system

A generative model-based system tailors sex education content to children's ages and interests, enhancing learning engagement and parent-child interaction through interactive terminals.

JP2026099408APending Publication Date: 2026-06-18SOFTBANK GROUP CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOFTBANK GROUP CORP
Filing Date
2024-12-06
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Sex education for children is often insufficient, inconsistent, and not tailored to their age and interest levels, leading to potential loss of interest or misunderstanding, and inadequate parent-child communication.

Method used

A system that uses a generative model to create age- and interest-based educational content, presented through terminals, with real-time feedback and interactive missions to support collaborative learning between parents and children.

Benefits of technology

Provides tailored sex education that engages children naturally, promotes effective learning at their pace, and enhances parent-child communication.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide the system. [Solution] Means of obtaining age information and interest information, A means of generating educational content using a generative model, A means of transmitting educational content to a device, A means of presenting the educational content received by the device in audio or video, A means of collecting user feedback and incorporating it into future content creation, An educational system that includes this.
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses a method for controlling a persona chatbot, which is performed by at least one processor, and includes steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a character of the chatbot, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventionally, there has been a problem that sex education for children has not been carried out sufficiently and effectively because parents do not know at what timing and what content should be conveyed. Also, when the information is not suitable for the age and comprehension level of children, they may lose interest or have a wrong understanding. Furthermore, the sex education within the family is not consistent, and the communication between parents and children is insufficient, which has hindered a healthy understanding of sex.

Means for Solving the Problems

[0005] This invention provides a means for acquiring age and interest information, generating educational content using a generative model, transmitting and presenting the educational content to a terminal, and collecting user feedback to reflect in future content generation, thereby enabling appropriate sex education tailored to the child's age and level of understanding. Furthermore, it is a system that supports consistent sex education within the home by providing means to promote collaborative learning between parents and children through a guide for parents and practical learning through interactive missions.

[0006] "Age information" refers to data about the actual age of the user's child and is used to tailor educational content.

[0007] "Interest information" refers to data about themes and topics that the user's child is particularly interested in, and is used to optimize educational content.

[0008] A "generative model" refers to artificial intelligence technology used to automatically generate detailed educational content based on user input data.

[0009] "Educational content" refers to a collection of information, including stories and dialogue modules, on topics aimed at sex education for children.

[0010] A "terminal" is a device that receives information transmitted from a server and displays that information to the user in the form of audio or video.

[0011] "Feedback" is information that users use to communicate their evaluations and opinions to the server based on their user experience.

[0012] A "parents' guide" is a collection of information, including guidelines and advice, designed to help parents support their children's sex education.

[0013] An "interactive mission" refers to educational activities or tasks that children and their parents can work on together. [Brief explanation of the drawing]

[0014] [Figure 1] It is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] It is a conceptual diagram showing an example of the main functions of a data processing device and a smart device according to the first embodiment. [Figure 3] It is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] It 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] It is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] It 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] It is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] It 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] It shows an emotion map to which a plurality of emotions are mapped. [Figure 10] It shows an emotion map to which a plurality of emotions are mapped. [Figure 11] It is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] It is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] It is a sequence diagram showing the processing flow of the data processing system in Example 2 when an emotion engine is combined. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when an emotion engine is combined.

Embodiments for Carrying Out the Invention

[0015] Hereinafter, an example of an embodiment of a system according to the technology of the present disclosure will be described with reference to the accompanying drawings.

[0016] First, the terms used in the following description will be explained.

[0017] In the following embodiments, a 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.

[0018] In the following embodiments, a labeled RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.

[0019] In the following embodiments, a 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.

[0020] In the following embodiments, the signed communication interface (I / F) is an interface that includes a communication processor and an antenna, etc. The communication interface manages communication between multiple computers. Examples of communication standards applicable to the communication interface include wireless communication standards such as 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark).

[0021] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." That is, "A and / or B" means that it may be A alone, or B alone, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" applies when expressing three or more things linked by "and / or."

[0022] [First Embodiment]

[0023] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.

[0024] As shown in Figure 1, the data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.

[0025] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0026] The smart device 14 comprises a computer 36, a reception device 38, an output device 40, a camera 42, and a communication interface 44. The computer 36 comprises a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The reception device 38, output device 40, and camera 42 are also connected to the bus 52.

[0027] The reception device 38 is equipped with a touch panel 38A and a microphone 38B, etc., and receives user input. The touch panel 38A receives user input by detecting contact with an object (e.g., a pen or finger). The microphone 38B receives user input by detecting the user's voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.

[0028] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form perceptible to the user 20 (e.g., audio and / or text). The display 40A displays visible information such as text and images according to instructions from the processor 46. The speaker 40B outputs audio according to instructions from the processor 46. The camera 42 is a small digital camera equipped with an optical system such as a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.

[0029] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various types of information between processor 46 and processor 28 via network 54.

[0030] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0031] As shown in Figure 2, in the data processing device 12, a specific processing is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" related to the technology of this disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 according to the specific processing program 56 executed on the RAM 30.

[0032] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0033] In the smart device 14, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. The reception output program 60 is used in conjunction with a specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.

[0034] Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".

[0035] The system of this invention is designed to allow children to naturally learn about sex education while playing, and operates in cooperation with three entities: a server, a terminal, and a user (child and parent).

[0036] The server first collects information from the user (parent) regarding the child's age and interests. Based on this, it uses a generative model to automatically generate educational content tailored to the child's age and interests. This content includes storytelling in narrative format and interactive dialogue modules. The generated content is then sent to the device in a format suitable for the child's learning experience.

[0037] The device receives educational content transmitted from the server and presents it to the child through audio and video. During this process, the device detects the child's reactions and responses and can adjust its approach in real time. Therefore, children can naturally absorb sex education at their own pace. Furthermore, the device displays interactive missions that parents and children can work on together, encouraging them to engage in sex education activities together.

[0038] As users, children learn while enjoying stories and missions provided on the device. Especially in interactive missions, parents act as guides, providing appropriate explanations and answers when children have questions. Parents provide feedback to the server based on their child's learning progress and questions. This feedback is used in future content creation, contributing to the improvement and optimization of the content.

[0039] For example, in a household with a four-year-old child, the server generates a simple story themed around basic body parts and plays it for the child through the device. A mission is presented where the parent and child point to the body parts and identify them, and the parent explains the names of each body part to the child based on the guide. In this way, the present invention supports the healthy development of children while stimulating parent-child communication.

[0040] The following describes the processing flow.

[0041] Step 1:

[0042] The server receives information from the user (parent / guardian) regarding the child's age and interests. This information is stored in a database and serves as the foundational data used for later content generation.

[0043] Step 2:

[0044] The server uses a generative model based on the received data to generate educational content tailored to the child's age and interests. This process automatically creates educational materials, including storytelling and interactive modules.

[0045] Step 3:

[0046] The server sends the generated educational content to the device. The content contains information that children should learn and is formatted to be presented in an appropriate way.

[0047] Step 4:

[0048] The device receives educational content sent from the server and converts it into audio and video data. This prepares the content for delivery in a format that children can easily understand.

[0049] Step 5:

[0050] The device presents educational content to children using audio and video. The device is interactive and can dynamically adjust the next steps based on the child's responses.

[0051] Step 6:

[0052] The child user learns through content presented on the device. The child listens to or watches a story and responds or reacts to deepen their understanding.

[0053] Step 7:

[0054] The device presents children and their guardians with interactive missions related to the content. These missions provide activities and challenges to physically confirm what they have learned.

[0055] Step 8:

[0056] Parents, as users, support and guide their children through interactive missions, providing appropriate instruction and explanations. This allows children to learn effectively.

[0057] Step 9:

[0058] Parents, as users, input feedback into the server summarizing their child's learning progress and responses. This feedback is recorded in a database and used as information to help generate future educational content.

[0059] (Example 1)

[0060] 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."

[0061] A consistent system is needed to provide appropriate educational content tailored to children's ages and interests, and to promote natural learning in collaboration with parents. Furthermore, it is necessary to achieve more effective learning by adapting teaching methods in real time based on individual learners' responses.

[0062] 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.

[0063] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for collecting user feedback and reflecting it in the next content generation. This makes it possible to provide educational content optimized for individual learners and to promote parent-child communication based on that content.

[0064] "Age information" refers to data about the age of individual learners.

[0065] "Interest information" refers to data that indicates the themes and fields in which learners are interested.

[0066] A "generative model" is an algorithm used to create appropriate educational content based on given data.

[0067] "Educational content" refers to information or experiences provided to learners in order to acquire knowledge and skills.

[0068] A "transmitting device" is a device that includes hardware and software for delivering generated educational content to learners.

[0069] "Feedback" refers to information provided by users regarding their use of the system and content.

[0070] "Real-time detection" refers to a process in which the system instantly perceives the learner's actions and reactions, and responds immediately.

[0071] An "interactive activity" is an educational experience in which learners actively participate and require direct responses and input.

[0072] A "parents' guide" is a set of instructions and advice provided to parents to support their child's educational activities.

[0073] This system is an educational support system that helps children learn naturally through play. The specific implementation details are described below.

[0074] The server first collects age and interest information of the child from the user (parent) via their device. Based on this collected data, it utilizes a generative AI model to generate educational content optimized for each individual learner. The generative AI model can use generally available text generation algorithms. An example of a prompt would be, "Create a story to help a 4-year-old child learn the names of animal body parts."

[0075] The generated educational content is sent from the server to the transmission device. Upon receiving this content, the device presents it to the child through audio and video. For example, an animation of an animal character introducing its body parts might be displayed, along with interactive questions. The device is equipped with a camera and microphone to detect the child's responses in real time. This allows the content and questions to be dynamically changed in response to the child's reactions.

[0076] As users, children learn while enjoying the displayed stories and missions. Furthermore, parents can support their children's learning by referring to parental guides provided via the device. Feedback obtained during this process can be sent from the device to the server and used to improve future content creation.

[0077] In this way, servers, terminals, and users work together to provide educational support that makes children's learning environments more effective.

[0078] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0079] Step 1:

[0080] The server collects age and interest information from the user (parent / guardian) as input. This input data is sent to the server via a web form. The server stores this data in a database and uses it as foundational data for generating future educational content.

[0081] Step 2:

[0082] The server uses the input data collected in Step 1 to input a prompt into the generative AI model. This prompt might be, for example, "Create a story to help a 4-year-old child learn the names of animal body parts." Upon receiving this prompt, the generative AI model generates appropriate educational content and returns it to the server. In this generation process, a text generation algorithm is in operation, producing the story's text as output.

[0083] Step 3:

[0084] The server sends the generated educational content to the terminal, which is the transmitting device. This data is sent in a format that the terminal can process, and the terminal receives it. Specifically, the server communicates the content over the network and confirms that the terminal has received it.

[0085] Step 4:

[0086] The device presents educational content received from the server to the child user as audio and video. Specifically, the device's display and speakers are used to play animations in which animals are characters that introduce different body parts. This allows children to have a learning experience through both sight and sound.

[0087] Step 5:

[0088] The device uses its built-in camera and microphone to detect the child's responses in real time. The detected responses are analyzed using speech recognition and image processing algorithms and used to dynamically adjust how educational content is presented. In this step, for example, when the child gives the correct answer, the interaction automatically moves on to the next question.

[0089] Step 6:

[0090] Parents, acting as users, observe their child's learning progress and reactions via their device and send feedback to the server as additional information. This feedback is used to generate future educational content, contributing to system improvement and optimization. Specifically, the device uses a feedback form to send observation details to the server's database.

[0091] (Application Example 1)

[0092] 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."

[0093] In traditional education systems, it was difficult for children to learn naturally, and in particular, insufficient communication between parents and children was a problem, especially regarding sensitive topics such as sex education. Furthermore, there was a problem in that the effectiveness of learning was not fully realized because the content was not optimized according to the child's response and level of understanding.

[0094] 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.

[0095] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a device, means for collecting user feedback and reflecting it in the next content generation, and means for recognizing reactions and gestures in real time and adjusting the content presented. This enables children to learn naturally at their own pace, promotes communication between parents and children, and realizes effective education tailored to the child's level of understanding.

[0096] "Age information" refers to information about the learner's age and is a parameter necessary for the appropriate generation of educational content.

[0097] "Interest information" refers to information about learners' hobbies and areas of interest, and is an element used to personalize content creation.

[0098] A "generative model" is an algorithm or method used to create educational content that is suitable for learners, and it performs both prediction and generation.

[0099] "Educational content" is a collection of information designed to achieve specific learning objectives, and is presented through audio and video.

[0100] A "device" is an electronic device used to receive and present educational content to a user.

[0101] "Feedback" refers to the opinions and reactions collected from users, which are used to optimize future content.

[0102] "Reactions and gestures" refer to the physical or emotional responses that learners exhibit to the content, and are used for real-time content adjustments.

[0103] A "learning system" is a set of technological applications designed to achieve a specific learning objective, and it includes multiple components.

[0104] The system for realizing this invention mainly consists of three components: a server, a terminal, and a user.

[0105] The server obtains age and interest information from the user (parent / guardian) and uses this information to generate personalized educational content using a generative AI model. This educational content includes storytelling and interactive dialogue modules. The server also collects user feedback and incorporates it into future content generation to optimize the content.

[0106] The device receives educational content sent from the server and presents it through audio and video. Equipped with voice recognition and gesture recognition capabilities, the device analyzes children's responses and gestures in real time. This allows for dynamic content adjustments, providing the optimal educational experience for each learner. Specifically, the device can present children with simple quizzes and provide real-time feedback based on their answers.

[0107] Children and their guardians, as users, learn through stories and interactive tasks presented on the device. Especially when working on tasks together, guardians act as guides, helping to resolve the child's questions. For example, a story about animals can be generated for a four-year-old child, including simple questions such as, "Is this animal a 'dog'?" An example of a prompt would be, "Generate a story about animals for a four-year-old child. Include simple questions and answers."

[0108] This system allows children to learn about sex education naturally at their own pace, and healthy learning is promoted through parent-child communication.

[0109] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0110] Step 1:

[0111] The server retrieves age and interest information of children from their guardians. Input includes information provided by guardians about the child's age and specific areas of interest. Based on this information, the server organizes the data and prepares it as parameters for a generative AI model.

[0112] Step 2:

[0113] The server uses a generative AI model to generate educational content based on acquired age and interest information. The input is organized age and interest information, and the output is educational content that includes storytelling and interactive dialogue modules suitable for children.

[0114] Step 3:

[0115] The server sends the generated educational content to the device. The input is the generated educational content, and the output is the content the device receives. At this point, the device is ready to operate interactively.

[0116] Step 4:

[0117] The device presents received educational content to the child as audio and video. The input is educational content sent from the server, and the output is audio and video generated by the device. The device presents the content in an easy-to-understand manner to support the child's understanding.

[0118] Step 5:

[0119] The device recognizes the child's reactions and gestures in real time and dynamically adjusts the content accordingly. The input is data of the child's facial expressions and gestures, and the output is content modification or supplementation based on this data.

[0120] Step 6:

[0121] Parents, as users, provide feedback on educational content to the server through collaborative learning with their children. The input consists of information about the child's understanding and questions as observed by the parent, while the output is feedback to the server. This feedback is then used to improve future content creation.

[0122] 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.

[0123] The present invention is an educational system that combines an emotional engine to support children and their guardians, who are the users, in effectively learning through sex education. The system operates through the coordinated efforts of three entities: a server, a terminal, and the user.

[0124] The server first receives information from the user (parent) regarding the child's age and interests. Next, it uses a generative model to generate educational content appropriate to the child's age and interests based on this information. In particular, this invention uses an emotion engine to acquire the user's emotional information. The emotion engine analyzes the user's (child's) facial expressions and tone of voice to recognize their emotions at that time. This emotional information plays a crucial role in content generation and optimization.

[0125] The device receives educational content transmitted from the server. This content is presented to the child as audio and video. The device also uses data from an emotion engine to evaluate the child's responses and emotions in real time. By dynamically adjusting the content and interactive missions presented according to the recognized emotions, it provides an environment in which the child can learn most effectively.

[0126] The child user learns while playing through the provided content. If the child shows a specific emotion, for example, if they are not interested, the device uses that emotion information to suggest more engaging content or activities. Furthermore, by participating in interactive missions, both the child and their guardian can learn together. Guardians also use this emotion data to understand and support their child's learning progress.

[0127] For example, if a child shows confusion or anxiety about a new topic, the emotion engine detects this and adjusts the content on the device to provide reassurance. Furthermore, this emotional information is notified to parents, enabling them to provide appropriate support. Thus, the present invention is a system that takes children's emotions into consideration and provides an individually tailored learning experience.

[0128] The following describes the processing flow.

[0129] Step 1:

[0130] The server receives information from the user (parent / guardian) regarding the child's age and interests. Based on this information, it collects basic data to personalize educational content.

[0131] Step 2:

[0132] The server analyzes children's facial expressions and voice tone via an emotion engine, acquiring emotional information in real time. This emotional information is essential data for optimizing educational content.

[0133] Step 3:

[0134] The server utilizes generative models to generate appropriate educational content based on the child's age, interests, and emotional information. This includes a process of adjusting the story content and presentation to match the child's emotions.

[0135] Step 4:

[0136] The server sends the generated educational content to the device. The content is formatted as audio and video to make it easy for children to understand.

[0137] Step 5:

[0138] The device presents educational content received from the server to the child in audio and video format. The device accepts input from the child and prepares them to interact with the content.

[0139] Step 6:

[0140] The device monitors the child's emotions in real time, detected by an emotion engine, and dynamically adjusts how content is presented based on that. For example, if the child feels anxious, it emphasizes material that provides a greater sense of security.

[0141] Step 7:

[0142] The child user learns while enjoying the content presented through the device. The content changes according to the child's emotions and provides information at an appropriate difficulty level and pace.

[0143] Step 8:

[0144] The device presents activities that parents and children can work on together through interactive missions. The content of these missions is also adjusted based on emotional information, helping children become more engrossed in their learning.

[0145] Step 9:

[0146] Parents, as users, observe their child's learning progress, including emotional information, and provide feedback as needed. This allows valuable data to be collected on the server for improving future learning content and activities.

[0147] (Example 2)

[0148] 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".

[0149] In recent years, while the importance of sex education has increased, there is a need for effective teaching methods that are tailored to the individual interests and emotions of learners. In particular, it has been difficult for traditional education systems to accommodate the changing emotions of each child as they progress through their learning. Furthermore, there is a lack of information resources to help parents understand their child's learning progress and provide appropriate support. Addressing these challenges is essential.

[0150] 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.

[0151] In this invention, the server includes means for acquiring age and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a terminal, means for acquiring user emotion information and utilizing it for content optimization, means for analyzing user reactions in real time and dynamically adjusting the content, and means for collecting feedback and reflecting it in the next content generation. This makes it possible to provide a more individually optimized learning experience that takes into account children's emotions and interests. It also makes it possible to provide feedback to parents and create an environment that can more effectively support children's learning processes.

[0152] "Age information" refers to information necessary to optimize educational content according to the user's age, such as the child's date of birth and grade level.

[0153] "Interest information" refers to data about specific topics and activities that the child user is interested in, and is used to personalize educational content.

[0154] A "generative model" is an artificial intelligence or machine learning model used to generate educational content. It is an algorithm that creates appropriate content based on the input information.

[0155] "Educational content" refers to learning information and materials provided to users, presented in formats such as audio and video.

[0156] A "device" is a device used by a user to receive and view educational content, and includes computers and mobile devices.

[0157] "Emotional information" refers to information about a user's emotional state, analyzed based on data obtained from the user's facial expressions and tone of voice.

[0158] "Feedback" refers to data collected about users' learning experiences and emotional responses, which can be used to improve future content creation and teaching methods.

[0159] An "interactive activity" is an activity in which users voluntarily participate and deepen their learning through two-way communication.

[0160] The system of this invention operates through the coordinated efforts of three entities: a server, a terminal, and a user. First, the user, a parent or guardian, inputs information about their child's age and interests through a dedicated application or web interface. The server uses this information to generate educational content, utilizing a generative AI model. The AI ​​model used includes an algorithm that analyzes the collected data and generates an educational program optimized for that content.

[0161] The server uses an emotion engine to acquire emotional information about children. This emotion engine analyzes the user's facial expressions and tone of voice to recognize their emotions at that moment. The acquired emotional information plays a crucial role in optimizing content generation on the server side.

[0162] The device receives educational content transmitted from the server. The received content is presented to the child user in the form of audio and video. Based on data from the emotion engine, the device evaluates the child's reactions and emotions in real time. It then uses this emotional information to dynamically adjust the content, providing an environment in which the child can learn most effectively.

[0163] For example, if a child shows anxiety about a new learning topic, the emotion engine detects this and the device adjusts to provide reassuring content to alleviate that anxiety. Furthermore, this emotional information is communicated to the parent / guardian, providing them with the necessary information to support their child's learning. This allows parents to accurately understand their child's learning progress and provide more appropriate support.

[0164] An example of a prompt might be: "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this prompt, the generative AI model will create content optimized for children.

[0165] As described above, this invention aims to provide the most suitable learning experience for each individual child through the coordinated operation of the entire system.

[0166] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0167] Step 1:

[0168] The server receives age and interest information of the child from the user (parent / guardian). Parents enter this information using a dedicated application or web interface. This information is sent to the server and stored in a database. The server analyzes this input data and prepares to generate educational content tailored to the child's learning needs.

[0169] Step 2:

[0170] The server generates educational content by inputting a prompt into a generative AI model. This prompt includes a statement such as, "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this input, the generative AI model performs analysis and data processing, and outputs educational content suitable for the child in text, audio, video, and other formats.

[0171] Step 3:

[0172] The server receives emotional information from the child user as input through an emotion engine. While the child uses the device and views content, sensors collect data on facial expressions and tone of voice. The emotion engine analyzes this data and outputs the child's emotional state at that time. This emotional information is used to optimize the content.

[0173] Step 4:

[0174] The device receives educational content generated from the server. It presents the received content to the child user in audio and video formats. It also evaluates the child's response in real time based on emotional information. Using this evaluation as output, the device dynamically adjusts how the educational content is presented. For example, if the child shows no interest, it may add game or quiz elements to pique their interest.

[0175] Step 5:

[0176] The server collects feedback sent from the terminal as input and processes the data to reflect it in the next content generation. This feedback information is analyzed based on the user's learning progress and emotional changes. The server then uses this as output to incorporate it into new prompt messages, utilizing it to generate more optimized educational content.

[0177] (Application Example 2)

[0178] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as a "server" and the smart device 14 as a "terminal".

[0179] Traditional education systems have struggled to provide learning environments tailored to individual children's emotions and interests, leading to decreased educational effectiveness. In particular, there is a need for real-time educational content that takes emotional information into account, but the means to achieve this are lacking. As a result, children lose motivation to learn when presented with content that doesn't interest them.

[0180] 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.

[0181] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for presenting the educational content received by a receiving device audibly or visually. This makes it possible to analyze a child's emotional information in real time and dynamically provide appropriate educational content.

[0182] "Age information" refers to attribute data about the user's age, and is used to customize educational content.

[0183] "Interest information" refers to attribute data related to users' interests and curiosity, and serves as the basis for generating educational content.

[0184] A "generative model" is an algorithm or system that generates information based on specific input data, and is used to create educational content.

[0185] "Educational content" refers to a collection of information provided to users to convey knowledge and skills, and is expressed through audio, video, and other means.

[0186] A "receiving device" is a device that receives educational content and presents that information to the user.

[0187] "Means of presentation through hearing or sight" refers to methods of conveying information to users using sound or images, and is a technology that supports educational experiences.

[0188] "Emotional information" refers to data about a user's psychological state obtained by analyzing their facial expressions and tone of voice, and is used to optimize content.

[0189] "Means of dynamically adjusting and displaying content" refers to methods of changing and presenting educational content in real time based on user responses.

[0190] "Feedback" refers to evaluations and reactions received from users, and is information that is used to improve educational content and create future content.

[0191] This invention is an educational system that combines an emotional engine and is designed to enable children and parents to learn effectively. It operates through the coordinated efforts of three entities: a server, a terminal, and a user.

[0192] The server obtains age and interest information of children from the user (parent). Based on the collected information, it uses a generative AI model to generate educational content. Furthermore, it utilizes sentiment analysis technology to obtain user emotional information, recognizing the user's facial expressions and tone of voice. This information is used to dynamically generate content optimized for the learning experience.

[0193] The device receives educational content transmitted from the server and presents it to the user as audio or video. The device can evaluate user responses in real time and appropriately adjust the educational content based on the user's emotional information. This system also collects user feedback and incorporates it into future content creation, providing an even more optimal learning environment.

[0194] A concrete application example is when a child shows interest in space. In this case, the device uses a generative AI model to generate and display engaging videos about space. Interactive quizzes are also introduced to further increase the child's interest. In response to a request such as "I want to learn about space," the system creates a prompt and retrieves appropriate content from the generative model. A prompt such as "Please generate space education content suitable for a 10-year-old who already has basic knowledge about planets. Please provide content that will sustain their newly acquired curiosity" is used to provide a more effective educational experience.

[0195] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0196] Step 1:

[0197] The server receives age and interest information of the child from the parent / guardian. Based on this information, it generates prompts suitable for the generative AI model. The prompts are output in a format that requests educational content tailored to the child's age and interests.

[0198] Step 2:

[0199] The server uses a generative AI model to receive prompt text and generates educational content tailored to the child's age and interests. The output content is sent to the device as language and video data.

[0200] Step 3:

[0201] The device receives educational content transmitted from the server. The received content is presented to the child using speech synthesis software and a video player, providing both audio and video. Clear audio and sharp images are output during the presentation.

[0202] Step 4:

[0203] The child user watches the presented educational content. During this process, facial expression and voice data are transmitted to the device via the camera and microphone.

[0204] Step 5:

[0205] The device performs emotion analysis using received facial and voice data. The input emotion data is output as emotion information based on the collected user reactions.

[0206] Step 6:

[0207] The device, having received emotional information, dynamically adjusts the educational content being displayed. Specifically, if the user's interest wanes, it sends another prompt to the generative AI model, which then outputs a message to generate and present new content.

[0208] Step 7:

[0209] The device sends the user's learning responses and feedback on the content to the server. This collects data to be used as input for generating the next educational content.

[0210] Step 8:

[0211] The server stores the collected feedback data in a database and uses it as a reference for future content generation, preparing more appropriate educational content for the future. The output consists of hints and data for creating improved educational content.

[0212] 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.

[0213] 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.

[0214] 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.

[0215] [Second Embodiment]

[0216] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.

[0217] 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.

[0218] 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).

[0219] 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.

[0220] 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.

[0221] 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).

[0222] 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.

[0223] 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.

[0224] 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.

[0225] 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.

[0226] 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.

[0227] 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".

[0228] The system of this invention is designed to allow children to naturally learn about sex education while playing, and operates in cooperation with three entities: a server, a terminal, and a user (child and parent).

[0229] The server first collects information from the user (parent) regarding the child's age and interests. Based on this, it uses a generative model to automatically generate educational content tailored to the child's age and interests. This content includes storytelling in narrative format and interactive dialogue modules. The generated content is then sent to the device in a format suitable for the child's learning experience.

[0230] The device receives educational content transmitted from the server and presents it to the child through audio and video. During this process, the device detects the child's reactions and responses and can adjust its approach in real time. Therefore, children can naturally absorb sex education at their own pace. Furthermore, the device displays interactive missions that parents and children can work on together, encouraging them to engage in sex education activities together.

[0231] As users, children learn while enjoying stories and missions provided on the device. Especially in interactive missions, parents act as guides, providing appropriate explanations and answers when children have questions. Parents provide feedback to the server based on their child's learning progress and questions. This feedback is used in future content creation, contributing to the improvement and optimization of the content.

[0232] For example, in a household with a four-year-old child, the server generates a simple story themed around basic body parts and plays it for the child through the device. A mission is presented where the parent and child point to the body parts and identify them, and the parent explains the names of each body part to the child based on the guide. In this way, the present invention supports the healthy development of children while stimulating parent-child communication.

[0233] The following describes the processing flow.

[0234] Step 1:

[0235] The server receives information from the user (parent / guardian) regarding the child's age and interests. This information is stored in a database and serves as the foundational data used for later content generation.

[0236] Step 2:

[0237] The server uses a generative model based on the received data to generate educational content tailored to the child's age and interests. This process automatically creates educational materials, including storytelling and interactive modules.

[0238] Step 3:

[0239] The server sends the generated educational content to the device. The content contains information that children should learn and is formatted to be presented in an appropriate way.

[0240] Step 4:

[0241] The device receives educational content sent from the server and converts it into audio and video data. This prepares the content for delivery in a format that children can easily understand.

[0242] Step 5:

[0243] The device presents educational content to children using audio and video. The device is interactive and can dynamically adjust the next steps based on the child's responses.

[0244] Step 6:

[0245] The child user learns through content presented on the device. The child listens to or watches a story and responds or reacts to deepen their understanding.

[0246] Step 7:

[0247] The device presents children and their guardians with interactive missions related to the content. These missions provide activities and challenges to physically confirm what they have learned.

[0248] Step 8:

[0249] Parents, as users, support and guide their children through interactive missions, providing appropriate instruction and explanations. This allows children to learn effectively.

[0250] Step 9:

[0251] Parents, as users, input feedback into the server summarizing their child's learning progress and responses. This feedback is recorded in a database and used as information to help generate future educational content.

[0252] (Example 1)

[0253] 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."

[0254] A consistent system is needed to provide appropriate educational content tailored to children's ages and interests, and to promote natural learning in collaboration with parents. Furthermore, it is necessary to achieve more effective learning by adapting teaching methods in real time based on individual learners' responses.

[0255] 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.

[0256] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for collecting user feedback and reflecting it in the next content generation. This makes it possible to provide educational content optimized for individual learners and to promote parent-child communication based on that content.

[0257] "Age information" refers to data about the age of individual learners.

[0258] "Interest information" refers to data that indicates the themes and fields in which learners are interested.

[0259] A "generative model" is an algorithm used to create appropriate educational content based on given data.

[0260] "Educational content" refers to information or experiences provided to learners in order to acquire knowledge and skills.

[0261] A "transmitting device" is a device that includes hardware and software for delivering generated educational content to learners.

[0262] "Feedback" refers to information provided by users regarding their use of the system and content.

[0263] "Real-time detection" refers to a process in which the system instantly perceives the learner's actions and reactions, and responds immediately.

[0264] An "interactive activity" is an educational experience in which learners actively participate and require direct responses and input.

[0265] A "parents' guide" is a set of instructions and advice provided to parents to support their child's educational activities.

[0266] This system is an educational support system that helps children learn naturally through play. The specific implementation details are described below.

[0267] The server first collects age and interest information of the child from the user (parent) via their device. Based on this collected data, it utilizes a generative AI model to generate educational content optimized for each individual learner. The generative AI model can use generally available text generation algorithms. An example of a prompt would be, "Create a story to help a 4-year-old child learn the names of animal body parts."

[0268] The generated educational content is sent from the server to the transmission device. Upon receiving this content, the device presents it to the child through audio and video. For example, an animation of an animal character introducing its body parts might be displayed, along with interactive questions. The device is equipped with a camera and microphone to detect the child's responses in real time. This allows the content and questions to be dynamically changed in response to the child's reactions.

[0269] As users, children learn while enjoying the displayed stories and missions. Furthermore, parents can support their children's learning by referring to parental guides provided via the device. Feedback obtained during this process can be sent from the device to the server and used to improve future content creation.

[0270] In this way, servers, terminals, and users work together to provide educational support that makes children's learning environments more effective.

[0271] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0272] Step 1:

[0273] The server collects age and interest information from the user (parent / guardian) as input. This input data is sent to the server via a web form. The server stores this data in a database and uses it as foundational data for generating future educational content.

[0274] Step 2:

[0275] The server uses the input data collected in Step 1 to input a prompt into the generative AI model. This prompt might be, for example, "Create a story to help a 4-year-old child learn the names of animal body parts." Upon receiving this prompt, the generative AI model generates appropriate educational content and returns it to the server. In this generation process, a text generation algorithm is in operation, producing the story's text as output.

[0276] Step 3:

[0277] The server sends the generated educational content to the terminal, which is the transmitting device. This data is sent in a format that the terminal can process, and the terminal receives it. Specifically, the server communicates the content over the network and confirms that the terminal has received it.

[0278] Step 4:

[0279] The device presents educational content received from the server to the child user as audio and video. Specifically, the device's display and speakers are used to play animations in which animals are characters that introduce different body parts. This allows children to have a learning experience through both sight and sound.

[0280] Step 5:

[0281] The device uses its built-in camera and microphone to detect the child's responses in real time. The detected responses are analyzed using speech recognition and image processing algorithms and used to dynamically adjust how educational content is presented. In this step, for example, when the child gives the correct answer, the interaction automatically moves on to the next question.

[0282] Step 6:

[0283] As a guardian, the user observes the child's learning situation and reactions via the terminal and sends feedback to the server as additional information. This feedback is utilized in the generation of next educational content, contributing to the improvement and optimization of the system. Specifically, the operation of using the feedback form on the terminal to send the observed content to the database of the server is taken.

[0284] (Application Example 1)

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

[0286] In the conventional education system, it is difficult for children to progress in learning naturally. Especially in delicate themes such as sex education, the communication between parents and children is insufficient, which has been an issue. Also, there is a problem that the learning effect is not fully exerted because the content is not optimized according to the child's reaction and understanding level.

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

[0288] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generation model, means for sending the educational content to a device, means for collecting feedback from users and reflecting it in the next content generation, and means for recognizing reactions and gestures in real time and adjusting the presented content. Thereby, it becomes possible for children to progress in learning naturally at their own pace, and also, the communication between parents and children is promoted, and effective education according to the child's understanding level can be realized.

[0289] "Age information" is information regarding the age of the learner and is a parameter necessary for appropriate generation of educational content.

[0290] "Interest information" refers to information about learners' hobbies and areas of interest, and is an element used to personalize content creation.

[0291] A "generative model" is an algorithm or method used to create educational content that is suitable for learners, and it performs both prediction and generation.

[0292] "Educational content" is a collection of information designed to achieve specific learning objectives, and is presented through audio and video.

[0293] A "device" is an electronic device used to receive and present educational content to a user.

[0294] "Feedback" refers to the opinions and reactions collected from users, which are used to optimize future content.

[0295] "Reactions and gestures" refer to the physical or emotional responses that learners exhibit to the content, and are used for real-time content adjustments.

[0296] A "learning system" is a set of technological applications designed to achieve a specific learning objective, and it includes multiple components.

[0297] The system for realizing this invention mainly consists of three components: a server, a terminal, and a user.

[0298] The server obtains age and interest information from the user (parent / guardian) and uses this information to generate personalized educational content using a generative AI model. This educational content includes storytelling and interactive dialogue modules. The server also collects user feedback and incorporates it into future content generation to optimize the content.

[0299] The device receives educational content sent from the server and presents it through audio and video. Equipped with voice recognition and gesture recognition capabilities, the device analyzes children's responses and gestures in real time. This allows for dynamic content adjustments, providing the optimal educational experience for each learner. Specifically, the device can present children with simple quizzes and provide real-time feedback based on their answers.

[0300] Children and their guardians, as users, learn through stories and interactive tasks presented on the device. Especially when working on tasks together, guardians act as guides, helping to resolve the child's questions. For example, a story about animals can be generated for a four-year-old child, including simple questions such as, "Is this animal a 'dog'?" An example of a prompt would be, "Generate a story about animals for a four-year-old child. Include simple questions and answers."

[0301] This system allows children to learn about sex education naturally at their own pace, and healthy learning is promoted through parent-child communication.

[0302] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0303] Step 1:

[0304] The server retrieves age and interest information of children from their guardians. Input includes information provided by guardians about the child's age and specific areas of interest. Based on this information, the server organizes the data and prepares it as parameters for a generative AI model.

[0305] Step 2:

[0306] The server uses a generative AI model to generate educational content based on the acquired age information and interest information. The inputs are the organized age information and interest information, and the outputs are educational contents including storytelling suitable for children and interactive dialogue modules.

[0307] Step 3:

[0308] The server sends the generated educational content to the device. The input is the generated educational content, and the output is the content received by the device. Here, the device is ready to operate interactively.

[0309] Step 4:

[0310] The terminal presents the received educational content to the child as audio or video. The input is the educational content sent from the server, and the output is the audio or video generated by the terminal. The terminal presents the content in an easy-to-understand way to assist the child's understanding.

[0311] Step 5:

[0312] The terminal recognizes the child's reactions and gestures in real time and makes dynamic adjustments to the content. The inputs are the data of the child's expressions and gestures, and the outputs are the corresponding changes and supplements to the content.

[0313] Step 6:

[0314] The guardian, who is the user, provides feedback on the educational content to the server through co-learning with the child. The input is the information on the child's understanding and questions observed by the guardian, and the output is the feedback information to the server. This is then reflected in the next content generation.

[0315] 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.

[0316] The present invention is an educational system that combines an emotional engine to support children and their guardians, who are the users, in effectively learning through sex education. The system operates through the coordinated efforts of three entities: a server, a terminal, and the user.

[0317] The server first receives information from the user (parent) regarding the child's age and interests. Next, it uses a generative model to generate educational content appropriate to the child's age and interests based on this information. In particular, this invention uses an emotion engine to acquire the user's emotional information. The emotion engine analyzes the user's (child's) facial expressions and tone of voice to recognize their emotions at that time. This emotional information plays a crucial role in content generation and optimization.

[0318] The device receives educational content transmitted from the server. This content is presented to the child as audio and video. The device also uses data from an emotion engine to evaluate the child's responses and emotions in real time. By dynamically adjusting the content and interactive missions presented according to the recognized emotions, it provides an environment in which the child can learn most effectively.

[0319] The child user learns while playing through the provided content. If the child shows a specific emotion, for example, if they are not interested, the device uses that emotion information to suggest more engaging content or activities. Furthermore, by participating in interactive missions, both the child and their guardian can learn together. Guardians also use this emotion data to understand and support their child's learning progress.

[0320] For example, if a child shows confusion or anxiety about a new topic, the emotion engine detects this and adjusts the content on the device to provide reassurance. Furthermore, this emotional information is notified to parents, enabling them to provide appropriate support. Thus, the present invention is a system that takes children's emotions into consideration and provides an individually tailored learning experience.

[0321] The following describes the processing flow.

[0322] Step 1:

[0323] The server receives information from the user (parent / guardian) regarding the child's age and interests. Based on this information, it collects basic data to personalize educational content.

[0324] Step 2:

[0325] The server analyzes children's facial expressions and voice tone via an emotion engine, acquiring emotional information in real time. This emotional information is essential data for optimizing educational content.

[0326] Step 3:

[0327] The server utilizes generative models to generate appropriate educational content based on the child's age, interests, and emotional information. This includes a process of adjusting the story content and presentation to match the child's emotions.

[0328] Step 4:

[0329] The server sends the generated educational content to the device. The content is formatted as audio and video to make it easy for children to understand.

[0330] Step 5:

[0331] The device presents educational content received from the server to the child in audio and video format. The device accepts input from the child and prepares them to interact with the content.

[0332] Step 6:

[0333] The device monitors the child's emotions in real time, detected by an emotion engine, and dynamically adjusts how content is presented based on that. For example, if the child feels anxious, it emphasizes material that provides a greater sense of security.

[0334] Step 7:

[0335] The child user learns while enjoying the content presented through the device. The content changes according to the child's emotions and provides information at an appropriate difficulty level and pace.

[0336] Step 8:

[0337] The device presents activities that parents and children can work on together through interactive missions. The content of these missions is also adjusted based on emotional information, helping children become more engrossed in their learning.

[0338] Step 9:

[0339] Parents, as users, observe their child's learning progress, including emotional information, and provide feedback as needed. This allows valuable data to be collected on the server for improving future learning content and activities.

[0340] (Example 2)

[0341] 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".

[0342] In recent years, while the importance of sex education has increased, there is a need for effective teaching methods that are tailored to the individual interests and emotions of learners. In particular, it has been difficult for traditional education systems to accommodate the changing emotions of each child as they progress through their learning. Furthermore, there is a lack of information resources to help parents understand their child's learning progress and provide appropriate support. Addressing these challenges is essential.

[0343] 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.

[0344] In this invention, the server includes means for acquiring age and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a terminal, means for acquiring user emotion information and utilizing it for content optimization, means for analyzing user reactions in real time and dynamically adjusting the content, and means for collecting feedback and reflecting it in the next content generation. This makes it possible to provide a more individually optimized learning experience that takes into account children's emotions and interests. It also makes it possible to provide feedback to parents and create an environment that can more effectively support children's learning processes.

[0345] "Age information" refers to information necessary to optimize educational content according to the user's age, such as the child's date of birth and grade level.

[0346] "Interest information" refers to data about specific topics and activities that the child user is interested in, and is used to personalize educational content.

[0347] A "generative model" is an artificial intelligence or machine learning model used to generate educational content. It is an algorithm that creates appropriate content based on the input information.

[0348] "Educational content" refers to learning information and materials provided to users, presented in formats such as audio and video.

[0349] A "device" is a device used by a user to receive and view educational content, and includes computers and mobile devices.

[0350] "Emotional information" refers to information about a user's emotional state, analyzed based on data obtained from the user's facial expressions and tone of voice.

[0351] "Feedback" refers to data collected about users' learning experiences and emotional responses, which can be used to improve future content creation and teaching methods.

[0352] An "interactive activity" is an activity in which users voluntarily participate and deepen their learning through two-way communication.

[0353] The system of this invention operates through the coordinated efforts of three entities: a server, a terminal, and a user. First, the user, a parent or guardian, inputs information about their child's age and interests through a dedicated application or web interface. The server uses this information to generate educational content, utilizing a generative AI model. The AI ​​model used includes an algorithm that analyzes the collected data and generates an educational program optimized for that content.

[0354] The server uses an emotion engine to acquire emotional information about children. This emotion engine analyzes the user's facial expressions and tone of voice to recognize their emotions at that moment. The acquired emotional information plays a crucial role in optimizing content generation on the server side.

[0355] The device receives educational content transmitted from the server. The received content is presented to the child user in the form of audio and video. Based on data from the emotion engine, the device evaluates the child's reactions and emotions in real time. It then uses this emotional information to dynamically adjust the content, providing an environment in which the child can learn most effectively.

[0356] For example, if a child shows anxiety about a new learning topic, the emotion engine detects this and the device adjusts to provide reassuring content to alleviate that anxiety. Furthermore, this emotional information is communicated to the parent / guardian, providing them with the necessary information to support their child's learning. This allows parents to accurately understand their child's learning progress and provide more appropriate support.

[0357] An example of a prompt might be: "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this prompt, the generative AI model will create content optimized for children.

[0358] As described above, this invention aims to provide the most suitable learning experience for each individual child through the coordinated operation of the entire system.

[0359] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0360] Step 1:

[0361] The server receives age and interest information of the child from the user (parent / guardian). Parents enter this information using a dedicated application or web interface. This information is sent to the server and stored in a database. The server analyzes this input data and prepares to generate educational content tailored to the child's learning needs.

[0362] Step 2:

[0363] The server generates educational content by inputting a prompt into a generative AI model. This prompt includes a statement such as, "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this input, the generative AI model performs analysis and data processing, and outputs educational content suitable for the child in text, audio, video, and other formats.

[0364] Step 3:

[0365] The server receives emotional information from the child user as input through an emotion engine. While the child uses the device and views content, sensors collect data on facial expressions and tone of voice. The emotion engine analyzes this data and outputs the child's emotional state at that time. This emotional information is used to optimize the content.

[0366] Step 4:

[0367] The device receives educational content generated from the server. It presents the received content to the child user in audio and video formats. It also evaluates the child's response in real time based on emotional information. Using this evaluation as output, the device dynamically adjusts how the educational content is presented. For example, if the child shows no interest, it may add game or quiz elements to pique their interest.

[0368] Step 5:

[0369] The server collects feedback sent from the terminal as input and processes the data to reflect it in the next content generation. This feedback information is analyzed based on the user's learning progress and emotional changes. The server then uses this as output to incorporate it into new prompt messages, utilizing it to generate more optimized educational content.

[0370] (Application Example 2)

[0371] Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."

[0372] Traditional education systems have struggled to provide learning environments tailored to individual children's emotions and interests, leading to decreased educational effectiveness. In particular, there is a need for real-time educational content that takes emotional information into account, but the means to achieve this are lacking. As a result, children lose motivation to learn when presented with content that doesn't interest them.

[0373] 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.

[0374] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for presenting the educational content received by a receiving device audibly or visually. This makes it possible to analyze a child's emotional information in real time and dynamically provide appropriate educational content.

[0375] "Age information" refers to attribute data about the user's age, and is used to customize educational content.

[0376] "Interest information" refers to attribute data related to users' interests and curiosity, and serves as the basis for generating educational content.

[0377] A "generative model" is an algorithm or system that generates information based on specific input data, and is used to create educational content.

[0378] "Educational content" refers to a collection of information provided to users to convey knowledge and skills, and is expressed through audio, video, and other means.

[0379] A "receiving device" is a device that receives educational content and presents that information to the user.

[0380] "Means of presentation through hearing or sight" refers to methods of conveying information to users using sound or images, and is a technology that supports educational experiences.

[0381] "Emotional information" refers to data about a user's psychological state obtained by analyzing their facial expressions and tone of voice, and is used to optimize content.

[0382] "Means of dynamically adjusting and displaying content" refers to methods of changing and presenting educational content in real time based on user responses.

[0383] "Feedback" refers to evaluations and reactions received from users, and is information that is used to improve educational content and create future content.

[0384] This invention is an educational system that combines an emotional engine and is designed to enable children and parents to learn effectively. It operates through the coordinated efforts of three entities: a server, a terminal, and a user.

[0385] The server obtains age and interest information of children from the user (parent). Based on the collected information, it uses a generative AI model to generate educational content. Furthermore, it utilizes sentiment analysis technology to obtain user emotional information, recognizing the user's facial expressions and tone of voice. This information is used to dynamically generate content optimized for the learning experience.

[0386] The device receives educational content transmitted from the server and presents it to the user as audio or video. The device can evaluate user responses in real time and appropriately adjust the educational content based on the user's emotional information. This system also collects user feedback and incorporates it into future content creation, providing an even more optimal learning environment.

[0387] A concrete application example is when a child shows interest in space. In this case, the device uses a generative AI model to generate and display engaging videos about space. Interactive quizzes are also introduced to further increase the child's interest. In response to a request such as "I want to learn about space," the system creates a prompt and retrieves appropriate content from the generative model. A prompt such as "Please generate space education content suitable for a 10-year-old who already has basic knowledge about planets. Please provide content that will sustain their newly acquired curiosity" is used to provide a more effective educational experience.

[0388] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0389] Step 1:

[0390] The server receives age and interest information of the child from the parent / guardian. Based on this information, it generates prompts suitable for the generative AI model. The prompts are output in a format that requests educational content tailored to the child's age and interests.

[0391] Step 2:

[0392] The server uses a generative AI model to receive prompt text and generates educational content tailored to the child's age and interests. The output content is sent to the device as language and video data.

[0393] Step 3:

[0394] The device receives educational content transmitted from the server. The received content is presented to the child using speech synthesis software and a video player, providing both audio and video. Clear audio and sharp images are output during the presentation.

[0395] Step 4:

[0396] The child user watches the presented educational content. During this process, facial expression and voice data are transmitted to the device via the camera and microphone.

[0397] Step 5:

[0398] The device performs emotion analysis using received facial and voice data. The input emotion data is output as emotion information based on the collected user reactions.

[0399] Step 6:

[0400] The device, having received emotional information, dynamically adjusts the educational content being displayed. Specifically, if the user's interest wanes, it sends another prompt to the generative AI model, which then outputs a message to generate and present new content.

[0401] Step 7:

[0402] The device sends the user's learning responses and feedback on the content to the server. This collects data to be used as input for generating the next educational content.

[0403] Step 8:

[0404] The server stores the collected feedback data in a database and uses it as a reference for future content generation, preparing more appropriate educational content for the future. The output consists of hints and data for creating improved educational content.

[0405] 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.

[0406] 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.

[0407] 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.

[0408] [Third Embodiment]

[0409] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.

[0410] 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.

[0411] 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).

[0412] 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.

[0413] 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.

[0414] 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).

[0415] 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.

[0416] 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.

[0417] 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.

[0418] 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.

[0419] 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.

[0420] 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".

[0421] The system of this invention is designed to allow children to naturally learn about sex education while playing, and operates in cooperation with three entities: a server, a terminal, and a user (child and parent).

[0422] The server first collects information from the user (parent) regarding the child's age and interests. Based on this, it uses a generative model to automatically generate educational content tailored to the child's age and interests. This content includes storytelling in narrative format and interactive dialogue modules. The generated content is then sent to the device in a format suitable for the child's learning experience.

[0423] The device receives educational content transmitted from the server and presents it to the child through audio and video. During this process, the device detects the child's reactions and responses and can adjust its approach in real time. Therefore, children can naturally absorb sex education at their own pace. Furthermore, the device displays interactive missions that parents and children can work on together, encouraging them to engage in sex education activities together.

[0424] As users, children learn while enjoying stories and missions provided on the device. Especially in interactive missions, parents act as guides, providing appropriate explanations and answers when children have questions. Parents provide feedback to the server based on their child's learning progress and questions. This feedback is used in future content creation, contributing to the improvement and optimization of the content.

[0425] For example, in a household with a four-year-old child, the server generates a simple story themed around basic body parts and plays it for the child through the device. A mission is presented where the parent and child point to the body parts and identify them, and the parent explains the names of each body part to the child based on the guide. In this way, the present invention supports the healthy development of children while stimulating parent-child communication.

[0426] The following describes the processing flow.

[0427] Step 1:

[0428] The server receives information from the user (parent / guardian) regarding the child's age and interests. This information is stored in a database and serves as the foundational data used for later content generation.

[0429] Step 2:

[0430] The server uses a generative model based on the received data to generate educational content tailored to the child's age and interests. This process automatically creates educational materials, including storytelling and interactive modules.

[0431] Step 3:

[0432] The server sends the generated educational content to the device. The content contains information that children should learn and is formatted to be presented in an appropriate way.

[0433] Step 4:

[0434] The device receives educational content sent from the server and converts it into audio and video data. This prepares the content for delivery in a format that children can easily understand.

[0435] Step 5:

[0436] The device presents educational content to children using audio and video. The device is interactive and can dynamically adjust the next steps based on the child's responses.

[0437] Step 6:

[0438] The child user learns through content presented on the device. The child listens to or watches a story and responds or reacts to deepen their understanding.

[0439] Step 7:

[0440] The device presents children and their guardians with interactive missions related to the content. These missions provide activities and challenges to physically confirm what they have learned.

[0441] Step 8:

[0442] Parents, as users, support and guide their children through interactive missions, providing appropriate instruction and explanations. This allows children to learn effectively.

[0443] Step 9:

[0444] Parents, as users, input feedback into the server summarizing their child's learning progress and responses. This feedback is recorded in a database and used as information to help generate future educational content.

[0445] (Example 1)

[0446] 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."

[0447] A consistent system is needed to provide appropriate educational content tailored to children's ages and interests, and to promote natural learning in collaboration with parents. Furthermore, it is necessary to achieve more effective learning by adapting teaching methods in real time based on individual learners' responses.

[0448] 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.

[0449] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for collecting user feedback and reflecting it in the next content generation. This makes it possible to provide educational content optimized for individual learners and to promote parent-child communication based on that content.

[0450] "Age information" refers to data about the age of individual learners.

[0451] "Interest information" refers to data that indicates the themes and fields in which learners are interested.

[0452] A "generative model" is an algorithm used to create appropriate educational content based on given data.

[0453] "Educational content" refers to information or experiences provided to learners in order to acquire knowledge and skills.

[0454] A "transmitting device" is a device that includes hardware and software for delivering generated educational content to learners.

[0455] "Feedback" refers to information provided by users regarding their use of the system and content.

[0456] "Real-time detection" refers to a process in which the system instantly perceives the learner's actions and reactions, and responds immediately.

[0457] An "interactive activity" is an educational experience in which learners actively participate and require direct responses and input.

[0458] A "parents' guide" is a set of instructions and advice provided to parents to support their child's educational activities.

[0459] This system is an educational support system that helps children learn naturally through play. The specific implementation details are described below.

[0460] The server first collects age and interest information of the child from the user (parent) via their device. Based on this collected data, it utilizes a generative AI model to generate educational content optimized for each individual learner. The generative AI model can use generally available text generation algorithms. An example of a prompt would be, "Create a story to help a 4-year-old child learn the names of animal body parts."

[0461] The generated educational content is sent from the server to the transmission device. Upon receiving this content, the device presents it to the child through audio and video. For example, an animation of an animal character introducing its body parts might be displayed, along with interactive questions. The device is equipped with a camera and microphone to detect the child's responses in real time. This allows the content and questions to be dynamically changed in response to the child's reactions.

[0462] As users, children learn while enjoying the displayed stories and missions. Furthermore, parents can support their children's learning by referring to parental guides provided via the device. Feedback obtained during this process can be sent from the device to the server and used to improve future content creation.

[0463] In this way, servers, terminals, and users work together to provide educational support that makes children's learning environments more effective.

[0464] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0465] Step 1:

[0466] The server collects age and interest information from the user (parent / guardian) as input. This input data is sent to the server via a web form. The server stores this data in a database and uses it as foundational data for generating future educational content.

[0467] Step 2:

[0468] The server uses the input data collected in Step 1 to input a prompt into the generative AI model. This prompt might be, for example, "Create a story to help a 4-year-old child learn the names of animal body parts." Upon receiving this prompt, the generative AI model generates appropriate educational content and returns it to the server. In this generation process, a text generation algorithm is in operation, producing the story's text as output.

[0469] Step 3:

[0470] The server sends the generated educational content to the terminal, which is the transmitting device. This data is sent in a format that the terminal can process, and the terminal receives it. Specifically, the server communicates the content over the network and confirms that the terminal has received it.

[0471] Step 4:

[0472] The device presents educational content received from the server to the child user as audio and video. Specifically, the device's display and speakers are used to play animations in which animals are characters that introduce different body parts. This allows children to have a learning experience through both sight and sound.

[0473] Step 5:

[0474] The device uses its built-in camera and microphone to detect the child's responses in real time. The detected responses are analyzed using speech recognition and image processing algorithms and used to dynamically adjust how educational content is presented. In this step, for example, when the child gives the correct answer, the interaction automatically moves on to the next question.

[0475] Step 6:

[0476] Parents, acting as users, observe their child's learning progress and reactions via their device and send feedback to the server as additional information. This feedback is used to generate future educational content, contributing to system improvement and optimization. Specifically, the device uses a feedback form to send observation details to the server's database.

[0477] (Application Example 1)

[0478] 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."

[0479] In traditional education systems, it was difficult for children to learn naturally, and in particular, insufficient communication between parents and children was a problem, especially regarding sensitive topics such as sex education. Furthermore, there was a problem in that the effectiveness of learning was not fully realized because the content was not optimized according to the child's response and level of understanding.

[0480] 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.

[0481] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a device, means for collecting user feedback and reflecting it in the next content generation, and means for recognizing reactions and gestures in real time and adjusting the content presented. This enables children to learn naturally at their own pace, promotes communication between parents and children, and realizes effective education tailored to the child's level of understanding.

[0482] "Age information" refers to information about the learner's age and is a parameter necessary for the appropriate generation of educational content.

[0483] "Interest information" refers to information about learners' hobbies and areas of interest, and is an element used to personalize content creation.

[0484] A "generative model" is an algorithm or method used to create educational content that is suitable for learners, and it performs both prediction and generation.

[0485] "Educational content" is a collection of information designed to achieve specific learning objectives, and is presented through audio and video.

[0486] A "device" is an electronic device used to receive and present educational content to a user.

[0487] "Feedback" refers to the opinions and reactions collected from users, which are used to optimize future content.

[0488] "Reactions and gestures" refer to the physical or emotional responses that learners exhibit to the content, and are used for real-time content adjustments.

[0489] A "learning system" is a set of technological applications designed to achieve a specific learning objective, and it includes multiple components.

[0490] The system for realizing this invention mainly consists of three components: a server, a terminal, and a user.

[0491] The server obtains age and interest information from the user (parent / guardian) and uses this information to generate personalized educational content using a generative AI model. This educational content includes storytelling and interactive dialogue modules. The server also collects user feedback and incorporates it into future content generation to optimize the content.

[0492] The device receives educational content sent from the server and presents it through audio and video. Equipped with voice recognition and gesture recognition capabilities, the device analyzes children's responses and gestures in real time. This allows for dynamic content adjustments, providing the optimal educational experience for each learner. Specifically, the device can present children with simple quizzes and provide real-time feedback based on their answers.

[0493] Children and their guardians, as users, learn through stories and interactive tasks presented on the device. Especially when working on tasks together, guardians act as guides, helping to resolve the child's questions. For example, a story about animals can be generated for a four-year-old child, including simple questions such as, "Is this animal a 'dog'?" An example of a prompt would be, "Generate a story about animals for a four-year-old child. Include simple questions and answers."

[0494] This system allows children to learn about sex education naturally at their own pace, and healthy learning is promoted through parent-child communication.

[0495] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0496] Step 1:

[0497] The server retrieves age and interest information of children from their guardians. Input includes information provided by guardians about the child's age and specific areas of interest. Based on this information, the server organizes the data and prepares it as parameters for a generative AI model.

[0498] Step 2:

[0499] The server uses a generative AI model to generate educational content based on acquired age and interest information. The input is organized age and interest information, and the output is educational content that includes storytelling and interactive dialogue modules suitable for children.

[0500] Step 3:

[0501] The server sends the generated educational content to the device. The input is the generated educational content, and the output is the content the device receives. At this point, the device is ready to operate interactively.

[0502] Step 4:

[0503] The device presents received educational content to the child as audio and video. The input is educational content sent from the server, and the output is audio and video generated by the device. The device presents the content in an easy-to-understand manner to support the child's understanding.

[0504] Step 5:

[0505] The device recognizes the child's reactions and gestures in real time and dynamically adjusts the content accordingly. The input is data of the child's facial expressions and gestures, and the output is content modification or supplementation based on this data.

[0506] Step 6:

[0507] Parents, as users, provide feedback on educational content to the server through collaborative learning with their children. The input consists of information about the child's understanding and questions as observed by the parent, while the output is feedback to the server. This feedback is then used to improve future content creation.

[0508] 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.

[0509] The present invention is an educational system that combines an emotional engine to support children and their guardians, who are the users, in effectively learning through sex education. The system operates through the coordinated efforts of three entities: a server, a terminal, and the user.

[0510] The server first receives information from the user (parent) regarding the child's age and interests. Next, it uses a generative model to generate educational content appropriate to the child's age and interests based on this information. In particular, this invention uses an emotion engine to acquire the user's emotional information. The emotion engine analyzes the user's (child's) facial expressions and tone of voice to recognize their emotions at that time. This emotional information plays a crucial role in content generation and optimization.

[0511] The device receives educational content transmitted from the server. This content is presented to the child as audio and video. The device also uses data from an emotion engine to evaluate the child's responses and emotions in real time. By dynamically adjusting the content and interactive missions presented according to the recognized emotions, it provides an environment in which the child can learn most effectively.

[0512] The child user learns while playing through the provided content. If the child shows a specific emotion, for example, if they are not interested, the device uses that emotion information to suggest more engaging content or activities. Furthermore, by participating in interactive missions, both the child and their guardian can learn together. Guardians also use this emotion data to understand and support their child's learning progress.

[0513] For example, if a child shows confusion or anxiety about a new topic, the emotion engine detects this and adjusts the content on the device to provide reassurance. Furthermore, this emotional information is notified to parents, enabling them to provide appropriate support. Thus, the present invention is a system that takes children's emotions into consideration and provides an individually tailored learning experience.

[0514] The following describes the processing flow.

[0515] Step 1:

[0516] The server receives information from the user (parent / guardian) regarding the child's age and interests. Based on this information, it collects basic data to personalize educational content.

[0517] Step 2:

[0518] The server analyzes children's facial expressions and voice tone via an emotion engine, acquiring emotional information in real time. This emotional information is essential data for optimizing educational content.

[0519] Step 3:

[0520] The server utilizes generative models to generate appropriate educational content based on the child's age, interests, and emotional information. This includes a process of adjusting the story content and presentation to match the child's emotions.

[0521] Step 4:

[0522] The server sends the generated educational content to the device. The content is formatted as audio and video to make it easy for children to understand.

[0523] Step 5:

[0524] The device presents educational content received from the server to the child in audio and video format. The device accepts input from the child and prepares them to interact with the content.

[0525] Step 6:

[0526] The device monitors the child's emotions in real time, detected by an emotion engine, and dynamically adjusts how content is presented based on that. For example, if the child feels anxious, it emphasizes material that provides a greater sense of security.

[0527] Step 7:

[0528] The child user learns while enjoying the content presented through the device. The content changes according to the child's emotions and provides information at an appropriate difficulty level and pace.

[0529] Step 8:

[0530] The device presents activities that parents and children can work on together through interactive missions. The content of these missions is also adjusted based on emotional information, helping children become more engrossed in their learning.

[0531] Step 9:

[0532] Parents, as users, observe their child's learning progress, including emotional information, and provide feedback as needed. This allows valuable data to be collected on the server for improving future learning content and activities.

[0533] (Example 2)

[0534] 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."

[0535] In recent years, while the importance of sex education has increased, there is a need for effective teaching methods that are tailored to the individual interests and emotions of learners. In particular, it has been difficult for traditional education systems to accommodate the changing emotions of each child as they progress through their learning. Furthermore, there is a lack of information resources to help parents understand their child's learning progress and provide appropriate support. Addressing these challenges is essential.

[0536] 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.

[0537] In this invention, the server includes means for acquiring age and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a terminal, means for acquiring user emotion information and utilizing it for content optimization, means for analyzing user reactions in real time and dynamically adjusting the content, and means for collecting feedback and reflecting it in the next content generation. This makes it possible to provide a more individually optimized learning experience that takes into account children's emotions and interests. It also makes it possible to provide feedback to parents and create an environment that can more effectively support children's learning processes.

[0538] "Age information" refers to information necessary to optimize educational content according to the user's age, such as the child's date of birth and grade level.

[0539] "Interest information" refers to data about specific topics and activities that the child user is interested in, and is used to personalize educational content.

[0540] A "generative model" is an artificial intelligence or machine learning model used to generate educational content. It is an algorithm that creates appropriate content based on the input information.

[0541] "Educational content" refers to learning information and materials provided to users, presented in formats such as audio and video.

[0542] A "device" is a device used by a user to receive and view educational content, and includes computers and mobile devices.

[0543] "Emotional information" refers to information about a user's emotional state, analyzed based on data obtained from the user's facial expressions and tone of voice.

[0544] "Feedback" refers to data collected about users' learning experiences and emotional responses, which can be used to improve future content creation and teaching methods.

[0545] An "interactive activity" is an activity in which users voluntarily participate and deepen their learning through two-way communication.

[0546] The system of this invention operates through the coordinated efforts of three entities: a server, a terminal, and a user. First, the user, a parent or guardian, inputs information about their child's age and interests through a dedicated application or web interface. The server uses this information to generate educational content, utilizing a generative AI model. The AI ​​model used includes an algorithm that analyzes the collected data and generates an educational program optimized for that content.

[0547] The server uses an emotion engine to acquire emotional information about children. This emotion engine analyzes the user's facial expressions and tone of voice to recognize their emotions at that moment. The acquired emotional information plays a crucial role in optimizing content generation on the server side.

[0548] The device receives educational content transmitted from the server. The received content is presented to the child user in the form of audio and video. Based on data from the emotion engine, the device evaluates the child's reactions and emotions in real time. It then uses this emotional information to dynamically adjust the content, providing an environment in which the child can learn most effectively.

[0549] For example, if a child shows anxiety about a new learning topic, the emotion engine detects this and the device adjusts to provide reassuring content to alleviate that anxiety. Furthermore, this emotional information is communicated to the parent / guardian, providing them with the necessary information to support their child's learning. This allows parents to accurately understand their child's learning progress and provide more appropriate support.

[0550] An example of a prompt might be: "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this prompt, the generative AI model will create content optimized for children.

[0551] As described above, this invention aims to provide the most suitable learning experience for each individual child through the coordinated operation of the entire system.

[0552] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0553] Step 1:

[0554] The server receives age and interest information of the child from the user (parent / guardian). Parents enter this information using a dedicated application or web interface. This information is sent to the server and stored in a database. The server analyzes this input data and prepares to generate educational content tailored to the child's learning needs.

[0555] Step 2:

[0556] The server generates educational content by inputting a prompt into a generative AI model. This prompt includes a statement such as, "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this input, the generative AI model performs analysis and data processing, and outputs educational content suitable for the child in text, audio, video, and other formats.

[0557] Step 3:

[0558] The server receives emotional information from the child user as input through an emotion engine. While the child uses the device and views content, sensors collect data on facial expressions and tone of voice. The emotion engine analyzes this data and outputs the child's emotional state at that time. This emotional information is used to optimize the content.

[0559] Step 4:

[0560] The device receives educational content generated from the server. It presents the received content to the child user in audio and video formats. It also evaluates the child's response in real time based on emotional information. Using this evaluation as output, the device dynamically adjusts how the educational content is presented. For example, if the child shows no interest, it may add game or quiz elements to pique their interest.

[0561] Step 5:

[0562] The server collects feedback sent from the terminal as input and processes the data to reflect it in the next content generation. This feedback information is analyzed based on the user's learning progress and emotional changes. The server then uses this as output to incorporate it into new prompt messages, utilizing it to generate more optimized educational content.

[0563] (Application Example 2)

[0564] 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."

[0565] Traditional education systems have struggled to provide learning environments tailored to individual children's emotions and interests, leading to decreased educational effectiveness. In particular, there is a need for real-time educational content that takes emotional information into account, but the means to achieve this are lacking. As a result, children lose motivation to learn when presented with content that doesn't interest them.

[0566] 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.

[0567] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for presenting the educational content received by a receiving device audibly or visually. This makes it possible to analyze a child's emotional information in real time and dynamically provide appropriate educational content.

[0568] "Age information" refers to attribute data about the user's age, and is used to customize educational content.

[0569] "Interest information" refers to attribute data related to users' interests and curiosity, and serves as the basis for generating educational content.

[0570] A "generative model" is an algorithm or system that generates information based on specific input data, and is used to create educational content.

[0571] "Educational content" refers to a collection of information provided to users to convey knowledge and skills, and is expressed through audio, video, and other means.

[0572] A "receiving device" is a device that receives educational content and presents that information to the user.

[0573] "Means of presentation through hearing or sight" refers to methods of conveying information to users using sound or images, and is a technology that supports educational experiences.

[0574] "Emotional information" refers to data about a user's psychological state obtained by analyzing their facial expressions and tone of voice, and is used to optimize content.

[0575] "Means of dynamically adjusting and displaying content" refers to methods of changing and presenting educational content in real time based on user responses.

[0576] "Feedback" refers to evaluations and reactions received from users, and is information that is used to improve educational content and create future content.

[0577] This invention is an educational system that combines an emotional engine and is designed to enable children and parents to learn effectively. It operates through the coordinated efforts of three entities: a server, a terminal, and a user.

[0578] The server obtains age and interest information of children from the user (parent). Based on the collected information, it uses a generative AI model to generate educational content. Furthermore, it utilizes sentiment analysis technology to obtain user emotional information, recognizing the user's facial expressions and tone of voice. This information is used to dynamically generate content optimized for the learning experience.

[0579] The device receives educational content transmitted from the server and presents it to the user as audio or video. The device can evaluate user responses in real time and appropriately adjust the educational content based on the user's emotional information. This system also collects user feedback and incorporates it into future content creation, providing an even more optimal learning environment.

[0580] A concrete application example is when a child shows interest in space. In this case, the device uses a generative AI model to generate and display engaging videos about space. Interactive quizzes are also introduced to further increase the child's interest. In response to a request such as "I want to learn about space," the system creates a prompt and retrieves appropriate content from the generative model. A prompt such as "Please generate space education content suitable for a 10-year-old who already has basic knowledge about planets. Please provide content that will sustain their newly acquired curiosity" is used to provide a more effective educational experience.

[0581] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0582] Step 1:

[0583] The server receives age and interest information of the child from the parent / guardian. Based on this information, it generates prompts suitable for the generative AI model. The prompts are output in a format that requests educational content tailored to the child's age and interests.

[0584] Step 2:

[0585] The server uses a generative AI model to receive prompt text and generates educational content tailored to the child's age and interests. The output content is sent to the device as language and video data.

[0586] Step 3:

[0587] The device receives educational content transmitted from the server. The received content is presented to the child using speech synthesis software and a video player, providing both audio and video. Clear audio and sharp images are output during the presentation.

[0588] Step 4:

[0589] The child user watches the presented educational content. During this process, facial expression and voice data are transmitted to the device via the camera and microphone.

[0590] Step 5:

[0591] The device performs emotion analysis using received facial and voice data. The input emotion data is output as emotion information based on the collected user reactions.

[0592] Step 6:

[0593] The device, having received emotional information, dynamically adjusts the educational content being displayed. Specifically, if the user's interest wanes, it sends another prompt to the generative AI model, which then outputs a message to generate and present new content.

[0594] Step 7:

[0595] The device sends the user's learning responses and feedback on the content to the server. This collects data to be used as input for generating the next educational content.

[0596] Step 8:

[0597] The server stores the collected feedback data in a database and uses it as a reference for future content generation, preparing more appropriate educational content for the future. The output consists of hints and data for creating improved educational content.

[0598] 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.

[0599] 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.

[0600] 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.

[0601] [Fourth Embodiment]

[0602] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.

[0603] 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.

[0604] 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).

[0605] 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.

[0606] 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.

[0607] 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).

[0608] 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.

[0609] 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.

[0610] 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.

[0611] 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.

[0612] 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.

[0613] 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.

[0614] 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".

[0615] The system of this invention is designed to allow children to naturally learn about sex education while playing, and operates in cooperation with three entities: a server, a terminal, and a user (child and parent).

[0616] The server first collects information from the user (parent) regarding the child's age and interests. Based on this, it uses a generative model to automatically generate educational content tailored to the child's age and interests. This content includes storytelling in narrative format and interactive dialogue modules. The generated content is then sent to the device in a format suitable for the child's learning experience.

[0617] The device receives educational content transmitted from the server and presents it to the child through audio and video. During this process, the device detects the child's reactions and responses and can adjust its approach in real time. Therefore, children can naturally absorb sex education at their own pace. Furthermore, the device displays interactive missions that parents and children can work on together, encouraging them to engage in sex education activities together.

[0618] As users, children learn while enjoying stories and missions provided on the device. Especially in interactive missions, parents act as guides, providing appropriate explanations and answers when children have questions. Parents provide feedback to the server based on their child's learning progress and questions. This feedback is used in future content creation, contributing to the improvement and optimization of the content.

[0619] For example, in a household with a four-year-old child, the server generates a simple story themed around basic body parts and plays it for the child through the device. A mission is presented where the parent and child point to the body parts and identify them, and the parent explains the names of each body part to the child based on the guide. In this way, the present invention supports the healthy development of children while stimulating parent-child communication.

[0620] The following describes the processing flow.

[0621] Step 1:

[0622] The server receives information from the user (parent / guardian) regarding the child's age and interests. This information is stored in a database and serves as the foundational data used for later content generation.

[0623] Step 2:

[0624] The server uses a generative model based on the received data to generate educational content tailored to the child's age and interests. This process automatically creates educational materials, including storytelling and interactive modules.

[0625] Step 3:

[0626] The server sends the generated educational content to the device. The content contains information that children should learn and is formatted to be presented in an appropriate way.

[0627] Step 4:

[0628] The device receives educational content sent from the server and converts it into audio and video data. This prepares the content for delivery in a format that children can easily understand.

[0629] Step 5:

[0630] The device presents educational content to children using audio and video. The device is interactive and can dynamically adjust the next steps based on the child's responses.

[0631] Step 6:

[0632] The child user learns through content presented on the device. The child listens to or watches a story and responds or reacts to deepen their understanding.

[0633] Step 7:

[0634] The device presents children and their guardians with interactive missions related to the content. These missions provide activities and challenges to physically confirm what they have learned.

[0635] Step 8:

[0636] Parents, as users, support and guide their children through interactive missions, providing appropriate instruction and explanations. This allows children to learn effectively.

[0637] Step 9:

[0638] Parents, as users, input feedback into the server summarizing their child's learning progress and responses. This feedback is recorded in a database and used as information to help generate future educational content.

[0639] (Example 1)

[0640] 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".

[0641] A consistent system is needed to provide appropriate educational content tailored to children's ages and interests, and to promote natural learning in collaboration with parents. Furthermore, it is necessary to achieve more effective learning by adapting teaching methods in real time based on individual learners' responses.

[0642] 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.

[0643] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for collecting user feedback and reflecting it in the next content generation. This makes it possible to provide educational content optimized for individual learners and to promote parent-child communication based on that content.

[0644] "Age information" refers to data about the age of individual learners.

[0645] "Interest information" refers to data that indicates the themes and fields in which learners are interested.

[0646] A "generative model" is an algorithm used to create appropriate educational content based on given data.

[0647] "Educational content" refers to information or experiences provided to learners in order to acquire knowledge and skills.

[0648] A "transmitting device" is a device that includes hardware and software for delivering generated educational content to learners.

[0649] "Feedback" refers to information provided by users regarding their use of the system and content.

[0650] "Real-time detection" refers to a process in which the system instantly perceives the learner's actions and reactions, and responds immediately.

[0651] An "interactive activity" is an educational experience in which learners actively participate and require direct responses and input.

[0652] A "parents' guide" is a set of instructions and advice provided to parents to support their child's educational activities.

[0653] This system is an educational support system that helps children learn naturally through play. The specific implementation details are described below.

[0654] The server first collects age and interest information of the child from the user (parent) via their device. Based on this collected data, it utilizes a generative AI model to generate educational content optimized for each individual learner. The generative AI model can use generally available text generation algorithms. An example of a prompt would be, "Create a story to help a 4-year-old child learn the names of animal body parts."

[0655] The generated educational content is sent from the server to the transmission device. Upon receiving this content, the device presents it to the child through audio and video. For example, an animation of an animal character introducing its body parts might be displayed, along with interactive questions. The device is equipped with a camera and microphone to detect the child's responses in real time. This allows the content and questions to be dynamically changed in response to the child's reactions.

[0656] As users, children learn while enjoying the displayed stories and missions. Furthermore, parents can support their children's learning by referring to parental guides provided via the device. Feedback obtained during this process can be sent from the device to the server and used to improve future content creation.

[0657] In this way, servers, terminals, and users work together to provide educational support that makes children's learning environments more effective.

[0658] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0659] Step 1:

[0660] The server collects age and interest information from the user (parent / guardian) as input. This input data is sent to the server via a web form. The server stores this data in a database and uses it as foundational data for generating future educational content.

[0661] Step 2:

[0662] The server uses the input data collected in Step 1 to input a prompt into the generative AI model. This prompt might be, for example, "Create a story to help a 4-year-old child learn the names of animal body parts." Upon receiving this prompt, the generative AI model generates appropriate educational content and returns it to the server. In this generation process, a text generation algorithm is in operation, producing the story's text as output.

[0663] Step 3:

[0664] The server sends the generated educational content to the terminal, which is the transmitting device. This data is sent in a format that the terminal can process, and the terminal receives it. Specifically, the server communicates the content over the network and confirms that the terminal has received it.

[0665] Step 4:

[0666] The device presents educational content received from the server to the child user as audio and video. Specifically, the device's display and speakers are used to play animations in which animals are characters that introduce different body parts. This allows children to have a learning experience through both sight and sound.

[0667] Step 5:

[0668] The device uses its built-in camera and microphone to detect the child's responses in real time. The detected responses are analyzed using speech recognition and image processing algorithms and used to dynamically adjust how educational content is presented. In this step, for example, when the child gives the correct answer, the interaction automatically moves on to the next question.

[0669] Step 6:

[0670] Parents, acting as users, observe their child's learning progress and reactions via their device and send feedback to the server as additional information. This feedback is used to generate future educational content, contributing to system improvement and optimization. Specifically, the device uses a feedback form to send observation details to the server's database.

[0671] (Application Example 1)

[0672] 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".

[0673] In traditional education systems, it was difficult for children to learn naturally, and in particular, insufficient communication between parents and children was a problem, especially regarding sensitive topics such as sex education. Furthermore, there was a problem in that the effectiveness of learning was not fully realized because the content was not optimized according to the child's response and level of understanding.

[0674] 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.

[0675] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a device, means for collecting user feedback and reflecting it in the next content generation, and means for recognizing reactions and gestures in real time and adjusting the content presented. This enables children to learn naturally at their own pace, promotes communication between parents and children, and realizes effective education tailored to the child's level of understanding.

[0676] "Age information" refers to information about the learner's age and is a parameter necessary for the appropriate generation of educational content.

[0677] "Interest information" refers to information about learners' hobbies and areas of interest, and is an element used to personalize content creation.

[0678] A "generative model" is an algorithm or method used to create educational content that is suitable for learners, and it performs both prediction and generation.

[0679] "Educational content" is a collection of information designed to achieve specific learning objectives, and is presented through audio and video.

[0680] A "device" is an electronic device used to receive and present educational content to a user.

[0681] "Feedback" refers to the opinions and reactions collected from users, which are used to optimize future content.

[0682] "Reactions and gestures" refer to the physical or emotional responses that learners exhibit to the content, and are used for real-time content adjustments.

[0683] A "learning system" is a set of technological applications designed to achieve a specific learning objective, and it includes multiple components.

[0684] The system for realizing this invention mainly consists of three components: a server, a terminal, and a user.

[0685] The server obtains age and interest information from the user (parent / guardian) and uses this information to generate personalized educational content using a generative AI model. This educational content includes storytelling and interactive dialogue modules. The server also collects user feedback and incorporates it into future content generation to optimize the content.

[0686] The device receives educational content sent from the server and presents it through audio and video. Equipped with voice recognition and gesture recognition capabilities, the device analyzes children's responses and gestures in real time. This allows for dynamic content adjustments, providing the optimal educational experience for each learner. Specifically, the device can present children with simple quizzes and provide real-time feedback based on their answers.

[0687] Children and their guardians, as users, learn through stories and interactive tasks presented on the device. Especially when working on tasks together, guardians act as guides, helping to resolve the child's questions. For example, a story about animals can be generated for a four-year-old child, including simple questions such as, "Is this animal a 'dog'?" An example of a prompt would be, "Generate a story about animals for a four-year-old child. Include simple questions and answers."

[0688] This system allows children to learn about sex education naturally at their own pace, and healthy learning is promoted through parent-child communication.

[0689] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0690] Step 1:

[0691] The server retrieves age and interest information of children from their guardians. Input includes information provided by guardians about the child's age and specific areas of interest. Based on this information, the server organizes the data and prepares it as parameters for a generative AI model.

[0692] Step 2:

[0693] The server uses a generative AI model to generate educational content based on acquired age and interest information. The input is organized age and interest information, and the output is educational content that includes storytelling and interactive dialogue modules suitable for children.

[0694] Step 3:

[0695] The server sends the generated educational content to the device. The input is the generated educational content, and the output is the content the device receives. At this point, the device is ready to operate interactively.

[0696] Step 4:

[0697] The device presents received educational content to the child as audio and video. The input is educational content sent from the server, and the output is audio and video generated by the device. The device presents the content in an easy-to-understand manner to support the child's understanding.

[0698] Step 5:

[0699] The device recognizes the child's reactions and gestures in real time and dynamically adjusts the content accordingly. The input is data of the child's facial expressions and gestures, and the output is content modification or supplementation based on this data.

[0700] Step 6:

[0701] Parents, as users, provide feedback on educational content to the server through collaborative learning with their children. The input consists of information about the child's understanding and questions as observed by the parent, while the output is feedback to the server. This feedback is then used to improve future content creation.

[0702] 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.

[0703] The present invention is an educational system that combines an emotional engine to support children and their guardians, who are the users, in effectively learning through sex education. The system operates through the coordinated efforts of three entities: a server, a terminal, and the user.

[0704] The server first receives information from the user (parent) regarding the child's age and interests. Next, it uses a generative model to generate educational content appropriate to the child's age and interests based on this information. In particular, this invention uses an emotion engine to acquire the user's emotional information. The emotion engine analyzes the user's (child's) facial expressions and tone of voice to recognize their emotions at that time. This emotional information plays a crucial role in content generation and optimization.

[0705] The device receives educational content transmitted from the server. This content is presented to the child as audio and video. The device also uses data from an emotion engine to evaluate the child's responses and emotions in real time. By dynamically adjusting the content and interactive missions presented according to the recognized emotions, it provides an environment in which the child can learn most effectively.

[0706] The child user learns while playing through the provided content. If the child shows a specific emotion, for example, if they are not interested, the device uses that emotion information to suggest more engaging content or activities. Furthermore, by participating in interactive missions, both the child and their guardian can learn together. Guardians also use this emotion data to understand and support their child's learning progress.

[0707] For example, if a child shows confusion or anxiety about a new topic, the emotion engine detects this and adjusts the content on the device to provide reassurance. Furthermore, this emotional information is notified to parents, enabling them to provide appropriate support. Thus, the present invention is a system that takes children's emotions into consideration and provides an individually tailored learning experience.

[0708] The following describes the processing flow.

[0709] Step 1:

[0710] The server receives information from the user (parent / guardian) regarding the child's age and interests. Based on this information, it collects basic data to personalize educational content.

[0711] Step 2:

[0712] The server analyzes children's facial expressions and voice tone via an emotion engine, acquiring emotional information in real time. This emotional information is essential data for optimizing educational content.

[0713] Step 3:

[0714] The server utilizes generative models to generate appropriate educational content based on the child's age, interests, and emotional information. This includes a process of adjusting the story content and presentation to match the child's emotions.

[0715] Step 4:

[0716] The server sends the generated educational content to the device. The content is formatted as audio and video to make it easy for children to understand.

[0717] Step 5:

[0718] The device presents educational content received from the server to the child in audio and video format. The device accepts input from the child and prepares them to interact with the content.

[0719] Step 6:

[0720] The device monitors the child's emotions in real time, detected by an emotion engine, and dynamically adjusts how content is presented based on that. For example, if the child feels anxious, it emphasizes material that provides a greater sense of security.

[0721] Step 7:

[0722] The child user learns while enjoying the content presented through the device. The content changes according to the child's emotions and provides information at an appropriate difficulty level and pace.

[0723] Step 8:

[0724] The device presents activities that parents and children can work on together through interactive missions. The content of these missions is also adjusted based on emotional information, helping children become more engrossed in their learning.

[0725] Step 9:

[0726] Parents, as users, observe their child's learning progress, including emotional information, and provide feedback as needed. This allows valuable data to be collected on the server for improving future learning content and activities.

[0727] (Example 2)

[0728] 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".

[0729] In recent years, while the importance of sex education has increased, there is a need for effective teaching methods that are tailored to the individual interests and emotions of learners. In particular, it has been difficult for traditional education systems to accommodate the changing emotions of each child as they progress through their learning. Furthermore, there is a lack of information resources to help parents understand their child's learning progress and provide appropriate support. Addressing these challenges is essential.

[0730] 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.

[0731] In this invention, the server includes means for acquiring age and interest information, means for generating educational content using a generative model, means for transmitting the educational content to a terminal, means for acquiring user emotion information and utilizing it for content optimization, means for analyzing user reactions in real time and dynamically adjusting the content, and means for collecting feedback and reflecting it in the next content generation. This makes it possible to provide a more individually optimized learning experience that takes into account children's emotions and interests. It also makes it possible to provide feedback to parents and create an environment that can more effectively support children's learning processes.

[0732] "Age information" refers to information necessary to optimize educational content according to the user's age, such as the child's date of birth and grade level.

[0733] "Interest information" refers to data about specific topics and activities that the child user is interested in, and is used to personalize educational content.

[0734] A "generative model" is an artificial intelligence or machine learning model used to generate educational content. It is an algorithm that creates appropriate content based on the input information.

[0735] "Educational content" refers to learning information and materials provided to users, presented in formats such as audio and video.

[0736] A "device" is a device used by a user to receive and view educational content, and includes computers and mobile devices.

[0737] "Emotional information" refers to information about a user's emotional state, analyzed based on data obtained from the user's facial expressions and tone of voice.

[0738] "Feedback" refers to data collected about users' learning experiences and emotional responses, which can be used to improve future content creation and teaching methods.

[0739] An "interactive activity" is an activity in which users voluntarily participate and deepen their learning through two-way communication.

[0740] The system of this invention operates through the coordinated efforts of three entities: a server, a terminal, and a user. First, the user, a parent or guardian, inputs information about their child's age and interests through a dedicated application or web interface. The server uses this information to generate educational content, utilizing a generative AI model. The AI ​​model used includes an algorithm that analyzes the collected data and generates an educational program optimized for that content.

[0741] The server uses an emotion engine to acquire emotional information about children. This emotion engine analyzes the user's facial expressions and tone of voice to recognize their emotions at that moment. The acquired emotional information plays a crucial role in optimizing content generation on the server side.

[0742] The device receives educational content transmitted from the server. The received content is presented to the child user in the form of audio and video. Based on data from the emotion engine, the device evaluates the child's reactions and emotions in real time. It then uses this emotional information to dynamically adjust the content, providing an environment in which the child can learn most effectively.

[0743] For example, if a child shows anxiety about a new learning topic, the emotion engine detects this and the device adjusts to provide reassuring content to alleviate that anxiety. Furthermore, this emotional information is communicated to the parent / guardian, providing them with the necessary information to support their child's learning. This allows parents to accurately understand their child's learning progress and provide more appropriate support.

[0744] An example of a prompt might be: "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this prompt, the generative AI model will create content optimized for children.

[0745] As described above, this invention aims to provide the most suitable learning experience for each individual child through the coordinated operation of the entire system.

[0746] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0747] Step 1:

[0748] The server receives age and interest information of the child from the user (parent / guardian). Parents enter this information using a dedicated application or web interface. This information is sent to the server and stored in a database. The server analyzes this input data and prepares to generate educational content tailored to the child's learning needs.

[0749] Step 2:

[0750] The server generates educational content by inputting a prompt into a generative AI model. This prompt includes a statement such as, "A 10-year-old child has shown interest in sex education. Generate age-appropriate content and interactive missions, and optimize the learning experience using an emotion engine." Based on this input, the generative AI model performs analysis and data processing, and outputs educational content suitable for the child in text, audio, video, and other formats.

[0751] Step 3:

[0752] The server receives emotional information from the child user as input through an emotion engine. While the child uses the device and views content, sensors collect data on facial expressions and tone of voice. The emotion engine analyzes this data and outputs the child's emotional state at that time. This emotional information is used to optimize the content.

[0753] Step 4:

[0754] The device receives educational content generated from the server. It presents the received content to the child user in audio and video formats. It also evaluates the child's response in real time based on emotional information. Using this evaluation as output, the device dynamically adjusts how the educational content is presented. For example, if the child shows no interest, it may add game or quiz elements to pique their interest.

[0755] Step 5:

[0756] The server collects feedback sent from the terminal as input and processes the data to reflect it in the next content generation. This feedback information is analyzed based on the user's learning progress and emotional changes. The server then uses this as output to incorporate it into new prompt messages, utilizing it to generate more optimized educational content.

[0757] (Application Example 2)

[0758] 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".

[0759] Traditional education systems have struggled to provide learning environments tailored to individual children's emotions and interests, leading to decreased educational effectiveness. In particular, there is a need for real-time educational content that takes emotional information into account, but the means to achieve this are lacking. As a result, children lose motivation to learn when presented with content that doesn't interest them.

[0760] 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.

[0761] In this invention, the server includes means for acquiring age information and interest information, means for generating educational content using a generative model, and means for presenting the educational content received by a receiving device audibly or visually. This makes it possible to analyze a child's emotional information in real time and dynamically provide appropriate educational content.

[0762] "Age information" refers to attribute data about the user's age, and is used to customize educational content.

[0763] "Interest information" refers to attribute data related to users' interests and curiosity, and serves as the basis for generating educational content.

[0764] A "generative model" is an algorithm or system that generates information based on specific input data, and is used to create educational content.

[0765] "Educational content" refers to a collection of information provided to users to convey knowledge and skills, and is expressed through audio, video, and other means.

[0766] A "receiving device" is a device that receives educational content and presents that information to the user.

[0767] "Means of presentation through hearing or sight" refers to methods of conveying information to users using sound or images, and is a technology that supports educational experiences.

[0768] "Emotional information" refers to data about a user's psychological state obtained by analyzing their facial expressions and tone of voice, and is used to optimize content.

[0769] "Means of dynamically adjusting and displaying content" refers to methods of changing and presenting educational content in real time based on user responses.

[0770] "Feedback" refers to evaluations and reactions received from users, and is information that is used to improve educational content and create future content.

[0771] This invention is an educational system that combines an emotional engine and is designed to enable children and parents to learn effectively. It operates through the coordinated efforts of three entities: a server, a terminal, and a user.

[0772] The server obtains age and interest information of children from the user (parent). Based on the collected information, it uses a generative AI model to generate educational content. Furthermore, it utilizes sentiment analysis technology to obtain user emotional information, recognizing the user's facial expressions and tone of voice. This information is used to dynamically generate content optimized for the learning experience.

[0773] The device receives educational content transmitted from the server and presents it to the user as audio or video. The device can evaluate user responses in real time and appropriately adjust the educational content based on the user's emotional information. This system also collects user feedback and incorporates it into future content creation, providing an even more optimal learning environment.

[0774] A concrete application example is when a child shows interest in space. In this case, the device uses a generative AI model to generate and display engaging videos about space. Interactive quizzes are also introduced to further increase the child's interest. In response to a request such as "I want to learn about space," the system creates a prompt and retrieves appropriate content from the generative model. A prompt such as "Please generate space education content suitable for a 10-year-old who already has basic knowledge about planets. Please provide content that will sustain their newly acquired curiosity" is used to provide a more effective educational experience.

[0775] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0776] Step 1:

[0777] The server receives age and interest information of the child from the parent / guardian. Based on this information, it generates prompts suitable for the generative AI model. The prompts are output in a format that requests educational content tailored to the child's age and interests.

[0778] Step 2:

[0779] The server uses a generative AI model to receive prompt text and generates educational content tailored to the child's age and interests. The output content is sent to the device as language and video data.

[0780] Step 3:

[0781] The device receives educational content transmitted from the server. The received content is presented to the child using speech synthesis software and a video player, providing both audio and video. Clear audio and sharp images are output during the presentation.

[0782] Step 4:

[0783] The child user watches the presented educational content. During this process, facial expression and voice data are transmitted to the device via the camera and microphone.

[0784] Step 5:

[0785] The device performs emotion analysis using received facial and voice data. The input emotion data is output as emotion information based on the collected user reactions.

[0786] Step 6:

[0787] The device, having received emotional information, dynamically adjusts the educational content being displayed. Specifically, if the user's interest wanes, it sends another prompt to the generative AI model, which then outputs a message to generate and present new content.

[0788] Step 7:

[0789] The device sends the user's learning responses and feedback on the content to the server. This collects data to be used as input for generating the next educational content.

[0790] Step 8:

[0791] The server stores the collected feedback data in a database and uses it as a reference for future content generation, preparing more appropriate educational content for the future. The output consists of hints and data for creating improved educational content.

[0792] 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.

[0793] 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.

[0794] 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.

[0795] 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.

[0796] 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.

[0797] 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.

[0798] 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.

[0799] 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.

[0800] 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."

[0801] 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.

[0802] 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.

[0803] 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.

[0804] 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.

[0805] 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.

[0806] 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.

[0807] 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.

[0808] 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.

[0809] 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.

[0810] 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.

[0811] 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.

[0812] 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.

[0813] The following is further disclosed regarding the embodiments described above.

[0814] (Claim 1)

[0815] Means of obtaining age information and interest information,

[0816] A means of generating educational content using a generative model,

[0817] A means of transmitting educational content to a device,

[0818] A means of presenting the educational content received by the device in audio or video,

[0819] A means of collecting user feedback and incorporating it into future content creation,

[0820] An educational system that includes this.

[0821] (Claim 2)

[0822] The educational system according to claim 1, comprising means for generating and presenting a guide for parents.

[0823] (Claim 3)

[0824] The educational system according to claim 1, comprising means for presenting interactive missions according to age and level of understanding.

[0825] "Example 1"

[0826] (Claim 1)

[0827] Means of obtaining age information and interest information,

[0828] A means of generating educational content using a generative model,

[0829] A means for transmitting educational content to a transmission device,

[0830] A means for presenting the educational content received by the transmitting device in audio or video,

[0831] A means of collecting user feedback and incorporating it into future content creation,

[0832] A means to detect individual learners' responses in real time and dynamically change the response,

[0833] A system that includes this.

[0834] (Claim 2)

[0835] The system according to claim 1, comprising means for generating and displaying a guide for parents.

[0836] (Claim 3)

[0837] The system according to claim 1, comprising means for presenting interactive activities according to age and level of understanding.

[0838] "Application Example 1"

[0839] (Claim 1)

[0840] Means of obtaining age information and interest information,

[0841] A means of generating educational content using a generative model,

[0842] Means for transmitting educational content to a device,

[0843] A means for the device to present the received educational content in audio or video,

[0844] A means of collecting user feedback and incorporating it into future content creation,

[0845] A means of recognizing reactions and gestures in real time and adjusting the content presented,

[0846] A learning system that includes this.

[0847] (Claim 2)

[0848] The learning system according to claim 1, comprising means for generating and presenting instructions for parents.

[0849] (Claim 3)

[0850] The learning system according to claim 1, comprising means for presenting interactive tasks according to age and level of understanding.

[0851] "Example 2 of combining an emotion engine"

[0852] (Claim 1)

[0853] Means of obtaining age information and interest information,

[0854] A means of generating educational content using a generative model,

[0855] A means of transmitting educational content to a device,

[0856] A means of presenting the educational content received by the device in audio or video,

[0857] A means of acquiring user sentiment information and using it to optimize content,

[0858] A means to analyze user reactions in real time and dynamically adjust content,

[0859] A means of collecting feedback and incorporating it into future content creation,

[0860] A system that includes this.

[0861] (Claim 2)

[0862] The system according to claim 1, comprising means for generating and presenting a guide for parents.

[0863] (Claim 3)

[0864] The system according to claim 1, comprising means for presenting interactive activities according to age and level of comprehension, and means for adjusting educational content based on emotional information obtained during viewing.

[0865] "Application example 2 when combining with an emotional engine"

[0866] (Claim 1)

[0867] Means of obtaining age information and interest information,

[0868] A means of generating educational content using a generative model,

[0869] A means of transmitting educational content to a receiving device,

[0870] A means of presenting the educational content received by the receiving device in an audible or visual way,

[0871] A means of acquiring emotional information through the analysis of users' facial expressions and voices to optimize the educational experience,

[0872] A means of dynamically adjusting and displaying content based on emotional information,

[0873] A means of collecting user feedback and incorporating it into future content creation,

[0874] A system that includes this.

[0875] (Claim 2)

[0876] The system according to claim 1, comprising means for generating and presenting a guide for parents.

[0877] (Claim 3)

[0878] The system according to claim 1, comprising means for presenting interactive tasks according to age and level of understanding. [Explanation of symbols]

[0879] 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. Means of obtaining age information and interest information, A means of generating educational content using a generative model, A means of transmitting educational content to a device, A means of presenting the educational content received by the device in audio or video, A means of collecting user feedback and incorporating it into future content creation, An educational system that includes this.

2. The educational system according to claim 1, comprising means for generating and presenting a guide for parents.

3. The educational system according to claim 1, comprising means for presenting interactive missions according to age and level of understanding.