system
A generative AI system creates customized STEM projects with real-time feedback, addressing attention scatter and parental burden by enhancing children's engagement and learning effectiveness.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOFTBANK GROUP CORP
- Filing Date
- 2024-12-05
- Publication Date
- 2026-06-17
Smart Images

Figure 2026098591000001_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 as a response to the user utterance.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Modern children tend to have their attention scattered due to the spread of digital technology, and it is difficult to maintain their interest with conventional learning methods. Also, for guardians, managing children's learning is a time-consuming and mentally burdensome task. In such a situation, an effective learning support system that can draw children's interest in the fields of science, technology, engineering, and mathematics (STEM) and cultivate their creativity and problem-solving abilities is in demand.
Means for Solving the Problems
[0005] This invention provides a system including a server equipped with generative artificial intelligence that generates customized projects according to a child's interests and skills. Specifically, the server generates individually optimized learning projects using user profile data and presents them to the user via a terminal. It also records progress in real time and transmits it to the server, providing progress feedback using the generative artificial intelligence model. This system makes the learning process more enjoyable for children and reduces the burden on parents.
[0006] A "generative artificial intelligence model" refers to algorithms and technologies that automatically generate individualized learning projects based on a child's interests and skills.
[0007] A "server system" refers to a computer system that processes and stores data via a network and uses generative artificial intelligence models to generate projects and provide feedback.
[0008] "Terminal device" refers to a device that a user can operate, communicate with a server to display project information, and record progress.
[0009] "User profile data" refers to a dataset containing information such as a user's name, age, interests, and skills.
[0010] "Progress feedback" refers to the analysis results and advice regarding the progress a user receives while working on a project. [Brief explanation of the drawing]
[0011] [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] This is a conceptual diagram showing an example of the essential functions of a data processing device and a smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11] This is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] This is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] This is a sequence diagram showing the processing flow of the data processing system in Example 2, which incorporates an emotion engine. [Figure 14] This is a sequence diagram showing the processing flow of the data processing system in Application Example 2, which combines an emotion engine. [Modes for carrying out the invention]
[0012] Hereinafter, an example of an embodiment of the system relating to the technology of this disclosure will be described with reference to the attached drawings.
[0013] First, let's explain the terminology used in the following explanation.
[0014] In the following embodiments, the labeled processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like.
[0015] In the following embodiments, the labeled RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.
[0016] In the following embodiments, the labeled storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, and the like.
[0017] In the following embodiments, the labeled communication I / F (Interface) is an interface including a communication processor and an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark), and the like.
[0018] 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."
[0019] [First Embodiment]
[0020] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0021] 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.
[0022] 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).
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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".
[0032] This invention provides an interactive learning system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) education. The system primarily consists of a server, terminals, and users.
[0033] The server receives profile data sent by the user and has the function of generating personalized learning projects tailored to the user's interests and skills using a specific generative artificial intelligence model. These generated projects are designed based on learning objectives and aim to stimulate children's imagination and motivate them to learn.
[0034] The terminal provides an interface for user interaction, presenting project information received from the server to the user visually and intuitively. The terminal also plays a role in recording user actions and periodically sending progress updates to the server.
[0035] When working on a project, users complete tasks through their devices. The devices provide users with real-time feedback from the server and display interactive explanations and hints as needed.
[0036] For example, if a user indicates in their profile that they are interested in "robotics," the server will generate a project for "designing and programming a simple robotic arm." The terminal will present this project to the user, clearly guiding them through the design overview, necessary steps, and goals to be achieved. The user will proceed with the project according to the specified steps, receiving real-time progress updates and feedback from the terminal.
[0037] In this way, the system helps children acquire knowledge and skills in STEM fields while having fun. It also reduces the burden of parental supervision, enabling smoother learning in the home environment.
[0038] The following describes the processing flow.
[0039] Step 1:
[0040] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0041] Step 2:
[0042] The server analyzes the received profile data and uses a generative artificial intelligence model to generate learning projects based on the user's interests and skills. The generated projects are then sent from the server to the terminal.
[0043] Step 3:
[0044] The terminal displays project information received from the server to the user. The project includes an overview, goals, and steps to be taken, and is presented to the user visually and intuitively by the terminal.
[0045] Step 4:
[0046] The user begins working on the project. The user's actions and activities are recorded by the device, and this data is periodically sent to the server.
[0047] Step 5:
[0048] The server analyzes the progress data sent from the terminal and evaluates the user's current learning status. Based on the analysis, the server generates feedback using a generative artificial intelligence model and sends it to the terminal.
[0049] Step 6:
[0050] The terminal displays feedback from the server to the user. This feedback includes progress evaluations and advice on what actions to take next.
[0051] Step 7:
[0052] Users can continue the project while referring to feedback and information from their devices. They can also take on additional challenges and explore further as needed.
[0053] (Example 1)
[0054] 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."
[0055] In today's educational environment, providing appropriate learning content tailored to children's interests and skill levels is challenging. Furthermore, the lack of mechanisms for providing real-time feedback based on individual progress and understanding makes it difficult to promote effective autonomous learning. Therefore, there is a need for a system that allows children to maintain a sustained interest in learning and acquire skills effectively.
[0056] 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.
[0057] In this invention, the server includes an information processing device means equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities; a display device means for presenting project information received from the information processing device means to the user and recording the degree of achievement; and a display device means for displaying educational feedback generated by the information processing device means to the user. This enables children to work on projects tailored to their individual interests and to efficiently progress in their learning while receiving feedback according to their progress.
[0058] An "information processing device" is a device equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities.
[0059] A "display device" is a device that presents project information received from an information processing device to the user and records the degree of completion.
[0060] "Educational feedback" refers to improvement information generated by an information processing device and presented based on the user's learning progress.
[0061] An "artificial intelligence model" is a computational model that creates projects tailored to the user's interests and abilities, analyzes progress data, and generates feedback.
[0062] "Project information" refers to information that includes details, procedures, and objectives of the learning content provided to the user.
[0063] "User information" refers to data based on the user's interests, abilities, and other individual attributes.
[0064] The following describes an embodiment for carrying out this invention. This system consists of a server as an information processing device, a terminal as a display device, and a user as a user.
[0065] The server receives input information from the user and uses an artificial intelligence model to generate educational projects based on that information. This AI model utilizes an advanced generative AI model with inference capabilities (for example, the GPT series models used for text generation and data analysis). The server quickly creates project information tailored to the user's interests and abilities and sends the results to the terminal.
[0066] The terminal is a device that presents project information received from the server to the user in an intuitive and visual manner. A tablet or computer is used as the interface. The terminal displays detailed project information, procedures, and goals, and supports user operation. It also has the function of recording user progress and feeding that information back to the server.
[0067] Users work on projects via a terminal and complete assigned tasks. While the user is working on the project, the terminal provides real-time feedback and hints. For example, if the user is interested in robotics, the server will generate a project called "Design and Program a Simple Robot Arm." An example of a specific prompt might be, "You are trying to design and program a simple robot arm. First, think of the basic shape of the arm, and then explain the steps to write the control program."
[0068] In this way, the system is designed to enable children to learn based on their own interests and effectively acquire new knowledge and skills by receiving feedback as needed.
[0069] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0070] Step 1:
[0071] The server receives profile information from the user via the terminal. This profile information includes the user's interests, age, and existing skill level. Based on this input, the server performs data analysis and selects the most suitable learning project.
[0072] Step 2:
[0073] The server generates project information using an AI model based on the selected information. The AI model utilizes prompts to create detailed project information, including an overview, procedures, and goals. This output is then sent to the terminal.
[0074] Step 3:
[0075] The terminal presents received project information to the user visually and intuitively. The interface utilizes tablets or computers, designed to allow users to easily understand and interact with the information. This enables users to grasp the project content and prepare the information they need to receive.
[0076] Step 4:
[0077] The user begins working on the project based on the presented project. Specifically, they follow the project's procedures and complete tasks one by one. The input includes the user's progress and actions, and the terminal's role is to record this information.
[0078] Step 5:
[0079] The device sends user progress information to the server in real time. The server receives this data and analyzes it to generate the feedback the user needs next. This feedback includes explanations of areas where the user is struggling and suggestions for further learning.
[0080] Step 6:
[0081] The server sends the generated feedback to the terminal. The terminal immediately presents this to the user, who then continues working based on the feedback. This allows the user to complete learning projects step by step and efficiently improve their knowledge and skills.
[0082] (Application Example 1)
[0083] 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."
[0084] There is a need to provide interactive systems that stimulate children's interest in science, technology, engineering, and mathematics (STEM) education and offer individualized learning projects. However, conventional systems struggle to provide optimal learning experiences tailored to each child's interests and skills. Furthermore, simply providing digital content does not stimulate children's continued motivation to learn, highlighting the challenge of providing a more practical and interactive learning environment.
[0085] 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.
[0086] In this invention, the server includes an information processing means equipped with a generative intelligence model for generating learning plans based on a child's interests and skills; a presentation means for presenting the plan information received from the information processing means to the user and recording progress; a display means for displaying progress feedback generated by the information processing means to the user; and an auxiliary means for assisting learning while interacting with the user via a humanoid machine. This enables children to engage in individually customized learning projects while receiving an interactive learning experience.
[0087] "Children" refers to young people who are of age to receive science, technology, engineering, and mathematics (STEM) education.
[0088] "Interest" refers to an individual's feeling of interest or attraction to a particular topic or activity.
[0089] "Skills" refer to the knowledge and abilities necessary to perform a specific activity.
[0090] A "learning plan" is a series of activities or tasks set up based on educational objectives.
[0091] A "generative intelligence model" is an artificial intelligence algorithm that generates appropriate output based on data.
[0092] "Information processing means" refers to devices and technologies for analyzing data and outputting necessary information.
[0093] "Presentation means" refers to devices or technologies for showing information to users visually or audibly.
[0094] A "user" is a person or group that operates the system and enjoys its benefits.
[0095] "Progress" refers to the state of advancement toward the completion of an activity or project.
[0096] "Display means" refers to devices and technologies used to convey information and feedback to users through screens, audio, etc.
[0097] A "humanoid mechanical device" is a machine that mimics the shape of a human being, possesses specific functions, and is capable of dialogue.
[0098] "Dialogue" is the act of multiple parties exchanging opinions and information.
[0099] "Auxiliary means" are functions or technologies that support and facilitate specific tasks.
[0100] This invention is a system that provides personalized learning plans tailored to the user's interests and skills in order to support STEM education. The system mainly uses a server, terminals, and humanoid robots.
[0101] The server uses a generative intelligence model to generate learning plans based on the user's interests and skills. This allows for the provision of projects tailored to each individual user. It also plays a role in generating profiles based on user input and sending them to the server.
[0102] The terminal serves as a display device, presenting the learning plan received from the server to the user visually or audibly. The terminal also records progress and sends data to the server at regular intervals. Real-time feedback provided by the terminal allows users to monitor their progress as they learn.
[0103] Humanoid robotic devices assist in learning through interaction with users. When performing specific learning activities, the devices provide interactive guidance using voice and motion. For example, in a project to build a simple electronic circuit, they can help explain to a child how to connect each component.
[0104] This invention places a generative intelligence model at the core of the technology, making it possible to provide a personalized learning experience to each user. Furthermore, user progress information is continuously sent back to the server, and the quality of learning improves through feedback.
[0105] An example of a prompt message is: "User profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." Based on this prompt, the server creates and provides the user with an optimal learning plan.
[0106] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0107] Step 1:
[0108] Users input profile information about their interests and skills through a device. The device sends this input information as data to the server. This input is treated as a field of interest related to STEM education.
[0109] Step 2:
[0110] The server uses an AI model based on the received profile information to generate the optimal learning plan. This process uses the following prompt as an example: "User Profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." The server then compares this information with the database and outputs a project that matches the learning objectives.
[0111] Step 3:
[0112] The terminal displays the learning plan received from the server to the user. A display is used for presentation, showing the learning plan in a visually easy-to-understand format through an interactive interface. If voice guidance is needed, voice output is provided to support the user.
[0113] Step 4:
[0114] Humanoid robots will appear to assist user interaction in learning projects initiated on terminals. Specifically, they will perform actions such as verbally explaining and demonstrating experiments and programming tasks related to the learning project, and providing real-time feedback according to progress.
[0115] Step 5:
[0116] The device continuously records the user's learning progress and periodically sends this data to the server. Based on this data, the server generates progress feedback and suggests adjustments to the learning content as needed. The feedback results are displayed to the user through the device, and a new learning plan is presented.
[0117] 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.
[0118] This invention is a system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) and to support their learning. The system comprises a server, terminals, and an emotion engine.
[0119] The server is equipped with a generative artificial intelligence model and has the ability to generate individual learning projects based on profile data sent by the user and emotional data generated by the emotion engine. This provides an optimal learning experience tailored to the user's interests and emotional state.
[0120] The terminal functions as a user-operated interface, visually and intuitively displaying project information sent from the server. Furthermore, the terminal not only records user actions but also senses data from the emotion engine and sends it to the server accordingly.
[0121] The emotion engine analyzes the user's facial expressions and voice to generate emotion data in real time. This data reflects the user's emotional state during the learning process and is used to adjust the feedback and project content provided by the server.
[0122] As a concrete example, suppose a user becomes interested in "programming" and creates a profile. The server receives this information, generates a project for "designing a simple game," and sends it to the device. If the emotion engine detects that the user is feeling stressed during the learning process, the server adjusts the difficulty level or immediately generates and sends encouraging feedback to the device. This allows the user to have a learning experience tailored to their own pace, and their emotional state changes positively.
[0123] In this way, the system aims to make children's learning more effective and enjoyable, while simultaneously reducing the burden on parents.
[0124] The following describes the processing flow.
[0125] Step 1:
[0126] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0127] Step 2:
[0128] The server receives the user's profile data and uses a generative artificial intelligence model to generate learning projects tailored to the user's interests and skills. The generated project information is then sent to the terminal.
[0129] Step 3:
[0130] The terminal displays received project information to the user. The project includes an overview, goals, and execution steps, which the terminal displays visually and intuitively.
[0131] Step 4:
[0132] While the user works on the project, the emotion engine senses the user's facial expressions and voice, generates emotion data in real time, and transmits the data to the device.
[0133] Step 5:
[0134] The device receives emotional data and sends it to the server as needed. The server uses this data to analyze the user's emotional state and adjust the content and progress of the learning project.
[0135] Step 6:
[0136] The server analyzes emotional and progress data to generate personalized feedback for the user. This feedback is then delivered to the user via their device.
[0137] Step 7:
[0138] The user continues the project and advances their learning experience based on feedback and instructions from the device. The device continuously monitors the user's progress and emotional changes, sending data to the server.
[0139] (Example 2)
[0140] 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".
[0141] In today's educational environment, a challenge is to sustain children's interest in science, technology, engineering, and mathematics (STEM) and to provide learning experiences that cater to their individual interests and emotions. Traditional education systems struggle to customize individual learning experiences, and learning support that appropriately reflects children's motivations and emotions is insufficient.
[0142] 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.
[0143] In this invention, the server includes means equipped with a generative artificial intelligence model that generates projects to customize the learning experience based on profile data from the user and data detecting the user's emotional state; means for visually and intuitively presenting project information received from the server to the user, recording the user's actions and emotional data, and transmitting them to the server; and emotion analysis means for analyzing the user's emotional state in real time and generating data that reflects the user's emotions during the learning process. This makes it possible to provide a flexible and effective learning experience tailored to each individual user.
[0144] A "user" is an individual who uses the system to receive a learning experience, and is primarily intended for children.
[0145] "Profile data" refers to data containing information about the user's interests and learning goals, and serves as the basic information for the server to generate individual learning projects.
[0146] "Emotional state" refers to emotions detected from the user's facial expressions and voice, and is data that indicates the user's psychological state during the learning process.
[0147] A "generative artificial intelligence model" is a model that includes algorithms for generating learning projects and feedback based on received data, and is the core technology of the system.
[0148] A "terminal" is a device that visually displays project information transmitted from a server to the user and records the user's input data and activities.
[0149] "Emotion analysis means" refers to a function that analyzes facial expressions and voices obtained from users to generate emotional data, and is a means of understanding emotional states in real time.
[0150] This invention is a learning support system for children to become familiar with science, technology, engineering, and mathematics (STEM). This system utilizes a server, terminals, and sentiment analysis means to provide a customized learning experience for each individual user. Specifically, it is implemented as follows:
[0151] The server is equipped with a generative artificial intelligence model. This AI model receives profile data provided by the user and emotional states acquired in real time as input. Based on this data, the server generates learning projects that align with the user's interests. In this process, prompts such as "Generate a project based on the user's interests" are input to the AI model, which then derives the optimal project content.
[0152] The terminal functions as a user interface, intuitively and visually displaying learning project information sent from the server. The terminal uses a camera and microphone to monitor the user's facial expressions and voice, and transmits the resulting data to an emotion analysis system. Furthermore, it records the user's learning progress in real time and feeds this information back to the server.
[0153] The emotion analysis system analyzes the user's facial expressions and voice to digitize their emotional state at any given time. This emotional data is sent to a server, which reflects the user's emotions in real time as they progress through the learning process. As a result, the server optimizes the user's learning experience by adjusting the difficulty level of the project and generating encouraging feedback.
[0154] As a concrete example, consider a scenario where a user expresses interest in programming. The user sends this information to a server via their device, and the server generates a project based on it, such as "designing a simple game." During the learning process, if the sentiment analysis system determines that the user is experiencing stress, the server adjusts the difficulty of the project and immediately sends an encouraging message to the user's device.
[0155] This system allows users to receive learning experiences tailored to their interests and emotions, thereby increasing their interest in STEM fields.
[0156] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0157] Step 1:
[0158] The user uses their device to input their interests and what they want to learn. This is saved on the device as profile data. The entered profile data is then sent from the device to the server. Specifically, the user selects their area of interest (e.g., programming or mathematics), fills in the information on the profile settings screen, and presses the "Submit" button.
[0159] Step 2:
[0160] The server inputs the profile data received from the terminal into the AI model. It then prompts the AI model with the instruction, "Generate a project based on the user's interests." Through this data processing, the server generates a learning project suitable for the user. The output is learning project information.
[0161] Step 3:
[0162] The server sends the generated learning project information to the terminal. The terminal receives this information and displays it to the user visually and intuitively. Specifically, the project content, goals, and how to proceed are displayed on the screen. The user reviews this display and begins learning.
[0163] Step 4:
[0164] The device records the user's learning behavior in real time. Simultaneously, it captures the user's facial expressions and voice using a camera and microphone, and sends this data to an emotion analysis system. The input consists of user action data and audio / video data, which are then sent to a server as output.
[0165] Step 5:
[0166] The emotion analysis system analyzes the user's emotional state based on audio and video data transmitted from the terminal. Emotional data such as "stress" and "excitement" are detected and sent to the server. This process quantifies the emotional state into concrete data.
[0167] Step 6:
[0168] The server adjusts learning feedback and project content based on emotional data from emotion analysis devices and learning progress data from the device. In this adjustment process, for example, instructions to lower the difficulty level or encouraging messages are generated by an AI model, and the feedback and adjusted project content are sent to the device as output.
[0169] Step 7:
[0170] The device displays feedback and project adjustments received from the server to the user. This allows the user to continue with learning content that has been adjusted in real time. Specifically, a message such as "Let's relax before moving on to the next task" may appear on the screen, and the user can take action accordingly.
[0171] (Application Example 2)
[0172] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal."
[0173] In modern education, there is a need to provide an environment where children can learn effectively based on their individual interests and skills. However, traditional education struggles to meet individual needs through standardized curricula, and also fails to adequately address the emotional aspects that influence motivation and academic performance. This leads to challenges such as reduced learning effectiveness, particularly for children who have difficulty finding motivation or enjoyment in learning.
[0174] 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.
[0175] In this invention, the server includes a computing means equipped with an artificial intelligence model for generating learning activities based on children's interests and skills; a location information acquisition means for acquiring the user's location information and providing learning tasks based on that location; and an emotion analysis means for analyzing the user's emotions and adjusting the learning experience based on the analysis results. This enables children to receive a real-time, personalized learning experience based on their individual interests.
[0176] A "computational means" is an integrated system of hardware and software that processes input information and generates learning activities.
[0177] A "display device" is a device that presents information to users visually and accepts input from users.
[0178] A "location information acquisition means" is a system that has the function of detecting a geographical location and providing relevant learning tasks based on that information.
[0179] "Emotion analysis tools" are technologies that read emotions from a user's facial expressions and voice, analyze the results, and provide an appropriate learning experience.
[0180] The system for realizing this application primarily consists of a server, a terminal, and related software components. The server is equipped with a generative AI model and generates individually customized learning activities based on the user's profile. The server is responsible for performing the necessary calculations and data analysis and transmitting the results to the terminal.
[0181] The terminal functions as an interface between the user and the server, visually presenting learning activity information transmitted from the server to the user. This information is provided via a display device, and learning progress is recorded based on the user's input data. Furthermore, sentiment analysis is used to grasp the user's emotional state in real time, and this information is transmitted to the server to adjust the learning content.
[0182] Specifically, the device utilizes location information acquisition methods to determine the user's current location and provide relevant learning tasks. For example, when a user approaches a specific landmark, a scientific or technical task related to that location will be displayed on the device. This entire process aims to engage the user's interest and make learning enjoyable and sustainable.
[0183] The specific software used includes a Geographic Information System (GIS) for acquiring location information and sentiment analysis software for analyzing the user's facial expressions and voice. These technologies enable the system to provide appropriate feedback tailored to the user's situation.
[0184] A concrete example of a prompt message would be, "The user has reached Tokyo Tower. Please generate a learning project based on the structure and construction history of Tokyo Tower." This prompt acts as a trigger for the server to customize the learning activity.
[0185] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0186] Step 1:
[0187] The device sends user profile data to the server as input. This data includes information about the user's interests and skills. The device automatically organizes the input data and sends it to the server in a format that the server can use.
[0188] Step 2:
[0189] The server receives profile data and uses it as input to generate a user-optimized learning activity using an AI model. This process determines learning themes based on the user's interests and generates tasks and projects related to those themes. The results are output as learning activity information.
[0190] Step 3:
[0191] The server sends the generated learning activity information to the terminal. The terminal receives this information and presents it visually to the user via a display device. The user can view the presented information and work on the assigned tasks.
[0192] Step 4:
[0193] The terminal uses location information acquisition means to determine the user's current location. Location information is acquired by the terminal, and based on this, it queries the server for tasks related to nearby landmarks. Location information is input, and related tasks are output.
[0194] Step 5:
[0195] The server uses location information and user profile as input to adjust location-related learning tasks and generate specific learning content. This content is sent to the terminal as learning activity information and presented to the user via a display device.
[0196] Step 6:
[0197] The device uses emotion analysis to acquire real-time emotional data from the user's facial expressions and voice. While emotional data is just data on its own, through analysis it becomes fundamental information for understanding the user's emotional response to their learning progress.
[0198] Step 7:
[0199] Emotional data is sent from the device to the server, which uses this as input to generate feedback that corresponds to the user's emotional state. The server then uses a generative AI model to refine the emotion-based feedback and outputs it to the device.
[0200] Step 8:
[0201] The device receives feedback from the server and presents it to the user, adjusting the learning progress and experience. The user can receive the feedback and use it to improve their learning experience.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] [Second Embodiment]
[0206] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0207] 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.
[0208] 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).
[0209] 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.
[0210] 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.
[0211] 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).
[0212] 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.
[0213] 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.
[0214] 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.
[0215] 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.
[0216] 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.
[0217] 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".
[0218] This invention provides an interactive learning system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) education. The system primarily consists of a server, terminals, and users.
[0219] The server receives profile data sent by the user and has the function of generating personalized learning projects tailored to the user's interests and skills using a specific generative artificial intelligence model. These generated projects are designed based on learning objectives and aim to stimulate children's imagination and motivate them to learn.
[0220] The terminal provides an interface for user interaction, presenting project information received from the server to the user visually and intuitively. The terminal also plays a role in recording user actions and periodically sending progress updates to the server.
[0221] When working on a project, users complete tasks through their devices. The devices provide users with real-time feedback from the server and display interactive explanations and hints as needed.
[0222] For example, if a user indicates in their profile that they are interested in "robotics," the server will generate a project for "designing and programming a simple robotic arm." The terminal will present this project to the user, clearly guiding them through the design overview, necessary steps, and goals to be achieved. The user will proceed with the project according to the specified steps, receiving real-time progress updates and feedback from the terminal.
[0223] In this way, the system helps children acquire knowledge and skills in STEM fields while having fun. It also reduces the burden of parental supervision, enabling smoother learning in the home environment.
[0224] The following describes the processing flow.
[0225] Step 1:
[0226] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0227] Step 2:
[0228] The server analyzes the received profile data and uses a generative artificial intelligence model to generate learning projects based on the user's interests and skills. The generated projects are then sent from the server to the terminal.
[0229] Step 3:
[0230] The terminal displays project information received from the server to the user. The project includes an overview, goals, and steps to be taken, and is presented to the user visually and intuitively by the terminal.
[0231] Step 4:
[0232] The user begins working on the project. The user's actions and activities are recorded by the device, and this data is periodically sent to the server.
[0233] Step 5:
[0234] The server analyzes the progress data sent from the terminal and evaluates the user's current learning status. Based on the analysis, the server generates feedback using a generative artificial intelligence model and sends it to the terminal.
[0235] Step 6:
[0236] The terminal displays feedback from the server to the user. This feedback includes progress evaluations and advice on what actions to take next.
[0237] Step 7:
[0238] Users can continue the project while referring to feedback and information from their devices. They can also take on additional challenges and explore further as needed.
[0239] (Example 1)
[0240] 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."
[0241] In today's educational environment, providing appropriate learning content tailored to children's interests and skill levels is challenging. Furthermore, the lack of mechanisms for providing real-time feedback based on individual progress and understanding makes it difficult to promote effective autonomous learning. Therefore, there is a need for a system that allows children to maintain a sustained interest in learning and acquire skills effectively.
[0242] 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.
[0243] In this invention, the server includes an information processing device means equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities; a display device means for presenting project information received from the information processing device means to the user and recording the degree of achievement; and a display device means for displaying educational feedback generated by the information processing device means to the user. This enables children to work on projects tailored to their individual interests and to efficiently progress in their learning while receiving feedback according to their progress.
[0244] An "information processing device" is a device equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities.
[0245] A "display device" is a device that presents project information received from an information processing device to the user and records the degree of completion.
[0246] "Educational feedback" refers to improvement information generated by an information processing device and presented based on the user's learning progress.
[0247] An "artificial intelligence model" is a computational model that creates projects tailored to the user's interests and abilities, analyzes progress data, and generates feedback.
[0248] "Project information" refers to information that includes details, procedures, and objectives of the learning content provided to the user.
[0249] "User information" refers to data based on the user's interests, abilities, and other individual attributes.
[0250] The following describes an embodiment for carrying out this invention. This system consists of a server as an information processing device, a terminal as a display device, and a user as a user.
[0251] The server receives input information from the user and uses an artificial intelligence model to generate educational projects based on that information. This AI model utilizes an advanced generative AI model with inference capabilities (for example, the GPT series models used for text generation and data analysis). The server quickly creates project information tailored to the user's interests and abilities and sends the results to the terminal.
[0252] The terminal is a device that presents project information received from the server to the user in an intuitive and visual manner. A tablet or computer is used as the interface. The terminal displays detailed project information, procedures, and goals, and supports user operation. It also has the function of recording user progress and feeding that information back to the server.
[0253] Users work on projects via a terminal and complete assigned tasks. While the user is working on the project, the terminal provides real-time feedback and hints. For example, if the user is interested in robotics, the server will generate a project called "Design and Program a Simple Robot Arm." An example of a specific prompt might be, "You are trying to design and program a simple robot arm. First, think of the basic shape of the arm, and then explain the steps to write the control program."
[0254] In this way, the system is designed to enable children to learn based on their own interests and effectively acquire new knowledge and skills by receiving feedback as needed.
[0255] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0256] Step 1:
[0257] The server receives profile information from the user via the terminal. This profile information includes the user's interests, age, and existing skill level. Based on this input, the server performs data analysis and selects the most suitable learning project.
[0258] Step 2:
[0259] The server generates project information using an AI model based on the selected information. The AI model utilizes prompts to create detailed project information, including an overview, procedures, and goals. This output is then sent to the terminal.
[0260] Step 3:
[0261] The terminal presents received project information to the user visually and intuitively. The interface utilizes tablets or computers, designed to allow users to easily understand and interact with the information. This enables users to grasp the project content and prepare the information they need to receive.
[0262] Step 4:
[0263] The user begins working on the project based on the presented project. Specifically, they follow the project's procedures and complete tasks one by one. The input includes the user's progress and actions, and the terminal's role is to record this information.
[0264] Step 5:
[0265] The device sends user progress information to the server in real time. The server receives this data and analyzes it to generate the feedback the user needs next. This feedback includes explanations of areas where the user is struggling and suggestions for further learning.
[0266] Step 6:
[0267] The server sends the generated feedback to the terminal. The terminal immediately presents this to the user, who then continues working based on the feedback. This allows the user to complete learning projects step by step and efficiently improve their knowledge and skills.
[0268] (Application Example 1)
[0269] 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."
[0270] There is a need to provide interactive systems that stimulate children's interest in science, technology, engineering, and mathematics (STEM) education and offer individualized learning projects. However, conventional systems struggle to provide optimal learning experiences tailored to each child's interests and skills. Furthermore, simply providing digital content does not stimulate children's continued motivation to learn, highlighting the challenge of providing a more practical and interactive learning environment.
[0271] 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.
[0272] In this invention, the server includes an information processing means equipped with a generative intelligence model for generating learning plans based on a child's interests and skills; a presentation means for presenting the plan information received from the information processing means to the user and recording progress; a display means for displaying progress feedback generated by the information processing means to the user; and an auxiliary means for assisting learning while interacting with the user via a humanoid machine. This enables children to engage in individually customized learning projects while receiving an interactive learning experience.
[0273] "Children" refers to young people who are of age to receive science, technology, engineering, and mathematics (STEM) education.
[0274] "Interest" refers to an individual's feeling of interest or attraction to a particular topic or activity.
[0275] "Skills" refer to the knowledge and abilities necessary to perform a specific activity.
[0276] A "learning plan" is a series of activities or tasks set up based on educational objectives.
[0277] A "generative intelligence model" is an artificial intelligence algorithm that generates appropriate output based on data.
[0278] The "information processing means" is a device or technology for analyzing data and outputting necessary information.
[0279] The "presentation means" is a device or technology for visually or auditorily presenting information to the user.
[0280] The "user" is a person or group who operates the system and enjoys its benefits.
[0281] The "progress" is the status of progress towards the completion of an activity or project.
[0282] The "display means" is a device or technology for communicating information and feedback to the user through a screen or voice.
[0283] The "humanoid mechanical device" is a machine that mimics the shape of a human and has specific functions and can conduct conversations.
[0284] "Conversation" is an act in which multiple parties exchange opinions and information.
[0285] The "assistive means" is a function or technology for assisting and facilitating a specific task.
[0286] This invention is a system that provides an individualized learning plan according to the user's interests and skills in order to support STEM education. The system mainly uses a server, a terminal, and a humanoid mechanical device (robot).
[0287] The server uses a generative intelligence model to generate a learning plan based on the user's interests and skills. As a result, projects suitable for individual users can be provided. It also plays the role of generating a profile based on the input information from the user and transmitting it to the server.
[0288] The terminal serves as a display device, presenting the learning plan received from the server to the user visually or audibly. The terminal also records progress and sends data to the server at regular intervals. Real-time feedback provided by the terminal allows users to monitor their progress as they learn.
[0289] Humanoid robotic devices assist in learning through interaction with users. When performing specific learning activities, the devices provide interactive guidance using voice and motion. For example, in a project to build a simple electronic circuit, they can help explain to a child how to connect each component.
[0290] This invention places a generative intelligence model at the core of the technology, making it possible to provide a personalized learning experience to each user. Furthermore, user progress information is continuously sent back to the server, and the quality of learning improves through feedback.
[0291] An example of a prompt message is: "User profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." Based on this prompt, the server creates and provides the user with an optimal learning plan.
[0292] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0293] Step 1:
[0294] Users input profile information about their interests and skills through a device. The device sends this input information as data to the server. This input is treated as a field of interest related to STEM education.
[0295] Step 2:
[0296] The server uses an AI model based on the received profile information to generate the optimal learning plan. This process uses the following prompt as an example: "User Profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." The server then compares this information with the database and outputs a project that matches the learning objectives.
[0297] Step 3:
[0298] The terminal displays the learning plan received from the server to the user. A display is used for presentation, showing the learning plan in a visually easy-to-understand format through an interactive interface. If voice guidance is needed, voice output is provided to support the user.
[0299] Step 4:
[0300] Humanoid robots will appear to assist user interaction in learning projects initiated on terminals. Specifically, they will perform actions such as verbally explaining and demonstrating experiments and programming tasks related to the learning project, and providing real-time feedback according to progress.
[0301] Step 5:
[0302] The device continuously records the user's learning progress and periodically sends this data to the server. Based on this data, the server generates progress feedback and suggests adjustments to the learning content as needed. The feedback results are displayed to the user through the device, and a new learning plan is presented.
[0303] 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.
[0304] The present invention is a system for arousing children's interest in science, technology, engineering, and mathematics (STEM) and assisting their learning. This system is composed of a server, a terminal, and an emotion engine.
[0305] The server is equipped with a generative artificial intelligence model and has the function of generating individual learning projects based on the profile data sent from the user and the emotion data generated by the emotion engine. This provides an optimal learning experience according to the user's interests and emotional state.
[0306] The terminal functions as an interface directly operated by the user, visually and intuitively displays the project information sent from the server to the user. Furthermore, the terminal not only records the user's actions but also senses the data from the emotion engine and plays the role of sending it to the server according to the situation.
[0307] The emotion engine analyzes emotions from the user's expressions and voices and generates emotion data in real time. This data reflects the user's emotional state during learning and is used to adjust the feedback and project content provided by the server.
[0308] As a specific example, suppose the user is interested in "programming" and creates a profile. The server receives this information, generates a project of "simple game design", and sends it to the terminal. During the learning process, if the emotion engine determines that the user is feeling stressed, the server adjusts the difficulty level or immediately generates encouraging feedback and sends it to the terminal. In this way, the user can receive a learning experience according to their own pace, and the emotional state changes positively.
[0309] In this way, the system aims to make children's learning more effective and enjoyable, and at the same time reduce the burden on guardians.
[0310] The following describes the processing flow.
[0311] Step 1:
[0312] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0313] Step 2:
[0314] The server receives the user's profile data and uses a generative artificial intelligence model to generate learning projects tailored to the user's interests and skills. The generated project information is then sent to the terminal.
[0315] Step 3:
[0316] The terminal displays received project information to the user. The project includes an overview, goals, and execution steps, which the terminal displays visually and intuitively.
[0317] Step 4:
[0318] While the user works on the project, the emotion engine senses the user's facial expressions and voice, generates emotion data in real time, and transmits the data to the device.
[0319] Step 5:
[0320] The device receives emotional data and sends it to the server as needed. The server uses this data to analyze the user's emotional state and adjust the content and progress of the learning project.
[0321] Step 6:
[0322] The server analyzes emotional and progress data to generate personalized feedback for the user. This feedback is then delivered to the user via their device.
[0323] Step 7:
[0324] The user continues the project and advances their learning experience based on feedback and instructions from the device. The device continuously monitors the user's progress and emotional changes, sending data to the server.
[0325] (Example 2)
[0326] 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".
[0327] In today's educational environment, a challenge is to sustain children's interest in science, technology, engineering, and mathematics (STEM) and to provide learning experiences that cater to their individual interests and emotions. Traditional education systems struggle to customize individual learning experiences, and learning support that appropriately reflects children's motivations and emotions is insufficient.
[0328] 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.
[0329] In this invention, the server includes means equipped with a generative artificial intelligence model that generates projects to customize the learning experience based on profile data from the user and data detecting the user's emotional state; means for visually and intuitively presenting project information received from the server to the user, recording the user's actions and emotional data, and transmitting them to the server; and emotion analysis means for analyzing the user's emotional state in real time and generating data that reflects the user's emotions during the learning process. This makes it possible to provide a flexible and effective learning experience tailored to each individual user.
[0330] A "user" is an individual who uses the system to receive a learning experience, and is primarily intended for children.
[0331] "Profile data" refers to data containing information about the user's interests and learning goals, and serves as the basic information for the server to generate individual learning projects.
[0332] "Emotional state" refers to emotions detected from the user's facial expressions and voice, and is data that indicates the user's psychological state during the learning process.
[0333] A "generative artificial intelligence model" is a model that includes algorithms for generating learning projects and feedback based on received data, and is the core technology of the system.
[0334] A "terminal" is a device that visually displays project information transmitted from a server to the user and records the user's input data and activities.
[0335] "Emotion analysis means" refers to a function that analyzes facial expressions and voices obtained from users to generate emotional data, and is a means of understanding emotional states in real time.
[0336] This invention is a learning support system for children to become familiar with science, technology, engineering, and mathematics (STEM). This system utilizes a server, terminals, and sentiment analysis means to provide a customized learning experience for each individual user. Specifically, it is implemented as follows:
[0337] The server is equipped with a generative artificial intelligence model. This AI model receives profile data provided by the user and emotional states acquired in real time as input. Based on this data, the server generates learning projects that align with the user's interests. In this process, prompts such as "Generate a project based on the user's interests" are input to the AI model, which then derives the optimal project content.
[0338] The terminal functions as a user interface, intuitively and visually displaying learning project information sent from the server. The terminal uses a camera and microphone to monitor the user's facial expressions and voice, and transmits the resulting data to an emotion analysis system. Furthermore, it records the user's learning progress in real time and feeds this information back to the server.
[0339] The emotion analysis system analyzes the user's facial expressions and voice to digitize their emotional state at any given time. This emotional data is sent to a server, which reflects the user's emotions in real time as they progress through the learning process. As a result, the server optimizes the user's learning experience by adjusting the difficulty level of the project and generating encouraging feedback.
[0340] As a concrete example, consider a scenario where a user expresses interest in programming. The user sends this information to a server via their device, and the server generates a project based on it, such as "designing a simple game." During the learning process, if the sentiment analysis system determines that the user is experiencing stress, the server adjusts the difficulty of the project and immediately sends an encouraging message to the user's device.
[0341] This system allows users to receive learning experiences tailored to their interests and emotions, thereby increasing their interest in STEM fields.
[0342] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0343] Step 1:
[0344] The user uses their device to input their interests and what they want to learn. This is saved on the device as profile data. The entered profile data is then sent from the device to the server. Specifically, the user selects their area of interest (e.g., programming or mathematics), fills in the information on the profile settings screen, and presses the "Submit" button.
[0345] Step 2:
[0346] The server inputs the profile data received from the terminal into the AI model. It then prompts the AI model with the instruction, "Generate a project based on the user's interests." Through this data processing, the server generates a learning project suitable for the user. The output is learning project information.
[0347] Step 3:
[0348] The server sends the generated learning project information to the terminal. The terminal receives this information and displays it to the user visually and intuitively. Specifically, the project content, goals, and how to proceed are displayed on the screen. The user reviews this display and begins learning.
[0349] Step 4:
[0350] The device records the user's learning behavior in real time. Simultaneously, it captures the user's facial expressions and voice using a camera and microphone, and sends this data to an emotion analysis system. The input consists of user action data and audio / video data, which are then sent to a server as output.
[0351] Step 5:
[0352] The emotion analysis system analyzes the user's emotional state based on audio and video data transmitted from the terminal. Emotional data such as "stress" and "excitement" are detected and sent to the server. This process quantifies the emotional state into concrete data.
[0353] Step 6:
[0354] The server adjusts learning feedback and project content based on emotional data from emotion analysis devices and learning progress data from the device. In this adjustment process, for example, instructions to lower the difficulty level or encouraging messages are generated by an AI model, and the feedback and adjusted project content are sent to the device as output.
[0355] Step 7:
[0356] The device displays feedback and project adjustments received from the server to the user. This allows the user to continue with learning content that has been adjusted in real time. Specifically, a message such as "Let's relax before moving on to the next task" may appear on the screen, and the user can take action accordingly.
[0357] (Application Example 2)
[0358] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server" and the smart glasses 214 as the "terminal".
[0359] In modern education, there is a need to provide an environment where children can learn effectively based on their individual interests and skills. However, traditional education struggles to meet individual needs through standardized curricula, and also fails to adequately address the emotional aspects that influence motivation and academic performance. This leads to challenges such as reduced learning effectiveness, particularly for children who have difficulty finding motivation or enjoyment in learning.
[0360] 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.
[0361] In this invention, the server includes a computing means equipped with an artificial intelligence model for generating learning activities based on children's interests and skills; a location information acquisition means for acquiring the user's location information and providing learning tasks based on that location; and an emotion analysis means for analyzing the user's emotions and adjusting the learning experience based on the analysis results. This enables children to receive a real-time, personalized learning experience based on their individual interests.
[0362] A "computational means" is an integrated system of hardware and software that processes input information and generates learning activities.
[0363] A "display device" is a device that presents information to users visually and accepts input from users.
[0364] A "location information acquisition means" is a system that has the function of detecting a geographical location and providing relevant learning tasks based on that information.
[0365] "Emotion analysis tools" are technologies that read emotions from a user's facial expressions and voice, analyze the results, and provide an appropriate learning experience.
[0366] The system for realizing this application primarily consists of a server, a terminal, and related software components. The server is equipped with a generative AI model and generates individually customized learning activities based on the user's profile. The server is responsible for performing the necessary calculations and data analysis and transmitting the results to the terminal.
[0367] The terminal functions as an interface between the user and the server, visually presenting learning activity information transmitted from the server to the user. This information is provided via a display device, and learning progress is recorded based on the user's input data. Furthermore, sentiment analysis is used to grasp the user's emotional state in real time, and this information is transmitted to the server to adjust the learning content.
[0368] Specifically, the device utilizes location information acquisition methods to determine the user's current location and provide relevant learning tasks. For example, when a user approaches a specific landmark, a scientific or technical task related to that location will be displayed on the device. This entire process aims to engage the user's interest and make learning enjoyable and sustainable.
[0369] The specific software used includes a Geographic Information System (GIS) for acquiring location information and sentiment analysis software for analyzing the user's facial expressions and voice. These technologies enable the system to provide appropriate feedback tailored to the user's situation.
[0370] A concrete example of a prompt message would be, "The user has reached Tokyo Tower. Please generate a learning project based on the structure and construction history of Tokyo Tower." This prompt acts as a trigger for the server to customize the learning activity.
[0371] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0372] Step 1:
[0373] The device sends user profile data to the server as input. This data includes information about the user's interests and skills. The device automatically organizes the input data and sends it to the server in a format that the server can use.
[0374] Step 2:
[0375] The server receives profile data and uses it as input to generate a user-optimized learning activity using an AI model. This process determines learning themes based on the user's interests and generates tasks and projects related to those themes. The results are output as learning activity information.
[0376] Step 3:
[0377] The server sends the generated learning activity information to the terminal. The terminal receives this information and presents it visually to the user via a display device. The user can view the presented information and work on the assigned tasks.
[0378] Step 4:
[0379] The terminal uses location information acquisition means to determine the user's current location. Location information is acquired by the terminal, and based on this, it queries the server for tasks related to nearby landmarks. Location information is input, and related tasks are output.
[0380] Step 5:
[0381] The server uses location information and user profile as input to adjust location-related learning tasks and generate specific learning content. This content is sent to the terminal as learning activity information and presented to the user via a display device.
[0382] Step 6:
[0383] The device uses emotion analysis to acquire real-time emotional data from the user's facial expressions and voice. While emotional data is just data on its own, through analysis it becomes fundamental information for understanding the user's emotional response to their learning progress.
[0384] Step 7:
[0385] Emotional data is sent from the device to the server, which uses this as input to generate feedback that corresponds to the user's emotional state. The server then uses a generative AI model to refine the emotion-based feedback and outputs it to the device.
[0386] Step 8:
[0387] The device receives feedback from the server and presents it to the user, adjusting the learning progress and experience. The user can receive the feedback and use it to improve their learning experience.
[0388] 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.
[0389] 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.
[0390] 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.
[0391] [Third Embodiment]
[0392] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0393] 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.
[0394] 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).
[0395] 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.
[0396] 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.
[0397] 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).
[0398] 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.
[0399] 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.
[0400] 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.
[0401] 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.
[0402] 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.
[0403] 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".
[0404] This invention provides an interactive learning system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) education. The system primarily consists of a server, terminals, and users.
[0405] The server receives profile data sent by the user and has the function of generating personalized learning projects tailored to the user's interests and skills using a specific generative artificial intelligence model. These generated projects are designed based on learning objectives and aim to stimulate children's imagination and motivate them to learn.
[0406] The terminal provides an interface for user interaction, presenting project information received from the server to the user visually and intuitively. The terminal also plays a role in recording user actions and periodically sending progress updates to the server.
[0407] When working on a project, users complete tasks through their devices. The devices provide users with real-time feedback from the server and display interactive explanations and hints as needed.
[0408] For example, if a user indicates in their profile that they are interested in "robotics," the server will generate a project for "designing and programming a simple robotic arm." The terminal will present this project to the user, clearly guiding them through the design overview, necessary steps, and goals to be achieved. The user will proceed with the project according to the specified steps, receiving real-time progress updates and feedback from the terminal.
[0409] In this way, the system helps children acquire knowledge and skills in STEM fields while having fun. It also reduces the burden of parental supervision, enabling smoother learning in the home environment.
[0410] The following describes the processing flow.
[0411] Step 1:
[0412] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0413] Step 2:
[0414] The server analyzes the received profile data and uses a generative artificial intelligence model to generate learning projects based on the user's interests and skills. The generated projects are then sent from the server to the terminal.
[0415] Step 3:
[0416] The terminal displays project information received from the server to the user. The project includes an overview, goals, and steps to be taken, and is presented to the user visually and intuitively by the terminal.
[0417] Step 4:
[0418] The user begins working on the project. The user's actions and activities are recorded by the device, and this data is periodically sent to the server.
[0419] Step 5:
[0420] The server analyzes the progress data sent from the terminal and evaluates the user's current learning status. Based on the analysis, the server generates feedback using a generative artificial intelligence model and sends it to the terminal.
[0421] Step 6:
[0422] The terminal displays feedback from the server to the user. This feedback includes progress evaluations and advice on what actions to take next.
[0423] Step 7:
[0424] Users can continue the project while referring to feedback and information from their devices. They can also take on additional challenges and explore further as needed.
[0425] (Example 1)
[0426] 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."
[0427] In today's educational environment, providing appropriate learning content tailored to children's interests and skill levels is challenging. Furthermore, the lack of mechanisms for providing real-time feedback based on individual progress and understanding makes it difficult to promote effective autonomous learning. Therefore, there is a need for a system that allows children to maintain a sustained interest in learning and acquire skills effectively.
[0428] 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.
[0429] In this invention, the server includes an information processing device means equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities; a display device means for presenting project information received from the information processing device means to the user and recording the degree of achievement; and a display device means for displaying educational feedback generated by the information processing device means to the user. This enables children to work on projects tailored to their individual interests and to efficiently progress in their learning while receiving feedback according to their progress.
[0430] An "information processing device" is a device equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities.
[0431] A "display device" is a device that presents project information received from an information processing device to the user and records the degree of completion.
[0432] "Educational feedback" refers to improvement information generated by an information processing device and presented based on the user's learning progress.
[0433] An "artificial intelligence model" is a computational model that creates projects tailored to the user's interests and abilities, analyzes progress data, and generates feedback.
[0434] "Project information" refers to information that includes details, procedures, and objectives of the learning content provided to the user.
[0435] "User information" refers to data based on the user's interests, abilities, and other individual attributes.
[0436] The following describes an embodiment for carrying out this invention. This system consists of a server as an information processing device, a terminal as a display device, and a user as a user.
[0437] The server receives input information from the user and uses an artificial intelligence model to generate educational projects based on that information. This AI model utilizes an advanced generative AI model with inference capabilities (for example, the GPT series models used for text generation and data analysis). The server quickly creates project information tailored to the user's interests and abilities and sends the results to the terminal.
[0438] The terminal is a device that presents project information received from the server to the user in an intuitive and visual manner. A tablet or computer is used as the interface. The terminal displays detailed project information, procedures, and goals, and supports user operation. It also has the function of recording user progress and feeding that information back to the server.
[0439] Users work on projects via a terminal and complete assigned tasks. While the user is working on the project, the terminal provides real-time feedback and hints. For example, if the user is interested in robotics, the server will generate a project called "Design and Program a Simple Robot Arm." An example of a specific prompt might be, "You are trying to design and program a simple robot arm. First, think of the basic shape of the arm, and then explain the steps to write the control program."
[0440] In this way, the system is designed to enable children to learn based on their own interests and effectively acquire new knowledge and skills by receiving feedback as needed.
[0441] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0442] Step 1:
[0443] The server receives profile information from the user via the terminal. This profile information includes the user's interests, age, and existing skill level. Based on this input, the server performs data analysis and selects the most suitable learning project.
[0444] Step 2:
[0445] The server generates project information using an AI model based on the selected information. The AI model utilizes prompts to create detailed project information, including an overview, procedures, and goals. This output is then sent to the terminal.
[0446] Step 3:
[0447] The terminal presents received project information to the user visually and intuitively. The interface utilizes tablets or computers, designed to allow users to easily understand and interact with the information. This enables users to grasp the project content and prepare the information they need to receive.
[0448] Step 4:
[0449] The user begins working on the project based on the presented project. Specifically, they follow the project's procedures and complete tasks one by one. The input includes the user's progress and actions, and the terminal's role is to record this information.
[0450] Step 5:
[0451] The device sends user progress information to the server in real time. The server receives this data and analyzes it to generate the feedback the user needs next. This feedback includes explanations of areas where the user is struggling and suggestions for further learning.
[0452] Step 6:
[0453] The server sends the generated feedback to the terminal. The terminal immediately presents this to the user, who then continues working based on the feedback. This allows the user to complete learning projects step by step and efficiently improve their knowledge and skills.
[0454] (Application Example 1)
[0455] 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."
[0456] There is a need to provide interactive systems that stimulate children's interest in science, technology, engineering, and mathematics (STEM) education and offer individualized learning projects. However, conventional systems struggle to provide optimal learning experiences tailored to each child's interests and skills. Furthermore, simply providing digital content does not stimulate children's continued motivation to learn, highlighting the challenge of providing a more practical and interactive learning environment.
[0457] 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.
[0458] In this invention, the server includes an information processing means equipped with a generative intelligence model for generating learning plans based on a child's interests and skills; a presentation means for presenting the plan information received from the information processing means to the user and recording progress; a display means for displaying progress feedback generated by the information processing means to the user; and an auxiliary means for assisting learning while interacting with the user via a humanoid machine. This enables children to engage in individually customized learning projects while receiving an interactive learning experience.
[0459] "Children" refers to young people who are of age to receive science, technology, engineering, and mathematics (STEM) education.
[0460] "Interest" refers to an individual's feeling of interest or attraction to a particular topic or activity.
[0461] "Skills" refer to the knowledge and abilities necessary to perform a specific activity.
[0462] A "learning plan" is a series of activities or tasks set up based on educational objectives.
[0463] A "generative intelligence model" is an artificial intelligence algorithm that generates appropriate output based on data.
[0464] "Information processing means" refers to devices and technologies for analyzing data and outputting necessary information.
[0465] "Presentation means" refers to devices or technologies for showing information to users visually or audibly.
[0466] A "user" is a person or group that operates the system and enjoys its benefits.
[0467] "Progress" refers to the state of advancement toward the completion of an activity or project.
[0468] "Display means" refers to devices and technologies used to convey information and feedback to users through screens, audio, etc.
[0469] A "humanoid mechanical device" is a machine that mimics the shape of a human being, possesses specific functions, and is capable of dialogue.
[0470] "Dialogue" is the act of multiple parties exchanging opinions and information.
[0471] "Auxiliary means" are functions or technologies that support and facilitate specific tasks.
[0472] This invention is a system that provides personalized learning plans tailored to the user's interests and skills in order to support STEM education. The system mainly uses a server, terminals, and humanoid robots.
[0473] The server uses a generative intelligence model to generate learning plans based on the user's interests and skills. This allows for the provision of projects tailored to each individual user. It also plays a role in generating profiles based on user input and sending them to the server.
[0474] The terminal serves as a display device, presenting the learning plan received from the server to the user visually or audibly. The terminal also records progress and sends data to the server at regular intervals. Real-time feedback provided by the terminal allows users to monitor their progress as they learn.
[0475] Humanoid robotic devices assist in learning through interaction with users. When performing specific learning activities, the devices provide interactive guidance using voice and motion. For example, in a project to build a simple electronic circuit, they can help explain to a child how to connect each component.
[0476] This invention places a generative intelligence model at the core of the technology, making it possible to provide a personalized learning experience to each user. Furthermore, user progress information is continuously sent back to the server, and the quality of learning improves through feedback.
[0477] An example of a prompt message is: "User profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." Based on this prompt, the server creates and provides the user with an optimal learning plan.
[0478] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0479] Step 1:
[0480] Users input profile information about their interests and skills through a device. The device sends this input information as data to the server. This input is treated as a field of interest related to STEM education.
[0481] Step 2:
[0482] The server uses an AI model based on the received profile information to generate the optimal learning plan. This process uses the following prompt as an example: "User Profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." The server then compares this information with the database and outputs a project that matches the learning objectives.
[0483] Step 3:
[0484] The terminal displays the learning plan received from the server to the user. A display is used for presentation, showing the learning plan in a visually easy-to-understand format through an interactive interface. If voice guidance is needed, voice output is provided to support the user.
[0485] Step 4:
[0486] Humanoid robots will appear to assist user interaction in learning projects initiated on terminals. Specifically, they will perform actions such as verbally explaining and demonstrating experiments and programming tasks related to the learning project, and providing real-time feedback according to progress.
[0487] Step 5:
[0488] The device continuously records the user's learning progress and periodically sends this data to the server. Based on this data, the server generates progress feedback and suggests adjustments to the learning content as needed. The feedback results are displayed to the user through the device, and a new learning plan is presented.
[0489] 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.
[0490] This invention is a system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) and to support their learning. The system comprises a server, terminals, and an emotion engine.
[0491] The server is equipped with a generative artificial intelligence model and has the ability to generate individual learning projects based on profile data sent by the user and emotional data generated by the emotion engine. This provides an optimal learning experience tailored to the user's interests and emotional state.
[0492] The terminal functions as a user-operated interface, visually and intuitively displaying project information sent from the server. Furthermore, the terminal not only records user actions but also senses data from the emotion engine and sends it to the server accordingly.
[0493] The emotion engine analyzes the user's facial expressions and voice to generate emotion data in real time. This data reflects the user's emotional state during the learning process and is used to adjust the feedback and project content provided by the server.
[0494] As a concrete example, suppose a user becomes interested in "programming" and creates a profile. The server receives this information, generates a project for "designing a simple game," and sends it to the device. If the emotion engine detects that the user is feeling stressed during the learning process, the server adjusts the difficulty level or immediately generates and sends encouraging feedback to the device. This allows the user to have a learning experience tailored to their own pace, and their emotional state changes positively.
[0495] In this way, the system aims to make children's learning more effective and enjoyable, while simultaneously reducing the burden on parents.
[0496] The following describes the processing flow.
[0497] Step 1:
[0498] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0499] Step 2:
[0500] The server receives the user's profile data and uses a generative artificial intelligence model to generate learning projects tailored to the user's interests and skills. The generated project information is then sent to the terminal.
[0501] Step 3:
[0502] The terminal displays received project information to the user. The project includes an overview, goals, and execution steps, which the terminal displays visually and intuitively.
[0503] Step 4:
[0504] While the user works on the project, the emotion engine senses the user's facial expressions and voice, generates emotion data in real time, and transmits the data to the device.
[0505] Step 5:
[0506] The device receives emotional data and sends it to the server as needed. The server uses this data to analyze the user's emotional state and adjust the content and progress of the learning project.
[0507] Step 6:
[0508] The server analyzes emotional and progress data to generate personalized feedback for the user. This feedback is then delivered to the user via their device.
[0509] Step 7:
[0510] The user continues the project and advances their learning experience based on feedback and instructions from the device. The device continuously monitors the user's progress and emotional changes, sending data to the server.
[0511] (Example 2)
[0512] 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."
[0513] In today's educational environment, a challenge is to sustain children's interest in science, technology, engineering, and mathematics (STEM) and to provide learning experiences that cater to their individual interests and emotions. Traditional education systems struggle to customize individual learning experiences, and learning support that appropriately reflects children's motivations and emotions is insufficient.
[0514] 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.
[0515] In this invention, the server includes means equipped with a generative artificial intelligence model that generates projects to customize the learning experience based on profile data from the user and data detecting the user's emotional state; means for visually and intuitively presenting project information received from the server to the user, recording the user's actions and emotional data, and transmitting them to the server; and emotion analysis means for analyzing the user's emotional state in real time and generating data that reflects the user's emotions during the learning process. This makes it possible to provide a flexible and effective learning experience tailored to each individual user.
[0516] A "user" is an individual who uses the system to receive a learning experience, and is primarily intended for children.
[0517] "Profile data" refers to data containing information about the user's interests and learning goals, and serves as the basic information for the server to generate individual learning projects.
[0518] "Emotional state" refers to emotions detected from the user's facial expressions and voice, and is data that indicates the user's psychological state during the learning process.
[0519] A "generative artificial intelligence model" is a model that includes algorithms for generating learning projects and feedback based on received data, and is the core technology of the system.
[0520] A "terminal" is a device that visually displays project information transmitted from a server to the user and records the user's input data and activities.
[0521] "Emotion analysis means" refers to a function that analyzes facial expressions and voices obtained from users to generate emotional data, and is a means of understanding emotional states in real time.
[0522] This invention is a learning support system for children to become familiar with science, technology, engineering, and mathematics (STEM). This system utilizes a server, terminals, and sentiment analysis means to provide a customized learning experience for each individual user. Specifically, it is implemented as follows:
[0523] The server is equipped with a generative artificial intelligence model. This AI model receives profile data provided by the user and emotional states acquired in real time as input. Based on this data, the server generates learning projects that align with the user's interests. In this process, prompts such as "Generate a project based on the user's interests" are input to the AI model, which then derives the optimal project content.
[0524] The terminal functions as a user interface, intuitively and visually displaying learning project information sent from the server. The terminal uses a camera and microphone to monitor the user's facial expressions and voice, and transmits the resulting data to an emotion analysis system. Furthermore, it records the user's learning progress in real time and feeds this information back to the server.
[0525] The emotion analysis system analyzes the user's facial expressions and voice to digitize their emotional state at any given time. This emotional data is sent to a server, which reflects the user's emotions in real time as they progress through the learning process. As a result, the server optimizes the user's learning experience by adjusting the difficulty level of the project and generating encouraging feedback.
[0526] As a concrete example, consider a scenario where a user expresses interest in programming. The user sends this information to a server via their device, and the server generates a project based on it, such as "designing a simple game." During the learning process, if the sentiment analysis system determines that the user is experiencing stress, the server adjusts the difficulty of the project and immediately sends an encouraging message to the user's device.
[0527] This system allows users to receive learning experiences tailored to their interests and emotions, thereby increasing their interest in STEM fields.
[0528] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0529] Step 1:
[0530] The user uses their device to input their interests and what they want to learn. This is saved on the device as profile data. The entered profile data is then sent from the device to the server. Specifically, the user selects their area of interest (e.g., programming or mathematics), fills in the information on the profile settings screen, and presses the "Submit" button.
[0531] Step 2:
[0532] The server inputs the profile data received from the terminal into the AI model. It then prompts the AI model with the instruction, "Generate a project based on the user's interests." Through this data processing, the server generates a learning project suitable for the user. The output is learning project information.
[0533] Step 3:
[0534] The server sends the generated learning project information to the terminal. The terminal receives this information and displays it to the user visually and intuitively. Specifically, the project content, goals, and how to proceed are displayed on the screen. The user reviews this display and begins learning.
[0535] Step 4:
[0536] The device records the user's learning behavior in real time. Simultaneously, it captures the user's facial expressions and voice using a camera and microphone, and sends this data to an emotion analysis system. The input consists of user action data and audio / video data, which are then sent to a server as output.
[0537] Step 5:
[0538] The emotion analysis system analyzes the user's emotional state based on audio and video data transmitted from the terminal. Emotional data such as "stress" and "excitement" are detected and sent to the server. This process quantifies the emotional state into concrete data.
[0539] Step 6:
[0540] The server adjusts learning feedback and project content based on emotional data from emotion analysis devices and learning progress data from the device. In this adjustment process, for example, instructions to lower the difficulty level or encouraging messages are generated by an AI model, and the feedback and adjusted project content are sent to the device as output.
[0541] Step 7:
[0542] The device displays feedback and project adjustments received from the server to the user. This allows the user to continue with learning content that has been adjusted in real time. Specifically, a message such as "Let's relax before moving on to the next task" may appear on the screen, and the user can take action accordingly.
[0543] (Application Example 2)
[0544] 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."
[0545] In modern education, there is a need to provide an environment where children can learn effectively based on their individual interests and skills. However, traditional education struggles to meet individual needs through standardized curricula, and also fails to adequately address the emotional aspects that influence motivation and academic performance. This leads to challenges such as reduced learning effectiveness, particularly for children who have difficulty finding motivation or enjoyment in learning.
[0546] 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.
[0547] In this invention, the server includes a computing means equipped with an artificial intelligence model for generating learning activities based on children's interests and skills; a location information acquisition means for acquiring the user's location information and providing learning tasks based on that location; and an emotion analysis means for analyzing the user's emotions and adjusting the learning experience based on the analysis results. This enables children to receive a real-time, personalized learning experience based on their individual interests.
[0548] A "computational means" is an integrated system of hardware and software that processes input information and generates learning activities.
[0549] A "display device" is a device that presents information to users visually and accepts input from users.
[0550] A "location information acquisition means" is a system that has the function of detecting a geographical location and providing relevant learning tasks based on that information.
[0551] "Emotion analysis tools" are technologies that read emotions from a user's facial expressions and voice, analyze the results, and provide an appropriate learning experience.
[0552] The system for realizing this application primarily consists of a server, a terminal, and related software components. The server is equipped with a generative AI model and generates individually customized learning activities based on the user's profile. The server is responsible for performing the necessary calculations and data analysis and transmitting the results to the terminal.
[0553] The terminal functions as an interface between the user and the server, visually presenting learning activity information transmitted from the server to the user. This information is provided via a display device, and learning progress is recorded based on the user's input data. Furthermore, sentiment analysis is used to grasp the user's emotional state in real time, and this information is transmitted to the server to adjust the learning content.
[0554] Specifically, the device utilizes location information acquisition methods to determine the user's current location and provide relevant learning tasks. For example, when a user approaches a specific landmark, a scientific or technical task related to that location will be displayed on the device. This entire process aims to engage the user's interest and make learning enjoyable and sustainable.
[0555] The specific software used includes a Geographic Information System (GIS) for acquiring location information and sentiment analysis software for analyzing the user's facial expressions and voice. These technologies enable the system to provide appropriate feedback tailored to the user's situation.
[0556] A concrete example of a prompt message would be, "The user has reached Tokyo Tower. Please generate a learning project based on the structure and construction history of Tokyo Tower." This prompt acts as a trigger for the server to customize the learning activity.
[0557] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0558] Step 1:
[0559] The device sends user profile data to the server as input. This data includes information about the user's interests and skills. The device automatically organizes the input data and sends it to the server in a format that the server can use.
[0560] Step 2:
[0561] The server receives profile data and uses it as input to generate a user-optimized learning activity using an AI model. This process determines learning themes based on the user's interests and generates tasks and projects related to those themes. The results are output as learning activity information.
[0562] Step 3:
[0563] The server sends the generated learning activity information to the terminal. The terminal receives this information and presents it visually to the user via a display device. The user can view the presented information and work on the assigned tasks.
[0564] Step 4:
[0565] The terminal uses location information acquisition means to determine the user's current location. Location information is acquired by the terminal, and based on this, it queries the server for tasks related to nearby landmarks. Location information is input, and related tasks are output.
[0566] Step 5:
[0567] The server uses location information and user profile as input to adjust location-related learning tasks and generate specific learning content. This content is sent to the terminal as learning activity information and presented to the user via a display device.
[0568] Step 6:
[0569] The device uses emotion analysis to acquire real-time emotional data from the user's facial expressions and voice. While emotional data is just data on its own, through analysis it becomes fundamental information for understanding the user's emotional response to their learning progress.
[0570] Step 7:
[0571] Emotional data is sent from the device to the server, which uses this as input to generate feedback that corresponds to the user's emotional state. The server then uses a generative AI model to refine the emotion-based feedback and outputs it to the device.
[0572] Step 8:
[0573] The device receives feedback from the server and presents it to the user, adjusting the learning progress and experience. The user can receive the feedback and use it to improve their learning experience.
[0574] 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.
[0575] 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.
[0576] 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.
[0577] [Fourth Embodiment]
[0578] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[0579] 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.
[0580] 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).
[0581] 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.
[0582] 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.
[0583] 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).
[0584] 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.
[0585] 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.
[0586] 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.
[0587] 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.
[0588] 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.
[0589] 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.
[0590] 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".
[0591] This invention provides an interactive learning system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) education. The system primarily consists of a server, terminals, and users.
[0592] The server receives profile data sent by the user and has the function of generating personalized learning projects tailored to the user's interests and skills using a specific generative artificial intelligence model. These generated projects are designed based on learning objectives and aim to stimulate children's imagination and motivate them to learn.
[0593] The terminal provides an interface for user interaction, presenting project information received from the server to the user visually and intuitively. The terminal also plays a role in recording user actions and periodically sending progress updates to the server.
[0594] When working on a project, users complete tasks through their devices. The devices provide users with real-time feedback from the server and display interactive explanations and hints as needed.
[0595] For example, if a user indicates in their profile that they are interested in "robotics," the server will generate a project for "designing and programming a simple robotic arm." The terminal will present this project to the user, clearly guiding them through the design overview, necessary steps, and goals to be achieved. The user will proceed with the project according to the specified steps, receiving real-time progress updates and feedback from the terminal.
[0596] In this way, the system helps children acquire knowledge and skills in STEM fields while having fun. It also reduces the burden of parental supervision, enabling smoother learning in the home environment.
[0597] The following describes the processing flow.
[0598] Step 1:
[0599] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0600] Step 2:
[0601] The server analyzes the received profile data and uses a generative artificial intelligence model to generate learning projects based on the user's interests and skills. The generated projects are then sent from the server to the terminal.
[0602] Step 3:
[0603] The terminal displays project information received from the server to the user. The project includes an overview, goals, and steps to be taken, and is presented to the user visually and intuitively by the terminal.
[0604] Step 4:
[0605] The user begins working on the project. The user's actions and activities are recorded by the device, and this data is periodically sent to the server.
[0606] Step 5:
[0607] The server analyzes the progress data sent from the terminal and evaluates the user's current learning status. Based on the analysis, the server generates feedback using a generative artificial intelligence model and sends it to the terminal.
[0608] Step 6:
[0609] The terminal displays feedback from the server to the user. This feedback includes progress evaluations and advice on what actions to take next.
[0610] Step 7:
[0611] Users can continue the project while referring to feedback and information from their devices. They can also take on additional challenges and explore further as needed.
[0612] (Example 1)
[0613] 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".
[0614] In today's educational environment, providing appropriate learning content tailored to children's interests and skill levels is challenging. Furthermore, the lack of mechanisms for providing real-time feedback based on individual progress and understanding makes it difficult to promote effective autonomous learning. Therefore, there is a need for a system that allows children to maintain a sustained interest in learning and acquire skills effectively.
[0615] 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.
[0616] In this invention, the server includes an information processing device means equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities; a display device means for presenting project information received from the information processing device means to the user and recording the degree of achievement; and a display device means for displaying educational feedback generated by the information processing device means to the user. This enables children to work on projects tailored to their individual interests and to efficiently progress in their learning while receiving feedback according to their progress.
[0617] An "information processing device" is a device equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities.
[0618] A "display device" is a device that presents project information received from an information processing device to the user and records the degree of completion.
[0619] "Educational feedback" refers to improvement information generated by an information processing device and presented based on the user's learning progress.
[0620] An "artificial intelligence model" is a computational model that creates projects tailored to the user's interests and abilities, analyzes progress data, and generates feedback.
[0621] "Project information" refers to information that includes details, procedures, and objectives of the learning content provided to the user.
[0622] "User information" refers to data based on the user's interests, abilities, and other individual attributes.
[0623] The following describes an embodiment for carrying out this invention. This system consists of a server as an information processing device, a terminal as a display device, and a user as a user.
[0624] The server receives input information from the user and uses an artificial intelligence model to generate educational projects based on that information. This AI model utilizes an advanced generative AI model with inference capabilities (for example, the GPT series models used for text generation and data analysis). The server quickly creates project information tailored to the user's interests and abilities and sends the results to the terminal.
[0625] The terminal is a device that presents project information received from the server to the user in an intuitive and visual manner. A tablet or computer is used as the interface. The terminal displays detailed project information, procedures, and goals, and supports user operation. It also has the function of recording user progress and feeding that information back to the server.
[0626] Users work on projects via a terminal and complete assigned tasks. While the user is working on the project, the terminal provides real-time feedback and hints. For example, if the user is interested in robotics, the server will generate a project called "Design and Program a Simple Robot Arm." An example of a specific prompt might be, "You are trying to design and program a simple robot arm. First, think of the basic shape of the arm, and then explain the steps to write the control program."
[0627] In this way, the system is designed to enable children to learn based on their own interests and effectively acquire new knowledge and skills by receiving feedback as needed.
[0628] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0629] Step 1:
[0630] The server receives profile information from the user via the terminal. This profile information includes the user's interests, age, and existing skill level. Based on this input, the server performs data analysis and selects the most suitable learning project.
[0631] Step 2:
[0632] The server generates project information using an AI model based on the selected information. The AI model utilizes prompts to create detailed project information, including an overview, procedures, and goals. This output is then sent to the terminal.
[0633] Step 3:
[0634] The terminal presents received project information to the user visually and intuitively. The interface utilizes tablets or computers, designed to allow users to easily understand and interact with the information. This enables users to grasp the project content and prepare the information they need to receive.
[0635] Step 4:
[0636] The user begins working on the project based on the presented project. Specifically, they follow the project's procedures and complete tasks one by one. The input includes the user's progress and actions, and the terminal's role is to record this information.
[0637] Step 5:
[0638] The device sends user progress information to the server in real time. The server receives this data and analyzes it to generate the feedback the user needs next. This feedback includes explanations of areas where the user is struggling and suggestions for further learning.
[0639] Step 6:
[0640] The server sends the generated feedback to the terminal. The terminal immediately presents this to the user, who then continues working based on the feedback. This allows the user to complete learning projects step by step and efficiently improve their knowledge and skills.
[0641] (Application Example 1)
[0642] 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".
[0643] There is a need to provide interactive systems that stimulate children's interest in science, technology, engineering, and mathematics (STEM) education and offer individualized learning projects. However, conventional systems struggle to provide optimal learning experiences tailored to each child's interests and skills. Furthermore, simply providing digital content does not stimulate children's continued motivation to learn, highlighting the challenge of providing a more practical and interactive learning environment.
[0644] 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.
[0645] In this invention, the server includes an information processing means equipped with a generative intelligence model for generating learning plans based on a child's interests and skills; a presentation means for presenting the plan information received from the information processing means to the user and recording progress; a display means for displaying progress feedback generated by the information processing means to the user; and an auxiliary means for assisting learning while interacting with the user via a humanoid machine. This enables children to engage in individually customized learning projects while receiving an interactive learning experience.
[0646] "Children" refers to young people who are of age to receive science, technology, engineering, and mathematics (STEM) education.
[0647] "Interest" refers to an individual's feeling of interest or attraction to a particular topic or activity.
[0648] "Skills" refer to the knowledge and abilities necessary to perform a specific activity.
[0649] A "learning plan" is a series of activities or tasks set up based on educational objectives.
[0650] A "generative intelligence model" is an artificial intelligence algorithm that generates appropriate output based on data.
[0651] "Information processing means" refers to devices and technologies for analyzing data and outputting necessary information.
[0652] "Presentation means" refers to devices or technologies for showing information to users visually or audibly.
[0653] A "user" is a person or group that operates the system and enjoys its benefits.
[0654] "Progress" refers to the state of advancement toward the completion of an activity or project.
[0655] "Display means" refers to devices and technologies used to convey information and feedback to users through screens, audio, etc.
[0656] A "humanoid mechanical device" is a machine that mimics the shape of a human being, possesses specific functions, and is capable of dialogue.
[0657] "Dialogue" is the act of multiple parties exchanging opinions and information.
[0658] "Auxiliary means" are functions or technologies that support and facilitate specific tasks.
[0659] This invention is a system that provides personalized learning plans tailored to the user's interests and skills in order to support STEM education. The system mainly uses a server, terminals, and humanoid robots.
[0660] The server uses a generative intelligence model to generate learning plans based on the user's interests and skills. This allows for the provision of projects tailored to each individual user. It also plays a role in generating profiles based on user input and sending them to the server.
[0661] The terminal serves as a display device, presenting the learning plan received from the server to the user visually or audibly. The terminal also records progress and sends data to the server at regular intervals. Real-time feedback provided by the terminal allows users to monitor their progress as they learn.
[0662] Humanoid robotic devices assist in learning through interaction with users. When performing specific learning activities, the devices provide interactive guidance using voice and motion. For example, in a project to build a simple electronic circuit, they can help explain to a child how to connect each component.
[0663] This invention places a generative intelligence model at the core of the technology, making it possible to provide a personalized learning experience to each user. Furthermore, user progress information is continuously sent back to the server, and the quality of learning improves through feedback.
[0664] An example of a prompt message is: "User profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." Based on this prompt, the server creates and provides the user with an optimal learning plan.
[0665] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0666] Step 1:
[0667] Users input profile information about their interests and skills through a device. The device sends this input information as data to the server. This input is treated as a field of interest related to STEM education.
[0668] Step 2:
[0669] The server uses an AI model based on the received profile information to generate the optimal learning plan. This process uses the following prompt as an example: "User Profile: Gender=Female, Age=10, Interest=Robotics, Experience=Intermediate. Please suggest a suitable learning project." The server then compares this information with the database and outputs a project that matches the learning objectives.
[0670] Step 3:
[0671] The terminal displays the learning plan received from the server to the user. A display is used for presentation, showing the learning plan in a visually easy-to-understand format through an interactive interface. If voice guidance is needed, voice output is provided to support the user.
[0672] Step 4:
[0673] Humanoid robots will appear to assist user interaction in learning projects initiated on terminals. Specifically, they will perform actions such as verbally explaining and demonstrating experiments and programming tasks related to the learning project, and providing real-time feedback according to progress.
[0674] Step 5:
[0675] The device continuously records the user's learning progress and periodically sends this data to the server. Based on this data, the server generates progress feedback and suggests adjustments to the learning content as needed. The feedback results are displayed to the user through the device, and a new learning plan is presented.
[0676] 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.
[0677] This invention is a system designed to stimulate children's interest in science, technology, engineering, and mathematics (STEM) and to support their learning. The system comprises a server, terminals, and an emotion engine.
[0678] The server is equipped with a generative artificial intelligence model and has the ability to generate individual learning projects based on profile data sent by the user and emotional data generated by the emotion engine. This provides an optimal learning experience tailored to the user's interests and emotional state.
[0679] The terminal functions as a user-operated interface, visually and intuitively displaying project information sent from the server. Furthermore, the terminal not only records user actions but also senses data from the emotion engine and sends it to the server accordingly.
[0680] The emotion engine analyzes the user's facial expressions and voice to generate emotion data in real time. This data reflects the user's emotional state during the learning process and is used to adjust the feedback and project content provided by the server.
[0681] As a concrete example, suppose a user becomes interested in "programming" and creates a profile. The server receives this information, generates a project for "designing a simple game," and sends it to the device. If the emotion engine detects that the user is feeling stressed during the learning process, the server adjusts the difficulty level or immediately generates and sends encouraging feedback to the device. This allows the user to have a learning experience tailored to their own pace, and their emotional state changes positively.
[0682] In this way, the system aims to make children's learning more effective and enjoyable, while simultaneously reducing the burden on parents.
[0683] The following describes the processing flow.
[0684] Step 1:
[0685] The user operates the device and creates a new profile. The user enters their name, age, and areas of interest, and sends this information from the device to the server.
[0686] Step 2:
[0687] The server receives the user's profile data and uses a generative artificial intelligence model to generate learning projects tailored to the user's interests and skills. The generated project information is then sent to the terminal.
[0688] Step 3:
[0689] The terminal displays received project information to the user. The project includes an overview, goals, and execution steps, which the terminal displays visually and intuitively.
[0690] Step 4:
[0691] While the user works on the project, the emotion engine senses the user's facial expressions and voice, generates emotion data in real time, and transmits the data to the device.
[0692] Step 5:
[0693] The device receives emotional data and sends it to the server as needed. The server uses this data to analyze the user's emotional state and adjust the content and progress of the learning project.
[0694] Step 6:
[0695] The server analyzes emotional and progress data to generate personalized feedback for the user. This feedback is then delivered to the user via their device.
[0696] Step 7:
[0697] The user continues the project and advances their learning experience based on feedback and instructions from the device. The device continuously monitors the user's progress and emotional changes, sending data to the server.
[0698] (Example 2)
[0699] 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".
[0700] In today's educational environment, a challenge is to sustain children's interest in science, technology, engineering, and mathematics (STEM) and to provide learning experiences that cater to their individual interests and emotions. Traditional education systems struggle to customize individual learning experiences, and learning support that appropriately reflects children's motivations and emotions is insufficient.
[0701] 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.
[0702] In this invention, the server includes means equipped with a generative artificial intelligence model that generates projects to customize the learning experience based on profile data from the user and data detecting the user's emotional state; means for visually and intuitively presenting project information received from the server to the user, recording the user's actions and emotional data, and transmitting them to the server; and emotion analysis means for analyzing the user's emotional state in real time and generating data that reflects the user's emotions during the learning process. This makes it possible to provide a flexible and effective learning experience tailored to each individual user.
[0703] A "user" is an individual who uses the system to receive a learning experience, and is primarily intended for children.
[0704] "Profile data" refers to data containing information about the user's interests and learning goals, and serves as the basic information for the server to generate individual learning projects.
[0705] "Emotional state" refers to emotions detected from the user's facial expressions and voice, and is data that indicates the user's psychological state during the learning process.
[0706] A "generative artificial intelligence model" is a model that includes algorithms for generating learning projects and feedback based on received data, and is the core technology of the system.
[0707] A "terminal" is a device that visually displays project information transmitted from a server to the user and records the user's input data and activities.
[0708] "Emotion analysis means" refers to a function that analyzes facial expressions and voices obtained from users to generate emotional data, and is a means of understanding emotional states in real time.
[0709] This invention is a learning support system for children to become familiar with science, technology, engineering, and mathematics (STEM). This system utilizes a server, terminals, and sentiment analysis means to provide a customized learning experience for each individual user. Specifically, it is implemented as follows:
[0710] The server is equipped with a generative artificial intelligence model. This AI model receives profile data provided by the user and emotional states acquired in real time as input. Based on this data, the server generates learning projects that align with the user's interests. In this process, prompts such as "Generate a project based on the user's interests" are input to the AI model, which then derives the optimal project content.
[0711] The terminal functions as a user interface, intuitively and visually displaying learning project information sent from the server. The terminal uses a camera and microphone to monitor the user's facial expressions and voice, and transmits the resulting data to an emotion analysis system. Furthermore, it records the user's learning progress in real time and feeds this information back to the server.
[0712] The emotion analysis system analyzes the user's facial expressions and voice to digitize their emotional state at any given time. This emotional data is sent to a server, which reflects the user's emotions in real time as they progress through the learning process. As a result, the server optimizes the user's learning experience by adjusting the difficulty level of the project and generating encouraging feedback.
[0713] As a concrete example, consider a scenario where a user expresses interest in programming. The user sends this information to a server via their device, and the server generates a project based on it, such as "designing a simple game." During the learning process, if the sentiment analysis system determines that the user is experiencing stress, the server adjusts the difficulty of the project and immediately sends an encouraging message to the user's device.
[0714] This system allows users to receive learning experiences tailored to their interests and emotions, thereby increasing their interest in STEM fields.
[0715] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0716] Step 1:
[0717] The user uses their device to input their interests and what they want to learn. This is saved on the device as profile data. The entered profile data is then sent from the device to the server. Specifically, the user selects their area of interest (e.g., programming or mathematics), fills in the information on the profile settings screen, and presses the "Submit" button.
[0718] Step 2:
[0719] The server inputs the profile data received from the terminal into the AI model. It then prompts the AI model with the instruction, "Generate a project based on the user's interests." Through this data processing, the server generates a learning project suitable for the user. The output is learning project information.
[0720] Step 3:
[0721] The server sends the generated learning project information to the terminal. The terminal receives this information and displays it to the user visually and intuitively. Specifically, the project content, goals, and how to proceed are displayed on the screen. The user reviews this display and begins learning.
[0722] Step 4:
[0723] The device records the user's learning behavior in real time. Simultaneously, it captures the user's facial expressions and voice using a camera and microphone, and sends this data to an emotion analysis system. The input consists of user action data and audio / video data, which are then sent to a server as output.
[0724] Step 5:
[0725] The emotion analysis system analyzes the user's emotional state based on audio and video data transmitted from the terminal. Emotional data such as "stress" and "excitement" are detected and sent to the server. This process quantifies the emotional state into concrete data.
[0726] Step 6:
[0727] The server adjusts learning feedback and project content based on emotional data from emotion analysis devices and learning progress data from the device. In this adjustment process, for example, instructions to lower the difficulty level or encouraging messages are generated by an AI model, and the feedback and adjusted project content are sent to the device as output.
[0728] Step 7:
[0729] The device displays feedback and project adjustments received from the server to the user. This allows the user to continue with learning content that has been adjusted in real time. Specifically, a message such as "Let's relax before moving on to the next task" may appear on the screen, and the user can take action accordingly.
[0730] (Application Example 2)
[0731] 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".
[0732] In modern education, there is a need to provide an environment where children can learn effectively based on their individual interests and skills. However, traditional education struggles to meet individual needs through standardized curricula, and also fails to adequately address the emotional aspects that influence motivation and academic performance. This leads to challenges such as reduced learning effectiveness, particularly for children who have difficulty finding motivation or enjoyment in learning.
[0733] 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.
[0734] In this invention, the server includes a computing means equipped with an artificial intelligence model for generating learning activities based on children's interests and skills; a location information acquisition means for acquiring the user's location information and providing learning tasks based on that location; and an emotion analysis means for analyzing the user's emotions and adjusting the learning experience based on the analysis results. This enables children to receive a real-time, personalized learning experience based on their individual interests.
[0735] A "computational means" is an integrated system of hardware and software that processes input information and generates learning activities.
[0736] A "display device" is a device that presents information to users visually and accepts input from users.
[0737] A "location information acquisition means" is a system that has the function of detecting a geographical location and providing relevant learning tasks based on that information.
[0738] "Emotion analysis tools" are technologies that read emotions from a user's facial expressions and voice, analyze the results, and provide an appropriate learning experience.
[0739] The system for realizing this application primarily consists of a server, a terminal, and related software components. The server is equipped with a generative AI model and generates individually customized learning activities based on the user's profile. The server is responsible for performing the necessary calculations and data analysis and transmitting the results to the terminal.
[0740] The terminal functions as an interface between the user and the server, visually presenting learning activity information transmitted from the server to the user. This information is provided via a display device, and learning progress is recorded based on the user's input data. Furthermore, sentiment analysis is used to grasp the user's emotional state in real time, and this information is transmitted to the server to adjust the learning content.
[0741] Specifically, the device utilizes location information acquisition methods to determine the user's current location and provide relevant learning tasks. For example, when a user approaches a specific landmark, a scientific or technical task related to that location will be displayed on the device. This entire process aims to engage the user's interest and make learning enjoyable and sustainable.
[0742] The specific software used includes a Geographic Information System (GIS) for acquiring location information and sentiment analysis software for analyzing the user's facial expressions and voice. These technologies enable the system to provide appropriate feedback tailored to the user's situation.
[0743] A concrete example of a prompt message would be, "The user has reached Tokyo Tower. Please generate a learning project based on the structure and construction history of Tokyo Tower." This prompt acts as a trigger for the server to customize the learning activity.
[0744] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0745] Step 1:
[0746] The device sends user profile data to the server as input. This data includes information about the user's interests and skills. The device automatically organizes the input data and sends it to the server in a format that the server can use.
[0747] Step 2:
[0748] The server receives profile data and uses it as input to generate a user-optimized learning activity using an AI model. This process determines learning themes based on the user's interests and generates tasks and projects related to those themes. The results are output as learning activity information.
[0749] Step 3:
[0750] The server sends the generated learning activity information to the terminal. The terminal receives this information and presents it visually to the user via a display device. The user can view the presented information and work on the assigned tasks.
[0751] Step 4:
[0752] The terminal uses location information acquisition means to determine the user's current location. Location information is acquired by the terminal, and based on this, it queries the server for tasks related to nearby landmarks. Location information is input, and related tasks are output.
[0753] Step 5:
[0754] The server uses location information and user profile as input to adjust location-related learning tasks and generate specific learning content. This content is sent to the terminal as learning activity information and presented to the user via a display device.
[0755] Step 6:
[0756] The device uses emotion analysis to acquire real-time emotional data from the user's facial expressions and voice. While emotional data is just data on its own, through analysis it becomes fundamental information for understanding the user's emotional response to their learning progress.
[0757] Step 7:
[0758] Emotional data is sent from the device to the server, which uses this as input to generate feedback that corresponds to the user's emotional state. The server then uses a generative AI model to refine the emotion-based feedback and outputs it to the device.
[0759] Step 8:
[0760] The device receives feedback from the server and presents it to the user, adjusting the learning progress and experience. The user can receive the feedback and use it to improve their learning experience.
[0761] 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.
[0762] 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.
[0763] 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.
[0764] 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.
[0765] 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.
[0766] 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.
[0767] 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.
[0768] 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.
[0769] 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."
[0770] 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.
[0771] 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.
[0772] 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.
[0773] 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.
[0774] 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.
[0775] 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.
[0776] 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.
[0777] 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.
[0778] 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.
[0779] 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.
[0780] 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.
[0781] 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.
[0782] The following is further disclosed regarding the embodiments described above.
[0783] (Claim 1)
[0784] A server equipped with a generative artificial intelligence model for generating learning projects based on children's interests and skills,
[0785] A terminal means that presents project information received from the server means to the user and records the progress,
[0786] A terminal means that displays progress feedback generated by the server means to the user,
[0787] A system that includes this.
[0788] (Claim 2)
[0789] The system according to claim 1, wherein the terminal means includes the step of generating a profile based on input data from a user and transmitting it to the server means.
[0790] (Claim 3)
[0791] The system according to claim 1, wherein the server means uses a generative artificial intelligence model that analyzes progress data from the terminal means and generates feedback based on the user's learning status.
[0792] "Example 1"
[0793] (Claim 1)
[0794] An information processing device equipped with an artificial intelligence model for creating educational projects tailored to the user's interests and abilities,
[0795] A display device that presents project information received from the aforementioned information processing device to the user and records the degree of completion,
[0796] A display device for displaying educational feedback generated by the aforementioned information processing device to the user,
[0797] A system that includes this.
[0798] (Claim 2)
[0799] The system according to claim 1, wherein the display device means includes the step of generating user information based on input information from a user and transmitting it to the information processing device means.
[0800] (Claim 3)
[0801] The system according to claim 1, wherein the information processing device uses an artificial intelligence model that analyzes progress data from the display device and generates improvement information based on the user's learning status.
[0802] "Application Example 1"
[0803] (Claim 1)
[0804] Information processing means equipped with a generative intelligence model for generating learning plans based on children's interests and skills,
[0805] A presentation means that presents project information received from the aforementioned information processing means to the user and records the progress,
[0806] A display means for displaying progress feedback generated by the aforementioned information processing means to the user,
[0807] A means of assisting learning by interacting with the user through a humanoid machine,
[0808] ...
[0809] A system that includes this.
[0810] (Claim 2)
[0811] The system according to claim 1, wherein the presentation means includes the step of generating person information based on input information from a user and transmitting it to the information processing means.
[0812] (Claim 3)
[0813] The system according to claim 1, wherein the information processing means uses a generative intelligence model that analyzes progress information from the presentation means and generates feedback based on the user's learning status.
[0814] "Example 2 of combining an emotion engine"
[0815] (Claim 1)
[0816] A server means equipped with a generative artificial intelligence model that generates projects to customize the learning experience based on user profile data and data detecting the user's emotional state,
[0817] A terminal means that visually and intuitively presents project information received from the server means to the user, records the user's actions and emotional data, and transmits it to the server means.
[0818] An emotion analysis means that analyzes the user's emotional state in real time and generates data that reflects the user's emotions as they learn,
[0819] A system that includes this.
[0820] (Claim 2)
[0821] The system according to claim 1, wherein the terminal means includes the step of generating profile data based on the user's interests and learning goals and transmitting it to the server means.
[0822] (Claim 3)
[0823] The system according to claim 1, wherein the server means uses a generative artificial intelligence model that analyzes the user's learning state using emotion data and progress data received from the terminal means, and provides feedback and adjusts project content according to the emotional state.
[0824] "Application example 2 when combining with an emotional engine"
[0825] (Claim 1)
[0826] A computing means equipped with an artificial intelligence model for generating learning activities based on children's interests and skills,
[0827] A display device that presents activity information received from the calculation means to the user and records the progress,
[0828] A display device that displays progress feedback generated by the calculation means to the user,
[0829] A location information acquisition means that acquires the user's location information and provides learning tasks based on that location,
[0830] An emotion analysis tool that analyzes the user's emotions and adjusts the learning experience based on the analysis results,
[0831] A system that includes this.
[0832] (Claim 2)
[0833] The system according to claim 1, wherein the display device includes the step of generating a profile based on input information from a user and transmitting it to the calculation means.
[0834] (Claim 3)
[0835] The system according to claim 1, wherein the calculation means uses an artificial intelligence model that analyzes progress information from the display device and generates feedback based on the user's learning status. [Explanation of symbols]
[0836] 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 server equipped with a generative artificial intelligence model for generating learning projects based on children's interests and skills, A terminal that presents project information received from the aforementioned server to the user and records progress, A terminal that displays progress feedback generated by the aforementioned server to the user, A system that includes this.
2. The system according to claim 1, further comprising the step of the terminal generating a profile based on input data from the user and transmitting it to the server.
3. The system according to claim 1, wherein the server uses a generative artificial intelligence model that analyzes progress data from the terminal means and generates feedback based on the user's learning status.