system
The system addresses the challenges of health management and hobby discovery for the elderly by using an AI avatar to provide personalized plans, gamified content, and community connections, enhancing their health and social engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOFTBANK GROUP CORP
- Filing Date
- 2024-10-18
- Publication Date
- 2026-05-01
AI Technical Summary
Elderly individuals face challenges in continuing health management and discovering new hobbies due to insufficiently individualized systems lacking motivation and opportunities for social connections.
A system that uses an artificial intelligence avatar to track and manage health information, provide personalized health plans, gamified content for hobby exploration, and form communities to connect users with common interests, offering rewards and benefits for achieving goals.
Enables elderly individuals to effectively manage their health, discover new hobbies, and build social connections through personalized and engaging experiences.
Smart Images

Figure 2026073489000001_ABST
Abstract
Description
Technical Field
[0001] The technology of the present disclosure relates to a system.
Background Art
[0002] Patent Document 1 discloses a persona chatbot control method performed by at least one processor, including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a chatbot character, 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] Attention was paid to the fact that elderly people after retirement have difficulties in continuing health management and discovering new hobbies. However, ordinary health management systems are insufficiently individualized and lack motivation to encourage continuous use. In addition, there are problems that the opportunities for hobby exploration are limited and there is a lack of platforms for creating social connections. It is required to solve such problems and support elderly people to lead a more fulfilling life.
Means for Solving the Problems
[0005] This invention provides a system that individually tracks and manages health information and hobby preferences using an artificial intelligence avatar generated based on the user. Specifically, it includes a means for generating and presenting a personalized health plan based on daily health information. It also aims to maintain user interest by providing gamified content to support hobby exploration. Furthermore, it forms communities that connect users with common interests, enabling the maintenance and strengthening of social connections. In addition, it promotes continued use by providing a function that grants rewards and benefits for achieving specific indicators. Through these measures, it creates an environment in which elderly people can seamlessly manage their health and explore their hobbies.
[0006] "Users" refers to elderly individuals who use this system for health management and exploring hobbies.
[0007] An "artificial intelligence avatar" refers to an interactive virtual character generated based on each user's data, which assists with health management and hobby exploration.
[0008] "Health information" refers to data about a user's physical condition that is entered or tracked, and includes, for example, steps taken, diet, and sleep duration.
[0009] "Hobby and preference information" refers to data collected based on users' interests and preferences, and is used to suggest new hobby activities.
[0010] A "health plan" refers to a personalized recommendation program regarding exercise and diet, generated and presented by an artificial intelligence avatar based on the user's health information.
[0011] "Gamified content" refers to materials designed to provide an interactive experience that can be enjoyed in a participatory way, in order to promote the exploration of hobbies.
[0012] A "community" refers to a system that connects users with common interests or goals online, fostering social relationships.
[0013] "Rewards and perks" are incentives given to users when they achieve specific goals, and they serve to increase their motivation for future activities. [Brief explanation of the drawing]
[0014] [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] This is a conceptual diagram showing an example of the essential functions of a data processing device and a smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11] This is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] This is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13]It is a sequence diagram showing the processing flow of the data processing system in Embodiment 2 when the emotion engine is combined. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when the emotion engine is combined.
Mode for Carrying Out the Invention
[0015] Hereinafter, an example of an embodiment of the system according to the technology of the present disclosure will be described with reference to the accompanying drawings.
[0016] First, the terms used in the following description will be explained.
[0017] In the following embodiments, the numbered processor (hereinafter simply referred to as "processor") may be one arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be one type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like.
[0018] In the following embodiments, the numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.
[0019] In the following embodiments, the numbered storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, etc.
[0020] In the following embodiments, the signed communication interface (I / F) is an interface that includes a communication processor and an antenna, etc. The communication interface manages communication between multiple computers. Examples of communication standards applicable to the communication interface include wireless communication standards such as 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark).
[0021] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." That is, "A and / or B" means that it may be A alone, or B alone, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" applies when expressing three or more things linked by "and / or."
[0022] [First Embodiment]
[0023] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0024] As shown in Figure 1, the data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0025] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0026] The smart device 14 comprises a computer 36, a reception device 38, an output device 40, a camera 42, and a communication interface 44. The computer 36 comprises a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The reception device 38, output device 40, and camera 42 are also connected to the bus 52.
[0027] The reception device 38 is equipped with a touch panel 38A and a microphone 38B, etc., and receives user input. The touch panel 38A receives user input by detecting contact with an object (e.g., a pen or finger). The microphone 38B receives user input by detecting the user's voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0028] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form perceptible to the user 20 (e.g., audio and / or text). The display 40A displays visible information such as text and images according to instructions from the processor 46. The speaker 40B outputs audio according to instructions from the processor 46. The camera 42 is a small digital camera equipped with an optical system such as a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0029] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various types of information between processor 46 and processor 28 via network 54.
[0030] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0031] As shown in Figure 2, in the data processing device 12, a specific processing is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" related to the technology of this disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 according to the specific processing program 56 executed on the RAM 30.
[0032] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0033] In the smart device 14, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. The reception output program 60 is used in conjunction with a specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.
[0034] Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".
[0035] This invention is a system for continuously supporting users in health management and the discovery of new hobbies, and its embodiments consist of an artificial intelligence avatar, health information tracking and management, gamified content for hobby exploration, and a function for granting rewards and benefits.
[0036] User actions:
[0037] Users first download the application to their device and create an account. Next, they join the system by entering basic information about their health and hobbies. Health data (e.g., steps, weight, diet) is entered into the device daily or automatically tracked. This allows users to systematically manage their health and follow recommended health plans on a daily basis.
[0038] Data processing by the server:
[0039] The server collects and stores user input data and manages it through an AI avatar. The server generates a customized health plan for each user, providing specific advice on diet and exercise. It also analyzes generated hobby exploration content and recommends the most suitable experiences for the user.
[0040] Display and management on the device:
[0041] The device presents users with customized health plans and hobby exploration content sent from the server. It also tracks the user's activity history and progress, displaying rewards and benefits in real time based on mission completion. For example, if a user achieves a step goal, the device immediately notifies them and awards them virtual badges or points.
[0042] Forming social connections:
[0043] The system matches users with shared hobbies or health goals, forming online communities. This community feature allows users to make new friends and exchange information. For example, through a shared hobby like fishing, users can participate in events within the hobby community and share their experiences.
[0044] Through the processes described above, this system helps retired seniors effectively manage their health, discover new hobbies, and build social connections.
[0045] The following describes the processing flow.
[0046] Step 1:
[0047] Users download the application on their device and create an account. They enter user information such as their name, age, gender, health status, and hobbies / interests.
[0048] Step 2:
[0049] The terminal sends the information entered by the user to the server. Based on the received data, the server creates a customized profile for each user and generates an artificial intelligence avatar.
[0050] Step 3:
[0051] Users input daily health data (e.g., steps taken, diet, sleep duration) into the device, or the device collects data through an automatic tracking function. The device then sends this information to a server.
[0052] Step 4:
[0053] Based on the received health data, the server evaluates each user's health status and generates a customized health plan. This plan includes specific advice on exercise and diet.
[0054] Step 5:
[0055] The server uses user hobby and preference data to generate gamified hobby exploration content, presenting activities and challenges that the user might be interested in.
[0056] Step 6:
[0057] The device presents the user with a health plan and hobby exploration content sent from the server. This includes feedback on their health status and suggestions for new hobbies.
[0058] Step 7:
[0059] Users implement the suggested health plan and experience hobby exploration content. They input or check their progress and results on their device.
[0060] Step 8:
[0061] The server analyzes the user's activity logs and monitors their progress toward specific health goals. If these goals are achieved, it generates rewards or benefits.
[0062] Step 9:
[0063] The device notifies users of rewards and benefits, and displays virtual badges and points, thereby increasing user motivation.
[0064] Step 10:
[0065] The server matches users with shared hobbies or health goals, fostering the formation of online communities. This provides a platform for users to interact and exchange information.
[0066] (Example 1)
[0067] 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."
[0068] Many people today need a comprehensive system to support them in maintaining their health and discovering new hobbies. However, traditional systems lack sufficient individualization and fail to address the diverse needs of users. Furthermore, hobby exploration and health plans are uniform, making it difficult to provide optimal suggestions for each individual. In addition, many users feel isolated because there are insufficient opportunities to form social connections.
[0069] 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.
[0070] In this invention, the server includes means for tracking and managing the user's health indicators and preference information using an artificial intelligence surrogate generated based on information collected from the user; means for generating and presenting an adapted health plan based on the user's health indicators; and means for providing the user with gamified information to support the exploration of entertainment. This enables health management and hobby discovery optimized for each individual user, while simultaneously strengthening social connections among users.
[0071] "Users" refer to individuals who use the system for health management or to discover new hobbies.
[0072] "Artificial intelligence proxy" is a program that generates optimal health plans and hobby exploration plans based on the user's data.
[0073] "Health indicators" refer to numerical data and information that represent the user's health status, and include, for example, steps taken, weight, and dietary content.
[0074] "Tracking and managing" refers to the process of regularly recording and analyzing data collected from users and monitoring their status.
[0075] An "adapted health plan" refers to a feasible plan for improving health that is tailored to the individual needs and health status of the user.
[0076] "Exploring entertainment" is a process that supports users' attempts to discover new hobbies and activities.
[0077] "Gamified information" refers to information or content provided as entertainment to attract users' interest and encourage participation.
[0078] "Social connections" refer to mechanisms that connect users with common interests and goals within a community, promoting interaction among them.
[0079] "Providing rewards or benefits based on goal achievement" refers to the process of offering rewards or benefits as an incentive when a user achieves a set goal.
[0080] "Data analysis methods" refer to the procedures and techniques used to analyze collected data and generate useful information and suggestions for users.
[0081] A "generative artificial intelligence model" refers to an algorithm or program that dynamically generates plans and suggestions tailored to the user based on data.
[0082] The invention will now be described in terms of its implementation. This system is designed to allow users to efficiently manage their health and explore their hobbies, and is centered around three main components: a server, a terminal, and the user.
[0083] Server role:
[0084] The server receives health information and preference data sent from the user's terminal and stores it in a database. Database technologies such as SQLite or NoSQL may be used for this database.
[0085] The collected data is analyzed using AI models (e.g., using TENSORFLOW® or PyTorch). This generates a personalized health plan based on the user's health status and provides optimal recommendations for exploring entertainment.
[0086] Terminal role:
[0087] The terminal displays custom plans and content sent from the server to the user, providing an intuitive interface.
[0088] It operates on the Android® and iOS platforms and uses smartphones and tablets to track users' activity history.
[0089] The device also notifies users of rewards and benefits in real time, making it easier to provide incentives.
[0090] User roles:
[0091] Users download a dedicated app compatible with their smartphone or tablet device. They create an account and enter the necessary health indicators and preference data.
[0092] Health data is collected either manually or automatically from wearable devices. For example, a fitness tracker might use Bluetooth to sync step count data.
[0093] Users can proactively request information tailored to their health status and interests by using prompts provided by the system. Examples of prompts include, "Based on my recent activity data, please suggest some exercises for this weekend," and "What activities would you recommend as a new hobby for me?"
[0094] This system will enable users to better manage their health and lifestyle, help them discover new hobbies, and strengthen their social connections.
[0095] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0096] Step 1:
[0097] The user enters health data and information about their hobbies and preferences into the device. This information includes age, height, weight, steps taken, diet, and areas of interest. The device collects this data and prepares it for transmission to the server when the next processing step begins.
[0098] Step 2:
[0099] The server receives user data sent from the terminal and stores it in a database. Here, data consistency is ensured, and data is stored accurately for each user. The stored data is managed using database technologies such as SQLite or NoSQL for use in subsequent processing.
[0100] Step 3:
[0101] The server uses an AI model to analyze stored user data. Data processing includes statistical analysis of health data and extraction of patterns in hobbies and preferences. The output includes personalized health plans and recommended hobbies. This process utilizes generative AI models based on TensorFlow and PyTorch.
[0102] Step 4:
[0103] To send the generated health plan and hobby search results to the device, the server formats the data for the device. During this process, the data is compressed as needed to ensure efficient transfer.
[0104] Step 5:
[0105] The device displays plans and content received from the server to the user. Users can view this information visually and clearly through the app. The interface is intuitive and designed to allow users to easily make decisions about their health and hobbies.
[0106] Step 6:
[0107] The device tracks the user's activity history and provides reward notifications and benefits based on achieved goals. During this process, achievement status is evaluated in real time, and specific actions such as awarding virtual badges or points are performed.
[0108] Step 7:
[0109] When a user wants to ask a question about a new health plan or hobby, they enter a prompt into the device. In response to this input, the device sends a request to the server, which then provides an answer generated by an AI model. The output then presents personalized advice and new suggestions for the user.
[0110] (Application Example 1)
[0111] 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."
[0112] Traditional health management systems and hobby-finding services only manage users' health information and hobbies individually, and struggle to provide a comprehensive experience that integrates with information about their physical activities. Furthermore, providing real-time information about special offers and events at the physical locations users visit is difficult, highlighting the need for services that enhance user engagement.
[0113] 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.
[0114] In this invention, the server includes means for tracking and managing health information and hobby / preference information using an artificial intelligence avatar generated based on the user; means for acquiring behavioral information at physical locations visited by the user and providing related services; and means for generating and presenting a personalized health plan based on the user's health information. This allows users to comprehensively manage their health and discover new hobbies, and improves user engagement by providing appropriate rewards and event information in real time based on behavioral information at physical locations.
[0115] An "artificial intelligence avatar" is a virtual agent generated based on the user, designed to manage health information and preferences through interaction with the user.
[0116] "Health information" refers to data that indicates the user's physical health status, including steps taken, weight, and dietary information.
[0117] "Hobby and preference information" refers to data that represents the activities and areas of interest that a user is interested in, and is used to track an individual's hobbies and interests.
[0118] "Behavioral information" refers to data about a user's actions when they visit a physical location, including location information and activity history at stores.
[0119] "Related services" refer to services and experiences provided based on the user's health information, hobbies and preferences, and behavioral information, and include health plans and event information.
[0120] A "health plan" is a plan individually designed based on a user's health information to support the user in achieving their health goals.
[0121] "Reward information" refers to rewards or discounts that users can receive when they achieve specific metrics.
[0122] "Event information" refers to information about special activities or events related to physical locations or communities that is communicated to users.
[0123] A "server" is a computer system that has the function of collecting and storing data from users and providing various plans and information.
[0124] "Community building" refers to a platform that connects users with common hobbies or goals, promoting information exchange and interaction.
[0125] In the system for implementing this invention, the server is implemented using an artificial intelligence avatar generated based on the user. First, the user downloads a dedicated application to their smartphone and creates an account. Next, they enter their health information and hobbies / preferences to participate in the system.
[0126] The server is located in the cloud and built using Python and Flask. It collects and stores health and behavioral information submitted by users and uses data analysis tools such as Pandas and Scikit-learn to create personalized health plans based on this information. The server also uses the generative AI model GPT-3® to generate interactive advice and content for hobby exploration for users.
[0127] The terminal, which is the user's smartphone or tablet, is responsible for receiving information sent from the server and notifying the user. It also functions as an interface for collecting and sending user behavior and health information to the server. The terminal also displays reward and event information in real time when the user performs certain actions at a physical location.
[0128] For example, when a user visits a location and reaches a set number of steps, the device immediately notifies the user and displays reward information provided by the server. This process uses prompts such as the following:
[0129] "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical stores."
[0130] In this way, users can efficiently manage their health and explore their hobbies, and access special offers in real time.
[0131] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0132] Step 1:
[0133] The user launches the application using their smartphone and logs into their account. The user's authentication information is provided as input, and the user's personal profile and past health data are retrieved as output. In this process, the device receives the user's input and sends it to the server for authentication.
[0134] Step 2:
[0135] Users input their health information (e.g., steps taken, weight, diet) and hobbies / interests into the application. This data is sent from the device to the server and used as foundational data for health planning and hobby exploration. This information is stored in a database on the server.
[0136] Step 3:
[0137] The server uses Pandas and Scikit-learn to analyze collected health information. Based on the health data received as input, it analyzes the assessment of health status and trends, and generates a personalized health plan as output. This plan includes exercise and diet recommendations.
[0138] Step 4:
[0139] The server uses a generated AI model (GPT-3) to create hobby exploration content for the user. It takes the user's hobby and preference information as input and generates content that suggests new hobby activities to the user as output.
[0140] Step 5:
[0141] The device notifies the user of personalized health plans and hobby exploration content received from the server. These notifications include health goals, exercise reminders, and suggestions for new hobbies. The device visually displays this information to the user.
[0142] Step 6:
[0143] When a user visits a physical store or location, the device uses its built-in sensors to collect location and behavioral information and transmit it to a server. This data is recorded as the user's activity history.
[0144] Step 7:
[0145] The server analyzes collected behavioral data and generates rewards or benefits if certain criteria are met. The generated information is then communicated to the user via a prompt message. For example, "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical store."
[0146] Step 8:
[0147] The terminal displays reward information from the server to the user in real time, and the user confirms that this information is usable at the physical store. This process increases user engagement and promotes continued use of the system.
[0148] 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.
[0149] This invention is a system that provides more personalized support by combining an emotion engine with a platform that assists users in managing their health and exploring their hobbies. Detailed embodiments are shown below.
[0150] User actions:
[0151] Upon first use, users download the application to their device and create an account. They then input basic information about their health and hobbies, and record their daily emotions, initiating communication with an AI avatar. Emotional states are analyzed from text input and voice recordings and interpreted by an emotion engine.
[0152] Emotional engine activation:
[0153] The device sends user input data to an emotion engine, which analyzes emotions in real time. Based on this analysis, the server creates an emotional profile for each user and incorporates it into health plans and hobby recommendations. For example, if the analysis indicates that the user is stressed, the avatar will suggest relaxing hobby content or health advice.
[0154] Server-side processing:
[0155] The server integrates feedback from the emotion engine with health and hobby data to constantly update personalized health plans. Specifically, it selects and provides exercise plans for stress relief and relaxation content such as music. It also designs rewards and perks based on emotions, providing incentives to elicit positive feelings.
[0156] Presented on the device:
[0157] The device presents users with the latest health plans and hobby exploration content at appropriate times, and engages in conversations with an AI avatar that responds according to their emotional state. For example, if the user is motivated, it will suggest a challenging mission.
[0158] Designing social connections:
[0159] The server operates an online community that connects users with shared interests while taking their emotional states into consideration. To promote positive interaction, it evaluates the compatibility between participants based on emotional data and creates opportunities for communication.
[0160] Thus, by utilizing an emotion engine, the present invention provides flexible support that responds to the user's real-time emotional changes, thereby creating an environment that enables elderly people to lead healthy and fulfilling lives.
[0161] The following describes the processing flow.
[0162] Step 1:
[0163] Users download the application to their device and create an account. They enter basic information such as their health status, daily habits, and hobbies. Furthermore, they record their emotional state by entering their daily mood and feelings in text or voice.
[0164] Step 2:
[0165] The terminal sends information entered by the user to the server. Based on this data, the server creates an individual user profile and generates an artificial intelligence avatar. It also prepares to analyze emotional data using an emotion engine.
[0166] Step 3:
[0167] The server uses an emotion engine to analyze the user's emotional data in real time. This creates an individualized emotional profile for each user. This profile is then used to inform health plans and hobby exploration.
[0168] Step 4:
[0169] The server generates a health plan optimized for the user based on health information and emotional profiles. For example, if the user is feeling stressed, it will select yoga or meditation content aimed at relaxation.
[0170] Step 5:
[0171] The server generates gamified hobby exploration content, taking into account the user's hobbies and preferences. It makes suggestions based on the user's emotional state, presenting hobby activities that allow the user to relax or become more active.
[0172] Step 6:
[0173] The device presents the user with health plans and hobby exploration content received from the server. An artificial intelligence avatar provides feedback and advice in a tone that matches the user's emotional state.
[0174] Step 7:
[0175] Users follow health plans presented through their devices and experience hobby-finding content. They track changes in their emotional state by recording daily progress and achievements.
[0176] Step 8:
[0177] The server analyzes user activity logs and emotional data, and generates rewards and benefits when specific health goals are achieved. This provides an incentive to guide users into a positive emotional state.
[0178] Step 9:
[0179] The device notifies the user of information regarding rewards and benefits, and provides feedback to enhance a sense of accomplishment. The goal is to increase positive emotions and motivation.
[0180] Step 10:
[0181] The server matches users based on their emotional state and interests, forming communities of people with shared hobbies. This allows users to gain new opportunities for interaction and build positive social connections.
[0182] (Example 2)
[0183] Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".
[0184] Conventional health management and hobby exploration systems have struggled to personalize services based on users' emotional states. Therefore, they have been inadequate in providing appropriate services that respond to real-time emotional changes in each user. Furthermore, systems that consider emotional compatibility are lacking in the formation of communities that promote interaction among users.
[0185] 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.
[0186] This invention includes a server that includes means for analyzing a user's emotional state and reflecting it in health information and hobby / preference information; means for generating and presenting a personalized health plan in real time based on the user's emotions; means for providing gamified content that supports the exploration of hobbies based on the emotional analysis results; means for forming a community that connects users with common interests by considering the emotional data of other users and evaluating their compatibility; and means for promoting a positive experience by providing rewards and benefits according to emotions. This enables the provision of personalized services that take into account the individual emotions of users and the building of smooth interpersonal relationships within the community.
[0187] A "user" is someone who uses the system for health management or to explore hobbies.
[0188] "Emotional state" refers to information about the user's emotions and serves as the basic data for the system to perform analysis.
[0189] "Health information" refers to data about a user's physical health, and is used to generate a health plan.
[0190] "Hobby and preference information" refers to data about activities and content that users are interested in.
[0191] A "health plan" is a personalized health management program generated by the server based on the user's health status and emotions.
[0192] "Gamified content" refers to content that includes entertainment elements and is used to support users in exploring their hobbies.
[0193] "Community building tools" are functions that connect users with common interests and promote interaction.
[0194] "Rewards and perks" are incentives provided in response to the user's emotions and actions.
[0195] This invention is a personalized platform that combines an emotion engine to support users in managing their health and exploring their hobbies. Specific embodiments are described below.
[0196] User actions:
[0197] The user first installs the application on a mobile device or other suitable device. After creating an account, they input their health status, hobbies, and daily emotional state, which prepares the system for real-time emotion analysis. This then initiates interaction with an AI-powered avatar.
[0198] Device features:
[0199] The device receives emotional data input from the user and transfers it to the emotion engine. Emotional data can be provided via text input or voice, and real-time analysis is performed accordingly.
[0200] Emotional engine:
[0201] The server receives emotional data transferred from the terminal and analyzes it using natural language processing technology. This allows it to determine the user's feelings and emotional tendencies, and the results are stored in the user profile on the server.
[0202] Personalized content generation:
[0203] The server integrates user health and hobby information based on emotional data obtained from the emotion engine to generate personalized health plans and hobby exploration content. For example, if a user is feeling stressed, it recommends relaxation activities and music that can help alleviate stress.
[0204] Content presentation and interaction:
[0205] The device presents personalized content sent from the server to the user. Furthermore, an artificial intelligence avatar engages in dialogue that responds to the user's emotions, providing a richer and more personal user experience. For example, if the avatar determines that the user is in a highly emotional state, it can suggest new and challenging hobbies or activities.
[0206] Forming social connections:
[0207] The server further builds online communities that connect users with shared interests based on emotional data. It considers the emotional compatibility between users, providing an environment where empathy can be fostered and active interaction is encouraged.
[0208] This system aims to support users in leading healthier and more fulfilling lives by providing emotion-responsive health management and hobby exploration. Examples of specific prompts include, "I've been feeling stressed lately; do you have any hobby recommendations for a change of pace?"
[0209] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0210] Step 1:
[0211] User actions:
[0212] Users download the application to their device and create an account. They then input their health status, hobbies, and emotions. This input data includes health information, hobby information, and emotional data in text and voice formats. This data forms the basis for subsequent analysis and profiling.
[0213] Step 2:
[0214] Device operation:
[0215] The device receives daily sentiment data input from the user. This input is in text or voice format, and the device digitizes the information and sends it to the server. The data is encoded and prepared for analysis by the sentiment engine.
[0216] Step 3:
[0217] Server operation:
[0218] The server receives emotion data sent from the terminal. Natural language processing techniques are used to structure the text and audio data for analysis by the emotion engine. This analysis generates a profile that quantitatively represents the user's emotional state.
[0219] Step 4:
[0220] Server operation:
[0221] The server integrates emotional profiles with initial health and hobby information. Based on this integrated data, it generates personalized health plans and hobby content. A generative AI model is used for data processing to create plans tailored to the user's state. For example, a user with a high stress level will have relaxation content generated.
[0222] Step 5:
[0223] Device operation:
[0224] The device provides health plans and hobby content by presenting personalized content sent from the server to the user. Additionally, an artificial intelligence avatar guides the conversation based on the user's emotions and provides prompts to engage the user's interests.
[0225] Step 6:
[0226] Server operation:
[0227] The server uses emotional data to evaluate connections between users with shared hobbies and interests, forming appropriate communities. It manages an online platform that uses emotionally sensitive matching algorithms to assess compatibility between users and facilitate smooth interaction.
[0228] (Application Example 2)
[0229] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as a "server" and the smart device 14 as a "terminal".
[0230] In modern society, there is a need for personalized and effective support for users' health management and hobby exploration. However, conventional systems have been insufficient in providing content based on emotional states, making it difficult to respond flexibly to users' momentary emotions. As a result, there have been limitations in improving user satisfaction and continued use.
[0231] 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.
[0232] In this invention, the server includes means for analyzing the user's emotional state and recommending digital content corresponding to that emotion; means for an artificial intelligence avatar to provide feedback on health planning and preference exploration through dialogue with the user and present content tailored to that emotion; and means for the generated health planning and preference exploration content to be configured using a dynamically updated generative artificial intelligence model and to include a content recommendation function based on the user's emotion analysis. This makes it possible to provide personalized health management and hobby exploration that is in line with the user's emotions.
[0233] "Users" refer to individual people who use the system, and are the entities that use the system's services to manage their health or explore their hobbies.
[0234] An "artificial intelligence avatar" is a digital agent that is generated based on user information and provides personalized help to the user through dialogue and support.
[0235] "Health information" refers to data about the user's physical condition, and this data is fundamental information for managing their health.
[0236] "Preference information" refers to data about users' personal preferences and interests, and is particularly used to provide personalized services in hobby exploration.
[0237] A "health plan" refers to a series of plans and action guidelines that are individualized based on the user's health condition and formulated with the aim of improvement and maintenance.
[0238] "Preference exploration" refers to the process of discovering new hobbies and activities based on the user's interests and concerns.
[0239] "Emotional state" refers to the emotional state a user is experiencing at a particular point in time, and is a factor that the system considers when selecting and providing content.
[0240] "Digital content" refers to entertainment and informational materials distributed in digital format, such as music, movies, and games.
[0241] A "generative AI model" refers to an algorithm or computational model that analyzes user data and provides dynamically generated health plans and preference exploration content.
[0242] The system implementing this invention aims to provide personalized health management and preference exploration, taking into account the user's emotional state. The system consists of an application used by the user on a device such as a smartphone and a server.
[0243] Users download the application and input health and preference information. They also record their daily emotions in text or voice, which is sent to the emotion engine. The emotion engine uses open-source natural language processing and data analysis libraries to analyze emotions and evaluate the user's emotional state in real time.
[0244] The server uses a generative AI model to create individual emotional profiles based on the user's emotional state, and then provides health plans and recommendations for digital content. This recommendation system includes features that provide movies and music optimized for users in specific emotional states based on emotion analysis. Specifically, complex data calculations are performed using machine learning frameworks such as TensorFlow and PyTorch, enabling dynamic content generation.
[0245] The device presents health plans and content tailored to the user's emotional state. An artificial intelligence avatar provides interactive feedback to the user and suggests emotionally relevant content at the appropriate time. For example, if the analysis indicates that the user wants to relax, it will recommend calming music or videos suitable for relaxation.
[0246] For example, if a user enters "I felt stressed at work today," the system will determine that the user is "stressed" and respond by providing relaxing content. An example of a prompt might be, "Use the sentiment analysis engine to provide a list of appropriate movies or music based on the emotion extracted from the user's input 'I felt stressed at work today'."
[0247] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0248] Step 1:
[0249] Users input health information, preference information, and emotions through a smartphone application. The input data is stored on the device as text or audio data. This information forms the basis for emotion analysis in the system.
[0250] Step 2:
[0251] The device sends emotion data entered by the user to the emotion engine. The emotion engine uses a natural language processing library to analyze the text data and identify the user's emotional state (e.g., "happy," "stressed," etc.). This analysis result is then sent to the server.
[0252] Step 3:
[0253] The server uses the emotional state received from the emotion engine to create a personalized content recommendation list using a generative AI model. Based on the input data, a machine learning framework performs data calculations to select digital content that matches a specific emotional state.
[0254] Step 4:
[0255] The server sends the selected digital content (such as a list of movies or music) to the device. The server also generates information about benefits and rewards based on the user's emotional state and prepares to present this information to the user.
[0256] Step 5:
[0257] The device presents the user with recommended content and special offers from the server. An AI avatar interacts with the user, providing emotionally responsive feedback and explaining the content's overview. During this process, details and playlists of the content selected by the user are also displayed.
[0258] 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.
[0259] 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.
[0260] 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.
[0261] [Second Embodiment]
[0262] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0263] 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.
[0264] 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).
[0265] 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.
[0266] 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.
[0267] 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).
[0268] 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.
[0269] 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.
[0270] 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.
[0271] 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.
[0272] 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.
[0273] 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".
[0274] This invention is a system for continuously supporting users in health management and the discovery of new hobbies, and its embodiments consist of an artificial intelligence avatar, health information tracking and management, gamified content for hobby exploration, and a function for granting rewards and benefits.
[0275] User actions:
[0276] Users first download the application to their device and create an account. Next, they join the system by entering basic information about their health and hobbies. Health data (e.g., steps, weight, diet) is entered into the device daily or automatically tracked. This allows users to systematically manage their health and follow recommended health plans on a daily basis.
[0277] Data processing by the server:
[0278] The server collects and stores user input data and manages it through an AI avatar. The server generates a customized health plan for each user, providing specific advice on diet and exercise. It also analyzes generated hobby exploration content and recommends the most suitable experiences for the user.
[0279] Display and management on the device:
[0280] The device presents users with customized health plans and hobby exploration content sent from the server. It also tracks the user's activity history and progress, displaying rewards and benefits in real time based on mission completion. For example, if a user achieves a step goal, the device immediately notifies them and awards them virtual badges or points.
[0281] Forming social connections:
[0282] The system matches users with shared hobbies or health goals, forming online communities. This community feature allows users to make new friends and exchange information. For example, through a shared hobby like fishing, users can participate in events within the hobby community and share their experiences.
[0283] Through the processes described above, this system helps retired seniors effectively manage their health, discover new hobbies, and build social connections.
[0284] The processing flow will be described below.
[0285] Step 1:
[0286] The user downloads an application on the terminal and creates an account. As user information, the user enters name, age, gender, health status, hobbies, interests, etc.
[0287] Step 2:
[0288] The terminal sends the information entered by the user to the server. Based on the received data, the server creates a customized profile for each user and generates an AI avatar.
[0289] Step 3:
[0290] The user enters daily health data (e.g., number of steps, diet, sleep time) into the terminal or collects data using the automatic tracking function. The terminal sends this information to the server.
[0291] Step 4:
[0292] Based on the received health data, the server evaluates the health status of each user and generates a customized health plan. This plan includes specific advice on exercise and diet.
[0293] Step 5:
[0294] The server uses the user's hobby data to generate gamified hobby exploration content. It presents activities and challenges that the user may be interested in.
[0295] Step 6:
[0296] The device presents the user with a health plan and hobby exploration content sent from the server. This includes feedback on their health status and suggestions for new hobbies.
[0297] Step 7:
[0298] Users implement the suggested health plan and experience hobby exploration content. They input or check their progress and results on their device.
[0299] Step 8:
[0300] The server analyzes the user's activity logs and monitors their progress toward specific health goals. If these goals are achieved, it generates rewards or benefits.
[0301] Step 9:
[0302] The device notifies users of rewards and benefits, and displays virtual badges and points, thereby increasing user motivation.
[0303] Step 10:
[0304] The server matches users with shared hobbies or health goals, fostering the formation of online communities. This provides a platform for users to interact and exchange information.
[0305] (Example 1)
[0306] Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0307] Many modern people need a comprehensive system to support the maintenance of health management and the discovery of new hobbies. However, conventional systems have the problem of insufficient personalization and cannot meet the diverse needs of users. In addition, hobby exploration and health plans are uniform, making it difficult to provide optimal suggestions for users. Furthermore, since it does not provide a sufficient place to form social connections, many users feel lonely.
[0308] The specific processing by the specific processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[0309] In this invention, the server includes means for tracking and managing the health indicators and preference information of users using an artificial intelligence agent generated based on the information collected from users, means for generating and presenting a health plan adapted based on the health indicators of users, and means for providing gamified information to users to support the exploration of entertainment. Thereby, it becomes possible to optimize health management and hobby discovery for individual users, and at the same time, it is possible to strengthen the social connections between users.
[0310] A "user" refers to an individual who uses the system to manage their health and discover new hobbies.
[0311] An "artificial intelligence agent" is a program for generating an optimal health plan and hobby exploration plan based on user data.
[0312] "Health indicators" refer to numerical data and information representing the health status of users, and include, for example, the number of steps, weight, diet content, etc.
[0313] "Tracking and managing" is a process of periodically recording and analyzing data collected from users and monitoring the status of users.
[0314] An "adapted health plan" refers to an executable plan for health improvement adjusted based on the individual needs and health status of users.
[0315] "Exploring entertainment" is a process that supports users' attempts to discover new hobbies and activities.
[0316] "Gamified information" refers to information or content provided as entertainment to attract users' interest and encourage participation.
[0317] "Social connections" refer to mechanisms that connect users with common interests and goals within a community, promoting interaction among them.
[0318] "Providing rewards or benefits based on goal achievement" refers to the process of offering rewards or benefits as an incentive when a user achieves a set goal.
[0319] "Data analysis methods" refer to the procedures and techniques used to analyze collected data and generate useful information and suggestions for users.
[0320] A "generative artificial intelligence model" refers to an algorithm or program that dynamically generates plans and suggestions tailored to the user based on data.
[0321] The invention will now be described in terms of its implementation. This system is designed to allow users to efficiently manage their health and explore their hobbies, and is centered around three main components: a server, a terminal, and the user.
[0322] Server role:
[0323] The server receives health information and preference data sent from the user's terminal and stores it in a database. Database technologies such as SQLite or NoSQL may be used for this database.
[0324] The collected data is analyzed using AI models (e.g., TensorFlow or PyTorch). This generates a personalized health plan based on the user's health status and provides optimal recommendations for exploring entertainment.
[0325] Terminal role:
[0326] The terminal displays custom plans and content sent from the server to the user, providing an intuitive interface.
[0327] It runs on Android and iOS platforms and uses smartphones and tablets to track users' activity history.
[0328] The device also notifies users of rewards and benefits in real time, making it easier to provide incentives.
[0329] User roles:
[0330] Users download a dedicated app compatible with their smartphone or tablet device. They create an account and enter the necessary health indicators and preference data.
[0331] Health data is collected either manually or automatically from wearable devices. For example, a fitness tracker might use Bluetooth to sync step count data.
[0332] Users can proactively request information tailored to their health status and interests by using prompts provided by the system. Examples of prompts include, "Based on my recent activity data, please suggest some exercises for this weekend," and "What activities would you recommend as a new hobby for me?"
[0333] This system will enable users to better manage their health and lifestyle, help them discover new hobbies, and strengthen their social connections.
[0334] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0335] Step 1:
[0336] The user enters health data and information about their hobbies and preferences into the device. This information includes age, height, weight, steps taken, diet, and areas of interest. The device collects this data and prepares it for transmission to the server when the next processing step begins.
[0337] Step 2:
[0338] The server receives user data sent from the terminal and stores it in a database. Here, data consistency is ensured, and data is stored accurately for each user. The stored data is managed using database technologies such as SQLite or NoSQL for use in subsequent processing.
[0339] Step 3:
[0340] The server uses an AI model to analyze stored user data. Data processing includes statistical analysis of health data and extraction of patterns in hobbies and preferences. The output includes personalized health plans and recommended hobbies. This process utilizes generative AI models based on TensorFlow and PyTorch.
[0341] Step 4:
[0342] To send the generated health plan and hobby search results to the device, the server formats the data for the device. During this process, the data is compressed as needed to ensure efficient transfer.
[0343] Step 5:
[0344] The device displays plans and content received from the server to the user. Users can view this information visually and clearly through the app. The interface is intuitive and designed to allow users to easily make decisions about their health and hobbies.
[0345] Step 6:
[0346] The device tracks the user's activity history and provides reward notifications and benefits based on achieved goals. During this process, achievement status is evaluated in real time, and specific actions such as awarding virtual badges or points are performed.
[0347] Step 7:
[0348] When a user wants to ask a question about a new health plan or hobby, they enter a prompt into the device. In response to this input, the device sends a request to the server, which then provides an answer generated by an AI model. The output then presents personalized advice and new suggestions for the user.
[0349] (Application Example 1)
[0350] 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."
[0351] Traditional health management systems and hobby-finding services only manage users' health information and hobbies individually, and struggle to provide a comprehensive experience that integrates with information about their physical activities. Furthermore, providing real-time information about special offers and events at the physical locations users visit is difficult, highlighting the need for services that enhance user engagement.
[0352] 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.
[0353] In this invention, the server includes means for tracking and managing health information and hobby / preference information using an artificial intelligence avatar generated based on the user; means for acquiring behavioral information at physical locations visited by the user and providing related services; and means for generating and presenting a personalized health plan based on the user's health information. This allows users to comprehensively manage their health and discover new hobbies, and improves user engagement by providing appropriate rewards and event information in real time based on behavioral information at physical locations.
[0354] An "artificial intelligence avatar" is a virtual agent generated based on the user, designed to manage health information and preferences through interaction with the user.
[0355] "Health information" refers to data that indicates the user's physical health status, including steps taken, weight, and dietary information.
[0356] "Hobby and preference information" refers to data that represents the activities and areas of interest that a user is interested in, and is used to track an individual's hobbies and interests.
[0357] "Behavioral information" refers to data about a user's actions when they visit a physical location, including location information and activity history at stores.
[0358] "Related services" refer to services and experiences provided based on the user's health information, hobbies and preferences, and behavioral information, and include health plans and event information.
[0359] A "health plan" is a plan individually designed based on a user's health information to support the user in achieving their health goals.
[0360] "Reward information" refers to rewards or discounts that users can receive when they achieve specific metrics.
[0361] "Event information" refers to information about special activities or events related to physical locations or communities that is communicated to users.
[0362] A "server" is a computer system that has the function of collecting and storing data from users and providing various plans and information.
[0363] "Community building" refers to a platform that connects users with common hobbies or goals, promoting information exchange and interaction.
[0364] In the system for implementing this invention, the server is implemented using an artificial intelligence avatar generated based on the user. First, the user downloads a dedicated application to their smartphone and creates an account. Next, they enter their health information and hobbies / preferences to participate in the system.
[0365] The server is located in the cloud and built using Python and Flask. It collects and stores health and behavioral information submitted by users and uses data analysis tools such as Pandas and Scikit-learn to create personalized health plans based on this information. The server also uses the generative AI model GPT-3 to generate interactive advice and content for hobby exploration for users.
[0366] The terminal, which is the user's smartphone or tablet, is responsible for receiving information sent from the server and notifying the user. It also functions as an interface for collecting and sending user behavior and health information to the server. The terminal also displays reward and event information in real time when the user performs certain actions at a physical location.
[0367] For example, when a user visits a location and reaches a set number of steps, the device immediately notifies the user and displays reward information provided by the server. This process uses prompts such as the following:
[0368] "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical stores."
[0369] In this way, users can efficiently manage their health and explore their hobbies, and access special offers in real time.
[0370] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0371] Step 1:
[0372] The user launches the application using their smartphone and logs into their account. The user's authentication information is provided as input, and the user's personal profile and past health data are retrieved as output. In this process, the device receives the user's input and sends it to the server for authentication.
[0373] Step 2:
[0374] Users input their health information (e.g., steps taken, weight, diet) and hobbies / interests into the application. This data is sent from the device to the server and used as foundational data for health planning and hobby exploration. This information is stored in a database on the server.
[0375] Step 3:
[0376] The server uses Pandas and Scikit-learn to analyze collected health information. Based on the health data received as input, it analyzes the assessment of health status and trends, and generates a personalized health plan as output. This plan includes exercise and diet recommendations.
[0377] Step 4:
[0378] The server uses a generated AI model (GPT-3) to create hobby exploration content for the user. It takes the user's hobby and preference information as input and generates content that suggests new hobby activities to the user as output.
[0379] Step 5:
[0380] The device notifies the user of personalized health plans and hobby exploration content received from the server. These notifications include health goals, exercise reminders, and suggestions for new hobbies. The device visually displays this information to the user.
[0381] Step 6:
[0382] When a user visits a physical store or location, the device uses its built-in sensors to collect location and behavioral information and transmit it to a server. This data is recorded as the user's activity history.
[0383] Step 7:
[0384] The server analyzes collected behavioral data and generates rewards or benefits if certain criteria are met. The generated information is then communicated to the user via a prompt message. For example, "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical store."
[0385] Step 8:
[0386] The terminal displays reward information from the server to the user in real time, and the user confirms that this information is usable at the physical store. This process increases user engagement and promotes continued use of the system.
[0387] 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.
[0388] This invention is a system that provides more personalized support by combining an emotion engine with a platform that assists users in managing their health and exploring their hobbies. Detailed embodiments are shown below.
[0389] User actions:
[0390] Upon first use, users download the application to their device and create an account. They then input basic information about their health and hobbies, and record their daily emotions, initiating communication with an AI avatar. Emotional states are analyzed from text input and voice recordings and interpreted by an emotion engine.
[0391] Emotional engine activation:
[0392] The device sends user input data to an emotion engine, which analyzes emotions in real time. Based on this analysis, the server creates an emotional profile for each user and incorporates it into health plans and hobby recommendations. For example, if the analysis indicates that the user is stressed, the avatar will suggest relaxing hobby content or health advice.
[0393] Server-side processing:
[0394] The server integrates feedback from the emotion engine with health and hobby data to constantly update personalized health plans. Specifically, it selects and provides exercise plans for stress relief and relaxation content such as music. It also designs rewards and perks based on emotions, providing incentives to elicit positive feelings.
[0395] Presented on the device:
[0396] The device presents users with the latest health plans and hobby exploration content at appropriate times, and engages in conversations with an AI avatar that responds according to their emotional state. For example, if the user is motivated, it will suggest a challenging mission.
[0397] Designing social connections:
[0398] The server operates an online community that connects users with shared interests while taking their emotional states into consideration. To promote positive interaction, it evaluates the compatibility between participants based on emotional data and creates opportunities for communication.
[0399] Thus, by utilizing an emotion engine, the present invention provides flexible support that responds to the user's real-time emotional changes, thereby creating an environment that enables elderly people to lead healthy and fulfilling lives.
[0400] The following describes the processing flow.
[0401] Step 1:
[0402] Users download the application to their device and create an account. They enter basic information such as their health status, daily habits, and hobbies. Furthermore, they record their emotional state by entering their daily mood and feelings in text or voice.
[0403] Step 2:
[0404] The terminal sends information entered by the user to the server. Based on this data, the server creates an individual user profile and generates an artificial intelligence avatar. It also prepares to analyze emotional data using an emotion engine.
[0405] Step 3:
[0406] The server uses an emotion engine to analyze the user's emotional data in real time. This creates an individualized emotional profile for each user. This profile is then used to inform health plans and hobby exploration.
[0407] Step 4:
[0408] The server generates a health plan optimized for the user based on health information and emotional profiles. For example, if the user is feeling stressed, it will select yoga or meditation content aimed at relaxation.
[0409] Step 5:
[0410] The server generates gamified hobby exploration content, taking into account the user's hobbies and preferences. It makes suggestions based on the user's emotional state, presenting hobby activities that allow the user to relax or become more active.
[0411] Step 6:
[0412] The device presents the user with health plans and hobby exploration content received from the server. An artificial intelligence avatar provides feedback and advice in a tone that matches the user's emotional state.
[0413] Step 7:
[0414] Users follow health plans presented through their devices and experience hobby-finding content. They track changes in their emotional state by recording daily progress and achievements.
[0415] Step 8:
[0416] The server analyzes user activity logs and emotional data, and generates rewards and benefits when specific health goals are achieved. This provides an incentive to guide users into a positive emotional state.
[0417] Step 9:
[0418] The device notifies the user of information regarding rewards and benefits, and provides feedback to enhance a sense of accomplishment. The goal is to increase positive emotions and motivation.
[0419] Step 10:
[0420] The server matches users based on their emotional state and interests, forming communities of people with shared hobbies. This allows users to gain new opportunities for interaction and build positive social connections.
[0421] (Example 2)
[0422] 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".
[0423] Conventional health management and hobby exploration systems have struggled to personalize services based on users' emotional states. Therefore, they have been inadequate in providing appropriate services that respond to real-time emotional changes in each user. Furthermore, systems that consider emotional compatibility are lacking in the formation of communities that promote interaction among users.
[0424] 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.
[0425] This invention includes a server that includes means for analyzing a user's emotional state and reflecting it in health information and hobby / preference information; means for generating and presenting a personalized health plan in real time based on the user's emotions; means for providing gamified content that supports the exploration of hobbies based on the emotional analysis results; means for forming a community that connects users with common interests by considering the emotional data of other users and evaluating their compatibility; and means for promoting a positive experience by providing rewards and benefits according to emotions. This enables the provision of personalized services that take into account the individual emotions of users and the building of smooth interpersonal relationships within the community.
[0426] A "user" is someone who uses the system for health management or to explore hobbies.
[0427] "Emotional state" refers to information about the user's emotions and serves as the basic data for the system to perform analysis.
[0428] "Health information" refers to data about a user's physical health, and is used to generate a health plan.
[0429] "Hobby and preference information" refers to data about activities and content that users are interested in.
[0430] A "health plan" is a personalized health management program generated by the server based on the user's health status and emotions.
[0431] "Gamified content" refers to content that includes entertainment elements and is used to support users in exploring their hobbies.
[0432] "Community building tools" are functions that connect users with common interests and promote interaction.
[0433] "Rewards and perks" are incentives provided in response to the user's emotions and actions.
[0434] This invention is a personalized platform that combines an emotion engine to support users in managing their health and exploring their hobbies. Specific embodiments are described below.
[0435] User actions:
[0436] The user first installs the application on a mobile device or other suitable device. After creating an account, they input their health status, hobbies, and daily emotional state, which prepares the system for real-time emotion analysis. This then initiates interaction with an AI-powered avatar.
[0437] Device features:
[0438] The device receives emotional data input from the user and transfers it to the emotion engine. Emotional data can be provided via text input or voice, and real-time analysis is performed accordingly.
[0439] Emotional engine:
[0440] The server receives emotional data transferred from the terminal and analyzes it using natural language processing technology. This allows it to determine the user's feelings and emotional tendencies, and the results are stored in the user profile on the server.
[0441] Personalized content generation:
[0442] The server integrates user health and hobby information based on emotional data obtained from the emotion engine to generate personalized health plans and hobby exploration content. For example, if a user is feeling stressed, it recommends relaxation activities and music that can help alleviate stress.
[0443] Content presentation and interaction:
[0444] The device presents personalized content sent from the server to the user. Furthermore, an artificial intelligence avatar engages in dialogue that responds to the user's emotions, providing a richer and more personal user experience. For example, if the avatar determines that the user is in a highly emotional state, it can suggest new and challenging hobbies or activities.
[0445] Forming social connections:
[0446] The server further builds online communities that connect users with shared interests based on emotional data. It considers the emotional compatibility between users, providing an environment where empathy can be fostered and active interaction is encouraged.
[0447] This system aims to support users in leading healthier and more fulfilling lives by providing emotion-responsive health management and hobby exploration. Examples of specific prompts include, "I've been feeling stressed lately; do you have any hobby recommendations for a change of pace?"
[0448] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0449] Step 1:
[0450] User actions:
[0451] Users download the application to their device and create an account. They then input their health status, hobbies, and emotions. This input data includes health information, hobby information, and emotional data in text and voice formats. This data forms the basis for subsequent analysis and profiling.
[0452] Step 2:
[0453] Device operation:
[0454] The device receives daily sentiment data input from the user. This input is in text or voice format, and the device digitizes the information and sends it to the server. The data is encoded and prepared for analysis by the sentiment engine.
[0455] Step 3:
[0456] Server operation:
[0457] The server receives emotion data sent from the terminal. Natural language processing techniques are used to structure the text and audio data for analysis by the emotion engine. This analysis generates a profile that quantitatively represents the user's emotional state.
[0458] Step 4:
[0459] Server operation:
[0460] The server integrates emotional profiles with initial health and hobby information. Based on this integrated data, it generates personalized health plans and hobby content. A generative AI model is used for data processing to create plans tailored to the user's state. For example, a user with a high stress level will have relaxation content generated.
[0461] Step 5:
[0462] Device operation:
[0463] The device provides health plans and hobby content by presenting personalized content sent from the server to the user. Additionally, an artificial intelligence avatar guides the conversation based on the user's emotions and provides prompts to engage the user's interests.
[0464] Step 6:
[0465] Server operation:
[0466] The server uses emotional data to evaluate connections between users with shared hobbies and interests, forming appropriate communities. It manages an online platform that uses emotionally sensitive matching algorithms to assess compatibility between users and facilitate smooth interaction.
[0467] (Application Example 2)
[0468] 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."
[0469] In modern society, there is a need for personalized and effective support for users' health management and hobby exploration. However, conventional systems have been insufficient in providing content based on emotional states, making it difficult to respond flexibly to users' momentary emotions. As a result, there have been limitations in improving user satisfaction and continued use.
[0470] 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.
[0471] In this invention, the server includes means for analyzing the user's emotional state and recommending digital content corresponding to that emotion; means for an artificial intelligence avatar to provide feedback on health planning and preference exploration through dialogue with the user and present content tailored to that emotion; and means for the generated health planning and preference exploration content to be configured using a dynamically updated generative artificial intelligence model and to include a content recommendation function based on the user's emotion analysis. This makes it possible to provide personalized health management and hobby exploration that is in line with the user's emotions.
[0472] "Users" refer to individual people who use the system, and are the entities that use the system's services to manage their health or explore their hobbies.
[0473] An "artificial intelligence avatar" is a digital agent that is generated based on user information and provides personalized help to the user through dialogue and support.
[0474] "Health information" refers to data about the user's physical condition, and this data is fundamental information for managing their health.
[0475] "Preference information" refers to data about users' personal preferences and interests, and is particularly used to provide personalized services in hobby exploration.
[0476] A "health plan" refers to a series of plans and action guidelines that are individualized based on the user's health condition and formulated with the aim of improvement and maintenance.
[0477] "Preference exploration" refers to the process of discovering new hobbies and activities based on the user's interests and concerns.
[0478] "Emotional state" refers to the emotional state a user is experiencing at a particular point in time, and is a factor that the system considers when selecting and providing content.
[0479] "Digital content" refers to entertainment and informational materials distributed in digital format, such as music, movies, and games.
[0480] A "generative AI model" refers to an algorithm or computational model that analyzes user data and provides dynamically generated health plans and preference exploration content.
[0481] The system implementing this invention aims to provide personalized health management and preference exploration, taking into account the user's emotional state. The system consists of an application used by the user on a device such as a smartphone and a server.
[0482] Users download the application and input health and preference information. They also record their daily emotions in text or voice, which is sent to the emotion engine. The emotion engine uses open-source natural language processing and data analysis libraries to analyze emotions and evaluate the user's emotional state in real time.
[0483] The server uses a generative AI model to create individual emotional profiles based on the user's emotional state, and then provides health plans and recommendations for digital content. This recommendation system includes features that provide movies and music optimized for users in specific emotional states based on emotion analysis. Specifically, complex data calculations are performed using machine learning frameworks such as TensorFlow and PyTorch, enabling dynamic content generation.
[0484] The device presents health plans and content tailored to the user's emotional state. An artificial intelligence avatar provides interactive feedback to the user and suggests emotionally relevant content at the appropriate time. For example, if the analysis indicates that the user wants to relax, it will recommend calming music or videos suitable for relaxation.
[0485] For example, if a user enters "I felt stressed at work today," the system will determine that the user is "stressed" and respond by providing relaxing content. An example of a prompt might be, "Use the sentiment analysis engine to provide a list of appropriate movies or music based on the emotion extracted from the user's input 'I felt stressed at work today'."
[0486] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0487] Step 1:
[0488] Users input health information, preference information, and emotions through a smartphone application. The input data is stored on the device as text or audio data. This information forms the basis for emotion analysis in the system.
[0489] Step 2:
[0490] The device sends emotion data entered by the user to the emotion engine. The emotion engine uses a natural language processing library to analyze the text data and identify the user's emotional state (e.g., "happy," "stressed," etc.). This analysis result is then sent to the server.
[0491] Step 3:
[0492] The server uses the emotional state received from the emotion engine to create a personalized content recommendation list using a generative AI model. Based on the input data, a machine learning framework performs data calculations to select digital content that matches a specific emotional state.
[0493] Step 4:
[0494] The server sends the selected digital content (such as a list of movies or music) to the device. The server also generates information about benefits and rewards based on the user's emotional state and prepares to present this information to the user.
[0495] Step 5:
[0496] The device presents the user with recommended content and special offers from the server. An AI avatar interacts with the user, providing emotionally responsive feedback and explaining the content's overview. During this process, details and playlists of the content selected by the user are also displayed.
[0497] 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.
[0498] 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.
[0499] 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.
[0500] [Third Embodiment]
[0501] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0502] 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.
[0503] 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).
[0504] 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.
[0505] 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.
[0506] 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).
[0507] 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.
[0508] 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.
[0509] 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.
[0510] 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.
[0511] 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.
[0512] 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".
[0513] This invention is a system for continuously supporting users in health management and the discovery of new hobbies, and its embodiments consist of an artificial intelligence avatar, health information tracking and management, gamified content for hobby exploration, and a function for granting rewards and benefits.
[0514] User actions:
[0515] Users first download the application to their device and create an account. Next, they join the system by entering basic information about their health and hobbies. Health data (e.g., steps, weight, diet) is entered into the device daily or automatically tracked. This allows users to systematically manage their health and follow recommended health plans on a daily basis.
[0516] Data processing by the server:
[0517] The server collects and stores user input data and manages it through an AI avatar. The server generates a customized health plan for each user, providing specific advice on diet and exercise. It also analyzes generated hobby exploration content and recommends the most suitable experiences for the user.
[0518] Display and management on the device:
[0519] The device presents users with customized health plans and hobby exploration content sent from the server. It also tracks the user's activity history and progress, displaying rewards and benefits in real time based on mission completion. For example, if a user achieves a step goal, the device immediately notifies them and awards them virtual badges or points.
[0520] Forming social connections:
[0521] The system matches users with shared hobbies or health goals, forming online communities. This community feature allows users to make new friends and exchange information. For example, through a shared hobby like fishing, users can participate in events within the hobby community and share their experiences.
[0522] Through the processes described above, this system helps retired seniors effectively manage their health, discover new hobbies, and build social connections.
[0523] The following describes the processing flow.
[0524] Step 1:
[0525] Users download the application on their device and create an account. They enter user information such as their name, age, gender, health status, and hobbies / interests.
[0526] Step 2:
[0527] The terminal sends the information entered by the user to the server. Based on the received data, the server creates a customized profile for each user and generates an artificial intelligence avatar.
[0528] Step 3:
[0529] Users input daily health data (e.g., steps taken, diet, sleep duration) into the device, or the device collects data through an automatic tracking function. The device then sends this information to the server.
[0530] Step 4:
[0531] Based on the received health data, the server evaluates each user's health status and generates a customized health plan. This plan includes specific advice on exercise and diet.
[0532] Step 5:
[0533] The server uses user hobby and preference data to generate gamified hobby exploration content, presenting activities and challenges that the user might be interested in.
[0534] Step 6:
[0535] The device presents the user with a health plan and hobby exploration content sent from the server. This includes feedback on their health status and suggestions for new hobbies.
[0536] Step 7:
[0537] Users implement the suggested health plan and experience hobby exploration content. They input or check their progress and results on their device.
[0538] Step 8:
[0539] The server analyzes the user's activity logs and monitors their progress toward specific health goals. If these goals are achieved, it generates rewards or benefits.
[0540] Step 9:
[0541] The device notifies users of rewards and benefits, and displays virtual badges and points, thereby increasing user motivation.
[0542] Step 10:
[0543] The server matches users with shared hobbies or health goals, fostering the formation of online communities. This provides a platform for users to interact and exchange information.
[0544] (Example 1)
[0545] 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."
[0546] Many people today need a comprehensive system to support them in maintaining their health and discovering new hobbies. However, traditional systems lack sufficient individualization and fail to address the diverse needs of users. Furthermore, hobby exploration and health plans are uniform, making it difficult to provide optimal suggestions for each individual. In addition, many users feel isolated because there are insufficient opportunities to form social connections.
[0547] 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.
[0548] In this invention, the server includes means for tracking and managing the user's health indicators and preference information using an artificial intelligence surrogate generated based on information collected from the user; means for generating and presenting an adapted health plan based on the user's health indicators; and means for providing the user with gamified information to support the exploration of entertainment. This enables health management and hobby discovery optimized for each individual user, while simultaneously strengthening social connections among users.
[0549] "Users" refer to individuals who use the system for health management or to discover new hobbies.
[0550] "Artificial intelligence proxy" is a program that generates optimal health plans and hobby exploration plans based on the user's data.
[0551] "Health indicators" refer to numerical data and information that represent the user's health status, and include, for example, steps taken, weight, and dietary content.
[0552] "Tracking and managing" refers to the process of regularly recording and analyzing data collected from users and monitoring their status.
[0553] An "adapted health plan" refers to a feasible plan for improving health that is tailored to the individual needs and health status of the user.
[0554] "Exploring entertainment" is a process that supports users' attempts to discover new hobbies and activities.
[0555] "Gamified information" refers to information or content provided as entertainment to attract users' interest and encourage participation.
[0556] "Social connections" refer to mechanisms that connect users with common interests and goals within a community, promoting interaction among them.
[0557] "Providing rewards or benefits based on goal achievement" refers to the process of offering rewards or benefits as an incentive when a user achieves a set goal.
[0558] "Data analysis methods" refer to the procedures and techniques used to analyze collected data and generate useful information and suggestions for users.
[0559] A "generative artificial intelligence model" refers to an algorithm or program that dynamically generates plans and suggestions tailored to the user based on data.
[0560] The invention will now be described in terms of its implementation. This system is designed to allow users to efficiently manage their health and explore their hobbies, and is centered around three main components: a server, a terminal, and the user.
[0561] Server role:
[0562] The server receives health information and preference data sent from the user's terminal and stores it in a database. Database technologies such as SQLite or NoSQL may be used for this database.
[0563] The collected data is analyzed using AI models (e.g., TensorFlow or PyTorch). This generates a personalized health plan based on the user's health status and provides optimal recommendations for exploring entertainment.
[0564] Terminal role:
[0565] The terminal displays custom plans and content sent from the server to the user, providing an intuitive interface.
[0566] It runs on Android and iOS platforms and uses smartphones and tablets to track users' activity history.
[0567] The device also notifies users of rewards and benefits in real time, making it easier to provide incentives.
[0568] User roles:
[0569] Users download a dedicated app compatible with their smartphone or tablet device. They create an account and enter the necessary health indicators and preference data.
[0570] Health data is collected either manually or automatically from wearable devices. For example, a fitness tracker might use Bluetooth to sync step count data.
[0571] Users can proactively request information tailored to their health status and interests by using prompts provided by the system. Examples of prompts include, "Based on my recent activity data, please suggest some exercises for this weekend," and "What activities would you recommend as a new hobby for me?"
[0572] This system will enable users to better manage their health and lifestyle, help them discover new hobbies, and strengthen their social connections.
[0573] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0574] Step 1:
[0575] The user enters health data and information about their hobbies and preferences into the device. This information includes age, height, weight, steps taken, diet, and areas of interest. The device collects this data and prepares it for transmission to the server when the next processing step begins.
[0576] Step 2:
[0577] The server receives user data sent from the terminal and stores it in a database. Here, data consistency is ensured, and data is stored accurately for each user. The stored data is managed using database technologies such as SQLite or NoSQL for use in subsequent processing.
[0578] Step 3:
[0579] The server uses an AI model to analyze stored user data. Data processing includes statistical analysis of health data and extraction of patterns in hobbies and preferences. The output includes personalized health plans and recommended hobbies. This process utilizes generative AI models based on TensorFlow and PyTorch.
[0580] Step 4:
[0581] To send the generated health plan and hobby search results to the device, the server formats the data for the device. During this process, the data is compressed as needed to ensure efficient transfer.
[0582] Step 5:
[0583] The device displays plans and content received from the server to the user. Users can view this information visually and clearly through the app. The interface is intuitive and designed to allow users to easily make decisions about their health and hobbies.
[0584] Step 6:
[0585] The device tracks the user's activity history and provides reward notifications and benefits based on achieved goals. During this process, achievement status is evaluated in real time, and specific actions such as awarding virtual badges or points are performed.
[0586] Step 7:
[0587] When a user wants to ask a question about a new health plan or hobby, they enter a prompt into the device. In response to this input, the device sends a request to the server, which then provides an answer generated by an AI model. The output then presents personalized advice and new suggestions for the user.
[0588] (Application Example 1)
[0589] 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."
[0590] Traditional health management systems and hobby-finding services only manage users' health information and hobbies individually, and struggle to provide a comprehensive experience that integrates with information about their physical activities. Furthermore, providing real-time information about special offers and events at the physical locations users visit is difficult, highlighting the need for services that enhance user engagement.
[0591] 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.
[0592] In this invention, the server includes means for tracking and managing health information and hobby / preference information using an artificial intelligence avatar generated based on the user; means for acquiring behavioral information at physical locations visited by the user and providing related services; and means for generating and presenting a personalized health plan based on the user's health information. This allows users to comprehensively manage their health and discover new hobbies, and improves user engagement by providing appropriate rewards and event information in real time based on behavioral information at physical locations.
[0593] An "artificial intelligence avatar" is a virtual agent generated based on the user, designed to manage health information and preferences through interaction with the user.
[0594] "Health information" refers to data that indicates the user's physical health status, including steps taken, weight, and dietary information.
[0595] "Hobby and preference information" refers to data that represents the activities and areas of interest that a user is interested in, and is used to track an individual's hobbies and interests.
[0596] "Behavioral information" refers to data about a user's actions when they visit a physical location, including location information and activity history at stores.
[0597] "Related services" refer to services and experiences provided based on the user's health information, hobbies and preferences, and behavioral information, and include health plans and event information.
[0598] A "health plan" is a plan individually designed based on a user's health information to support the user in achieving their health goals.
[0599] "Reward information" refers to rewards or discounts that users can receive when they achieve specific metrics.
[0600] "Event information" refers to information about special activities or events related to physical locations or communities that is communicated to users.
[0601] A "server" is a computer system that has the function of collecting and storing data from users and providing various plans and information.
[0602] "Community building" refers to a platform that connects users with common hobbies or goals, promoting information exchange and interaction.
[0603] In the system for implementing this invention, the server is implemented using an artificial intelligence avatar generated based on the user. First, the user downloads a dedicated application to their smartphone and creates an account. Next, they enter their health information and hobbies / preferences to participate in the system.
[0604] The server is located in the cloud and built using Python and Flask. It collects and stores health and behavioral information submitted by users and uses data analysis tools such as Pandas and Scikit-learn to create personalized health plans based on this information. The server also uses the generative AI model GPT-3 to generate interactive advice and content for hobby exploration for users.
[0605] The terminal, which is the user's smartphone or tablet, is responsible for receiving information sent from the server and notifying the user. It also functions as an interface for collecting and sending user behavior and health information to the server. The terminal also displays reward and event information in real time when the user performs certain actions at a physical location.
[0606] For example, when a user visits a location and reaches a set number of steps, the device immediately notifies the user and displays reward information provided by the server. This process uses prompts such as the following:
[0607] "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical stores."
[0608] In this way, users can efficiently manage their health and explore their hobbies, and access special offers in real time.
[0609] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0610] Step 1:
[0611] The user launches the application using their smartphone and logs into their account. The user's authentication information is provided as input, and the user's personal profile and past health data are retrieved as output. In this process, the device receives the user's input and sends it to the server for authentication.
[0612] Step 2:
[0613] Users input their health information (e.g., steps taken, weight, diet) and hobbies / interests into the application. This data is sent from the device to the server and used as foundational data for health planning and hobby exploration. This information is stored in a database on the server.
[0614] Step 3:
[0615] The server uses Pandas and Scikit-learn to analyze collected health information. Based on the health data received as input, it analyzes the assessment of health status and trends, and generates a personalized health plan as output. This plan includes exercise and diet recommendations.
[0616] Step 4:
[0617] The server uses a generated AI model (GPT-3) to create hobby exploration content for the user. It takes the user's hobby and preference information as input and generates content that suggests new hobby activities to the user as output.
[0618] Step 5:
[0619] The device notifies the user of personalized health plans and hobby exploration content received from the server. These notifications include health goals, exercise reminders, and suggestions for new hobbies. The device visually displays this information to the user.
[0620] Step 6:
[0621] When a user visits a physical store or location, the device uses its built-in sensors to collect location and behavioral information and transmit it to a server. This data is recorded as the user's activity history.
[0622] Step 7:
[0623] The server analyzes collected behavioral data and generates rewards or benefits if certain criteria are met. The generated information is then communicated to the user via a prompt message. For example, "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical store."
[0624] Step 8:
[0625] The terminal displays reward information from the server to the user in real time, and the user confirms that this information is usable at the physical store. This process increases user engagement and promotes continued use of the system.
[0626] 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.
[0627] This invention is a system that provides more personalized support by combining an emotion engine with a platform that assists users in managing their health and exploring their hobbies. Detailed embodiments are shown below.
[0628] User actions:
[0629] Upon first use, users download the application to their device and create an account. They then input basic information about their health and hobbies, and record their daily emotions, initiating communication with an AI avatar. Emotional states are analyzed from text input and voice recordings and interpreted by an emotion engine.
[0630] Emotional engine activation:
[0631] The device sends user input data to an emotion engine, which analyzes emotions in real time. Based on this analysis, the server creates an emotional profile for each user and incorporates it into health plans and hobby recommendations. For example, if the analysis indicates that the user is stressed, the avatar will suggest relaxing hobby content or health advice.
[0632] Server-side processing:
[0633] The server integrates feedback from the emotion engine with health and hobby data to constantly update personalized health plans. Specifically, it selects and provides exercise plans for stress relief and relaxation content such as music. It also designs rewards and perks based on emotions, providing incentives to elicit positive feelings.
[0634] Presented on the device:
[0635] The device presents users with the latest health plans and hobby exploration content at appropriate times, and engages in conversations with an AI avatar that responds according to their emotional state. For example, if the user is motivated, it will suggest a challenging mission.
[0636] Designing social connections:
[0637] The server operates an online community that connects users with shared interests while taking their emotional states into consideration. To promote positive interaction, it evaluates the compatibility between participants based on emotional data and creates opportunities for communication.
[0638] Thus, by utilizing an emotion engine, the present invention provides flexible support that responds to the user's real-time emotional changes, thereby creating an environment that enables elderly people to lead healthy and fulfilling lives.
[0639] The following describes the processing flow.
[0640] Step 1:
[0641] Users download the application to their device and create an account. They enter basic information such as their health status, daily habits, and hobbies. Furthermore, they record their emotional state by entering their daily mood and feelings in text or voice.
[0642] Step 2:
[0643] The terminal sends information entered by the user to the server. Based on this data, the server creates an individual user profile and generates an artificial intelligence avatar. It also prepares to analyze emotional data using an emotion engine.
[0644] Step 3:
[0645] The server uses an emotion engine to analyze the user's emotional data in real time. This creates an individualized emotional profile for each user. This profile is then used to inform health plans and hobby exploration.
[0646] Step 4:
[0647] The server generates a health plan optimized for the user based on health information and emotional profiles. For example, if the user is experiencing stress, it will select yoga or meditation content aimed at relaxation.
[0648] Step 5:
[0649] The server generates gamified hobby exploration content, taking into account the user's hobbies and preferences. It makes suggestions based on the user's emotional state, presenting hobby activities that allow the user to relax or become more active.
[0650] Step 6:
[0651] The device presents the user with health plans and hobby exploration content received from the server. An artificial intelligence avatar provides feedback and advice in a tone that matches the user's emotional state.
[0652] Step 7:
[0653] Users follow health plans presented through their devices and experience hobby-finding content. They track changes in their emotional state by recording daily progress and achievements.
[0654] Step 8:
[0655] The server analyzes user activity logs and emotional data, and generates rewards and benefits when specific health goals are achieved. This provides an incentive to guide users into a positive emotional state.
[0656] Step 9:
[0657] The device notifies the user of information about rewards and benefits and provides feedback to enhance their sense of accomplishment. The goal is to increase positive emotions and motivation.
[0658] Step 10:
[0659] The server matches users based on their emotional state and interests, forming communities of people with shared hobbies. This allows users to gain new opportunities for interaction and build positive social connections.
[0660] (Example 2)
[0661] 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."
[0662] Conventional health management and hobby exploration systems have struggled to personalize services based on users' emotional states. Therefore, they have been inadequate in providing appropriate services that respond to real-time emotional changes in each user. Furthermore, systems that consider emotional compatibility are lacking in the formation of communities that promote interaction among users.
[0663] 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.
[0664] This invention includes a server that includes means for analyzing a user's emotional state and reflecting it in health information and hobby / preference information; means for generating and presenting a personalized health plan in real time based on the user's emotions; means for providing gamified content that supports the exploration of hobbies based on the emotional analysis results; means for forming a community that connects users with common interests by considering the emotional data of other users and evaluating their compatibility; and means for promoting a positive experience by providing rewards and benefits according to emotions. This enables the provision of personalized services that take into account the individual emotions of users and the building of smooth interpersonal relationships within the community.
[0665] A "user" is someone who uses the system for health management or to explore hobbies.
[0666] "Emotional state" refers to information about the user's emotions and serves as the basic data for the system to perform analysis.
[0667] "Health information" refers to data about a user's physical health, and is used to generate a health plan.
[0668] "Hobby and preference information" refers to data about activities and content that users are interested in.
[0669] A "health plan" is a personalized health management program generated by the server based on the user's health status and emotions.
[0670] "Gamified content" refers to content that includes entertainment elements and is used to support users in exploring their hobbies.
[0671] "Community building tools" are functions that connect users with common interests and promote interaction.
[0672] "Rewards and perks" are incentives provided in response to the user's emotions and actions.
[0673] This invention is a personalized platform that combines an emotion engine to support users in managing their health and exploring their hobbies. Specific embodiments are described below.
[0674] User actions:
[0675] The user first installs the application on a mobile device or other suitable device. After creating an account, they input their health status, hobbies, and daily emotional state, which prepares the system for real-time emotion analysis. This then initiates interaction with an AI-powered avatar.
[0676] Device features:
[0677] The device receives emotional data input from the user and transfers it to the emotion engine. Emotional data can be provided via text input or voice, and real-time analysis is performed accordingly.
[0678] Emotional engine:
[0679] The server receives emotional data transferred from the terminal and analyzes it using natural language processing technology. This allows it to determine the user's feelings and emotional tendencies, and the results are stored in the user profile on the server.
[0680] Personalized content generation:
[0681] The server integrates user health and hobby information based on emotional data obtained from the emotion engine to generate personalized health plans and hobby exploration content. For example, if a user is feeling stressed, it recommends relaxation activities and music that can help alleviate stress.
[0682] Content presentation and interaction:
[0683] The device presents personalized content sent from the server to the user. Furthermore, an artificial intelligence avatar engages in dialogue that responds to the user's emotions, providing a richer and more personal user experience. For example, if the avatar determines that the user is in a highly emotional state, it can suggest new and challenging hobbies or activities.
[0684] Forming social connections:
[0685] The server further builds online communities that connect users with shared interests based on emotional data. It considers the emotional compatibility between users, providing an environment where empathy can be fostered and active interaction is encouraged.
[0686] This system aims to support users in leading healthier and more fulfilling lives by providing emotion-responsive health management and hobby exploration. Examples of specific prompts include, "I've been feeling stressed lately; do you have any hobby recommendations for a change of pace?"
[0687] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0688] Step 1:
[0689] User actions:
[0690] Users download the application to their device and create an account. They then input their health status, hobbies, and emotions. This input data includes health information, hobby information, and emotional data in text and voice formats. This data forms the basis for subsequent analysis and profiling.
[0691] Step 2:
[0692] Device operation:
[0693] The device receives daily sentiment data input from the user. This input is in text or voice format, and the device digitizes the information and sends it to the server. The data is encoded and prepared for analysis by the sentiment engine.
[0694] Step 3:
[0695] Server operation:
[0696] The server receives emotion data sent from the terminal. Natural language processing techniques are used to structure the text and audio data for analysis by the emotion engine. This analysis generates a profile that quantitatively represents the user's emotional state.
[0697] Step 4:
[0698] Server operation:
[0699] The server integrates emotional profiles with initial health and hobby information. Based on this integrated data, it generates personalized health plans and hobby content. A generative AI model is used for data processing to create plans tailored to the user's state. For example, a user with a high stress level will have relaxation content generated.
[0700] Step 5:
[0701] Device operation:
[0702] The device provides health plans and hobby content by presenting personalized content sent from the server to the user. Additionally, an artificial intelligence avatar guides the conversation based on the user's emotions and provides prompts to engage the user's interests.
[0703] Step 6:
[0704] Server operation:
[0705] The server uses emotional data to evaluate connections between users with shared hobbies and interests, and forms appropriate communities. It manages an online platform that uses an emotionally sensitive matching algorithm to assess compatibility between users and promote smooth interaction.
[0706] (Application Example 2)
[0707] 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."
[0708] In modern society, there is a need for personalized and effective support for users' health management and hobby exploration. However, conventional systems have been insufficient in providing content based on emotional states, making it difficult to respond flexibly to users' momentary emotions. As a result, there have been limitations in improving user satisfaction and continued use.
[0709] 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.
[0710] In this invention, the server includes means for analyzing the user's emotional state and recommending digital content corresponding to that emotion; means for an artificial intelligence avatar to provide feedback on health planning and preference exploration through dialogue with the user and present content tailored to that emotion; and means for the generated health planning and preference exploration content to be configured using a dynamically updated generative artificial intelligence model and to include a content recommendation function based on the user's emotion analysis. This makes it possible to provide personalized health management and hobby exploration that is in line with the user's emotions.
[0711] "Users" refer to individual people who use the system, and are the entities that use the system's services to manage their health or explore their hobbies.
[0712] An "artificial intelligence avatar" is a digital agent that is generated based on user information and provides personalized help to the user through dialogue and support.
[0713] "Health information" refers to data about the user's physical condition, and this data is fundamental information for managing their health.
[0714] "Preference information" refers to data about users' personal preferences and interests, and is particularly used to provide personalized services in hobby exploration.
[0715] A "health plan" refers to a series of plans and action guidelines that are individualized based on the user's health condition and formulated with the aim of improvement and maintenance.
[0716] "Preference exploration" refers to the process of discovering new hobbies and activities based on the user's interests and concerns.
[0717] "Emotional state" refers to the emotional state a user is experiencing at a particular point in time, and is a factor that the system considers when selecting and providing content.
[0718] "Digital content" refers to entertainment and informational materials distributed in digital format, such as music, movies, and games.
[0719] A "generative AI model" refers to an algorithm or computational model that analyzes user data and provides dynamically generated health plans and preference exploration content.
[0720] The system implementing this invention aims to provide personalized health management and preference exploration, taking into account the user's emotional state. The system consists of an application used by the user on a device such as a smartphone and a server.
[0721] Users download the application and input health and preference information. They also record their daily emotions in text or voice, which is sent to the emotion engine. The emotion engine uses open-source natural language processing and data analysis libraries to analyze emotions and evaluate the user's emotional state in real time.
[0722] The server uses a generative AI model to create individual emotional profiles based on the user's emotional state, and then provides health plans and recommendations for digital content. This recommendation system includes features that provide movies and music optimized for users in specific emotional states based on emotion analysis. Specifically, complex data calculations are performed using machine learning frameworks such as TensorFlow and PyTorch, enabling dynamic content generation.
[0723] The device presents health plans and content tailored to the user's emotional state. An artificial intelligence avatar provides interactive feedback to the user and suggests emotionally relevant content at the appropriate time. For example, if the analysis indicates that the user wants to relax, it will recommend calming music or videos suitable for relaxation.
[0724] For example, if a user enters "I felt stressed at work today," the system will determine that the user is "stressed" and respond by providing relaxing content. An example of a prompt might be, "Use the sentiment analysis engine to provide a list of appropriate movies or music based on the emotion extracted from the user's input 'I felt stressed at work today'."
[0725] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0726] Step 1:
[0727] Users input health information, preference information, and emotions through a smartphone application. The input data is stored on the device as text or audio data. This information forms the basis for emotion analysis in the system.
[0728] Step 2:
[0729] The device sends emotion data entered by the user to the emotion engine. The emotion engine uses a natural language processing library to analyze the text data and identify the user's emotional state (e.g., "happy," "stressed," etc.). This analysis result is then sent to the server.
[0730] Step 3:
[0731] The server uses the emotional state received from the emotion engine to create a personalized content recommendation list using a generative AI model. Based on the input data, a machine learning framework performs data calculations to select digital content that matches a specific emotional state.
[0732] Step 4:
[0733] The server sends the selected digital content (such as a list of movies or music) to the device. The server also generates information about benefits and rewards based on the user's emotional state and prepares to present this information to the user.
[0734] Step 5:
[0735] The device presents the user with recommended content and special offers from the server. An AI avatar interacts with the user, providing emotionally responsive feedback and explaining the content's overview. During this process, details and playlists of the content selected by the user are also displayed.
[0736] 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.
[0737] 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.
[0738] 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.
[0739] [Fourth Embodiment]
[0740] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[0741] 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.
[0742] 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).
[0743] 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.
[0744] 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.
[0745] 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).
[0746] 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.
[0747] 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.
[0748] 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.
[0749] 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.
[0750] 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.
[0751] 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.
[0752] 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".
[0753] This invention is a system for continuously supporting users in health management and the discovery of new hobbies, and its embodiments consist of an artificial intelligence avatar, health information tracking and management, gamified content for hobby exploration, and a function for granting rewards and benefits.
[0754] User actions:
[0755] Users first download the application to their device and create an account. Next, they join the system by entering basic information about their health and hobbies. Health data (e.g., steps, weight, diet) is entered into the device daily or automatically tracked. This allows users to systematically manage their health and follow recommended health plans on a daily basis.
[0756] Data processing by the server:
[0757] The server collects and stores user input data and manages it through an AI avatar. The server generates a customized health plan for each user, providing specific advice on diet and exercise. It also analyzes generated hobby exploration content and recommends the most suitable experiences for the user.
[0758] Display and management on the device:
[0759] The device presents users with customized health plans and hobby exploration content sent from the server. It also tracks the user's activity history and progress, displaying rewards and benefits in real time based on mission completion. For example, if a user achieves a step goal, the device immediately notifies them and awards them virtual badges or points.
[0760] Forming social connections:
[0761] The system matches users with shared hobbies or health goals, forming online communities. This community feature allows users to make new friends and exchange information. For example, through a shared hobby like fishing, users can participate in events within the hobby community and share their experiences.
[0762] Through the processes described above, this system helps retired seniors effectively manage their health, discover new hobbies, and build social connections.
[0763] The following describes the processing flow.
[0764] Step 1:
[0765] Users download the application on their device and create an account. They enter user information such as their name, age, gender, health status, and hobbies / interests.
[0766] Step 2:
[0767] The terminal sends the information entered by the user to the server. Based on the received data, the server creates a customized profile for each user and generates an artificial intelligence avatar.
[0768] Step 3:
[0769] Users input daily health data (e.g., steps taken, diet, sleep duration) into the device, or the device collects data through an automatic tracking function. The device then sends this information to the server.
[0770] Step 4:
[0771] Based on the received health data, the server evaluates each user's health status and generates a customized health plan. This plan includes specific advice on exercise and diet.
[0772] Step 5:
[0773] The server uses user hobby and preference data to generate gamified hobby exploration content, presenting activities and challenges that the user might be interested in.
[0774] Step 6:
[0775] The device presents the user with a health plan and hobby exploration content sent from the server. This includes feedback on their health status and suggestions for new hobbies.
[0776] Step 7:
[0777] Users implement the suggested health plan and experience hobby exploration content. They input or check their progress and results on their device.
[0778] Step 8:
[0779] The server analyzes the user's activity logs and monitors their progress toward specific health goals. If these goals are achieved, it generates rewards or benefits.
[0780] Step 9:
[0781] The device notifies users of rewards and benefits, and displays virtual badges and points, thereby increasing user motivation.
[0782] Step 10:
[0783] The server matches users with shared hobbies or health goals, fostering the formation of online communities. This provides a platform for users to interact and exchange information.
[0784] (Example 1)
[0785] 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".
[0786] Many people today need a comprehensive system to support them in maintaining their health and discovering new hobbies. However, traditional systems lack sufficient individualization and fail to address the diverse needs of users. Furthermore, hobby exploration and health plans are uniform, making it difficult to provide optimal suggestions for each individual. In addition, many users feel isolated because there are insufficient opportunities to form social connections.
[0787] 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.
[0788] In this invention, the server includes means for tracking and managing the user's health indicators and preference information using an artificial intelligence surrogate generated based on information collected from the user; means for generating and presenting an adapted health plan based on the user's health indicators; and means for providing the user with gamified information to support the exploration of entertainment. This enables health management and hobby discovery optimized for each individual user, while simultaneously strengthening social connections among users.
[0789] "Users" refer to individuals who use the system for health management or to discover new hobbies.
[0790] "Artificial intelligence proxy" is a program that generates optimal health plans and hobby exploration plans based on the user's data.
[0791] "Health indicators" refer to numerical data and information that represent the user's health status, and include, for example, steps taken, weight, and dietary content.
[0792] "Tracking and managing" refers to the process of regularly recording and analyzing data collected from users and monitoring their status.
[0793] An "adapted health plan" refers to a feasible plan for improving health that is tailored to the individual needs and health status of the user.
[0794] "Exploring entertainment" is a process that supports users' attempts to discover new hobbies and activities.
[0795] "Gamified information" refers to information or content provided as entertainment to attract users' interest and encourage participation.
[0796] "Social connections" refer to mechanisms that connect users with common interests and goals within a community, promoting interaction among them.
[0797] "Providing rewards or benefits based on goal achievement" refers to the process of offering rewards or benefits as an incentive when a user achieves a set goal.
[0798] "Data analysis methods" refer to the procedures and techniques used to analyze collected data and generate useful information and suggestions for users.
[0799] A "generative artificial intelligence model" refers to an algorithm or program that dynamically generates plans and suggestions tailored to the user based on data.
[0800] The invention will now be described in terms of its implementation. This system is designed to allow users to efficiently manage their health and explore their hobbies, and is centered around three main components: a server, a terminal, and the user.
[0801] Server role:
[0802] The server receives health information and preference data sent from the user's terminal and stores it in a database. Database technologies such as SQLite or NoSQL may be used for this database.
[0803] The collected data is analyzed using AI models (e.g., TensorFlow or PyTorch). This generates a personalized health plan based on the user's health status and provides optimal recommendations for exploring entertainment.
[0804] Terminal role:
[0805] The terminal displays custom plans and content sent from the server to the user, providing an intuitive interface.
[0806] It runs on Android and iOS platforms and uses smartphones and tablets to track users' activity history.
[0807] The device also notifies users of rewards and benefits in real time, making it easier to provide incentives.
[0808] User roles:
[0809] Users download a dedicated app compatible with their smartphone or tablet device. They create an account and enter the necessary health indicators and preference data.
[0810] Health data is collected either manually or automatically from wearable devices. For example, a fitness tracker might use Bluetooth to sync step count data.
[0811] Users can proactively request information tailored to their health status and interests by using prompts provided by the system. Examples of prompts include, "Based on my recent activity data, please suggest some exercises for this weekend," and "What activities would you recommend as a new hobby for me?"
[0812] This system will enable users to better manage their health and lifestyle, help them discover new hobbies, and strengthen their social connections.
[0813] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0814] Step 1:
[0815] The user enters health data and information about their hobbies and preferences into the device. This information includes age, height, weight, steps taken, diet, and areas of interest. The device collects this data and prepares it for transmission to the server when the next processing step begins.
[0816] Step 2:
[0817] The server receives user data sent from the terminal and stores it in a database. Here, data consistency is ensured, and data is stored accurately for each user. The stored data is managed using database technologies such as SQLite or NoSQL for use in subsequent processing.
[0818] Step 3:
[0819] The server uses an AI model to analyze stored user data. Data processing includes statistical analysis of health data and extraction of patterns in hobbies and preferences. The output includes personalized health plans and recommended hobbies. This process utilizes generative AI models based on TensorFlow and PyTorch.
[0820] Step 4:
[0821] To send the generated health plan and hobby search results to the device, the server formats the data for the device. During this process, the data is compressed as needed to ensure efficient transfer.
[0822] Step 5:
[0823] The device displays plans and content received from the server to the user. Users can view this information visually and clearly through the app. The interface is intuitive and designed to allow users to easily make decisions about their health and hobbies.
[0824] Step 6:
[0825] The device tracks the user's activity history and provides reward notifications and benefits based on achieved goals. During this process, achievement status is evaluated in real time, and specific actions such as awarding virtual badges or points are performed.
[0826] Step 7:
[0827] When a user wants to ask a question about a new health plan or hobby, they enter a prompt into the device. In response to this input, the device sends a request to the server, which then provides an answer generated by an AI model. The output then presents personalized advice and new suggestions for the user.
[0828] (Application Example 1)
[0829] 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".
[0830] Traditional health management systems and hobby-finding services only manage users' health information and hobbies individually, and struggle to provide a comprehensive experience that integrates with information about their physical activities. Furthermore, providing real-time information about special offers and events at the physical locations users visit is difficult, highlighting the need for services that enhance user engagement.
[0831] 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.
[0832] In this invention, the server includes means for tracking and managing health information and hobby / preference information using an artificial intelligence avatar generated based on the user; means for acquiring behavioral information at physical locations visited by the user and providing related services; and means for generating and presenting a personalized health plan based on the user's health information. This allows users to comprehensively manage their health and discover new hobbies, and improves user engagement by providing appropriate rewards and event information in real time based on behavioral information at physical locations.
[0833] An "artificial intelligence avatar" is a virtual agent generated based on the user, designed to manage health information and preferences through interaction with the user.
[0834] "Health information" refers to data that indicates the user's physical health status, including steps taken, weight, and dietary information.
[0835] "Hobby and preference information" refers to data that represents the activities and areas of interest that a user is interested in, and is used to track an individual's hobbies and interests.
[0836] "Behavioral information" refers to data about a user's actions when they visit a physical location, including location information and activity history at stores.
[0837] "Related services" refer to services and experiences provided based on the user's health information, hobbies and preferences, and behavioral information, and include health plans and event information.
[0838] A "health plan" is a plan individually designed based on a user's health information to support the user in achieving their health goals.
[0839] "Reward information" refers to rewards or discounts that users can receive when they achieve specific metrics.
[0840] "Event information" refers to information about special activities or events related to physical locations or communities that is communicated to users.
[0841] A "server" is a computer system that has the function of collecting and storing data from users and providing various plans and information.
[0842] "Community building" refers to a platform that connects users with common hobbies or goals, promoting information exchange and interaction.
[0843] In the system for implementing this invention, the server is implemented using an artificial intelligence avatar generated based on the user. First, the user downloads a dedicated application to their smartphone and creates an account. Next, they enter their health information and hobbies / preferences to participate in the system.
[0844] The server is located in the cloud and built using Python and Flask. It collects and stores health and behavioral information submitted by users and uses data analysis tools such as Pandas and Scikit-learn to create personalized health plans based on this information. The server also uses the generative AI model GPT-3 to generate interactive advice and content for hobby exploration for users.
[0845] The terminal, which is the user's smartphone or tablet, is responsible for receiving information sent from the server and notifying the user. It also functions as an interface for collecting and sending user behavior and health information to the server. The terminal also displays reward and event information in real time when the user performs certain actions at a physical location.
[0846] For example, when a user visits a location and reaches a set number of steps, the device immediately notifies the user and displays reward information provided by the server. This process uses prompts such as the following:
[0847] "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical stores."
[0848] In this way, users can efficiently manage their health and explore their hobbies, and access special offers in real time.
[0849] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0850] Step 1:
[0851] The user launches the application using their smartphone and logs into their account. The user's authentication information is provided as input, and the user's personal profile and past health data are retrieved as output. In this process, the device receives the user's input and sends it to the server for authentication.
[0852] Step 2:
[0853] Users input their health information (e.g., steps taken, weight, diet) and hobbies / interests into the application. This data is sent from the device to the server and used as foundational data for health planning and hobby exploration. This information is stored in a database on the server.
[0854] Step 3:
[0855] The server uses Pandas and Scikit-learn to analyze collected health information. Based on the health data received as input, it analyzes the assessment of health status and trends, and generates a personalized health plan as output. This plan includes exercise and diet recommendations.
[0856] Step 4:
[0857] The server uses a generated AI model (GPT-3) to create hobby exploration content for the user. It takes the user's hobby and preference information as input and generates content that suggests new hobby activities to the user as output.
[0858] Step 5:
[0859] The device notifies the user of personalized health plans and hobby exploration content received from the server. These notifications include health goals, exercise reminders, and suggestions for new hobbies. The device visually displays this information to the user.
[0860] Step 6:
[0861] When a user visits a physical store or location, the device uses its built-in sensors to collect location and behavioral information and transmit it to a server. This data is recorded as the user's activity history.
[0862] Step 7:
[0863] The server analyzes collected behavioral data and generates rewards or benefits if certain criteria are met. The generated information is then communicated to the user via a prompt message. For example, "Based on your health data, you have achieved your step goal for this week. You will receive a XX% discount on your next purchase at our physical store."
[0864] Step 8:
[0865] The terminal displays reward information from the server to the user in real time, and the user confirms that this information is usable at the physical store. This process increases user engagement and promotes continued use of the system.
[0866] 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.
[0867] This invention is a system that provides more personalized support by combining an emotion engine with a platform that assists users in managing their health and exploring their hobbies. Detailed embodiments are shown below.
[0868] User actions:
[0869] Upon first use, users download the application to their device and create an account. They then input basic information about their health and hobbies, and record their daily emotions, initiating communication with an AI avatar. Emotional states are analyzed from text input and voice recordings and interpreted by an emotion engine.
[0870] Emotional engine activation:
[0871] The device sends user input data to an emotion engine, which analyzes emotions in real time. Based on this analysis, the server creates an emotional profile for each user and incorporates it into health plans and hobby recommendations. For example, if the analysis indicates that the user is stressed, the avatar will suggest relaxing hobby content or health advice.
[0872] Server-side processing:
[0873] The server integrates feedback from the emotion engine with health and hobby data to constantly update personalized health plans. Specifically, it selects and provides exercise plans for stress relief and relaxation content such as music. It also designs rewards and perks based on emotions, providing incentives to elicit positive feelings.
[0874] Presented on the device:
[0875] The device presents users with the latest health plans and hobby exploration content at appropriate times, and engages in conversations with an AI avatar that responds according to their emotional state. For example, if the user is motivated, it will suggest a challenging mission.
[0876] Designing social connections:
[0877] The server operates an online community that connects users with shared interests while taking their emotional states into consideration. To promote positive interaction, it evaluates the compatibility between participants based on emotional data and creates opportunities for communication.
[0878] Thus, by utilizing an emotion engine, the present invention provides flexible support that responds to the user's real-time emotional changes, thereby creating an environment that enables elderly people to lead healthy and fulfilling lives.
[0879] The following describes the processing flow.
[0880] Step 1:
[0881] Users download the application to their device and create an account. They enter basic information such as their health status, daily habits, and hobbies. Furthermore, they record their emotional state by entering their daily mood and feelings in text or voice.
[0882] Step 2:
[0883] The terminal sends information entered by the user to the server. Based on this data, the server creates an individual user profile and generates an artificial intelligence avatar. It also prepares to analyze emotional data using an emotion engine.
[0884] Step 3:
[0885] The server uses an emotion engine to analyze the user's emotional data in real time. This creates an individualized emotional profile for each user. This profile is then used to inform health plans and hobby exploration.
[0886] Step 4:
[0887] The server generates a health plan optimized for the user based on health information and emotional profiles. For example, if the user is experiencing stress, it will select yoga or meditation content aimed at relaxation.
[0888] Step 5:
[0889] The server generates gamified hobby exploration content, taking into account the user's hobbies and preferences. It makes suggestions based on the user's emotional state, presenting hobby activities that allow the user to relax or become more active.
[0890] Step 6:
[0891] The device presents the user with health plans and hobby exploration content received from the server. An artificial intelligence avatar provides feedback and advice in a tone that matches the user's emotional state.
[0892] Step 7:
[0893] Users follow health plans presented through their devices and experience hobby-finding content. They track changes in their emotional state by recording daily progress and achievements.
[0894] Step 8:
[0895] The server analyzes user activity logs and emotional data, and generates rewards and benefits when specific health goals are achieved. This provides an incentive to guide users into a positive emotional state.
[0896] Step 9:
[0897] The device notifies the user of information about rewards and benefits and provides feedback to enhance their sense of accomplishment. The goal is to increase positive emotions and motivation.
[0898] Step 10:
[0899] The server matches users based on their emotional state and interests, forming communities of people with shared hobbies. This allows users to gain new opportunities for interaction and build positive social connections.
[0900] (Example 2)
[0901] 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".
[0902] Conventional health management and hobby exploration systems have struggled to personalize services based on users' emotional states. Therefore, they have been inadequate in providing appropriate services that respond to real-time emotional changes in each user. Furthermore, systems that consider emotional compatibility are lacking in the formation of communities that promote interaction among users.
[0903] 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.
[0904] This invention includes a server that includes means for analyzing a user's emotional state and reflecting it in health information and hobby / preference information; means for generating and presenting a personalized health plan in real time based on the user's emotions; means for providing gamified content that supports the exploration of hobbies based on the emotional analysis results; means for forming a community that connects users with common interests by considering the emotional data of other users and evaluating their compatibility; and means for promoting a positive experience by providing rewards and benefits according to emotions. This enables the provision of personalized services that take into account the individual emotions of users and the building of smooth interpersonal relationships within the community.
[0905] A "user" is someone who uses the system for health management or to explore hobbies.
[0906] "Emotional state" refers to information about the user's emotions and serves as the basic data for the system to perform analysis.
[0907] "Health information" refers to data about a user's physical health, and is used to generate a health plan.
[0908] "Hobby and preference information" refers to data about activities and content that users are interested in.
[0909] A "health plan" is a personalized health management program generated by the server based on the user's health status and emotions.
[0910] "Gamified content" refers to content that includes entertainment elements and is used to support users in exploring their hobbies.
[0911] "Community building tools" are functions that connect users with common interests and promote interaction.
[0912] "Rewards and perks" are incentives provided in response to the user's emotions and actions.
[0913] This invention is a personalized platform that combines an emotion engine to support users in managing their health and exploring their hobbies. Specific embodiments are described below.
[0914] User actions:
[0915] The user first installs the application on a mobile device or other suitable device. After creating an account, they input their health status, hobbies, and daily emotional state, which prepares the system for real-time emotion analysis. This then initiates interaction with an AI-powered avatar.
[0916] Device features:
[0917] The device receives emotional data input from the user and transfers it to the emotion engine. Emotional data can be provided via text input or voice, and real-time analysis is performed accordingly.
[0918] Emotional engine:
[0919] The server receives emotional data transferred from the terminal and analyzes it using natural language processing technology. This allows it to determine the user's feelings and emotional tendencies, and the results are stored in the user profile on the server.
[0920] Personalized content generation:
[0921] The server integrates user health and hobby information based on emotional data obtained from the emotion engine to generate personalized health plans and hobby exploration content. For example, if a user is feeling stressed, it recommends relaxation activities and music that can help alleviate stress.
[0922] Content presentation and interaction:
[0923] The device presents personalized content sent from the server to the user. Furthermore, an artificial intelligence avatar engages in dialogue that responds to the user's emotions, providing a richer and more personal user experience. For example, if the avatar determines that the user is in a highly emotional state, it can suggest new and challenging hobbies or activities.
[0924] Forming social connections:
[0925] The server further builds online communities that connect users with shared interests based on emotional data. It considers the emotional compatibility between users, providing an environment where empathy can be fostered and active interaction is encouraged.
[0926] This system aims to support users in leading healthier and more fulfilling lives by providing emotion-responsive health management and hobby exploration. Examples of specific prompts include, "I've been feeling stressed lately; do you have any hobby recommendations for a change of pace?"
[0927] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0928] Step 1:
[0929] User actions:
[0930] Users download the application to their device and create an account. They then input their health status, hobbies, and emotions. This input data includes health information, hobby information, and emotional data in text and voice formats. This data forms the basis for subsequent analysis and profiling.
[0931] Step 2:
[0932] Device operation:
[0933] The device receives daily sentiment data input from the user. This input is in text or voice format, and the device digitizes the information and sends it to the server. The data is encoded and prepared for analysis by the sentiment engine.
[0934] Step 3:
[0935] Server operation:
[0936] The server receives emotion data sent from the terminal. Natural language processing techniques are used to structure the text and audio data for analysis by the emotion engine. This analysis generates a profile that quantitatively represents the user's emotional state.
[0937] Step 4:
[0938] Server operation:
[0939] The server integrates emotional profiles with initial health and hobby information. Based on this integrated data, it generates personalized health plans and hobby content. A generative AI model is used for data processing to create plans tailored to the user's state. For example, a user with a high stress level will have relaxation content generated.
[0940] Step 5:
[0941] Device operation:
[0942] The device provides health plans and hobby content by presenting personalized content sent from the server to the user. Additionally, an artificial intelligence avatar guides the conversation based on the user's emotions and provides prompts to engage the user's interests.
[0943] Step 6:
[0944] Server operation:
[0945] The server uses emotional data to evaluate connections between users with shared hobbies and interests, and forms appropriate communities. It manages an online platform that uses an emotionally sensitive matching algorithm to assess compatibility between users and promote smooth interaction.
[0946] (Application Example 2)
[0947] 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".
[0948] In modern society, there is a need for personalized and effective support for users' health management and hobby exploration. However, conventional systems have been insufficient in providing content based on emotional states, making it difficult to respond flexibly to users' momentary emotions. As a result, there have been limitations in improving user satisfaction and continued use.
[0949] 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.
[0950] In this invention, the server includes means for analyzing the user's emotional state and recommending digital content corresponding to that emotion; means for an artificial intelligence avatar to provide feedback on health planning and preference exploration through dialogue with the user and present content tailored to that emotion; and means for the generated health planning and preference exploration content to be configured using a dynamically updated generative artificial intelligence model and to include a content recommendation function based on the user's emotion analysis. This makes it possible to provide personalized health management and hobby exploration that is in line with the user's emotions.
[0951] "Users" refer to individual people who use the system, and are the entities that use the system's services to manage their health or explore their hobbies.
[0952] An "artificial intelligence avatar" is a digital agent that is generated based on user information and provides personalized help to the user through dialogue and support.
[0953] "Health information" refers to data about the user's physical condition, and this data is fundamental information for managing their health.
[0954] "Preference information" refers to data about users' personal preferences and interests, and is particularly used to provide personalized services in hobby exploration.
[0955] A "health plan" refers to a series of plans and action guidelines that are individualized based on the user's health condition and formulated with the aim of improvement and maintenance.
[0956] "Preference exploration" refers to the process of discovering new hobbies and activities based on the user's interests and concerns.
[0957] "Emotional state" refers to the emotional state a user is experiencing at a particular point in time, and is a factor that the system considers when selecting and providing content.
[0958] "Digital content" refers to entertainment and informational materials distributed in digital format, such as music, movies, and games.
[0959] A "generative AI model" refers to an algorithm or computational model that analyzes user data and provides dynamically generated health plans and preference exploration content.
[0960] The system implementing this invention aims to provide personalized health management and preference exploration, taking into account the user's emotional state. The system consists of an application used by the user on a device such as a smartphone and a server.
[0961] Users download the application and input health and preference information. They also record their daily emotions in text or voice, which is sent to the emotion engine. The emotion engine uses open-source natural language processing and data analysis libraries to analyze emotions and evaluate the user's emotional state in real time.
[0962] The server uses a generative AI model to create individual emotional profiles based on the user's emotional state, and then provides health plans and recommendations for digital content. This recommendation system includes features that provide movies and music optimized for users in specific emotional states based on emotion analysis. Specifically, complex data calculations are performed using machine learning frameworks such as TensorFlow and PyTorch, enabling dynamic content generation.
[0963] The device presents health plans and content tailored to the user's emotional state. An artificial intelligence avatar provides interactive feedback to the user and suggests emotionally relevant content at the appropriate time. For example, if the analysis indicates that the user wants to relax, it will recommend calming music or videos suitable for relaxation.
[0964] For example, if a user enters "I felt stressed at work today," the system will determine that the user is "stressed" and respond by providing relaxing content. An example of a prompt might be, "Use the sentiment analysis engine to provide a list of appropriate movies or music based on the emotion extracted from the user's input 'I felt stressed at work today'."
[0965] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0966] Step 1:
[0967] Users input health information, preference information, and emotions through a smartphone application. The input data is stored on the device as text or audio data. This information forms the basis for emotion analysis in the system.
[0968] Step 2:
[0969] The device sends emotion data entered by the user to the emotion engine. The emotion engine uses a natural language processing library to analyze the text data and identify the user's emotional state (e.g., "happy," "stressed," etc.). This analysis result is then sent to the server.
[0970] Step 3:
[0971] The server uses the emotional state received from the emotion engine to create a personalized content recommendation list using a generative AI model. Based on the input data, a machine learning framework performs data calculations to select digital content that matches a specific emotional state.
[0972] Step 4:
[0973] The server sends the selected digital content (such as a list of movies or music) to the device. The server also generates information about benefits and rewards based on the user's emotional state and prepares to present this information to the user.
[0974] Step 5:
[0975] The device presents the user with recommended content and special offers from the server. An AI avatar interacts with the user, providing emotionally responsive feedback and explaining the content's overview. During this process, details and playlists of the content selected by the user are also displayed.
[0976] 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.
[0977] 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.
[0978] 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.
[0979] 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.
[0980] 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.
[0981] 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.
[0982] 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.
[0983] 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.
[0984] 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."
[0985] 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.
[0986] 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.
[0987] 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.
[0988] 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.
[0989] 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.
[0990] 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.
[0991] 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.
[0992] 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.
[0993] 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.
[0994] 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.
[0995] 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.
[0996] 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.
[0997] The following is further disclosed regarding the embodiments described above.
[0998] (Claim 1)
[0999] A means for tracking and managing a user's health information and hobby preferences using an artificial intelligence avatar generated based on the user,
[1000] A means for generating and presenting personalized health plans based on the user's health information,
[1001] A means of providing users with gamified content to support their exploration of hobbies,
[1002] A means of forming communities to connect users with common interests,
[1003] A system that includes means for rewarding users with benefits or perks based on their achievement of specific metrics.
[1004] (Claim 2)
[1005] The system according to claim 1, comprising means for an artificial intelligence avatar to provide feedback on health plans and hobby exploration through interaction with the user.
[1006] (Claim 3)
[1007] The system according to claim 1, wherein the generated health plan and hobby exploration content are configured using a dynamically updated generative artificial intelligence model.
[1008] "Example 1"
[1009] (Claim 1)
[1010] A means for tracking and managing users' health indicators and preference information using artificial intelligence surrogates generated based on information collected from users,
[1011] A means for generating and presenting an adapted health plan based on the user's health indicators,
[1012] A means of providing users with gamified information to support their search for entertainment,
[1013] A means of forming groups to connect users with common interests,
[1014] A means of rewarding users with benefits or perks in response to their achievement of specific goals,
[1015] A means of recording the user's activity history and evaluating their achievements,
[1016] A system that includes data analysis tools to dynamically analyze collected data and recommend the optimal experience for users.
[1017] (Claim 2)
[1018] The system according to claim 1, comprising means for an artificial intelligence agent to provide feedback on health planning and entertainment exploration through interaction with the user and to make personalized recommendations.
[1019] (Claim 3)
[1020] The system according to claim 1, wherein the generated health plan and entertainment exploration information are configured using a dynamically updated generative artificial intelligence model and adjusted to the individual needs of the user.
[1021] "Application Example 1"
[1022] (Claim 1)
[1023] A means for tracking and managing a user's health information and hobby preferences using an artificial intelligence avatar generated based on the user,
[1024] A means of acquiring behavioral information and providing related services at the physical locations visited by users,
[1025] A means for generating and presenting personalized health plans based on the user's health information,
[1026] A means of providing users with gamified content to support their exploration of hobbies,
[1027] A means of forming communities to connect users with common interests,
[1028] A system that includes means for rewarding users with benefits or perks based on their achievement of specific metrics.
[1029] (Claim 2)
[1030] The system according to claim 1, further comprising means for an artificial intelligence avatar to provide feedback on health plans and hobby exploration through interaction with the user, and for providing the user with information on special events at physical locations.
[1031] (Claim 3)
[1032] The system according to claim 1, wherein the generated health plan and hobby exploration content are configured using a dynamically updated generative artificial intelligence model, and the system provides information on physical locations based on acquired behavioral information.
[1033] "Example 2 of combining an emotion engine"
[1034] (Claim 1)
[1035] A means to analyze the emotional state of users and reflect it in health information and hobby / preference information,
[1036] A means for generating and presenting personalized health plans in real time based on the user's emotions,
[1037] A means of providing gamified content that supports the exploration of hobbies based on the results of emotion analysis,
[1038] A community-building method that connects users with common interests by considering the emotional data of users and evaluating their compatibility,
[1039] A system that includes means to promote positive experiences by providing rewards and benefits that respond to emotions.
[1040] (Claim 2)
[1041] The system according to claim 1, comprising means for an artificial intelligence avatar to provide emotionally responsive health plan and hobby exploration feedback through interaction with the user.
[1042] (Claim 3)
[1043] The system according to claim 1, wherein the generated health plan and hobby exploration content are configured using a generative artificial intelligence model that is dynamically updated based on the user's emotional data.
[1044] "Application example 2 when combining with an emotional engine"
[1045] (Claim 1)
[1046] A means for tracking and managing users' health information and preference information using an artificial intelligence avatar generated based on the user,
[1047] A means for generating and presenting an individualized health plan based on the user's health information,
[1048] A means of providing users with gamified experiences to support the exploration of their preferences,
[1049] A means of forming groups to connect users with common interests,
[1050] A means to analyze the emotional state of users and recommend digital content that corresponds to their emotions,
[1051] A system that includes means for rewarding users with benefits or perks based on their achievement of specific metrics.
[1052] (Claim 2)
[1053] The system according to claim 1, comprising means for an artificial intelligence avatar to provide feedback on health planning and preference exploration through interaction with the user, and to present content tailored to the user's emotions.
[1054] (Claim 3)
[1055] The system according to claim 1, wherein the generated health plan and preference exploration content are configured using a dynamically updated generative artificial intelligence model, and includes a content recommendation function based on user sentiment analysis. [Explanation of symbols]
[1056] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
1. A means for tracking and managing a user's health information and hobby preferences using an artificial intelligence avatar generated based on the user, A means for generating and presenting personalized health plans based on the user's health information, A means of providing users with gamified content to support their exploration of hobbies, A means of forming communities to connect users with common interests, A system that includes means for rewarding users with benefits or perks based on their achievement of specific metrics.
2. The system according to claim 1, comprising means for an artificial intelligence avatar to provide feedback on health plans and hobby exploration through interaction with the user.
3. The system according to claim 1, wherein the generated health plan and hobby exploration content are configured using a dynamically updated generative artificial intelligence model.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A