system

The system addresses motivation challenges by generating ideal self-images, providing action plans, and visualizing progress, enhancing user engagement and enjoyment in achieving goals.

JP2026071720APending Publication Date: 2026-04-30SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024181758
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-17
Publication Date
2026-04-30

AI Technical Summary

Technical Problem

Individuals struggle to maintain motivation towards their goals due to a lack of clear action planning, insufficient visual progress tracking, and limited opportunities for achieving a sense of accomplishment, leading to frustration.

Method used

A system that generates an ideal self-image based on user goals, provides concrete action guidelines, tracks progress, and visualizes achievement through a virtual character's level updates, allowing users to share their progress and enjoy the goal-achievement process as a narrative.

Benefits of technology

Enhances user motivation by providing clear steps, visual feedback, and a sense of accomplishment, fostering continuous effort and interaction with others, making goal achievement more enjoyable and effective.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide the system. [Solution] An input method for entering the user's goal, A generation means that generates an ideal self-image based on the user's goals, A quest generation means that automatically generates specific quests to achieve the aforementioned objective, A visualization means for analyzing the progress of the generated quests and visualizing the user's progress, A level update mechanism that updates the character's level according to the user's progress, A system that includes this.
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses a persona chatbot control method performed by at least one processor, the method including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a character of the chatbot, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in 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] Regarding the dreams and goals held by many people, there is a problem that it is unclear how to plan specific actions and measure progress, so it is impossible to maintain motivation towards achievement. Also, since there are limited opportunities to obtain visual motivation and a sense of accomplishment during the process towards goal achievement, there is a problem that it is easy to be frustrated with goals that require continuous effort.

Means for Solving the Problems

[0005] This system provides users with a means to input goals and uses a generation mechanism to generate an ideal self-image based on those goals. Furthermore, it provides concrete action guidelines to the user by automatically generating specific quests to achieve those goals. The system also analyzes the progress of the generated quests and visualizes the user's progress, updating the character's level according to the progress to provide a visual sense of accomplishment and encourage the user to continue striving towards their goals.

[0006] A "user" is an individual or group that intends to use this system to achieve their goals.

[0007] A "goal" is a specific result or state that a user sets as something they want to achieve and for which they should plan to do so.

[0008] An "input means" is an interface or device that allows a user to provide the system with goals or necessary information.

[0009] "Generation means" refers to software or hardware functions that generate visual data or information based on user input.

[0010] "Ideal self-image" is data that visually represents the state in which the user's goals have been achieved.

[0011] A "quest generation method" is a function or process that automatically designs and provides the specific tasks necessary for the user to achieve their goals.

[0012] "Means for analyzing progress" refers to a function that evaluates the results of tasks performed by the user and measures the current level of achievement.

[0013] A "visualization tool" is a system element that visually represents the user's progress and presents information in a way that the user can easily understand.

[0014] A "level update mechanism" is a function that adjusts the level of a character or user profile according to the user's progress, and reflects this visually or numerically. [Brief explanation of the drawing]

[0015] [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 combined with an emotion engine.

Embodiments for Carrying Out the Invention

[0016] 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.

[0017] First, the terms used in the following description will be explained.

[0018] 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.

[0019] 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.

[0020] 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, and the like.

[0021] 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).

[0022] 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."

[0023] [First Embodiment]

[0024] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.

[0025] 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.

[0026] 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).

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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".

[0036] The present invention is a system that supports the process by which a user achieves their goals, and a specific embodiment thereof is described below.

[0037] The user enters their desired goal via their device. For example, the goal might be "I want to complete a full marathon." This goal data is then sent from the device to the server.

[0038] The server uses a generative AI based on the received goal data to generate an ideal self-image of what the goal would look like when it is achieved. This generated image is later presented to the user to provide visual motivation.

[0039] Next, the server analyzes the specific steps needed to achieve the goal and automatically generates them as quests. For example, if the goal is to run a full marathon, tasks such as "increase running distance by 10% each week" and "stretch every day" might be included. These quests are designed to help users concretize their daily activities towards their goal.

[0040] The generated quest and ideal image are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. The user then works on the quest based on this information.

[0041] Users record their daily progress on their devices, and these devices then send this information back to the server. The server analyzes this progress data and updates the character's level. Leveling up according to progress gives users a sense of accomplishment. The changes in the character are visually displayed, further increasing user motivation.

[0042] Ultimately, users can own their developed characters as digital items and share them with other users. This sharing feature promotes interaction among users and provides further motivation. Furthermore, by utilizing the story generation function, users can enjoy their goal-achievement process as a narrative. In this way, users can aim to achieve their goals in a fun and effective, game-like manner.

[0043] The following describes the processing flow.

[0044] Step 1:

[0045] The user enters their goal into the device. For example, they might enter a specific goal such as, "I want to complete a full marathon."

[0046] Step 2:

[0047] The terminal sends the target data entered by the user to the server. This data is sent to the server in text format.

[0048] Step 3:

[0049] The server analyzes the received goal data and uses a generation AI to create an ideal self-image of the user upon achieving those goals. This creates a visual representation to boost user motivation.

[0050] Step 4:

[0051] The server considers specific tasks to help the user achieve their goals and generates them as quests. For example, quests such as "Run 5km three times a week" and "Stretch every morning" might be created.

[0052] Step 5:

[0053] The server generates an ideal image and a quest, which are then sent to the user's terminal. This allows the user to concretely understand the path to achieving their goals.

[0054] Step 6:

[0055] The device displays the received quest and ideal image on the user interface. Based on this, the user can incorporate the quest into their daily life.

[0056] Step 7:

[0057] The device records the user's daily activities and progress towards completing quests. For example, it records daily running distance and whether or not they stretched.

[0058] Step 8:

[0059] The device sends user progress data to the server. This data is uploaded to the server periodically.

[0060] Step 9:

[0061] The server analyzes progress data and updates the character's level according to the user's achievements. This update is intended to give the user a greater sense of accomplishment.

[0062] Step 10:

[0063] The server generates visual data of the leveled-up character and sends it to the user's device. This allows the user to experience their character's growth in a tangible way.

[0064] Step 11:

[0065] The device displays the character that has leveled up and notifies the user. It also provides an option to share this with other users.

[0066] By repeating this process, users can continue to work towards their goals day by day, much like playing a game.

[0067] (Example 1)

[0068] 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."

[0069] Conventional goal-achievement support systems lacked sufficient visual means for users to track specific steps and progress toward their goals, making it difficult to maintain motivation. Furthermore, feedback for users to gain a sense of accomplishment was limited, and the lack of interaction with other users resulted in insufficient motivation to encourage continued effort.

[0070] 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.

[0071] In this invention, the server includes a generation device that generates an ideal self-image using artificial intelligence based on the user's goals, an activity generation device that automatically generates specific activities to achieve the goals, and a story generation device that generates the user's activity process as a narrative. This allows the user to visually confirm the specific steps necessary to achieve their goals, feel a sense of accomplishment, and gain further motivation through interaction with other users.

[0072] An "input device" is a device used to input data representing the goals that a user wants to achieve.

[0073] A "generating device" is a device that uses generative artificial intelligence to generate an ideal self-image based on the user's goals.

[0074] An "activity generation device" is a device that automatically generates specific activities and tasks necessary to achieve a goal.

[0075] A "visualization device" is a device used to analyze the progress of generated activities and to visually display that progress.

[0076] A "rank update device" is a device that automatically updates the rank of a virtual character according to the user's progress.

[0077] A "sharing device" is a device that allows users to own virtual characters as digital objects and share them with other users.

[0078] A "story generation device" is a device that generates a story based on the user's activity process and provides it to the user.

[0079] This invention is a system that assists users in achieving their goals, and is specifically implemented through the following steps.

[0080] Enter and submit your goal.

[0081] The user enters their desired goal through the device's user interface. For example, they might set the goal to "complete a full marathon." The device converts this goal data into a digital format and sends it to the server via the network.

[0082] Ideal image generation

[0083] The server generates prompts using a generative AI model based on the received target data, creating an ideal self-image. For example, a prompt might be: "Imagine yourself having completed a full marathon. What expression do you have? Describe the surrounding scenery and your sense of accomplishment." This generative AI model operates as cloud-based artificial intelligence software.

[0084] Quest generation

[0085] The server analyzes the specific action steps needed to achieve the goal and automatically generates them as quests. In this process, AI algorithms are used to create tasks optimized for each individual user. For example, quests such as "Increase your running distance by 10% each week" or "Stretch every day" may be generated.

[0086] Information display and progress tracking

[0087] The generated ideal image and quest are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. Based on this information, the user records their daily activities and inputs their progress toward their goals into the terminal. The terminal periodically sends this progress data to the server, where progress analysis is performed.

[0088] Character sharing and story generation

[0089] Based on the progress data accumulated by the user, the server updates the level of the virtual character. Characters can be owned as digital items and shared with other users. Furthermore, through a story generation function, users can enjoy creating a dramatic narrative of their goal achievement process. In this way, users can enjoy achieving their goals in a game-like manner.

[0090] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0091] Step 1: The user enters the goal using the terminal's user interface. The entered string data is converted to JSON format by the terminal. This prepares the data for efficient transmission to the server over the network. The input data is output as a JSON object containing a "Goal" field.

[0092] Step 2: The server parses the received JSON data and prepares the contents of the "Target" field as a prompt for the generating AI model. This prompt will serve as the base data for generating the ideal self-image. The server sends the prompt to the generating AI model and receives the image as image data.

[0093] Step 3: The server generates specific quests using a generative AI model based on the target data. The quest generation algorithm calculates appropriate tasks from the user's goals and past successes. The output is a JSON object containing a "Quest" field.

[0094] Step 4: The server sends the generated quest and ideal image to the terminal, which displays them in its user interface. HTML and CSS are used to visually format the data in an appealing way. The user receives the image and quest as visual feedback and uses it to improve their daily activities.

[0095] Step 5: The user enters their daily activities and progress (e.g., distance traveled, training time) into the device. The device is configured to convert this data back into JSON format and send it to the server. The input data is output as a JSON object that includes a "Progress" field.

[0096] Step 6: The server analyzes the received progress data and updates the virtual character's level based on it. The character's experience points and stats are calculated according to the progress value. The server sends the update results to the terminal, allowing the user to check the updated status in the user interface.

[0097] Step 7: Users can share their developed virtual characters with other users as digital items, and the server generates and delivers a story of achieving goals to enrich the user experience. The story data is output as story text that combines quest and progress data.

[0098] (Application Example 1)

[0099] 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."

[0100] In today's world, users often struggle to achieve their personal goals due to a lack of sufficient motivation and visualization of their progress. Furthermore, a lack of effective means to provide features that facilitate communication among users and allow them to share the enjoyment of the goal-achievement process remains a challenge.

[0101] 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.

[0102] In this invention, the server includes a generation means for generating an ideal self-image based on the user's goals, a quest generation means for automatically generating specific quests to achieve the goals, a visualization means for analyzing and visualizing the progress of the generated quests, an information sharing means for outputting the achieved character as shareable digital information, and a story generation means for generating a story and providing the user's goal achievement process as entertainment. This makes the goal achievement process more enjoyable and effective for the user, and allows them to gain further motivation through interaction with other users.

[0103] An "input means" is a device or function used by a user to register the goals they wish to achieve within the system.

[0104] "Generation means" refers to a device or function for creating a digital image of the ideal state or appearance after achieving the user's goal.

[0105] A "quest generation method" is a device or function that automatically creates the specific action steps necessary to achieve a goal.

[0106] A "visualization means" is a device or function that visually represents and shows the user's progress toward achieving their goals using diagrams, graphs, or other visual means.

[0107] A "level update mechanism" is a device or function that dynamically changes the level, which indicates the growth of a character, according to the user's progress.

[0108] "Information sharing means" refers to a device or function for sharing completed characters with other users in a digital format.

[0109] "Visual output means" refers to a device or function for displaying generated images or progress status on a display or the like.

[0110] A "story generation method" is a device or function that automatically constructs an enjoyable story based on the user's goal achievement process.

[0111] The system implementing this invention generates an ideal self-image using a generative AI model for user-defined goals and automatically creates quests. The system operates as follows:

[0112] Users input their desired goals using devices such as smartphones or computers. These goals are sent to a server in the cloud for verification. Based on the received goal data, the server runs an AI model to generate an ideal image of the goal's achievement. This image is then visually displayed on the user's device screen to enhance their motivation.

[0113] Next, the server uses a quest generation mechanism to analyze and automatically generate specific action steps to achieve the goal. For example, tasks such as "increase your weekly running distance" or "record your daily exercise" may be included.

[0114] Users record their daily activities on their devices, and this information is sent back to the server. The server analyzes this data using progress visualization tools and visualizes the progress graphically. Based on this data, the character level is dynamically updated, giving the user a sense of accomplishment. The updated character can be shared online with other users through information sharing tools.

[0115] By utilizing narrative generation tools, the user's goal-achievement process is constructed as a story, providing entertainment value. This story element helps users enjoy the process of working towards their goals.

[0116] For example, if a user sets a goal of "losing 5 kg in 3 months," the AI ​​will generate an image of the user's physique after achieving the goal and suggest quests such as "going to the gym four times a week" and "keeping a daily food diary." Based on the progress data, the character level increases, and the user can share their completed character with friends through the sharing function.

[0117] An example of a prompt message would be, "Generate a scene of me jogging in the park with my ideal physique three months from now."

[0118] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0119] Step 1:

[0120] The user inputs their goal using a terminal. The input goal data is sent from the terminal to the server. The server receives the goal data and stores it in a database. This input data is used for subsequent image generation and quest generation.

[0121] Step 2:

[0122] The server activates a generative AI model based on the received target data. The generative AI generates an ideal self-image using prompt text. In this process, the AI ​​generates image data based on the target data. The generated image is stored on the server and used as visual motivation.

[0123] Step 3:

[0124] The server automatically generates specific quests to achieve the goal using a quest generation mechanism. In this step, the goal data is analyzed and appropriate quests (action steps) are listed. The generated quest data is stored on the server as a guide to clarify the tasks that the user needs to accomplish.

[0125] Step 4:

[0126] Users record their daily activities and progress on their devices. This data is then sent back to the server. The server analyzes the progress data and converts it into graphics using visualization tools. Based on the input activity data, the visualization tool processes it into a format that can display the progress.

[0127] Step 5:

[0128] The server updates the character's level based on the user's progress using a level update mechanism. This calculation uses an algorithm that evaluates progress data to determine the new level. The updated level is visualized and displayed on the user's terminal to give them a sense of accomplishment.

[0129] Step 6:

[0130] The server uses information sharing mechanisms to convert the updated character into digital information that can be shared with other users. In this step, the character data is converted into a standard format and a digital link is generated for sharing with other users.

[0131] Step 7:

[0132] The server uses a narrative generation mechanism to create a story that allows users to enjoy the process of achieving their goals. Using a generation AI model, the story is created based on progress data and the user's character information. This story is provided to the device as a means of supporting the user in achieving their goals.

[0133] 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.

[0134] This invention is a system that assists users in taking the necessary steps to achieve their goals, and in particular employs an emotion engine to individually optimize the system by taking into account the user's emotions. Specific embodiments are described below.

[0135] The user uses a device to input their desired goals. These goals are sent to a server, which uses a generative AI based on the input data to create an ideal self-image. The goal is to provide visual motivation to the user, and the generated image is displayed on the user's interface.

[0136] Next, the server generates specific quests based on the user's goals. This provides concrete action plans to achieve those goals, allowing the user to work on those quests in their daily life.

[0137] In addition, an emotion engine runs on the device to evaluate the user's emotions in real time. This engine infers emotions from the user's facial expressions and voice, and feeds that information back to the server. This emotion data is also used to adjust the difficulty of quests, taking into account the user's current state. For example, if the system detects that the user is tired, the difficulty of the quest will be adjusted to ensure the user can continue playing.

[0138] Based on data obtained from the emotion engine, the server generates encouraging and guiding messages for the user and displays them through the terminal. These messages boost user motivation and act as a feedback function. Furthermore, the emotion engine can periodically analyze emotional data and dynamically generate and provide a new, ideal self-image. This aims to provide appropriate support as the user's emotions change.

[0139] In this way, users can follow an optimized path to achieving their goals that is tailored to their individual emotional state, and the visual and emotional support provided by the system makes it easier to maintain sustained motivation toward their goals. Therefore, the present invention provides a support environment that is tailored to the individual needs of the user and enhances the effectiveness of achieving goals.

[0140] The following describes the processing flow.

[0141] Step 1:

[0142] The user enters their goal into the device. For example, they might set a specific goal such as "I want to lose 5 kilograms."

[0143] Step 2:

[0144] The device sends the user's goal data to the server. The goal data is formatted appropriately for processing on the server.

[0145] Step 3:

[0146] The server analyzes the received target data and uses a generative AI to generate an ideal self-image. This image is then used in later steps to motivate the user.

[0147] Step 4:

[0148] The server generates specific tasks as quests that are necessary to achieve the goal. For example, quests may include "Walk for 30 minutes every morning" or "Maintain a daily calorie intake of 1800 calories."

[0149] Step 5:

[0150] The server sends the ideal image and the generated quest as a set to the terminal. The terminal then prepares to display them in the user interface.

[0151] Step 6:

[0152] The device displays an ideal image and a quest to the user. The user looks at this, understands the specific steps towards the goal, and makes a daily plan.

[0153] Step 7:

[0154] The device's emotion engine evaluates the user's facial expressions and voice in real time to recognize their emotional state. This allows the user to receive feedback that is relevant to their situation.

[0155] Step 8:

[0156] The emotion engine recognizes emotion data and sends it to the server via the device. Based on this data, the server adjusts the difficulty and content of quests to suit the user's state.

[0157] Step 9:

[0158] The server creates and sends encouraging and advice messages to the user based on their emotions. The device then displays these messages to the user to help boost their motivation.

[0159] Step 10:

[0160] Users complete quests and record the results and progress on their devices. For example, they can record their walking time or track their daily calorie consumption.

[0161] Step 11:

[0162] The device periodically sends user progress data to the server. The server analyzes the progress and updates the character's level based on the user's achievements.

[0163] Step 12:

[0164] The server generates visual data reflecting the updated character level and sends it to the terminal. The terminal displays this to the user, providing a sense of accomplishment.

[0165] In this way, the system responds flexibly to the user's emotions and progress, effectively supporting goal achievement.

[0166] (Example 2)

[0167] 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 will be referred to as the "terminal."

[0168] In modern society, individual users have diverse goals and require appropriate support to achieve them. However, traditional methods have difficulty providing optimal support tailored to users' emotional states and individual needs. In particular, dynamic approaches that respond to emotional changes and continuous motivation maintenance during the goal-achievement process are not adequately addressed.

[0169] 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.

[0170] In this invention, the server includes a reception means for receiving the user's goals, a means for generating an ideal self-expression using a generative AI model, and an adjustment means for analyzing the user's emotional state and adjusting the difficulty level of the action guidelines based on that data. This enables optimal support tailored to the user's individual emotional state and ensures continuous motivation throughout the goal-achievement process.

[0171] A "user" refers to an individual who wants to use the system to achieve their own goals.

[0172] A "goal" refers to the specific result or objective that the user is trying to achieve.

[0173] A "reception method" refers to a method or means that has the function of receiving user input and sending that information to a server.

[0174] A "generative AI model" refers to artificial intelligence technology used to generate digital data based on the user's goals.

[0175] "Ideal self-expression" refers to the desirable self-image or visual representation that a user should strive to achieve.

[0176] "Action guidelines" are instructions that show the specific actions and tasks that users should take to achieve their goals.

[0177] "Adjustment methods" refer to methods or means of dynamically adjusting the difficulty level and content of behavioral guidelines based on user sentiment data.

[0178] "Emotional state" refers to the user's psychological and emotional condition, reflecting the changes in their emotions at any given time.

[0179] This invention provides a system that assists users in achieving their goals, and in particular, a system that can be individually optimized by taking into account the user's emotional state. The system mainly consists of a terminal for interacting with the user and a server for processing and analyzing data.

[0180] The user first enters their goal using a device. This device is assumed to be a computing device with an internet connection, such as a tablet, smartphone, or PC. The entered goal is then sent to the server via a secure connection.

[0181] The server uses a generative AI model to generate an ideal self-representation based on the received target data. This generative AI model applies natural language processing and image generation technologies, making it possible, for example, to generate a visual representation of the ideal self after achieving the goal. Specific software examples include large-scale language models for natural language processing and generative AI models for image generation. This generated self-representation is delivered to the user's terminal and used as visual feedback.

[0182] Next, the server generates action plans, or quests, to help the user achieve their goals. These quests include specific tasks that the user should perform in their daily life. The difficulty and content of the quests are dynamically adjusted based on emotional data collected by the server. The emotional engine installed in the device acquires the user's real-time emotional data through the camera and microphone and analyzes it using machine learning algorithms. The results of the emotional engine are sent to the server and used to adjust the quests.

[0183] Furthermore, the server generates encouraging and guiding messages based on the user's emotional data and delivers them to the user through their device. This allows users to maintain their motivation and progress towards their goals.

[0184] For example, if a user sets a goal such as "I want to live a healthy life within one month," the AI ​​model will be prompted with a message like, "Please generate an ideal self-image for living a healthy life within one month." Based on this prompt, visual data related to ideal lifestyle habits will be created, and specific exercise and dietary guidelines will be presented as quests.

[0185] In this way, the present invention provides an optimal support environment tailored to the user's emotional state, thereby enabling effective support for achieving goals.

[0186] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0187] Step 1:

[0188] The user enters the goal they wish to achieve using the device. The device then retrieves the text data entered by the user and verifies the input. The verified goal data is then securely transmitted to the server via the internet.

[0189] Step 2:

[0190] The server analyzes the received target data and creates and sends prompt messages to the generative AI model. Specifically, it inputs a prompt message such as "Generate an ideal self-image for living a healthy life within one month" into the generative AI model, and as a result, generates ideal self-expression data. The generated data is formatted as an image or text information to be returned to the user as visual feedback.

[0191] Step 3:

[0192] The server generates action guidelines, or quests, based on the user's goals. This process uses a generative AI model to design feasible action plans. The quest data includes specific tasks and achievement criteria, and is processed into a form that is actionable for the user. The generated quests are then sent back to the terminal and notified to the user.

[0193] Step 4:

[0194] The device displays ideal self-expressions and quests generated through its interface to the user. The user can review the presented self-expressions and quest information and create a plan to achieve their daily goals.

[0195] Step 5:

[0196] An emotion engine built into the device operates, collecting user emotion data in real time using the camera and microphone. It infers the user's emotional state from their facial expressions and voice, and analyzes it using machine learning algorithms. The obtained emotion data is sent to a server and used to adjust the difficulty level of behavioral guidelines.

[0197] Step 6:

[0198] The server adjusts its behavioral guidelines as needed based on the analyzed emotional data. For example, if it determines that the user is tired, it may lower the difficulty of the quest. This adjusted quest data is then sent to the device.

[0199] Step 7:

[0200] The server considers the user's emotional state and generates encouraging and guiding messages. It utilizes a generation AI model to create messages tailored to the user. These generated messages are delivered to the user via their device, helping to maintain motivation.

[0201] In this way, the entire system provides continuous support and optimization to help users achieve their goals.

[0202] (Application Example 2)

[0203] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal."

[0204] When users try to achieve their goals, fluctuations in their emotions and motivation can make it difficult to execute their plans. Furthermore, there are challenges in monitoring progress in real time and providing continuous motivation. To address this, dynamically optimized support that takes into account the user's emotional state is required.

[0205] 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.

[0206] In this invention, the server includes receiving means for receiving the user's goals, generating means for generating an ideal self-expression based on the user's goals, and emotion evaluation means for evaluating the user's emotional state in real time. This makes it possible to provide optimal tasks tailored to each user's emotional state and to enhance visual motivation.

[0207] A "receiving means" is an interface for obtaining target information from the user, and has the function of collecting data via digital terminals or communication networks.

[0208] A "generation means" is a device or system that utilizes AI technology to generate an ideal self-expression based on the user's goals and present it as visual information.

[0209] A "task generation method" is a function that incorporates an algorithm for automatically creating specific tasks necessary for the user to achieve their goals.

[0210] "Emotion evaluation methods" are technologies that estimate a user's emotional state in real time from their facial expressions, voice, etc., and analyze that data.

[0211] The "adjustment mechanism" is a function that dynamically adjusts the difficulty level of the task based on emotional data obtained by the emotional evaluation mechanism.

[0212] A "message generation means" is a system that generates messages tailored to the user's emotional state in order to provide encouragement and guidance.

[0213] A "visualization method" is a means of analyzing the progress of generated tasks and visually displaying that progress to the user.

[0214] A "state update mechanism" is a function that changes the state of the character and self-expression according to the user's progress, thereby promoting continuous motivation.

[0215] This system uses a server and a user terminal to perform individualized optimization to help users achieve their goals. The server, acting as a receiving device, receives goal information from the user terminal via digital communication. Subsequently, it utilizes a generation AI model to generate an ideal self-representation based on the user's goals. The generated visual information is presented to the user's interface, contributing to motivation.

[0216] Next, the server automatically provides specific tasks using a task generation mechanism. These tasks are divided into steps that can be completed based on the user's goals. An emotion evaluation mechanism installed on the user's terminal analyzes the user's emotional state in real time using facial expressions and voice data, and sends the results to the server. Based on this emotion data, the server dynamically changes the difficulty level of the tasks using an adjustment mechanism, providing optimal support for the user's current situation.

[0217] Furthermore, the server uses a message generation mechanism and AI to generate messages intended to encourage and guide the user, and displays them on the user's terminal at the appropriate time. These messages change according to the user's emotional state, aiming to maintain continuous motivation.

[0218] Furthermore, the server analyzes the user's progress on their tasks using visualization tools and displays this information visually on the terminal. This allows users to easily grasp their progress and feel a sense of accomplishment. The state update tool changes the character's state according to the user's progress, providing feedback. For example, if a user aims to "learn Python programming," a character related to programming may be developed as they progress, making it easier for them to feel a sense of accomplishment.

[0219] An example of a prompt for a generated motivational message is the text, "Generate a motivational message for user's current emotional state: {tired}, goal: {learn Python programming}." This enables effective support to rekindle the user's motivation.

[0220] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0221] Step 1:

[0222] The user enters their goal into the terminal. The terminal receives this input information and sends it to the server. The input data is text information about the goal the user wants to achieve, and the server starts processing based on this information.

[0223] Step 2:

[0224] The server receives the user's target data and uses a generative AI model to generate an ideal self-representation based on that data. The generated image is output as new visual data and sent to the user's terminal. In this process, prompt sentences are used as input to instruct the AI ​​model, and the self-representation image is generated as its output.

[0225] Step 3:

[0226] The server creates specific tasks using a task generation mechanism based on the received target data. The generated tasks are sent to the user's terminal. The data consists of step-by-step action guidelines based on the user's goals and is set as a series of gradual achievement targets.

[0227] Step 4:

[0228] The device uses the user's facial expressions and voice as input data to activate an emotion evaluation system and analyze the emotional state in real time. The results of this analysis are sent to the server as data indicating the user's current emotional state. The analysis uses a machine learning algorithm to infer emotions from facial expression data.

[0229] Step 5:

[0230] The server uses the received emotional data to adjust the difficulty level of the task using an adjustment mechanism. This adjustment is performed to provide the task content that is best suited to the user's current mental state, and the adjusted task is then sent back to the user's terminal.

[0231] Step 6:

[0232] The server generates appropriate encouraging messages using a message generation mechanism based on emotional data and goal progress. In this process, a generation AI model uses prompt text to generate messages, which are then output to the terminal. A prompt text is used as input, and an encouraging text message is output.

[0233] Step 7:

[0234] The server analyzes the user's task progress and sends the results to the terminal as visualized data. The progress data is represented as status, such as successful steps or uncompleted tasks.

[0235] Step 8:

[0236] The device updates the character's status using a status update mechanism according to the user's progress. This update acts as visual feedback indicating the user's achievements, thus maintaining the user's motivation.

[0237] 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.

[0238] 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.

[0239] 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.

[0240] [Second Embodiment]

[0241] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.

[0242] 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.

[0243] 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).

[0244] 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.

[0245] 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.

[0246] 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).

[0247] 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.

[0248] 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.

[0249] 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.

[0250] 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.

[0251] 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.

[0252] 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".

[0253] The present invention is a system that supports the process by which a user achieves their goals, and a specific embodiment thereof is described below.

[0254] The user enters their desired goal via their device. For example, the goal might be "I want to complete a full marathon." This goal data is then sent from the device to the server.

[0255] The server uses a generative AI based on the received goal data to generate an ideal self-image of what the goal would look like when it is achieved. This generated image is later presented to the user to provide visual motivation.

[0256] Next, the server analyzes the specific steps needed to achieve the goal and automatically generates them as quests. For example, if the goal is to run a full marathon, tasks such as "increase running distance by 10% each week" and "stretch every day" might be included. These quests are designed to help users concretize their daily activities towards their goal.

[0257] The generated quest and ideal image are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. The user then works on the quest based on this information.

[0258] Users record their daily progress on their devices, and these devices then send this information back to the server. The server analyzes this progress data and updates the character's level. Leveling up according to progress gives users a sense of accomplishment. The changes in the character are visually displayed, further increasing user motivation.

[0259] Ultimately, users can own their developed characters as digital items and share them with other users. This sharing feature promotes interaction among users and provides further motivation. Furthermore, by utilizing the story generation function, users can enjoy their goal-achievement process as a narrative. In this way, users can aim to achieve their goals in a fun and effective, game-like manner.

[0260] The following describes the processing flow.

[0261] Step 1:

[0262] The user enters their goal into the device. For example, they might enter a specific goal such as, "I want to complete a full marathon."

[0263] Step 2:

[0264] The terminal sends the target data entered by the user to the server. This data is sent to the server in text format.

[0265] Step 3:

[0266] The server analyzes the received goal data and uses a generation AI to create an ideal self-image of the user upon achieving those goals. This creates a visual representation to boost user motivation.

[0267] Step 4:

[0268] The server considers specific tasks to help the user achieve their goals and generates them as quests. For example, quests such as "Run 5km three times a week" and "Stretch every morning" might be created.

[0269] Step 5:

[0270] The server generates an ideal image and a quest, which are then sent to the user's terminal. This allows the user to concretely understand the path to achieving their goals.

[0271] Step 6:

[0272] The device displays the received quest and ideal image on the user interface. Based on this, the user can incorporate the quest into their daily life.

[0273] Step 7:

[0274] The device records the user's daily activities and progress towards completing quests. For example, it records daily running distance and whether or not they stretched.

[0275] Step 8:

[0276] The terminal sends the user's progress data to the server. This data is uploaded to the server periodically.

[0277] Step 9:

[0278] The server analyzes the progress data and updates the character level according to the user's achievement. This update is for giving the user a greater sense of achievement.

[0279] Step 10:

[0280] The server generates the visual data of the leveled-up character and sends it to the terminal. Thereby, the user can feel the growth in a visible form.

[0281] Step 11:

[0282] The terminal displays the leveled-up character and notifies the user. Also, an option for sharing this with other users is provided.

[0283] By repeating such processing, the user can continuously strive towards the goal every day as if playing a game.

[0284] (Example 1)

[0285] Next, Example 1 will be described. In the following description, the data processing device 12 is referred to as the "server", and the smart glasses 214 are referred to as the "terminal".

[0286] In conventional goal achievement support systems, there were insufficient means for users to visually confirm specific steps and progress regarding goals, making it difficult to maintain motivation. Additionally, the feedback to obtain a sense of achievement for users was limited, and there was a lack of interaction with other users, resulting in insufficient motivation to encourage continuous efforts.

[0287] The specific processing by the specific processing unit 290 of the data processing device 12 in Example 1 is realized by the following respective means.

[0288] In this invention, the server includes a generation device that generates an ideal self-image using a generation artificial intelligence based on the user's goal, an activity generation device that automatically generates specific activities for achieving the goal, and a story generation device that generates the user's activity process as a story. Thereby, the user can visually confirm the specific steps necessary for goal achievement and can obtain further motivation through communication with other users while feeling a sense of achievement.

[0289] The "input device" is a device for inputting the goal that the user wants to achieve as data.

[0290] The "generation device" is a device for generating an ideal self-image using a generation artificial intelligence based on the user's goal.

[0291] The "activity generation device" is a device that automatically generates specific activities and tasks necessary for goal achievement.

[0292] The "visualization device" is a device for analyzing the progress status of the generated activities and visually presenting it.

[0293] The "level update device" is a device for automatically updating the level of the virtual character according to the user's progress.

[0294] A "sharing device" is a device that allows users to own virtual characters as digital objects and share them with other users.

[0295] A "story generation device" is a device that generates a story based on the user's activity process and provides it to the user.

[0296] This invention is a system that assists users in achieving their goals, and is specifically implemented through the following steps.

[0297] Enter and submit your goal.

[0298] The user enters their desired goal through the device's user interface. For example, they might set the goal to "complete a full marathon." The device converts this goal data into a digital format and sends it to the server via the network.

[0299] Ideal image generation

[0300] The server generates prompts using a generative AI model based on the received target data, creating an ideal self-image. For example, a prompt might be: "Imagine yourself having completed a full marathon. What expression do you have? Describe the surrounding scenery and your sense of accomplishment." This generative AI model operates as cloud-based artificial intelligence software.

[0301] Quest generation

[0302] The server analyzes the specific action steps needed to achieve the goal and automatically generates them as quests. In this process, AI algorithms are used to create tasks optimized for each individual user. For example, quests such as "Increase your running distance by 10% each week" or "Stretch every day" may be generated.

[0303] Information display and progress tracking

[0304] The generated ideal images and quests are sent from the server to the terminal. The terminal displays this information on the user interface so that the user can easily check it. Based on this information, the user records their daily activities and enters the progress towards the goal into the terminal. The terminal periodically sends the progress data to the server, where progress analysis is performed.

[0305] Character sharing and story generation

[0306] Based on the progress data accumulated by the user, the server updates the level of the virtual character. The character can be owned as a digital item and shared with other users. Also, through the story generation function, the process of the user achieving their goal can be generated as a dramatic story and enjoyed. In this way, the user can enjoyably aim for goal achievement in a game-like manner.

[0307] The flow of the specific process in Example 1 will be described using FIG. 11.

[0308] Step 1: The user uses the user interface of the terminal to enter a goal. The input string data is converted into JSON format by the terminal. This prepares the data for efficient transmission to the server via the network. The input data is output as a JSON object containing a "goal" field.

[0309] Step 2: The server analyzes the received JSON data and prepares the content of the "goal" field as a prompt sentence for the generation AI model. This prompt sentence serves as the base data for generating an ideal self-image. The server sends the prompt sentence to the generation AI model and receives an image as image data.

[0310] Step 3: The server generates specific quests using a generative AI model based on the target data. The quest generation algorithm calculates appropriate tasks from the user's goals and past successes. The output is a JSON object containing a "Quest" field.

[0311] Step 4: The server sends the generated quest and ideal image to the terminal, which displays them in its user interface. HTML and CSS are used to visually format the data in an appealing way. The user receives the image and quest as visual feedback and uses it to improve their daily activities.

[0312] Step 5: The user enters their daily activities and progress (e.g., distance traveled, training time) into the device. The device is configured to convert this data back into JSON format and send it to the server. The input data is output as a JSON object that includes a "Progress" field.

[0313] Step 6: The server analyzes the received progress data and updates the virtual character's level based on it. The character's experience points and stats are calculated according to the progress value. The server sends the update results to the terminal, allowing the user to check the updated status in the user interface.

[0314] Step 7: Users can share their developed virtual characters with other users as digital items, and the server generates and delivers a story of achieving goals to enrich the user experience. The story data is output as story text that combines quest and progress data.

[0315] (Application Example 1)

[0316] 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."

[0317] In today's world, users often struggle to achieve their personal goals due to a lack of sufficient motivation and visualization of their progress. Furthermore, a lack of effective means to provide features that facilitate communication among users and allow them to share the enjoyment of the goal-achievement process remains a challenge.

[0318] 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.

[0319] In this invention, the server includes a generation means for generating an ideal self-image based on the user's goals, a quest generation means for automatically generating specific quests to achieve the goals, a visualization means for analyzing and visualizing the progress of the generated quests, an information sharing means for outputting the achieved character as shareable digital information, and a story generation means for generating a story and providing the user's goal achievement process as entertainment. This makes the goal achievement process more enjoyable and effective for the user, and allows them to gain further motivation through interaction with other users.

[0320] An "input means" is a device or function used by a user to register the goals they wish to achieve within the system.

[0321] "Generation means" refers to a device or function for creating a digital image of the ideal state or appearance after achieving the user's goal.

[0322] A "quest generation method" is a device or function that automatically creates the specific action steps necessary to achieve a goal.

[0323] A "visualization means" is a device or function that visually represents and shows the user's progress toward achieving their goals using diagrams, graphs, or other visual means.

[0324] A "level update mechanism" is a device or function that dynamically changes the level, which indicates the growth of a character, according to the user's progress.

[0325] "Information sharing means" refers to a device or function for sharing completed characters with other users in a digital format.

[0326] "Visual output means" refers to a device or function for displaying generated images or progress status on a display or the like.

[0327] A "story generation method" is a device or function that automatically constructs an enjoyable story based on the user's goal achievement process.

[0328] The system implementing this invention generates an ideal self-image using a generative AI model for user-defined goals and automatically creates quests. The system operates as follows:

[0329] Users input their desired goals using devices such as smartphones or computers. These goals are sent to a server in the cloud for verification. Based on the received goal data, the server runs an AI model to generate an ideal image of the goal's achievement. This image is then visually displayed on the user's device screen to enhance their motivation.

[0330] Next, the server uses a quest generation mechanism to analyze and automatically generate specific action steps to achieve the goal. For example, tasks such as "increase your weekly running distance" or "record your daily exercise" may be included.

[0331] Users record their daily activities on their devices, and this information is sent back to the server. The server analyzes this data using progress visualization tools and visualizes the progress graphically. Based on this data, the character level is dynamically updated, giving the user a sense of accomplishment. The updated character can be shared online with other users through information sharing tools.

[0332] By utilizing narrative generation tools, the user's goal-achievement process is constructed as a story, providing entertainment value. This story element helps users enjoy the process of working towards their goals.

[0333] For example, if a user sets a goal of "losing 5 kg in 3 months," the AI ​​will generate an image of the user's physique after achieving the goal and suggest quests such as "going to the gym four times a week" and "keeping a daily food diary." Based on the progress data, the character level increases, and the user can share their completed character with friends through the sharing function.

[0334] An example of a prompt message would be, "Generate a scene of me jogging in the park with my ideal physique three months from now."

[0335] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0336] Step 1:

[0337] The user inputs their goal using a terminal. The input goal data is sent from the terminal to the server. The server receives the goal data and stores it in a database. This input data is used for subsequent image generation and quest generation.

[0338] Step 2:

[0339] The server activates a generative AI model based on the received target data. The generative AI generates an ideal self-image using prompt text. In this process, the AI ​​generates image data based on the target data. The generated image is stored on the server and used as visual motivation.

[0340] Step 3:

[0341] The server automatically generates specific quests to achieve the goal using a quest generation mechanism. In this step, the goal data is analyzed and appropriate quests (action steps) are listed. The generated quest data is stored on the server as a guide to clarify the tasks that the user needs to accomplish.

[0342] Step 4:

[0343] Users record their daily activities and progress on their devices. This data is then sent back to the server. The server analyzes the progress data and converts it into graphics using visualization tools. Based on the input activity data, the visualization tool processes it into a format that can display the progress.

[0344] Step 5:

[0345] The server updates the character's level based on the user's progress using a level update mechanism. This calculation uses an algorithm that evaluates progress data to determine the new level. The updated level is visualized and displayed on the user's terminal to give them a sense of accomplishment.

[0346] Step 6:

[0347] The server uses information sharing mechanisms to convert the updated character into digital information that can be shared with other users. In this step, the character data is converted into a standard format and a digital link is generated for sharing with other users.

[0348] Step 7:

[0349] The server uses a narrative generation mechanism to create a story that allows users to enjoy the process of achieving their goals. Using a generation AI model, the story is created based on progress data and the user's character information. This story is provided to the device as a means of supporting the user in achieving their goals.

[0350] 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.

[0351] This invention is a system that assists users in taking the necessary steps to achieve their goals, and in particular employs an emotion engine to individually optimize the system by taking into account the user's emotions. Specific embodiments are described below.

[0352] The user uses a device to input their desired goals. These goals are sent to a server, which uses a generative AI based on the input data to create an ideal self-image. The goal is to provide visual motivation to the user, and the generated image is displayed on the user's interface.

[0353] Next, the server generates specific quests based on the user's goals. This provides concrete action plans to achieve those goals, allowing the user to work on those quests in their daily life.

[0354] In addition, an emotion engine runs on the device to evaluate the user's emotions in real time. This engine infers emotions from the user's facial expressions and voice, and feeds that information back to the server. This emotion data is also used to adjust the difficulty of quests, taking into account the user's current state. For example, if the system detects that the user is tired, the difficulty of the quest will be adjusted to ensure the user can continue playing.

[0355] Based on data obtained from the emotion engine, the server generates encouraging and guiding messages for the user and displays them through the terminal. These messages boost user motivation and act as a feedback function. Furthermore, the emotion engine can periodically analyze emotional data and dynamically generate and provide a new, ideal self-image. This aims to provide appropriate support as the user's emotions change.

[0356] In this way, users can follow an optimized path to achieving their goals that is tailored to their individual emotional state, and the visual and emotional support provided by the system makes it easier to maintain sustained motivation toward their goals. Therefore, the present invention provides a support environment that is tailored to the individual needs of the user and enhances the effectiveness of achieving goals.

[0357] The following describes the processing flow.

[0358] Step 1:

[0359] The user enters their goal into the device. For example, they might set a specific goal such as "I want to lose 5 kilograms."

[0360] Step 2:

[0361] The device sends the user's goal data to the server. The goal data is formatted appropriately for processing on the server.

[0362] Step 3:

[0363] The server analyzes the received target data and uses a generative AI to generate an ideal self-image. This image is then used in later steps to motivate the user.

[0364] Step 4:

[0365] The server generates specific tasks as quests that are necessary to achieve the goal. For example, quests may include "Walk for 30 minutes every morning" or "Maintain a daily calorie intake of 1800 calories."

[0366] Step 5:

[0367] The server sends the ideal image and the generated quest as a set to the terminal. The terminal then prepares to display them in the user interface.

[0368] Step 6:

[0369] The device displays an ideal image and a quest to the user. The user looks at this, understands the specific steps towards the goal, and makes a daily plan.

[0370] Step 7:

[0371] The device's emotion engine evaluates the user's facial expressions and voice in real time to recognize their emotional state. This allows the user to receive feedback that is relevant to their situation.

[0372] Step 8:

[0373] The emotion engine recognizes emotion data and sends it to the server via the device. Based on this data, the server adjusts the difficulty and content of quests to suit the user's state.

[0374] Step 9:

[0375] The server creates and sends encouraging and advice messages to the user based on their emotions. The device then displays these messages to the user to help boost their motivation.

[0376] Step 10:

[0377] Users complete quests and record the results and progress on their devices. For example, they can record their walking time or track their daily calorie consumption.

[0378] Step 11:

[0379] The device periodically sends user progress data to the server. The server analyzes the progress and updates the character's level based on the user's achievements.

[0380] Step 12:

[0381] The server generates visual data reflecting the updated character level and sends it to the terminal. The terminal displays this to the user, providing a sense of accomplishment.

[0382] In this way, the system responds flexibly to the user's emotions and progress, effectively supporting goal achievement.

[0383] (Example 2)

[0384] Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal".

[0385] In modern society, individual users have diverse goals and require appropriate support to achieve them. However, traditional methods have difficulty providing optimal support tailored to users' emotional states and individual needs. In particular, dynamic approaches that respond to emotional changes and continuous motivation maintenance during the goal-achievement process are not adequately addressed.

[0386] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means.

[0387] In this invention, the server includes a reception means for receiving the user's goals, a means for generating an ideal self-expression using a generative AI model, and an adjustment means for analyzing the user's emotional state and adjusting the difficulty level of the action guidelines based on that data. This enables optimal support tailored to the user's individual emotional state and ensures continuous motivation throughout the goal-achievement process.

[0388] A "user" refers to an individual who wants to use the system to achieve their own goals.

[0389] A "goal" refers to the specific result or objective that the user is trying to achieve.

[0390] A "reception method" refers to a method or means that has the function of receiving user input and sending that information to a server.

[0391] A "generative AI model" refers to artificial intelligence technology used to generate digital data based on the user's goals.

[0392] "Ideal self-expression" refers to the desirable self-image or visual representation that a user should strive to achieve.

[0393] "Action guidelines" are instructions that show the specific actions and tasks that users should take to achieve their goals.

[0394] "Adjustment methods" refer to methods or means of dynamically adjusting the difficulty level and content of behavioral guidelines based on user sentiment data.

[0395] "Emotional state" refers to the user's psychological and emotional condition, reflecting the changes in their emotions at any given time.

[0396] This invention provides a system that assists users in achieving their goals, and in particular, a system that can be individually optimized by taking into account the user's emotional state. The system mainly consists of a terminal for interacting with the user and a server for processing and analyzing data.

[0397] The user first enters their goal using a device. This device is assumed to be a computing device with an internet connection, such as a tablet, smartphone, or PC. The entered goal is then sent to the server via a secure connection.

[0398] The server uses a generative AI model to generate an ideal self-representation based on the received target data. This generative AI model applies natural language processing and image generation technologies, making it possible, for example, to generate a visual representation of the ideal self after achieving the goal. Specific software examples include large-scale language models for natural language processing and generative AI models for image generation. This generated self-representation is delivered to the user's terminal and used as visual feedback.

[0399] Next, the server generates action plans, or quests, to help the user achieve their goals. These quests include specific tasks that the user should perform in their daily life. The difficulty and content of the quests are dynamically adjusted based on emotional data collected by the server. The emotional engine installed in the device acquires the user's real-time emotional data through the camera and microphone and analyzes it using machine learning algorithms. The results of the emotional engine are sent to the server and used to adjust the quests.

[0400] Furthermore, the server generates encouraging and guiding messages based on the user's emotional data and delivers them to the user through their device. This allows users to maintain their motivation and progress towards their goals.

[0401] For example, if a user sets a goal such as "I want to live a healthy life within one month," the AI ​​model will be prompted with a message like, "Please generate an ideal self-image for living a healthy life within one month." Based on this prompt, visual data related to ideal lifestyle habits will be created, and specific exercise and dietary guidelines will be presented as quests.

[0402] In this way, the present invention provides an optimal support environment tailored to the user's emotional state, thereby enabling effective support for achieving goals.

[0403] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0404] Step 1:

[0405] The user enters the goal they wish to achieve using the device. The device then retrieves the text data entered by the user and verifies the input. The verified goal data is then securely transmitted to the server via the internet.

[0406] Step 2:

[0407] The server analyzes the received target data and creates and sends prompt messages to the generative AI model. Specifically, it inputs a prompt message such as "Generate an ideal self-image for living a healthy life within one month" into the generative AI model, and as a result, generates ideal self-expression data. The generated data is formatted as an image or text information to be returned to the user as visual feedback.

[0408] Step 3:

[0409] The server generates action guidelines, or quests, based on the user's goals. This process uses a generative AI model to design feasible action plans. The quest data includes specific tasks and achievement criteria, and is processed into a form that is actionable for the user. The generated quests are then sent back to the terminal and notified to the user.

[0410] Step 4:

[0411] The device displays ideal self-expressions and quests generated through its interface to the user. The user can review the presented self-expressions and quest information and create a plan to achieve their daily goals.

[0412] Step 5:

[0413] An emotion engine built into the device operates, collecting user emotion data in real time using the camera and microphone. It infers the user's emotional state from their facial expressions and voice, and analyzes it using machine learning algorithms. The obtained emotion data is sent to a server and used to adjust the difficulty level of behavioral guidelines.

[0414] Step 6:

[0415] The server adjusts its behavioral guidelines as needed based on the analyzed emotional data. For example, if it determines that the user is tired, it may lower the difficulty of the quest. This adjusted quest data is then sent to the device.

[0416] Step 7:

[0417] The server considers the user's emotional state and generates encouraging and guiding messages. It utilizes a generation AI model to create messages tailored to the user. These generated messages are delivered to the user via their device, helping to maintain motivation.

[0418] In this way, the entire system provides continuous support and optimization to help users achieve their goals.

[0419] (Application Example 2)

[0420] 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."

[0421] When users try to achieve their goals, fluctuations in their emotions and motivation can make it difficult to execute their plans. Furthermore, there are challenges in monitoring progress in real time and providing continuous motivation. To address this, dynamically optimized support that takes into account the user's emotional state is required.

[0422] 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.

[0423] In this invention, the server includes receiving means for receiving the user's goals, generating means for generating an ideal self-expression based on the user's goals, and emotion evaluation means for evaluating the user's emotional state in real time. This makes it possible to provide optimal tasks tailored to each user's emotional state and to enhance visual motivation.

[0424] A "receiving means" is an interface for obtaining target information from the user, and has the function of collecting data via digital terminals or communication networks.

[0425] A "generation means" is a device or system that utilizes AI technology to generate an ideal self-expression based on the user's goals and present it as visual information.

[0426] A "task generation method" is a function that incorporates an algorithm for automatically creating specific tasks necessary for the user to achieve their goals.

[0427] "Emotion evaluation methods" are technologies that estimate a user's emotional state in real time from their facial expressions, voice, etc., and analyze that data.

[0428] The "adjustment mechanism" is a function that dynamically adjusts the difficulty level of the task based on emotional data obtained by the emotional evaluation mechanism.

[0429] A "message generation means" is a system that generates messages tailored to the user's emotional state in order to provide encouragement and guidance.

[0430] A "visualization method" is a means of analyzing the progress of generated tasks and visually displaying that progress to the user.

[0431] A "state update mechanism" is a function that changes the state of the character and self-expression according to the user's progress, thereby promoting continuous motivation.

[0432] This system uses a server and a user terminal to perform individualized optimization to help users achieve their goals. The server, acting as a receiving device, receives goal information from the user terminal via digital communication. Subsequently, it utilizes a generation AI model to generate an ideal self-representation based on the user's goals. The generated visual information is presented to the user's interface, contributing to motivation.

[0433] Next, the server automatically provides specific tasks using a task generation mechanism. These tasks are divided into steps that can be completed based on the user's goals. An emotion evaluation mechanism installed on the user's terminal analyzes the user's emotional state in real time using facial expressions and voice data, and sends the results to the server. Based on this emotion data, the server dynamically changes the difficulty level of the tasks using an adjustment mechanism, providing optimal support for the user's current situation.

[0434] Furthermore, the server uses a message generation mechanism and AI to generate messages intended to encourage and guide the user, and displays them on the user's terminal at the appropriate time. These messages change according to the user's emotional state, aiming to maintain continuous motivation.

[0435] Furthermore, the server analyzes the user's progress on their tasks using visualization tools and displays this information visually on the terminal. This allows users to easily grasp their progress and feel a sense of accomplishment. The state update tool changes the character's state according to the user's progress, providing feedback. For example, if a user aims to "learn Python programming," a character related to programming may be developed as they progress, making it easier for them to feel a sense of accomplishment.

[0436] An example of a prompt for a generated motivational message is the text, "Generate a motivational message for user's current emotional state: {tired}, goal: {learn Python programming}." This enables effective support to rekindle the user's motivation.

[0437] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0438] Step 1:

[0439] The user enters their goal into the terminal. The terminal receives this input information and sends it to the server. The input data is text information about the goal the user wants to achieve, and the server starts processing based on this information.

[0440] Step 2:

[0441] The server receives the user's target data and uses a generative AI model to generate an ideal self-representation based on that data. The generated image is output as new visual data and sent to the user's terminal. In this process, prompt sentences are used as input to instruct the AI ​​model, and the self-representation image is generated as its output.

[0442] Step 3:

[0443] The server creates specific tasks using a task generation mechanism based on the received target data. The generated tasks are sent to the user's terminal. The data consists of step-by-step action guidelines based on the user's goals and is set as a series of gradual achievement targets.

[0444] Step 4:

[0445] The device uses the user's facial expressions and voice as input data to activate an emotion evaluation system and analyze the emotional state in real time. The results of this analysis are sent to the server as data indicating the user's current emotional state. The analysis uses a machine learning algorithm to infer emotions from facial expression data.

[0446] Step 5:

[0447] The server uses the received emotional data to adjust the difficulty level of the task using an adjustment mechanism. This adjustment is performed to provide the task content that is best suited to the user's current mental state, and the adjusted task is then sent back to the user's terminal.

[0448] Step 6:

[0449] The server generates appropriate encouraging messages using a message generation mechanism based on emotional data and goal progress. In this process, a generation AI model uses prompt text to generate messages, which are then output to the terminal. A prompt text is used as input, and an encouraging text message is output.

[0450] Step 7:

[0451] The server analyzes the user's task progress and sends the results to the terminal as visualized data. The progress data is represented as status, such as successful steps or uncompleted tasks.

[0452] Step 8:

[0453] The device updates the character's status using a status update mechanism according to the user's progress. This update acts as visual feedback indicating the user's achievements, thus maintaining the user's motivation.

[0454] 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.

[0455] 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.

[0456] 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.

[0457] [Third Embodiment]

[0458] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.

[0459] 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.

[0460] 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).

[0461] 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.

[0462] 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.

[0463] 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).

[0464] 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.

[0465] 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.

[0466] 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.

[0467] 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.

[0468] 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.

[0469] 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".

[0470] The present invention is a system that supports the process by which a user achieves their goals, and a specific embodiment thereof is described below.

[0471] The user enters their desired goal via their device. For example, the goal might be "I want to complete a full marathon." This goal data is then sent from the device to the server.

[0472] The server uses a generative AI based on the received goal data to generate an ideal self-image of what the goal would look like when it is achieved. This generated image is later presented to the user to provide visual motivation.

[0473] Next, the server analyzes the specific steps needed to achieve the goal and automatically generates them as quests. For example, if the goal is to run a full marathon, tasks such as "increase running distance by 10% each week" and "stretch every day" might be included. These quests are designed to help users concretize their daily activities towards their goal.

[0474] The generated quest and ideal image are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. The user then works on the quest based on this information.

[0475] Users record their daily progress on their devices, and these devices then send this information back to the server. The server analyzes this progress data and updates the character's level. Leveling up according to progress gives users a sense of accomplishment. The changes in the character are visually displayed, further increasing user motivation.

[0476] Ultimately, users can own their developed characters as digital items and share them with other users. This sharing feature promotes interaction among users and provides further motivation. Furthermore, by utilizing the story generation function, users can enjoy their goal-achievement process as a narrative. In this way, users can aim to achieve their goals in a fun and effective, game-like manner.

[0477] The following describes the processing flow.

[0478] Step 1:

[0479] The user enters their goal into the device. For example, they might enter a specific goal such as, "I want to complete a full marathon."

[0480] Step 2:

[0481] The terminal sends the target data entered by the user to the server. This data is sent to the server in text format.

[0482] Step 3:

[0483] The server analyzes the received goal data and uses a generation AI to create an ideal self-image of the user upon achieving those goals. This creates a visual representation to boost user motivation.

[0484] Step 4:

[0485] The server considers specific tasks to help the user achieve their goals and generates them as quests. For example, quests such as "Run 5km three times a week" and "Stretch every morning" might be created.

[0486] Step 5:

[0487] The server generates an ideal image and a quest, which are then sent to the user's terminal. This allows the user to concretely understand the path to achieving their goals.

[0488] Step 6:

[0489] The device displays the received quest and ideal image on the user interface. Based on this, the user can incorporate the quest into their daily life.

[0490] Step 7:

[0491] The device records the user's daily activities and progress towards completing quests. For example, it records daily running distance and whether or not they stretched.

[0492] Step 8:

[0493] The device sends user progress data to the server. This data is uploaded to the server periodically.

[0494] Step 9:

[0495] The server analyzes progress data and updates the character's level according to the user's achievements. This update is intended to give the user a greater sense of accomplishment.

[0496] Step 10:

[0497] The server generates visual data of the leveled-up character and sends it to the user's device. This allows the user to experience their character's growth in a tangible way.

[0498] Step 11:

[0499] The device displays the character that has leveled up and notifies the user. It also provides an option to share this with other users.

[0500] By repeating this process, users can continue to work towards their goals day by day, much like playing a game.

[0501] (Example 1)

[0502] 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."

[0503] Conventional goal-achievement support systems lacked sufficient visual means for users to track specific steps and progress toward their goals, making it difficult to maintain motivation. Furthermore, feedback for users to gain a sense of accomplishment was limited, and the lack of interaction with other users resulted in insufficient motivation to encourage continued effort.

[0504] 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.

[0505] In this invention, the server includes a generation device that generates an ideal self-image using artificial intelligence based on the user's goals, an activity generation device that automatically generates specific activities to achieve the goals, and a story generation device that generates the user's activity process as a narrative. This allows the user to visually confirm the specific steps necessary to achieve their goals, feel a sense of accomplishment, and gain further motivation through interaction with other users.

[0506] An "input device" is a device used to input data representing the goals that a user wants to achieve.

[0507] A "generating device" is a device that uses generative artificial intelligence to generate an ideal self-image based on the user's goals.

[0508] An "activity generation device" is a device that automatically generates specific activities and tasks necessary to achieve a goal.

[0509] A "visualization device" is a device used to analyze the progress of generated activities and to visually display that progress.

[0510] A "rank update device" is a device that automatically updates the rank of a virtual character according to the user's progress.

[0511] A "sharing device" is a device that allows users to own virtual characters as digital objects and share them with other users.

[0512] A "story generation device" is a device that generates a story based on the user's activity process and provides it to the user.

[0513] This invention is a system that assists users in achieving their goals, and is specifically implemented through the following steps.

[0514] Enter and submit your goal.

[0515] The user enters their desired goal through the device's user interface. For example, they might set the goal to "complete a full marathon." The device converts this goal data into a digital format and sends it to the server via the network.

[0516] Ideal image generation

[0517] The server generates prompts using a generative AI model based on the received target data, creating an ideal self-image. For example, a prompt might be: "Imagine yourself having completed a full marathon. What expression do you have? Describe the surrounding scenery and your sense of accomplishment." This generative AI model operates as cloud-based artificial intelligence software.

[0518] Quest generation

[0519] The server analyzes the specific action steps needed to achieve the goal and automatically generates them as quests. In this process, AI algorithms are used to create tasks optimized for each individual user. For example, quests such as "Increase your running distance by 10% each week" or "Stretch every day" may be generated.

[0520] Information display and progress tracking

[0521] The generated ideal image and quest are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. Based on this information, the user records their daily activities and inputs their progress toward their goals into the terminal. The terminal periodically sends this progress data to the server, where progress analysis is performed.

[0522] Character sharing and story generation

[0523] Based on the progress data accumulated by the user, the server updates the level of the virtual character. Characters can be owned as digital items and shared with other users. Furthermore, through a story generation function, users can enjoy creating a dramatic narrative of their goal achievement process. In this way, users can enjoy achieving their goals in a game-like manner.

[0524] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0525] Step 1: The user enters the goal using the terminal's user interface. The entered string data is converted to JSON format by the terminal. This prepares the data for efficient transmission to the server over the network. The input data is output as a JSON object containing a "Goal" field.

[0526] Step 2: The server parses the received JSON data and prepares the contents of the "Target" field as a prompt for the generating AI model. This prompt will serve as the base data for generating the ideal self-image. The server sends the prompt to the generating AI model and receives the image as image data.

[0527] Step 3: The server generates specific quests using a generative AI model based on the target data. The quest generation algorithm calculates appropriate tasks from the user's goals and past successes. The output is a JSON object containing a "Quest" field.

[0528] Step 4: The server sends the generated quest and ideal image to the terminal, which displays them in its user interface. HTML and CSS are used to visually format the data in an appealing way. The user receives the image and quest as visual feedback and uses it to improve their daily activities.

[0529] Step 5: The user enters their daily activities and progress (e.g., distance traveled, training time) into the device. The device is configured to convert this data back into JSON format and send it to the server. The input data is output as a JSON object that includes a "Progress" field.

[0530] Step 6: The server analyzes the received progress data and updates the virtual character's level based on it. The character's experience points and stats are calculated according to the progress value. The server sends the update results to the terminal, allowing the user to check the updated status in the user interface.

[0531] Step 7: Users can share their developed virtual characters with other users as digital items, and the server generates and delivers a story of achieving goals to enrich the user experience. The story data is output as story text that combines quest and progress data.

[0532] (Application Example 1)

[0533] 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."

[0534] In today's world, users often struggle to achieve their personal goals due to a lack of sufficient motivation and visualization of their progress. Furthermore, a lack of effective means to provide features that facilitate communication among users and allow them to share the enjoyment of the goal-achievement process remains a challenge.

[0535] 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.

[0536] In this invention, the server includes a generation means for generating an ideal self-image based on the user's goals, a quest generation means for automatically generating specific quests to achieve the goals, a visualization means for analyzing and visualizing the progress of the generated quests, an information sharing means for outputting the achieved character as shareable digital information, and a story generation means for generating a story and providing the user's goal achievement process as entertainment. This makes the goal achievement process more enjoyable and effective for the user, and allows them to gain further motivation through interaction with other users.

[0537] An "input means" is a device or function used by a user to register the goals they wish to achieve within the system.

[0538] "Generation means" refers to a device or function for creating a digital image of the ideal state or appearance after achieving the user's goal.

[0539] A "quest generation method" is a device or function that automatically creates the specific action steps necessary to achieve a goal.

[0540] A "visualization means" is a device or function that visually represents and shows the user's progress toward achieving their goals using diagrams, graphs, or other visual means.

[0541] A "level update mechanism" is a device or function that dynamically changes the level, which indicates the growth of a character, according to the user's progress.

[0542] "Information sharing means" refers to a device or function for sharing completed characters with other users in a digital format.

[0543] "Visual output means" refers to a device or function for displaying generated images or progress status on a display or the like.

[0544] A "story generation method" is a device or function that automatically constructs an enjoyable story based on the user's goal achievement process.

[0545] The system implementing this invention generates an ideal self-image using a generative AI model for user-defined goals and automatically creates quests. The system operates as follows:

[0546] Users input their desired goals using devices such as smartphones or computers. These goals are sent to a server in the cloud for verification. Based on the received goal data, the server runs an AI model to generate an ideal image of the goal's achievement. This image is then visually displayed on the user's device screen to enhance their motivation.

[0547] Next, the server uses a quest generation mechanism to analyze and automatically generate specific action steps to achieve the goal. For example, tasks such as "increase your weekly running distance" or "record your daily exercise" may be included.

[0548] Users record their daily activities on their devices, and this information is sent back to the server. The server analyzes this data using progress visualization tools and visualizes the progress graphically. Based on this data, the character level is dynamically updated, giving the user a sense of accomplishment. The updated character can be shared online with other users through information sharing tools.

[0549] By utilizing narrative generation tools, the user's goal-achievement process is constructed as a story, providing entertainment value. This story element helps users enjoy the process of working towards their goals.

[0550] For example, if a user sets a goal of "losing 5 kg in 3 months," the AI ​​will generate an image of the user's physique after achieving the goal and suggest quests such as "going to the gym four times a week" and "keeping a daily food diary." Based on the progress data, the character level increases, and the user can share their completed character with friends through the sharing function.

[0551] An example of a prompt message would be, "Generate a scene of me jogging in the park with my ideal physique three months from now."

[0552] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0553] Step 1:

[0554] The user inputs their goal using a terminal. The input goal data is sent from the terminal to the server. The server receives the goal data and stores it in a database. This input data is used for subsequent image generation and quest generation.

[0555] Step 2:

[0556] The server activates a generative AI model based on the received target data. The generative AI generates an ideal self-image using prompt text. In this process, the AI ​​generates image data based on the target data. The generated image is stored on the server and used as visual motivation.

[0557] Step 3:

[0558] The server automatically generates specific quests to achieve the goal using a quest generation mechanism. In this step, the goal data is analyzed and appropriate quests (action steps) are listed. The generated quest data is stored on the server as a guide to clarify the tasks that the user needs to accomplish.

[0559] Step 4:

[0560] Users record their daily activities and progress on their devices. This data is then sent back to the server. The server analyzes the progress data and converts it into graphics using visualization tools. Based on the input activity data, the visualization tool processes it into a format that can display the progress.

[0561] Step 5:

[0562] The server updates the character's level based on the user's progress using a level update mechanism. This calculation uses an algorithm that evaluates progress data to determine the new level. The updated level is visualized and displayed on the user's terminal to give them a sense of accomplishment.

[0563] Step 6:

[0564] The server uses information sharing mechanisms to convert the updated character into digital information that can be shared with other users. In this step, the character data is converted into a standard format and a digital link is generated for sharing with other users.

[0565] Step 7:

[0566] The server uses a narrative generation mechanism to create a story that allows users to enjoy the process of achieving their goals. Using a generation AI model, the story is created based on progress data and the user's character information. This story is provided to the device as a means of supporting the user in achieving their goals.

[0567] 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.

[0568] This invention is a system that assists users in taking the necessary steps to achieve their goals, and in particular employs an emotion engine to individually optimize the system by taking into account the user's emotions. Specific embodiments are described below.

[0569] The user uses a device to input their desired goals. These goals are sent to a server, which uses a generative AI based on the input data to create an ideal self-image. The goal is to provide visual motivation to the user, and the generated image is displayed on the user's interface.

[0570] Next, the server generates specific quests based on the user's goals. This provides concrete action plans to achieve those goals, allowing the user to work on those quests in their daily life.

[0571] In addition, an emotion engine runs on the device to evaluate the user's emotions in real time. This engine infers emotions from the user's facial expressions and voice, and feeds that information back to the server. This emotion data is also used to adjust the difficulty of quests, taking into account the user's current state. For example, if the system detects that the user is tired, the difficulty of the quest will be adjusted to ensure the user can continue playing.

[0572] Based on data obtained from the emotion engine, the server generates encouraging and guiding messages for the user and displays them through the terminal. These messages boost user motivation and act as a feedback function. Furthermore, the emotion engine can periodically analyze emotional data and dynamically generate and provide a new, ideal self-image. This aims to provide appropriate support as the user's emotions change.

[0573] In this way, users can follow an optimized path to achieving their goals that is tailored to their individual emotional state, and the visual and emotional support provided by the system makes it easier to maintain sustained motivation toward their goals. Therefore, the present invention provides a support environment that is tailored to the individual needs of the user and enhances the effectiveness of achieving goals.

[0574] The following describes the processing flow.

[0575] Step 1:

[0576] The user enters their goal into the device. For example, they might set a specific goal such as "I want to lose 5 kilograms."

[0577] Step 2:

[0578] The device sends the user's goal data to the server. The goal data is formatted appropriately for processing on the server.

[0579] Step 3:

[0580] The server analyzes the received target data and uses a generative AI to generate an ideal self-image. This image is then used in later steps to motivate the user.

[0581] Step 4:

[0582] The server generates specific tasks as quests that are necessary to achieve the goal. For example, quests may include "Walk for 30 minutes every morning" or "Maintain a daily calorie intake of 1800 calories."

[0583] Step 5:

[0584] The server sends the ideal image and the generated quest as a set to the terminal. The terminal then prepares to display them in the user interface.

[0585] Step 6:

[0586] The device displays an ideal image and a quest to the user. The user looks at this, understands the specific steps towards the goal, and makes a daily plan.

[0587] Step 7:

[0588] The device's emotion engine evaluates the user's facial expressions and voice in real time to recognize their emotional state. This allows the user to receive feedback that is relevant to their situation.

[0589] Step 8:

[0590] The emotion engine recognizes emotion data and sends it to the server via the device. Based on this data, the server adjusts the difficulty and content of quests to suit the user's state.

[0591] Step 9:

[0592] The server creates and sends encouraging and advice messages to the user based on their emotions. The device then displays these messages to the user to help boost their motivation.

[0593] Step 10:

[0594] Users complete quests and record the results and progress on their devices. For example, they can record their walking time or track their daily calorie consumption.

[0595] Step 11:

[0596] The device periodically sends user progress data to the server. The server analyzes the progress and updates the character's level based on the user's achievements.

[0597] Step 12:

[0598] The server generates visual data reflecting the updated character level and sends it to the terminal. The terminal displays this to the user, providing a sense of accomplishment.

[0599] In this way, the system responds flexibly to the user's emotions and progress, effectively supporting goal achievement.

[0600] (Example 2)

[0601] 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."

[0602] In modern society, individual users have diverse goals and require appropriate support to achieve them. However, traditional methods have difficulty providing optimal support tailored to users' emotional states and individual needs. In particular, dynamic approaches that respond to emotional changes and continuous motivation maintenance during the goal-achievement process are not adequately addressed.

[0603] 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.

[0604] In this invention, the server includes a reception means for receiving the user's goals, a means for generating an ideal self-expression using a generative AI model, and an adjustment means for analyzing the user's emotional state and adjusting the difficulty level of the action guidelines based on that data. This enables optimal support tailored to the user's individual emotional state and ensures continuous motivation throughout the goal-achievement process.

[0605] A "user" refers to an individual who wants to use the system to achieve their own goals.

[0606] A "goal" refers to the specific result or objective that the user is trying to achieve.

[0607] A "reception method" refers to a method or means that has the function of receiving user input and sending that information to a server.

[0608] A "generative AI model" refers to artificial intelligence technology used to generate digital data based on the user's goals.

[0609] "Ideal self-expression" refers to the desirable self-image or visual representation that a user should strive to achieve.

[0610] "Action guidelines" are instructions that show the specific actions and tasks that users should take to achieve their goals.

[0611] "Adjustment methods" refer to methods or means of dynamically adjusting the difficulty level and content of behavioral guidelines based on user sentiment data.

[0612] "Emotional state" refers to the user's psychological and emotional condition, reflecting the changes in their emotions at any given time.

[0613] This invention provides a system that assists users in achieving their goals, and in particular, a system that can be individually optimized by taking into account the user's emotional state. The system mainly consists of a terminal for interacting with the user and a server for processing and analyzing data.

[0614] The user first enters their goal using a device. This device is assumed to be a computing device with an internet connection, such as a tablet, smartphone, or PC. The entered goal is then sent to the server via a secure connection.

[0615] The server uses a generative AI model to generate an ideal self-representation based on the received target data. This generative AI model applies natural language processing and image generation technologies, making it possible, for example, to generate a visual representation of the ideal self after achieving the goal. Specific software examples include large-scale language models for natural language processing and generative AI models for image generation. This generated self-representation is delivered to the user's terminal and used as visual feedback.

[0616] Next, the server generates action plans, or quests, to help the user achieve their goals. These quests include specific tasks that the user should perform in their daily life. The difficulty and content of the quests are dynamically adjusted based on emotional data collected by the server. The emotional engine installed in the device acquires the user's real-time emotional data through the camera and microphone and analyzes it using machine learning algorithms. The results of the emotional engine are sent to the server and used to adjust the quests.

[0617] Furthermore, the server generates encouraging and guiding messages based on the user's emotional data and delivers them to the user through their device. This allows users to maintain their motivation and progress towards their goals.

[0618] For example, if a user sets a goal such as "I want to live a healthy life within one month," the AI ​​model will be prompted with a message like, "Please generate an ideal self-image for living a healthy life within one month." Based on this prompt, visual data related to ideal lifestyle habits will be created, and specific exercise and dietary guidelines will be presented as quests.

[0619] In this way, the present invention provides an optimal support environment tailored to the user's emotional state, thereby enabling effective support for achieving goals.

[0620] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0621] Step 1:

[0622] The user enters the goal they wish to achieve using the device. The device then retrieves the text data entered by the user and verifies the input. The verified goal data is then securely transmitted to the server via the internet.

[0623] Step 2:

[0624] The server analyzes the received target data and creates and sends prompt messages to the generative AI model. Specifically, it inputs a prompt message such as "Generate an ideal self-image for living a healthy life within one month" into the generative AI model, and as a result, generates ideal self-expression data. The generated data is formatted as an image or text information to be returned to the user as visual feedback.

[0625] Step 3:

[0626] The server generates action guidelines, or quests, based on the user's goals. This process uses a generative AI model to design feasible action plans. The quest data includes specific tasks and achievement criteria, and is processed into a form that is actionable for the user. The generated quests are then sent back to the terminal and notified to the user.

[0627] Step 4:

[0628] The device displays ideal self-expressions and quests generated through its interface to the user. The user can review the presented self-expressions and quest information and create a plan to achieve their daily goals.

[0629] Step 5:

[0630] An emotion engine built into the device operates, collecting user emotion data in real time using the camera and microphone. It infers the user's emotional state from their facial expressions and voice, and analyzes it using machine learning algorithms. The obtained emotion data is sent to a server and used to adjust the difficulty level of behavioral guidelines.

[0631] Step 6:

[0632] The server adjusts its behavioral guidelines as needed based on the analyzed emotional data. For example, if it determines that the user is tired, it may lower the difficulty of the quest. This adjusted quest data is then sent to the device.

[0633] Step 7:

[0634] The server considers the user's emotional state and generates encouraging and guiding messages. It utilizes a generation AI model to create messages tailored to the user. These generated messages are delivered to the user via their device, helping to maintain motivation.

[0635] In this way, the entire system provides continuous support and optimization to help users achieve their goals.

[0636] (Application Example 2)

[0637] 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."

[0638] When users try to achieve their goals, fluctuations in their emotions and motivation can make it difficult to execute their plans. Furthermore, there are challenges in monitoring progress in real time and providing continuous motivation. To address this, dynamically optimized support that takes into account the user's emotional state is required.

[0639] 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.

[0640] In this invention, the server includes receiving means for receiving the user's goals, generating means for generating an ideal self-expression based on the user's goals, and emotion evaluation means for evaluating the user's emotional state in real time. This makes it possible to provide optimal tasks tailored to each user's emotional state and to enhance visual motivation.

[0641] A "receiving means" is an interface for obtaining target information from the user, and has the function of collecting data via digital terminals or communication networks.

[0642] A "generation means" is a device or system that utilizes AI technology to generate an ideal self-expression based on the user's goals and present it as visual information.

[0643] A "task generation method" is a function that incorporates an algorithm for automatically creating specific tasks necessary for the user to achieve their goals.

[0644] "Emotion evaluation methods" are technologies that estimate a user's emotional state in real time from their facial expressions, voice, etc., and analyze that data.

[0645] The "adjustment mechanism" is a function that dynamically adjusts the difficulty level of the task based on emotional data obtained by the emotional evaluation mechanism.

[0646] A "message generation means" is a system that generates messages tailored to the user's emotional state in order to provide encouragement and guidance.

[0647] A "visualization method" is a means of analyzing the progress of generated tasks and visually displaying that progress to the user.

[0648] A "state update mechanism" is a function that changes the state of the character and self-expression according to the user's progress, thereby promoting continuous motivation.

[0649] This system uses a server and a user terminal to perform individualized optimization to help users achieve their goals. The server, acting as a receiving device, receives goal information from the user terminal via digital communication. Subsequently, it utilizes a generation AI model to generate an ideal self-representation based on the user's goals. The generated visual information is presented to the user's interface, contributing to motivation.

[0650] Next, the server automatically provides specific tasks using a task generation mechanism. These tasks are divided into steps that can be completed based on the user's goals. An emotion evaluation mechanism installed on the user's terminal analyzes the user's emotional state in real time using facial expressions and voice data, and sends the results to the server. Based on this emotion data, the server dynamically changes the difficulty level of the tasks using an adjustment mechanism, providing optimal support for the user's current situation.

[0651] Furthermore, the server uses a message generation mechanism and AI to generate messages intended to encourage and guide the user, and displays them on the user's terminal at the appropriate time. These messages change according to the user's emotional state, aiming to maintain continuous motivation.

[0652] Furthermore, the server analyzes the user's progress on their tasks using visualization tools and displays this information visually on the terminal. This allows users to easily grasp their progress and feel a sense of accomplishment. The state update tool changes the character's state according to the user's progress, providing feedback. For example, if a user aims to "learn Python programming," a character related to programming may be developed as they progress, making it easier for them to feel a sense of accomplishment.

[0653] An example of a prompt for a generated motivational message is the text, "Generate a motivational message for user's current emotional state: {tired}, goal: {learn Python programming}." This enables effective support to rekindle the user's motivation.

[0654] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0655] Step 1:

[0656] The user enters their goal into the terminal. The terminal receives this input information and sends it to the server. The input data is text information about the goal the user wants to achieve, and the server starts processing based on this information.

[0657] Step 2:

[0658] The server receives the user's target data and uses a generative AI model to generate an ideal self-representation based on that data. The generated image is output as new visual data and sent to the user's terminal. In this process, prompt sentences are used as input to instruct the AI ​​model, and the self-representation image is generated as its output.

[0659] Step 3:

[0660] The server creates specific tasks using a task generation mechanism based on the received target data. The generated tasks are sent to the user's terminal. The data consists of step-by-step action guidelines based on the user's goals and is set as a series of gradual achievement targets.

[0661] Step 4:

[0662] The device uses the user's facial expressions and voice as input data to activate an emotion evaluation system and analyze the emotional state in real time. The results of this analysis are sent to the server as data indicating the user's current emotional state. The analysis uses a machine learning algorithm to infer emotions from facial expression data.

[0663] Step 5:

[0664] The server uses the received emotional data to adjust the difficulty level of the task using an adjustment mechanism. This adjustment is performed to provide the task content that is best suited to the user's current mental state, and the adjusted task is then sent back to the user's terminal.

[0665] Step 6:

[0666] The server generates appropriate encouraging messages using a message generation mechanism based on emotional data and goal progress. In this process, a generation AI model uses prompt text to generate messages, which are then output to the terminal. A prompt text is used as input, and an encouraging text message is output.

[0667] Step 7:

[0668] The server analyzes the user's task progress and sends the results to the terminal as visualized data. The progress data is represented as status, such as successful steps or uncompleted tasks.

[0669] Step 8:

[0670] The device updates the character's status using a status update mechanism according to the user's progress. This update acts as visual feedback indicating the user's achievements, thus maintaining the user's motivation.

[0671] 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.

[0672] 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.

[0673] 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.

[0674] [Fourth Embodiment]

[0675] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.

[0676] 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.

[0677] 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).

[0678] 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.

[0679] 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.

[0680] 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).

[0681] 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.

[0682] 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.

[0683] 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.

[0684] 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.

[0685] 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.

[0686] 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.

[0687] 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".

[0688] The present invention is a system that supports the process by which a user achieves their goals, and a specific embodiment thereof is described below.

[0689] The user enters their desired goal via their device. For example, the goal might be "I want to complete a full marathon." This goal data is then sent from the device to the server.

[0690] The server uses a generative AI based on the received goal data to generate an ideal self-image of what the goal would look like when it is achieved. This generated image is later presented to the user to provide visual motivation.

[0691] Next, the server analyzes the specific steps needed to achieve the goal and automatically generates them as quests. For example, if the goal is to run a full marathon, tasks such as "increase running distance by 10% each week" and "stretch every day" might be included. These quests are designed to help users concretize their daily activities towards their goal.

[0692] The generated quest and ideal image are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. The user then works on the quest based on this information.

[0693] Users record their daily progress on their devices, and these devices then send this information back to the server. The server analyzes this progress data and updates the character's level. Leveling up according to progress gives users a sense of accomplishment. The changes in the character are visually displayed, further increasing user motivation.

[0694] Ultimately, users can own their developed characters as digital items and share them with other users. This sharing feature promotes interaction among users and provides further motivation. Furthermore, by utilizing the story generation function, users can enjoy their goal-achievement process as a narrative. In this way, users can aim to achieve their goals in a fun and effective, game-like manner.

[0695] The following describes the processing flow.

[0696] Step 1:

[0697] The user enters their goal into the device. For example, they might enter a specific goal such as, "I want to complete a full marathon."

[0698] Step 2:

[0699] The terminal sends the target data entered by the user to the server. This data is sent to the server in text format.

[0700] Step 3:

[0701] The server analyzes the received goal data and uses a generation AI to create an ideal self-image of the user upon achieving those goals. This creates a visual representation to boost user motivation.

[0702] Step 4:

[0703] The server considers specific tasks to help the user achieve their goals and generates them as quests. For example, quests such as "Run 5km three times a week" and "Stretch every morning" might be created.

[0704] Step 5:

[0705] The server generates an ideal image and a quest, which are then sent to the user's terminal. This allows the user to concretely understand the path to achieving their goals.

[0706] Step 6:

[0707] The device displays the received quest and ideal image on the user interface. Based on this, the user can incorporate the quest into their daily life.

[0708] Step 7:

[0709] The device records the user's daily activities and progress towards completing quests. For example, it records daily running distance and whether or not they stretched.

[0710] Step 8:

[0711] The device sends user progress data to the server. This data is uploaded to the server periodically.

[0712] Step 9:

[0713] The server analyzes progress data and updates the character's level according to the user's achievements. This update is intended to give the user a greater sense of accomplishment.

[0714] Step 10:

[0715] The server generates visual data of the leveled-up character and sends it to the user's device. This allows the user to experience their character's growth in a tangible way.

[0716] Step 11:

[0717] The device displays the character that has leveled up and notifies the user. It also provides an option to share this with other users.

[0718] By repeating this process, users can continue to work towards their goals day by day, much like playing a game.

[0719] (Example 1)

[0720] 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".

[0721] Conventional goal-achievement support systems lacked sufficient visual means for users to track specific steps and progress toward their goals, making it difficult to maintain motivation. Furthermore, feedback for users to gain a sense of accomplishment was limited, and the lack of interaction with other users resulted in insufficient motivation to encourage continued effort.

[0722] 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.

[0723] In this invention, the server includes a generation device that generates an ideal self-image using artificial intelligence based on the user's goals, an activity generation device that automatically generates specific activities to achieve the goals, and a story generation device that generates the user's activity process as a narrative. This allows the user to visually confirm the specific steps necessary to achieve their goals, feel a sense of accomplishment, and gain further motivation through interaction with other users.

[0724] An "input device" is a device used to input data representing the goals that a user wants to achieve.

[0725] A "generating device" is a device that uses generative artificial intelligence to generate an ideal self-image based on the user's goals.

[0726] An "activity generation device" is a device that automatically generates specific activities and tasks necessary to achieve a goal.

[0727] A "visualization device" is a device used to analyze the progress of generated activities and to visually display that progress.

[0728] A "rank update device" is a device that automatically updates the rank of a virtual character according to the user's progress.

[0729] A "sharing device" is a device that allows users to own virtual characters as digital objects and share them with other users.

[0730] A "story generation device" is a device that generates a story based on the user's activity process and provides it to the user.

[0731] This invention is a system that assists users in achieving their goals, and is specifically implemented through the following steps.

[0732] Enter and submit your goal.

[0733] The user enters their desired goal through the device's user interface. For example, they might set the goal to "complete a full marathon." The device converts this goal data into a digital format and sends it to the server via the network.

[0734] Ideal image generation

[0735] The server generates prompts using a generative AI model based on the received target data, creating an ideal self-image. For example, a prompt might be: "Imagine yourself having completed a full marathon. What expression do you have? Describe the surrounding scenery and your sense of accomplishment." This generative AI model operates as cloud-based artificial intelligence software.

[0736] Quest generation

[0737] The server analyzes the specific action steps needed to achieve the goal and automatically generates them as quests. In this process, AI algorithms are used to create tasks optimized for each individual user. For example, quests such as "Increase your running distance by 10% each week" or "Stretch every day" may be generated.

[0738] Information display and progress tracking

[0739] The generated ideal image and quest are sent from the server to the terminal. The terminal displays this information on the user interface, making it easy for the user to review. Based on this information, the user records their daily activities and inputs their progress toward their goals into the terminal. The terminal periodically sends this progress data to the server, where progress analysis is performed.

[0740] Character sharing and story generation

[0741] Based on the progress data accumulated by the user, the server updates the level of the virtual character. Characters can be owned as digital items and shared with other users. Furthermore, through a story generation function, users can enjoy creating a dramatic narrative of their goal achievement process. In this way, users can enjoy achieving their goals in a game-like manner.

[0742] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0743] Step 1: The user enters the goal using the terminal's user interface. The entered string data is converted to JSON format by the terminal. This prepares the data for efficient transmission to the server over the network. The input data is output as a JSON object containing a "Goal" field.

[0744] Step 2: The server parses the received JSON data and prepares the contents of the "Target" field as a prompt for the generating AI model. This prompt will serve as the base data for generating the ideal self-image. The server sends the prompt to the generating AI model and receives the image as image data.

[0745] Step 3: The server generates specific quests using a generative AI model based on the target data. The quest generation algorithm calculates appropriate tasks from the user's goals and past successes. The output is a JSON object containing a "Quest" field.

[0746] Step 4: The server sends the generated quest and ideal image to the terminal, which displays them in its user interface. HTML and CSS are used to visually format the data in an appealing way. The user receives the image and quest as visual feedback and uses it to improve their daily activities.

[0747] Step 5: The user enters their daily activities and progress (e.g., distance traveled, training time) into the device. The device is configured to convert this data back into JSON format and send it to the server. The input data is output as a JSON object that includes a "Progress" field.

[0748] Step 6: The server analyzes the received progress data and updates the virtual character's level based on it. The character's experience points and stats are calculated according to the progress value. The server sends the update results to the terminal, allowing the user to check the updated status in the user interface.

[0749] Step 7: Users can share their developed virtual characters with other users as digital items, and the server generates and delivers a story of achieving goals to enrich the user experience. The story data is output as story text that combines quest and progress data.

[0750] (Application Example 1)

[0751] 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".

[0752] In today's world, users often struggle to achieve their personal goals due to a lack of sufficient motivation and visualization of their progress. Furthermore, a lack of effective means to provide features that facilitate communication among users and allow them to share the enjoyment of the goal-achievement process remains a challenge.

[0753] 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.

[0754] In this invention, the server includes a generation means for generating an ideal self-image based on the user's goals, a quest generation means for automatically generating specific quests to achieve the goals, a visualization means for analyzing and visualizing the progress of the generated quests, an information sharing means for outputting the achieved character as shareable digital information, and a story generation means for generating a story and providing the user's goal achievement process as entertainment. This makes the goal achievement process more enjoyable and effective for the user, and allows them to gain further motivation through interaction with other users.

[0755] An "input means" is a device or function used by a user to register the goals they wish to achieve within the system.

[0756] "Generation means" refers to a device or function for creating a digital image of the ideal state or appearance after achieving the user's goal.

[0757] A "quest generation method" is a device or function that automatically creates the specific action steps necessary to achieve a goal.

[0758] A "visualization means" is a device or function that visually represents and shows the user's progress toward achieving their goals using diagrams, graphs, or other visual means.

[0759] A "level update mechanism" is a device or function that dynamically changes the level, which indicates the growth of a character, according to the user's progress.

[0760] "Information sharing means" refers to a device or function for sharing completed characters with other users in a digital format.

[0761] "Visual output means" refers to a device or function for displaying generated images or progress status on a display or the like.

[0762] A "story generation method" is a device or function that automatically constructs an enjoyable story based on the user's goal achievement process.

[0763] The system implementing this invention generates an ideal self-image using a generative AI model for user-defined goals and automatically creates quests. The system operates as follows:

[0764] Users input their desired goals using devices such as smartphones or computers. These goals are sent to a server in the cloud for verification. Based on the received goal data, the server runs an AI model to generate an ideal image of the goal's achievement. This image is then visually displayed on the user's device screen to enhance their motivation.

[0765] Next, the server uses a quest generation mechanism to analyze and automatically generate specific action steps to achieve the goal. For example, tasks such as "increase your weekly running distance" or "record your daily exercise" may be included.

[0766] Users record their daily activities on their devices, and this information is sent back to the server. The server analyzes this data using progress visualization tools and visualizes the progress graphically. Based on this data, the character level is dynamically updated, giving the user a sense of accomplishment. The updated character can be shared online with other users through information sharing tools.

[0767] By utilizing narrative generation tools, the user's goal-achievement process is constructed as a story, providing entertainment value. This story element helps users enjoy the process of working towards their goals.

[0768] For example, if a user sets a goal of "losing 5 kg in 3 months," the AI ​​will generate an image of the user's physique after achieving the goal and suggest quests such as "going to the gym four times a week" and "keeping a daily food diary." Based on the progress data, the character level increases, and the user can share their completed character with friends through the sharing function.

[0769] An example of a prompt message would be, "Generate a scene of me jogging in the park with my ideal physique three months from now."

[0770] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0771] Step 1:

[0772] The user inputs their goal using a terminal. The input goal data is sent from the terminal to the server. The server receives the goal data and stores it in a database. This input data is used for subsequent image generation and quest generation.

[0773] Step 2:

[0774] The server activates a generative AI model based on the received target data. The generative AI generates an ideal self-image using prompt text. In this process, the AI ​​generates image data based on the target data. The generated image is stored on the server and used as visual motivation.

[0775] Step 3:

[0776] The server automatically generates specific quests to achieve the goal using a quest generation mechanism. In this step, the goal data is analyzed and appropriate quests (action steps) are listed. The generated quest data is stored on the server as a guide to clarify the tasks that the user needs to accomplish.

[0777] Step 4:

[0778] Users record their daily activities and progress on their devices. This data is then sent back to the server. The server analyzes the progress data and converts it into graphics using visualization tools. Based on the input activity data, the visualization tool processes it into a format that can display the progress.

[0779] Step 5:

[0780] The server updates the character's level based on the user's progress using a level update mechanism. This calculation uses an algorithm that evaluates progress data to determine the new level. The updated level is visualized and displayed on the user's terminal to give them a sense of accomplishment.

[0781] Step 6:

[0782] The server uses information sharing mechanisms to convert the updated character into digital information that can be shared with other users. In this step, the character data is converted into a standard format and a digital link is generated for sharing with other users.

[0783] Step 7:

[0784] The server uses a narrative generation mechanism to create a story that allows users to enjoy the process of achieving their goals. Using a generation AI model, the story is created based on progress data and the user's character information. This story is provided to the device as a means of supporting the user in achieving their goals.

[0785] 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.

[0786] This invention is a system that assists users in taking the necessary steps to achieve their goals, and in particular employs an emotion engine to individually optimize the system by taking into account the user's emotions. Specific embodiments are described below.

[0787] The user uses a device to input their desired goals. These goals are sent to a server, which uses a generative AI based on the input data to create an ideal self-image. The goal is to provide visual motivation to the user, and the generated image is displayed on the user's interface.

[0788] Next, the server generates specific quests based on the user's goals. This provides concrete action plans to achieve those goals, allowing the user to work on those quests in their daily life.

[0789] In addition, an emotion engine runs on the device to evaluate the user's emotions in real time. This engine infers emotions from the user's facial expressions and voice, and feeds that information back to the server. This emotion data is also used to adjust the difficulty of quests, taking into account the user's current state. For example, if the system detects that the user is tired, the difficulty of the quest will be adjusted to ensure the user can continue playing.

[0790] Based on data obtained from the emotion engine, the server generates encouraging and guiding messages for the user and displays them through the terminal. These messages boost user motivation and act as a feedback function. Furthermore, the emotion engine can periodically analyze emotional data and dynamically generate and provide a new, ideal self-image. This aims to provide appropriate support as the user's emotions change.

[0791] In this way, users can follow an optimized path to achieving their goals that is tailored to their individual emotional state, and the visual and emotional support provided by the system makes it easier to maintain sustained motivation toward their goals. Therefore, the present invention provides a support environment that is tailored to the individual needs of the user and enhances the effectiveness of achieving goals.

[0792] The following describes the processing flow.

[0793] Step 1:

[0794] The user enters their goal into the device. For example, they might set a specific goal such as "I want to lose 5 kilograms."

[0795] Step 2:

[0796] The device sends the user's goal data to the server. The goal data is formatted appropriately for processing on the server.

[0797] Step 3:

[0798] The server analyzes the received target data and uses a generative AI to generate an ideal self-image. This image is then used in later steps to motivate the user.

[0799] Step 4:

[0800] The server generates specific tasks as quests that are necessary to achieve the goal. For example, quests may include "Walk for 30 minutes every morning" or "Maintain a daily calorie intake of 1800 calories."

[0801] Step 5:

[0802] The server sends the ideal image and the generated quest as a set to the terminal. The terminal then prepares to display them in the user interface.

[0803] Step 6:

[0804] The device displays an ideal image and a quest to the user. The user looks at this, understands the specific steps towards the goal, and makes a daily plan.

[0805] Step 7:

[0806] The device's emotion engine evaluates the user's facial expressions and voice in real time to recognize their emotional state. This allows the user to receive feedback that is relevant to their situation.

[0807] Step 8:

[0808] The emotion engine recognizes emotion data and sends it to the server via the device. Based on this data, the server adjusts the difficulty and content of quests to suit the user's state.

[0809] Step 9:

[0810] The server creates and sends encouraging and advice messages to the user based on their emotions. The device then displays these messages to the user to help boost their motivation.

[0811] Step 10:

[0812] Users complete quests and record the results and progress on their devices. For example, they can record their walking time or track their daily calorie consumption.

[0813] Step 11:

[0814] The device periodically sends user progress data to the server. The server analyzes the progress and updates the character's level based on the user's achievements.

[0815] Step 12:

[0816] The server generates visual data reflecting the updated character level and sends it to the terminal. The terminal displays this to the user, providing a sense of accomplishment.

[0817] In this way, the system responds flexibly to the user's emotions and progress, effectively supporting goal achievement.

[0818] (Example 2)

[0819] 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".

[0820] In modern society, individual users have diverse goals and require appropriate support to achieve them. However, traditional methods have difficulty providing optimal support tailored to users' emotional states and individual needs. In particular, dynamic approaches that respond to emotional changes and continuous motivation maintenance during the goal-achievement process are not adequately addressed.

[0821] 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.

[0822] In this invention, the server includes a reception means for receiving the user's goals, a means for generating an ideal self-expression using a generative AI model, and an adjustment means for analyzing the user's emotional state and adjusting the difficulty level of the action guidelines based on that data. This enables optimal support tailored to the user's individual emotional state and ensures continuous motivation throughout the goal-achievement process.

[0823] A "user" refers to an individual who wants to use the system to achieve their own goals.

[0824] A "goal" refers to the specific result or objective that the user is trying to achieve.

[0825] A "reception method" refers to a method or means that has the function of receiving user input and sending that information to a server.

[0826] A "generative AI model" refers to artificial intelligence technology used to generate digital data based on the user's goals.

[0827] "Ideal self-expression" refers to the desirable self-image or visual representation that a user should strive to achieve.

[0828] "Action guidelines" are instructions that show the specific actions and tasks that users should take to achieve their goals.

[0829] "Adjustment methods" refer to methods or means of dynamically adjusting the difficulty level and content of behavioral guidelines based on user sentiment data.

[0830] "Emotional state" refers to the user's psychological and emotional condition, reflecting the changes in their emotions at any given time.

[0831] This invention provides a system that assists users in achieving their goals, and in particular, a system that can be individually optimized by taking into account the user's emotional state. The system mainly consists of a terminal for interacting with the user and a server for processing and analyzing data.

[0832] The user first enters their goal using a device. This device is assumed to be a computing device with an internet connection, such as a tablet, smartphone, or PC. The entered goal is then sent to the server via a secure connection.

[0833] The server uses a generative AI model to generate an ideal self-representation based on the received target data. This generative AI model applies natural language processing and image generation technologies, making it possible, for example, to generate a visual representation of the ideal self after achieving the goal. Specific software examples include large-scale language models for natural language processing and generative AI models for image generation. This generated self-representation is delivered to the user's terminal and used as visual feedback.

[0834] Next, the server generates action plans, or quests, to help the user achieve their goals. These quests include specific tasks that the user should perform in their daily life. The difficulty and content of the quests are dynamically adjusted based on emotional data collected by the server. The emotional engine installed in the device acquires the user's real-time emotional data through the camera and microphone and analyzes it using machine learning algorithms. The results of the emotional engine are sent to the server and used to adjust the quests.

[0835] Furthermore, the server generates encouraging and guiding messages based on the user's emotional data and delivers them to the user through their device. This allows users to maintain their motivation and progress towards their goals.

[0836] For example, if a user sets a goal such as "I want to live a healthy life within one month," the AI ​​model will be prompted with a message like, "Please generate an ideal self-image for living a healthy life within one month." Based on this prompt, visual data related to ideal lifestyle habits will be created, and specific exercise and dietary guidelines will be presented as quests.

[0837] In this way, the present invention provides an optimal support environment tailored to the user's emotional state, thereby enabling effective support for achieving goals.

[0838] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0839] Step 1:

[0840] The user enters the goal they wish to achieve using the device. The device then retrieves the text data entered by the user and verifies the input. The verified goal data is then securely transmitted to the server via the internet.

[0841] Step 2:

[0842] The server analyzes the received target data and creates and sends prompt messages to the generative AI model. Specifically, it inputs a prompt message such as "Generate an ideal self-image for living a healthy life within one month" into the generative AI model, and as a result, generates ideal self-expression data. The generated data is formatted as an image or text information to be returned to the user as visual feedback.

[0843] Step 3:

[0844] The server generates action guidelines, or quests, based on the user's goals. This process uses a generative AI model to design feasible action plans. The quest data includes specific tasks and achievement criteria, and is processed into a form that is actionable for the user. The generated quests are then sent back to the terminal and notified to the user.

[0845] Step 4:

[0846] The device displays ideal self-expressions and quests generated through its interface to the user. The user can review the presented self-expressions and quest information and create a plan to achieve their daily goals.

[0847] Step 5:

[0848] An emotion engine built into the device operates, collecting user emotion data in real time using the camera and microphone. It infers the user's emotional state from their facial expressions and voice, and analyzes it using machine learning algorithms. The obtained emotion data is sent to a server and used to adjust the difficulty level of behavioral guidelines.

[0849] Step 6:

[0850] The server adjusts its behavioral guidelines as needed based on the analyzed emotional data. For example, if it determines that the user is tired, it may lower the difficulty of the quest. This adjusted quest data is then sent to the device.

[0851] Step 7:

[0852] The server considers the user's emotional state and generates encouraging and guiding messages. It utilizes a generation AI model to create messages tailored to the user. These generated messages are delivered to the user via their device, helping to maintain motivation.

[0853] In this way, the entire system provides continuous support and optimization to help users achieve their goals.

[0854] (Application Example 2)

[0855] 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".

[0856] When users try to achieve their goals, fluctuations in their emotions and motivation can make it difficult to execute their plans. Furthermore, there are challenges in monitoring progress in real time and providing continuous motivation. To address this, dynamically optimized support that takes into account the user's emotional state is required.

[0857] 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.

[0858] In this invention, the server includes receiving means for receiving the user's goals, generating means for generating an ideal self-expression based on the user's goals, and emotion evaluation means for evaluating the user's emotional state in real time. This makes it possible to provide optimal tasks tailored to each user's emotional state and to enhance visual motivation.

[0859] A "receiving means" is an interface for obtaining target information from the user, and has the function of collecting data via digital terminals or communication networks.

[0860] A "generation means" is a device or system that utilizes AI technology to generate an ideal self-expression based on the user's goals and present it as visual information.

[0861] A "task generation method" is a function that incorporates an algorithm for automatically creating specific tasks necessary for the user to achieve their goals.

[0862] "Emotion evaluation methods" are technologies that estimate a user's emotional state in real time from their facial expressions, voice, etc., and analyze that data.

[0863] The "adjustment mechanism" is a function that dynamically adjusts the difficulty level of the task based on emotional data obtained by the emotional evaluation mechanism.

[0864] A "message generation means" is a system that generates messages tailored to the user's emotional state in order to provide encouragement and guidance.

[0865] A "visualization method" is a means of analyzing the progress of generated tasks and visually displaying that progress to the user.

[0866] A "state update mechanism" is a function that changes the state of the character and self-expression according to the user's progress, thereby promoting continuous motivation.

[0867] This system uses a server and a user terminal to perform individualized optimization to help users achieve their goals. The server, acting as a receiving device, receives goal information from the user terminal via digital communication. Subsequently, it utilizes a generation AI model to generate an ideal self-representation based on the user's goals. The generated visual information is presented to the user's interface, contributing to motivation.

[0868] Next, the server automatically provides specific tasks using a task generation mechanism. These tasks are divided into steps that can be completed based on the user's goals. An emotion evaluation mechanism installed on the user's terminal analyzes the user's emotional state in real time using facial expressions and voice data, and sends the results to the server. Based on this emotion data, the server dynamically changes the difficulty level of the tasks using an adjustment mechanism, providing optimal support for the user's current situation.

[0869] Furthermore, the server uses a message generation mechanism and AI to generate messages intended to encourage and guide the user, and displays them on the user's terminal at the appropriate time. These messages change according to the user's emotional state, aiming to maintain continuous motivation.

[0870] Furthermore, the server analyzes the user's progress on their tasks using visualization tools and displays this information visually on the terminal. This allows users to easily grasp their progress and feel a sense of accomplishment. The state update tool changes the character's state according to the user's progress, providing feedback. For example, if a user aims to "learn Python programming," a character related to programming may be developed as they progress, making it easier for them to feel a sense of accomplishment.

[0871] An example of a prompt for a generated motivational message is the text, "Generate a motivational message for user's current emotional state: {tired}, goal: {learn Python programming}." This enables effective support to rekindle the user's motivation.

[0872] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0873] Step 1:

[0874] The user enters their goal into the terminal. The terminal receives this input information and sends it to the server. The input data is text information about the goal the user wants to achieve, and the server starts processing based on this information.

[0875] Step 2:

[0876] The server receives the user's target data and uses a generative AI model to generate an ideal self-representation based on that data. The generated image is output as new visual data and sent to the user's terminal. In this process, prompt sentences are used as input to instruct the AI ​​model, and the self-representation image is generated as its output.

[0877] Step 3:

[0878] The server creates specific tasks using a task generation mechanism based on the received target data. The generated tasks are sent to the user's terminal. The data consists of step-by-step action guidelines based on the user's goals and is set as a series of gradual achievement targets.

[0879] Step 4:

[0880] The device uses the user's facial expressions and voice as input data to activate an emotion evaluation system and analyze the emotional state in real time. The results of this analysis are sent to the server as data indicating the user's current emotional state. The analysis uses a machine learning algorithm to infer emotions from facial expression data.

[0881] Step 5:

[0882] The server uses the received emotional data to adjust the difficulty level of the task using an adjustment mechanism. This adjustment is performed to provide the task content that is best suited to the user's current mental state, and the adjusted task is then sent back to the user's terminal.

[0883] Step 6:

[0884] The server generates appropriate encouraging messages using a message generation mechanism based on emotional data and goal progress. In this process, a generation AI model uses prompt text to generate messages, which are then output to the terminal. A prompt text is used as input, and an encouraging text message is output.

[0885] Step 7:

[0886] The server analyzes the user's task progress and sends the results to the terminal as visualized data. The progress data is represented as status, such as successful steps or uncompleted tasks.

[0887] Step 8:

[0888] The device updates the character's status using a status update mechanism according to the user's progress. This update acts as visual feedback indicating the user's achievements, thus maintaining the user's motivation.

[0889] 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.

[0890] 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.

[0891] 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.

[0892] 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.

[0893] 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.

[0894] 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.

[0895] 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.

[0896] 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.

[0897] 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."

[0898] 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.

[0899] 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.

[0900] 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.

[0901] 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.

[0902] 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.

[0903] 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.

[0904] 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.

[0905] 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.

[0906] 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.

[0907] 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.

[0908] 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.

[0909] 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.

[0910] The following is further disclosed regarding the embodiments described above.

[0911] (Claim 1)

[0912] An input method for entering the user's goal,

[0913] A generation means that generates an ideal self-image based on the user's goals,

[0914] A quest generation means that automatically generates specific quests to achieve the aforementioned objective,

[0915] A visualization means for analyzing the progress of the generated quests and visualizing the user's progress,

[0916] A level update mechanism that updates the character's level according to the user's progress,

[0917] A system that includes this.

[0918] (Claim 2)

[0919] The system according to claim 1, wherein the generation means includes means for providing the generated ideal self-image to the user as visual data.

[0920] (Claim 3)

[0921] The system according to claim 1, wherein the visualization means includes means for visually changing the user's progress in conjunction with leveling up.

[0922] "Example 1"

[0923] (Claim 1)

[0924] An input device for entering the user's goal,

[0925] A generating device that generates an ideal self-image using artificial intelligence based on the user's goals,

[0926] An activity generation device that automatically generates specific activities to achieve the aforementioned goal,

[0927] A visualization device that analyzes the progress of the generated activities and visualizes the user's progress,

[0928] A rank update device that updates the rank of a virtual character according to the user's progress,

[0929] A sharing device that allows the aforementioned virtual character to be owned as a digital object and shared with other users,

[0930] A story generation device that generates a narrative from the user's activity process,

[0931] A system that includes this.

[0932] (Claim 2)

[0933] The system according to claim 1, wherein the generation device includes a device that provides the generated ideal self-image to the user as visual information.

[0934] (Claim 3)

[0935] The system according to claim 1, wherein the visualization device includes a device that visually changes the user's progress in conjunction with a rank upgrade.

[0936] "Application Example 1"

[0937] (Claim 1)

[0938] An input method for entering the user's goal,

[0939] A generation means that generates an ideal self-image based on the user's goals,

[0940] A quest generation means that automatically generates specific quests to achieve the aforementioned objective,

[0941] A visualization means for analyzing the progress of the generated quests and visualizing the user's progress,

[0942] A level update mechanism that updates the character's level according to the user's progress,

[0943] An information sharing method that outputs the achieved character as shareable digital information,

[0944] A visual output means that provides a generated ideal self-image and progress status through visual output,

[0945] A story generation method that generates a story and provides the user's goal achievement process as entertainment,

[0946] A system that includes this.

[0947] (Claim 2)

[0948] The system according to claim 1, wherein the generation means includes means for providing the generated ideal self-image to the user as visual data.

[0949] (Claim 3)

[0950] The system according to claim 1, wherein the visualization means includes means for visually changing the user's progress in conjunction with leveling up.

[0951] "Example 2 of combining an emotion engine"

[0952] (Claim 1)

[0953] A means of receiving user goals,

[0954] A means of generating an ideal self-expression using a generative AI model based on the user's goals,

[0955] A means of presenting the generated ideal self-expression,

[0956] A means to automatically generate specific action guidelines to achieve the goal,

[0957] A means of adjusting the difficulty level of behavioral guidelines based on analyzing the user's emotional state and that data,

[0958] A means to analyze the progress of the generated action plan and visualize the user's progress,

[0959] An update mechanism that updates the display elements according to the user's progress,

[0960] A system that includes this.

[0961] (Claim 2)

[0962] The system according to claim 1, comprising means for providing a user with an ideal self-expression using a generative AI model as visual information.

[0963] (Claim 3)

[0964] The system according to claim 1, comprising means for generating encouraging and guiding messages based on user emotion data and presenting them to the user.

[0965] "Application example 2 when combining with an emotional engine"

[0966] (Claim 1)

[0967] A means of receiving the user's goals,

[0968] A generation means that generates an ideal self-expression based on the user's goals,

[0969] A task generation means that automatically generates specific tasks to achieve the aforementioned objective,

[0970] A means of evaluating the user's emotional state in real time,

[0971] An adjustment means for adjusting the difficulty level of a task based on the emotional state obtained by the aforementioned emotion evaluation means,

[0972] A message generation method for generating encouraging and guiding messages for users,

[0973] A visualization means for analyzing the progress of the generated tasks and visualizing the user's progress,

[0974] A state update mechanism that updates the character's state according to the user's progress,

[0975] A system that includes this.

[0976] (Claim 2)

[0977] The system according to claim 1, wherein the generation means includes means for providing the generated ideal self-expression to the user as visual information.

[0978] (Claim 3)

[0979] The system according to claim 1, wherein the visualization means includes means for visually changing the representation of the user's progress in conjunction with leveling up. [Explanation of symbols]

[0980] 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. An input method for entering the user's goal, A generation means that generates an ideal self-image based on the user's goals, A quest generation means that automatically generates specific quests to achieve the aforementioned objective, A visualization means for analyzing the progress of the generated quests and visualizing the user's progress, A level update mechanism that updates the character's level according to the user's progress, A system that includes this.

2. The system according to claim 1, wherein the generation means includes means for providing the generated ideal self-image to the user as visual data.

3. The system according to claim 1, wherein the visualization means includes means for visually changing the user's progress in conjunction with leveling up.

Citation Information

Patent Citations

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