system
A system using natural language processing and graphical interfaces allows users to develop and publish games by analyzing concepts, selecting assets, and generating logic, addressing the technical knowledge barrier in game development.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOFTBANK GROUP CORP
- Filing Date
- 2024-10-10
- Publication Date
- 2026-04-22
AI Technical Summary
Non-professional developers and students face barriers in game development due to lack of technical knowledge and programming skills, leading to many potential creators giving up on their ideas.
A system that analyzes game concepts using natural language processing to identify appropriate game genres, selects necessary assets and templates through a graphical user interface, automatically generates game logic, and allows for easy corrections and publication to market platforms.
Enables users to develop and publish games without technical expertise, overcoming the barriers of programming and game engine operation, and promotes the emergence of new creators.
Smart Images

Figure 2026068410000001_ABST
Abstract
Description
Technical Field
[0001] The technology of the present disclosure relates to a system.
Background Art
[0002] Patent Document 1 discloses a persona chatbot control method performed by at least one processor, the method including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a character of the chatbot, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance 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, in the game industry, diversity among creators has been demanded. However, the lack of technical knowledge has become a major obstacle for non-professional developers and students to actualize their ideas. Also, it is difficult to develop a game alone when not proficient in programming and operation of game engines. For this reason, there is a problem that many potential creators give up game development.]
Means for Solving the Problems
[0005] [To solve this problem, the present invention provides a technology that analyzes game concepts received from users using natural language processing and identifies appropriate game genres based on that analysis. Furthermore, it enables users to select necessary assets and templates through an intuitive graphical user interface. This allows users to easily bring their ideas to life through asset placement and automatic generation of game logic, even without technical expertise. It also makes it possible to improve the quality of the game by running the constructed game in a test environment and easily making corrections based on user feedback. Finally, it includes a function to publish the completed game to a market platform, thereby promoting the emergence of new game creators.]
[0006] "Game concepts received from users" refers to information about game ideas and storylines entered by the person developing the game.
[0007] "Natural language processing" refers to the technologies and methods used by computers to understand and analyze human language.
[0008] "Game genre" refers to a category used to classify the themes, styles, and gameplay elements of a game.
[0009] A "template" refers to a set of pre-configured templates or components used in game development.
[0010] "Assets" refer to materials used in game development, specifically character models, background images, music data, and so on.
[0011] "Game logic" refers to the program structure that controls actions within a game and the relationship between the player and the environment.
[0012] A "graphical user interface" refers to a visual interface that allows a user to interact with a computer program.
[0013] A "test environment" refers to a virtual execution environment used to verify whether the developed game works correctly.
[0014] "Feedback" refers to information about areas for improvement and impressions that game developers receive from users who test play their games.
[0015] "Platform" refers to an online service or system for publishing and distributing games. [Brief explanation of the drawing]
[0016] [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] This is a conceptual diagram showing an example of the essential functions of a data processing device and a smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11]It is a sequence diagram showing the processing flow of the data processing system in Embodiment 1. [Figure 12] It is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] It is a sequence diagram showing the processing flow of the data processing system in Embodiment 2 when the 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 the emotion engine is combined.
Mode for Carrying Out the Invention
[0017] 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.
[0018] First, the terms used in the following description will be explained.
[0019] In the following embodiments, the numbered processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like.
[0020] In the following embodiments, the numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.
[0021] 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.
[0022] 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).
[0023] 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."
[0024] [First Embodiment]
[0025] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0026] 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.
[0027] 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).
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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".
[0037] This invention provides a system that allows users without technical knowledge to easily develop games. This system analyzes the game concept input by the user using natural language processing technology and provides appropriate game templates and assets based on that analysis, thereby enabling the user to develop the game they desire.
[0038] In this embodiment of the system, when a user inputs their game idea using a terminal, the server receives this information. The server uses a natural language processing engine to analyze the user's input and identify the game genre and theme from it.
[0039] Based on the analysis results, the server selects relevant game templates and assets from the database and displays them to the user on their terminal. The user can intuitively select the suggested templates and assets through a graphical user interface. After the selection is complete, the server automatically generates game logic using the options selected by the user. This automatically generated logic allows the user to smoothly build a game without having to deal with programming details.
[0040] The completed game is saved to a test environment that runs on the user's device. In this environment, the user plays the game and provides feedback. If necessary corrections are needed, the user sends feedback information to the server via their device, and the server makes the necessary corrections to the game data.
[0041] Furthermore, this system has the functionality to publish completed games to external platforms. This feature allows users to widely release their self-developed games, enabling them to take a step forward as a new creator in the market.
[0042] As a concrete example, if a user inputs an idea for a space-themed exploration game, the server will suggest templates and assets that match the "space exploration" theme. The user can then easily complete the exploration game by selecting spaceships, alien characters, and other elements through a GUI and placing them appropriately. In this way, the present invention removes technical barriers and realizes a mechanism that allows more people to participate in game development.
[0043] The following describes the processing flow.
[0044] Step 1:
[0045] The user enters the concept or idea for the game they want to develop into a text box via their device. After entering the information, the user clicks the "Submit" button to send the information to the server.
[0046] Step 2:
[0047] The server processes the received input data and performs analysis using a natural language processing engine. This analysis extracts keywords related to the game's genre and theme, and then identifies recommended genres based on those keywords.
[0048] Step 3:
[0049] Based on the analysis results, the server selects relevant templates and assets from the database. This selection includes materials (backgrounds, characters, music, etc.) that match the game genre and theme. The selection results are then sent to the user.
[0050] Step 4:
[0051] A list of templates and assets is displayed to the user on their device. The user uses a graphical user interface to select and place necessary materials using drag-and-drop operations. It is also possible to combine multiple assets to build game scenes.
[0052] Step 5:
[0053] Once the user's selection is confirmed, the server automatically generates the game logic based on the selected information. The server prepares a program that incorporates character movements and in-game rules, and then compiles it.
[0054] Step 6:
[0055] The compiled game data is sent from the server to the terminal. The terminal uses this data to run the game in a test environment. The user then plays the game and verifies its overall operation.
[0056] Step 7:
[0057] During playtesting, users identify areas for improvement and problems, and send feedback to the server via their devices. Based on this information, the server modifies the game data.
[0058] Step 8:
[0059] The corrected game is sent back to the device, and the user performs a final review. If satisfied, the user clicks the "Publish" button, and the server prepares to publish the game to the specified platform.
[0060] This allows users to bring their ideas to life as games and present them to the public, even without coding knowledge.
[0061] (Example 1)
[0062] 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."
[0063] There is a need to provide an environment where users without technical knowledge can easily develop electronic games, but conventional systems have high technical hurdles, making it difficult for everyone to easily create games. Furthermore, there were challenges in receiving user ideas in natural language, generating game logic based on them, and responding quickly to feedback.
[0064] 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.
[0065] In this invention, the server includes means for analyzing the concept of an electronic game received from a user using natural language processing and identifying the type of entertainment; means for selecting a virtual template and related resources from a storage device based on the analysis results and proposing them to the user; and means for automatically generating program logic using the resources selected by the user and constructing an electronic game. This makes it possible for even users with limited technical knowledge to quickly and easily develop electronic games and make immediate modifications based on feedback.
[0066] "User" refers to an individual or group that operates the system to develop games.
[0067] "Electronic games" refer to interactive entertainment systems that are played by computer programs and progress through user interaction.
[0068] "Natural language processing" refers to the technology of analyzing text data written by humans and converting its content into a format that computers can understand and process.
[0069] "Entertainment categories" refer to classifications of games based on specific themes or content.
[0070] A "virtual template" refers to a basic layout and setting template necessary for game development.
[0071] "Resources" refers to the materials and content used in game development (e.g., characters, backgrounds, music, etc.).
[0072] "Storage device" refers to digital devices or media used to store information.
[0073] "Program logic" refers to a set of instructions and procedures that a computer program executes to achieve a specific purpose.
[0074] "Evaluation testing" refers to the testing process conducted to verify whether the developed game functions as intended.
[0075] "External mediation" refers to the platforms and channels used to release developed games to a wider audience.
[0076] This invention provides a system that allows users to easily develop electronic games without requiring technical knowledge. The system consists of a server and a terminal, and automatically executes multiple procedures based on game ideas sent by the user in natural language.
[0077] The server is equipped with a natural language processing engine and analyzes the concepts of electronic games sent in by users. This analysis identifies the type of entertainment, theme, and key elements of the game. This process uses a generative AI model, enabling rapid and accurate analysis.
[0078] Upon receiving the analysis results, the server selects an appropriate virtual template and associated resources from its storage device. The selected template and resources are then provided to the user via a terminal. The user can then select and arrange these elements using a visual user interface.
[0079] After the selection is complete, the server automatically generates program logic based on the user's chosen resources and constructs the electronic game. The constructed game is immediately saved to a test environment on the terminal for evaluation testing. The user plays the game and provides feedback as needed. The server receives this feedback and makes necessary corrections to the game data.
[0080] Ultimately, the completed game is made publicly available to external platforms via a server. This allows users to widely share the games they have developed.
[0081] For example, a user might input an idea for a "space-themed exploration game." In this case, the prompt could read, "A space exploration game where the player interacts with aliens." Based on this prompt, the system provides appropriate templates and resources, enabling the user to design the game with an intuitive interface.
[0082] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0083] Step 1:
[0084] The user inputs a game idea in natural language using a terminal. This input includes prompts suitable for the generative AI model, and the content is sent to the server. For example, the input might be "A space-themed exploration game where the player interacts with aliens." This input functions as an instruction to the server.
[0085] Step 2:
[0086] The server analyzes the input received from the terminal using a natural language processing engine. This analysis uses a generative AI model to identify the type of entertainment and theme of the game from the input text and generate results. The output contains information about the identified themes and elements. Specifically, the server adds the received text data to a processing queue and performs the analysis.
[0087] Step 3:
[0088] Based on the analysis results, the server selects appropriate virtual templates and resources from its storage device. This selection process lists templates and resources related to the previously identified theme. The output is a list of elements suggested to the user. Specifically, the server performs database queries to extract the relevant resources.
[0089] Step 4:
[0090] The server sends the selected templates and resources to the terminal. The terminal displays these to the user through a visual user interface. The user selects and places these elements through the interface. Specifically, the user selects and places assets using mouse or touchscreen operations.
[0091] Step 5:
[0092] The server automatically generates program logic based on the resources selected by the user to build the electronic game. This construction process performs logic processing on the selected elements and generates the game code. Specifically, the server assembles template code to generate the overall game framework.
[0093] Step 6:
[0094] The completed electronic game is saved in a test environment on the device, allowing users to immediately perform playtesting. In this step, users verify the operation of the generated game program by directly executing it. The output is user feedback. Specifically, users play the game and record their opinions and suggestions for improvements.
[0095] Step 7:
[0096] Based on user feedback, the server makes necessary corrections to the game data. Specifically, it analyzes the correction requests provided by users via their devices and adjusts the game logic and assets accordingly. The output is the improved game data.
[0097] Step 8:
[0098] The final corrected game is then made public to external platforms via the server. This publishing process involves uploading the game data to a designated platform, making it accessible to other players. Specifically, the server configures the publishing settings and generates links and access information.
[0099] (Application Example 1)
[0100] 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."
[0101] Existing commercial establishments lack the means to quickly and efficiently develop entertainment programs to enhance customer interaction. This problem is particularly serious for users with limited technical skills, and there is a need for methods to easily create and publish programs.
[0102] 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.
[0103] In this invention, the server includes means for analyzing a software concept received from a user using natural language processing and identifying a software field; means for selecting a software template and related materials from an information storage unit based on the analysis results and proposing them to the user; means for automatically generating software logic using the materials selected by the user and constructing the software; means for running the constructed software in a trial environment and making modifications based on feedback from the user; means for publishing the final completed software to an electronic platform; and means for enabling the user to use their own created entertainment program within a commercial facility operating on the user terminal. This makes it possible for even users without technical knowledge to create and publish entertainment programs within a commercial facility in a short amount of time.
[0104] A "user terminal" is an electronic device that allows a user to run various software and applications.
[0105] A "commercial trading facility" is a general term for a platform or environment where commercial activities such as the buying and selling of products and services take place.
[0106] An "entertainment program" is a computer program that incorporates visual or interactive elements to provide users with enjoyment or excitement.
[0107] "Natural language processing" is a technology that enables computers to understand, analyze, and generate human-spoken language.
[0108] A "software template" refers to an existing design or structure provided as a model for creating a specific type of software.
[0109] An "information storage unit" is a recording device or database system used to store and manage data and programs.
[0110] A "trial environment" is a simulation or test environment used to run the developed software and verify its operation.
[0111] An "electronic platform" is a technological infrastructure that serves as the foundation for providing various services and applications over the internet.
[0112] "Materials" refer to elements or sets of elements such as images, audio, and code used in software development.
[0113] This invention provides a system that allows users to create and publish entertainment programs within a commercial facility. The system mainly consists of a server and terminals.
[0114] The server receives software concepts from users. These are analyzed using a natural language processing engine (e.g., BERT or GPT models) to identify appropriate software domains. Based on the analysis results, relevant software templates and materials are selected from the information storage unit (e.g., a database in the cloud) and proposed to the user.
[0115] On the device, users can place materials with simple operations. This is done intuitively through the on-screen user interface. Using the materials selected by the user, the server automatically builds software logic in the backend. The built logic runs in a trial environment and is evaluated by the user. The server receives feedback from the user and makes modifications as needed.
[0116] The completed software will be made public on an electronic platform. This will allow users to offer their own entertainment programs to other users of commercial facilities.
[0117] As a concrete example, when a user enters the prompt "a shooting game with a sneaker theme" on their terminal, the server suggests sneaker-related materials and a shooting game template. The user can then easily proceed with building the game through a visual interface.
[0118] By using a generative AI model in conjunction with prompt messages, this system allows even users with limited technical knowledge to easily develop high-quality entertainment programs.
[0119] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0120] Step 1:
[0121] The user inputs a software concept from a terminal. This input is in the form of natural language prompts and is preprocessed by a generative AI model. During this process, the prompts are tokenized, and each element is converted into a parseable format.
[0122] Step 2:
[0123] The server sends the parsed prompt text to a natural language processing engine for text analysis. Here, software fields and themes are extracted from the tokenized text. The output provides the relevant software fields and themes.
[0124] Step 3:
[0125] The server selects appropriate software templates and materials from its information storage unit based on the identified software domain and theme. The input is the specific information obtained in the previous step, and the output is a list of the selected templates and materials.
[0126] Step 4:
[0127] The user selects their preferred templates and materials on their device. The selection is made through a user interface, allowing for intuitive operation. The selected items are then sent to the server.
[0128] Step 5:
[0129] The server automatically generates software logic based on the materials selected by the user. In this step, a generation AI model is used to construct the logic according to the user's selection. The output of the logic is compiled data for the trial environment.
[0130] Step 6:
[0131] The server transfers the generated software logic to the testing environment and runs it on the terminal for the user to playtest. The user checks the operation and sends feedback to the server as needed. This feedback includes changes and improvements.
[0132] Step 7:
[0133] The server modifies the software based on user feedback. These modifications include specification changes and bug fixes based on feedback received in previous steps. The final completed software is then converted into a format suitable for publication on electronic platforms.
[0134] Step 8:
[0135] Once the software is completed, the server publishes it to an electronic platform, allowing users to present and share their own entertainment programs within the commercial facility. The published software becomes available for use by other users.
[0136] 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.
[0137] This invention incorporates an emotion engine that recognizes user emotions and improves interactions based on them into a system that allows users to intuitively develop games without technical knowledge. This system analyzes user emotions in real time, enabling the personalization of the game development process.
[0138] The user inputs the game concept through their device, and this information is sent to the server. On the server, a natural language processing engine analyzes the game's genre and theme, and selects templates and assets based on this analysis. In addition to this process, an emotion engine analyzes the user's emotions during input and interaction, and uses this to personalize the user interface interaction.
[0139] For example, if a user is excited, the emotion engine detects this and supports the user's enthusiasm by changing the presentation style to be more dynamic or making the suggested assets more vivid. On the other hand, if a user is frustrated, the emotion engine improves the user experience by simplifying the interface and providing clearer instructions.
[0140] The templates and assets selected by the user are sent to the server, which automatically generates the game logic. At this point, the emotion engine can dynamically adjust the choices, allowing for variations in the selections. This enables users to create games that are easy to play and tailored to their personal preferences.
[0141] Ultimately, the built game is playable in a test environment, and the emotion engine analyzes user reactions even while playing on the device. This allows the game's difficulty and content to adapt in real time. This adaptability is sent to the server as user feedback, and the game is then fine-tuned.
[0142] For example, if a user is looking for helpful metrics in an adventure game, the emotion engine tracks the user's responses and adjusts the frequency of information provided to promote a positive experience. The completed game is then published from the server to an external platform, becoming a model for other content creation for many users. In this way, the present invention aims to make the game development process more user-centric and provide a new creative experience by combining emotion recognition technology.
[0143] The following describes the processing flow.
[0144] Step 1:
[0145] The user inputs the concept of the game they want to develop as text via their device. After inputting, the user sends that information to the server.
[0146] Step 2:
[0147] The server analyzes the received game concept using a natural language processing engine to identify the game's genre and theme. Based on this analysis, the server selects relevant game templates and assets from its database.
[0148] Step 3:
[0149] Simultaneously, the emotion engine on the device acquires data (such as facial expressions and voice tone) to analyze the user's emotions. This data is sent to the server in real time, and the user's emotional state is determined.
[0150] Step 4:
[0151] The server uses the results of the emotion engine's analysis to dynamically adjust the suggested game templates and assets to match the user's emotions. For example, if the user is excited, it will prioritize displaying assets with more stimulating visuals.
[0152] Step 5:
[0153] On the device, users can view suggested templates and assets through a graphical user interface and arrange them as they like using drag-and-drop. The user's selection actions are also evaluated by an emotion engine, which helps improve the usability of the interface.
[0154] Step 6:
[0155] Once the user's selection is sent to the server, the server automatically generates game logic based on it. This process also dynamically adjusts the difficulty level and game progression patterns in part based on the user's emotions.
[0156] Step 7:
[0157] The generated game can be run in a test environment on the device. The user plays the game, and the emotion engine continuously monitors the user's reactions throughout. The game's difficulty and the information presented are adapted in real time according to the user's emotions, improving the play experience.
[0158] Step 8:
[0159] After a user finishes playing, they submit feedback from their device, and the server uses that feedback to further refine the game. If the results are satisfactory, the server prepares to release the completed game to external platforms.
[0160] This series of processes makes it possible for users to develop and experience games that are optimized for their individual emotional states.
[0161] (Example 2)
[0162] 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".
[0163] Developing entertainment formats often requires users to possess advanced technical knowledge and specialized skills, making the development process complex and time-consuming. Furthermore, providing personalized experiences that reflect users' emotions and preferences in real time is challenging, highlighting the need for further improvements in interaction.
[0164] 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.
[0165] In this invention, the server includes means for analyzing the concept of entertainment format received from the user using natural language processing and identifying the genre; means for analyzing the user's emotions in real time and personalizing the interface operation experience; and means for running the constructed entertainment format in a test environment and making modifications based on user feedback. This enables users to quickly and efficiently develop entertainment formats optimized for their individual preferences without requiring advanced expertise.
[0166] "Entertainment format" refers to digital activities and content designed for user enjoyment.
[0167] "Natural language processing" refers to the technology that enables computers to understand and analyze text written in human language.
[0168] "Genre" refers to a classification based on the characteristics and themes of various forms of entertainment.
[0169] A "template" refers to data that serves as the basic structure and format when creating a form of entertainment.
[0170] "Materials" refer to elements such as images, music, and text that are necessary to create a form of entertainment.
[0171] "Emotions" refer to information that indicates the user's psychological state, and are the subject of analysis by the system.
[0172] "Personalization" refers to the process of customizing an experience to suit the individual preferences and emotions of the user.
[0173] A "visual user interface" refers to a screen display designed to allow users to operate it intuitively.
[0174] A "test environment" refers to a virtual environment within a system used to actually run and test a constructed form of entertainment.
[0175] "External infrastructure" refers to the internet-based platforms or systems on which the completed form of entertainment is made public.
[0176] This system is designed to allow users to intuitively develop forms of entertainment, such as games, without requiring any technical knowledge. Users input game concepts using a terminal. This input is written in natural language and consists of the user's interests and creative ideas. For example, they might write specific instructions like, "I want to create a fantasy adventure game." The terminal then sends the input information to the server.
[0177] The server analyzes this input using a natural language processing engine. It identifies the game's genre and theme using common AI libraries and services. Based on this analysis, the server selects appropriate templates and materials from a database. The templates provide the basic structure of the game, while the materials include elements that make up the game's content, such as images, music, and text.
[0178] Furthermore, the server uses an emotion engine to analyze the user's emotions in real time. Based on the user's input and responses during operations, this engine personalizes the user experience and provides an interface that adapts to the user's emotional state. For example, if the user is feeling happy, the server will provide more lively graphics and music, and if they are feeling frustrated, the interface will display more concise instructions and guidance.
[0179] Based on the template and materials selected by the user, the server automatically generates game logic. This process determines the game's behavior and interactions, creating the final form of entertainment. The constructed game is run in a test environment, allowing users to play the game on their devices and adjust the difficulty and content through real-time analysis by the emotion engine.
[0180] For example, if a user inputs in natural language, "I want to create a game about exploring space," the system will automatically select a space-themed template, along with relevant visuals and music, and incorporate elements to explore and missions to maximize the user experience.
[0181] As a prompt, the user can enter text such as:
[0182] "Please propose a game themed around exciting space exploration."
[0183] "I want to create a simple and fun puzzle game."
[0184] In this way, the system can flexibly respond to the diverse needs of its users.
[0185] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0186] Step 1:
[0187] The user inputs a concept for an entertainment format via their device. The input is in natural language text format, and may include specific instructions such as "an adventure game featuring magic and dragons." This input text is then output as data to be sent to the server.
[0188] Step 2:
[0189] The terminal sends the entered text data to the server. The data is encrypted using a secure protocol and delivered to the server. The server receives the data as text data.
[0190] Step 3:
[0191] The server uses a natural language processing engine to analyze the received text data. Specifically, the engine tokenizes the text and classifies its content. For example, it extracts keywords such as "adventure," "magic," and "dragon" to identify genres and themes. This analysis result is output as genre and theme identification information.
[0192] Step 4:
[0193] The server selects appropriate game templates and materials from its database based on genre and theme specifications. The selection criteria follow a predetermined set of rules. The selected templates and materials are output as template information for subsequent processes.
[0194] Step 5:
[0195] The server uses an emotion engine to analyze the user's emotions. The server monitors the speed of actions being performed and the content of inputs to collect data for emotion estimation. Based on the analysis results, it outputs personalization information for the user interface.
[0196] Step 6:
[0197] Based on the analysis results of the emotion engine, the server adjusts the user interface. Specifically, it adjusts the guide messages and operating methods presented in the interface according to the user's emotions, and outputs the adjusted interface information for display to the end user.
[0198] Step 7:
[0199] The server automatically generates the logic for the entertainment format using selected templates, materials, and sentiment analysis information. During this process, it utilizes a generation AI model to introduce optimal sequences and interactions. The generated result is output as the constructed game logic.
[0200] Step 8:
[0201] The server deploys the pre-built game in a playable format in the test environment. Users play this game on their devices, and their actions and inputs during gameplay are analyzed in real time by the emotion engine. Feedback data obtained during gameplay is sent to the server.
[0202] Step 9:
[0203] The server adjusts the game's difficulty and content based on real-time analysis results and feedback data. The adjusted game undergoes final adjustments before being released to an external platform. The final game data is output as public information for the external platform.
[0204] (Application Example 2)
[0205] 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 device 14 will be referred to as the "terminal."
[0206] There is a growing need to personalize content based on individual emotions as users intuitively select and experience it. However, existing systems struggle to respond instantly to user emotions and dynamically change interactions and content. This creates limitations in the user experience and makes it difficult to meet the expectations of diverse users.
[0207] 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.
[0208] In this invention, the server includes means for analyzing content concepts received from the user using natural language processing and identifying content genres; means for selecting content templates and related digital resources from a database based on the analysis results and proposing them to the user; and means for analyzing the user's emotions in real time and dynamically changing the interface and content recommendations based on the analysis results. This enables the user to obtain a content experience tailored to their own emotions.
[0209] A "user" is someone who uses a system to view and experience content.
[0210] A "content concept" is an expression of the ideas and themes of content that users desire.
[0211] "Natural language processing" is a technology that analyzes text information entered by users and interprets its meaning.
[0212] "Content genre" refers to the category or type to which the content belongs.
[0213] A "content template" provides a basic framework or set of components for creating specific content.
[0214] "Digital resources" refer to digital materials and assets used to construct content.
[0215] A "database" is a system for systematically storing and managing related information.
[0216] "User emotions" refers to the psychological state and reactions of users while using the system.
[0217] "Real-time" refers to processing and analysis being performed immediately, enabling on-the-spot responses.
[0218] An "interface" refers to a screen or operating environment that facilitates the exchange of information between a user and a system.
[0219] "Content recommendation" is a feature that presents appropriate content based on the user's interests and emotions.
[0220] The system that realizes this invention consists of multiple hardware and software components to enable content delivery based on user emotions. Basic components include a server, a terminal, and a user interface.
[0221] The server analyzes the content concept received from the user using natural language processing technology to identify the appropriate content genre. This analysis utilizes APIs such as Google Cloud Natural Language. This process selects a content template and retrieves relevant digital resources from the database.
[0222] The device proposes selected templates and digital resources to the user and initiates interaction. The user selects and builds the content they want through an intuitively operable graphical user interface. This interface can utilize frameworks such as React or Angular.
[0223] Furthermore, a real-time emotion recognition engine analyzes the user's emotions. For example, it uses Microsoft® Azure® Face API to analyze the user's facial expressions and voice tone based on camera and microphone data. Based on these results, interface design and content recommendations are personalized on the spot.
[0224] The interface dynamically changes and content recommendations are adjusted in response to changes in the user's emotions. For example, if a user is feeling stressed, presenting relaxing content can improve the user experience.
[0225] An example of a prompt message is, "Recommend relaxing music content for when the user wants to calm down." This prompt prompts the system to automatically select and present content appropriate to the user's situation.
[0226] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0227] Step 1:
[0228] The user inputs content concepts through their device. This input consists of ideas and themes in text format. The device then sends this input data to the server.
[0229] Step 2:
[0230] The server analyzes the received content concept using a natural language processing engine. During this analysis, the text data is analyzed, and the corresponding content genre is identified. The output generates information about the identified genre.
[0231] Step 3:
[0232] The server selects appropriate content templates and digital resources from the database based on the identified content genre. The input is genre information, and the output is a list of templates and resources.
[0233] Step 4:
[0234] The terminal receives a list of templates and digital resources sent from the server and presents it to the user. The user reviews this list and selects the desired templates and resources. The selected data is then sent to the next step.
[0235] Step 5:
[0236] The device acquires user emotion data in real time (e.g., facial expressions and voice). This emotion data is processed by an emotion recognition engine to analyze the current emotional state. The user's emotional state is then generated as output.
[0237] Step 6:
[0238] The server dynamically adjusts the interface layout and displayed content based on the results of sentiment analysis. The input is the user's emotional state, and the output is the adjusted interface and content.
[0239] Step 7:
[0240] The server builds the completed content into an executable format for the test environment. Users interact with this test version and provide feedback. The server makes necessary corrections based on the feedback received.
[0241] Step 8:
[0242] The server then publishes the final completed content to an external platform. The published content is optimized to reflect user feedback.
[0243] 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.
[0244] 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.
[0245] 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.
[0246] [Second Embodiment]
[0247] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0248] 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.
[0249] 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).
[0250] 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.
[0251] 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.
[0252] 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).
[0253] 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.
[0254] 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.
[0255] 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.
[0256] 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.
[0257] 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.
[0258] 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".
[0259] This invention provides a system that allows users without technical knowledge to easily develop games. This system analyzes the game concept input by the user using natural language processing technology and provides appropriate game templates and assets based on that analysis, thereby enabling the user to develop the game they desire.
[0260] In this embodiment of the system, when a user inputs their game idea using a terminal, the server receives this information. The server uses a natural language processing engine to analyze the user's input and identify the game genre and theme from it.
[0261] Based on the analysis results, the server selects relevant game templates and assets from the database and displays them to the user on their terminal. The user can intuitively select the suggested templates and assets through a graphical user interface. After the selection is complete, the server automatically generates game logic using the options selected by the user. This automatically generated logic allows the user to smoothly build a game without having to deal with programming details.
[0262] The completed game is saved to a test environment that runs on the user's device. In this environment, the user plays the game and provides feedback. If necessary corrections are needed, the user sends feedback information to the server via their device, and the server makes the necessary corrections to the game data.
[0263] Furthermore, this system has the functionality to publish completed games to external platforms. This feature allows users to widely release their self-developed games, enabling them to take a step forward as a new creator in the market.
[0264] As a concrete example, if a user inputs an idea for a space-themed exploration game, the server will suggest templates and assets that match the "space exploration" theme. The user can then easily complete the exploration game by selecting spaceships, alien characters, and other elements through a GUI and placing them appropriately. In this way, the present invention removes technical barriers and realizes a mechanism that allows more people to participate in game development.
[0265] The following describes the processing flow.
[0266] Step 1:
[0267] The user enters the concept or idea for the game they want to develop into a text box via their device. After entering the information, the user clicks the "Submit" button to send the information to the server.
[0268] Step 2:
[0269] The server processes the received input data and performs analysis using a natural language processing engine. This analysis extracts keywords related to the game's genre and theme, and then identifies recommended genres based on those keywords.
[0270] Step 3:
[0271] Based on the analysis results, the server selects relevant templates and assets from the database. This selection includes materials (backgrounds, characters, music, etc.) that match the game genre and theme. The selection results are then sent to the user.
[0272] Step 4:
[0273] A list of templates and assets is displayed to the user on their device. The user uses a graphical user interface to select and place necessary materials using drag-and-drop operations. It is also possible to combine multiple assets to build game scenes.
[0274] Step 5:
[0275] Once the user's selection is confirmed, the server automatically generates the game logic based on the selected information. The server prepares a program that incorporates character movements and in-game rules, and then compiles it.
[0276] Step 6:
[0277] The compiled game data is sent from the server to the terminal. The terminal uses this data to run the game in a test environment. The user then plays the game and verifies its overall operation.
[0278] Step 7:
[0279] While the user is playing the test, identify improvement points and problems, and send feedback to the server via the terminal. Based on this information, the server modifies the game data.
[0280] Step 8:
[0281] The modified game is sent to the terminal again, and the user performs a final check. If satisfied, the user clicks the "Publish" button, and the server prepares to publish the game to the specified platform.
[0282] In this way, even without coding knowledge, users can materialize and publish their ideas as games.
[0283] (Example 1)
[0284] Next, Example 1 will be described. In the following description, the data processing device 12 is referred to as the "server", and the smart glasses 214 are referred to as the "terminal".
[0285] There is a demand to provide an environment in which users without technical knowledge can easily develop electronic games. However, in the conventional system, the technical hurdles are high, and it is difficult for anyone to easily create a game. Also, there is a problem that it is difficult to receive the user's idea in natural language, generate game logic based on it, and quickly respond to feedback.
[0286] The specific processing by the specific processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[0287] In this invention, the server includes means for analyzing the concept of an electronic game received from a user using natural language processing and identifying the type of entertainment; means for selecting a virtual template and related resources from a storage device based on the analysis results and proposing them to the user; and means for automatically generating program logic using the resources selected by the user and constructing an electronic game. This makes it possible for even users with limited technical knowledge to quickly and easily develop electronic games and make immediate modifications based on feedback.
[0288] "User" refers to an individual or group that operates the system to develop games.
[0289] "Electronic games" refer to interactive entertainment systems that are played by computer programs and progress through user interaction.
[0290] "Natural language processing" refers to the technology of analyzing text data written by humans and converting its content into a format that computers can understand and process.
[0291] "Entertainment categories" refer to classifications of games based on specific themes or content.
[0292] A "virtual template" refers to a basic layout and setting template necessary for game development.
[0293] "Resources" refers to the materials and content used in game development (e.g., characters, backgrounds, music, etc.).
[0294] "Storage device" refers to digital devices or media used to store information.
[0295] "Program logic" refers to a set of instructions and procedures that a computer program executes to achieve a specific purpose.
[0296] "Evaluation testing" refers to the testing process conducted to verify whether the developed game functions as intended.
[0297] "External mediation" refers to the platforms and channels used to release developed games to a wider audience.
[0298] This invention provides a system that allows users to easily develop electronic games without requiring technical knowledge. The system consists of a server and a terminal, and automatically executes multiple procedures based on game ideas sent by the user in natural language.
[0299] The server is equipped with a natural language processing engine and analyzes the concepts of electronic games sent in by users. This analysis identifies the type of entertainment, theme, and key elements of the game. This process uses a generative AI model, enabling rapid and accurate analysis.
[0300] Upon receiving the analysis results, the server selects an appropriate virtual template and associated resources from its storage device. The selected template and resources are then provided to the user via a terminal. The user can then select and arrange these elements using a visual user interface.
[0301] After the selection is complete, the server automatically generates program logic based on the user's chosen resources and constructs the electronic game. The constructed game is immediately saved to a test environment on the terminal for evaluation testing. The user plays the game and provides feedback as needed. The server receives this feedback and makes necessary corrections to the game data.
[0302] Ultimately, the completed game is made publicly available to external platforms via a server. This allows users to widely share the games they have developed.
[0303] As a specific example, a user may input an idea of "an exploration game themed on the universe". In this case, the prompt sentence can be described as "In an exploration game themed on the universe, the content where players communicate with aliens". Based on this prompt, the system provides appropriate templates and resources to enable the game to be designed with an intuitive interface.
[0304] The flow of the specific process in Example 1 will be described using FIG. 11.
[0305] Step 1:
[0306] The user uses the terminal to input a game idea in natural language. This input describes a prompt sentence suitable for the generation AI model and sends its content to the server. As a specific example, the text "In an exploration game themed on the universe, the content where players communicate with aliens" is input. This input functions as an instruction to the server.
[0307] Step 2:
[0308] The server analyzes the input received from the terminal using a natural language processing engine. In this analysis operation, the generation AI model is used to identify the entertainment type and theme of the game from the input text and generate a result. The output is information regarding the identified theme and elements. As a specific operation, the server adds the received text data to a processing queue and executes the analysis.
[0309] Step 3:
[0310] Based on the analysis result, the server selects appropriate virtual templates and resources from the storage device. In this selection operation, templates and resources related to the previously identified theme are listed. The output is a list of elements proposed to the user. Specifically, the server performs a database query and extracts the corresponding resources.
[0311] Step 4:
[0312] The server sends the selected templates and resources to the terminal. The terminal displays these to the user through a visual user interface. The user selects and places these elements through the interface. Specifically, the user selects and places assets using mouse or touchscreen operations.
[0313] Step 5:
[0314] The server automatically generates program logic based on the resources selected by the user to build the electronic game. This construction process performs logic processing on the selected elements and generates the game code. Specifically, the server assembles template code to generate the overall game framework.
[0315] Step 6:
[0316] The completed electronic game is saved in a test environment on the device, allowing users to immediately perform playtesting. In this step, users verify the operation of the generated game program by directly executing it. The output is user feedback. Specifically, users play the game and record their opinions and suggestions for improvements.
[0317] Step 7:
[0318] Based on user feedback, the server makes necessary corrections to the game data. Specifically, it analyzes the correction requests provided by users via their devices and adjusts the game logic and assets accordingly. The output is the improved game data.
[0319] Step 8:
[0320] The final corrected game is then made public to external platforms via the server. This publishing process involves uploading the game data to a designated platform, making it accessible to other players. Specifically, the server configures the publishing settings and generates links and access information.
[0321] (Application Example 1)
[0322] 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."
[0323] Existing commercial establishments lack the means to quickly and efficiently develop entertainment programs to enhance customer interaction. This problem is particularly serious for users with limited technical skills, and there is a need for methods to easily create and publish programs.
[0324] 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.
[0325] In this invention, the server includes means for analyzing a software concept received from a user using natural language processing and identifying a software field; means for selecting a software template and related materials from an information storage unit based on the analysis results and proposing them to the user; means for automatically generating software logic using the materials selected by the user and constructing the software; means for running the constructed software in a trial environment and making modifications based on feedback from the user; means for publishing the final completed software to an electronic platform; and means for enabling the user to use their own created entertainment program within a commercial facility operating on the user terminal. This makes it possible for even users without technical knowledge to create and publish entertainment programs within a commercial facility in a short amount of time.
[0326] A "user terminal" is an electronic device that allows a user to run various software and applications.
[0327] A "commercial trading facility" is a general term for a platform or environment where commercial activities such as the buying and selling of products and services take place.
[0328] An "entertainment program" is a computer program that incorporates visual or interactive elements to provide users with enjoyment or excitement.
[0329] "Natural language processing" is a technology that enables computers to understand, analyze, and generate human-spoken language.
[0330] A "software template" refers to an existing design or structure provided as a model for creating a specific type of software.
[0331] An "information storage unit" is a recording device or database system used to store and manage data and programs.
[0332] A "trial environment" is a simulation or test environment used to run the developed software and verify its operation.
[0333] An "electronic platform" is a technological infrastructure that serves as the foundation for providing various services and applications over the internet.
[0334] "Materials" refer to elements or sets of elements such as images, audio, and code used in software development.
[0335] This invention provides a system that allows users to create and publish entertainment programs within a commercial facility. The system mainly consists of a server and terminals.
[0336] The server receives software concepts from users. These are analyzed using a natural language processing engine (e.g., BERT or GPT models) to identify appropriate software domains. Based on the analysis results, relevant software templates and materials are selected from the information storage unit (e.g., a database in the cloud) and proposed to the user.
[0337] On the device, users can place materials with simple operations. This is done intuitively through the on-screen user interface. Using the materials selected by the user, the server automatically builds software logic in the backend. The built logic runs in a trial environment and is evaluated by the user. The server receives feedback from the user and makes modifications as needed.
[0338] The completed software will be made public on an electronic platform. This will allow users to offer their own entertainment programs to other users of commercial facilities.
[0339] As a concrete example, when a user enters the prompt "a shooting game with a sneaker theme" on their terminal, the server suggests sneaker-related materials and a shooting game template. The user can then easily proceed with building the game through a visual interface.
[0340] By using a generative AI model in conjunction with prompt messages, this system allows even users with limited technical knowledge to easily develop high-quality entertainment programs.
[0341] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0342] Step 1:
[0343] The user inputs a software concept from a terminal. This input is in the form of natural language prompts and is preprocessed by a generative AI model. During this process, the prompts are tokenized, and each element is converted into a parseable format.
[0344] Step 2:
[0345] The server sends the parsed prompt text to a natural language processing engine for text analysis. Here, software fields and themes are extracted from the tokenized text. The output provides the relevant software fields and themes.
[0346] Step 3:
[0347] The server selects appropriate software templates and materials from its information storage unit based on the identified software domain and theme. The input is the specific information obtained in the previous step, and the output is a list of the selected templates and materials.
[0348] Step 4:
[0349] The user selects their preferred templates and materials on their device. The selection is made through a user interface, allowing for intuitive operation. The selected items are then sent to the server.
[0350] Step 5:
[0351] The server automatically generates software logic based on the materials selected by the user. In this step, a generation AI model is used to construct the logic according to the user's selection. The output of the logic is compiled data for the trial environment.
[0352] Step 6:
[0353] The server transfers the generated software logic to the testing environment and runs it on the terminal for the user to playtest. The user checks the operation and sends feedback to the server as needed. This feedback includes changes and improvements.
[0354] Step 7:
[0355] The server modifies the software based on user feedback. These modifications include specification changes and bug fixes based on feedback received in previous steps. The final completed software is then converted into a format suitable for publication on electronic platforms.
[0356] Step 8:
[0357] Once the software is completed, the server publishes it to an electronic platform, allowing users to present and share their own entertainment programs within the commercial facility. The published software becomes available for use by other users.
[0358] 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.
[0359] This invention incorporates an emotion engine that recognizes user emotions and improves interactions based on them into a system that allows users to intuitively develop games without technical knowledge. This system analyzes user emotions in real time, enabling the personalization of the game development process.
[0360] The user inputs the game concept through their device, and this information is sent to the server. On the server, a natural language processing engine analyzes the game's genre and theme, and selects templates and assets based on this analysis. In addition to this process, an emotion engine analyzes the user's emotions during input and interaction, and uses this to personalize the user interface interaction.
[0361] For example, if a user is excited, the emotion engine detects this and supports the user's enthusiasm by changing the presentation style to be more dynamic or making the suggested assets more vivid. On the other hand, if a user is frustrated, the emotion engine improves the user experience by simplifying the interface and providing clearer instructions.
[0362] The templates and assets selected by the user are sent to the server, which automatically generates the game logic. At this point, the emotion engine can dynamically adjust the choices, allowing for variations in the selections. This enables users to create games that are easy to play and tailored to their personal preferences.
[0363] Ultimately, the built game is playable in a test environment, and the emotion engine analyzes user reactions even while playing on the device. This allows the game's difficulty and content to adapt in real time. This adaptability is sent to the server as user feedback, and the game is then fine-tuned.
[0364] For example, if a user is looking for helpful metrics in an adventure game, the emotion engine tracks the user's responses and adjusts the frequency of information provided to promote a positive experience. The completed game is then published from the server to an external platform, becoming a model for other content creation for many users. In this way, the present invention aims to make the game development process more user-centric and provide a new creative experience by combining emotion recognition technology.
[0365] The following describes the processing flow.
[0366] Step 1:
[0367] The user inputs the concept of the game they want to develop as text via their device. After inputting, the user sends that information to the server.
[0368] Step 2:
[0369] The server analyzes the received game concept using a natural language processing engine to identify the game's genre and theme. Based on this analysis, the server selects relevant game templates and assets from its database.
[0370] Step 3:
[0371] Simultaneously, the emotion engine on the device acquires data (such as facial expressions and voice tone) to analyze the user's emotions. This data is sent to the server in real time, and the user's emotional state is determined.
[0372] Step 4:
[0373] The server uses the results of the emotion engine's analysis to dynamically adjust the suggested game templates and assets to match the user's emotions. For example, if the user is excited, it will prioritize displaying assets with more stimulating visuals.
[0374] Step 5:
[0375] On the device, users can view suggested templates and assets through a graphical user interface and arrange them as they like using drag-and-drop. The user's selection actions are also evaluated by an emotion engine, which helps improve the usability of the interface.
[0376] Step 6:
[0377] Once the user's selection is sent to the server, the server automatically generates game logic based on it. This process also dynamically adjusts the difficulty level and game progression patterns in part based on the user's emotions.
[0378] Step 7:
[0379] The generated game can be run in a test environment on the device. The user plays the game, and the emotion engine continuously monitors the user's reactions throughout. The game's difficulty and the information presented are adapted in real time according to the user's emotions, improving the play experience.
[0380] Step 8:
[0381] After a user finishes playing, they submit feedback from their device, and the server uses that feedback to further refine the game. If the results are satisfactory, the server prepares to release the completed game to external platforms.
[0382] This series of processes makes it possible for users to develop and experience games that are optimized for their individual emotional states.
[0383] (Example 2)
[0384] 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".
[0385] Developing entertainment formats often requires users to possess advanced technical knowledge and specialized skills, making the development process complex and time-consuming. Furthermore, providing personalized experiences that reflect users' emotions and preferences in real time is challenging, highlighting the need for further improvements in interaction.
[0386] 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.
[0387] In this invention, the server includes means for analyzing the concept of entertainment format received from the user using natural language processing and identifying the genre; means for analyzing the user's emotions in real time and personalizing the interface operation experience; and means for running the constructed entertainment format in a test environment and making modifications based on user feedback. This enables users to quickly and efficiently develop entertainment formats optimized for their individual preferences without requiring advanced expertise.
[0388] "Entertainment format" refers to digital activities and content designed for user enjoyment.
[0389] "Natural language processing" refers to the technology that enables computers to understand and analyze text written in human language.
[0390] "Genre" refers to a classification based on the characteristics and themes of various forms of entertainment.
[0391] A "template" refers to data that serves as the basic structure and format when creating a form of entertainment.
[0392] "Materials" refer to elements such as images, music, and text that are necessary to create a form of entertainment.
[0393] "Emotions" refer to information that indicates the user's psychological state, and are the subject of analysis by the system.
[0394] "Personalization" refers to the process of customizing an experience to suit the individual preferences and emotions of the user.
[0395] A "visual user interface" refers to a screen display designed to allow users to operate it intuitively.
[0396] A "test environment" refers to a virtual environment within a system used to actually run and test a constructed form of entertainment.
[0397] "External infrastructure" refers to the internet-based platforms or systems on which the completed form of entertainment is made public.
[0398] This system is designed to allow users to intuitively develop forms of entertainment, such as games, without requiring any technical knowledge. Users input game concepts using a terminal. This input is written in natural language and consists of the user's interests and creative ideas. For example, they might write specific instructions like, "I want to create a fantasy adventure game." The terminal then sends the input information to the server.
[0399] The server analyzes this input using a natural language processing engine. It identifies the game's genre and theme using common AI libraries and services. Based on this analysis, the server selects appropriate templates and materials from a database. The templates provide the basic structure of the game, while the materials include elements that make up the game's content, such as images, music, and text.
[0400] Furthermore, the server uses an emotion engine to analyze the user's emotions in real time. Based on the user's input and responses during operations, this engine personalizes the user experience and provides an interface that adapts to the user's emotional state. For example, if the user is feeling happy, the server will provide more lively graphics and music, and if they are feeling frustrated, the interface will display more concise instructions and guidance.
[0401] Based on the template and materials selected by the user, the server automatically generates game logic. This process determines the game's behavior and interactions, creating the final form of entertainment. The constructed game is run in a test environment, allowing users to play the game on their devices and adjust the difficulty and content through real-time analysis by the emotion engine.
[0402] For example, if a user inputs in natural language, "I want to create a game about exploring space," the system will automatically select a space-themed template, along with relevant visuals and music, and incorporate elements to explore and missions to maximize the user experience.
[0403] As a prompt, the user can enter text such as:
[0404] "Please propose a game themed around exciting space exploration."
[0405] "I want to create a simple and fun puzzle game."
[0406] In this way, the system can flexibly respond to the diverse needs of its users.
[0407] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0408] Step 1:
[0409] The user inputs a concept for an entertainment format via their device. The input is in natural language text format, and may include specific instructions such as "an adventure game featuring magic and dragons." This input text is then output as data to be sent to the server.
[0410] Step 2:
[0411] The terminal sends the entered text data to the server. The data is encrypted using a secure protocol and delivered to the server. The server receives the data as text data.
[0412] Step 3:
[0413] The server uses a natural language processing engine to analyze the received text data. Specifically, the engine tokenizes the text and classifies its content. For example, it extracts keywords such as "adventure," "magic," and "dragon" to identify genres and themes. This analysis result is output as genre and theme identification information.
[0414] Step 4:
[0415] The server selects appropriate game templates and materials from its database based on genre and theme specifications. The selection criteria follow a predetermined set of rules. The selected templates and materials are output as template information for subsequent processes.
[0416] Step 5:
[0417] The server uses an emotion engine to analyze the user's emotions. The server monitors the speed of actions being performed and the content of inputs to collect data for emotion estimation. Based on the analysis results, it outputs personalization information for the user interface.
[0418] Step 6:
[0419] Based on the analysis results of the emotion engine, the server adjusts the user interface. Specifically, it adjusts the guide messages and operating methods presented in the interface according to the user's emotions, and outputs the adjusted interface information for display to the end user.
[0420] Step 7:
[0421] The server automatically generates the logic for the entertainment format using selected templates, materials, and sentiment analysis information. During this process, it utilizes a generation AI model to introduce optimal sequences and interactions. The generated result is output as the constructed game logic.
[0422] Step 8:
[0423] The server deploys the pre-built game in a playable format in the test environment. Users play this game on their devices, and their actions and inputs during gameplay are analyzed in real time by the emotion engine. Feedback data obtained during gameplay is sent to the server.
[0424] Step 9:
[0425] The server adjusts the game's difficulty and content based on real-time analysis results and feedback data. The adjusted game undergoes final adjustments before being released to an external platform. The final game data is output as public information for the external platform.
[0426] (Application Example 2)
[0427] 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 as the "terminal".
[0428] There is a growing need to personalize content based on individual emotions as users intuitively select and experience it. However, existing systems struggle to respond instantly to user emotions and dynamically change interactions and content. This creates limitations in the user experience and makes it difficult to meet the expectations of diverse users.
[0429] 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.
[0430] In this invention, the server includes means for analyzing content concepts received from the user using natural language processing and identifying content genres; means for selecting content templates and related digital resources from a database based on the analysis results and proposing them to the user; and means for analyzing the user's emotions in real time and dynamically changing the interface and content recommendations based on the analysis results. This enables the user to obtain a content experience tailored to their own emotions.
[0431] A "user" is someone who uses a system to view and experience content.
[0432] A "content concept" is an expression of the ideas and themes of content that users desire.
[0433] "Natural language processing" is a technology that analyzes text information entered by users and interprets its meaning.
[0434] "Content genre" refers to the category or type to which the content belongs.
[0435] A "content template" provides a basic framework or set of components for creating specific content.
[0436] "Digital resources" refer to digital materials and assets used to construct content.
[0437] A "database" is a system for systematically storing and managing related information.
[0438] "User emotions" refers to the psychological state and reactions of users while using the system.
[0439] "Real-time" refers to processing and analysis being performed immediately, enabling on-the-spot responses.
[0440] An "interface" refers to a screen or operating environment that facilitates the exchange of information between a user and a system.
[0441] "Content recommendation" is a feature that presents appropriate content based on the user's interests and emotions.
[0442] The system that realizes this invention consists of multiple hardware and software components to enable content delivery based on user emotions. Basic components include a server, a terminal, and a user interface.
[0443] The server analyzes the content concept received from the user using natural language processing technology to identify the appropriate content genre. This analysis utilizes APIs such as Google Cloud Natural Language. This process selects a content template and retrieves relevant digital resources from the database.
[0444] The device proposes selected templates and digital resources to the user and initiates interaction. The user selects and builds the content they want through an intuitively operable graphical user interface. This interface can utilize frameworks such as React or Angular.
[0445] Furthermore, a real-time emotion recognition engine analyzes the user's emotions. For example, it uses Microsoft Azure's Face API to analyze the user's facial expressions and voice tone based on camera and microphone data. Based on these results, interface design and content recommendations are personalized on the fly.
[0446] The interface dynamically changes and content recommendations are adjusted in response to changes in the user's emotions. For example, if a user is feeling stressed, presenting relaxing content can improve the user experience.
[0447] An example of a prompt message is, "Recommend relaxing music content for when the user wants to calm down." This prompt prompts the system to automatically select and present content appropriate to the user's situation.
[0448] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0449] Step 1:
[0450] The user inputs content concepts through their device. This input consists of ideas and themes in text format. The device then sends this input data to the server.
[0451] Step 2:
[0452] The server analyzes the received content concept using a natural language processing engine. During this analysis, the text data is analyzed, and the corresponding content genre is identified. The output generates information about the identified genre.
[0453] Step 3:
[0454] The server selects appropriate content templates and digital resources from the database based on the identified content genre. The input is genre information, and the output is a list of templates and resources.
[0455] Step 4:
[0456] The terminal receives a list of templates and digital resources sent from the server and presents it to the user. The user reviews this list and selects the desired templates and resources. The selected data is then sent to the next step.
[0457] Step 5:
[0458] The device acquires user emotion data in real time (e.g., facial expressions and voice). This emotion data is processed by an emotion recognition engine to analyze the current emotional state. The user's emotional state is then generated as output.
[0459] Step 6:
[0460] The server dynamically adjusts the interface layout and displayed content based on the results of sentiment analysis. The input is the user's emotional state, and the output is the adjusted interface and content.
[0461] Step 7:
[0462] The server builds the completed content into an executable format for the test environment. Users interact with this test version and provide feedback. The server makes necessary corrections based on the feedback received.
[0463] Step 8:
[0464] The server then publishes the final completed content to an external platform. The published content is optimized to reflect user feedback.
[0465] 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.
[0466] 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.
[0467] 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.
[0468] [Third Embodiment]
[0469] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0470] 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.
[0471] 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).
[0472] 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.
[0473] 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.
[0474] 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).
[0475] 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.
[0476] 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.
[0477] 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.
[0478] 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.
[0479] 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.
[0480] 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".
[0481] This invention provides a system that allows users without technical knowledge to easily develop games. This system analyzes the game concept input by the user using natural language processing technology and provides appropriate game templates and assets based on that analysis, thereby enabling the user to develop the game they desire.
[0482] In this embodiment of the system, when a user inputs their game idea using a terminal, the server receives this information. The server uses a natural language processing engine to analyze the user's input and identify the game genre and theme from it.
[0483] Based on the analysis results, the server selects relevant game templates and assets from the database and displays them to the user on their terminal. The user can intuitively select the suggested templates and assets through a graphical user interface. After the selection is complete, the server automatically generates game logic using the options selected by the user. This automatically generated logic allows the user to smoothly build a game without having to deal with programming details.
[0484] The completed game is saved to a test environment that runs on the user's device. In this environment, the user plays the game and provides feedback. If necessary corrections are needed, the user sends feedback information to the server via their device, and the server makes the necessary corrections to the game data.
[0485] Furthermore, this system has the functionality to publish completed games to external platforms. This feature allows users to widely release their self-developed games, enabling them to take a step forward as a new creator in the market.
[0486] As a concrete example, if a user inputs an idea for a space-themed exploration game, the server will suggest templates and assets that match the "space exploration" theme. The user can then easily complete the exploration game by selecting spaceships, alien characters, and other elements through a GUI and placing them appropriately. In this way, the present invention removes technical barriers and realizes a mechanism that allows more people to participate in game development.
[0487] The following describes the processing flow.
[0488] Step 1:
[0489] The user enters the concept or idea for the game they want to develop into a text box via their device. After entering the information, the user clicks the "Submit" button to send the information to the server.
[0490] Step 2:
[0491] The server processes the received input data and performs analysis using a natural language processing engine. This analysis extracts keywords related to the game's genre and theme, and then identifies recommended genres based on those keywords.
[0492] Step 3:
[0493] Based on the analysis results, the server selects relevant templates and assets from the database. This selection includes materials (backgrounds, characters, music, etc.) that match the game genre and theme. The selection results are then sent to the user.
[0494] Step 4:
[0495] A list of templates and assets is displayed to the user on their device. The user uses a graphical user interface to select and place necessary materials using drag-and-drop operations. It is also possible to combine multiple assets to build game scenes.
[0496] Step 5:
[0497] Once the user's selection is confirmed, the server automatically generates the game logic based on the selected information. The server prepares a program that incorporates character movements and in-game rules, and then compiles it.
[0498] Step 6:
[0499] The compiled game data is sent from the server to the terminal. The terminal uses this data to run the game in a test environment. The user then plays the game and verifies its overall operation.
[0500] Step 7:
[0501] During playtesting, users identify areas for improvement and problems, and send feedback to the server via their devices. Based on this information, the server modifies the game data.
[0502] Step 8:
[0503] The corrected game is sent back to the device, and the user performs a final review. If satisfied, the user clicks the "Publish" button, and the server prepares to publish the game to the specified platform.
[0504] This allows users to bring their ideas to life as games and present them to the public, even without coding knowledge.
[0505] (Example 1)
[0506] 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."
[0507] There is a need to provide an environment where users without technical knowledge can easily develop electronic games, but conventional systems have high technical hurdles, making it difficult for everyone to easily create games. Furthermore, there were challenges in receiving user ideas in natural language, generating game logic based on them, and responding quickly to feedback.
[0508] 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.
[0509] In this invention, the server includes means for analyzing the concept of an electronic game received from a user using natural language processing and identifying the type of entertainment; means for selecting a virtual template and related resources from a storage device based on the analysis results and proposing them to the user; and means for automatically generating program logic using the resources selected by the user and constructing an electronic game. This makes it possible for even users with limited technical knowledge to quickly and easily develop electronic games and make immediate modifications based on feedback.
[0510] "User" refers to an individual or group that operates the system to develop games.
[0511] "Electronic games" refer to interactive entertainment systems that are played by computer programs and progress through user interaction.
[0512] "Natural language processing" refers to the technology of analyzing text data written by humans and converting its content into a format that computers can understand and process.
[0513] "Entertainment categories" refer to classifications of games based on specific themes or content.
[0514] A "virtual template" refers to a basic layout and setting template necessary for game development.
[0515] "Resources" refers to the materials and content used in game development (e.g., characters, backgrounds, music, etc.).
[0516] "Storage device" refers to digital devices or media used to store information.
[0517] "Program logic" refers to a set of instructions and procedures that a computer program executes to achieve a specific purpose.
[0518] "Evaluation testing" refers to the testing process conducted to verify whether the developed game functions as intended.
[0519] "External mediation" refers to the platforms and channels used to release developed games to a wider audience.
[0520] This invention provides a system that allows users to easily develop electronic games without requiring technical knowledge. The system consists of a server and a terminal, and automatically executes multiple procedures based on game ideas sent by the user in natural language.
[0521] The server is equipped with a natural language processing engine and analyzes the concepts of electronic games sent in by users. This analysis identifies the type of entertainment, theme, and key elements of the game. This process uses a generative AI model, enabling rapid and accurate analysis.
[0522] Upon receiving the analysis results, the server selects an appropriate virtual template and associated resources from its storage device. The selected template and resources are then provided to the user via a terminal. The user can then select and arrange these elements using a visual user interface.
[0523] After the selection is complete, the server automatically generates program logic based on the user's chosen resources and constructs the electronic game. The constructed game is immediately saved to a test environment on the terminal for evaluation testing. The user plays the game and provides feedback as needed. The server receives this feedback and makes necessary corrections to the game data.
[0524] Ultimately, the completed game is made publicly available to external platforms via a server. This allows users to widely share the games they have developed.
[0525] For example, a user might input an idea for a "space-themed exploration game." In this case, the prompt could read, "A space exploration game where the player interacts with aliens." Based on this prompt, the system provides appropriate templates and resources, enabling the user to design the game with an intuitive interface.
[0526] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0527] Step 1:
[0528] The user inputs a game idea in natural language using a terminal. This input includes prompts suitable for the generative AI model, and the content is sent to the server. For example, the input might be "A space-themed exploration game where the player interacts with aliens." This input functions as an instruction to the server.
[0529] Step 2:
[0530] The server analyzes the input received from the terminal using a natural language processing engine. This analysis uses a generative AI model to identify the type of entertainment and theme of the game from the input text and generate results. The output contains information about the identified themes and elements. Specifically, the server adds the received text data to a processing queue and performs the analysis.
[0531] Step 3:
[0532] Based on the analysis results, the server selects appropriate virtual templates and resources from its storage device. This selection process lists templates and resources related to the previously identified theme. The output is a list of elements suggested to the user. Specifically, the server performs database queries to extract the relevant resources.
[0533] Step 4:
[0534] The server sends the selected templates and resources to the terminal. The terminal displays these to the user through a visual user interface. The user selects and places these elements through the interface. Specifically, the user selects and places assets using mouse or touchscreen operations.
[0535] Step 5:
[0536] The server automatically generates program logic based on the resources selected by the user to build the electronic game. This construction process performs logic processing on the selected elements and generates the game code. Specifically, the server assembles template code to generate the overall game framework.
[0537] Step 6:
[0538] The completed electronic game is saved in a test environment on the device, allowing users to immediately perform playtesting. In this step, users verify the operation of the generated game program by directly executing it. The output is user feedback. Specifically, users play the game and record their opinions and suggestions for improvements.
[0539] Step 7:
[0540] Based on user feedback, the server makes necessary corrections to the game data. Specifically, it analyzes the correction requests provided by users via their devices and adjusts the game logic and assets accordingly. The output is the improved game data.
[0541] Step 8:
[0542] The final corrected game is then made public to external platforms via the server. This publishing process involves uploading the game data to a designated platform, making it accessible to other players. Specifically, the server configures the publishing settings and generates links and access information.
[0543] (Application Example 1)
[0544] 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."
[0545] Existing commercial establishments lack the means to quickly and efficiently develop entertainment programs to enhance customer interaction. This problem is particularly serious for users with limited technical skills, and there is a need for methods to easily create and publish programs.
[0546] 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.
[0547] In this invention, the server includes means for analyzing a software concept received from a user using natural language processing and identifying a software field; means for selecting a software template and related materials from an information storage unit based on the analysis results and proposing them to the user; means for automatically generating software logic using the materials selected by the user and constructing the software; means for running the constructed software in a trial environment and making modifications based on feedback from the user; means for publishing the final completed software to an electronic platform; and means for enabling the user to use their own created entertainment program within a commercial facility operating on the user terminal. This makes it possible for even users without technical knowledge to create and publish entertainment programs within a commercial facility in a short amount of time.
[0548] A "user terminal" is an electronic device that allows a user to run various software and applications.
[0549] A "commercial trading facility" is a general term for a platform or environment where commercial activities such as the buying and selling of products and services take place.
[0550] An "entertainment program" is a computer program that incorporates visual or interactive elements to provide users with enjoyment or excitement.
[0551] "Natural language processing" is a technology that enables computers to understand, analyze, and generate human-spoken language.
[0552] A "software template" refers to an existing design or structure provided as a model for creating a specific type of software.
[0553] An "information storage unit" is a recording device or database system used to store and manage data and programs.
[0554] A "trial environment" is a simulation or test environment used to run the developed software and verify its operation.
[0555] An "electronic platform" is a technological infrastructure that serves as the foundation for providing various services and applications over the internet.
[0556] "Materials" refer to elements or sets of elements such as images, audio, and code used in software development.
[0557] This invention provides a system that allows users to create and publish entertainment programs within a commercial facility. The system mainly consists of a server and terminals.
[0558] The server receives software concepts from users. These are analyzed using a natural language processing engine (e.g., BERT or GPT models) to identify appropriate software domains. Based on the analysis results, relevant software templates and materials are selected from the information storage unit (e.g., a database in the cloud) and proposed to the user.
[0559] On the device, users can place materials with simple operations. This is done intuitively through the on-screen user interface. Using the materials selected by the user, the server automatically builds software logic in the backend. The built logic runs in a trial environment and is evaluated by the user. The server receives feedback from the user and makes modifications as needed.
[0560] The completed software will be made public on an electronic platform. This will allow users to offer their own entertainment programs to other users of commercial facilities.
[0561] As a concrete example, when a user enters the prompt "a shooting game with a sneaker theme" on their terminal, the server suggests sneaker-related materials and a shooting game template. The user can then easily proceed with building the game through a visual interface.
[0562] By using a generative AI model in conjunction with prompt messages, this system allows even users with limited technical knowledge to easily develop high-quality entertainment programs.
[0563] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0564] Step 1:
[0565] The user inputs a software concept from a terminal. This input is in the form of natural language prompts and is preprocessed by a generative AI model. During this process, the prompts are tokenized, and each element is converted into a parseable format.
[0566] Step 2:
[0567] The server sends the parsed prompt text to a natural language processing engine for text analysis. Here, software fields and themes are extracted from the tokenized text. The output provides the relevant software fields and themes.
[0568] Step 3:
[0569] The server selects appropriate software templates and materials from its information storage unit based on the identified software domain and theme. The input is the specific information obtained in the previous step, and the output is a list of the selected templates and materials.
[0570] Step 4:
[0571] The user selects their preferred templates and materials on their device. The selection is made through a user interface, allowing for intuitive operation. The selected items are then sent to the server.
[0572] Step 5:
[0573] The server automatically generates software logic based on the materials selected by the user. In this step, a generation AI model is used to construct the logic according to the user's selection. The output of the logic is compiled data for the trial environment.
[0574] Step 6:
[0575] The server transfers the generated software logic to the testing environment and runs it on the terminal for the user to playtest. The user checks the operation and sends feedback to the server as needed. This feedback includes changes and improvements.
[0576] Step 7:
[0577] The server modifies the software based on user feedback. These modifications include specification changes and bug fixes based on feedback received in previous steps. The final completed software is then converted into a format suitable for publication on electronic platforms.
[0578] Step 8:
[0579] Once the software is completed, the server publishes it to an electronic platform, allowing users to present and share their own entertainment programs within the commercial facility. The published software becomes available for use by other users.
[0580] 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.
[0581] This invention incorporates an emotion engine that recognizes user emotions and improves interactions based on them into a system that allows users to intuitively develop games without technical knowledge. This system analyzes user emotions in real time, enabling the personalization of the game development process.
[0582] The user inputs the game concept through their device, and this information is sent to the server. On the server, a natural language processing engine analyzes the game's genre and theme, and selects templates and assets based on this analysis. In addition to this process, an emotion engine analyzes the user's emotions during input and interaction, and uses this to personalize the user interface interaction.
[0583] For example, if a user is excited, the emotion engine detects this and supports the user's enthusiasm by changing the presentation style to be more dynamic or making the suggested assets more vivid. On the other hand, if a user is frustrated, the emotion engine improves the user experience by simplifying the interface and providing clearer instructions.
[0584] The templates and assets selected by the user are sent to the server, which automatically generates the game logic. At this point, the emotion engine can dynamically adjust the choices, allowing for variations in the selections. This enables users to create games that are easy to play and tailored to their personal preferences.
[0585] Ultimately, the built game is playable in a test environment, and the emotion engine analyzes user reactions even while playing on the device. This allows the game's difficulty and content to adapt in real time. This adaptability is sent to the server as user feedback, and the game is then fine-tuned.
[0586] For example, if a user is looking for helpful metrics in an adventure game, the emotion engine tracks the user's responses and adjusts the frequency of information provided to promote a positive experience. The completed game is then published from the server to an external platform, becoming a model for other content creation for many users. In this way, the present invention aims to make the game development process more user-centric and provide a new creative experience by combining emotion recognition technology.
[0587] The following describes the processing flow.
[0588] Step 1:
[0589] The user inputs the concept of the game they want to develop as text via their device. After inputting, the user sends that information to the server.
[0590] Step 2:
[0591] The server analyzes the received game concept using a natural language processing engine to identify the game's genre and theme. Based on this analysis, the server selects relevant game templates and assets from its database.
[0592] Step 3:
[0593] Simultaneously, the emotion engine on the device acquires data (such as facial expressions and voice tone) to analyze the user's emotions. This data is sent to the server in real time, and the user's emotional state is determined.
[0594] Step 4:
[0595] The server uses the results of the emotion engine's analysis to dynamically adjust the suggested game templates and assets to match the user's emotions. For example, if the user is excited, it will prioritize displaying assets with more stimulating visuals.
[0596] Step 5:
[0597] On the device, users can view suggested templates and assets through a graphical user interface and arrange them as they like using drag-and-drop. The user's selection actions are also evaluated by an emotion engine, which helps improve the usability of the interface.
[0598] Step 6:
[0599] Once the user's selection is sent to the server, the server automatically generates game logic based on it. This process also dynamically adjusts the difficulty level and game progression patterns in part based on the user's emotions.
[0600] Step 7:
[0601] The generated game can be run in a test environment on the device. The user plays the game, and the emotion engine continuously monitors the user's reactions throughout. The game's difficulty and the information presented are adapted in real time according to the user's emotions, improving the play experience.
[0602] Step 8:
[0603] After a user finishes playing, they submit feedback from their device, and the server uses that feedback to further refine the game. If the results are satisfactory, the server prepares to release the completed game to external platforms.
[0604] This series of processes makes it possible for users to develop and experience games that are optimized for their individual emotional states.
[0605] (Example 2)
[0606] 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."
[0607] Developing entertainment formats often requires users to possess advanced technical knowledge and specialized skills, making the development process complex and time-consuming. Furthermore, providing personalized experiences that reflect users' emotions and preferences in real time is challenging, highlighting the need for further improvements in interaction.
[0608] 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.
[0609] In this invention, the server includes means for analyzing the concept of entertainment format received from the user using natural language processing and identifying the genre; means for analyzing the user's emotions in real time and personalizing the interface operation experience; and means for running the constructed entertainment format in a test environment and making modifications based on user feedback. This enables users to quickly and efficiently develop entertainment formats optimized for their individual preferences without requiring advanced expertise.
[0610] "Entertainment format" refers to digital activities and content designed for user enjoyment.
[0611] "Natural language processing" refers to the technology that enables computers to understand and analyze text written in human language.
[0612] "Genre" refers to a classification based on the characteristics and themes of various forms of entertainment.
[0613] A "template" refers to data that serves as the basic structure and format when creating a form of entertainment.
[0614] "Materials" refer to elements such as images, music, and text that are necessary to create a form of entertainment.
[0615] "Emotions" refer to information that indicates the user's psychological state, and are the subject of analysis by the system.
[0616] "Personalization" refers to the process of customizing an experience to suit the individual preferences and emotions of the user.
[0617] A "visual user interface" refers to a screen display designed to allow users to operate it intuitively.
[0618] A "test environment" refers to a virtual environment within a system used to actually run and test a constructed form of entertainment.
[0619] "External infrastructure" refers to the internet-based platforms or systems on which the completed form of entertainment is made public.
[0620] This system is designed to allow users to intuitively develop forms of entertainment, such as games, without requiring any technical knowledge. Users input game concepts using a terminal. This input is written in natural language and consists of the user's interests and creative ideas. For example, they might write specific instructions like, "I want to create a fantasy adventure game." The terminal then sends the input information to the server.
[0621] The server analyzes this input using a natural language processing engine. It identifies the game's genre and theme using common AI libraries and services. Based on this analysis, the server selects appropriate templates and materials from a database. The templates provide the basic structure of the game, while the materials include elements that make up the game's content, such as images, music, and text.
[0622] Furthermore, the server uses an emotion engine to analyze the user's emotions in real time. Based on the user's input and responses during operations, this engine personalizes the user experience and provides an interface that adapts to the user's emotional state. For example, if the user is feeling happy, the server will provide more lively graphics and music, and if they are feeling frustrated, the interface will display more concise instructions and guidance.
[0623] Based on the template and materials selected by the user, the server automatically generates game logic. This process determines the game's behavior and interactions, creating the final form of entertainment. The constructed game is run in a test environment, allowing users to play the game on their devices and adjust the difficulty and content through real-time analysis by the emotion engine.
[0624] For example, if a user inputs in natural language, "I want to create a game about exploring space," the system will automatically select a space-themed template, along with relevant visuals and music, and incorporate elements to explore and missions to maximize the user experience.
[0625] As a prompt, the user can enter text such as:
[0626] "Please propose a game themed around exciting space exploration."
[0627] "I want to create a simple and fun puzzle game."
[0628] In this way, the system can flexibly respond to the diverse needs of its users.
[0629] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0630] Step 1:
[0631] The user inputs a concept for an entertainment format via their device. The input is in natural language text format, and may include specific instructions such as "an adventure game featuring magic and dragons." This input text is then output as data to be sent to the server.
[0632] Step 2:
[0633] The terminal sends the entered text data to the server. The data is encrypted using a secure protocol and delivered to the server. The server receives the data as text data.
[0634] Step 3:
[0635] The server uses a natural language processing engine to analyze the received text data. Specifically, the engine tokenizes the text and classifies its content. For example, it extracts keywords such as "adventure," "magic," and "dragon" to identify genres and themes. This analysis result is output as genre and theme identification information.
[0636] Step 4:
[0637] The server selects appropriate game templates and materials from its database based on genre and theme specifications. The selection criteria follow a predetermined set of rules. The selected templates and materials are output as template information for subsequent processes.
[0638] Step 5:
[0639] The server uses an emotion engine to analyze the user's emotions. The server monitors the speed of actions being performed and the content of inputs to collect data for emotion estimation. Based on the analysis results, it outputs personalization information for the user interface.
[0640] Step 6:
[0641] Based on the analysis results of the emotion engine, the server adjusts the user interface. Specifically, it adjusts the guide messages and operating methods presented in the interface according to the user's emotions, and outputs the adjusted interface information for display to the end user.
[0642] Step 7:
[0643] The server automatically generates the logic for the entertainment format using selected templates, materials, and sentiment analysis information. During this process, it utilizes a generation AI model to introduce optimal sequences and interactions. The generated result is output as the constructed game logic.
[0644] Step 8:
[0645] The server deploys the pre-built game in a playable format in the test environment. Users play this game on their devices, and their actions and inputs during gameplay are analyzed in real time by the emotion engine. Feedback data obtained during gameplay is sent to the server.
[0646] Step 9:
[0647] The server adjusts the game's difficulty and content based on real-time analysis results and feedback data. The adjusted game undergoes final adjustments before being released to an external platform. The final game data is output as public information for the external platform.
[0648] (Application Example 2)
[0649] 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."
[0650] There is a growing need to personalize content based on individual emotions as users intuitively select and experience it. However, existing systems struggle to respond instantly to user emotions and dynamically change interactions and content. This creates limitations in the user experience and makes it difficult to meet the expectations of diverse users.
[0651] 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.
[0652] In this invention, the server includes means for analyzing content concepts received from the user using natural language processing and identifying content genres; means for selecting content templates and related digital resources from a database based on the analysis results and proposing them to the user; and means for analyzing the user's emotions in real time and dynamically changing the interface and content recommendations based on the analysis results. This enables the user to obtain a content experience tailored to their own emotions.
[0653] A "user" is someone who uses a system to view and experience content.
[0654] A "content concept" is an expression of the ideas and themes of content that users desire.
[0655] "Natural language processing" is a technology that analyzes text information entered by users and interprets its meaning.
[0656] "Content genre" refers to the category or type to which the content belongs.
[0657] A "content template" provides a basic framework or set of components for creating specific content.
[0658] "Digital resources" refer to digital materials and assets used to construct content.
[0659] A "database" is a system for systematically storing and managing related information.
[0660] "User emotions" refers to the psychological state and reactions of users while using the system.
[0661] "Real-time" refers to processing and analysis being performed immediately, enabling on-the-spot responses.
[0662] An "interface" refers to a screen or operating environment that facilitates the exchange of information between a user and a system.
[0663] "Content recommendation" is a feature that presents appropriate content based on the user's interests and emotions.
[0664] The system that realizes this invention consists of multiple hardware and software components to enable content delivery based on user emotions. Basic components include a server, a terminal, and a user interface.
[0665] The server analyzes the content concept received from the user using natural language processing technology to identify the appropriate content genre. This analysis utilizes APIs such as Google Cloud Natural Language. This process selects a content template and retrieves relevant digital resources from the database.
[0666] The device proposes selected templates and digital resources to the user and initiates interaction. The user selects and builds the content they want through an intuitively operable graphical user interface. This interface can utilize frameworks such as React or Angular.
[0667] Furthermore, a real-time emotion recognition engine analyzes the user's emotions. For example, it uses Microsoft Azure's Face API to analyze the user's facial expressions and voice tone based on camera and microphone data. Based on these results, interface design and content recommendations are personalized on the fly.
[0668] The interface dynamically changes and content recommendations are adjusted in response to changes in the user's emotions. For example, if a user is feeling stressed, presenting relaxing content can improve the user experience.
[0669] An example of a prompt message is, "Recommend relaxing music content for when the user wants to calm down." This prompt prompts the system to automatically select and present content appropriate to the user's situation.
[0670] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0671] Step 1:
[0672] The user inputs content concepts through their device. This input consists of ideas and themes in text format. The device then sends this input data to the server.
[0673] Step 2:
[0674] The server analyzes the received content concept using a natural language processing engine. During this analysis, the text data is analyzed, and the corresponding content genre is identified. The output generates information about the identified genre.
[0675] Step 3:
[0676] The server selects appropriate content templates and digital resources from the database based on the identified content genre. The input is genre information, and the output is a list of templates and resources.
[0677] Step 4:
[0678] The terminal receives a list of templates and digital resources sent from the server and presents it to the user. The user reviews this list and selects the desired templates and resources. The selected data is then sent to the next step.
[0679] Step 5:
[0680] The device acquires user emotion data in real time (e.g., facial expressions and voice). This emotion data is processed by an emotion recognition engine to analyze the current emotional state. The user's emotional state is then generated as output.
[0681] Step 6:
[0682] The server dynamically adjusts the interface layout and displayed content based on the results of sentiment analysis. The input is the user's emotional state, and the output is the adjusted interface and content.
[0683] Step 7:
[0684] The server builds the completed content into an executable format for the test environment. Users interact with this test version and provide feedback. The server makes necessary corrections based on the feedback received.
[0685] Step 8:
[0686] The server then publishes the final completed content to an external platform. The published content is optimized to reflect user feedback.
[0687] 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.
[0688] 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.
[0689] 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.
[0690] [Fourth Embodiment]
[0691] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[0692] 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.
[0693] 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).
[0694] 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.
[0695] 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.
[0696] 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).
[0697] 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.
[0698] 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.
[0699] 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.
[0700] 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.
[0701] 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.
[0702] 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.
[0703] 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".
[0704] This invention provides a system that allows users without technical knowledge to easily develop games. This system analyzes the game concept input by the user using natural language processing technology and provides appropriate game templates and assets based on that analysis, thereby enabling the user to develop the game they desire.
[0705] In this embodiment of the system, when a user inputs their game idea using a terminal, the server receives this information. The server uses a natural language processing engine to analyze the user's input and identify the game genre and theme from it.
[0706] Based on the analysis results, the server selects relevant game templates and assets from the database and displays them to the user on their terminal. The user can intuitively select the suggested templates and assets through a graphical user interface. After the selection is complete, the server automatically generates game logic using the options selected by the user. This automatically generated logic allows the user to smoothly build a game without having to deal with programming details.
[0707] The completed game is saved to a test environment that runs on the user's device. In this environment, the user plays the game and provides feedback. If necessary corrections are needed, the user sends feedback information to the server via their device, and the server makes the necessary corrections to the game data.
[0708] Furthermore, this system has the functionality to publish completed games to external platforms. This feature allows users to widely release their self-developed games, enabling them to take a step forward as a new creator in the market.
[0709] As a concrete example, if a user inputs an idea for a space-themed exploration game, the server will suggest templates and assets that match the "space exploration" theme. The user can then easily complete the exploration game by selecting spaceships, alien characters, and other elements through a GUI and placing them appropriately. In this way, the present invention removes technical barriers and realizes a mechanism that allows more people to participate in game development.
[0710] The following describes the processing flow.
[0711] Step 1:
[0712] The user enters the concept or idea for the game they want to develop into a text box via their device. After entering the information, the user clicks the "Submit" button to send the information to the server.
[0713] Step 2:
[0714] The server processes the received input data and performs analysis using a natural language processing engine. This analysis extracts keywords related to the game's genre and theme, and then identifies recommended genres based on those keywords.
[0715] Step 3:
[0716] Based on the analysis results, the server selects relevant templates and assets from the database. This selection includes materials (backgrounds, characters, music, etc.) that match the game genre and theme. The selection results are then sent to the user.
[0717] Step 4:
[0718] A list of templates and assets is displayed to the user on their device. The user uses a graphical user interface to select and place necessary materials using drag-and-drop operations. It is also possible to combine multiple assets to build game scenes.
[0719] Step 5:
[0720] Once the user's selection is confirmed, the server automatically generates the game logic based on the selected information. The server prepares a program that incorporates character movements and in-game rules, and then compiles it.
[0721] Step 6:
[0722] The compiled game data is sent from the server to the terminal. The terminal uses this data to run the game in a test environment. The user then plays the game and verifies its overall operation.
[0723] Step 7:
[0724] During playtesting, users identify areas for improvement and problems, and send feedback to the server via their devices. Based on this information, the server modifies the game data.
[0725] Step 8:
[0726] The corrected game is sent back to the device, and the user performs a final review. If satisfied, the user clicks the "Publish" button, and the server prepares to publish the game to the specified platform.
[0727] This allows users to bring their ideas to life as games and present them to the public, even without coding knowledge.
[0728] (Example 1)
[0729] 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".
[0730] There is a need to provide an environment where users without technical knowledge can easily develop electronic games, but conventional systems have high technical hurdles, making it difficult for everyone to easily create games. Furthermore, there were challenges in receiving user ideas in natural language, generating game logic based on them, and responding quickly to feedback.
[0731] 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.
[0732] In this invention, the server includes means for analyzing the concept of an electronic game received from a user using natural language processing and identifying the type of entertainment; means for selecting a virtual template and related resources from a storage device based on the analysis results and proposing them to the user; and means for automatically generating program logic using the resources selected by the user and constructing an electronic game. This makes it possible for even users with limited technical knowledge to quickly and easily develop electronic games and make immediate modifications based on feedback.
[0733] "User" refers to an individual or group that operates the system to develop games.
[0734] "Electronic games" refer to interactive entertainment systems that are played by computer programs and progress through user interaction.
[0735] "Natural language processing" refers to the technology of analyzing text data written by humans and converting its content into a format that computers can understand and process.
[0736] "Entertainment categories" refer to classifications of games based on specific themes or content.
[0737] A "virtual template" refers to a basic layout and setting template necessary for game development.
[0738] "Resources" refers to the materials and content used in game development (e.g., characters, backgrounds, music, etc.).
[0739] "Storage device" refers to digital devices or media used to store information.
[0740] "Program logic" refers to a set of instructions and procedures that a computer program executes to achieve a specific purpose.
[0741] "Evaluation testing" refers to the testing process conducted to verify whether the developed game functions as intended.
[0742] "External mediation" refers to the platforms and channels used to release developed games to a wider audience.
[0743] This invention provides a system that allows users to easily develop electronic games without requiring technical knowledge. The system consists of a server and a terminal, and automatically executes multiple procedures based on game ideas sent by the user in natural language.
[0744] The server is equipped with a natural language processing engine and analyzes the concepts of electronic games sent in by users. This analysis identifies the type of entertainment, theme, and key elements of the game. This process uses a generative AI model, enabling rapid and accurate analysis.
[0745] Upon receiving the analysis results, the server selects an appropriate virtual template and associated resources from its storage device. The selected template and resources are then provided to the user via a terminal. The user can then select and arrange these elements using a visual user interface.
[0746] After the selection is complete, the server automatically generates program logic based on the user's chosen resources and constructs the electronic game. The constructed game is immediately saved to a test environment on the terminal for evaluation testing. The user plays the game and provides feedback as needed. The server receives this feedback and makes necessary corrections to the game data.
[0747] Ultimately, the completed game is made publicly available to external platforms via a server. This allows users to widely share the games they have developed.
[0748] For example, a user might input an idea for a "space-themed exploration game." In this case, the prompt could read, "A space exploration game where the player interacts with aliens." Based on this prompt, the system provides appropriate templates and resources, enabling the user to design the game with an intuitive interface.
[0749] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0750] Step 1:
[0751] The user inputs a game idea in natural language using a terminal. This input includes prompts suitable for the generative AI model, and the content is sent to the server. For example, the input might be "A space-themed exploration game where the player interacts with aliens." This input functions as an instruction to the server.
[0752] Step 2:
[0753] The server analyzes the input received from the terminal using a natural language processing engine. This analysis uses a generative AI model to identify the type of entertainment and theme of the game from the input text and generate results. The output contains information about the identified themes and elements. Specifically, the server adds the received text data to a processing queue and performs the analysis.
[0754] Step 3:
[0755] Based on the analysis results, the server selects appropriate virtual templates and resources from its storage device. This selection process lists templates and resources related to the previously identified theme. The output is a list of elements suggested to the user. Specifically, the server performs database queries to extract the relevant resources.
[0756] Step 4:
[0757] The server sends the selected templates and resources to the terminal. The terminal displays these to the user through a visual user interface. The user selects and places these elements through the interface. Specifically, the user selects and places assets using mouse or touchscreen operations.
[0758] Step 5:
[0759] The server automatically generates program logic based on the resources selected by the user to build the electronic game. This construction process performs logic processing on the selected elements and generates the game code. Specifically, the server assembles template code to generate the overall game framework.
[0760] Step 6:
[0761] The completed electronic game is saved in a test environment on the device, allowing users to immediately perform playtesting. In this step, users verify the operation of the generated game program by directly executing it. The output is user feedback. Specifically, users play the game and record their opinions and suggestions for improvements.
[0762] Step 7:
[0763] Based on user feedback, the server makes necessary corrections to the game data. Specifically, it analyzes the correction requests provided by users via their devices and adjusts the game logic and assets accordingly. The output is the improved game data.
[0764] Step 8:
[0765] The final corrected game is then made public to external platforms via the server. This publishing process involves uploading the game data to a designated platform, making it accessible to other players. Specifically, the server configures the publishing settings and generates links and access information.
[0766] (Application Example 1)
[0767] 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".
[0768] Existing commercial establishments lack the means to quickly and efficiently develop entertainment programs to enhance customer interaction. This problem is particularly serious for users with limited technical skills, and there is a need for methods to easily create and publish programs.
[0769] 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.
[0770] In this invention, the server includes means for analyzing a software concept received from a user using natural language processing and identifying a software field; means for selecting a software template and related materials from an information storage unit based on the analysis results and proposing them to the user; means for automatically generating software logic using the materials selected by the user and constructing the software; means for running the constructed software in a trial environment and making modifications based on feedback from the user; means for publishing the final completed software to an electronic platform; and means for enabling the user to use their own created entertainment program within a commercial facility operating on the user terminal. This makes it possible for even users without technical knowledge to create and publish entertainment programs within a commercial facility in a short amount of time.
[0771] A "user terminal" is an electronic device that allows a user to run various software and applications.
[0772] A "commercial trading facility" is a general term for a platform or environment where commercial activities such as the buying and selling of products and services take place.
[0773] An "entertainment program" is a computer program that incorporates visual or interactive elements to provide users with enjoyment or excitement.
[0774] "Natural language processing" is a technology that enables computers to understand, analyze, and generate human-spoken language.
[0775] A "software template" refers to an existing design or structure provided as a model for creating a specific type of software.
[0776] An "information storage unit" is a recording device or database system used to store and manage data and programs.
[0777] A "trial environment" is a simulation or test environment used to run the developed software and verify its operation.
[0778] An "electronic platform" is a technological infrastructure that serves as the foundation for providing various services and applications over the internet.
[0779] "Materials" refer to elements or sets of elements such as images, audio, and code used in software development.
[0780] This invention provides a system that allows users to create and publish entertainment programs within a commercial facility. The system mainly consists of a server and terminals.
[0781] The server receives software concepts from users. These are analyzed using a natural language processing engine (e.g., BERT or GPT models) to identify appropriate software domains. Based on the analysis results, relevant software templates and materials are selected from the information storage unit (e.g., a database in the cloud) and proposed to the user.
[0782] On the device, users can place materials with simple operations. This is done intuitively through the on-screen user interface. Using the materials selected by the user, the server automatically builds software logic in the backend. The built logic runs in a trial environment and is evaluated by the user. The server receives feedback from the user and makes modifications as needed.
[0783] The completed software will be made public on an electronic platform. This will allow users to offer their own entertainment programs to other users of commercial facilities.
[0784] As a concrete example, when a user enters the prompt "a shooting game with a sneaker theme" on their terminal, the server suggests sneaker-related materials and a shooting game template. The user can then easily proceed with building the game through a visual interface.
[0785] By using a generative AI model in conjunction with prompt messages, this system allows even users with limited technical knowledge to easily develop high-quality entertainment programs.
[0786] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0787] Step 1:
[0788] The user inputs a software concept from a terminal. This input is in the form of natural language prompts and is preprocessed by a generative AI model. During this process, the prompts are tokenized, and each element is converted into a parseable format.
[0789] Step 2:
[0790] The server sends the parsed prompt text to a natural language processing engine for text analysis. Here, software fields and themes are extracted from the tokenized text. The output provides the relevant software fields and themes.
[0791] Step 3:
[0792] The server selects appropriate software templates and materials from its information storage unit based on the identified software domain and theme. The input is the specific information obtained in the previous step, and the output is a list of the selected templates and materials.
[0793] Step 4:
[0794] The user selects their preferred templates and materials on their device. The selection is made through a user interface, allowing for intuitive operation. The selected items are then sent to the server.
[0795] Step 5:
[0796] The server automatically generates software logic based on the materials selected by the user. In this step, a generation AI model is used to construct the logic according to the user's selection. The output of the logic is compiled data for the trial environment.
[0797] Step 6:
[0798] The server transfers the generated software logic to the testing environment and runs it on the terminal for the user to playtest. The user checks the operation and sends feedback to the server as needed. This feedback includes changes and improvements.
[0799] Step 7:
[0800] The server modifies the software based on user feedback. These modifications include specification changes and bug fixes based on feedback received in previous steps. The final completed software is then converted into a format suitable for publication on electronic platforms.
[0801] Step 8:
[0802] Once the software is completed, the server publishes it to an electronic platform, allowing users to present and share their own entertainment programs within the commercial facility. The published software becomes available for use by other users.
[0803] 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.
[0804] This invention incorporates an emotion engine that recognizes user emotions and improves interactions based on them into a system that allows users to intuitively develop games without technical knowledge. This system analyzes user emotions in real time, enabling the personalization of the game development process.
[0805] The user inputs the game concept through their device, and this information is sent to the server. On the server, a natural language processing engine analyzes the game's genre and theme, and selects templates and assets based on this analysis. In addition to this process, an emotion engine analyzes the user's emotions during input and interaction, and uses this to personalize the user interface interaction.
[0806] For example, if a user is excited, the emotion engine detects this and supports the user's enthusiasm by changing the presentation style to be more dynamic or making the suggested assets more vivid. On the other hand, if a user is frustrated, the emotion engine improves the user experience by simplifying the interface and providing clearer instructions.
[0807] The templates and assets selected by the user are sent to the server, which automatically generates the game logic. At this point, the emotion engine can dynamically adjust the choices, allowing for variations in the selections. This enables users to create games that are easy to play and tailored to their personal preferences.
[0808] Ultimately, the built game is playable in a test environment, and the emotion engine analyzes user reactions even while playing on the device. This allows the game's difficulty and content to adapt in real time. This adaptability is sent to the server as user feedback, and the game is then fine-tuned.
[0809] For example, if a user is looking for helpful metrics in an adventure game, the emotion engine tracks the user's responses and adjusts the frequency of information provided to promote a positive experience. The completed game is then published from the server to an external platform, becoming a model for other content creation for many users. In this way, the present invention aims to make the game development process more user-centric and provide a new creative experience by combining emotion recognition technology.
[0810] The following describes the processing flow.
[0811] Step 1:
[0812] The user inputs the concept of the game they want to develop as text via their device. After inputting, the user sends that information to the server.
[0813] Step 2:
[0814] The server analyzes the received game concept using a natural language processing engine to identify the game's genre and theme. Based on this analysis, the server selects relevant game templates and assets from its database.
[0815] Step 3:
[0816] Simultaneously, the emotion engine on the device acquires data (such as facial expressions and voice tone) to analyze the user's emotions. This data is sent to the server in real time, and the user's emotional state is determined.
[0817] Step 4:
[0818] The server uses the results of the emotion engine's analysis to dynamically adjust the suggested game templates and assets to match the user's emotions. For example, if the user is excited, it will prioritize displaying assets with more stimulating visuals.
[0819] Step 5:
[0820] On the device, users can view suggested templates and assets through a graphical user interface and arrange them as they like using drag-and-drop. The user's selection actions are also evaluated by an emotion engine, which helps improve the usability of the interface.
[0821] Step 6:
[0822] Once the user's selection is sent to the server, the server automatically generates game logic based on it. This process also dynamically adjusts the difficulty level and game progression patterns in part based on the user's emotions.
[0823] Step 7:
[0824] The generated game can be run in a test environment on the device. The user plays the game, and the emotion engine continuously monitors the user's reactions throughout. The game's difficulty and the information presented are adapted in real time according to the user's emotions, improving the play experience.
[0825] Step 8:
[0826] After a user finishes playing, they submit feedback from their device, and the server uses that feedback to further refine the game. If the results are satisfactory, the server prepares to release the completed game to external platforms.
[0827] This series of processes makes it possible for users to develop and experience games that are optimized for their individual emotional states.
[0828] (Example 2)
[0829] 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".
[0830] Developing entertainment formats often requires users to possess advanced technical knowledge and specialized skills, making the development process complex and time-consuming. Furthermore, providing personalized experiences that reflect users' emotions and preferences in real time is challenging, highlighting the need for further improvements in interaction.
[0831] 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.
[0832] In this invention, the server includes means for analyzing the concept of entertainment format received from the user using natural language processing and identifying the genre; means for analyzing the user's emotions in real time and personalizing the interface operation experience; and means for running the constructed entertainment format in a test environment and making modifications based on user feedback. This enables users to quickly and efficiently develop entertainment formats optimized for their individual preferences without requiring advanced expertise.
[0833] "Entertainment format" refers to digital activities and content designed for user enjoyment.
[0834] "Natural language processing" refers to the technology that enables computers to understand and analyze text written in human language.
[0835] "Genre" refers to a classification based on the characteristics and themes of various forms of entertainment.
[0836] A "template" refers to data that serves as the basic structure and format when creating a form of entertainment.
[0837] "Materials" refer to elements such as images, music, and text that are necessary to create a form of entertainment.
[0838] "Emotions" refer to information that indicates the user's psychological state, and are the subject of analysis by the system.
[0839] "Personalization" refers to the process of customizing an experience to suit the individual preferences and emotions of the user.
[0840] A "visual user interface" refers to a screen display designed to allow users to operate it intuitively.
[0841] A "test environment" refers to a virtual environment within a system used to actually run and test a constructed form of entertainment.
[0842] "External infrastructure" refers to the internet-based platforms or systems on which the completed form of entertainment is made public.
[0843] This system is designed to allow users to intuitively develop forms of entertainment, such as games, without requiring any technical knowledge. Users input game concepts using a terminal. This input is written in natural language and consists of the user's interests and creative ideas. For example, they might write specific instructions like, "I want to create a fantasy adventure game." The terminal then sends the input information to the server.
[0844] The server analyzes this input using a natural language processing engine. It identifies the game's genre and theme using common AI libraries and services. Based on this analysis, the server selects appropriate templates and materials from a database. The templates provide the basic structure of the game, while the materials include elements that make up the game's content, such as images, music, and text.
[0845] Furthermore, the server uses an emotion engine to analyze the user's emotions in real time. Based on the user's input and responses during operations, this engine personalizes the user experience and provides an interface that adapts to the user's emotional state. For example, if the user is feeling happy, the server will provide more lively graphics and music, and if they are feeling frustrated, the interface will display more concise instructions and guidance.
[0846] Based on the template and materials selected by the user, the server automatically generates game logic. This process determines the game's behavior and interactions, creating the final form of entertainment. The constructed game is run in a test environment, allowing users to play the game on their devices and adjust the difficulty and content through real-time analysis by the emotion engine.
[0847] For example, if a user inputs in natural language, "I want to create a game about exploring space," the system will automatically select a space-themed template, along with relevant visuals and music, and incorporate elements to explore and missions to maximize the user experience.
[0848] As a prompt, the user can enter text such as:
[0849] "Please propose a game themed around exciting space exploration."
[0850] "I want to create a simple and fun puzzle game."
[0851] In this way, the system can flexibly respond to the diverse needs of its users.
[0852] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0853] Step 1:
[0854] The user inputs a concept for an entertainment format via their device. The input is in natural language text format, and may include specific instructions such as "an adventure game featuring magic and dragons." This input text is then output as data to be sent to the server.
[0855] Step 2:
[0856] The terminal sends the entered text data to the server. The data is encrypted using a secure protocol and delivered to the server. The server receives the data as text data.
[0857] Step 3:
[0858] The server uses a natural language processing engine to analyze the received text data. Specifically, the engine tokenizes the text and classifies its content. For example, it extracts keywords such as "adventure," "magic," and "dragon" to identify genres and themes. This analysis result is output as genre and theme identification information.
[0859] Step 4:
[0860] The server selects appropriate game templates and materials from its database based on genre and theme specifications. The selection criteria follow a predetermined set of rules. The selected templates and materials are output as template information for subsequent processes.
[0861] Step 5:
[0862] The server uses an emotion engine to analyze the user's emotions. The server monitors the speed of actions being performed and the content of inputs to collect data for emotion estimation. Based on the analysis results, it outputs personalization information for the user interface.
[0863] Step 6:
[0864] Based on the analysis results of the emotion engine, the server adjusts the user interface. Specifically, it adjusts the guide messages and operating methods presented in the interface according to the user's emotions, and outputs the adjusted interface information for display to the end user.
[0865] Step 7:
[0866] The server automatically generates the logic for the entertainment format using selected templates, materials, and sentiment analysis information. During this process, it utilizes a generation AI model to introduce optimal sequences and interactions. The generated result is output as the constructed game logic.
[0867] Step 8:
[0868] The server deploys the pre-built game in a playable format in the test environment. Users play this game on their devices, and their actions and inputs during gameplay are analyzed in real time by the emotion engine. Feedback data obtained during gameplay is sent to the server.
[0869] Step 9:
[0870] The server adjusts the game's difficulty and content based on real-time analysis results and feedback data. The adjusted game undergoes final adjustments before being released to an external platform. The final game data is output as public information for the external platform.
[0871] (Application Example 2)
[0872] 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".
[0873] There is a growing need to personalize content based on individual emotions as users intuitively select and experience it. However, existing systems struggle to respond instantly to user emotions and dynamically change interactions and content. This creates limitations in the user experience and makes it difficult to meet the expectations of diverse users.
[0874] 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.
[0875] In this invention, the server includes means for analyzing content concepts received from the user using natural language processing and identifying content genres; means for selecting content templates and related digital resources from a database based on the analysis results and proposing them to the user; and means for analyzing the user's emotions in real time and dynamically changing the interface and content recommendations based on the analysis results. This enables the user to obtain a content experience tailored to their own emotions.
[0876] A "user" is someone who uses a system to view and experience content.
[0877] A "content concept" is an expression of the ideas and themes of content that users desire.
[0878] "Natural language processing" is a technology that analyzes text information entered by users and interprets its meaning.
[0879] "Content genre" refers to the category or type to which the content belongs.
[0880] A "content template" provides a basic framework or set of components for creating specific content.
[0881] "Digital resources" refer to digital materials and assets used to construct content.
[0882] A "database" is a system for systematically storing and managing related information.
[0883] "User emotions" refers to the psychological state and reactions of users while using the system.
[0884] "Real-time" refers to processing and analysis being performed immediately, enabling on-the-spot responses.
[0885] An "interface" refers to a screen or operating environment that facilitates the exchange of information between a user and a system.
[0886] "Content recommendation" is a feature that presents appropriate content based on the user's interests and emotions.
[0887] The system that realizes this invention consists of multiple hardware and software components to enable content delivery based on user emotions. Basic components include a server, a terminal, and a user interface.
[0888] The server analyzes the content concept received from the user using natural language processing technology to identify the appropriate content genre. This analysis utilizes APIs such as Google Cloud Natural Language. This process selects a content template and retrieves relevant digital resources from the database.
[0889] The device proposes selected templates and digital resources to the user and initiates interaction. The user selects and builds the content they want through an intuitively operable graphical user interface. This interface can utilize frameworks such as React or Angular.
[0890] Furthermore, a real-time emotion recognition engine analyzes the user's emotions. For example, it uses Microsoft Azure's Face API to analyze the user's facial expressions and voice tone based on camera and microphone data. Based on these results, interface design and content recommendations are personalized on the fly.
[0891] The interface dynamically changes and content recommendations are adjusted in response to changes in the user's emotions. For example, if a user is feeling stressed, presenting relaxing content can improve the user experience.
[0892] An example of a prompt message is, "Recommend relaxing music content for when the user wants to calm down." This prompt prompts the system to automatically select and present content appropriate to the user's situation.
[0893] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0894] Step 1:
[0895] The user inputs content concepts through their device. This input consists of ideas and themes in text format. The device then sends this input data to the server.
[0896] Step 2:
[0897] The server analyzes the received content concept using a natural language processing engine. During this analysis, the text data is analyzed, and the corresponding content genre is identified. The output generates information about the identified genre.
[0898] Step 3:
[0899] The server selects appropriate content templates and digital resources from the database based on the identified content genre. The input is genre information, and the output is a list of templates and resources.
[0900] Step 4:
[0901] The terminal receives a list of templates and digital resources sent from the server and presents it to the user. The user reviews this list and selects the desired templates and resources. The selected data is then sent to the next step.
[0902] Step 5:
[0903] The device acquires user emotion data in real time (e.g., facial expressions and voice). This emotion data is processed by an emotion recognition engine to analyze the current emotional state. The user's emotional state is then generated as output.
[0904] Step 6:
[0905] The server dynamically adjusts the interface layout and displayed content based on the results of sentiment analysis. The input is the user's emotional state, and the output is the adjusted interface and content.
[0906] Step 7:
[0907] The server builds the completed content into an executable format for the test environment. Users interact with this test version and provide feedback. The server makes necessary corrections based on the feedback received.
[0908] Step 8:
[0909] The server then publishes the final completed content to an external platform. The published content is optimized to reflect user feedback.
[0910] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the controlled object 443 to output the result of the specific processing. The microphone 238 acquires audio indicating user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data.
[0911] 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.
[0912] 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 robot 414.
[0913] Furthermore, the emotion identification model 59, acting as an emotion engine, may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to a specific mapping, which is an emotion map (see Figure 9). Similarly, the emotion identification model 59 may also determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[0914] Figure 9 shows an emotion map 400 in which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. The closer to the center of the concentric circles, the more primitive the emotions are located. Further out of the concentric circles, emotions representing states and actions arising from mental states are located. Emotion is a concept that includes feelings and mental states. On the left side of the concentric circles, emotions that are generally generated from reactions occurring in the brain are located. On the right side of the concentric circles, emotions that are generally induced by situational judgment are located. Above and below the concentric circles, emotions that are generally generated from reactions occurring in the brain and induced by situational judgment are located. In addition, the emotion of "pleasure" is located on the upper side of the concentric circles, and the emotion of "displeasure" is located on the lower side. Thus, in the emotion map 400, multiple emotions are mapped based on the structure in which emotions arise, and emotions that are likely to occur simultaneously are mapped close together.
[0915] These emotions are distributed at the 3 o'clock position on the Emotion Map 400, and usually fluctuate between feelings of security and anxiety. In the right half of the Emotion Map 400, situational awareness takes precedence over internal feelings, resulting in a calm impression.
[0916] The inside of the Emotion Map 400 represents inner thoughts, while the outside represents actions. Therefore, the further you go from the outside of the Emotion Map 400, the more visible (expressed in actions) your emotions become.
[0917] Here, human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, it results in discomfort, and when they approach the ideal, it results in pleasure. Similarly, in robots, cars, motorcycles, etc., emotions can be created based on various balances, such as posture and battery level. When these balances deviate from the ideal, it results in discomfort, and when they approach the ideal, it results in pleasure. The emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on a system for analyzing brain physiological signals of speech emotion recognition and emotion, Tokushima University, doctoral dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map contains emotions belonging to a region called "response," where sensation is dominant. The right half of the emotion map contains emotions belonging to a region called "situation," where situational awareness is dominant.
[0918] The emotion map defines two emotions that promote learning. One is the emotion around the middle of the negative "repentance" and "reflection" on the situation side. In other words, it is when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is the emotion around the positive "desire" on the reaction side. In other words, it is when the robot has positive feelings such as "I want more" or "I want to know more."
[0919] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values representing each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple training data sets, which are combinations of user input and emotion values representing each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions located close together have similar values, as shown in the emotion map 900 in Figure 10. Figure 10 shows an example where multiple emotions such as "reassured," "calm," and "confident" have similar emotion values.
[0920] The above description primarily focuses on the functions of the data processing device 12 in relation to this disclosure. However, the system related to this disclosure is not necessarily implemented on a server. The system related to this disclosure may be implemented as a general information processing system. This disclosure may be implemented, for example, as a software program that runs on a personal computer or as an application that runs on a smartphone. The method related to this disclosure may be provided to users in SaaS (Software as a Service) format.
[0921] In the above embodiment, an example was given in which a specific process is performed by a single computer 22. However, the technology of this disclosure is not limited thereto, and a distributed processing of the specific process may be performed by multiple computers, including computer 22. For example, a data generation model 58 may be provided in an external device of the data processing device 12, and the external device may generate data according to the input data.
[0922] In the above embodiment, an example was given in which the specific processing program 56 is stored in the storage 32, but the technology of this disclosure is not limited thereto. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-temporary storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-temporary storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes specific processing according to the specific processing program 56.
[0923] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.
[0924] Furthermore, it is not necessary to store the entirety of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store the entirety of the specific processing program 56 in the storage 32; it is acceptable to store only a portion of the specific processing program 56.
[0925] The following types of processors can be used as hardware resources to perform specific processing. Examples of processors include a CPU, a general-purpose processor that functions as a hardware resource to perform specific processing by executing software, i.e., a program. Other examples of processors include dedicated electrical circuits, such as FPGAs (Field-Programmable Gate Arrays), PLDs (Programmable Logic Devices), or ASICs (Application Specific Integrated Circuits), which have circuit configurations specifically designed to perform specific processing. All of these processors have built-in or connected memory, and all of them perform specific processing by using memory.
[0926] The hardware resource that performs a specific process may consist of one of these various processors, or it may consist of a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Alternatively, the hardware resource that performs a specific process may consist of a single processor.
[0927] Examples of configurations using a single processor include, firstly, a configuration in which one or more CPUs and software are combined to form a single processor, and this processor functions as a hardware resource that performs a specific process. Secondly, there is a configuration using a processor that realizes the functions of the entire system, including multiple hardware resources that perform a specific process, on a single IC chip, as exemplified by SoCs (System-on-a-chip). In this way, a specific process is realized using one or more of the above types of processors as hardware resources.
[0928] Furthermore, the hardware structure of these various processors can more specifically utilize electrical circuits that combine circuit elements such as semiconductor devices. Also, the specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps can be deleted, new steps added, or the processing order rearranged, as long as it does not deviate from the main purpose.
[0929] The descriptions and illustrations presented above are detailed explanations of the technical aspects of this disclosure and are merely examples of the technical aspects. For example, the above descriptions of the structure, function, operation, and effect are examples of the structure, function, operation, and effect of the technical aspects of this disclosure. Therefore, it goes without saying that you may delete unnecessary parts, add new elements, or replace elements in the descriptions and illustrations presented above, as long as you do not deviate from the essence of the technical aspects of this disclosure. Furthermore, in order to avoid confusion and facilitate understanding of the technical aspects of this disclosure, explanations of common technical knowledge and the like that do not require special explanation to enable the implementation of the technical aspects of this disclosure have been omitted from the descriptions and illustrations presented above.
[0930] All documents, patent applications, and technical standards described herein are incorporated by reference to the same extent as if each individual document, patent application, and technical standard were specifically and individually noted as being incorporated by reference.
[0931] The following is further disclosed regarding the embodiments described above.
[0932] (Claim 1)
[0933] [A means of analyzing game concepts received from users using natural language processing to identify game genres,
[0934] [A means of selecting game templates and related assets from a database based on the analysis results and proposing them to the user,
[0935] [A means of automatically generating game logic using user-selected assets and building a game,
[0936] [Methods for running the built game in a test environment, receiving user feedback, and making corrections,
[0937] A system that includes means for releasing the final completed game to external platforms.
[0938] (Claim 2)
[0939] The system according to claim 1, which provides a graphical user interface that allows users to place assets with simple operations.
[0940] (Claim 3)
[0941] [The system according to claim 1, which transmits compiled game data to a terminal in real time, enabling the user to immediately perform a play test.
[0942] "Example 1"
[0943] (Claim 1)
[0944] [A means of analyzing the concept of electronic games received from users using natural language processing to identify the type of entertainment,
[0945] [A means of selecting a virtual template and related resources from storage based on the analysis results and proposing them to the user,
[0946] [A means of automatically generating program logic using resources selected by the user to construct an electronic game,
[0947] [Methods for running a constructed electronic game in a test environment, receiving feedback from users, and making modifications,
[0948] A system that includes means for releasing the final completed electronic game through an external medium.
[0949] (Claim 2)
[0950] The system according to claim 1, which provides a visual user interface that allows users to place resources with simple operations.
[0951] (Claim 3)
[0952] [The system according to claim 1, which instantly transmits translated electronic game information to a terminal, enabling the user to immediately perform an evaluation test.
[0953] "Application Example 1"
[0954] (Claim 1)
[0955] [A means of analyzing software concepts received from users using natural language processing to identify the software field,
[0956] [A means of selecting software templates and related materials from the information storage unit based on the analysis results and proposing them to the user,
[0957] [A means of automatically generating software logic using materials selected by the user and building software,
[0958] [Methods for running the constructed software in a trial environment, receiving feedback from users, and making corrections,
[0959] [Methods for publishing the final completed software on an electronic platform,
[0960] A system that includes means for enabling users to use their own created entertainment programs within a commercial transaction facility operating on a user terminal.
[0961] (Claim 2)
[0962] The system according to claim 1, which provides a screen user interface that allows the user to arrange materials with simple operations.
[0963] (Claim 3)
[0964] [The system according to claim 1, which instantly transmits integrated software data to the device, enabling the user to immediately perform a trial evaluation.
[0965] "Example 2 of combining an emotion engine"
[0966] (Claim 1)
[0967] [A means of analyzing the concept of entertainment forms received from users using natural language processing and identifying the genre,
[0968] [Methods for selecting templates and related materials from the storage device based on the analysis results and proposing them to the user,
[0969] [Methods for analyzing user emotions in real time and personalizing the interface experience,
[0970] [A means of automatically generating logic using materials selected by the user and constructing an entertainment format,
[0971] [Methods for running the constructed entertainment format in a test environment and making corrections based on user feedback,
[0972] A system that includes means for publishing completed entertainment forms to external platforms.
[0973] (Claim 2)
[0974] The system according to claim 1, which provides a visual user interface that allows the user to arrange materials with simple operations.
[0975] (Claim 3)
[0976] [The system according to claim 1, which transmits compiled data to a device in real time, enabling the user to perform tests immediately.
[0977] "Application example 2 of combining emotional engines"
[0978] (Claim 1)
[0979] [A means of analyzing content concepts received from users using natural language processing to identify content genres,
[0980] [A means of selecting content templates and related digital resources from a database based on the analysis results and proposing them to the user,
[0981] [A means of automatically generating content logic and constructing content using digital resources selected by the user,
[0982] [Means for analyzing user emotions in real time and dynamically changing the interface and content recommendations based on the analysis results,
[0983] [Methods for running the constructed content in a test environment, receiving feedback from users, and making corrections,
[0984] A system that includes means for publishing the final completed content to an external platform.
[0985] (Claim 2)
[0986] The system according to claim 1, which provides a graphical user interface that allows users to place digital resources with simple operations.
[0987] (Claim 3)
[0988] [The system according to claim 1, which transmits compiled content data to a terminal in real time, enabling the user to interact immediately. [Explanation of Symbols]
[0989] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
1. A method for analyzing game concepts received from users using natural language processing to identify game genres, Based on the analysis results, a means of selecting game templates and related assets from the database and proposing them to the user, A means of automatically generating game logic using assets selected by the user and building a game, A means of running the built game in a test environment, receiving feedback from users, and making corrections, A system that includes means for releasing the final completed game to external platforms.
2. The system according to claim 1, which provides a graphical user interface that allows users to place assets with simple operations.
3. The system according to claim 1, which transmits compiled game data to a terminal in real time, enabling the user to immediately perform a play test.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A