865] 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.

[0866] This invention provides AI education to young people (elementary school to high school students), and is a system that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. By combining this system with an emotion engine that recognizes user emotions, it achieves more effective education and feedback.

[0867] Program Processing Description

[0868] 1. User Registration

[0869] Users access the system's new registration page and enter personal information such as their name, school, grade, and email address.

[0870] The terminal sends the input information to the server.

[0871] The server stores the received information in a database and generates a user ID.

[0872] 2. Log in

[0873] After registering, users access the login page and enter their email address and password.

[0874] The terminal sends the input information to the server.

[0875] The server checks the authentication information from the database, and if authentication is successful, it displays the dashboard page.

[0876] 3. Provision of educational content

[0877] The server selects and provides appropriate educational content (e.g., basic concepts of AI, machine learning algorithms) based on the user's grade level.

[0878] Users access educational content from the dashboard page.

[0879] The device displays educational content (videos, text, interactive quizzes, etc.).

[0880] Users view content and progress through their learning.

[0881] 4. Collection of emotional data

[0882] The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, collecting emotional data.

[0883] The device sends the collected emotional data to the server.

[0884] The server stores emotional data in a database and uses an analysis algorithm to perform aggregation.

[0885] 5. Collecting interest data

[0886] After the educational content is completed, the device will automatically redirect to the survey page.

[0887] Users answer survey questions (e.g., "How interesting was this class?").

[0888] The device sends the survey results to the server.

[0889] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[0890] 6. Adjustment of educational content

[0891] The server analyzes collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[0892] Users receive tailored educational content.

[0893] 7. Contest Implementation

[0894] The server periodically creates and notifies users of contest challenges. For example: "Create an image recognition program."

[0895] Users work on assignments and submit their answers and source code via their devices.

[0896] The device sends the submitted data to the server for storage.

[0897] 8. Evaluation and Feedback

[0898] The server evaluates the submitted assignments and generates a ranking.

[0899] The server notifies the user of the evaluation results and feedback.

[0900] Users receive feedback along with their evaluation results.

[0901] 9. Company visits and communication

[0902] The server creates a list of top winners and provides it to the relevant companies.

[0903] The server will schedule company visits and notify the top winners.

[0904] Users participate in company tours and communication events at designated dates and times.

[0905] Specific example

[0906] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, an emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the education is complete, data on the user's interests is also collected through a survey.

[0907] Furthermore, a contest is held where users submit assignments. Submitted answers are evaluated, and feedback is provided. Top-ranking users are invited on tours of related companies, allowing them to gain real-world work experience through company visits.

[0908] This system enables the delivery of educational content based on the user's emotional state, resulting in a more personalized learning experience. Furthermore, it allows for future demand forecasting through the analysis of interest and emotional data.

[0909] The following describes the processing flow.

[0910] Detailed processing flow

[0911] Step 1: User Registration

[0912] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[0913] 2. The terminal sends the entered information to the server.

[0914] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[0915] Step 2: Log in

[0916] 1. After registering, users access the login page and enter their email address and password.

[0917] 2. The terminal sends the entered information to the server.

[0918] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[0919] Step 3: Provide educational content

[0920] 1. The server selects and prepares appropriate educational content based on the user's grade level. For example, it might create lessons covering basic AI concepts for elementary school students and machine learning algorithms for high school students.

[0921] 2. Users select and access the relevant educational content from the dashboard page.

[0922] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[0923] 4. Users view the provided educational content and proceed with their learning.

[0924] Step 4: Collecting emotional data

[0925] 1. The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, and collects emotional data.

[0926] 2. The device sends the collected emotional data to the server.

[0927] 3. The server stores the emotional data in a database and performs aggregation using an analysis algorithm.

[0928] Step 5: Collect interest data

[0929] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[0930] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[0931] 3. The device sends the completed survey data to the server.

[0932] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[0933] Step 6: Adjusting the educational content

[0934] 1. The server analyzes the collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[0935] 2. The device provides users with customized educational content.

[0936] 3. Users can view real-time-adjusted educational content to facilitate more effective learning.

[0937] Step 7: Contest Implementation

[0938] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[0939] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[0940] 3. The terminal sends the user's submission to the server and saves it.

[0941] Step 8: Evaluation and Feedback

[0942] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[0943] 2. The server generates a user ranking based on the evaluation results.

[0944] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[0945] 4. Users receive evaluation results and feedback to help them improve themselves.

[0946] Step 9: Company visit and communication

[0947] 1. The server creates a list of top winners and provides it to the relevant companies.

[0948] 2. The server will schedule the company visit and notify the top winners.

[0949] 3. Users participate in company tours and communication events at the designated date and time.

[0950] 4. Users gain realistic work experience through company tours and events.

[0951] The above outlines the detailed processing steps of the system incorporating the emotion engine.

[0952] (Example 2)

[0953] 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".

[0954] In modern education systems, providing a learning experience that fully considers the individual interests, concerns, and emotions of each user is a challenging task. In particular, effectively providing AI education to young people, aiming for future demand forecasting and the early detection and development of talented individuals, requires content tailored to individual learning needs. Furthermore, real-time feedback and content adjustments are necessary to enhance educational effectiveness, but conventional systems fail to achieve this. Additionally, analyzing collected data and utilizing it for future demand forecasting is difficult with current systems.

[0955] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means.

[0956] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting and analyzing user emotional data in real time while viewing educational content, means for collecting user interest data after the completion of educational content, means for adjusting educational content based on the collected interest data and emotional data, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, and means for offering opportunities such as company visits and networking events to top performers. This makes it possible to provide educational content that meets the individual learning needs of users, enabling the realization of a high-level learning experience and forecasting of future demand.

[0957] "User" refers to an individual who uses the system, and is primarily aimed at young people from elementary school to high school.

[0958] "Personal information" refers to data such as name, school, grade, and email address that users provide when registering with the system.

[0959] "Educational content" refers to learning materials provided to users, and includes multiple media formats such as videos, text, and interactive quizzes.

[0960] "Emotional data" refers to information about emotions collected from a user's facial expressions and voice while they are viewing educational content.

[0961] "Interest data" refers to data that users provide through surveys and other interactions after completing educational content, indicating their level of interest in the learning material.

[0962] "Real-time analysis" refers to the process of immediately processing collected data and reflecting the results in real time.

[0963] A "task" refers to a learning or practical task that the system periodically presents to the user, such as "creating an image recognition program."

[0964] "Feedback" refers to suggestions for improvement and evaluation comments provided based on the evaluation results of the assignments submitted by the user.

[0965] "Company visits" refer to opportunities for outstanding users to visit related companies and observe their actual work and work environment.

[0966] A "networking event" refers to an event that provides users with an opportunity to communicate directly with company representatives.

[0967] "Future demand forecasting" refers to the process of predicting trends in skills and knowledge that will be needed in the future, based on collected emotional and interest data.

[0968] An "account" includes unique identifying information and associated data used to manage a user's personal information, learning history, and interests.

[0969] A "database" refers to a system that systematically stores and manages all collected data (personal information, emotional data, interest data, responses to tasks, etc.).

[0970] This invention is an AI-related educational system for young people (elementary school to high school students) that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. A specific embodiment of this system is described below.

[0971] User Registration

[0972] The user accesses the system's new registration page using an internet browser. The terminal sends the user's access request to the server and displays the corresponding registration page. The user fills in personal information such as name, school, grade, and email address in the input form, and the terminal sends this information to the server. The server stores the received information in a database and generates a unique user ID.

[0973] Log in

[0974] The user accesses the login page and enters their email address and password. The device sends the entered information to the server, which verifies it against the database for authentication. If authentication is successful, the server generates a dashboard page for the user and sends it to the device for display.

[0975] Provision of educational content

[0976] The server selects appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the logged-in user's grade level. The user selects educational content from the dashboard page, and the device sends this request to the server. The server sends the corresponding content data (video, text, interactive quiz, etc.) to the device, which then displays it to the user. The user then views the content and proceeds with their learning.

[0977] Collection of emotional data

[0978] The device has a built-in emotion engine that analyzes the user's facial expressions and voice in real time while they are viewing educational content, collecting emotion data. The collected emotion data is periodically sent to a server, which stores it in a database and analyzes it using an analysis algorithm.

[0979] Collection of interest data

[0980] After the educational content is completed, the device automatically redirects to a survey page where the user answers the survey questions. The device sends the survey results to the server, which stores them in a database and uses an analysis algorithm to collect interest data.

[0981] Adjustment of educational content

[0982] The server adjusts educational content in real time based on collected sentiment and interest data. Users receive the adjusted educational content and can continue learning.

[0983] Contest

[0984] The server periodically creates contest challenges and notifies users. An example might be, "Create an image recognition program." Users work on the challenge and submit their solutions and source code via their terminals. Submissions are sent to the server and stored in the database.

[0985] Evaluation and Feedback

[0986] The server evaluates submitted assignments, generates evaluation scores, and creates rankings. The evaluation results and feedback are communicated to the user, allowing them to identify areas for improvement in their learning.

[0987] Company visits and networking events

[0988] The server creates a list of top winners and provides it to the relevant companies. It also coordinates company visit dates and notifies users, providing opportunities to participate in company tours and communication events.

[0989] Specific example

[0990] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, the device's emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the training, user interest data is also collected through a survey. Furthermore, a contest is held where users submit tasks, their responses are evaluated, and feedback is provided. Top winners are invited on tours of related companies, gaining real-world work experience through company visits.

[0991] Example of a prompt

[0992] The following is an example of a prompt to input into the generative AI model for this system:

[0993] "Please describe the user registration process for this system. Specifically, describe the steps a user takes when accessing the new registration page, entering their personal information, and submitting it to the server."

[0994] "Please provide a detailed explanation of the educational content delivery process, specifically how the server selects and delivers appropriate content based on the user's grade level."

[0995] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0996] Programming flow and specific explanation of this system

[0997] Step 1: User Registration

[0998] 1-1. Accessing the New Registration Page

[0999] The user accesses the system's new registration page using an internet browser.

[1000] The terminal sends the user's access request to the server and displays the corresponding new registration page.

[1001] Input: User access request (HTTP request)

[1002] Output: Display of the new registration page

[1003] 1-2. Entering Personal Information

[1004] Users fill in required information such as their name, school, grade, and email address in the input form.

[1005] The terminal temporarily holds the entered information and prepares to send it in the next step.

[1006] Input: User information (name, school, grade, email address)

[1007] Output: Temporarily saved input information

[1008] 1-3. Information Transmission

[1009] The user clicks the "Register" button, and the device sends the entered information to the server.

[1010] The device uses the HTTPS protocol to securely transmit information.

[1011] Input: User's personal information (name, school, grade, email address)

[1012] Output: Registration information sent to the server

[1013] 1-4. Data storage and user ID generation

[1014] The server stores the received information in a database and generates a unique user ID.

[1015] The server sends a registration completion message to the terminal, which is then displayed to the user.

[1016] Input: Submitted registration information

[1017] Output: User information stored in the database, unique user ID, registration completion message.

[1018] Step 2: Log in

[1019] 2-1. Accessing the Login Page

[1020] Users access the login page using a browser.

[1021] The device retrieves the login page from the server and displays it on the screen.

[1022] Input: User access request (HTTP request)

[1023] Output: Display of login page

[1024] 2-2. Entering Authentication Information

[1025] The user enters their email address and password into the input form.

[1026] The terminal temporarily holds the entered information and prepares to send it in the next step.

[1027] Input: User information (email address, password)

[1028] Output: Temporarily stored credentials

[1029] 2-3. Authentication Information Verification

[1030] The user clicks the "Login" button, and the device sends authentication information to the server.

[1031] The server performs authentication by comparing the received authentication information with the database.

[1032] Input: Submitted authentication information (email address, password)

[1033] Output: Authentication result (success or failure)

[1034] 2-4. Dashboard Display

[1035] If authentication is successful, the server generates a dashboard page for the user and sends it to the device.

[1036] The device displays the dashboard page, making it available to the user.

[1037] Input: Authentication success notification

[1038] Output: Display of the dashboard page

[1039] Step 3: Providing educational content

[1040] 3-1. Content Selection Based on Grade Level

[1041] The server retrieves the logged-in user's grade level information from the database and selects appropriate educational content based on this information.

[1042] Input: User's grade information

[1043] Output: List of selected educational content

[1044] 3-2. Content provision begins

[1045] Users select educational content from the dashboard page.

[1046] The terminal sends the selected content request to the server. The server sends the corresponding content data to the terminal.

[1047] Input: User content selection request

[1048] Output: Educational content data

[1049] 3-3. Content Display and Learning

[1050] The device displays the received content (video, text, interactive quiz, etc.).

[1051] Users view content and progress through their learning.

[1052] Input: Provided educational content data

[1053] Output: Displayed educational content, user's learning progress

[1054] Step 4: Collecting emotional data

[1055] 4-1. Activating the Emotion Engine

[1056] The device activates its built-in emotion engine while viewing educational content.

[1057] Input: Start viewing educational content

[1058] Output: Emotion engine activated

[1059] 4-2. Emotional Data Analysis

[1060] The device's emotion engine analyzes the user's facial expressions and voice in real time to generate emotion data.

[1061] Input: User's facial expressions and voice data

[1062] Output: Generated emotion data

[1063] 4-3. Sending and storing emotional data

[1064] The device periodically sends the generated emotion data to the server.

[1065] The server stores the received emotional data in a database and performs aggregation using an analysis algorithm.

[1066] Input: Generated sentiment data

[1067] Output: Sentiment data stored in the database, analysis results

[1068] Step 5: Collect interest data

[1069] 5-1. Redirect to the survey page

[1070] After the educational content is completed, the device will automatically redirect to the survey page.

[1071] Input: Educational content termination notification

[1072] Output: Display of the survey page

[1073] 5-2. Questionnaire Responses

[1074] Users answer survey questions (e.g., "How interesting was this class?").

[1075] The device will temporarily store the survey results and send them in the next step.

[1076] Input: User's response

[1077] Output: Temporarily saved survey results

[1078] 5-3. Sending and compiling survey results

[1079] The device sends the survey results to the server.

[1080] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[1081] Input: User survey results

[1082] Output: Survey results stored in the database, analyzed interest data.

[1083] Step 6: Adjusting the educational content

[1084] 6-1. Sentiment Data Analysis

[1085] The server analyzes emotional data and evaluates the user's reaction.

[1086] Input: Collected emotional data

[1087] Output: Evaluated sentiment data

[1088] 6-2. Real-time content adjustment

[1089] The server adjusts the content and difficulty level of educational materials in real time based on the results of the sentiment data.

[1090] Input: Evaluation result

[1091] Output: Adjusted educational content

[1092] 6-3. Provision of adjusted content

[1093] Users receive adjusted educational content and can resume their learning.

[1094] Input: Adjusted educational content

[1095] Output: Re-edited content provided to the user

[1096] Step 7: Contest Implementation

[1097] 7-1. Contest assignment notification

[1098] The server periodically creates challenges for the contest and notifies users.

[1099] Input: Contest assignment

[1100] Output: Issue notification to the user

[1101] 7-2. Assignment submission

[1102] Users work on assignments and submit their answers and source code via their devices.

[1103] Input: User's solution to the problem

[1104] Output: Answer data sent to the server

[1105] 7-3. Saving submissions

[1106] The terminal sends the submission to the server, and the server stores it in the database.

[1107] Input: Problem answer data

[1108] Output: Answer data stored in the database

[1109] Step 8: Evaluation and Feedback

[1110] 8-1. Assessment of the project

[1111] The server uses an algorithm to evaluate the submitted assignments and generates an evaluation score.

[1112] Input: Submitted assignment data

[1113] Output: Generated evaluation score

[1114] 8-2. Ranking Generation

[1115] The server generates rankings based on evaluation scores.

[1116] Input: Evaluation score

[1117] Output: Generated ranking

[1118] 8-3. Evaluation Results and Feedback Notification

[1119] The server notifies the user of the evaluation results and feedback.

[1120] Users receive feedback along with their evaluation results.

[1121] Input: Evaluation results, feedback

[1122] Output: Notification of evaluation results to users, feedback

[1123] Step 9: Company visit and networking event

[1124] 9-1. Creating a list of top finishers

[1125] The server creates a list of the top contest winners and provides it to the relevant companies.

[1126] Input: Evaluation results and ranking data

[1127] Output: Created list of top finishers

[1128] 9-2. Scheduling the visit

[1129] The server will schedule company visits and notify the top winners.

[1130] Input: List of top prize winners

[1131] Output: Scheduling and notification of the tour date.

[1132] 9-3. Tours and Event Participation

[1133] Users participate in company tours and communication events at designated dates and times.

[1134] Input: Visit schedule notification

[1135] Output: Company visits and event participation

[1136] As described above, this system is designed to meet the individual learning needs of users and also aims to predict future demand and identify and cultivate talented individuals early on. This will maximize educational effectiveness and enrich the learning experience.

[1137] (Application Example 2)

[1138] 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."

[1139] Traditional AI education systems lacked the means to grasp learners' emotional states in real time, making it difficult to provide individually optimized learning experiences. Furthermore, mechanisms for accurately evaluating the effectiveness of educational content and providing feedback were insufficient. Moreover, predicting future demand required more than just learner interest data; a wider range of data collection was necessary.

[1140] 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 the user to input personal information and create an account, means for providing the user with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and exchange events, means for analyzing the user's facial expressions and voice in real time and collecting emotional data, and means for adjusting the content and difficulty level of the educational content based on the collected emotional data. This makes it possible to grasp the learner's emotional state in real time and provide an individually optimized learning experience. Furthermore, by analyzing the collected emotional data and interest data, the accuracy of future demand forecasting is also improved.

[1141] A "user" is anyone who uses the system, and includes young people from elementary school to high school.

[1142] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[1143] "Account creation" is the process by which a user enters their personal information into the system and registers as a new user.

[1144] "Educational content" refers to learning materials such as videos, texts, and interactive quizzes that include AI-related information tailored to each grade level.

[1145] "Interest data" refers to survey and feedback information collected after users view educational content.

[1146] "Assignments" refer to learning activities such as problems presented periodically and programming challenges.

[1147] An "answer" refers to the solution or source code that a user provides to a given problem.

[1148] "Emotional data" refers to information about a user's emotional state, analyzed from their facial expressions and voice while they are viewing educational content.

[1149] "Real-time analysis" is a process that analyzes the user's facial expressions and voice in real time while they are viewing educational content.

[1150] "Adjusting educational content" refers to dynamically changing the content and difficulty level of educational materials based on collected sentiment data.

[1151] "Company visits" are an opportunity for top prize winners to visit related companies and learn about their operations and technologies.

[1152] A "networking event" is an event where top prize winners can exchange opinions and share information with company representatives and other participants.

[1153] This invention is an AI-powered educational system for young people that provides optimized educational content through real-time emotional data collection and analysis of interest data. This system can individually customize the user's learning experience and predict future demand.

[1154] System Configuration

[1155] This system assumes that users connect using a smartphone, smart glasses, or head-mounted display. The server resides in the cloud and provides educational content and performs data analysis.

[1156] Program Configuration

[1157] 1. User registration and login

[1158] Users access the system and create an account by entering personal information such as their name, school, grade, and email address. They then log in using their email address and password.

[1159] 2. Provision of educational content

[1160] The server selects and provides AI-related educational content tailored to the user's grade level. This educational content includes videos, text, and interactive quizzes.

[1161] 3. Real-time collection of emotional data

[1162] Using the camera and microphone built into the device, the system analyzes the user's facial expressions and voice in real time and collects emotional data. Specifically, it uses OpenCV and the face_recognition library to detect the position of the face and analyze the emotional state.

[1163] 4. Collection of interest data

[1164] After completing the educational content, users are presented with a survey to collect interest data. The survey includes questions such as, "How interesting was this lesson?"

[1165] 5. Data Analysis and Feedback

[1166] The server analyzes collected sentiment and interest data and dynamically adjusts the content and difficulty level of educational materials based on the results. Furthermore, it periodically presents challenges, collects user responses, and evaluates them. Based on the evaluation results, it provides feedback.

[1167] 6. Company visits and networking events

[1168] Top performers will be offered opportunities to visit related companies and participate in networking events. This will allow them to gain more advanced learning through actual work experience.

[1169] Hardware and software used

[1170] Hardware: Smartphones, smart glasses, head-mounted displays (with cameras and microphones)

[1171] Software: OpenCV (camera image analysis), face_recognition library (face recognition), cloud-based server (educational content delivery and data analysis)

[1172] Specific example

[1173] For example, a user puts on smart glasses and enters a virtual AI learning classroom. Educational content begins playing, and the smart glasses' camera continuously captures the user's facial expressions. The collected facial data is analyzed in real time by an emotion engine, generating emotional data such as "joy," "sadness," and "surprise." After the educational content finishes, a survey is displayed, and data on the user's interests is also collected. Based on this data, the next educational content provided is further optimized.

[1174] Examples of prompts for generative AI models

[1175] "We want to build a system that analyzes users' facial expressions and voices to collect emotional data and then provides appropriate AI-powered educational content based on that data. This system uses smart glasses to track user reactions in real time and uses the collected data to individually customize the learning experience."

[1176] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[1177] Step 1:

[1178] A user accesses the system and creates an account by entering personal information such as their name, school, grade, and email address. The terminal sends this information to the server. The server stores the received information in a database and generates a user ID. The input is the user's personal information, and the output is the user ID. This process verifies that the personal information is accurately stored in the database.

[1179] Step 2:

[1180] The user accesses the login page and enters their email address and password. The device sends these authentication credentials to the server. The server checks if they match the information in the database, and if authentication is successful, displays the dashboard page. The input is the user's authentication credentials, and the output is the authentication result and the dashboard page. This step verifies that user authentication is performed correctly.

[1181] Step 3:

[1182] The user accesses educational content from a dashboard page. The server selects and provides appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the user's grade level. The device displays the educational content (videos, text, interactive quizzes, etc.). The input is the user's grade level, and the output is the educational content. This step verifies that appropriate educational content is provided according to the user's grade level.

[1183] Step 4:

[1184] The camera and microphone built into the device analyze the user's facial expressions and voice while they are viewing educational content, collecting emotional data. The collected emotional data is sent to a server in real time. The server stores the emotional data in a database and aggregates it using an analysis algorithm. The input is the user's facial expressions and voice, and the output is emotional data. This step verifies that the user's emotional data is being collected and stored accurately.

[1185] Step 5:

[1186] After the educational content is completed, the device automatically redirects to a survey page. The user answers the survey questions (e.g., "How interesting was this lesson?"). The device sends the survey results to the server. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data. The input is the survey responses, and the output is the interest data. This step verifies that the user's interest data is accurately collected and stored.

[1187] Step 6:

[1188] The server analyzes collected sentiment and interest data and adjusts the content and difficulty level of educational materials in real time based on user reactions. Users receive the adjusted educational content. The input is sentiment and interest data, and the output is the adjusted educational content. This step verifies that the content is appropriately adjusted based on user reactions.

[1189] Step 7:

[1190] The server periodically creates and notifies users of contest challenges. Users work on the challenges and submit their solutions and source code via their terminals. The terminals send the submissions to the server for storage. The input is the user's solution and source code, and the output is the saved submission. This step verifies that user submissions are collected and stored correctly.

[1191] Step 8:

[1192] The server evaluates submitted assignments and generates rankings. It notifies the user of the evaluation results and feedback. The user receives feedback along with the evaluation results. The input is the user's submission, and the output is the evaluation results and ranking. This step verifies that the submissions are evaluated accurately and that feedback is provided appropriately.

[1193] Step 9:

[1194] The server creates a list of top performers and provides opportunities for company visits and networking events. Users receive notifications and participate in company visits and networking events at the specified date and time. Inputs are evaluation results and rankings, and outputs are the list of top performers and visit / networking opportunities. This step verifies that top performers are appropriately selected and that company visits and networking opportunities are appropriately provided.

[1195] 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.

[1196] 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.

[1197] 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.

[1198] [Third Embodiment]

[1199] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.

[1200] 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.

[1201] 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).

[1202] 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.

[1203] 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.

[1204] 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).

[1205] 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.

[1206] 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.

[1207] 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.

[1208] 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.

[1209] 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.

[1210] 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".

[1211] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system includes the following means:

[1212] Program Processing Description

[1213] 1. User Registration

[1214] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[1215] The terminal sends the entered information to the server.

[1216] The server stores the received user information in a database and generates a user ID.

[1217] 2. Provision of educational content

[1218] The server prepares to deliver educational content appropriate for each grade level. For example, it will create lessons covering the basic concepts of AI for elementary school students and lessons including machine learning algorithms for high school students.

[1219] After logging in, users access the educational content page corresponding to their grade level.

[1220] The device displays educational content such as videos, text, and interactive quizzes.

[1221] Users view this content and progress through their learning.

[1222] 3. Collection of interest data

[1223] After the educational content is completed, the device will automatically display a survey page.

[1224] Users answer survey questions, such as, "How interesting was this class?"

[1225] The device sends the survey results to the server.

[1226] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[1227] 4. Contest Implementation

[1228] The server periodically creates and notifies users of contest challenges. For example, it might post a challenge such as, "Create an image recognition program."

[1229] Users work on assignments and submit their answers and source code via their devices.

[1230] The terminal sends the submission to the server.

[1231] The server saves the responses submitted by the user.

[1232] 5. Evaluation and Feedback

[1233] The server evaluates submitted answers using an automated evaluation program or by experts.

[1234] The server generates rankings based on the evaluation results and selects the top winners.

[1235] The server notifies the user of the evaluation results and feedback.

[1236] Users receive feedback along with their evaluation results.

[1237] 6. Company visits and communication

[1238] The server creates a list of top winners and provides it to the relevant companies.

[1239] The server will schedule company visits and notify the top winners.

[1240] Users participate in company tours and communication events at designated dates and times.

[1241] Users gain realistic work experience through company tours and events.

[1242] Specific example

[1243] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After finishing the educational content, the system automatically displays a survey, which the user answers.

[1244] Furthermore, users submit solutions to challenges and source code for regularly held contests. The server evaluates the submissions and provides feedback. Top winners are notified of company tours and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[1245] This system will enable the provision of systematic and effective AI education to young people, and will also allow for the collection of interest data to help predict future demand, thereby enabling the early identification and development of talented individuals.

[1246] The following describes the processing flow.

[1247] Detailed processing flow

[1248] Step 1: User Registration

[1249] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[1250] 2. The terminal sends the entered information to the server.

[1251] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[1252] Step 2: Log in

[1253] 1. After registering, users access the login page and enter their email address and password.

[1254] 2. The terminal sends the entered information to the server.

[1255] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[1256] Step 3: Provide educational content

[1257] 1. The server selects and prepares appropriate educational content based on the user's grade level.

[1258] 2. Users select and access the relevant educational content from the dashboard page.

[1259] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[1260] 4. Users view the provided educational content and proceed with their learning.

[1261] Step 4: Collecting Interest Data

[1262] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[1263] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[1264] 3. The device sends the completed survey data to the server.

[1265] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[1266] Step 5: Contest Implementation

[1267] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[1268] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[1269] 3. The terminal sends the user's submission to the server and saves it.

[1270] Step 6: Evaluation and Feedback

[1271] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[1272] 2. The server generates a user ranking based on the evaluation results.

[1273] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[1274] 4. Users receive evaluation results and feedback to help them improve themselves.

[1275] Step 7: Company visit and communication

[1276] 1. The server creates a list of top winners and provides it to the relevant companies.

[1277] 2. The server will schedule the company visit and notify the top winners.

[1278] 3. Users participate in company tours and communication events at the designated date and time.

[1279] 4. Users gain realistic work experience through company tours and events.

[1280] The above outlines the detailed processing steps of the system.

[1281] (Example 1)

[1282] 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."

[1283] In recent years, there has been a growing demand for AI education targeting young people, but there is a lack of systems for providing effective educational content, collecting interest data, and identifying talented individuals early on. Furthermore, there is a need to predict future demand based on user interests and provide users with actual work experience through individual company visits and communication events. To address these challenges, a comprehensive and effective system is necessary.

[1284] 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.

[1285] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting assignments and collecting user responses, means for automatically evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and networking events, and means for saving user submissions and generating rankings based on evaluation results. This makes it possible to provide systematic and effective AI education to young people, collect interest data to help predict future demand, discover and nurture talented individuals early, and create connections with the industry through actual work experience.

[1286] A "user" refers to an individual who accesses the system, registers personal information, and uses educational content.

[1287] "Personal information" refers to information that can be used to identify an individual, such as a user's name, school name, grade level, and email address.

[1288] "Account creation" refers to the process by which a user enters their personal information and registers it in the system.

[1289] "Educational content" refers to various information resources such as videos, texts, and interactive quizzes provided to users for learning.

[1290] "Interest data" refers to data collected through surveys and other means regarding user reactions and opinions on educational content.

[1291] "Challenges" refer to problems or tasks presented to users in contests or lessons.

[1292] "Answer" refers to the solution or source code that a user submits to a task.

[1293] "Evaluation" refers to the process in which an automated program or expert reviews user-submitted answers and provides scores and comments.

[1294] "Feedback" refers to comments that include evaluation results and suggestions for improvement regarding the answers submitted by users.

[1295] "Top finishers" refers to users who have achieved outstanding results in contests or assignment evaluations.

[1296] "Company visit" refers to an event where top prize winners visit actual companies to observe and participate in activities.

[1297] A "networking event" refers to an event where top prize winners can communicate with company experts and other participants.

[1298] "Ranking" refers to a ranking table created based on user responses and performance.

[1299] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system is implemented by including the following technical means.

[1300] 1. User Registration

[1301] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[1302] The terminal sends the entered information to the server.

[1303] The server stores the received user information in a database and generates a new user ID. This provides a means for users to create accounts by entering their personal information.

[1304] 2. Provision of educational content

[1305] The server filters educational content to suit each grade level and prepares it for display on the user's dashboard.

[1306] After logging in, users access the educational content page corresponding to their grade level.

[1307] The device displays educational content such as videos, text, and interactive quizzes. This provides a means of delivering educational content to users that is appropriate for each grade level.

[1308] 3. Collection of interest data

[1309] After the educational content is completed, the device will automatically display a survey page.

[1310] Users answer a survey. For example, they might answer a question like, "How interesting was this lesson?"

[1311] The device sends the survey results to the server.

[1312] The server stores the survey results in a database and executes analytical queries to collect and aggregate interest data. This provides a means to collect user interest data after the educational content has been completed.

[1313] 4. Contest Implementation

[1314] The server periodically creates challenges for the contest and notifies users.

[1315] Users work on assignments and submit their answers and source code via their devices.

[1316] The terminal sends the submission to the server.

[1317] The server stores the responses submitted by users. This enables a means of periodically presenting tasks and collecting user responses.

[1318] 5. Evaluation and Feedback

[1319] The server evaluates submitted answers using an automated evaluation program or by experts.

[1320] The server generates rankings based on the evaluation results and selects the top winners.

[1321] The server notifies the user of the evaluation results and feedback.

[1322] Users receive feedback along with their evaluation results. This enables a means of automatically evaluating collected responses and providing feedback.

[1323] 6. Company visits and communication

[1324] The server creates a list of top winners and provides it to the relevant companies.

[1325] The server will schedule company visits and notify the top winners.

[1326] Users participate in company tours and communication events at designated dates and times.

[1327] Users gain real-world work experience through company visits and events. This provides a means to offer top winners opportunities for company visits and networking events.

[1328] Specific example

[1329] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After viewing the educational content, the system automatically displays a survey, which the user completes. Furthermore, users work on assignments for regularly held contests and submit their source code. The server evaluates the submissions and provides feedback. Top performers are notified of tours of related companies and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[1330] Example of input prompt text

[1331] "Please describe the entire process a user goes through: registering with the system, viewing educational content, and participating in a contest. Please include specific actions taken during this process."

[1332] By inputting this prompt into the generating AI model, a detailed explanation of the system's processing flow and specific operation can be obtained.

[1333] The flow of the specific processing in Example 1 will be explained using Figure 11.

[1334] Program Processing Description

[1335] Step 1: User Registration

[1336] Input: The user accesses the system and enters personal information (name, school, grade, email address, etc.).

[1337] Operation:

[1338] The user accesses the system and enters personal information.

[1339] The terminal sends the entered information to the server.

[1340] The server normalizes the received user information and stores it in the appropriate field in the database.

[1341] The server generates a new user ID and returns it to the user.

[1342] Output: A user ID is generated and notified to the user.

[1343] Step 2: Providing educational content

[1344] Input: The user logs in and requests content based on their grade level.

[1345] Operation:

[1346] The server retrieves the user's grade level information from the database.

[1347] The server filters appropriate educational content based on the acquired grade level information.

[1348] After logging in, users access the educational content page corresponding to their grade level.

[1349] The device displays educational content such as videos, text, and interactive quizzes.

[1350] Output: Appropriate educational content is displayed on the user's device.

[1351] Step 3: Collect interest data

[1352] Input: User exits educational content.

[1353] Operation:

[1354] After the educational content is completed, the device will automatically display a survey page.

[1355] Users answer quizzes and surveys. For example: "How interesting was this lesson?"

[1356] The device sends the survey results to the server.

[1357] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[1358] Output: User interest data is compiled.

[1359] Step 4: Contest Implementation

[1360] Input: The server generates challenges for periodic contests.

[1361] Operation:

[1362] The server periodically creates contest challenges and notifies users. For example: "Create an image recognition program."

[1363] Users work on tasks and create solutions and source code.

[1364] The terminal sends the user's answers and source code to the server.

[1365] The server saves the submissions to the database.

[1366] Output: User submissions are saved to the database.

[1367] Step 5: Evaluation and Feedback

[1368] Input: The server receives the user's submission.

[1369] Operation:

[1370] The server sends the submitted answers to an automated evaluation program or to experts.

[1371] The server retrieves the evaluation results and generates a ranking.

[1372] The server notifies the user of the evaluation results and feedback. For example: "You need to improve the efficiency of your code."

[1373] Users can review their evaluation results and use them to improve their learning.

[1374] Output: The evaluation results and feedback are notified to the user, and a ranking is generated.

[1375] Step 6: Company visit and communication

[1376] Input: The server creates a list of top finishers.

[1377] Operation:

[1378] The server provides a list of top finishers to the relevant companies.

[1379] The server will schedule company visits and notify the top winners.

[1380] Users participate in company tours and communication events at designated dates and times.

[1381] Users gain realistic work experience through company tours and events.

[1382] Output: Users are provided with opportunities for company tours and networking events.

[1383] (Application Example 1)

[1384] 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."

[1385] In modern society, the importance of artificial intelligence (AI) education for young people is increasing. However, the current education system lacks the means to effectively disseminate AI education, collect and analyze data from interested young people, and predict future demand. Furthermore, there is a lack of concrete methods for early detection and development of talented individuals. In particular, there is a lack of interactive and effective learning methods for AI education conducted in physical stores.

[1386] 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.

[1387] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational digital content corresponding to each grade level, means for collecting user interest data after the completion of the educational digital content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing opportunities for industry tours and exchange events to top performers, and means for providing interactive AI learning using smart glasses and automatically displaying a questionnaire after the learning is completed to collect user interest data. This makes it possible to provide systematic and effective AI education to young people, collect and analyze data useful for forecasting future demand, and discover and cultivate talented individuals early on.

[1388] A "user" refers to an individual who uses a system.

[1389] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[1390] An "account" refers to a collection of user registration information necessary to access and use a system.

[1391] "Educational digital content" refers to learning materials tailored to the user's grade level, including media formats such as videos, text, and interactive quizzes.

[1392] "Interest data" refers to information that records users' reactions, opinions, and levels of interest after they have viewed educational content.

[1393] A "challenge" refers to a problem or project presented to the user, particularly one related to AI or programming.

[1394] "Answer" refers to solutions, source code, opinions, etc., that users submit to a task.

[1395] "Feedback" refers to evaluations, comments, and advice provided in response to a user's answer.

[1396] "Industrial tour" refers to the experience of visiting companies and factories to observe their operations and production processes.

[1397] A "networking event" refers to an event that provides users with an opportunity to interact directly with other participants and experts and share information.

[1398] "Smart glasses" refer to glasses that are worn on the head and have display functions and interactive capabilities.

[1399] "Interactive AI learning" refers to a form of AI learning process in which users can actively participate and receive feedback in real time.

[1400] A "survey" refers to a collection of questions used to gather information about users' interests, concerns, and opinions.

[1401] This invention provides AI education to young people who visit physical stores and realizes an interactive learning system using smart glasses that collects data on their interests and preferences. The detailed form of this system is described below.

[1402] Hardware and software to use

[1403] hardware

[1404] Smart glasses: Worn by the user and used as a visual interface.

[1405] Device (smartphone or tablet): Used to connect with smart glasses and send user input data to the server.

[1406] software

[1407] Flask (Python framework): Handles server-side processing, including user data collection, provision of educational content, evaluation, and feedback.

[1408] Smart glasses-specific application: Supports the display of educational content and interactive operation.

[1409] System processing

[1410] User Registration

[1411] Users wear smart glasses in a physical store and enter personal information (name, school, grade, etc.) to create an account. The smart glasses transmit this data to a server via a terminal. The server stores the user data in a database and generates a user ID.

[1412] Provision of educational digital content

[1413] The server provides AI-related educational digital content tailored to the user's grade level. This content includes videos, text, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[1414] Collection of interest data

[1415] After viewing educational content, the smart glasses automatically display a survey form. The user answers the survey and enters their level of interest and opinions. The device sends this data to a server, which stores it in a database.

[1416] Presentation of the problem and collection of responses

[1417] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and submit their solutions and source code via smart glasses. The device sends this information to the server, which stores it in a database.

[1418] Provide feedback

[1419] The server evaluates the submitted answers and generates feedback. Users receive this feedback through smart glasses. In addition, top performers will be offered opportunities for industry tours and networking events.

[1420] Example Explanation

[1421] For example, a young user visits a physical store and puts on smart glasses. The user enters their name and school information on a registration screen to create an account. After that, they view educational digital content such as videos and texts about the basic concepts of AI. After completing the learning, the smart glasses display a questionnaire, and the user answers it, providing data on their interests. The server also periodically presents AI-related tasks, and the user submits their answers. The server evaluates these and provides feedback to the user. Top performers are given opportunities such as industry tours and networking events.

[1422] Example of a prompt

[1423] "Design an AI-powered educational system for young people from elementary school to high school. This system will use smart glasses to deliver educational content and collect interest data. It will also hold regular contests and provide feedback. The specific functions of the system will include user registration, educational content delivery, interest data collection, contest implementation, evaluation, and feedback."

[1424] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[1425] Step 1:

[1426] The user puts on smart glasses in a physical store and opens the registration screen. The user enters personal information such as name, school, and grade. The entered personal information is transmitted to the terminal via the smart glasses. The terminal sends this data to the server. The server stores the received user information in a database and generates a new user ID.

[1427] Input: Personal information such as username, school, and grade level.

[1428] Output: User ID

[1429] Step 2:

[1430] The server provides educational digital content tailored to the user's grade level based on user data. This educational digital content includes videos, texts, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[1431] Input: User's grade level information, educational digital content

[1432] Output: Educational content viewed by the user

[1433] Step 3:

[1434] When a user finishes viewing educational digital content, the smart glasses automatically display a survey form. The user answers the survey and fills in their interests and opinions. The device sends the survey response data to a server. The server stores the received data in a database.

[1435] Input: User survey responses

[1436] Output: Interest data

[1437] Step 4:

[1438] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and input their solutions or source code. These solutions are sent to the device via smart glasses, and then sent from the device to the server. The server stores the received solution data in a database.

[1439] Input: AI task, user's answer

[1440] Output: User's answer data

[1441] Step 5:

[1442] The server evaluates the accumulated answer data and performs evaluations using automated evaluation programs and expert assessments. It generates evaluation results and feedback and notifies the user. The user receives the feedback via the display of their smart glasses.

[1443] Input: User's answer data

[1444] Output: Evaluation results, feedback

[1445] Step 6:

[1446] The server periodically selects top performers and offers them opportunities to participate in industry tours and networking events. Users receive notifications and participate in events at the designated date and time. This allows users to gain a realistic work experience.

[1447] Input: Evaluation results, information on top winners

[1448] Output: Notification of opportunities for industrial tours and exchange events.

[1449] In this way, the interactive AI learning system for young people in physical stores functions as a whole.

[1450] 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.

[1451] This invention provides AI education to young people (elementary school to high school students), and is a system that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. By combining this system with an emotion engine that recognizes user emotions, it achieves more effective education and feedback.

[1452] Program Processing Description

[1453] 1. User Registration

[1454] Users access the system's new registration page and enter personal information such as their name, school, grade, and email address.

[1455] The terminal sends the input information to the server.

[1456] The server stores the received information in a database and generates a user ID.

[1457] 2. Log in

[1458] After registering, users access the login page and enter their email address and password.

[1459] The terminal sends the input information to the server.

[1460] The server checks the authentication information from the database, and if authentication is successful, it displays the dashboard page.

[1461] 3. Provision of educational content

[1462] The server selects and provides appropriate educational content (e.g., basic concepts of AI, machine learning algorithms) based on the user's grade level.

[1463] Users access educational content from the dashboard page.

[1464] The device displays educational content (videos, text, interactive quizzes, etc.).

[1465] Users view content and progress through their learning.

[1466] 4. Collection of emotional data

[1467] The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, collecting emotional data.

[1468] The device sends the collected emotional data to the server.

[1469] The server stores emotional data in a database and uses an analysis algorithm to perform aggregation.

[1470] 5. Collecting interest data

[1471] After the educational content is completed, the device will automatically redirect to the survey page.

[1472] Users answer survey questions (e.g., "How interesting was this class?").

[1473] The device sends the survey results to the server.

[1474] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[1475] 6. Adjustment of educational content

[1476] The server analyzes collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[1477] Users receive tailored educational content.

[1478] 7. Contest Implementation

[1479] The server periodically creates and notifies users of contest challenges. For example: "Create an image recognition program."

[1480] Users work on assignments and submit their answers and source code via their devices.

[1481] The device sends the submitted data to the server for storage.

[1482] 8. Evaluation and Feedback

[1483] The server evaluates the submitted assignments and generates a ranking.

[1484] The server notifies the user of the evaluation results and feedback.

[1485] Users receive feedback along with their evaluation results.

[1486] 9. Company visits and communication

[1487] The server creates a list of top winners and provides it to the relevant companies.

[1488] The server will schedule company visits and notify the top winners.

[1489] Users participate in company tours and communication events at designated dates and times.

[1490] Specific example

[1491] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, an emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the education is complete, data on the user's interests is also collected through a survey.

[1492] Furthermore, a contest is held where users submit assignments. Submitted answers are evaluated, and feedback is provided. Top-ranking users are invited on tours of related companies, allowing them to gain real-world work experience through company visits.

[1493] This system enables the delivery of educational content based on the user's emotional state, resulting in a more personalized learning experience. Furthermore, it allows for future demand forecasting through the analysis of interest and emotional data.

[1494] The following describes the processing flow.

[1495] Detailed processing flow

[1496] Step 1: User Registration

[1497] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[1498] 2. The terminal sends the entered information to the server.

[1499] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[1500] Step 2: Log in

[1501] 1. After registering, users access the login page and enter their email address and password.

[1502] 2. The terminal sends the entered information to the server.

[1503] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[1504] Step 3: Provide educational content

[1505] 1. The server selects and prepares appropriate educational content based on the user's grade level. For example, it might create lessons covering basic AI concepts for elementary school students and machine learning algorithms for high school students.

[1506] 2. Users select and access the relevant educational content from the dashboard page.

[1507] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[1508] 4. Users view the provided educational content and proceed with their learning.

[1509] Step 4: Collecting emotional data

[1510] 1. The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, and collects emotional data.

[1511] 2. The device sends the collected emotional data to the server.

[1512] 3. The server stores the emotional data in a database and performs aggregation using an analysis algorithm.

[1513] Step 5: Collect interest data

[1514] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[1515] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[1516] 3. The device sends the completed survey data to the server.

[1517] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[1518] Step 6: Adjusting the educational content

[1519] 1. The server analyzes the collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[1520] 2. The device provides users with customized educational content.

[1521] 3. Users can view real-time-adjusted educational content to facilitate more effective learning.

[1522] Step 7: Contest Implementation

[1523] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[1524] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[1525] 3. The terminal sends the user's submission to the server and saves it.

[1526] Step 8: Evaluation and Feedback

[1527] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[1528] 2. The server generates a user ranking based on the evaluation results.

[1529] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[1530] 4. Users receive evaluation results and feedback to help them improve themselves.

[1531] Step 9: Company visit and communication

[1532] 1. The server creates a list of top winners and provides it to the relevant companies.

[1533] 2. The server will schedule the company visit and notify the top winners.

[1534] 3. Users participate in company tours and communication events at the designated date and time.

[1535] 4. Users gain realistic work experience through company tours and events.

[1536] The above outlines the detailed processing steps of the system incorporating the emotion engine.

[1537] (Example 2)

[1538] 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."

[1539] In modern education systems, providing a learning experience that fully considers the individual interests, concerns, and emotions of each user is a challenging task. In particular, effectively providing AI education to young people, aiming for future demand forecasting and the early detection and development of talented individuals, requires content tailored to individual learning needs. Furthermore, real-time feedback and content adjustments are necessary to enhance educational effectiveness, but conventional systems fail to achieve this. Additionally, analyzing collected data and utilizing it for future demand forecasting is difficult with current systems.

[1540] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means.

[1541] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting and analyzing user emotional data in real time while viewing educational content, means for collecting user interest data after the completion of educational content, means for adjusting educational content based on the collected interest data and emotional data, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, and means for offering opportunities such as company visits and networking events to top performers. This makes it possible to provide educational content that meets the individual learning needs of users, enabling the realization of a high-level learning experience and forecasting of future demand.

[1542] "User" refers to an individual who uses the system, and is primarily aimed at young people from elementary school to high school.

[1543] "Personal information" refers to data such as name, school, grade, and email address that users provide when registering with the system.

[1544] "Educational content" refers to learning materials provided to users, and includes multiple media formats such as videos, text, and interactive quizzes.

[1545] "Emotional data" refers to information about emotions collected from a user's facial expressions and voice while they are viewing educational content.

[1546] "Interest data" refers to data that users provide through surveys and other interactions after completing educational content, indicating their level of interest in the learning material.

[1547] "Real-time analysis" refers to the process of immediately processing collected data and reflecting the results in real time.

[1548] A "task" refers to a learning or practical task that the system periodically presents to the user, such as "creating an image recognition program."

[1549] "Feedback" refers to suggestions for improvement and evaluation comments provided based on the evaluation results of the assignments submitted by the user.

[1550] "Company visits" refer to opportunities for outstanding users to visit related companies and observe their actual work and work environment.

[1551] A "networking event" refers to an event that provides users with an opportunity to communicate directly with company representatives.

[1552] "Future demand forecasting" refers to the process of predicting trends in skills and knowledge that will be needed in the future, based on collected emotional and interest data.

[1553] An "account" includes unique identifying information and associated data used to manage a user's personal information, learning history, and interests.

[1554] A "database" refers to a system that systematically stores and manages all collected data (personal information, emotional data, interest data, responses to tasks, etc.).

[1555] This invention is an AI-related educational system for young people (elementary school to high school students) that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. A specific embodiment of this system is described below.

[1556] User Registration

[1557] The user accesses the system's new registration page using an internet browser. The terminal sends the user's access request to the server and displays the corresponding registration page. The user fills in personal information such as name, school, grade, and email address in the input form, and the terminal sends this information to the server. The server stores the received information in a database and generates a unique user ID.

[1558] Log in

[1559] The user accesses the login page and enters their email address and password. The device sends the entered information to the server, which verifies it against the database for authentication. If authentication is successful, the server generates a dashboard page for the user and sends it to the device for display.

[1560] Provision of educational content

[1561] The server selects appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the logged-in user's grade level. The user selects educational content from the dashboard page, and the device sends this request to the server. The server sends the corresponding content data (video, text, interactive quiz, etc.) to the device, which then displays it to the user. The user then views the content and proceeds with their learning.

[1562] Collection of emotional data

[1563] The device has a built-in emotion engine that analyzes the user's facial expressions and voice in real time while they are viewing educational content, collecting emotion data. The collected emotion data is periodically sent to a server, which stores it in a database and analyzes it using an analysis algorithm.

[1564] Collection of interest data

[1565] After the educational content is completed, the device automatically redirects to a survey page where the user answers the survey questions. The device sends the survey results to the server, which stores them in a database and uses an analysis algorithm to collect interest data.

[1566] Adjustment of educational content

[1567] The server adjusts educational content in real time based on collected sentiment and interest data. Users receive the adjusted educational content and can continue learning.

[1568] Contest

[1569] The server periodically creates contest challenges and notifies users. An example might be, "Create an image recognition program." Users work on the challenge and submit their solutions and source code via their terminals. Submissions are sent to the server and stored in the database.

[1570] Evaluation and Feedback

[1571] The server evaluates submitted assignments, generates evaluation scores, and creates rankings. The evaluation results and feedback are communicated to the user, allowing them to identify areas for improvement in their learning.

[1572] Company visits and networking events

[1573] The server creates a list of top winners and provides it to the relevant companies. It also coordinates company visit dates and notifies users, providing opportunities to participate in company tours and communication events.

[1574] Specific example

[1575] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, the device's emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the training, user interest data is also collected through a survey. Furthermore, a contest is held where users submit tasks, their responses are evaluated, and feedback is provided. Top winners are invited on tours of related companies, gaining real-world work experience through company visits.

[1576] Example of a prompt

[1577] The following is an example of a prompt to input into the generative AI model for this system:

[1578] "Please describe the user registration process for this system. Specifically, describe the steps a user takes when accessing the new registration page, entering their personal information, and submitting it to the server."

[1579] "Please provide a detailed explanation of the educational content delivery process, specifically how the server selects and delivers appropriate content based on the user's grade level."

[1580] The flow of the specific processing in Example 2 will be explained using Figure 13.

[1581] Programming flow and specific explanation of this system

[1582] Step 1: User Registration

[1583] 1-1. Accessing the New Registration Page

[1584] The user accesses the system's new registration page using an internet browser.

[1585] The terminal sends the user's access request to the server and displays the corresponding new registration page.

[1586] Input: User access request (HTTP request)

[1587] Output: Display of the new registration page

[1588] 1-2. Entering Personal Information

[1589] Users fill in required information such as their name, school, grade, and email address in the input form.

[1590] The terminal temporarily holds the entered information and prepares to send it in the next step.

[1591] Input: User information (name, school, grade, email address)

[1592] Output: Temporarily saved input information

[1593] 1-3. Information Transmission

[1594] The user clicks the "Register" button, and the device sends the entered information to the server.

[1595] The device uses the HTTPS protocol to securely transmit information.

[1596] Input: User's personal information (name, school, grade, email address)

[1597] Output: Registration information sent to the server

[1598] 1-4. Data storage and user ID generation

[1599] The server stores the received information in a database and generates a unique user ID.

[1600] The server sends a registration completion message to the terminal, which is then displayed to the user.

[1601] Input: Submitted registration information

[1602] Output: User information stored in the database, unique user ID, registration completion message.

[1603] Step 2: Log in

[1604] 2-1. Accessing the Login Page

[1605] Users access the login page using a browser.

[1606] The device retrieves the login page from the server and displays it on the screen.

[1607] Input: User access request (HTTP request)

[1608] Output: Display of login page

[1609] 2-2. Entering Authentication Information

[1610] The user enters their email address and password into the input form.

[1611] The terminal temporarily holds the entered information and prepares to send it in the next step.

[1612] Input: User information (email address, password)

[1613] Output: Temporarily stored credentials

[1614] 2-3. Authentication Information Verification

[1615] The user clicks the "Login" button, and the device sends authentication information to the server.

[1616] The server performs authentication by comparing the received authentication information with the database.

[1617] Input: Submitted authentication information (email address, password)

[1618] Output: Authentication result (success or failure)

[1619] 2-4. Dashboard Display

[1620] If authentication is successful, the server generates a dashboard page for the user and sends it to the device.

[1621] The device displays the dashboard page, making it available to the user.

[1622] Input: Authentication success notification

[1623] Output: Display of the dashboard page

[1624] Step 3: Providing educational content

[1625] 3-1. Content Selection Based on Grade Level

[1626] The server retrieves the logged-in user's grade level information from the database and selects appropriate educational content based on this information.

[1627] Input: User's grade information

[1628] Output: List of selected educational content

[1629] 3-2. Content provision begins

[1630] Users select educational content from the dashboard page.

[1631] The terminal sends the selected content request to the server. The server sends the corresponding content data to the terminal.

[1632] Input: User content selection request

[1633] Output: Educational content data

[1634] 3-3. Content Display and Learning

[1635] The device displays the received content (video, text, interactive quiz, etc.).

[1636] Users view content and progress through their learning.

[1637] Input: Provided educational content data

[1638] Output: Displayed educational content, user's learning progress

[1639] Step 4: Collecting emotional data

[1640] 4-1. Activating the Emotion Engine

[1641] The device activates its built-in emotion engine while viewing educational content.

[1642] Input: Start viewing educational content

[1643] Output: Emotion engine activated

[1644] 4-2. Emotional Data Analysis

[1645] The device's emotion engine analyzes the user's facial expressions and voice in real time to generate emotion data.

[1646] Input: User's facial expressions and voice data

[1647] Output: Generated emotion data

[1648] 4-3. Sending and storing emotional data

[1649] The device periodically sends the generated emotion data to the server.

[1650] The server stores the received emotional data in a database and performs aggregation using an analysis algorithm.

[1651] Input: Generated sentiment data

[1652] Output: Sentiment data stored in the database, analysis results

[1653] Step 5: Collect interest data

[1654] 5-1. Redirect to the survey page

[1655] After the educational content is completed, the device will automatically redirect to the survey page.

[1656] Input: Educational content termination notification

[1657] Output: Display of the survey page

[1658] 5-2. Questionnaire Responses

[1659] Users answer survey questions (e.g., "How interesting was this class?").

[1660] The device will temporarily store the survey results and send them in the next step.

[1661] Input: User's response

[1662] Output: Temporarily saved survey results

[1663] 5-3. Sending and compiling survey results

[1664] The device sends the survey results to the server.

[1665] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[1666] Input: User survey results

[1667] Output: Survey results stored in the database, analyzed interest data.

[1668] Step 6: Adjusting the educational content

[1669] 6-1. Sentiment Data Analysis

[1670] The server analyzes emotional data and evaluates the user's reaction.

[1671] Input: Collected emotional data

[1672] Output: Evaluated sentiment data

[1673] 6-2. Real-time content adjustment

[1674] The server adjusts the content and difficulty level of educational materials in real time based on the results of the sentiment data.

[1675] Input: Evaluation result

[1676] Output: Adjusted educational content

[1677] 6-3. Provision of adjusted content

[1678] Users receive adjusted educational content and can resume their learning.

[1679] Input: Adjusted educational content

[1680] Output: Re-edited content provided to the user

[1681] Step 7: Contest Implementation

[1682] 7-1. Contest assignment notification

[1683] The server periodically creates challenges for the contest and notifies users.

[1684] Input: Contest assignment

[1685] Output: Issue notification to the user

[1686] 7-2. Assignment submission

[1687] Users work on assignments and submit their answers and source code via their devices.

[1688] Input: User's solution to the problem

[1689] Output: Answer data sent to the server

[1690] 7-3. Saving submissions

[1691] The terminal sends the submission to the server, and the server stores it in the database.

[1692] Input: Problem answer data

[1693] Output: Answer data stored in the database

[1694] Step 8: Evaluation and Feedback

[1695] 8-1. Assessment of the project

[1696] The server uses an algorithm to evaluate the submitted assignments and generates an evaluation score.

[1697] Input: Submitted assignment data

[1698] Output: Generated evaluation score

[1699] 8-2. Ranking Generation

[1700] The server generates rankings based on evaluation scores.

[1701] Input: Evaluation score

[1702] Output: Generated ranking

[1703] 8-3. Evaluation Results and Feedback Notification

[1704] The server notifies the user of the evaluation results and feedback.

[1705] Users receive feedback along with their evaluation results.

[1706] Input: Evaluation results, feedback

[1707] Output: Notification of evaluation results to users, feedback

[1708] Step 9: Company visit and networking event

[1709] 9-1. Creating a list of top finishers

[1710] The server creates a list of the top contest winners and provides it to the relevant companies.

[1711] Input: Evaluation results and ranking data

[1712] Output: Created list of top finishers

[1713] 9-2. Scheduling the visit

[1714] The server will schedule company visits and notify the top winners.

[1715] Input: List of top prize winners

[1716] Output: Scheduling and notification of the tour date.

[1717] 9-3. Tours and Event Participation

[1718] Users participate in company tours and communication events at designated dates and times.

[1719] Input: Visit schedule notification

[1720] Output: Company visits and event participation

[1721] As described above, this system is designed to meet the individual learning needs of users and also aims to predict future demand and identify and cultivate talented individuals early on. This will maximize educational effectiveness and enrich the learning experience.

[1722] (Application Example 2)

[1723] 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."

[1724] Traditional AI education systems lacked the means to grasp learners' emotional states in real time, making it difficult to provide individually optimized learning experiences. Furthermore, mechanisms for accurately evaluating the effectiveness of educational content and providing feedback were insufficient. Moreover, predicting future demand required more than just learner interest data; a wider range of data collection was necessary.

[1725] 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 the user to input personal information and create an account, means for providing the user with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and exchange events, means for analyzing the user's facial expressions and voice in real time and collecting emotional data, and means for adjusting the content and difficulty level of the educational content based on the collected emotional data. This makes it possible to grasp the learner's emotional state in real time and provide an individually optimized learning experience. Furthermore, by analyzing the collected emotional data and interest data, the accuracy of future demand forecasting is also improved.

[1726] A "user" is anyone who uses the system, and includes young people from elementary school to high school.

[1727] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[1728] "Account creation" is the process by which a user enters their personal information into the system and registers as a new user.

[1729] "Educational content" refers to learning materials such as videos, texts, and interactive quizzes that include AI-related information tailored to each grade level.

[1730] "Interest data" refers to survey and feedback information collected after users view educational content.

[1731] "Assignments" refer to learning activities such as problems presented periodically and programming challenges.

[1732] An "answer" refers to the solution or source code that a user provides to a given problem.

[1733] "Emotional data" refers to information about a user's emotional state, analyzed from their facial expressions and voice while they are viewing educational content.

[1734] "Real-time analysis" is a process that analyzes the user's facial expressions and voice in real time while they are viewing educational content.

[1735] "Adjusting educational content" refers to dynamically changing the content and difficulty level of educational materials based on collected sentiment data.

[1736] "Company visits" are an opportunity for top prize winners to visit related companies and learn about their operations and technologies.

[1737] A "networking event" is an event where top prize winners can exchange opinions and share information with company representatives and other participants.

[1738] This invention is an AI-powered educational system for young people that provides optimized educational content through real-time emotional data collection and analysis of interest data. This system can individually customize the user's learning experience and predict future demand.

[1739] System Configuration

[1740] This system assumes that users connect using a smartphone, smart glasses, or head-mounted display. The server resides in the cloud and provides educational content and performs data analysis.

[1741] Program Configuration

[1742] 1. User registration and login

[1743] Users access the system and create an account by entering personal information such as their name, school, grade, and email address. They then log in using their email address and password.

[1744] 2. Provision of educational content

[1745] The server selects and provides AI-related educational content tailored to the user's grade level. This educational content includes videos, text, and interactive quizzes.

[1746] 3. Real-time collection of emotional data

[1747] Using the camera and microphone built into the device, the system analyzes the user's facial expressions and voice in real time and collects emotional data. Specifically, it uses OpenCV and the face_recognition library to detect the position of the face and analyze the emotional state.

[1748] 4. Collection of interest data

[1749] After completing the educational content, users are presented with a survey to collect interest data. The survey includes questions such as, "How interesting was this lesson?"

[1750] 5. Data Analysis and Feedback

[1751] The server analyzes collected sentiment and interest data and dynamically adjusts the content and difficulty level of educational materials based on the results. Furthermore, it periodically presents challenges, collects user responses, and evaluates them. Based on the evaluation results, it provides feedback.

[1752] 6. Company visits and networking events

[1753] Top performers will be offered opportunities to visit related companies and participate in networking events. This will allow them to gain more advanced learning through actual work experience.

[1754] Hardware and software used

[1755] Hardware: Smartphones, smart glasses, head-mounted displays (with cameras and microphones)

[1756] Software: OpenCV (camera image analysis), face_recognition library (face recognition), cloud-based server (educational content delivery and data analysis)

[1757] Specific example

[1758] For example, a user puts on smart glasses and enters a virtual AI learning classroom. Educational content begins playing, and the smart glasses' camera continuously captures the user's facial expressions. The collected facial data is analyzed in real time by an emotion engine, generating emotional data such as "joy," "sadness," and "surprise." After the educational content finishes, a survey is displayed, and data on the user's interests is also collected. Based on this data, the next educational content provided is further optimized.

[1759] Examples of prompts for generative AI models

[1760] "We want to build a system that analyzes users' facial expressions and voices to collect emotional data and then provides appropriate AI-powered educational content based on that data. This system uses smart glasses to track user reactions in real time and uses the collected data to individually customize the learning experience."

[1761] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[1762] Step 1:

[1763] A user accesses the system and creates an account by entering personal information such as their name, school, grade, and email address. The terminal sends this information to the server. The server stores the received information in a database and generates a user ID. The input is the user's personal information, and the output is the user ID. This process verifies that the personal information is accurately stored in the database.

[1764] Step 2:

[1765] The user accesses the login page and enters their email address and password. The device sends these authentication credentials to the server. The server checks if they match the information in the database, and if authentication is successful, displays the dashboard page. The input is the user's authentication credentials, and the output is the authentication result and the dashboard page. This step verifies that user authentication is performed correctly.

[1766] Step 3:

[1767] The user accesses educational content from a dashboard page. The server selects and provides appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the user's grade level. The device displays the educational content (videos, text, interactive quizzes, etc.). The input is the user's grade level, and the output is the educational content. This step verifies that appropriate educational content is provided according to the user's grade level.

[1768] Step 4:

[1769] The camera and microphone built into the device analyze the user's facial expressions and voice while they are viewing educational content, collecting emotional data. The collected emotional data is sent to a server in real time. The server stores the emotional data in a database and aggregates it using an analysis algorithm. The input is the user's facial expressions and voice, and the output is emotional data. This step verifies that the user's emotional data is being collected and stored accurately.

[1770] Step 5:

[1771] After the educational content is completed, the device automatically redirects to a survey page. The user answers the survey questions (e.g., "How interesting was this lesson?"). The device sends the survey results to the server. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data. The input is the survey responses, and the output is the interest data. This step verifies that the user's interest data is accurately collected and stored.

[1772] Step 6:

[1773] The server analyzes collected sentiment and interest data and adjusts the content and difficulty level of educational materials in real time based on user reactions. Users receive the adjusted educational content. The input is sentiment and interest data, and the output is the adjusted educational content. This step verifies that the content is appropriately adjusted based on user reactions.

[1774] Step 7:

[1775] The server periodically creates and notifies users of contest challenges. Users work on the challenges and submit their solutions and source code via their terminals. The terminals send the submissions to the server for storage. The input is the user's solution and source code, and the output is the saved submission. This step verifies that user submissions are collected and stored correctly.

[1776] Step 8:

[1777] The server evaluates submitted assignments and generates rankings. It notifies the user of the evaluation results and feedback. The user receives feedback along with the evaluation results. The input is the user's submission, and the output is the evaluation results and ranking. This step verifies that the submissions are evaluated accurately and that feedback is provided appropriately.

[1778] Step 9:

[1779] The server creates a list of top performers and provides opportunities for company visits and networking events. Users receive notifications and participate in company visits and networking events at the specified date and time. Inputs are evaluation results and rankings, and outputs are the list of top performers and visit / networking opportunities. This step verifies that top performers are appropriately selected and that company visits and networking opportunities are appropriately provided.

[1780] 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.

[1781] 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.

[1782] 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.

[1783] [Fourth Embodiment]

[1784] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.

[1785] 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.

[1786] 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).

[1787] 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.

[1788] 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.

[1789] 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).

[1790] 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.

[1791] 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.

[1792] 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.

[1793] 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.

[1794] 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.

[1795] 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.

[1796] 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".

[1797] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system includes the following means:

[1798] Program Processing Description

[1799] 1. User Registration

[1800] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[1801] The terminal sends the entered information to the server.

[1802] The server stores the received user information in a database and generates a user ID.

[1803] 2. Provision of educational content

[1804] The server prepares to deliver educational content appropriate for each grade level. For example, it will create lessons covering the basic concepts of AI for elementary school students and lessons including machine learning algorithms for high school students.

[1805] After logging in, users access the educational content page corresponding to their grade level.

[1806] The device displays educational content such as videos, text, and interactive quizzes.

[1807] Users view this content and progress through their learning.

[1808] 3. Collection of interest data

[1809] After the educational content is completed, the device will automatically display a survey page.

[1810] Users answer survey questions, such as, "How interesting was this class?"

[1811] The device sends the survey results to the server.

[1812] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[1813] 4. Contest Implementation

[1814] The server periodically creates and notifies users of contest challenges. For example, it might post a challenge such as, "Create an image recognition program."

[1815] Users work on assignments and submit their answers and source code via their devices.

[1816] The terminal sends the submission to the server.

[1817] The server saves the responses submitted by the user.

[1818] 5. Evaluation and Feedback

[1819] The server evaluates submitted answers using an automated evaluation program or by experts.

[1820] The server generates rankings based on the evaluation results and selects the top winners.

[1821] The server notifies the user of the evaluation results and feedback.

[1822] Users receive feedback along with their evaluation results.

[1823] 6. Company visits and communication

[1824] The server creates a list of top winners and provides it to the relevant companies.

[1825] The server will schedule company visits and notify the top winners.

[1826] Users participate in company tours and communication events at designated dates and times.

[1827] Users gain realistic work experience through company tours and events.

[1828] Specific example

[1829] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After finishing the educational content, the system automatically displays a survey, which the user answers.

[1830] Furthermore, users submit solutions to challenges and source code for regularly held contests. The server evaluates the submissions and provides feedback. Top winners are notified of company tours and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[1831] This system will enable the provision of systematic and effective AI education to young people, and will also allow for the collection of interest data to help predict future demand, thereby enabling the early identification and development of talented individuals.

[1832] The following describes the processing flow.

[1833] Detailed processing flow

[1834] Step 1: User Registration

[1835] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[1836] 2. The terminal sends the entered information to the server.

[1837] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[1838] Step 2: Log in

[1839] 1. After registering, users access the login page and enter their email address and password.

[1840] 2. The terminal sends the entered information to the server.

[1841] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[1842] Step 3: Provide educational content

[1843] 1. The server selects and prepares appropriate educational content based on the user's grade level.

[1844] 2. Users select and access the relevant educational content from the dashboard page.

[1845] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[1846] 4. Users view the provided educational content and proceed with their learning.

[1847] Step 4: Collecting Interest Data

[1848] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[1849] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[1850] 3. The device sends the completed survey data to the server.

[1851] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[1852] Step 5: Contest Implementation

[1853] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[1854] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[1855] 3. The terminal sends the user's submission to the server and saves it.

[1856] Step 6: Evaluation and Feedback

[1857] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[1858] 2. The server generates a user ranking based on the evaluation results.

[1859] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[1860] 4. Users receive evaluation results and feedback to help them improve themselves.

[1861] Step 7: Company visit and communication

[1862] 1. The server creates a list of top winners and provides it to the relevant companies.

[1863] 2. The server will schedule the company visit and notify the top winners.

[1864] 3. Users participate in company tours and communication events at the designated date and time.

[1865] 4. Users gain realistic work experience through company tours and events.

[1866] The above outlines the detailed processing steps of the system.

[1867] (Example 1)

[1868] 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".

[1869] In recent years, there has been a growing demand for AI education targeting young people, but there is a lack of systems for providing effective educational content, collecting interest data, and identifying talented individuals early on. Furthermore, there is a need to predict future demand based on user interests and provide users with actual work experience through individual company visits and communication events. To address these challenges, a comprehensive and effective system is necessary.

[1870] 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.

[1871] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting assignments and collecting user responses, means for automatically evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and networking events, and means for saving user submissions and generating rankings based on evaluation results. This makes it possible to provide systematic and effective AI education to young people, collect interest data to help predict future demand, discover and nurture talented individuals early, and create connections with the industry through actual work experience.

[1872] A "user" refers to an individual who accesses the system, registers personal information, and uses educational content.

[1873] "Personal information" refers to information that can be used to identify an individual, such as a user's name, school name, grade level, and email address.

[1874] "Account creation" refers to the process by which a user enters their personal information and registers it in the system.

[1875] "Educational content" refers to various information resources such as videos, texts, and interactive quizzes provided to users for learning.

[1876] "Interest data" refers to data collected through surveys and other means regarding user reactions and opinions on educational content.

[1877] "Challenges" refer to problems or tasks presented to users in contests or lessons.

[1878] "Answer" refers to the solution or source code that a user submits to a task.

[1879] "Evaluation" refers to the process in which an automated program or expert reviews user-submitted answers and provides scores and comments.

[1880] "Feedback" refers to comments that include evaluation results and suggestions for improvement regarding the answers submitted by users.

[1881] "Top finishers" refers to users who have achieved outstanding results in contests or assignment evaluations.

[1882] "Company visit" refers to an event where top prize winners visit actual companies to observe and participate in activities.

[1883] A "networking event" refers to an event where top prize winners can communicate with company experts and other participants.

[1884] "Ranking" refers to a ranking table created based on user responses and performance.

[1885] This invention provides AI education to young people (elementary school to high school students), collects and analyzes user interest data to predict future demand, and is a system for early detection and development of talented individuals. This system is implemented by including the following technical means.

[1886] 1. User Registration

[1887] Users access the system and enter their personal information (name, school, grade, email address, etc.) on the new registration page.

[1888] The terminal sends the entered information to the server.

[1889] The server stores the received user information in a database and generates a new user ID. This provides a means for users to create accounts by entering their personal information.

[1890] 2. Provision of educational content

[1891] The server filters educational content to suit each grade level and prepares it for display on the user's dashboard.

[1892] After logging in, users access the educational content page corresponding to their grade level.

[1893] The device displays educational content such as videos, text, and interactive quizzes. This provides a means of delivering educational content to users that is appropriate for each grade level.

[1894] 3. Collection of interest data

[1895] After the educational content is completed, the device will automatically display a survey page.

[1896] Users answer a survey. For example, they might answer a question like, "How interesting was this lesson?"

[1897] The device sends the survey results to the server.

[1898] The server stores the survey results in a database and executes analytical queries to collect and aggregate interest data. This provides a means to collect user interest data after the educational content has been completed.

[1899] 4. Contest Implementation

[1900] The server periodically creates challenges for the contest and notifies users.

[1901] Users work on assignments and submit their answers and source code via their devices.

[1902] The terminal sends the submission to the server.

[1903] The server stores the responses submitted by users. This enables a means of periodically presenting tasks and collecting user responses.

[1904] 5. Evaluation and Feedback

[1905] The server evaluates submitted answers using an automated evaluation program or by experts.

[1906] The server generates rankings based on the evaluation results and selects the top winners.

[1907] The server notifies the user of the evaluation results and feedback.

[1908] Users receive feedback along with their evaluation results. This enables a means of automatically evaluating collected responses and providing feedback.

[1909] 6. Company visits and communication

[1910] The server creates a list of top winners and provides it to the relevant companies.

[1911] The server will schedule company visits and notify the top winners.

[1912] Users participate in company tours and communication events at designated dates and times.

[1913] Users gain real-world work experience through company visits and events. This provides a means to offer top winners opportunities for company visits and networking events.

[1914] Specific example

[1915] For example, a user accesses the system for the first time, enters their name and school information, and creates an account. They then log in and view educational content about the basic concepts of AI. After viewing the educational content, the system automatically displays a survey, which the user completes. Furthermore, users work on assignments for regularly held contests and submit their source code. The server evaluates the submissions and provides feedback. Top performers are notified of tours of related companies and networking events. In this way, users can deepen their understanding of AI and gain experience for future work.

[1916] Example of input prompt text

[1917] "Please describe the entire process a user goes through: registering with the system, viewing educational content, and participating in a contest. Please include specific actions taken during this process."

[1918] By inputting this prompt into the generating AI model, a detailed explanation of the system's processing flow and specific operation can be obtained.

[1919] The flow of the specific processing in Example 1 will be explained using Figure 11.

[1920] Program Processing Description

[1921] Step 1: User Registration

[1922] Input: The user accesses the system and enters personal information (name, school, grade, email address, etc.).

[1923] Operation:

[1924] The user accesses the system and enters personal information.

[1925] The terminal sends the entered information to the server.

[1926] The server normalizes the received user information and stores it in the appropriate field in the database.

[1927] The server generates a new user ID and returns it to the user.

[1928] Output: A user ID is generated and notified to the user.

[1929] Step 2: Providing educational content

[1930] Input: The user logs in and requests content based on their grade level.

[1931] Operation:

[1932] The server retrieves the user's grade level information from the database.

[1933] The server filters appropriate educational content based on the acquired grade level information.

[1934] After logging in, users access the educational content page corresponding to their grade level.

[1935] The device displays educational content such as videos, text, and interactive quizzes.

[1936] Output: Appropriate educational content is displayed on the user's device.

[1937] Step 3: Collect interest data

[1938] Input: User exits educational content.

[1939] Operation:

[1940] After the educational content is completed, the device will automatically display a survey page.

[1941] Users answer quizzes and surveys. For example: "How interesting was this lesson?"

[1942] The device sends the survey results to the server.

[1943] The server stores the survey results in a database and executes analytical queries to collect and summarize interest data.

[1944] Output: User interest data is compiled.

[1945] Step 4: Contest Implementation

[1946] Input: The server generates challenges for periodic contests.

[1947] Operation:

[1948] The server periodically creates contest challenges and notifies users. For example: "Create an image recognition program."

[1949] Users work on tasks and create solutions and source code.

[1950] The terminal sends the user's answers and source code to the server.

[1951] The server saves the submissions to the database.

[1952] Output: User submissions are saved to the database.

[1953] Step 5: Evaluation and Feedback

[1954] Input: The server receives the user's submission.

[1955] Operation:

[1956] The server sends the submitted answers to an automated evaluation program or to experts.

[1957] The server retrieves the evaluation results and generates a ranking.

[1958] The server notifies the user of the evaluation results and feedback. For example: "You need to improve the efficiency of your code."

[1959] Users can review their evaluation results and use them to improve their learning.

[1960] Output: The evaluation results and feedback are notified to the user, and a ranking is generated.

[1961] Step 6: Company visit and communication

[1962] Input: The server creates a list of top finishers.

[1963] Operation:

[1964] The server provides a list of top finishers to the relevant companies.

[1965] The server will schedule company visits and notify the top winners.

[1966] Users participate in company tours and communication events at designated dates and times.

[1967] Users gain realistic work experience through company tours and events.

[1968] Output: Users are provided with opportunities for company tours and networking events.

[1969] (Application Example 1)

[1970] 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".

[1971] In modern society, the importance of artificial intelligence (AI) education for young people is increasing. However, the current education system lacks the means to effectively disseminate AI education, collect and analyze data from interested young people, and predict future demand. Furthermore, there is a lack of concrete methods for early detection and development of talented individuals. In particular, there is a lack of interactive and effective learning methods for AI education conducted in physical stores.

[1972] 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.

[1973] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational digital content corresponding to each grade level, means for collecting user interest data after the completion of the educational digital content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing opportunities for industry tours and exchange events to top performers, and means for providing interactive AI learning using smart glasses and automatically displaying a questionnaire after the learning is completed to collect user interest data. This makes it possible to provide systematic and effective AI education to young people, collect and analyze data useful for forecasting future demand, and discover and cultivate talented individuals early on.

[1974] A "user" refers to an individual who uses a system.

[1975] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[1976] An "account" refers to a collection of user registration information necessary to access and use a system.

[1977] "Educational digital content" refers to learning materials tailored to the user's grade level, including media formats such as videos, text, and interactive quizzes.

[1978] "Interest data" refers to information that records users' reactions, opinions, and levels of interest after they have viewed educational content.

[1979] A "challenge" refers to a problem or project presented to the user, particularly one related to AI or programming.

[1980] "Answer" refers to solutions, source code, opinions, etc., that users submit to a task.

[1981] "Feedback" refers to evaluations, comments, and advice provided in response to a user's answer.

[1982] "Industrial tour" refers to the experience of visiting companies and factories to observe their operations and production processes.

[1983] A "networking event" refers to an event that provides users with an opportunity to interact directly with other participants and experts and share information.

[1984] "Smart glasses" refer to glasses that are worn on the head and have display functions and interactive capabilities.

[1985] "Interactive AI learning" refers to a form of AI learning process in which users can actively participate and receive feedback in real time.

[1986] A "survey" refers to a collection of questions used to gather information about users' interests, concerns, and opinions.

[1987] This invention provides AI education to young people who visit physical stores and realizes an interactive learning system using smart glasses that collects data on their interests and preferences. The detailed form of this system is described below.

[1988] Hardware and software to use

[1989] hardware

[1990] Smart glasses: Worn by the user and used as a visual interface.

[1991] Device (smartphone or tablet): Used to connect with smart glasses and send user input data to the server.

[1992] software

[1993] Flask (Python framework): Handles server-side processing, including user data collection, provision of educational content, evaluation, and feedback.

[1994] Smart glasses-specific application: Supports the display of educational content and interactive operation.

[1995] System processing

[1996] User Registration

[1997] Users wear smart glasses in a physical store and enter personal information (name, school, grade, etc.) to create an account. The smart glasses transmit this data to a server via a terminal. The server stores the user data in a database and generates a user ID.

[1998] Provision of educational digital content

[1999] The server provides AI-related educational digital content tailored to the user's grade level. This content includes videos, text, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[2000] Collection of interest data

[2001] After viewing educational content, the smart glasses automatically display a survey form. The user answers the survey and enters their level of interest and opinions. The device sends this data to a server, which stores it in a database.

[2002] Presentation of the problem and collection of responses

[2003] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and submit their solutions and source code via smart glasses. The device sends this information to the server, which stores it in a database.

[2004] Provide feedback

[2005] The server evaluates the submitted answers and generates feedback. Users receive this feedback through smart glasses. In addition, top performers will be offered opportunities for industry tours and networking events.

[2006] Example Explanation

[2007] For example, a young user visits a physical store and puts on smart glasses. The user enters their name and school information on a registration screen to create an account. After that, they view educational digital content such as videos and texts about the basic concepts of AI. After completing the learning, the smart glasses display a questionnaire, and the user answers it, providing data on their interests. The server also periodically presents AI-related tasks, and the user submits their answers. The server evaluates these and provides feedback to the user. Top performers are given opportunities such as industry tours and networking events.

[2008] Example of a prompt

[2009] "Design an AI-powered educational system for young people from elementary school to high school. This system will use smart glasses to deliver educational content and collect interest data. It will also hold regular contests and provide feedback. The specific functions of the system will include user registration, educational content delivery, interest data collection, contest implementation, evaluation, and feedback."

[2010] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[2011] Step 1:

[2012] The user puts on smart glasses in a physical store and opens the registration screen. The user enters personal information such as name, school, and grade. The entered personal information is transmitted to the terminal via the smart glasses. The terminal sends this data to the server. The server stores the received user information in a database and generates a new user ID.

[2013] Input: Personal information such as username, school, and grade level.

[2014] Output: User ID

[2015] Step 2:

[2016] The server provides educational digital content tailored to the user's grade level based on user data. This educational digital content includes videos, texts, and interactive quizzes. Users view this content and progress through their learning via the display of their smart glasses.

[2017] Input: User's grade level information, educational digital content

[2018] Output: Educational content viewed by the user

[2019] Step 3:

[2020] When a user finishes viewing educational digital content, the smart glasses automatically display a survey form. The user answers the survey and fills in their interests and opinions. The device sends the survey response data to a server. The server stores the received data in a database.

[2021] Input: User survey responses

[2022] Output: Interest data

[2023] Step 4:

[2024] The server periodically creates AI-related challenges and presents them to users. Users work on the challenges and input their solutions or source code. These solutions are sent to the device via smart glasses, and then sent from the device to the server. The server stores the received solution data in a database.

[2025] Input: AI task, user's answer

[2026] Output: User's answer data

[2027] Step 5:

[2028] The server evaluates the accumulated answer data and performs evaluations using automated evaluation programs and expert assessments. It generates evaluation results and feedback and notifies the user. The user receives the feedback via the display of their smart glasses.

[2029] Input: User's answer data

[2030] Output: Evaluation results, feedback

[2031] Step 6:

[2032] The server periodically selects top performers and offers them opportunities to participate in industry tours and networking events. Users receive notifications and participate in events at the designated date and time. This allows users to gain a realistic work experience.

[2033] Input: Evaluation results, information on top winners

[2034] Output: Notification of opportunities for industrial tours and exchange events.

[2035] In this way, the interactive AI learning system for young people in physical stores functions as a whole.

[2036] 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.

[2037] This invention provides AI education to young people (elementary school to high school students), and is a system that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. By combining this system with an emotion engine that recognizes user emotions, it achieves more effective education and feedback.

[2038] Program Processing Description

[2039] 1. User Registration

[2040] Users access the system's new registration page and enter personal information such as their name, school, grade, and email address.

[2041] The terminal sends the input information to the server.

[2042] The server stores the received information in a database and generates a user ID.

[2043] 2. Log in

[2044] After registering, users access the login page and enter their email address and password.

[2045] The terminal sends the input information to the server.

[2046] The server checks the authentication information from the database, and if authentication is successful, it displays the dashboard page.

[2047] 3. Provision of educational content

[2048] The server selects and provides appropriate educational content (e.g., basic concepts of AI, machine learning algorithms) based on the user's grade level.

[2049] Users access educational content from the dashboard page.

[2050] The device displays educational content (videos, text, interactive quizzes, etc.).

[2051] Users view content and progress through their learning.

[2052] 4. Collection of emotional data

[2053] The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, collecting emotional data.

[2054] The device sends the collected emotional data to the server.

[2055] The server stores emotional data in a database and uses an analysis algorithm to perform aggregation.

[2056] 5. Collecting interest data

[2057] After the educational content is completed, the device will automatically redirect to the survey page.

[2058] Users answer survey questions (e.g., "How interesting was this class?").

[2059] The device sends the survey results to the server.

[2060] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[2061] 6. Adjustment of educational content

[2062] The server analyzes collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[2063] Users receive tailored educational content.

[2064] 7. Contest Implementation

[2065] The server periodically creates and notifies users of contest challenges. For example: "Create an image recognition program."

[2066] Users work on assignments and submit their answers and source code via their devices.

[2067] The device sends the submitted data to the server for storage.

[2068] 8. Evaluation and Feedback

[2069] The server evaluates the submitted assignments and generates a ranking.

[2070] The server notifies the user of the evaluation results and feedback.

[2071] Users receive feedback along with their evaluation results.

[2072] 9. Company visits and communication

[2073] The server creates a list of top winners and provides it to the relevant companies.

[2074] The server will schedule company visits and notify the top winners.

[2075] Users participate in company tours and communication events at designated dates and times.

[2076] Specific example

[2077] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, an emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the education is complete, data on the user's interests is also collected through a survey.

[2078] Furthermore, a contest is held where users submit assignments. Submitted answers are evaluated, and feedback is provided. Top-ranking users are invited on tours of related companies, allowing them to gain real-world work experience through company visits.

[2079] This system enables the delivery of educational content based on the user's emotional state, resulting in a more personalized learning experience. Furthermore, it allows for future demand forecasting through the analysis of interest and emotional data.

[2080] The following describes the processing flow.

[2081] Detailed processing flow

[2082] Step 1: User Registration

[2083] 1. The user accesses the system's new registration page and enters personal information such as name, school, grade, and email address.

[2084] 2. The terminal sends the entered information to the server.

[2085] 3. The server saves the received information to the database, generates a user ID, and sends a registration completion message back to the terminal.

[2086] Step 2: Log in

[2087] 1. After registering, users access the login page and enter their email address and password.

[2088] 2. The terminal sends the entered information to the server.

[2089] 3. The server checks the user's authentication information from the database. If authentication is successful, it displays a dashboard page appropriate for the student's grade level. If authentication fails, it returns an error message.

[2090] Step 3: Provide educational content

[2091] 1. The server selects and prepares appropriate educational content based on the user's grade level. For example, it might create lessons covering basic AI concepts for elementary school students and machine learning algorithms for high school students.

[2092] 2. Users select and access the relevant educational content from the dashboard page.

[2093] 3. The device displays the selected educational content. The content may include video, text, interactive quizzes, and other formats.

[2094] 4. Users view the provided educational content and proceed with their learning.

[2095] Step 4: Collecting emotional data

[2096] 1. The emotion engine built into the device analyzes the user's facial expressions and voice while they are viewing educational content, and collects emotional data.

[2097] 2. The device sends the collected emotional data to the server.

[2098] 3. The server stores the emotional data in a database and performs aggregation using an analysis algorithm.

[2099] Step 5: Collect interest data

[2100] 1. After the educational content is completed, the device will automatically redirect to the survey page.

[2101] 2. Users answer survey questions. Examples of questions include, "How interesting was this lesson?" and "Which parts were particularly helpful?"

[2102] 3. The device sends the completed survey data to the server.

[2103] 4. The server stores the survey results in a database and uses an analysis algorithm to aggregate interest data.

[2104] Step 6: Adjusting the educational content

[2105] 1. The server analyzes the collected sentiment data and adjusts the content and difficulty level of educational materials in real time based on user reactions.

[2106] 2. The device provides users with customized educational content.

[2107] 3. Users can view real-time-adjusted educational content to facilitate more effective learning.

[2108] Step 7: Contest Implementation

[2109] 1. The server periodically creates contest challenges and notifies users. A typical example of a challenge is, "Create an image recognition program."

[2110] 2. Users work on the assigned tasks and submit their answers and source code via their devices.

[2111] 3. The terminal sends the user's submission to the server and saves it.

[2112] Step 8: Evaluation and Feedback

[2113] 1. The server will use an automated evaluation program or expert evaluation to assess the submitted answers.

[2114] 2. The server generates a user ranking based on the evaluation results.

[2115] 3. The server notifies the user of the evaluation results and rankings, and also provides feedback.

[2116] 4. Users receive evaluation results and feedback to help them improve themselves.

[2117] Step 9: Company visit and communication

[2118] 1. The server creates a list of top winners and provides it to the relevant companies.

[2119] 2. The server will schedule the company visit and notify the top winners.

[2120] 3. Users participate in company tours and communication events at the designated date and time.

[2121] 4. Users gain realistic work experience through company tours and events.

[2122] The above outlines the detailed processing steps of the system incorporating the emotion engine.

[2123] (Example 2)

[2124] 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".

[2125] In modern education systems, providing a learning experience that fully considers the individual interests, concerns, and emotions of each user is a challenging task. In particular, effectively providing AI education to young people, aiming for future demand forecasting and the early detection and development of talented individuals, requires content tailored to individual learning needs. Furthermore, real-time feedback and content adjustments are necessary to enhance educational effectiveness, but conventional systems fail to achieve this. Additionally, analyzing collected data and utilizing it for future demand forecasting is difficult with current systems.

[2126] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means.

[2127] In this invention, the server includes means for users to create an account by entering personal information, means for providing users with educational content corresponding to each grade level, means for collecting and analyzing user emotional data in real time while viewing educational content, means for collecting user interest data after the completion of educational content, means for adjusting educational content based on the collected interest data and emotional data, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, and means for offering opportunities such as company visits and networking events to top performers. This makes it possible to provide educational content that meets the individual learning needs of users, enabling the realization of a high-level learning experience and forecasting of future demand.

[2128] "User" refers to an individual who uses the system, and is primarily aimed at young people from elementary school to high school.

[2129] "Personal information" refers to data such as name, school, grade, and email address that users provide when registering with the system.

[2130] "Educational content" refers to learning materials provided to users, and includes multiple media formats such as videos, text, and interactive quizzes.

[2131] "Emotional data" refers to information about emotions collected from a user's facial expressions and voice while they are viewing educational content.

[2132] "Interest data" refers to data that users provide through surveys and other interactions after completing educational content, indicating their level of interest in the learning material.

[2133] "Real-time analysis" refers to the process of immediately processing collected data and reflecting the results in real time.

[2134] A "task" refers to a learning or practical task that the system periodically presents to the user, such as "creating an image recognition program."

[2135] "Feedback" refers to suggestions for improvement and evaluation comments provided based on the evaluation results of the assignments submitted by the user.

[2136] "Company visits" refer to opportunities for outstanding users to visit related companies and observe their actual work and work environment.

[2137] A "networking event" refers to an event that provides users with an opportunity to communicate directly with company representatives.

[2138] "Future demand forecasting" refers to the process of predicting trends in skills and knowledge that will be needed in the future, based on collected emotional and interest data.

[2139] An "account" includes unique identifying information and associated data used to manage a user's personal information, learning history, and interests.

[2140] A "database" refers to a system that systematically stores and manages all collected data (personal information, emotional data, interest data, responses to tasks, etc.).

[2141] This invention is an AI-related educational system for young people (elementary school to high school students) that collects and analyzes user interest and emotional data to predict future demand and identify and cultivate talented individuals early on. A specific embodiment of this system is described below.

[2142] User Registration

[2143] The user accesses the system's new registration page using an internet browser. The terminal sends the user's access request to the server and displays the corresponding registration page. The user fills in personal information such as name, school, grade, and email address in the input form, and the terminal sends this information to the server. The server stores the received information in a database and generates a unique user ID.

[2144] Log in

[2145] The user accesses the login page and enters their email address and password. The device sends the entered information to the server, which verifies it against the database for authentication. If authentication is successful, the server generates a dashboard page for the user and sends it to the device for display.

[2146] Provision of educational content

[2147] The server selects appropriate educational content (e.g., basic AI concepts, machine learning algorithms) based on the logged-in user's grade level. The user selects educational content from the dashboard page, and the device sends this request to the server. The server sends the corresponding content data (video, text, interactive quiz, etc.) to the device, which then displays it to the user. The user then views the content and proceeds with their learning.

[2148] Collection of emotional data

[2149] The device has a built-in emotion engine that analyzes the user's facial expressions and voice in real time while they are viewing educational content, collecting emotion data. The collected emotion data is periodically sent to a server, which stores it in a database and analyzes it using an analysis algorithm.

[2150] Collection of interest data

[2151] After the educational content is completed, the device automatically redirects to a survey page where the user answers the survey questions. The device sends the survey results to the server, which stores them in a database and uses an analysis algorithm to collect interest data.

[2152] Adjustment of educational content

[2153] The server adjusts educational content in real time based on collected sentiment and interest data. Users receive the adjusted educational content and can continue learning.

[2154] Contest

[2155] The server periodically creates contest challenges and notifies users. An example might be, "Create an image recognition program." Users work on the challenge and submit their solutions and source code via their terminals. Submissions are sent to the server and stored in the database.

[2156] Evaluation and Feedback

[2157] The server evaluates submitted assignments, generates evaluation scores, and creates rankings. The evaluation results and feedback are communicated to the user, allowing them to identify areas for improvement in their learning.

[2158] Company visits and networking events

[2159] The server creates a list of top winners and provides it to the relevant companies. It also coordinates company visit dates and notifies users, providing opportunities to participate in company tours and communication events.

[2160] Specific example

[2161] For example, a user accesses the system for the first time and creates an account. They then access and view educational content about the basic concepts of AI. During viewing, the device's emotion engine analyzes the user's facial expressions and voice, collecting emotional data. After the training, user interest data is also collected through a survey. Furthermore, a contest is held where users submit tasks, their responses are evaluated, and feedback is provided. Top winners are invited on tours of related companies, gaining real-world work experience through company visits.

[2162] Example of a prompt

[2163] The following is an example of a prompt to input into the generative AI model for this system:

[2164] "Please describe the user registration process for this system. Specifically, describe the steps a user takes when accessing the new registration page, entering their personal information, and submitting it to the server."

[2165] "Please provide a detailed explanation of the educational content delivery process, specifically how the server selects and delivers appropriate content based on the user's grade level."

[2166] The flow of the specific processing in Example 2 will be explained using Figure 13.

[2167] Programming flow and specific explanation of this system

[2168] Step 1: User Registration

[2169] 1-1. Accessing the New Registration Page

[2170] The user accesses the system's new registration page using an internet browser.

[2171] The terminal sends the user's access request to the server and displays the corresponding new registration page.

[2172] Input: User access request (HTTP request)

[2173] Output: Display of the new registration page

[2174] 1-2. Entering Personal Information

[2175] Users fill in required information such as their name, school, grade, and email address in the input form.

[2176] The terminal temporarily holds the entered information and prepares to send it in the next step.

[2177] Input: User information (name, school, grade, email address)

[2178] Output: Temporarily saved input information

[2179] 1-3. Information Transmission

[2180] The user clicks the "Register" button, and the device sends the entered information to the server.

[2181] The device uses the HTTPS protocol to securely transmit information.

[2182] Input: User's personal information (name, school, grade, email address)

[2183] Output: Registration information sent to the server

[2184] 1-4. Data storage and user ID generation

[2185] The server stores the received information in a database and generates a unique user ID.

[2186] The server sends a registration completion message to the terminal, which is then displayed to the user.

[2187] Input: Submitted registration information

[2188] Output: User information stored in the database, unique user ID, registration completion message.

[2189] Step 2: Log in

[2190] 2-1. Accessing the Login Page

[2191] Users access the login page using a browser.

[2192] The device retrieves the login page from the server and displays it on the screen.

[2193] Input: User access request (HTTP request)

[2194] Output: Display of login page

[2195] 2-2. Entering Authentication Information

[2196] The user enters their email address and password into the input form.

[2197] The terminal temporarily holds the entered information and prepares to send it in the next step.

[2198] Input: User information (email address, password)

[2199] Output: Temporarily stored credentials

[2200] 2-3. Authentication Information Verification

[2201] The user clicks the "Login" button, and the device sends authentication information to the server.

[2202] The server performs authentication by comparing the received authentication information with the database.

[2203] Input: Submitted authentication information (email address, password)

[2204] Output: Authentication result (success or failure)

[2205] 2-4. Dashboard Display

[2206] If authentication is successful, the server generates a dashboard page for the user and sends it to the device.

[2207] The device displays the dashboard page, making it available to the user.

[2208] Input: Authentication success notification

[2209] Output: Display of the dashboard page

[2210] Step 3: Providing educational content

[2211] 3-1. Content Selection Based on Grade Level

[2212] The server retrieves the logged-in user's grade level information from the database and selects appropriate educational content based on this information.

[2213] Input: User's grade information

[2214] Output: List of selected educational content

[2215] 3-2. Content provision begins

[2216] Users select educational content from the dashboard page.

[2217] The terminal sends the selected content request to the server. The server sends the corresponding content data to the terminal.

[2218] Input: User content selection request

[2219] Output: Educational content data

[2220] 3-3. Content Display and Learning

[2221] The device displays the received content (video, text, interactive quiz, etc.).

[2222] Users view content and progress through their learning.

[2223] Input: Provided educational content data

[2224] Output: Displayed educational content, user's learning progress

[2225] Step 4: Collecting emotional data

[2226] 4-1. Activating the Emotion Engine

[2227] The device activates its built-in emotion engine while viewing educational content.

[2228] Input: Start viewing educational content

[2229] Output: Emotion engine activated

[2230] 4-2. Emotional Data Analysis

[2231] The device's emotion engine analyzes the user's facial expressions and voice in real time to generate emotion data.

[2232] Input: User's facial expressions and voice data

[2233] Output: Generated emotion data

[2234] 4-3. Sending and storing emotional data

[2235] The device periodically sends the generated emotion data to the server.

[2236] The server stores the received emotional data in a database and performs aggregation using an analysis algorithm.

[2237] Input: Generated sentiment data

[2238] Output: Sentiment data stored in the database, analysis results

[2239] Step 5: Collect interest data

[2240] 5-1. Redirect to the survey page

[2241] After the educational content is completed, the device will automatically redirect to the survey page.

[2242] Input: Educational content termination notification

[2243] Output: Display of the survey page

[2244] 5-2. Questionnaire Responses

[2245] Users answer survey questions (e.g., "How interesting was this class?").

[2246] The device will temporarily store the survey results and send them in the next step.

[2247] Input: User's response

[2248] Output: Temporarily saved survey results

[2249] 5-3. Sending and compiling survey results

[2250] The device sends the survey results to the server.

[2251] The server stores the survey results in a database and uses an analysis algorithm to collect data on interests and preferences.

[2252] Input: User survey results

[2253] Output: Survey results stored in the database, analyzed interest data.

[2254] Step 6: Adjusting the educational content

[2255] 6-1. Sentiment Data Analysis

[2256] The server analyzes emotional data and evaluates the user's reaction.

[2257] Input: Collected emotional data

[2258] Output: Evaluated sentiment data

[2259] 6-2. Real-time content adjustment

[2260] The server adjusts the content and difficulty level of educational materials in real time based on the results of the sentiment data.

[2261] Input: Evaluation result

[2262] Output: Adjusted educational content

[2263] 6-3. Provision of adjusted content

[2264] Users receive adjusted educational content and can resume their learning.

[2265] Input: Adjusted educational content

[2266] Output: Re-edited content provided to the user

[2267] Step 7: Contest Implementation

[2268] 7-1. Contest assignment notification

[2269] The server periodically creates challenges for the contest and notifies users.

[2270] Input: Contest assignment

[2271] Output: Issue notification to the user

[2272] 7-2. Assignment submission

[2273] Users work on assignments and submit their answers and source code via their devices.

[2274] Input: User's solution to the problem

[2275] Output: Answer data sent to the server

[2276] 7-3. Saving submissions

[2277] The terminal sends the submission to the server, and the server stores it in the database.

[2278] Input: Problem answer data

[2279] Output: Answer data stored in the database

[2280] Step 8: Evaluation and Feedback

[2281] 8-1. Assessment of the project

[2282] The server uses an algorithm to evaluate the submitted assignments and generates an evaluation score.

[2283] Input: Submitted assignment data

[2284] Output: Generated evaluation score

[2285] 8-2. Ranking Generation

[2286] The server generates rankings based on evaluation scores.

[2287] Input: Evaluation score

[2288] Output: Generated ranking

[2289] 8-3. Evaluation Results and Feedback Notification

[2290] The server notifies the user of the evaluation results and feedback.

[2291] Users receive feedback along with their evaluation results.

[2292] Input: Evaluation results, feedback

[2293] Output: Notification of evaluation results to users, feedback

[2294] Step 9: Company visit and networking event

[2295] 9-1. Creating a list of top finishers

[2296] The server creates a list of the top contest winners and provides it to the relevant companies.

[2297] Input: Evaluation results and ranking data

[2298] Output: Created list of top finishers

[2299] 9-2. Scheduling the visit

[2300] The server will schedule company visits and notify the top winners.

[2301] Input: List of top prize winners

[2302] Output: Scheduling and notification of the tour date.

[2303] 9-3. Tours and Event Participation

[2304] Users participate in company tours and communication events at designated dates and times.

[2305] Input: Visit schedule notification

[2306] Output: Company visits and event participation

[2307] As described above, this system is designed to meet the individual learning needs of users and also aims to predict future demand and identify and cultivate talented individuals early on. This will maximize educational effectiveness and enrich the learning experience.

[2308] (Application Example 2)

[2309] 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".

[2310] Traditional AI education systems lacked the means to grasp learners' emotional states in real time, making it difficult to provide individually optimized learning experiences. Furthermore, mechanisms for accurately evaluating the effectiveness of educational content and providing feedback were insufficient. Moreover, predicting future demand required more than just learner interest data; a wider range of data collection was necessary.

[2311] 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 the user to input personal information and create an account, means for providing the user with educational content corresponding to each grade level, means for collecting user interest data after the completion of the educational content, means for periodically presenting tasks and collecting user responses, means for evaluating the collected responses and providing feedback, means for providing top performers with opportunities for company visits and exchange events, means for analyzing the user's facial expressions and voice in real time and collecting emotional data, and means for adjusting the content and difficulty level of the educational content based on the collected emotional data. This makes it possible to grasp the learner's emotional state in real time and provide an individually optimized learning experience. Furthermore, by analyzing the collected emotional data and interest data, the accuracy of future demand forecasting is also improved.

[2312] A "user" is anyone who uses the system, and includes young people from elementary school to high school.

[2313] "Personal information" refers to identifying information such as the user's name, school, grade, and email address.

[2314] "Account creation" is the process by which a user enters their personal information into the system and registers as a new user.

[2315] "Educational content" refers to learning materials such as videos, texts, and interactive quizzes that include AI-related information tailored to each grade level.

[2316] "Interest data" refers to survey and feedback information collected af...

Claims

1. A means for users to create an account by entering personal information, A means of providing users with educational content corresponding to each grade level, A means of collecting user interest data after the completion of educational content, A method for periodically presenting tasks and collecting user responses, A means of evaluating the collected responses and providing feedback, A means of providing top prize winners with opportunities for company tours and networking events, A system that includes this.

2. The system according to claim 1, further comprising means for analyzing interest data collected from users and for forecasting future demand.

3. The system according to claim 1, comprising means for providing various media, including AI-related information, as educational content.

Citation Information

Patent Citations

  • Persona chatbot control method and system

    JP2022180282A