system
The system addresses information access and revenue limitations by generating user-specific avatars for efficient information exchange and personalized advertising in virtual spaces, enhancing user experiences and corporate revenue.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOFTBANK GROUP CORP
- Filing Date
- 2024-10-16
- Publication Date
- 2026-04-28
AI Technical Summary
Modern information dissemination platforms face challenges in providing accurate and efficient information access, lacking effective two-way communication and limited revenue models, making it difficult for users and enterprises to engage effectively.
A system that generates user-specific avatars based on personality traits, enabling information exchange, trading of digital assets, and personalized advertising, while supporting two-way communication and new revenue streams through AI-driven interactions in virtual spaces.
Enables efficient information access, rich user experiences, and new revenue models by personalizing interactions and transactions in virtual environments, enhancing user engagement and corporate revenue opportunities.
Smart Images

Figure 2026071005000001_ABST
Abstract
Description
Technical Field
[0001] The technology of the present disclosure relates to a system.
Background Art
[0002] Patent Document 1 discloses a method for controlling a persona chatbot, which is performed by at least one processor, the method including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a character of the chatbot, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance 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 modern society, due to the flood of information, it has become difficult for users to access accurate and useful information. Furthermore, existing information dissemination platforms lack means for individuals or enterprises to effectively disseminate information and achieve two-way communication. In addition, the revenue model is limited, leaving room for exploring new revenue sources. Based on the above points, an object of the present invention is to provide a method that enables the improvement of information collection efficiency, the realization of two-way communication, and the securing of new revenue sources.
Means for Solving the Problems
[0005] This invention provides a generation mechanism that collects user information and generates an avatar corresponding to the user's personality based on that information. This avatar exchanges information with other avatars in a virtual space and efficiently collects relevant information. It also includes a function to notify the user of the collected information, enabling the user to obtain the necessary information quickly and accurately. Furthermore, by making avatar accessories tradable as digital assets, a new revenue model is constructed, and by providing a means to optimize advertising and recommendations to users, the invention supports the expansion of corporate revenue. In this way, the invention aims to realize accurate access to information, a richer user experience, and a new revenue model.
[0006] A "user" is an individual or group that uses this system to gather information or engage in activities in a virtual space.
[0007] "Information" refers to any data or content that users collect, exchange, trade, or use through this system.
[0008] "Personality" refers to a user's individual characteristics, hobbies, preferences, and personality, and the avatar is generated based on this, making it individually optimized.
[0009] An "avatar" is a virtual character created based on a user's personality, and acts as a representative of the user in a virtual space.
[0010] A "virtual space" is a digital community or environment created through the internet and digital technology, where avatars can be active and interact with other avatars.
[0011] "Digital assets" refer to avatar accessories and other virtual items that can be given economic value.
[0012] "Advertising" refers to content displayed to users to promote specific products or services.
[0013] "Recommendation" refers to the activity of providing information and products that are deemed appropriate based on the user's interests and behavior. [Brief explanation of the drawing]
[0014] [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] This is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] This is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] This is a sequence diagram showing the processing flow of the data processing system in Example 2, which incorporates an emotion engine. [Figure 14]It is a sequence diagram showing the processing flow of a data processing system in Application Example 2 when a sentiment engine is combined.
Embodiments for Carrying Out the Invention
[0015] 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.
[0016] First, the terms used in the following description will be explained.
[0017] In the following embodiments, a numbered processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like.
[0018] In the following embodiments, a numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.
[0019] In the following embodiments, a numbered storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, etc.
[0020] 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).
[0021] 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."
[0022] [First Embodiment]
[0023] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0024] 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.
[0025] 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).
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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".
[0035] This invention is a system for efficiently providing information to users and enabling diverse activities in a virtual space. This system provides a series of functions for generating avatars based on user information, collecting and exchanging information, notifying users, and trading digital assets.
[0036] The system provides services centered on the user experience, while exchanging information between the server and the user's terminal. First, the user inputs basic information, hobbies, and preferences via their terminal. The server receives this information and uses AI technology to generate a personality-based avatar. This avatar acts as the user's representative in the virtual space.
[0037] The server connects this avatar with other avatars and processes information for exchange. Through interaction between avatars in the virtual space, it collects information that the user may be interested in. The collected information is notified to the user's device, allowing the user to easily obtain important information.
[0038] Furthermore, the system includes a feature that treats avatar accessories and items as digital assets. Users can buy and sell these items on their devices, enabling them to participate in a virtual economy. The server manages these transactions and processes data to record item ownership.
[0039] Regarding advertising and recommendation features, the server analyzes user data and displays content tailored to their interests at the optimal time. This allows users to receive highly relevant information and product recommendations, and enables companies to conduct effective marketing activities.
[0040] Furthermore, to enable two-way communication, users can interact with other users and companies in real time through their avatars. The server provides a variety of resources to support this interaction and facilitate communication between users.
[0041] As described above, the present invention provides next-generation methods for obtaining information and forms of virtual activities, enabling users to enjoy rich digital experiences.
[0042] The following describes the processing flow.
[0043] Step 1:
[0044] The user uses the device to input basic information, hobbies, and preferences. The device then collects this information and prepares to send it to the server.
[0045] Step 2:
[0046] The device sends user information to the server. The server uses the received information to invoke an AI model and initiates the process of generating an avatar based on the user's personality.
[0047] Step 3:
[0048] The server creates a generated avatar and sends its data (e.g., appearance and attributes) back to the terminal. The terminal then displays the avatar to the user and provides customization options.
[0049] Step 4:
[0050] The server matches avatars with other avatars in the virtual space. It applies algorithms to connect avatars with similar interests and concerns, enabling them to exchange information.
[0051] Step 5:
[0052] Avatars converse with each other in a virtual space and exchange relevant information. The server monitors this information exchange and aggregates data useful to the user.
[0053] Step 6:
[0054] The terminal notifies the user of important information received from the server. This allows the user to quickly access useful information.
[0055] Step 7:
[0056] Users purchase or sell items for their avatars as digital assets through a terminal. The terminal provides a transaction interface and accepts user input.
[0057] Step 8:
[0058] The server manages transaction information and records item ownership. The server completes these transactions in a secure environment.
[0059] Step 9:
[0060] The server analyzes user behavior data and optimizes ads and recommendations based on that data. The device displays optimized ads to the user and makes recommendations at the appropriate time.
[0061] Step 10:
[0062] Users initiate two-way communication with other users and companies through their devices. The server supports this real-time chat and meeting, ensuring smooth interaction.
[0063] (Example 1)
[0064] 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."
[0065] In modern virtual spaces, users are expected to create virtual representations that reflect their own characteristics, effectively collect and exchange information, and receive highly relevant advertisements and recommendations. However, conventional systems have faced challenges in efficiently realizing personalized experiences and two-way real-time interactions based on user characteristics.
[0066] 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.
[0067] In this invention, the server includes means for collecting user characteristics and generating a virtual representation, means for the virtual representation to exchange and collect information in a virtual environment, and means for trading the virtual representation's accessories as electronic assets. This enables users to exchange information in real time based on their own characteristics and receive highly relevant information.
[0068] A "user" is an individual or group that accesses an information system and becomes a user of it.
[0069] "Characteristics" refer to information about a user's interests, preferences, and behavioral patterns.
[0070] A "virtual representation" is a digital agent, or avatar, generated based on the user's characteristics.
[0071] A "generative AI model" is an algorithm or computational model that uses artificial intelligence technology to generate output based on specific input data.
[0072] A "virtual environment" refers to a digital space built on the internet, a place where users can engage in activities through virtual representations.
[0073] "Electronic assets" is a concept that refers to digital items and data that can be traded within a virtual environment.
[0074] "Exchanging and collecting information" means exchanging data with other users and systems through a user's virtual representation and gathering relevant information.
[0075] "Optimizing ads and providing relevant information" means selecting ads and information based on user characteristics and presenting them in the most effective way.
[0076] "Promoting two-way interaction and enabling real-time communication" means providing an environment where users can communicate instantly with each other and exchange information.
[0077] This invention is a system in which a user, a server, and a terminal work together. The system generates a virtual representation (avatar) using a generated AI model based on characteristic information provided by the user, enabling activities in a virtual environment.
[0078] Users access the system using a device and input characteristic information. These devices include smartphones, personal computers, and tablet devices. Users input data such as interests, preferences, and behavioral history, which is then used to generate a virtual representation.
[0079] The server is located on a cloud computing platform and generates avatars using a generative AI model based on the user's characteristic information received. The algorithm creates unique digital characters that reflect the user's characteristics. Machine learning frameworks (e.g., TENSORFLOW® or PyTorch) are used for the AI model.
[0080] Virtual representations interact with other users' avatars in a virtual environment. The server has the ability to collect and analyze relevant information through these interactions. The collected information is used to notify users of the latest information that might be of interest to their devices.
[0081] Furthermore, the server will enable the trading of virtual representations of ornaments and items as electronic assets. This will allow users to buy and sell these digital items using their devices, thus enabling virtual economic activity. The server is expected to utilize blockchain technology and other technologies to ensure the transparency and security of these transactions.
[0082] In providing advertisements and recommendation information, the server analyzes user behavior data and displays highly relevant advertisements at the optimal time. This allows users to receive personalized recommendations, which also contributes to the marketing activities of companies.
[0083] Furthermore, users can engage in two-way, real-time interactions with other users and companies via avatars. To support this, the server provides an infrastructure with stable communication and rapid data processing.
[0084] As a concrete example, if a user registers that they are interested in "virtual art," the server uses a generative AI model to create an avatar related to art and allows them to join an art community. This allows the user to be instantly notified of new artworks and events.
[0085] An example of a prompt message would be: "Design a system that generates an avatar using a generative AI model based on hobby information entered by the user, and then collects and notifies the user of related information in a virtual space."
[0086] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0087] Step 1: Enter user information
[0088] The user uses a terminal to input their personal information. Specifically, they provide data such as hobbies, interests, preferences, and behavioral history through the interface. This data becomes input to the system. The entered information is sent to the server and used in the next processing step.
[0089] Step 2: Avatar Creation
[0090] The server supplies characteristic information obtained from the user as input to the generating AI model. This generates a virtual representation (avatar) that reflects the user's characteristics. In this process, the machine learning model constructs a digital character using unique parameters. The generated avatar is output, preparing for the next step.
[0091] Step 3: Interaction in the virtual space
[0092] The server places the generated avatars into a virtual environment. Here, the avatars interact with other avatars and exchange information. The system collects relevant information through the communities and events that the user's avatar participates in. The collected information is then prepared for notification processing in the next step.
[0093] Step 4: Notification of Information
[0094] The server analyzes the information collected in the virtual space. This analysis determines which information is important to the user. By notifying the user's terminal of the identified information, the user can obtain the latest information of interest in real time. This notification is output.
[0095] Step 5: Trading Digital Assets
[0096] Users can buy and sell virtual representations of decorative items and other items as electronic assets on their devices. The server records these transactions and manages them transparently. Transaction information is entered, and ownership data is updated as output.
[0097] Step 6: Provide advertising and recommendations
[0098] The server analyzes user behavior patterns and provides interest-based advertisements and content. In this process, the user's past behavior history is used as input, and optimized advertisements and recommended content are output. This allows users to receive highly relevant information.
[0099] Step 7: Supporting real-time interaction
[0100] Users interact directly with other users and companies using avatars via their devices. The server ensures communication stability and provides resources that enable real-time information exchange. Data from this interaction is output, stimulating communication among users.
[0101] (Application Example 1)
[0102] 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."
[0103] A system is needed that allows users to consider products through personalized experiences in a virtual environment and conduct transactions efficiently. Furthermore, there is a lack of information tailored to user interests and visual experiences in virtual stores; therefore, the development of a system that meets these needs is required.
[0104] 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.
[0105] In this invention, the server includes means including a generation device that collects user information and generates an avatar based on the user's personality; a structure in which the avatar exchanges information with other avatars in a virtual environment and collects related information; and means for the user to try on products and complete purchase procedures via visual devices within the virtual environment. This allows the user to visually and intuitively experience trying on and purchasing products within the virtual environment and to receive personalized information.
[0106] A "user" is an entity that collects information and conducts transactions through an avatar in a virtual environment.
[0107] "Information" refers to data that supports avatar creation and activity, such as the user's hobbies, preferences, and purchase history.
[0108] An "avatar" is a digital representative that reflects the user's personality and engages in activities and interactions within a virtual environment.
[0109] A "virtual environment" is a digital space that users can access via visual devices to collect information and conduct transactions.
[0110] "Visual devices" are hardware devices that allow users to experience a virtual environment and visually experience activities through their avatars.
[0111] The "structure for exchanging information" refers to the system's processes for avatars to exchange data with other avatars and obtain relevant information.
[0112] A "generation device" is a technological element used to create avatars that operate in a virtual environment based on user information.
[0113] "Computerized assets" refer to digitized goods and decorative items that can be traded within a virtual environment.
[0114] "Trying on" is a function that allows users to virtually visually check clothing items and products.
[0115] "Purchase process" refers to the process of trading and paying for goods within a virtual environment.
[0116] "Transaction information" refers to data used to record and manage details of purchases and sales within a virtual environment.
[0117] The system implementing this invention begins by collecting user information and generating a personality-based avatar. The user inputs their basic information and preferences via a smartphone or visual device. The server, upon receiving this information, generates an avatar using an AI-powered generator, and this avatar then operates within the virtual environment.
[0118] Avatars collect relevant data by exchanging information with other avatars. During this process, the virtual environment is experienced by the user through visual devices, guiding them through product information and visual content. Common visual devices such as head-mounted displays and smart glasses can be used. This allows users to enjoy virtual shopping from the comfort of their homes, trying on and comparing products.
[0119] Meanwhile, the server manages transactions within the virtual environment and records transaction information for goods as computer assets. Purchase settlements are made via visual devices or smartphones, and all such transactions are securely stored in a database on the server.
[0120] Furthermore, a recommendation function using a generative AI model displays content and products tailored to the user's preferences. The server analyzes the collected data, generates prompt messages based on specific conditions, and provides the user with appropriate information.
[0121] A concrete example is a scenario where a user wears smart glasses to access a virtual shopping mall and explores the store with an avatar. This allows users to input prompts online, enabling them to fulfill requests such as, "I want to control my avatar to browse the latest products in the virtual store and virtually try on items I like."
[0122] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0123] Step 1:
[0124] Users input basic information and preferences via smartphones or visual devices. This input data is used to identify the user's personality and is sent from the device to the server as base data necessary for avatar generation.
[0125] Step 2:
[0126] The server processes the received information and uses AI technology to generate a personality-based avatar using a generative AI model. This generation process analyzes the input data and selects the avatar characteristics best suited to the user. The generated avatar then forms the basis for subsequent activities within the virtual environment.
[0127] Step 3:
[0128] Avatars are placed in a virtual environment and begin exchanging information with other avatars. The server controls the information exchange process and organizes the relevant data collected by the avatars. This extracts information that is likely to be of interest to the user and sends it to the user's device.
[0129] Step 4:
[0130] Users access a virtual environment using visual devices and have a visual experience with their avatar. The terminal performs the necessary processing to display specific products or content based on information received from the server. The generative AI model makes recommendations tailored to the user's preferences and selects products and information to be used based on the prompt text.
[0131] Step 5:
[0132] When a user wants to virtually try on clothes or view product details, the device retrieves a 3D model of the product and displays it through their visual device. In this step, product selection and try-on simulations are performed, allowing the user to try on multiple items until they are satisfied.
[0133] Step 6:
[0134] Once a user decides to purchase an item, the purchase process begins through their terminal. The server processes the transaction information and records data about the purchased item in a database. This confirms ownership of the item as a computerized asset, and the user can verify the transaction details in real time.
[0135] 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.
[0136] This invention is a system that integrates an emotion engine to recognize user emotions and innovate the user experience. This system uses user emotion information to dynamically change the avatar's movements, appearance, and information recommendations, providing a more personalized experience.
[0137] The system collects the user's basic information, hobbies, and preferences through the terminal, and then the server generates an avatar using AI technology. In this process, an emotion engine identifies emotions from the user's facial expressions and voice, and sends this information to the server in real time. Based on the received emotion data, the server automatically changes the avatar's expression (e.g., facial expressions and gestures). For example, if the system recognizes that the user is satisfied, the avatar will be adjusted to display a smile.
[0138] Furthermore, the server analyzes user emotional data and uses it as information to optimize transactions and communication. Based on this information, it can more appropriately adjust recommended content and advertisements and provide suggestions that fit the user's emotions. For example, if a user is feeling stressed, it can suggest products and content that help them relax.
[0139] The server also utilizes an emotion engine in communication with other users in the virtual space to support interactions that respond to the user's emotions. For example, if it detects that a user's anger is rising, the avatar can make calming gestures at the appropriate time.
[0140] By combining an emotion engine and an avatar generation mechanism in this way, the present invention provides an environment in which users can feel more natural and emotionally engaged, and makes it possible to improve the user experience in all aspects of information gathering and virtual activities.
[0141] The following describes the processing flow.
[0142] Step 1:
[0143] The user registers via their device and opts in to allow the collection of basic information, hobbies, preferences, and emotional data. The device then prepares to send this data to the server.
[0144] Step 2:
[0145] The device sends the user's basic information and permission settings for obtaining sentiment data to the server. Based on the received information, the server uses an AI model to generate an avatar based on the user's personality.
[0146] Step 3:
[0147] The server sends the generated avatar data to the terminal, which then displays the avatar's appearance to the user and provides customization options. The user can then adjust the avatar's appearance.
[0148] Step 4:
[0149] The emotion engine built into the device uses the user's camera and microphone to analyze their facial expressions and voice tone in real time, acquiring emotional data.
[0150] Step 5:
[0151] The emotion engine analyzes the emotion data, which the device then sends to the server. Based on this data, the server dynamically changes the avatar's expression (facial expressions, movements, etc.) to achieve a more realistic representation.
[0152] Step 6:
[0153] The server uses the sentiment data it receives to optimize information recommendations for the user. For example, if the user is feeling relaxed, the process will be adjusted to suggest relaxing content and products.
[0154] Step 7:
[0155] Users access a virtual space through their devices and interact with other users via avatars. The server reflects emotional data to assist in providing appropriate communication responses. By adjusting dialogue based on emotions, the quality of user communication is improved.
[0156] Step 8:
[0157] The device provides feedback to the user, showing how the collected sentiment data is being used. Based on this feedback, the user can evaluate the usefulness of the sentiment engine.
[0158] This processing flow allows users to have a more personalized experience, and enables the system to provide optimal services that respond to the user's emotions.
[0159] (Example 2)
[0160] 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".
[0161] In today's digital environment, there is a demand for systems that can make the user experience more personal and emotional. However, current technology does not adequately provide appropriate information and communication support based on the user's emotions.
[0162] 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.
[0163] In this invention, the server includes means for collecting user attributes and generating a digital character that dynamically changes based on the user's emotional state; means for optimizing and notifying the user of relevant information through emotion analysis; and means for recommending services and products based on emotional data. This makes the user experience more personalized and emotional, and enables the provision of relevant services and content.
[0164] "User attributes" refer to data that identifies an individual or helps understand their behavior, such as basic information about the user, preferences, and hobbies.
[0165] "Emotional state" refers to the psychological state analyzed from the user's facial expressions, tone of voice, etc., and includes emotions such as joy, sadness, and anger.
[0166] A "digital character" is a virtual entity created in a virtual space to mimic a user and express their emotions and actions.
[0167] "Emotion analysis" is a technology that processes a user's facial expressions and voice data to identify and evaluate the user's emotional state.
[0168] "Optimizing and notifying information" means selecting the most relevant information for the user based on their emotional state and attributes, and communicating it effectively.
[0169] "Recommending a service or product" means selecting and recommending products or services that meet the user's needs at that time, based on their emotions and preferences.
[0170] This invention is a system that analyzes a user's emotions in real time and uses the results to provide the user with a personalized experience. Specifically, the terminal collects the user's basic information and preferences. This requires a device equipped with a camera and microphone for facial recognition and voice recognition. Software called an emotion engine analyzes this data to identify the user's emotional state. The analyzed data is transmitted to a server via the internet.
[0171] The server generates digital characters using a generative AI model based on the received emotional data and user information. This generative AI model includes computer vision libraries and voice analysis tools. The server also includes mechanisms for selecting and notifying users of emotionally-based content and advertisements. For example, if an emotional state indicating stress is detected, it might recommend relaxing music or videos.
[0172] Furthermore, it includes features to support interaction within the virtual space; the server adjusts the expression of the digital character according to the user's emotions when they interact with other users. This makes it possible to provide a natural and emotionally rich communication experience.
[0173] An example of a prompt message is, "Suggest content that will help the user relax, and set the digital character to display appropriate facial expressions."
[0174] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0175] Step 1:
[0176] The device collects basic user information, hobbies, and preferences as input. It also captures the user's facial expressions and voice using the device's camera and microphone. This data is input and used to create a user profile and perform sentiment analysis. The output generates user characteristic information and initial sentiment data.
[0177] Step 2:
[0178] The device analyzes facial expressions and voice data collected using an emotion engine. Specifically, the emotion engine analyzes facial expressions (e.g., smiles, signs of sadness) and voice tone to identify the user's emotional state. The input is the user's facial expressions and voice data, and the output is the identified emotional state.
[0179] Step 3:
[0180] The server generates a digital character using a generative AI model based on user information and emotion data received from the terminal. Here, the character's appearance and behavior are determined according to the user's attributes and emotions. The input is the user's attribute information and emotional state, and the output is the generated digital character.
[0181] Step 4:
[0182] The server optimizes the content and advertisements it suggests to the user based on their emotional state. Specifically, a generative AI model selects and provides services and products that match the user's emotions. The input is a specified emotional state, and the output is optimized information and advertisements.
[0183] Step 5:
[0184] The terminal presents the user with a digital character and optimized information received from the server in real time. Here, the digital character displays appropriate expressions and actions for the user, and the content is displayed. The input is the digital character and content from the server, and the output is the displayed character and information.
[0185] Step 6:
[0186] The server utilizes an emotion engine to support interactions when users interact with others in the virtual space. Specifically, it adjusts the expression of the digital character according to emotions, promoting natural communication. The input is real-time emotion data, and the output is the adjusted behavior of the digital character.
[0187] (Application Example 2)
[0188] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as a "server" and the smart device 14 as a "terminal".
[0189] When users experience virtual spaces, interactions that do not align with their real-world emotional states result in a poor user experience. Furthermore, it is difficult to adjust the virtual environment and recommend products according to individual users' emotions and interests, resulting in insufficient provision of personalized experiences.
[0190] 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.
[0191] In this invention, the server includes means for collecting user information and generating an avatar based on the user's personality; means for identifying the user's emotions from facial expressions and voice and dynamically adjusting the music and lighting of the virtual environment based on the emotion data; and means for recommending products and content to the user through the adjusted environment. This makes it possible to provide a personalized purchasing experience that fits the user's emotions.
[0192] A "user" is a person who utilizes the system in question, providing information and interacting with it.
[0193] "Information" refers to a general set of data related to users and their activities in the virtual space.
[0194] An "avatar" is a digital character that represents a user in a virtual space, expressing the user's personality and emotions.
[0195] "Generative structure" refers to the mechanism within a system that creates an avatar based on user information.
[0196] A "virtual space" is a simulated three-dimensional environment constructed using digital technology, where users interact.
[0197] "Emotion" refers to the user's psychological state, which can be measured by the system through facial expressions and voice.
[0198] "Dynamic adjustment of music and lighting" is the process of changing the music and lighting settings of the virtual environment in real time according to the user's emotions.
[0199] "Product and content recommendations" refer to a system function that presents items and information deemed appropriate based on the user's emotions and interests.
[0200] "User experience" is a concept that represents the overall impression and emotional satisfaction that users experience through a system.
[0201] The server collects user information and uses a generative AI model to generate an avatar based on the user's personality. In this process, facial and audio data provided by the user through smart glasses or a VR headset are processed using OpenCV, and emotions are analyzed in real time using TensorFlow or a similar machine learning framework. Based on the analyzed emotion data, the server can dynamically adjust the environment in the virtual space, such as the settings for music and lighting.
[0202] The device presents the user with a customized virtual environment, adding a personalized shopping experience. During this process, product and content recommendations are tailored to the user's emotional state, enhancing the user experience. For example, if the user is feeling stressed, the system will play relaxing music and recommend relaxation products, providing a pleasant shopping experience.
[0203] By utilizing generative AI models, an example of a prompt suggesting products and services more suited to the user's emotions could be: "If the emotion engine detects that the user is stressed, please provide specific scenarios illustrating how the atmosphere in the virtual store would change and what products would be recommended." This approach enables a more personalized experience for the user.
[0204] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0205] Step 1:
[0206] The server acquires user facial and audio data when the user wears smart glasses or a VR headset and accesses a virtual environment. The input consists of image and audio data of the user's face, and the output is data ready for use in the next step of analysis. Specifically, the system captures data in real time via cameras and microphones.
[0207] Step 2:
[0208] The server processes the acquired facial expression data using OpenCV and preprocesses the audio data. The input here is the raw data acquired in step 1. The output is a dataset optimized for face recognition and audio analysis. Specifically, it extracts facial feature points and performs spectral analysis on the audio signal.
[0209] Step 3:
[0210] The server analyzes user emotions based on optimized data using TensorFlow or a similar machine learning framework. The data from step 2 is used as input. The output is the user's emotional state, such as a label like "stressed" or "satisfied." Specifically, it applies a pre-trained emotion classification model.
[0211] Step 4:
[0212] The device receives the analyzed emotion data and dynamically adjusts the music and lighting settings of the virtual space based on that data. The input is the emotion label from step 3. The output is the adjusted virtual environment presented to the user. Specifically, it switches music playlists and lighting scenarios according to the emotional state.
[0213] Step 5:
[0214] The device recommends products and content to the user within a controlled virtual environment. Inputs include the user's current sentiment label and their past purchase and interest data. Output is a personalized list of products or content. Specifically, the recommendation engine selects products and content based on the sentiment data.
[0215] 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.
[0216] 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.
[0217] 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.
[0218] [Second Embodiment]
[0219] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0220] 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.
[0221] 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).
[0222] 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.
[0223] 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.
[0224] 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).
[0225] 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.
[0226] 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.
[0227] 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.
[0228] 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.
[0229] 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.
[0230] 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".
[0231] This invention is a system for efficiently providing information to users and enabling diverse activities in a virtual space. This system provides a series of functions for generating avatars based on user information, collecting and exchanging information, notifying users, and trading digital assets.
[0232] The system provides services centered on the user experience, while exchanging information between the server and the user's terminal. First, the user inputs basic information, hobbies, and preferences via their terminal. The server receives this information and uses AI technology to generate a personality-based avatar. This avatar acts as the user's representative in the virtual space.
[0233] The server connects this avatar with other avatars and processes information for exchange. Through interaction between avatars in the virtual space, it collects information that the user may be interested in. The collected information is notified to the user's device, allowing the user to easily obtain important information.
[0234] Furthermore, the system includes a feature that treats avatar accessories and items as digital assets. Users can buy and sell these items on their devices, enabling them to participate in a virtual economy. The server manages these transactions and processes data to record item ownership.
[0235] Regarding advertising and recommendation features, the server analyzes user data and displays content tailored to their interests at the optimal time. This allows users to receive highly relevant information and product recommendations, and enables companies to conduct effective marketing activities.
[0236] Furthermore, to enable two-way communication, users can interact with other users and companies in real time through their avatars. The server provides a variety of resources to support this interaction and facilitate communication between users.
[0237] As described above, the present invention provides next-generation methods for obtaining information and forms of virtual activities, enabling users to enjoy rich digital experiences.
[0238] The following describes the processing flow.
[0239] Step 1:
[0240] The user uses the device to input basic information, hobbies, and preferences. The device then collects this information and prepares to send it to the server.
[0241] Step 2:
[0242] The device sends user information to the server. The server uses the received information to invoke an AI model and initiates the process of generating an avatar based on the user's personality.
[0243] Step 3:
[0244] The server creates a generated avatar and sends its data (e.g., appearance and attributes) back to the terminal. The terminal then displays the avatar to the user and provides customization options.
[0245] Step 4:
[0246] The server matches avatars with other avatars in the virtual space. It applies algorithms to connect avatars with similar interests and concerns, enabling them to exchange information.
[0247] Step 5:
[0248] Avatars converse with each other in a virtual space and exchange relevant information. The server monitors this information exchange and aggregates data useful to the user.
[0249] Step 6:
[0250] The terminal notifies the user of important information received from the server. This allows the user to quickly access useful information.
[0251] Step 7:
[0252] Users purchase or sell items for their avatars as digital assets through a terminal. The terminal provides a transaction interface and accepts user input.
[0253] Step 8:
[0254] The server manages transaction information and records item ownership. The server completes these transactions in a secure environment.
[0255] Step 9:
[0256] The server analyzes user behavior data and optimizes ads and recommendations based on that data. The device displays optimized ads to the user and makes recommendations at the appropriate time.
[0257] Step 10:
[0258] Users initiate two-way communication with other users and companies through their devices. The server supports this real-time chat and meeting, ensuring smooth interaction.
[0259] (Example 1)
[0260] Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0261] In modern virtual spaces, users are expected to create virtual representations that reflect their own characteristics, effectively collect and exchange information, and receive highly relevant advertisements and recommendations. However, conventional systems have faced challenges in efficiently realizing personalized experiences and two-way real-time interactions based on user characteristics.
[0262] 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.
[0263] In this invention, the server includes means for collecting user characteristics and generating a virtual representation, means for the virtual representation to exchange and collect information in a virtual environment, and means for trading the virtual representation's accessories as electronic assets. This enables users to exchange information in real time based on their own characteristics and receive highly relevant information.
[0264] A "user" is an individual or group that accesses an information system and becomes a user of it.
[0265] "Characteristics" refer to information about a user's interests, preferences, and behavioral patterns.
[0266] A "virtual representation" is a digital agent, or avatar, generated based on the user's characteristics.
[0267] A "generative AI model" is an algorithm or computational model that uses artificial intelligence technology to generate output based on specific input data.
[0268] A "virtual environment" refers to a digital space built on the internet, a place where users can engage in activities through virtual representations.
[0269] "Electronic assets" is a concept that refers to digital items and data that can be traded within a virtual environment.
[0270] "Exchanging and collecting information" means exchanging data with other users and systems through a user's virtual representation and gathering relevant information.
[0271] "Optimizing ads and providing relevant information" means selecting ads and information based on user characteristics and presenting them in the most effective way.
[0272] "Promoting two-way interaction and enabling real-time communication" means providing an environment where users can communicate instantly with each other and exchange information.
[0273] This invention is a system in which a user, a server, and a terminal work together. The system generates a virtual representation (avatar) using a generated AI model based on characteristic information provided by the user, enabling activities in a virtual environment.
[0274] Users access the system using a device and input characteristic information. These devices include smartphones, personal computers, and tablet devices. Users input data such as interests, preferences, and behavioral history, which is then used to generate a virtual representation.
[0275] The server is located on a cloud computing platform and generates avatars using a generative AI model based on the received user characteristic information. The algorithm creates unique digital characters that reflect the user's characteristics. Machine learning frameworks (such as TensorFlow or PyTorch) are used for the AI model.
[0276] Virtual representations interact with other users' avatars in a virtual environment. The server has the ability to collect and analyze relevant information through these interactions. The collected information is used to notify users of the latest information that might be of interest to their devices.
[0277] Furthermore, the server will enable the trading of virtual representations of ornaments and items as electronic assets. This will allow users to buy and sell these digital items using their devices, thus enabling virtual economic activity. The server is expected to utilize blockchain technology and other technologies to ensure the transparency and security of these transactions.
[0278] In providing advertisements and recommendation information, the server analyzes user behavior data and displays highly relevant advertisements at the optimal time. This allows users to receive personalized recommendations, which also contributes to the marketing activities of companies.
[0279] Furthermore, users can engage in two-way real-time communication with other users and enterprises via avatars. To support this, the server provides an infrastructure with stable communication and rapid data processing capabilities.
[0280] As a specific example, when a user registers an interest in "virtual art", the server creates an avatar related to art using a generative AI model and allows the user to participate in the art community. As a result, the user is immediately notified of new artworks and event information.
[0281] An example of a prompt sentence is: "Please design a system that generates an avatar using a generative AI model based on the hobby information input by the user, collects related information in the virtual space, and notifies the user."
[0282] The flow of specific processing in Example 1 will be described using FIG. 11.
[0283] Step 1: Input of user information
[0284] The user uses a terminal to input their own characteristic information. Specifically, data such as hobbies, interests, preferences, and behavioral history is provided through an interface. This data serves as the input to the system. The input information is transmitted to the server and used in the next processing step.
[0285] Step 2: Generation of avatar
[0286] The server supplies the characteristic information obtained from the user as input to a generative AI model. As a result, a virtual representation (avatar) reflecting the user's characteristics is generated. In this process, a machine learning model constructs a digital character using unique parameters. The generated avatar is output and prepared for the next step.
[0287] Step 3: Interaction in the virtual space
[0288] The server places the generated avatars into a virtual environment. Here, the avatars interact with other avatars and exchange information. The system collects relevant information through the communities and events that the user's avatar participates in. The collected information is then prepared for notification processing in the next step.
[0289] Step 4: Notification of Information
[0290] The server analyzes the information collected in the virtual space. This analysis determines which information is important to the user. By notifying the user's terminal of the identified information, the user can obtain the latest information of interest in real time. This notification is output.
[0291] Step 5: Trading Digital Assets
[0292] Users can buy and sell virtual representations of decorative items and other items as electronic assets on their devices. The server records these transactions and manages them transparently. Transaction information is entered, and ownership data is updated as output.
[0293] Step 6: Provide advertising and recommendations
[0294] The server analyzes user behavior patterns and provides interest-based advertisements and content. In this process, the user's past behavior history is used as input, and optimized advertisements and recommended content are output. This allows users to receive highly relevant information.
[0295] Step 7: Supporting real-time interaction
[0296] Users interact directly with other users and companies using avatars via their devices. The server ensures communication stability and provides resources that enable real-time information exchange. Data from this interaction is output, stimulating communication among users.
[0297] (Application Example 1)
[0298] 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."
[0299] A system is needed that allows users to consider products through personalized experiences in a virtual environment and conduct transactions efficiently. Furthermore, there is a lack of information tailored to user interests and visual experiences in virtual stores; therefore, the development of a system that meets these needs is required.
[0300] 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.
[0301] In this invention, the server includes means including a generation device that collects user information and generates an avatar based on the user's personality; a structure in which the avatar exchanges information with other avatars in a virtual environment and collects related information; and means for the user to try on products and complete purchase procedures via visual devices within the virtual environment. This allows the user to visually and intuitively experience trying on and purchasing products within the virtual environment and to receive personalized information.
[0302] A "user" is an entity that collects information and conducts transactions through an avatar in a virtual environment.
[0303] "Information" refers to data that supports avatar creation and activity, such as the user's hobbies, preferences, and purchase history.
[0304] An "avatar" is a digital representative that reflects the user's personality and engages in activities and interactions within a virtual environment.
[0305] A "virtual environment" is a digital space that users can access via visual devices to collect information and conduct transactions.
[0306] The "visual device" is a hardware device for users to experience a virtual environment and visually experience activities through an avatar.
[0307] The "structure for information exchange" is a process within a system for an avatar to exchange data with other avatars and obtain relevant information.
[0308] The "generation device" is a technical element for creating an avatar that operates in a virtual environment based on user information.
[0309] The "computer assets" are digitized goods and ornaments that can be traded within a virtual environment.
[0310] "Try-on" is a function that allows users to virtually visually confirm clothing and goods.
[0311] The "purchase procedure" is a process for conducting transactions and payments for goods within a virtual environment.
[0312] The "transaction information" is data for recording and managing the details of purchases and sales within a virtual environment.
[0313] The system for implementing this invention starts with collecting user information and generating an avatar based on personality. The user inputs their basic information and preferences through a smartphone or visual device. The server that receives this uses a generation device driven by AI technology to generate an avatar, and that avatar conducts activities within the virtual environment.
[0314] The avatar collects relevant data by exchanging information with other avatars. At this time, the virtual environment is experienced by the user through a visual device, and product information and visual content are guided. As the visual device, a general head-mounted display or smart glasses can be used. Thereby, users can enjoy virtual shopping even at home and can try on and compare goods.
[0315] Meanwhile, the server manages transactions within the virtual environment and records transaction information for goods as computer assets. Purchase settlements are made via visual devices or smartphones, and all such transactions are securely stored in a database on the server.
[0316] Furthermore, a recommendation function using a generative AI model displays content and products tailored to the user's preferences. The server analyzes the collected data, generates prompt messages based on specific conditions, and provides the user with appropriate information.
[0317] A concrete example is a scenario where a user wears smart glasses to access a virtual shopping mall and explores the store with an avatar. This allows users to input prompts online, enabling them to fulfill requests such as, "I want to control my avatar to browse the latest products in the virtual store and virtually try on items I like."
[0318] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0319] Step 1:
[0320] Users input basic information and preferences via smartphones or visual devices. This input data is used to identify the user's personality and is sent from the device to the server as base data necessary for avatar generation.
[0321] Step 2:
[0322] The server processes the received information and uses AI technology to generate a personality-based avatar using a generative AI model. This generation process analyzes the input data and selects the avatar characteristics best suited to the user. The generated avatar then forms the basis for subsequent activities within the virtual environment.
[0323] Step 3:
[0324] Avatars are placed in a virtual environment and begin exchanging information with other avatars. The server controls the information exchange process and organizes the relevant data collected by the avatars. This extracts information that is likely to be of interest to the user and sends it to the user's device.
[0325] Step 4:
[0326] Users access a virtual environment using visual devices and have a visual experience with their avatar. The terminal performs the necessary processing to display specific products or content based on information received from the server. The generative AI model makes recommendations tailored to the user's preferences and selects products and information to be used based on the prompt text.
[0327] Step 5:
[0328] When a user wants to virtually try on clothes or view product details, the device retrieves a 3D model of the product and displays it through their visual device. In this step, product selection and try-on simulations are performed, allowing the user to try on multiple items until they are satisfied.
[0329] Step 6:
[0330] Once a user decides to purchase an item, the purchase process begins through their terminal. The server processes the transaction information and records data about the purchased item in a database. This confirms ownership of the item as a computerized asset, and the user can verify the transaction details in real time.
[0331] 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.
[0332] This invention is a system that integrates an emotion engine to recognize user emotions and innovate the user experience. This system uses user emotion information to dynamically change the avatar's movements, appearance, and information recommendations, providing a more personalized experience.
[0333] The system collects the user's basic information, hobbies, and preferences through the terminal, and then the server generates an avatar using AI technology. In this process, an emotion engine identifies emotions from the user's facial expressions and voice, and sends this information to the server in real time. Based on the received emotion data, the server automatically changes the avatar's expression (e.g., facial expressions and gestures). For example, if the system recognizes that the user is satisfied, the avatar will be adjusted to display a smile.
[0334] Furthermore, the server analyzes user emotional data and uses it as information to optimize transactions and communication. Based on this information, it can more appropriately adjust recommended content and advertisements and provide suggestions that fit the user's emotions. For example, if a user is feeling stressed, it can suggest products and content that help them relax.
[0335] The server also utilizes an emotion engine in communication with other users in the virtual space to support interactions that respond to the user's emotions. For example, if it detects that a user's anger is rising, the avatar can make calming gestures at the appropriate time.
[0336] By combining an emotion engine and an avatar generation mechanism in this way, the present invention provides an environment in which users can feel more natural and emotionally engaged, and makes it possible to improve the user experience in all aspects of information gathering and virtual activities.
[0337] The following describes the processing flow.
[0338] Step 1:
[0339] The user registers via their device and opts in to allow the collection of basic information, hobbies, preferences, and emotional data. The device then prepares to send this data to the server.
[0340] Step 2:
[0341] The device sends the user's basic information and permission settings for obtaining sentiment data to the server. Based on the received information, the server uses an AI model to generate an avatar based on the user's personality.
[0342] Step 3:
[0343] The server sends the generated avatar data to the terminal, which then displays the avatar's appearance to the user and provides customization options. The user can then adjust the avatar's appearance.
[0344] Step 4:
[0345] The emotion engine built into the device uses the user's camera and microphone to analyze their facial expressions and voice tone in real time, acquiring emotional data.
[0346] Step 5:
[0347] The emotion engine analyzes the emotion data, which the device then sends to the server. Based on this data, the server dynamically changes the avatar's expression (facial expressions, movements, etc.) to achieve a more realistic representation.
[0348] Step 6:
[0349] The server uses the sentiment data it receives to optimize information recommendations for the user. For example, if the user is feeling relaxed, the process will be adjusted to suggest relaxing content and products.
[0350] Step 7:
[0351] Users access a virtual space through their devices and interact with other users via avatars. The server reflects emotional data to assist in providing appropriate communication responses. By adjusting dialogue based on emotions, the quality of user communication is improved.
[0352] Step 8:
[0353] The device provides feedback to the user, showing how the collected sentiment data is being used. Based on this feedback, the user can evaluate the usefulness of the sentiment engine.
[0354] This processing flow allows users to have a more personalized experience, and enables the system to provide optimal services that respond to the user's emotions.
[0355] (Example 2)
[0356] 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".
[0357] In today's digital environment, there is a demand for systems that can make the user experience more personal and emotional. However, current technology does not adequately provide appropriate information and communication support based on the user's emotions.
[0358] 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.
[0359] In this invention, the server includes means for collecting user attributes and generating a digital character that dynamically changes based on the user's emotional state; means for optimizing and notifying the user of relevant information through emotion analysis; and means for recommending services and products based on emotional data. This makes the user experience more personalized and emotional, and enables the provision of relevant services and content.
[0360] "User attributes" refer to data that identifies an individual or helps understand their behavior, such as basic information about the user, preferences, and hobbies.
[0361] "Emotional state" refers to the psychological state analyzed from the user's facial expressions, tone of voice, etc., and includes emotions such as joy, sadness, and anger.
[0362] A "digital character" is a virtual entity created in a virtual space to mimic a user and express their emotions and actions.
[0363] "Emotion analysis" is a technology that processes a user's facial expressions and voice data to identify and evaluate the user's emotional state.
[0364] "Optimizing and notifying information" means selecting the most relevant information for the user based on their emotional state and attributes, and communicating it effectively.
[0365] "Recommending a service or product" means selecting and recommending products or services that meet the user's needs at that time, based on their emotions and preferences.
[0366] This invention is a system that analyzes a user's emotions in real time and uses the results to provide the user with a personalized experience. Specifically, the terminal collects the user's basic information and preferences. This requires a device equipped with a camera and microphone for facial recognition and voice recognition. Software called an emotion engine analyzes this data to identify the user's emotional state. The analyzed data is transmitted to a server via the internet.
[0367] The server generates digital characters using a generative AI model based on the received emotional data and user information. This generative AI model includes computer vision libraries and voice analysis tools. The server also includes mechanisms for selecting and notifying users of emotionally-based content and advertisements. For example, if an emotional state indicating stress is detected, it might recommend relaxing music or videos.
[0368] Furthermore, it includes features to support interaction within the virtual space; the server adjusts the expression of the digital character according to the user's emotions when they interact with other users. This makes it possible to provide a natural and emotionally rich communication experience.
[0369] An example of a prompt message is, "Suggest content that will help the user relax, and set the digital character to display appropriate facial expressions."
[0370] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0371] Step 1:
[0372] The device collects basic user information, hobbies, and preferences as input. It also captures the user's facial expressions and voice using the device's camera and microphone. This data is input and used to create a user profile and perform sentiment analysis. The output generates user characteristic information and initial sentiment data.
[0373] Step 2:
[0374] The device analyzes facial expressions and voice data collected using an emotion engine. Specifically, the emotion engine analyzes facial expressions (e.g., smiles, signs of sadness) and voice tone to identify the user's emotional state. The input is the user's facial expressions and voice data, and the output is the identified emotional state.
[0375] Step 3:
[0376] The server generates a digital character using a generative AI model based on user information and emotion data received from the terminal. Here, the character's appearance and behavior are determined according to the user's attributes and emotions. The input is the user's attribute information and emotional state, and the output is the generated digital character.
[0377] Step 4:
[0378] The server optimizes the content and advertisements it suggests to the user based on their emotional state. Specifically, a generative AI model selects and provides services and products that match the user's emotions. The input is a specified emotional state, and the output is optimized information and advertisements.
[0379] Step 5:
[0380] The terminal presents the user with a digital character and optimized information received from the server in real time. Here, the digital character displays appropriate expressions and actions for the user, and the content is displayed. The input is the digital character and content from the server, and the output is the displayed character and information.
[0381] Step 6:
[0382] The server utilizes an emotion engine to support interactions when users interact with others in the virtual space. Specifically, it adjusts the expression of the digital character according to emotions, promoting natural communication. The input is real-time emotion data, and the output is the adjusted behavior of the digital character.
[0383] (Application Example 2)
[0384] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0385] When users experience virtual spaces, interactions that do not align with their real-world emotional states result in a poor user experience. Furthermore, it is difficult to adjust the virtual environment and recommend products according to individual users' emotions and interests, resulting in insufficient provision of personalized experiences.
[0386] 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.
[0387] In this invention, the server includes means for collecting user information and generating an avatar based on the user's personality; means for identifying the user's emotions from facial expressions and voice and dynamically adjusting the music and lighting of the virtual environment based on the emotion data; and means for recommending products and content to the user through the adjusted environment. This makes it possible to provide a personalized purchasing experience that fits the user's emotions.
[0388] A "user" is a person who utilizes the system in question, providing information and interacting with it.
[0389] "Information" refers to a general set of data related to users and their activities in the virtual space.
[0390] An "avatar" is a digital character that represents a user in a virtual space, expressing the user's personality and emotions.
[0391] "Generative structure" refers to the mechanism within a system that creates an avatar based on user information.
[0392] A "virtual space" is a simulated three-dimensional environment constructed using digital technology, where users interact.
[0393] "Emotion" refers to the user's psychological state, which can be measured by the system through facial expressions and voice.
[0394] "Dynamic adjustment of music and lighting" is the process of changing the music and lighting settings of the virtual environment in real time according to the user's emotions.
[0395] "Product and content recommendations" refer to a system function that presents items and information deemed appropriate based on the user's emotions and interests.
[0396] "User experience" is a concept that represents the overall impression and emotional satisfaction that users experience through a system.
[0397] The server collects user information and uses a generative AI model to generate an avatar based on the user's personality. In this process, facial and audio data provided by the user through smart glasses or a VR headset are processed using OpenCV, and emotions are analyzed in real time using TensorFlow or a similar machine learning framework. Based on the analyzed emotion data, the server can dynamically adjust the environment in the virtual space, such as the settings for music and lighting.
[0398] The device presents the user with a customized virtual environment, adding a personalized shopping experience. During this process, product and content recommendations are tailored to the user's emotional state, enhancing the user experience. For example, if the user is feeling stressed, the system will play relaxing music and recommend relaxation products, providing a pleasant shopping experience.
[0399] By utilizing generative AI models, an example of a prompt suggesting products and services more suited to the user's emotions could be: "If the emotion engine detects that the user is stressed, please provide specific scenarios illustrating how the atmosphere in the virtual store would change and what products would be recommended." This approach enables a more personalized experience for the user.
[0400] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0401] Step 1:
[0402] The server acquires user facial and audio data when the user wears smart glasses or a VR headset and accesses a virtual environment. The input consists of image and audio data of the user's face, and the output is data ready for use in the next step of analysis. Specifically, the system captures data in real time via cameras and microphones.
[0403] Step 2:
[0404] The server processes the acquired facial expression data using OpenCV and preprocesses the audio data. The input here is the raw data acquired in step 1. The output is a dataset optimized for face recognition and audio analysis. Specifically, it extracts facial feature points and performs spectral analysis on the audio signal.
[0405] Step 3:
[0406] The server analyzes user emotions based on optimized data using TensorFlow or a similar machine learning framework. The data from step 2 is used as input. The output is the user's emotional state, such as a label like "stressed" or "satisfied." Specifically, it applies a pre-trained emotion classification model.
[0407] Step 4:
[0408] The device receives the analyzed emotion data and dynamically adjusts the music and lighting settings of the virtual space based on that data. The input is the emotion label from step 3. The output is the adjusted virtual environment presented to the user. Specifically, it switches music playlists and lighting scenarios according to the emotional state.
[0409] Step 5:
[0410] The device recommends products and content to the user within a controlled virtual environment. Inputs include the user's current sentiment label and their past purchase and interest data. Output is a personalized list of products or content. Specifically, the recommendation engine selects products and content based on the sentiment data.
[0411] 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.
[0412] 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.
[0413] 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.
[0414] [Third Embodiment]
[0415] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0416] 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.
[0417] 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).
[0418] 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.
[0419] 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.
[0420] 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).
[0421] 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.
[0422] 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.
[0423] 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.
[0424] 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.
[0425] 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.
[0426] 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".
[0427] This invention is a system for efficiently providing information to users and enabling diverse activities in a virtual space. This system provides a series of functions for generating avatars based on user information, collecting and exchanging information, notifying users, and trading digital assets.
[0428] The system provides services centered on the user experience, while exchanging information between the server and the user's terminal. First, the user inputs basic information, hobbies, and preferences via their terminal. The server receives this information and uses AI technology to generate a personality-based avatar. This avatar acts as the user's representative in the virtual space.
[0429] The server connects this avatar with other avatars and processes information for exchange. Through interaction between avatars in the virtual space, it collects information that the user may be interested in. The collected information is notified to the user's device, allowing the user to easily obtain important information.
[0430] Furthermore, the system includes a feature that treats avatar accessories and items as digital assets. Users can buy and sell these items on their devices, enabling them to participate in a virtual economy. The server manages these transactions and processes data to record item ownership.
[0431] Regarding advertising and recommendation features, the server analyzes user data and displays content tailored to their interests at the optimal time. This allows users to receive highly relevant information and product recommendations, and enables companies to conduct effective marketing activities.
[0432] Furthermore, to enable two-way communication, users can interact with other users and companies in real time through their avatars. The server provides a variety of resources to support this interaction and facilitate communication between users.
[0433] As described above, the present invention provides next-generation methods for obtaining information and forms of virtual activities, enabling users to enjoy rich digital experiences.
[0434] The following describes the processing flow.
[0435] Step 1:
[0436] The user uses the device to input basic information, hobbies, and preferences. The device then collects this information and prepares to send it to the server.
[0437] Step 2:
[0438] The device sends user information to the server. The server uses the received information to invoke an AI model and initiates the process of generating an avatar based on the user's personality.
[0439] Step 3:
[0440] The server creates a generated avatar and sends its data (e.g., appearance and attributes) back to the terminal. The terminal then displays the avatar to the user and provides customization options.
[0441] Step 4:
[0442] The server matches avatars with other avatars in the virtual space. It applies algorithms to connect avatars with similar interests and concerns, enabling them to exchange information.
[0443] Step 5:
[0444] Avatars converse with each other in a virtual space and exchange relevant information. The server monitors this information exchange and aggregates data useful to the user.
[0445] Step 6:
[0446] The terminal notifies the user of important information received from the server. This allows the user to quickly access useful information.
[0447] Step 7:
[0448] Users purchase or sell items for their avatars as digital assets through a terminal. The terminal provides a transaction interface and accepts user input.
[0449] Step 8:
[0450] The server manages transaction information and records item ownership. The server completes these transactions in a secure environment.
[0451] Step 9:
[0452] The server analyzes user behavior data and optimizes ads and recommendations based on that data. The device displays optimized ads to the user and makes recommendations at the appropriate time.
[0453] Step 10:
[0454] Users initiate two-way communication with other users and companies through their devices. The server supports this real-time chat and meeting, ensuring smooth interaction.
[0455] (Example 1)
[0456] 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."
[0457] In modern virtual spaces, users are expected to create virtual representations that reflect their own characteristics, effectively collect and exchange information, and receive highly relevant advertisements and recommendations. However, conventional systems have faced challenges in efficiently realizing personalized experiences and two-way real-time interactions based on user characteristics.
[0458] 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.
[0459] In this invention, the server includes means for collecting user characteristics and generating a virtual representation, means for the virtual representation to exchange and collect information in a virtual environment, and means for trading the virtual representation's accessories as electronic assets. This enables users to exchange information in real time based on their own characteristics and receive highly relevant information.
[0460] A "user" is an individual or group that accesses an information system and becomes a user of it.
[0461] "Characteristics" refer to information about a user's interests, preferences, and behavioral patterns.
[0462] A "virtual representation" is a digital agent, or avatar, generated based on the user's characteristics.
[0463] A "generative AI model" is an algorithm or computational model that uses artificial intelligence technology to generate output based on specific input data.
[0464] A "virtual environment" refers to a digital space built on the internet, a place where users can engage in activities through virtual representations.
[0465] "Electronic assets" is a concept that refers to digital items and data that can be traded within a virtual environment.
[0466] "Exchanging and collecting information" means exchanging data with other users and systems through a user's virtual representation and gathering relevant information.
[0467] "Optimizing ads and providing relevant information" means selecting ads and information based on user characteristics and presenting them in the most effective way.
[0468] "Promoting two-way interaction and enabling real-time communication" means providing an environment where users can communicate instantly with each other and exchange information.
[0469] This invention is a system in which a user, a server, and a terminal work together. The system generates a virtual representation (avatar) using a generated AI model based on characteristic information provided by the user, enabling activities in a virtual environment.
[0470] Users access the system using a device and input characteristic information. These devices include smartphones, personal computers, and tablet devices. Users input data such as interests, preferences, and behavioral history, which is then used to generate a virtual representation.
[0471] The server is located on a cloud computing platform and generates avatars using a generative AI model based on the received user characteristic information. The algorithm creates unique digital characters that reflect the user's characteristics. Machine learning frameworks (such as TensorFlow or PyTorch) are used for the AI model.
[0472] Virtual representations interact with other users' avatars in a virtual environment. The server has the ability to collect and analyze relevant information through these interactions. The collected information is used to notify users of the latest information that might be of interest to their devices.
[0473] Furthermore, the server will enable the trading of virtual representations of ornaments and items as electronic assets. This will allow users to buy and sell these digital items using their devices, thus enabling virtual economic activity. The server is expected to utilize blockchain technology and other technologies to ensure the transparency and security of these transactions.
[0474] In providing advertisements and recommendation information, the server analyzes user behavior data and displays highly relevant advertisements at the optimal time. This allows users to receive personalized recommendations, which also contributes to the marketing activities of companies.
[0475] Furthermore, users can engage in two-way, real-time interactions with other users and companies via avatars. To support this, the server provides an infrastructure with stable communication and rapid data processing.
[0476] As a concrete example, if a user registers that they are interested in "virtual art," the server uses a generative AI model to create an avatar related to art and allows them to join an art community. This allows the user to be instantly notified of new artworks and events.
[0477] An example of a prompt message would be: "Design a system that generates an avatar using a generative AI model based on hobby information entered by the user, and then collects and notifies the user of related information in a virtual space."
[0478] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0479] Step 1: Enter user information
[0480] The user uses a terminal to input their personal information. Specifically, they provide data such as hobbies, interests, preferences, and behavioral history through the interface. This data becomes input to the system. The entered information is sent to the server and used in the next processing step.
[0481] Step 2: Avatar Creation
[0482] The server supplies characteristic information obtained from the user as input to the generating AI model. This generates a virtual representation (avatar) that reflects the user's characteristics. In this process, the machine learning model constructs a digital character using unique parameters. The generated avatar is output, preparing for the next step.
[0483] Step 3: Interaction in the virtual space
[0484] The server places the generated avatars into a virtual environment. Here, the avatars interact with other avatars and exchange information. The system collects relevant information through the communities and events that the user's avatar participates in. The collected information is then prepared for notification processing in the next step.
[0485] Step 4: Notification of Information
[0486] The server analyzes the information collected in the virtual space. This analysis determines which information is important to the user. By notifying the user's terminal of the identified information, the user can obtain the latest information of interest in real time. This notification is output.
[0487] Step 5: Trading Digital Assets
[0488] Users can buy and sell virtual representations of decorative items and other items as electronic assets on their devices. The server records these transactions and manages them transparently. Transaction information is entered, and ownership data is updated as output.
[0489] Step 6: Provide advertising and recommendations
[0490] The server analyzes user behavior patterns and provides interest-based advertisements and content. In this process, the user's past behavior history is used as input, and optimized advertisements and recommended content are output. This allows users to receive highly relevant information.
[0491] Step 7: Supporting real-time interaction
[0492] Users interact directly with other users and companies using avatars via their devices. The server ensures communication stability and provides resources that enable real-time information exchange. Data from this interaction is output, stimulating communication among users.
[0493] (Application Example 1)
[0494] 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."
[0495] A system is needed that allows users to consider products through personalized experiences in a virtual environment and conduct transactions efficiently. Furthermore, there is a lack of information tailored to user interests and visual experiences in virtual stores; therefore, the development of a system that meets these needs is required.
[0496] 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.
[0497] In this invention, the server includes means including a generation device that collects user information and generates an avatar based on the user's personality; a structure in which the avatar exchanges information with other avatars in a virtual environment and collects related information; and means for the user to try on products and complete purchase procedures via visual devices within the virtual environment. This allows the user to visually and intuitively experience trying on and purchasing products within the virtual environment and to receive personalized information.
[0498] A "user" is an entity that collects information and conducts transactions through an avatar in a virtual environment.
[0499] "Information" refers to data that supports avatar creation and activity, such as the user's hobbies, preferences, and purchase history.
[0500] An "avatar" is a digital representative that reflects the user's personality and engages in activities and interactions within a virtual environment.
[0501] A "virtual environment" is a digital space that users can access via visual devices to collect information and conduct transactions.
[0502] "Visual devices" are hardware devices that allow users to experience a virtual environment and visually experience activities through their avatars.
[0503] The "structure for exchanging information" refers to the system's processes for avatars to exchange data with other avatars and obtain relevant information.
[0504] A "generation device" is a technological element used to create avatars that operate in a virtual environment based on user information.
[0505] "Computerized assets" refer to digitized goods and decorative items that can be traded within a virtual environment.
[0506] "Trying on" is a function that allows users to virtually visually check clothing items and products.
[0507] "Purchase process" refers to the process of trading and paying for goods within a virtual environment.
[0508] "Transaction information" refers to data used to record and manage details of purchases and sales within a virtual environment.
[0509] The system implementing this invention begins by collecting user information and generating a personality-based avatar. The user inputs their basic information and preferences via a smartphone or visual device. The server, upon receiving this information, generates an avatar using an AI-powered generator, and this avatar then operates within the virtual environment.
[0510] Avatars collect relevant data by exchanging information with other avatars. During this process, the virtual environment is experienced by the user through visual devices, guiding them through product information and visual content. Common visual devices such as head-mounted displays and smart glasses can be used. This allows users to enjoy virtual shopping from the comfort of their homes, trying on and comparing products.
[0511] Meanwhile, the server manages transactions within the virtual environment and records transaction information for goods as computer assets. Purchase settlements are made via visual devices or smartphones, and all such transactions are securely stored in a database on the server.
[0512] Furthermore, a recommendation function using a generative AI model displays content and products tailored to the user's preferences. The server analyzes the collected data, generates prompt messages based on specific conditions, and provides the user with appropriate information.
[0513] A concrete example is a scenario where a user wears smart glasses to access a virtual shopping mall and explores the store with an avatar. This allows users to input prompts online, enabling them to fulfill requests such as, "I want to control my avatar to browse the latest products in the virtual store and virtually try on items I like."
[0514] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0515] Step 1:
[0516] Users input basic information and preferences via smartphones or visual devices. This input data is used to identify the user's personality and is sent from the device to the server as base data necessary for avatar generation.
[0517] Step 2:
[0518] The server processes the received information and uses AI technology to generate a personality-based avatar using a generative AI model. This generation process analyzes the input data and selects the avatar characteristics best suited to the user. The generated avatar then forms the basis for subsequent activities within the virtual environment.
[0519] Step 3:
[0520] Avatars are placed in a virtual environment and begin exchanging information with other avatars. The server controls the information exchange process and organizes the relevant data collected by the avatars. This extracts information that is likely to be of interest to the user and sends it to the user's device.
[0521] Step 4:
[0522] Users access a virtual environment using visual devices and have a visual experience with their avatar. The terminal performs the necessary processing to display specific products or content based on information received from the server. The generative AI model makes recommendations tailored to the user's preferences and selects products and information to be used based on the prompt text.
[0523] Step 5:
[0524] When a user wants to virtually try on clothes or view product details, the device retrieves a 3D model of the product and displays it through their visual device. In this step, product selection and try-on simulations are performed, allowing the user to try on multiple items until they are satisfied.
[0525] Step 6:
[0526] Once a user decides to purchase an item, the purchase process begins through their terminal. The server processes the transaction information and records data about the purchased item in a database. This confirms ownership of the item as a computerized asset, and the user can verify the transaction details in real time.
[0527] 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.
[0528] This invention is a system that integrates an emotion engine to recognize user emotions and innovate the user experience. This system uses user emotion information to dynamically change the avatar's movements, appearance, and information recommendations, providing a more personalized experience.
[0529] The system collects the user's basic information, hobbies, and preferences through the terminal, and then the server generates an avatar using AI technology. In this process, an emotion engine identifies emotions from the user's facial expressions and voice, and sends this information to the server in real time. Based on the received emotion data, the server automatically changes the avatar's expression (e.g., facial expressions and gestures). For example, if the system recognizes that the user is satisfied, the avatar will be adjusted to display a smile.
[0530] Furthermore, the server analyzes user emotional data and uses it as information to optimize transactions and communication. Based on this information, it can more appropriately adjust recommended content and advertisements and provide suggestions that fit the user's emotions. For example, if a user is feeling stressed, it can suggest products and content that help them relax.
[0531] The server also utilizes an emotion engine in communication with other users in the virtual space to support interactions that respond to the user's emotions. For example, if it detects that a user's anger is rising, the avatar can make calming gestures at the appropriate time.
[0532] By combining an emotion engine and an avatar generation mechanism in this way, the present invention provides an environment in which users can feel more natural and emotionally engaged, and makes it possible to improve the user experience in all aspects of information gathering and virtual activities.
[0533] The following describes the processing flow.
[0534] Step 1:
[0535] The user registers via their device and opts in to allow the collection of basic information, hobbies, preferences, and emotional data. The device then prepares to send this data to the server.
[0536] Step 2:
[0537] The device sends the user's basic information and permission settings for obtaining sentiment data to the server. Based on the received information, the server uses an AI model to generate an avatar based on the user's personality.
[0538] Step 3:
[0539] The server sends the generated avatar data to the terminal, which then displays the avatar's appearance to the user and provides customization options. The user can then adjust the avatar's appearance.
[0540] Step 4:
[0541] The emotion engine built into the device uses the user's camera and microphone to analyze their facial expressions and voice tone in real time, acquiring emotional data.
[0542] Step 5:
[0543] The emotion engine analyzes the emotion data, which the device then sends to the server. Based on this data, the server dynamically changes the avatar's expression (facial expressions, movements, etc.) to achieve a more realistic representation.
[0544] Step 6:
[0545] The server uses the sentiment data it receives to optimize information recommendations for the user. For example, if the user is feeling relaxed, the process will be adjusted to suggest relaxing content and products.
[0546] Step 7:
[0547] Users access a virtual space through their devices and interact with other users via avatars. The server reflects emotional data to assist in providing appropriate communication responses. By adjusting dialogue based on emotions, the quality of user communication is improved.
[0548] Step 8:
[0549] The device provides feedback to the user, showing how the collected sentiment data is being used. Based on this feedback, the user can evaluate the usefulness of the sentiment engine.
[0550] This processing flow allows users to have a more personalized experience, and enables the system to provide optimal services that respond to the user's emotions.
[0551] (Example 2)
[0552] 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."
[0553] In today's digital environment, there is a demand for systems that can make the user experience more personal and emotional. However, current technology does not adequately provide appropriate information and communication support based on the user's emotions.
[0554] 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.
[0555] In this invention, the server includes means for collecting user attributes and generating a digital character that dynamically changes based on the user's emotional state; means for optimizing and notifying the user of relevant information through emotion analysis; and means for recommending services and products based on emotional data. This makes the user experience more personalized and emotional, and enables the provision of relevant services and content.
[0556] "User attributes" refer to data that identifies an individual or helps understand their behavior, such as basic information about the user, preferences, and hobbies.
[0557] "Emotional state" refers to the psychological state analyzed from the user's facial expressions, tone of voice, etc., and includes emotions such as joy, sadness, and anger.
[0558] A "digital character" is a virtual entity created in a virtual space to mimic a user and express their emotions and actions.
[0559] "Emotion analysis" is a technology that processes a user's facial expressions and voice data to identify and evaluate the user's emotional state.
[0560] "Optimizing and notifying information" means selecting the most relevant information for the user based on their emotional state and attributes, and communicating it effectively.
[0561] "Recommending a service or product" means selecting and recommending products or services that meet the user's needs at that time, based on their emotions and preferences.
[0562] This invention is a system that analyzes a user's emotions in real time and uses the results to provide the user with a personalized experience. Specifically, the terminal collects the user's basic information and preferences. This requires a device equipped with a camera and microphone for facial recognition and voice recognition. Software called an emotion engine analyzes this data to identify the user's emotional state. The analyzed data is transmitted to a server via the internet.
[0563] The server generates digital characters using a generative AI model based on the received emotional data and user information. This generative AI model includes computer vision libraries and voice analysis tools. The server also includes mechanisms for selecting and notifying users of emotionally-based content and advertisements. For example, if an emotional state indicating stress is detected, it might recommend relaxing music or videos.
[0564] Furthermore, it includes features to support interaction within the virtual space; the server adjusts the expression of the digital character according to the user's emotions when they interact with other users. This makes it possible to provide a natural and emotionally rich communication experience.
[0565] An example of a prompt message is, "Suggest content that will help the user relax, and set the digital character to display appropriate facial expressions."
[0566] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0567] Step 1:
[0568] The device collects basic user information, hobbies, and preferences as input. It also captures the user's facial expressions and voice using the device's camera and microphone. This data is input and used to create a user profile and perform sentiment analysis. The output generates user characteristic information and initial sentiment data.
[0569] Step 2:
[0570] The device analyzes facial expressions and voice data collected using an emotion engine. Specifically, the emotion engine analyzes facial expressions (e.g., smiles, signs of sadness) and voice tone to identify the user's emotional state. The input is the user's facial expressions and voice data, and the output is the identified emotional state.
[0571] Step 3:
[0572] The server generates a digital character using a generative AI model based on user information and emotion data received from the terminal. Here, the character's appearance and behavior are determined according to the user's attributes and emotions. The input is the user's attribute information and emotional state, and the output is the generated digital character.
[0573] Step 4:
[0574] The server optimizes the content and advertisements it suggests to the user based on their emotional state. Specifically, a generative AI model selects and provides services and products that match the user's emotions. The input is a specified emotional state, and the output is optimized information and advertisements.
[0575] Step 5:
[0576] The terminal presents the user with a digital character and optimized information received from the server in real time. Here, the digital character displays appropriate expressions and actions for the user, and the content is displayed. The input is the digital character and content from the server, and the output is the displayed character and information.
[0577] Step 6:
[0578] The server utilizes an emotion engine to support interactions when users interact with others in the virtual space. Specifically, it adjusts the expression of the digital character according to emotions, promoting natural communication. The input is real-time emotion data, and the output is the adjusted behavior of the digital character.
[0579] (Application Example 2)
[0580] 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."
[0581] When users experience virtual spaces, interactions that do not align with their real-world emotional states result in a poor user experience. Furthermore, it is difficult to adjust the virtual environment and recommend products according to individual users' emotions and interests, resulting in insufficient provision of personalized experiences.
[0582] 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.
[0583] In this invention, the server includes means for collecting user information and generating an avatar based on the user's personality; means for identifying the user's emotions from facial expressions and voice and dynamically adjusting the music and lighting of the virtual environment based on the emotion data; and means for recommending products and content to the user through the adjusted environment. This makes it possible to provide a personalized purchasing experience that fits the user's emotions.
[0584] A "user" is a person who utilizes the system in question, providing information and interacting with it.
[0585] "Information" refers to a general set of data related to users and their activities in the virtual space.
[0586] An "avatar" is a digital character that represents a user in a virtual space, expressing the user's personality and emotions.
[0587] "Generative structure" refers to the mechanism within a system that creates an avatar based on user information.
[0588] A "virtual space" is a simulated three-dimensional environment constructed using digital technology, where users interact.
[0589] "Emotion" refers to the user's psychological state, which can be measured by the system through facial expressions and voice.
[0590] "Dynamic adjustment of music and lighting" is the process of changing the music and lighting settings of the virtual environment in real time according to the user's emotions.
[0591] "Product and content recommendations" refer to a system function that presents items and information deemed appropriate based on the user's emotions and interests.
[0592] "User experience" is a concept that represents the overall impression and emotional satisfaction that users experience through a system.
[0593] The server collects user information and uses a generative AI model to generate an avatar based on the user's personality. In this process, facial and audio data provided by the user through smart glasses or a VR headset are processed using OpenCV, and emotions are analyzed in real time using TensorFlow or a similar machine learning framework. Based on the analyzed emotion data, the server can dynamically adjust the environment in the virtual space, such as the settings for music and lighting.
[0594] The device presents the user with a customized virtual environment, adding a personalized shopping experience. During this process, product and content recommendations are tailored to the user's emotional state, enhancing the user experience. For example, if the user is feeling stressed, the system will play relaxing music and recommend relaxation products, providing a pleasant shopping experience.
[0595] By utilizing generative AI models, an example of a prompt suggesting products and services more suited to the user's emotions could be: "If the emotion engine detects that the user is stressed, please provide specific scenarios illustrating how the atmosphere in the virtual store would change and what products would be recommended." This approach enables a more personalized experience for the user.
[0596] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0597] Step 1:
[0598] The server acquires user facial and audio data when the user wears smart glasses or a VR headset and accesses a virtual environment. The input consists of image and audio data of the user's face, and the output is data ready for use in the next step of analysis. Specifically, the system captures data in real time via cameras and microphones.
[0599] Step 2:
[0600] The server processes the acquired facial expression data using OpenCV and preprocesses the audio data. The input here is the raw data acquired in step 1. The output is a dataset optimized for face recognition and audio analysis. Specifically, it extracts facial feature points and performs spectral analysis on the audio signal.
[0601] Step 3:
[0602] The server analyzes user emotions based on optimized data using TensorFlow or a similar machine learning framework. The data from step 2 is used as input. The output is the user's emotional state, such as a label like "stressed" or "satisfied." Specifically, it applies a pre-trained emotion classification model.
[0603] Step 4:
[0604] The device receives the analyzed emotion data and dynamically adjusts the music and lighting settings of the virtual space based on that data. The input is the emotion label from step 3. The output is the adjusted virtual environment presented to the user. Specifically, it switches music playlists and lighting scenarios according to the emotional state.
[0605] Step 5:
[0606] The device recommends products and content to the user within a controlled virtual environment. Inputs include the user's current sentiment label and their past purchase and interest data. Output is a personalized list of products or content. Specifically, the recommendation engine selects products and content based on the sentiment data.
[0607] 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.
[0608] 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.
[0609] 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.
[0610] [Fourth Embodiment]
[0611] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[0612] 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.
[0613] 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).
[0614] 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.
[0615] 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.
[0616] 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).
[0617] 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.
[0618] 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.
[0619] 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.
[0620] 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.
[0621] 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.
[0622] 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.
[0623] 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".
[0624] This invention is a system for efficiently providing information to users and enabling diverse activities in a virtual space. This system provides a series of functions for generating avatars based on user information, collecting and exchanging information, notifying users, and trading digital assets.
[0625] The system provides services centered on the user experience, while exchanging information between the server and the user's terminal. First, the user inputs basic information, hobbies, and preferences via their terminal. The server receives this information and uses AI technology to generate a personality-based avatar. This avatar acts as the user's representative in the virtual space.
[0626] The server connects this avatar with other avatars and processes information for exchange. Through interaction between avatars in the virtual space, it collects information that the user may be interested in. The collected information is notified to the user's device, allowing the user to easily obtain important information.
[0627] Furthermore, the system includes a feature that treats avatar accessories and items as digital assets. Users can buy and sell these items on their devices, enabling them to participate in a virtual economy. The server manages these transactions and processes data to record item ownership.
[0628] Regarding advertising and recommendation features, the server analyzes user data and displays content tailored to their interests at the optimal time. This allows users to receive highly relevant information and product recommendations, and enables companies to conduct effective marketing activities.
[0629] Furthermore, to enable two-way communication, users can interact with other users and companies in real time through their avatars. The server provides a variety of resources to support this interaction and facilitate communication between users.
[0630] As described above, the present invention provides next-generation methods for obtaining information and forms of virtual activities, enabling users to enjoy rich digital experiences.
[0631] The following describes the processing flow.
[0632] Step 1:
[0633] The user uses the device to input basic information, hobbies, and preferences. The device then collects this information and prepares to send it to the server.
[0634] Step 2:
[0635] The device sends user information to the server. The server uses the received information to invoke an AI model and initiates the process of generating an avatar based on the user's personality.
[0636] Step 3:
[0637] The server creates a generated avatar and sends its data (e.g., appearance and attributes) back to the terminal. The terminal then displays the avatar to the user and provides customization options.
[0638] Step 4:
[0639] The server matches avatars with other avatars in the virtual space. It applies algorithms to connect avatars with similar interests and concerns, enabling them to exchange information.
[0640] Step 5:
[0641] Avatars converse with each other in a virtual space and exchange relevant information. The server monitors this information exchange and aggregates data useful to the user.
[0642] Step 6:
[0643] The terminal notifies the user of important information received from the server. This allows the user to quickly access useful information.
[0644] Step 7:
[0645] Users purchase or sell items for their avatars as digital assets through a terminal. The terminal provides a transaction interface and accepts user input.
[0646] Step 8:
[0647] The server manages transaction information and records item ownership. The server completes these transactions in a secure environment.
[0648] Step 9:
[0649] The server analyzes user behavior data and optimizes ads and recommendations based on that data. The device displays optimized ads to the user and makes recommendations at the appropriate time.
[0650] Step 10:
[0651] Users initiate two-way communication with other users and companies through their devices. The server supports this real-time chat and meeting, ensuring smooth interaction.
[0652] (Example 1)
[0653] 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".
[0654] In modern virtual spaces, users are expected to create virtual representations that reflect their own characteristics, effectively collect and exchange information, and receive highly relevant advertisements and recommendations. However, conventional systems have faced challenges in efficiently realizing personalized experiences and two-way real-time interactions based on user characteristics.
[0655] 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.
[0656] In this invention, the server includes means for collecting user characteristics and generating a virtual representation, means for the virtual representation to exchange and collect information in a virtual environment, and means for trading the virtual representation's accessories as electronic assets. This enables users to exchange information in real time based on their own characteristics and receive highly relevant information.
[0657] A "user" is an individual or group that accesses an information system and becomes a user of it.
[0658] "Characteristics" refer to information about a user's interests, preferences, and behavioral patterns.
[0659] A "virtual representation" is a digital agent, or avatar, generated based on the user's characteristics.
[0660] A "generative AI model" is an algorithm or computational model that uses artificial intelligence technology to generate output based on specific input data.
[0661] A "virtual environment" refers to a digital space built on the internet, a place where users can engage in activities through virtual representations.
[0662] "Electronic assets" is a concept that refers to digital items and data that can be traded within a virtual environment.
[0663] "Exchanging and collecting information" means exchanging data with other users and systems through a user's virtual representation and gathering relevant information.
[0664] "Optimizing ads and providing relevant information" means selecting ads and information based on user characteristics and presenting them in the most effective way.
[0665] "Promoting two-way interaction and enabling real-time communication" means providing an environment where users can communicate instantly with each other and exchange information.
[0666] This invention is a system in which a user, a server, and a terminal work together. The system generates a virtual representation (avatar) using a generated AI model based on characteristic information provided by the user, enabling activities in a virtual environment.
[0667] Users access the system using a device and input characteristic information. These devices include smartphones, personal computers, and tablet devices. Users input data such as interests, preferences, and behavioral history, which is then used to generate a virtual representation.
[0668] The server is located on a cloud computing platform and generates avatars using a generative AI model based on the received user characteristic information. The algorithm creates unique digital characters that reflect the user's characteristics. Machine learning frameworks (such as TensorFlow or PyTorch) are used for the AI model.
[0669] Virtual representations interact with other users' avatars in a virtual environment. The server has the ability to collect and analyze relevant information through these interactions. The collected information is used to notify users of the latest information that might be of interest to their devices.
[0670] Furthermore, the server will enable the trading of virtual representations of ornaments and items as electronic assets. This will allow users to buy and sell these digital items using their devices, thus enabling virtual economic activity. The server is expected to utilize blockchain technology and other technologies to ensure the transparency and security of these transactions.
[0671] In providing advertisements and recommendation information, the server analyzes user behavior data and displays highly relevant advertisements at the optimal time. This allows users to receive personalized recommendations, which also contributes to the marketing activities of companies.
[0672] Furthermore, users can engage in two-way, real-time interactions with other users and companies via avatars. To support this, the server provides an infrastructure with stable communication and rapid data processing.
[0673] As a concrete example, if a user registers that they are interested in "virtual art," the server uses a generative AI model to create an avatar related to art and allows them to join an art community. This allows the user to be instantly notified of new artworks and events.
[0674] An example of a prompt message would be: "Design a system that generates an avatar using a generative AI model based on hobby information entered by the user, and then collects and notifies the user of related information in a virtual space."
[0675] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0676] Step 1: Enter user information
[0677] The user uses a terminal to input their personal information. Specifically, they provide data such as hobbies, interests, preferences, and behavioral history through the interface. This data becomes input to the system. The entered information is sent to the server and used in the next processing step.
[0678] Step 2: Avatar Creation
[0679] The server supplies characteristic information obtained from the user as input to the generating AI model. This generates a virtual representation (avatar) that reflects the user's characteristics. In this process, the machine learning model constructs a digital character using unique parameters. The generated avatar is output, preparing for the next step.
[0680] Step 3: Interaction in the virtual space
[0681] The server places the generated avatars into a virtual environment. Here, the avatars interact with other avatars and exchange information. The system collects relevant information through the communities and events that the user's avatar participates in. The collected information is then prepared for notification processing in the next step.
[0682] Step 4: Notification of Information
[0683] The server analyzes the information collected in the virtual space. This analysis determines which information is important to the user. By notifying the user's terminal of the identified information, the user can obtain the latest information of interest in real time. This notification is output.
[0684] Step 5: Trading Digital Assets
[0685] Users can buy and sell virtual representations of decorative items and other items as electronic assets on their devices. The server records these transactions and manages them transparently. Transaction information is entered, and ownership data is updated as output.
[0686] Step 6: Provide advertising and recommendations
[0687] The server analyzes user behavior patterns and provides interest-based advertisements and content. In this process, the user's past behavior history is used as input, and optimized advertisements and recommended content are output. This allows users to receive highly relevant information.
[0688] Step 7: Supporting real-time interaction
[0689] Users interact directly with other users and companies using avatars via their devices. The server ensures communication stability and provides resources that enable real-time information exchange. Data from this interaction is output, stimulating communication among users.
[0690] (Application Example 1)
[0691] 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".
[0692] A system is needed that allows users to consider products through personalized experiences in a virtual environment and conduct transactions efficiently. Furthermore, there is a lack of information tailored to user interests and visual experiences in virtual stores; therefore, the development of a system that meets these needs is required.
[0693] 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.
[0694] In this invention, the server includes means including a generation device that collects user information and generates an avatar based on the user's personality; a structure in which the avatar exchanges information with other avatars in a virtual environment and collects related information; and means for the user to try on products and complete purchase procedures via visual devices within the virtual environment. This allows the user to visually and intuitively experience trying on and purchasing products within the virtual environment and to receive personalized information.
[0695] A "user" is an entity that collects information and conducts transactions through an avatar in a virtual environment.
[0696] "Information" refers to data that supports avatar creation and activity, such as the user's hobbies, preferences, and purchase history.
[0697] An "avatar" is a digital representative that reflects the user's personality and engages in activities and interactions within a virtual environment.
[0698] A "virtual environment" is a digital space that users can access via visual devices to collect information and conduct transactions.
[0699] "Visual devices" are hardware devices that allow users to experience a virtual environment and visually experience activities through their avatars.
[0700] The "structure for exchanging information" refers to the system's processes for avatars to exchange data with other avatars and obtain relevant information.
[0701] A "generation device" is a technological element used to create avatars that operate in a virtual environment based on user information.
[0702] "Computerized assets" refer to digitized goods and decorative items that can be traded within a virtual environment.
[0703] "Trying on" is a function that allows users to virtually visually check clothing items and products.
[0704] "Purchase process" refers to the process of trading and paying for goods within a virtual environment.
[0705] "Transaction information" refers to data used to record and manage details of purchases and sales within a virtual environment.
[0706] The system implementing this invention begins by collecting user information and generating a personality-based avatar. The user inputs their basic information and preferences via a smartphone or visual device. The server, upon receiving this information, generates an avatar using an AI-powered generator, and this avatar then operates within the virtual environment.
[0707] Avatars collect relevant data by exchanging information with other avatars. During this process, the virtual environment is experienced by the user through visual devices, guiding them through product information and visual content. Common visual devices such as head-mounted displays and smart glasses can be used. This allows users to enjoy virtual shopping from the comfort of their homes, trying on and comparing products.
[0708] Meanwhile, the server manages transactions within the virtual environment and records transaction information for goods as computer assets. Purchase settlements are made via visual devices or smartphones, and all such transactions are securely stored in a database on the server.
[0709] Furthermore, a recommendation function using a generative AI model displays content and products tailored to the user's preferences. The server analyzes the collected data, generates prompt messages based on specific conditions, and provides the user with appropriate information.
[0710] A concrete example is a scenario where a user wears smart glasses to access a virtual shopping mall and explores the store with an avatar. This allows users to input prompts online, enabling them to fulfill requests such as, "I want to control my avatar to browse the latest products in the virtual store and virtually try on items I like."
[0711] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0712] Step 1:
[0713] Users input basic information and preferences via smartphones or visual devices. This input data is used to identify the user's personality and is sent from the device to the server as base data necessary for avatar generation.
[0714] Step 2:
[0715] The server processes the received information and uses AI technology to generate a personality-based avatar using a generative AI model. This generation process analyzes the input data and selects the avatar characteristics best suited to the user. The generated avatar then forms the basis for subsequent activities within the virtual environment.
[0716] Step 3:
[0717] Avatars are placed in a virtual environment and begin exchanging information with other avatars. The server controls the information exchange process and organizes the relevant data collected by the avatars. This extracts information that is likely to be of interest to the user and sends it to the user's device.
[0718] Step 4:
[0719] Users access a virtual environment using visual devices and have a visual experience with their avatar. The terminal performs the necessary processing to display specific products or content based on information received from the server. The generative AI model makes recommendations tailored to the user's preferences and selects products and information to be used based on the prompt text.
[0720] Step 5:
[0721] When a user wants to virtually try on clothes or view product details, the device retrieves a 3D model of the product and displays it through their visual device. In this step, product selection and try-on simulations are performed, allowing the user to try on multiple items until they are satisfied.
[0722] Step 6:
[0723] Once a user decides to purchase an item, the purchase process begins through their terminal. The server processes the transaction information and records data about the purchased item in a database. This confirms ownership of the item as a computerized asset, and the user can verify the transaction details in real time.
[0724] 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.
[0725] This invention is a system that integrates an emotion engine to recognize user emotions and innovate the user experience. This system uses user emotion information to dynamically change the avatar's movements, appearance, and information recommendations, providing a more personalized experience.
[0726] The system collects the user's basic information, hobbies, and preferences through the terminal, and then the server generates an avatar using AI technology. In this process, an emotion engine identifies emotions from the user's facial expressions and voice, and sends this information to the server in real time. Based on the received emotion data, the server automatically changes the avatar's expression (e.g., facial expressions and gestures). For example, if the system recognizes that the user is satisfied, the avatar will be adjusted to display a smile.
[0727] Furthermore, the server analyzes user emotional data and uses it as information to optimize transactions and communication. Based on this information, it can more appropriately adjust recommended content and advertisements and provide suggestions that fit the user's emotions. For example, if a user is feeling stressed, it can suggest products and content that help them relax.
[0728] The server also utilizes an emotion engine in communication with other users in the virtual space to support interactions that respond to the user's emotions. For example, if it detects that a user's anger is rising, the avatar can make calming gestures at the appropriate time.
[0729] By combining an emotion engine and an avatar generation mechanism in this way, the present invention provides an environment in which users can feel more natural and emotionally engaged, and makes it possible to improve the user experience in all aspects of information gathering and virtual activities.
[0730] The following describes the processing flow.
[0731] Step 1:
[0732] The user registers via their device and opts in to allow the collection of basic information, hobbies, preferences, and emotional data. The device then prepares to send this data to the server.
[0733] Step 2:
[0734] The device sends the user's basic information and permission settings for obtaining sentiment data to the server. Based on the received information, the server uses an AI model to generate an avatar based on the user's personality.
[0735] Step 3:
[0736] The server sends the generated avatar data to the terminal, which then displays the avatar's appearance to the user and provides customization options. The user can then adjust the avatar's appearance.
[0737] Step 4:
[0738] The emotion engine built into the device uses the user's camera and microphone to analyze their facial expressions and voice tone in real time, acquiring emotional data.
[0739] Step 5:
[0740] The emotion engine analyzes the emotion data, which the device then sends to the server. Based on this data, the server dynamically changes the avatar's expression (facial expressions, movements, etc.) to achieve a more realistic representation.
[0741] Step 6:
[0742] The server uses the sentiment data it receives to optimize information recommendations for the user. For example, if the user is feeling relaxed, the process will be adjusted to suggest relaxing content and products.
[0743] Step 7:
[0744] Users access a virtual space through their devices and interact with other users via avatars. The server reflects emotional data to assist in providing appropriate communication responses. By adjusting dialogue based on emotions, the quality of user communication is improved.
[0745] Step 8:
[0746] The device provides feedback to the user, showing how the collected sentiment data is being used. Based on this feedback, the user can evaluate the usefulness of the sentiment engine.
[0747] This processing flow allows users to have a more personalized experience, and enables the system to provide optimal services that respond to the user's emotions.
[0748] (Example 2)
[0749] 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".
[0750] In today's digital environment, there is a demand for systems that can make the user experience more personal and emotional. However, current technology does not adequately provide appropriate information and communication support based on the user's emotions.
[0751] 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.
[0752] In this invention, the server includes means for collecting user attributes and generating a digital character that dynamically changes based on the user's emotional state; means for optimizing and notifying the user of relevant information through emotion analysis; and means for recommending services and products based on emotional data. This makes the user experience more personalized and emotional, and enables the provision of relevant services and content.
[0753] "User attributes" refer to data that identifies an individual or helps understand their behavior, such as basic information about the user, preferences, and hobbies.
[0754] "Emotional state" refers to the psychological state analyzed from the user's facial expressions, tone of voice, etc., and includes emotions such as joy, sadness, and anger.
[0755] A "digital character" is a virtual entity created in a virtual space to mimic a user and express their emotions and actions.
[0756] "Emotion analysis" is a technology that processes a user's facial expressions and voice data to identify and evaluate the user's emotional state.
[0757] "Optimizing and notifying information" means selecting the most relevant information for the user based on their emotional state and attributes, and communicating it effectively.
[0758] "Recommending a service or product" means selecting and recommending products or services that meet the user's needs at that time, based on their emotions and preferences.
[0759] This invention is a system that analyzes a user's emotions in real time and uses the results to provide the user with a personalized experience. Specifically, the terminal collects the user's basic information and preferences. This requires a device equipped with a camera and microphone for facial recognition and voice recognition. Software called an emotion engine analyzes this data to identify the user's emotional state. The analyzed data is transmitted to a server via the internet.
[0760] The server generates digital characters using a generative AI model based on the received emotional data and user information. This generative AI model includes computer vision libraries and voice analysis tools. The server also includes mechanisms for selecting and notifying users of emotionally-based content and advertisements. For example, if an emotional state indicating stress is detected, it might recommend relaxing music or videos.
[0761] Furthermore, it includes features to support interaction within the virtual space; the server adjusts the expression of the digital character according to the user's emotions when they interact with other users. This makes it possible to provide a natural and emotionally rich communication experience.
[0762] An example of a prompt message is, "Suggest content that will help the user relax, and set the digital character to display appropriate facial expressions."
[0763] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0764] Step 1:
[0765] The device collects basic user information, hobbies, and preferences as input. It also captures the user's facial expressions and voice using the device's camera and microphone. This data is input and used to create a user profile and perform sentiment analysis. The output generates user characteristic information and initial sentiment data.
[0766] Step 2:
[0767] The device analyzes facial expressions and voice data collected using an emotion engine. Specifically, the emotion engine analyzes facial expressions (e.g., smiles, signs of sadness) and voice tone to identify the user's emotional state. The input is the user's facial expressions and voice data, and the output is the identified emotional state.
[0768] Step 3:
[0769] The server generates a digital character using a generative AI model based on user information and emotion data received from the terminal. Here, the character's appearance and behavior are determined according to the user's attributes and emotions. The input is the user's attribute information and emotional state, and the output is the generated digital character.
[0770] Step 4:
[0771] The server optimizes the content and advertisements it suggests to the user based on their emotional state. Specifically, a generative AI model selects and provides services and products that match the user's emotions. The input is a specified emotional state, and the output is optimized information and advertisements.
[0772] Step 5:
[0773] The terminal presents the user with a digital character and optimized information received from the server in real time. Here, the digital character displays appropriate expressions and actions for the user, and the content is displayed. The input is the digital character and content from the server, and the output is the displayed character and information.
[0774] Step 6:
[0775] The server utilizes an emotion engine to support interactions when users interact with others in the virtual space. Specifically, it adjusts the expression of the digital character according to emotions, promoting natural communication. The input is real-time emotion data, and the output is the adjusted behavior of the digital character.
[0776] (Application Example 2)
[0777] 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".
[0778] When users experience virtual spaces, interactions that do not align with their real-world emotional states result in a poor user experience. Furthermore, it is difficult to adjust the virtual environment and recommend products according to individual users' emotions and interests, resulting in insufficient provision of personalized experiences.
[0779] 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.
[0780] In this invention, the server includes means for collecting user information and generating an avatar based on the user's personality; means for identifying the user's emotions from facial expressions and voice and dynamically adjusting the music and lighting of the virtual environment based on the emotion data; and means for recommending products and content to the user through the adjusted environment. This makes it possible to provide a personalized purchasing experience that fits the user's emotions.
[0781] A "user" is a person who utilizes the system in question, providing information and interacting with it.
[0782] "Information" refers to a general set of data related to users and their activities in the virtual space.
[0783] An "avatar" is a digital character that represents a user in a virtual space, expressing the user's personality and emotions.
[0784] "Generative structure" refers to the mechanism within a system that creates an avatar based on user information.
[0785] A "virtual space" is a simulated three-dimensional environment constructed using digital technology, where users interact.
[0786] "Emotion" refers to the user's psychological state, which can be measured by the system through facial expressions and voice.
[0787] "Dynamic adjustment of music and lighting" is the process of changing the music and lighting settings of the virtual environment in real time according to the user's emotions.
[0788] "Product and content recommendations" refer to a system function that presents items and information deemed appropriate based on the user's emotions and interests.
[0789] "User experience" is a concept that represents the overall impression and emotional satisfaction that users experience through a system.
[0790] The server collects user information and uses a generative AI model to generate an avatar based on the user's personality. In this process, facial and audio data provided by the user through smart glasses or a VR headset are processed using OpenCV, and emotions are analyzed in real time using TensorFlow or a similar machine learning framework. Based on the analyzed emotion data, the server can dynamically adjust the environment in the virtual space, such as the settings for music and lighting.
[0791] The device presents the user with a customized virtual environment, adding a personalized shopping experience. During this process, product and content recommendations are tailored to the user's emotional state, enhancing the user experience. For example, if the user is feeling stressed, the system will play relaxing music and recommend relaxation products, providing a pleasant shopping experience.
[0792] By utilizing generative AI models, an example of a prompt suggesting products and services more suited to the user's emotions could be: "If the emotion engine detects that the user is stressed, please provide specific scenarios illustrating how the atmosphere in the virtual store would change and what products would be recommended." This approach enables a more personalized experience for the user.
[0793] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0794] Step 1:
[0795] The server acquires user facial and audio data when the user wears smart glasses or a VR headset and accesses a virtual environment. The input consists of image and audio data of the user's face, and the output is data ready for use in the next step of analysis. Specifically, the system captures data in real time via cameras and microphones.
[0796] Step 2:
[0797] The server processes the acquired facial expression data using OpenCV and preprocesses the audio data. The input here is the raw data acquired in step 1. The output is a dataset optimized for face recognition and audio analysis. Specifically, it extracts facial feature points and performs spectral analysis on the audio signal.
[0798] Step 3:
[0799] The server analyzes user emotions based on optimized data using TensorFlow or a similar machine learning framework. The data from step 2 is used as input. The output is the user's emotional state, such as a label like "stressed" or "satisfied." Specifically, it applies a pre-trained emotion classification model.
[0800] Step 4:
[0801] The device receives the analyzed emotion data and dynamically adjusts the music and lighting settings of the virtual space based on that data. The input is the emotion label from step 3. The output is the adjusted virtual environment presented to the user. Specifically, it switches music playlists and lighting scenarios according to the emotional state.
[0802] Step 5:
[0803] The device recommends products and content to the user within a controlled virtual environment. Inputs include the user's current sentiment label and their past purchase and interest data. Output is a personalized list of products or content. Specifically, the recommendation engine selects products and content based on the sentiment data.
[0804] 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.
[0805] 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.
[0806] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and the specific processing may also be performed by the robot 414.
[0807] 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.
[0808] 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.
[0809] 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.
[0810] 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.
[0811] 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.
[0812] 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."
[0813] 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.
[0814] 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.
[0815] 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.
[0816] 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.
[0817] 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.
[0818] 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.
[0819] 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.
[0820] 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.
[0821] 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.
[0822] 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.
[0823] 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.
[0824] All documents, patent applications, and technical standards described herein are incorporated by reference to the same extent as if each individual document, patent application, and technical standard were specifically and individually noted to be incorporated by reference.
[0825] The following is further disclosed regarding the embodiments described above.
[0826] (Claim 1)
[0827] A means including a generation mechanism that collects user information and generates an avatar based on personality,
[0828] The means by which the avatar exchanges information with other avatars in a virtual space and collects related information,
[0829] A means of notifying the user of the collected information,
[0830] A system that includes a means of trading avatar accessories as digital assets.
[0831] (Claim 2)
[0832] The system according to claim 1, comprising means for optimizing advertisements and recommendations to users using generated avatars.
[0833] (Claim 3)
[0834] The system according to claim 1, comprising means for supporting two-way communication between users and realizing a virtual conference.
[0835] "Example 1"
[0836] (Claim 1)
[0837] A means including a mechanism for collecting user characteristics and generating a virtual representation based on individuality,
[0838] The virtual representation exchanges information with other virtual representations in a virtual environment and collects information of interest,
[0839] A means of notifying users of the collected information,
[0840] A means for exchanging the virtual representation of the ornament as an electronic asset,
[0841] A means of optimizing advertisements and providing relevant information based on user behavior analysis,
[0842] A means of efficiently generating a virtual representation using a generated AI model based on user input information,
[0843] A means to promote two-way interaction between users and enable real-time communication,
[0844] A system that includes this.
[0845] (Claim 2)
[0846] The system according to claim 1, which effectively provides recommendation information to users using the generated virtual representation.
[0847] (Claim 3)
[0848] The system according to claim 1, which supports user interaction and enables virtual meetings.
[0849] "Application Example 1"
[0850] (Claim 1)
[0851] Means including a generation device that collects user information and generates an avatar based on the user's personality,
[0852] The structure involves the avatar exchanging information with other avatars in a virtual environment and collecting related information,
[0853] A device that notifies the user of the collected information,
[0854] A system for trading avatar accessories as computer assets,
[0855] A means by which users can try on products and complete the purchase process using visual devices within a virtual environment,
[0856] A system that includes a device for recording and managing transaction information of purchased goods.
[0857] (Claim 2)
[0858] The system according to claim 1, which uses a generated avatar to optimize recommendations and travel to the user and provides a visual experience within a virtual store.
[0859] (Claim 3)
[0860] The system according to claim 1, which includes a device that supports two-way communication between users and enables virtual conversation, and further supports product viewing and transactions within a virtual store.
[0861] "Example 2 of combining an emotion engine"
[0862] (Claim 1)
[0863] A means for collecting user attributes and generating a digital character that changes dynamically based on emotional state,
[0864] The means by which the digital character exchanges information with other digital characters in a virtual space and collects related data,
[0865] A means of optimizing and notifying users of information relevant to them through sentiment analysis,
[0866] A means of adjusting the expression of a digital character according to its emotional state,
[0867] A system that includes means of recommending services and products based on emotional data.
[0868] (Claim 2)
[0869] The system according to claim 1, comprising means for optimizing the provision of information and recommendations to users by utilizing their emotional state.
[0870] (Claim 3)
[0871] The system according to claim 1, comprising means for supporting two-way communication that responds to the emotions of users and for realizing virtual dialogue.
[0872] "Application example 2 when combining with an emotional engine"
[0873] (Claim 1)
[0874] A means including a generative structure that collects user information and generates an avatar based on personality,
[0875] The means by which the avatar exchanges information with other avatars in a virtual space and collects related information,
[0876] A means of notifying the user of the collected information,
[0877] A means of trading avatar accessories as digital assets,
[0878] A means for identifying the user's emotions from facial expressions and voice, and dynamically adjusting the music and lighting of the virtual environment based on that emotion data,
[0879] Through the adjusted environment, a means of recommending products and content to the user,
[0880] A system that includes means of providing a personalized purchasing experience through such recommendations.
[0881] (Claim 2)
[0882] The system according to claim 1, comprising means for optimizing advertisements and recommendations to a user based on sentiment analysis using a generated avatar.
[0883] (Claim 3)
[0884] The system according to claim 1, comprising means for supporting two-way communication between users and realizing a virtual meeting with reactions corresponding to emotional states. [Explanation of Symbols]
[0885] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
1. A means including a generation mechanism that collects user information and generates an avatar based on personality, The means by which the avatar exchanges information with other avatars in a virtual space and collects related information, A means of notifying the user of the collected information, A system that includes a means of trading avatar accessories as digital assets.
2. The system according to claim 1, comprising means for optimizing advertisements and recommendations to users using generated avatars.
3. The system according to claim 1, comprising means for supporting two-way communication between users and realizing a virtual conference.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A