system
The system addresses inefficiencies in game development by generating storylines and character designs from user input, enabling real-time feedback and prototype improvement in a virtual reality environment, thus enhancing development efficiency and user satisfaction.
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
Game development processes, particularly for small and medium-sized developers, are inefficient and time-consuming, requiring significant effort for storyline construction, character design, and prototype testing, with limited ability to quickly meet market demands and incorporate user feedback.
A system that extracts key keywords from user input themes and basic ideas, generates storylines and character designs using image generation technology, and constructs game mechanics within a virtual reality environment, allowing real-time feedback and prototype improvement.
Enables efficient generation and rapid improvement of game prototypes, reducing development time and costs by allowing users to intuitively test and refine their concepts in a virtual reality setting.
Smart Images

Figure 2026099417000001_ABST
Abstract
Description
Technical Field
[0004] , , ,
[0005] , , , ,
[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 chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] There is a problem that constructing a storyline, proposing character designs, designing game mechanics, and test-playing prototypes in game development takes a lot of time and effort. Efficiency of such a process and quickly meeting market demands are important issues for developers with limited resources. In particular, there are limitations in the conventional methods for generating creative ideas and immediately improving prototypes.
Means for Solving the Problems
[0005] This invention provides a means for extracting key keywords based on themes and basic ideas from users and generating a storyline. Furthermore, it provides a means for presenting character characteristics as design proposals using image generation technology and adjusting the designs based on user feedback. In addition, it solves the aforementioned problems by providing a system that constructs game mechanics corresponding to the proposed storyline and character design using virtual reality simulation and improves the prototype in real time based on feedback obtained from users.
[0006] "User" refers to a developer or user who operates the system and inputs instructions.
[0007] "Theme" refers to the basic ideas and concepts related to the storyline and character designs entered by the user.
[0008] "Natural language" refers to the language that humans use in everyday life, and it is what systems analyze to understand the user's intentions.
[0009] "Keywords" refer to important concepts and terms extracted from user instructions and are used in generating storylines and designs.
[0010] "Storyline" refers to the overall plot or narrative flow of a game.
[0011] A "database" refers to a collection of information that a system uses to store and reference past ideas and existing content.
[0012] A "character" refers to a person or creature that exists within a game, either as a player or as a non-player.
[0013] "Characteristics" refer to individual attributes of a character, such as their appearance, personality, and abilities.
[0014] "Image generation technology" refers to the technology of generating visual designs from text and other input information using AI.
[0015] "Game mechanics" refers to the rules, systems, and interaction components that users experience within a game.
[0016] "Virtual reality" refers to an artificial 3D environment generated by a computer, which enables users to have an immersive experience.
[0017] "Prototype" refers to an initial-stage model or prototype created experimentally during the game development process.
[0018] "Feedback" refers to opinions or improvement instructions provided to the system based on users' experiences and evaluations.
[0019] "Real-time" refers to a situation where data processing and responses are performed immediately and reflected without delay.
Brief Description of Drawings
[0020] [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.
Mode for Carrying Out the Invention
[0021] 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.
[0022] First, the terms used in the following description will be explained.
[0023] In the following embodiments, the signed processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Furthermore, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include CPU (Central Processing Unit), GPU (Graphics Processing Unit), GPGPU (General-Purpose computing on Graphics Processing Units), and APU (Accelerated Processing Unit).
[0024] In the following embodiments, signed RAM (Random Access Memory) is a memory that temporarily stores information and is used as work memory by the processor.
[0025] In the following embodiments, the signed storage is one or more non-volatile storage devices that store various programs and various parameters. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes.
[0026] 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).
[0027] 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."
[0028] [First Embodiment]
[0029] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0030] 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.
[0031] 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).
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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".
[0041] This system aims to streamline the game development process by automatically generating storylines and character designs based on themes and basic ideas entered by the user, and then implementing them as prototypes in a virtual reality environment. The process to achieve this mainly consists of interaction between the server, the terminal, and the user.
[0042] First, the user inputs the game's theme and basic ideas in natural language through their device. The server receives this input and uses a natural language processing engine to extract key keywords and concepts. Next, the server generates possible storylines based on historical data and trend information, and presents the user with multiple options. For example, it could suggest an adventure story based on a fantasy world.
[0043] For character design, users input basic settings and desired characteristics for each character into their device, and the server uses image generation technology to generate multiple design options. These design options are displayed in a list format on the device, and the user can make a selection or provide feedback. If the user makes specific requests regarding appearance or equipment, the server adjusts the design to reflect those requests.
[0044] In designing game mechanics, the server proposes appropriate game mechanics based on the selected storyline and character designs. Incorporating these proposed mechanics, the server builds an actual game prototype in a virtual reality environment. Users can experience this prototype using a VR headset and provide intuitive feedback on gameplay.
[0045] User feedback is instantly sent to the server via the device, where it is analyzed and improvements are made to the game prototype in real time. In this way, users can quickly test and refine their game concepts in a development environment that compresses time and cost. This system is a great help, especially for small and medium-sized developers with limited resources.
[0046] The following describes the processing flow.
[0047] Step 1:
[0048] The user inputs the game's theme and basic ideas in natural language via their device. The device then sends this input data to the server.
[0049] Step 2:
[0050] The server uses a natural language processing engine to extract key keywords and concepts from user input. Based on this information, it searches the database for relevant storyline data.
[0051] Step 3:
[0052] The server uses a machine learning model to generate multiple new storylines from the retrieved storyline data and creates options to present to the user.
[0053] Step 4:
[0054] The device displays storyline options received from the server to the user. The user can choose their preferred storyline from the provided options or modify it.
[0055] Step 5:
[0056] The user inputs the character's basic settings and characteristics into the device, which then sends this information to the server. The server uses image generation technology to create multiple character design options based on the input characteristics.
[0057] Step 6:
[0058] The device displays a list of generated character design proposals to the user. The user selects a design proposal and provides feedback with revisions as needed.
[0059] Step 7:
[0060] Based on the selected storyline and character designs, the server proposes game mechanics, including combat and quest systems.
[0061] Step 8:
[0062] The server builds a game prototype within a virtual reality environment based on the proposed game mechanics. This allows users to experience the actual game environment through a VR headset.
[0063] Step 9:
[0064] Users experience a game prototype in a VR environment and send feedback to a server via their device.
[0065] Step 10:
[0066] The server analyzes feedback in real time and generates suggestions for improving the prototype. The suggested improvements are immediately applied to the prototype and reflected in the user's next experience.
[0067] (Example 1)
[0068] Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal."
[0069] Current game development processes require significant time and cost, placing a heavy burden on small and medium-sized developers. Therefore, there is a need for a system that can efficiently generate game prototypes and quickly implement improvements.
[0070] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means.
[0071] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key features and concepts; means for generating relevant story structures from existing information recording media based on the extracted features and concepts; and means for combining the story structure and character designs based on user instructions and proposing appropriate gameplay operations. This enables the efficient generation and rapid improvement of game prototypes.
[0072] A "user" refers to someone who uses the system and provides themes, basic ideas, and character settings.
[0073] "Natural language" refers to the linguistic forms that humans use on a daily basis, as well as informal expressions used as input data.
[0074] "Features" refer to important elements and characteristics included in themes and character settings obtained from users.
[0075] A "concept" refers to a more abstract and comprehensive way of thinking that is extracted based on the information provided by the user.
[0076] An "information recording medium" refers to a database or recording system that stores past data and trend information.
[0077] "Narrative structure" refers to the storyline that forms the background and progression of the game, generated based on the extracted features and concepts.
[0078] "Gameplay" refers to the rules and actions of the game that are adapted to the story structure and character design chosen by the user.
[0079] A "virtual reality environment" refers to a computer-generated simulation space experienced by users, and is a place where game prototypes are deployed.
[0080] A "prototype" refers to an early version of a game built in a virtual reality environment based on the proposed story structure and gameplay controls.
[0081] This invention is a system designed to improve the efficiency of game development and consists of three elements: a user, a terminal, and a server. The user inputs the game's theme and basic ideas in natural language via the terminal. The terminal uses a user interface that enables natural language input, such as a keyboard or touchscreen.
[0082] The server receives input data from the user and uses a generative AI model to extract key features and concepts. This process incorporates, for example, a natural language processing engine and data analysis algorithms. Based on the generative AI model, the server generates relevant narrative structures from existing information storage media. This involves working with databases and utilizing historical data and trend information.
[0083] Next, the user inputs the basic settings and characteristics of a specific character through the terminal. Based on this input, the server generates multiple character design proposals using image generation technology. This involves using image processing algorithms and computer graphics technology, and the design proposals are displayed on the terminal's screen.
[0084] In actual prototype development, a server provides appropriate gameplay controls and utilizes a development platform (e.g., Unity or Unreal Engine) for integration within the virtual reality environment. Users experience this prototype using a VR headset and send feedback through their device. This feedback is analyzed in real time by the server, and improvements are made to the prototype as needed.
[0085] For example, if a user inputs the theme "adventure on a pirate ship," the server will suggest a story structure such as "an adventure of a young sailor searching for treasure" and design characters for the pirates and the ship. In this way, users can efficiently form game concepts and proceed with development quickly. This system is especially helpful for small and medium-sized developers with limited resources.
[0086] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0087] Step 1:
[0088] The user uses a device to input the game's theme and basic ideas in natural language. A keyboard or touchscreen can be used as the input interface. The entered natural language text data is sent to the server as a prompt.
[0089] Step 2:
[0090] The server uses a natural language processing engine to extract key features and concepts based on the received prompt text. The input includes the user's natural language prompt. The server executes a text analysis algorithm and outputs extracted keywords such as "adventure," "pirate," and "treasure."
[0091] Step 3:
[0092] Based on extracted features, the server generates relevant narrative structures from existing information storage media. It references relevant databases and constructs storylines using historical data and trend information. The server outputs story ideas such as "An adventure of a young sailor searching for treasure" and presents them to the user.
[0093] Step 4:
[0094] The user inputs the basic settings and characteristics of a specific character in natural language via their device. This input data is sent to the server. For example, characteristics such as "strong warrior" or "intelligent warrior" are explicitly stated.
[0095] Step 5:
[0096] The server generates character designs using image generation technology based on user input. This input includes the character's characteristics and settings. The server executes an image processing algorithm and outputs multiple character design proposals. These design proposals are displayed to the user on the terminal's display.
[0097] Step 6:
[0098] The server performs calculations to suggest appropriate gameplay based on the selected storyline and character design. It takes the selected elements as input and outputs information about the gameplay design, including details on how the system will use these elements in the game.
[0099] Step 7:
[0100] The server builds a prototype in a virtual reality environment, and the user experiences it by wearing a VR headset. During the experience, the user provides feedback by operating a terminal and inputting their opinions. The server receives this feedback and analyzes it.
[0101] Step 8:
[0102] The server makes real-time improvements to the prototype based on the feedback it receives. It takes feedback data as input and adjusts the prototype accordingly. As output, an improved prototype is generated in preparation for the next user experience.
[0103] In this way, users can efficiently form game concepts and obtain specific information to improve the development process.
[0104] (Application Example 1)
[0105] 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."
[0106] In modern content delivery, there is a need to simplify the time-consuming and costly process of generating stories, creating character designs, and then experiencing these in an interactive virtual reality environment. This process is particularly resource-constrained for small and medium-sized developers, who demand rapid development and testing.
[0107] 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.
[0108] In this invention, the server includes means for acquiring themes and basic concepts from the user in natural language and extracting key elements and ideas; means for generating a related narrative flow from the information set; and means for rendering the generated story for the user to experience in a virtual reality setting. This enables efficient and effective interactive story creation and experience.
[0109] A "theme" is the basic idea or concept of a story or content that the user sets.
[0110] "Natural language" refers to the language that people use on a daily basis, in a format that can be input into a computer for processing.
[0111] "Elements" refer to the basic parts or items that make up a story or character design.
[0112] An "information collection" is a data store that comprehensively contains related information, such as a database.
[0113] "The flow of the story" refers to the plot and sequence of the generated story, indicating the progression of the narrative.
[0114] "Rendering" refers to the process of outputting visual information generated by computer graphics.
[0115] A "virtual reality scene" is a computer-generated simulation space that a user can experience.
[0116] To realize this application, interaction between three parties—the server, the terminal, and the user—is necessary.
[0117] The server analyzes themes and basic concepts submitted by the user using a natural language processing system to extract key elements and concepts. This process utilizes the OpenAI® API as the natural language processing engine. The server then references an information database to generate a related narrative flow based on the extracted elements and concepts. The generated story is then sent to the user's terminal as part of a content delivery service and presented to the user.
[0118] Users view the story presented through their device and provide feedback to the server as needed. The server then modifies the story's flow based on user feedback and renders it in a virtual reality setting to provide an interactive experience. Software such as Unity or Unreal Engine is used for VR rendering in this process.
[0119] For example, if a user enters the theme "Adventure in a medieval fantasy world," the server sends the prompt "Generate a medieval fantasy adventure story where the protagonist faces a dragon, and design characters accordingly." to the AI model, which then creates the story. The system then renders the generated story so that the user can experience it in virtual reality, providing an interactive adventure.
[0120] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0121] Step 1:
[0122] The user inputs the content's theme and basic concepts in natural language via their device. This input is sent to the server. The input data is saved in text format and sent for further processing.
[0123] Step 2:
[0124] The server uses a natural language processing engine to extract key elements and concepts from the received theme or basic idea. Specifically, it performs text analysis using the OpenAI API. It receives natural language text as input and lists key keywords as output.
[0125] Step 3:
[0126] The server generates a related narrative flow from the database, which is a collection of information, based on the key elements extracted. In doing so, it executes database queries and combines text based on existing story patterns and templates. The generated story text is then used for the next user presentation.
[0127] Step 4:
[0128] The server sends the generated story flow to the user's terminal and presents the story to the user. Here, an interface is built that displays the story using HTML or an application UI, allowing the user to review the content. The user then provides feedback based on this.
[0129] Step 5:
[0130] Users input their opinions and revision requests for the story from their devices and send them to the server. This input is passed to the server as parameters representing the opinions.
[0131] Step 6:
[0132] The server receives feedback from users and modifies the story's flow. Based on the feedback, specific parts of the story are adjusted and restructured. The regenerated story text then proceeds to the next step as updated content.
[0133] Step 7:
[0134] The revised story is rendered so that users can experience it in virtual reality scenes. The server uses VR rendering engines such as Unity or Unreal Engine to generate scenes from the story and provide users with an immersive experience. The rendering results are sent to the user's device and displayed on a head-mounted display.
[0135] Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions.
[0136] This invention aims to improve the overall efficiency of the system and enhance the quality of the experience by utilizing an emotion engine that recognizes user emotions at each stage of the game development process, including storyline construction, character design generation, and game mechanics proposal. Specifically, the emotion engine plays a crucial role in generating storylines and receiving feedback based on themes and ideas from users, as well as in selecting character designs.
[0137] The user begins by inputting the game's theme and basic ideas via their device. The device then sends this data to a server, which uses natural language processing to analyze the input information. During this process, an emotion engine monitors the user's facial expressions and tone of voice to analyze their emotional state. This emotion data is used in the storyline generation process and serves as crucial feedback to suggest content that aligns with the user's emotional state.
[0138] Furthermore, during the character design generation stage, the emotion engine reads the user's emotions when selecting designs and providing feedback, and adjusts the design proposals based on that information. For example, if a user expresses a positive emotion towards a particular design, it is possible to prioritize presenting similar designs. This allows users to intuitively choose a character that is close to their ideal, resulting in an efficient workflow.
[0139] Next, game mechanics are proposed and VR prototypes are created. The emotion engine is also utilized at this stage. When users experience the prototype in VR, their emotional responses are analyzed in real time by the emotion engine. Based on this analysis, the server fine-tunes the game mechanics to provide a suitable experience for the user.
[0140] This invention is an innovative means of making user-system interactions more personalized, simultaneously accelerating development and improving user satisfaction. The introduction of an emotion engine allows for the acquisition of emotion-based insights, enabling optimization at every stage of the game development cycle.
[0141] The following describes the processing flow.
[0142] Step 1:
[0143] When users input game themes and basic ideas in natural language through their device, the device uses its camera and microphone to record the user's facial expressions and tone of voice, acquiring emotional data.
[0144] Step 2:
[0145] The device sends the acquired sentiment data and user input information to the server. The server uses a natural language processing engine to analyze the input information and extract key keywords.
[0146] Step 3:
[0147] The server uses an emotion engine to analyze acquired emotion data and identify the user's emotional state. Taking this emotional state into consideration, it adjusts the storyline content to generate a more resonant version for the user.
[0148] Step 4:
[0149] The server sends the generated storyline draft to the device, which then presents it to the user. During user feedback, the device also collects emotional data and sends it to the server.
[0150] Step 5:
[0151] The user inputs basic character settings and characteristics into the device. The device sends this data, along with the user's emotional data, to a server, which then uses an image generation AI to create character design proposals.
[0152] Step 6:
[0153] The server uses an emotion engine to re-analyze the user's emotional state, selects character designs that align with those emotions, and sends them back to the terminal. The terminal then displays the selected design options to the user.
[0154] Step 7:
[0155] As the user selects or modifies a design, the device continues to record and send sentiment data to the server. The server then uses this data to adjust the design and resubmit it.
[0156] Step 8:
[0157] Based on the decided storyline and character designs, the server proposes game mechanics using emotional data. This then allows for the construction of a prototype within a virtual reality environment.
[0158] Step 9:
[0159] The user experiences the prototype using a VR headset and acquires emotional data again. The device immediately transfers this data to the server.
[0160] Step 10:
[0161] The server uses an emotion engine to analyze the user's emotions in real time and devise suggestions for improving the prototype. These improvements are then incorporated into the prototype, continuously optimizing the user experience.
[0162] (Example 2)
[0163] 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".
[0164] In recent years, there has been a growing demand for the rapid and efficient generation of personalized content that reflects users' subjective experiences and emotions in the development of entertainment content. However, traditional development processes have struggled to accurately reflect users' ideas and emotions, leading to prolonged development periods. Furthermore, there is a challenge in that it is not possible to reflect the entertainment experiences that users desire in real time, making it difficult to improve user satisfaction.
[0165] 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.
[0166] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key keywords and concepts; means for generating relevant narrative progressions from an information storage device based on the extracted keywords and concepts; means for presenting the generated narrative progressions to the user, analyzing the user's emotional state and obtaining feedback; and means for acquiring emotional data using emotion analysis technology and reflecting it in the generated content and suggestions. This enables rapid content development that reflects the user's emotions and feedback.
[0167] "Theme or basic idea" refers to the concept or core element of the story that the user presents as the starting point for the content.
[0168] "Natural language" is a means of expressing information using the language that users use on a daily basis.
[0169] "Keywords and concepts" refer to important words or abstract ideas extracted to express the user's intent.
[0170] An "information storage device" is a device used to store data and information within a computer system, and is sometimes also called a database.
[0171] "Story progression" refers to the development and flow of a story, and in entertainment content, it refers to the structure and plot.
[0172] "Emotional state" refers to the state of emotions analyzed from the user's facial expressions, voice, etc., and represents a reaction based on the user's experience.
[0173] "Emotion analysis technology" is a technology that analyzes a user's biosignals, voice, and facial expressions to identify their emotions.
[0174] "Feedback" refers to user reactions and opinions, which are used for evaluation and improvement.
[0175] The present invention is a system for generating more personalized entertainment content that reflects the user's emotions. Its embodiments are described in detail below.
[0176] In this system, the user first inputs the theme or basic idea of a game or story using a terminal. Here, the user can input text such as "an adventure of flying through the sky." The terminal collects this data and sends it to the server.
[0177] The server analyzes the received data using natural language processing techniques. This analysis utilizes a generative AI model. This generative AI model is used to extract core keywords and concepts from the input data and generate related narrative progressions from the information storage device.
[0178] Next, the device performs emotion analysis technology that monitors the user's emotional state through their facial expressions and voice tone. This technology makes it possible to numerically evaluate the user's emotional state and send the results to a server.
[0179] The server assesses the user's emotional state and uses this data to adjust the generated storyline and character design. For example, if the user appears happy, the server will prioritize suggesting an adventurous and fun story.
[0180] For example, if a user wants to develop a "fantasy RPG" game and wants the theme to be "swords and magic," the server can build a storyline that reflects the user's emotions based on an existing database related to this theme.
[0181] An example of an input prompt for a generative AI model would be: "If the user is smiling, generate a positive and inspiring story."
[0182] In summary, this system is an invention aimed at improving user satisfaction by supporting the rapid development of content that reflects user emotions.
[0183] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0184] Step 1:
[0185] Users input themes and basic ideas for games and stories through their devices. The devices receive the input data from the users and send it to the server. This input data includes text about themes and ideas, such as "an adventure in the sky."
[0186] Step 2:
[0187] The server analyzes the user's theme and basic ideas using natural language processing techniques. The generative AI model used here extracts core keywords and concepts from the input data. As a result of this data processing, key keywords related to the theme are obtained.
[0188] Step 3:
[0189] The server uses a generative AI model to generate relevant narrative progressions from its information storage based on extracted keywords. This results in a storyline tailored to the user's theme.
[0190] Step 4:
[0191] The device monitors the user's facial expressions and voice tone, and analyzes their emotional state using emotion analysis technology. This emotional data is then quantified and sent to a server. This process provides the user's emotional state as input data.
[0192] Step 5:
[0193] The server analyzes user emotion data and incorporates it into the generated storylines and character designs. For example, if the user's emotions are positive, it suggests a brighter, more adventurous story. This data processing ensures that content optimized for the user is output.
[0194] Step 6:
[0195] The server presents the generated storyline and character designs to the user. It receives feedback and further emotional data from the user and adjusts the storyline and designs based on that feedback. This feedback loop allows the content to be incorporated and reflected as the next input.
[0196] (Application Example 2)
[0197] 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".
[0198] In recent years, the entertainment industry has seen a growing demand for personalized experiences based on individual user emotions and preferences. However, conventional systems have struggled to dynamically adjust to user emotions, making it difficult to optimize the user experience. Furthermore, character design and storyline construction have been hampered by the inability to incorporate real-time user emotions, posing a challenge to intuitive design choices.
[0199] 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.
[0200] In this invention, the server includes means for analyzing the user's emotions using an emotion engine and adjusting the narrative structure based on that emotional information; means for preferentially presenting similar design ideas based on the user's emotional information; and means for analyzing the reactions and the user's emotional information and improving the proposed prototype in real time. This makes it possible to provide a personalized experience that responds to the user's emotions.
[0201] A "user" is the subject who operates the system, experiences it, and provides emotions and feedback.
[0202] A "theme" refers to the subject or concept that forms the basis of a story or design, and it reflects the individual interests of the user.
[0203] "Basic concepts" are the main ideas and elements revealed based on the user's theme, and they form the framework of the narrative structure and design.
[0204] An "emotion engine" is a technology that analyzes a user's emotional state from their facial expressions and tone of voice, and uses that information to adjust the system.
[0205] "Narrative structure" refers to the flow of the storyline and plot generated based on the user's theme and basic concepts.
[0206] "Reaction" refers to the user's impressions and evaluations of the presented content, and is used for system adjustments.
[0207] A "design proposal" is a design suggestion generated based on the basic settings and characteristics of the character specified by the user.
[0208] A "similar design proposal" is a design candidate that shares common characteristics with a design that the user has expressed favorability for, and is therefore proposed.
[0209] "Game mechanics" refers to the gameplay structure and rules presented to the user by combining story and character designs.
[0210] A "virtual environment" is a digitally generated environment that is different from the real world, and serves as a place for users to experience and experiment.
[0211] A "prototype" refers to a digital representation or simulation of a prototype that is built for users to experiment with within a virtual environment.
[0212] The system realizing this invention consists of a user terminal, a server, an emotion engine, and image generation technology. The user terminal provides an interface for the user to input themes and basic concepts. The data input from the user terminal is sent to the server, where it is analyzed using natural language processing technology. During this process, the emotion engine monitors the user's facial expressions and voice tone in real time and analyzes the user's emotional state.
[0213] The server generates relevant narrative structures from its existing data repository based on the analyzed user sentiment information and input data. The generated narrative structures are presented to the user through the user terminal, and the user's response is received. This response is then analyzed again by the server in combination with the sentiment engine data, and used to adjust the narrative structure.
[0214] During the character design generation stage, image generation technology is used to generate design proposals based on the basic character settings specified by the user. These proposals are also presented to the user, who provides feedback and suggestions for revisions, and adjustments are made based on emotional information. This process helps users choose characters that are closer to their intuition.
[0215] Furthermore, the server proposes game mechanics and builds prototypes within a virtual environment. Users experience the prototype in this virtual environment and send their emotions and reactions to the server. The server analyzes the feedback in real time and improves the prototype to provide a more suitable experience for the user.
[0216] As a concrete example, consider a case where a user creates a game based on "fantasy action." The user inputs a theme using a device, selects a character design, and finally reacts through an experience in a virtual environment. In this process, the emotion engine recognizes the user's surprise and enjoyment, and the system adjusts the design and story accordingly to optimize them.
[0217] An example of a prompt message is, "Tell me your favorite fantasy world. Generate a story set in that world." Such prompts allow the system to make appropriate suggestions to the user.
[0218] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0219] Step 1:
[0220] The user inputs a theme or basic concept through their device. The input data is temporarily stored on the device and prepared for transmission to the server. The entered theme is then processed into a prompt message for transmission to the server.
[0221] Step 2:
[0222] The server receives prompt messages sent from the terminal and analyzes keywords and concepts using natural language processing techniques. Based on these analysis results, it generates related narrative structures. The output provides the analyzed themes and the narrative structures based on them.
[0223] Step 3:
[0224] The emotion engine monitors the user's facial expressions and voice tone, analyzing their emotional state in real time. The user's emotional data is sent to a server, where this information is used as crucial feedback for adjusting the narrative structure. The output is the result of the user's emotion analysis.
[0225] Step 4:
[0226] The server presents the generated narrative structure to the user and receives the user's response through the terminal. The response is recorded as a simple interaction, such as like or dislike, and evaluated in combination with the output of the emotion engine.
[0227] Step 5:
[0228] Character design generation takes place. The user inputs the basic character settings using a terminal, and the server uses image generation technology to generate design proposals based on this input. The output consists of multiple design proposals that conform to the user's specifications.
[0229] Step 6:
[0230] The user reviews the generated design draft and provides selections or revisions. The server receives this feedback and adjusts the design draft in conjunction with information from the emotion engine. Finally, the adjusted design draft is output.
[0231] Step 7:
[0232] The server proposes appropriate gameplay mechanisms based on the user's theme, story structure, and character design, and builds a prototype within the virtual environment. The output is the prototype reproduced within the virtual environment.
[0233] Step 8:
[0234] Users experience the prototype in a virtual environment and send their reactions and emotional data to a server. The server analyzes this feedback in real time to further improve and optimize the prototype. The final output is the final prototype tailored to the user.
[0235] 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.
[0236] 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.
[0237] 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.
[0238] [Second Embodiment]
[0239] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0240] 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.
[0241] 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).
[0242] 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.
[0243] 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.
[0244] 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).
[0245] 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.
[0246] 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.
[0247] 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.
[0248] 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.
[0249] 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.
[0250] 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".
[0251] This system aims to streamline the game development process by automatically generating storylines and character designs based on themes and basic ideas entered by the user, and then implementing them as prototypes in a virtual reality environment. The process to achieve this mainly consists of interaction between the server, the terminal, and the user.
[0252] First, the user inputs the game's theme and basic ideas in natural language through their device. The server receives this input and uses a natural language processing engine to extract key keywords and concepts. Next, the server generates possible storylines based on historical data and trend information, and presents the user with multiple options. For example, it could suggest an adventure story based on a fantasy world.
[0253] For character design, users input basic settings and desired characteristics for each character into their device, and the server uses image generation technology to generate multiple design options. These design options are displayed in a list format on the device, and the user can make a selection or provide feedback. If the user makes specific requests regarding appearance or equipment, the server adjusts the design to reflect those requests.
[0254] In designing game mechanics, the server proposes appropriate game mechanics based on the selected storyline and character designs. Incorporating these proposed mechanics, the server builds an actual game prototype in a virtual reality environment. Users can experience this prototype using a VR headset and provide intuitive feedback on gameplay.
[0255] User feedback is instantly sent to the server via the device, where it is analyzed and improvements are made to the game prototype in real time. In this way, users can quickly test and refine their game concepts in a development environment that compresses time and cost. This system is a great help, especially for small and medium-sized developers with limited resources.
[0256] The following describes the processing flow.
[0257] Step 1:
[0258] The user inputs the game's theme and basic ideas in natural language via their device. The device then sends this input data to the server.
[0259] Step 2:
[0260] The server uses a natural language processing engine to extract key keywords and concepts from user input. Based on this information, it searches the database for relevant storyline data.
[0261] Step 3:
[0262] The server uses a machine learning model to generate multiple new storylines from the retrieved storyline data and creates options to present to the user.
[0263] Step 4:
[0264] The device displays storyline options received from the server to the user. The user can choose their preferred storyline from the provided options or modify it.
[0265] Step 5:
[0266] The user inputs the character's basic settings and characteristics into the device, which then sends this information to the server. The server uses image generation technology to create multiple character design options based on the input characteristics.
[0267] Step 6:
[0268] The device displays a list of generated character design proposals to the user. The user selects a design proposal and provides feedback with revisions as needed.
[0269] Step 7:
[0270] Based on the selected storyline and character designs, the server proposes game mechanics, including combat and quest systems.
[0271] Step 8:
[0272] The server builds a game prototype within a virtual reality environment based on the proposed game mechanics. This allows users to experience the actual game environment through a VR headset.
[0273] Step 9:
[0274] Users experience a game prototype in a VR environment and send feedback to a server via their device.
[0275] Step 10:
[0276] The server analyzes feedback in real time and generates suggestions for improving the prototype. The suggested improvements are immediately applied to the prototype and reflected in the user's next experience.
[0277] (Example 1)
[0278] 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."
[0279] Current game development processes require significant time and cost, placing a heavy burden on small and medium-sized developers. Therefore, there is a need for a system that can efficiently generate game prototypes and quickly implement improvements.
[0280] 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.
[0281] In this invention, the server includes means for acquiring a theme or basic idea from a user in natural language and extracting main features and concepts, means for generating a related story composition from an existing information recording medium based on the extracted features and concepts, and means for combining the story composition and character design based on a user's instruction and proposing appropriate gameplay operations. This enables efficient generation of game prototypes and rapid improvement.
[0282] The "user" refers to a person who uses the system and provides a theme, basic idea, or character settings.
[0283] "Natural language" is the language form that people use daily and refers to an informal expression used as input data.
[0284] "Feature" refers to important elements and characteristics included in the theme or character settings acquired from the user.
[0285] "Concept" refers to a more abstract and comprehensive way of thinking extracted based on the information provided by the user.
[0286] "Information recording medium" refers to a database or recording system in which past data and trend information are accumulated.
[0287] "Story composition" refers to a storyline that forms the background and progression of a game and is generated based on the extracted features and concepts.
[0288] "Gameplay operation" refers to the rules and actions of a game that are compatible with the story composition and character design selected by the user.
[0289] "Virtual reality environment" is a computer-generated simulation space that a user experiences and refers to the place where a game prototype is deployed.
[0290] A "prototype" refers to an early version of a game built in a virtual reality environment based on the proposed story structure and gameplay controls.
[0291] This invention is a system designed to improve the efficiency of game development and consists of three elements: a user, a terminal, and a server. The user inputs the game's theme and basic ideas in natural language via the terminal. The terminal uses a user interface that enables natural language input, such as a keyboard or touchscreen.
[0292] The server receives input data from the user and uses a generative AI model to extract key features and concepts. This process incorporates, for example, a natural language processing engine and data analysis algorithms. Based on the generative AI model, the server generates relevant narrative structures from existing information storage media. This involves working with databases and utilizing historical data and trend information.
[0293] Next, the user inputs the basic settings and characteristics of a specific character through the terminal. Based on this input, the server generates multiple character design proposals using image generation technology. This involves using image processing algorithms and computer graphics technology, and the design proposals are displayed on the terminal's screen.
[0294] In actual prototype development, a server provides appropriate gameplay controls and utilizes a development platform (e.g., Unity or Unreal Engine) for integration within the virtual reality environment. Users experience this prototype using a VR headset and send feedback through their device. This feedback is analyzed in real time by the server, and improvements are made to the prototype as needed.
[0295] For example, if a user inputs the theme "adventure on a pirate ship," the server will suggest a story structure such as "an adventure of a young sailor searching for treasure" and design characters for the pirates and the ship. In this way, users can efficiently form game concepts and proceed with development quickly. This system is especially helpful for small and medium-sized developers with limited resources.
[0296] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0297] Step 1:
[0298] The user uses a device to input the game's theme and basic ideas in natural language. A keyboard or touchscreen can be used as the input interface. The entered natural language text data is sent to the server as a prompt.
[0299] Step 2:
[0300] The server uses a natural language processing engine to extract key features and concepts based on the received prompt text. The input includes the user's natural language prompt. The server executes a text analysis algorithm and outputs extracted keywords such as "adventure," "pirate," and "treasure."
[0301] Step 3:
[0302] Based on extracted features, the server generates relevant narrative structures from existing information storage media. It references relevant databases and constructs storylines using historical data and trend information. The server outputs story ideas such as "An adventure of a young sailor searching for treasure" and presents them to the user.
[0303] Step 4:
[0304] The user inputs the basic settings and characteristics of a specific character in natural language through the terminal. These input data are sent to the server. For example, characteristics such as "strong fighter" and "intelligent fighter" are specified.
[0305] Step 5:
[0306] Based on the user's input, the server utilizes image generation technology to generate a character design. The inputs include the characteristics and settings of the character. The server executes an image processing algorithm and outputs multiple character design proposals. These design proposals are displayed to the user on the terminal's display.
[0307] Step 6:
[0308] The server performs calculations to propose appropriate gameplay operations based on the selected storyline and character design. It receives the selected elements as inputs and outputs information related to game design. This includes details on how the system will use these elements within the game.
[0309] Step 7:
[0310] The server constructs a prototype in a virtual reality environment, and the user wears a VR headset to experience it. The user operates the terminal to input opinions in order to provide feedback during the experience. The server receives this and analyzes the feedback information.
[0311] Step 8:
[0312] Based on the received feedback, the server makes real-time improvements to the prototype. It receives the feedback data as inputs and adjusts the prototype according to its content. As output, an improved version of the prototype for the next user experience is generated.
[0313] In this way, users can efficiently form game concepts and obtain specific information to improve the development process.
[0314] (Application Example 1)
[0315] Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0316] In modern content delivery, there is a need to simplify the time-consuming and costly process of generating stories, creating character designs, and then experiencing these in an interactive virtual reality environment. This process is particularly resource-constrained for small and medium-sized developers, who demand rapid development and testing.
[0317] 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.
[0318] In this invention, the server includes means for acquiring themes and basic concepts from the user in natural language and extracting key elements and ideas; means for generating a related narrative flow from the information set; and means for rendering the generated story for the user to experience in a virtual reality setting. This enables efficient and effective interactive story creation and experience.
[0319] A "theme" is the basic idea or concept of a story or content that the user sets.
[0320] "Natural language" refers to the language that people use on a daily basis, in a format that can be input into a computer for processing.
[0321] "Elements" refer to the basic parts or items that make up a story or character design.
[0322] An "information collection" is a data store that comprehensively contains related information, such as a database.
[0323] "The flow of the story" refers to the plot and sequence of the generated story, indicating the progression of the narrative.
[0324] "Rendering" refers to the process of outputting visual information generated by computer graphics.
[0325] A "virtual reality scene" is a computer-generated simulation space that a user can experience.
[0326] To realize this application, interaction between three parties—the server, the terminal, and the user—is necessary.
[0327] The server analyzes themes and basic concepts submitted by the user using a natural language processing system to extract key elements and concepts. This process utilizes the OpenAI API as the natural language processing engine. The server then references an information database to generate a related narrative flow based on the extracted elements and concepts. The generated story is then delivered to the user's terminal as a content delivery service and presented to the user.
[0328] Users view the story presented through their device and provide feedback to the server as needed. The server then modifies the story's flow based on user feedback and renders it in a virtual reality setting to provide an interactive experience. Software such as Unity or Unreal Engine is used for VR rendering in this process.
[0329] For example, if a user enters the theme "Adventure in a medieval fantasy world," the server sends the prompt "Generate a medieval fantasy adventure story where the protagonist faces a dragon, and design characters accordingly." to the AI model, which then creates the story. The system then renders the generated story so that the user can experience it in virtual reality, providing an interactive adventure.
[0330] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0331] Step 1:
[0332] The user inputs the content's theme and basic concepts in natural language via their device. This input is sent to the server. The input data is saved in text format and sent for further processing.
[0333] Step 2:
[0334] The server uses a natural language processing engine to extract key elements and concepts from the received theme or basic idea. Specifically, it performs text analysis using the OpenAI API. It receives natural language text as input and lists key keywords as output.
[0335] Step 3:
[0336] The server generates a related narrative flow from the database, which is a collection of information, based on the key elements extracted. In doing so, it executes database queries and combines text based on existing story patterns and templates. The generated story text is then used for the next user presentation.
[0337] Step 4:
[0338] The server sends the generated story flow to the user's terminal and presents the story to the user. Here, an interface is built that displays the story using HTML or an application UI, allowing the user to review the content. The user then provides feedback based on this.
[0339] Step 5:
[0340] Users input their opinions and revision requests for the story from their devices and send them to the server. This input is passed to the server as parameters representing the opinions.
[0341] Step 6:
[0342] The server receives feedback from users and modifies the story's flow. Based on the feedback, specific parts of the story are adjusted and restructured. The regenerated story text then proceeds to the next step as updated content.
[0343] Step 7:
[0344] The revised story is rendered so that users can experience it in virtual reality scenes. The server uses VR rendering engines such as Unity or Unreal Engine to generate scenes from the story and provide users with an immersive experience. The rendering results are sent to the user's device and displayed on a head-mounted display.
[0345] 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.
[0346] This invention aims to improve the overall efficiency of the system and enhance the quality of the experience by utilizing an emotion engine that recognizes user emotions at each stage of the game development process, including storyline construction, character design generation, and game mechanics proposal. Specifically, the emotion engine plays a crucial role in generating storylines and receiving feedback based on themes and ideas from users, as well as in selecting character designs.
[0347] The user begins by inputting the game's theme and basic ideas via their device. The device then sends this data to a server, which uses natural language processing to analyze the input information. During this process, an emotion engine monitors the user's facial expressions and tone of voice to analyze their emotional state. This emotion data is used in the storyline generation process and serves as crucial feedback to suggest content that aligns with the user's emotional state.
[0348] Furthermore, during the character design generation stage, the emotion engine reads the user's emotions when selecting designs and providing feedback, and adjusts the design proposals based on that information. For example, if a user expresses a positive emotion towards a particular design, it is possible to prioritize presenting similar designs. This allows users to intuitively choose a character that is close to their ideal, resulting in an efficient workflow.
[0349] Next, game mechanics are proposed and VR prototypes are created. The emotion engine is also utilized at this stage. When users experience the prototype in VR, their emotional responses are analyzed in real time by the emotion engine. Based on this analysis, the server fine-tunes the game mechanics to provide a suitable experience for the user.
[0350] This invention is an innovative means of making user-system interactions more personalized, simultaneously accelerating development and improving user satisfaction. The introduction of an emotion engine allows for the acquisition of emotion-based insights, enabling optimization at every stage of the game development cycle.
[0351] The following describes the processing flow.
[0352] Step 1:
[0353] When users input game themes and basic ideas in natural language through their device, the device uses its camera and microphone to record the user's facial expressions and tone of voice, acquiring emotional data.
[0354] Step 2:
[0355] The device sends the acquired sentiment data and user input information to the server. The server uses a natural language processing engine to analyze the input information and extract key keywords.
[0356] Step 3:
[0357] The server uses an emotion engine to analyze acquired emotion data and identify the user's emotional state. Taking this emotional state into consideration, it adjusts the storyline content to generate a more resonant version for the user.
[0358] Step 4:
[0359] The server sends the generated storyline draft to the device, which then presents it to the user. During user feedback, the device also collects emotional data and sends it to the server.
[0360] Step 5:
[0361] The user inputs basic character settings and characteristics into the device. The device sends this data, along with the user's emotional data, to a server, which then uses an image generation AI to create character design proposals.
[0362] Step 6:
[0363] The server uses an emotion engine to re-analyze the user's emotional state, selects character designs that align with those emotions, and sends them back to the terminal. The terminal then displays the selected design options to the user.
[0364] Step 7:
[0365] As the user selects or modifies a design, the device continues to record and send sentiment data to the server. The server then uses this data to adjust the design and resubmit it.
[0366] Step 8:
[0367] Based on the decided storyline and character designs, the server proposes game mechanics using emotional data. This then allows for the construction of a prototype within a virtual reality environment.
[0368] Step 9:
[0369] The user experiences the prototype using a VR headset and acquires emotional data again. The device immediately transfers this data to the server.
[0370] Step 10:
[0371] The server uses an emotion engine to analyze the user's emotions in real time and devise suggestions for improving the prototype. These improvements are then incorporated into the prototype, continuously optimizing the user experience.
[0372] (Example 2)
[0373] 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".
[0374] In recent years, there has been a growing demand for the rapid and efficient generation of personalized content that reflects users' subjective experiences and emotions in the development of entertainment content. However, traditional development processes have struggled to accurately reflect users' ideas and emotions, leading to prolonged development periods. Furthermore, there is a challenge in that it is not possible to reflect the entertainment experiences that users desire in real time, making it difficult to improve user satisfaction.
[0375] 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.
[0376] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key keywords and concepts; means for generating relevant narrative progressions from an information storage device based on the extracted keywords and concepts; means for presenting the generated narrative progressions to the user, analyzing the user's emotional state and obtaining feedback; and means for acquiring emotional data using emotion analysis technology and reflecting it in the generated content and suggestions. This enables rapid content development that reflects the user's emotions and feedback.
[0377] "Theme or basic idea" refers to the concept or core element of the story that the user presents as the starting point for the content.
[0378] "Natural language" is a means of expressing information using the language that users use on a daily basis.
[0379] "Keywords and concepts" refer to important words or abstract ideas extracted to express the user's intent.
[0380] An "information storage device" is a device used to store data and information within a computer system, and is sometimes also called a database.
[0381] "Story progression" refers to the development and flow of a story, and in entertainment content, it refers to the structure and plot.
[0382] "Emotional state" refers to the state of emotions analyzed from the user's facial expressions, voice, etc., and represents a reaction based on the user's experience.
[0383] "Emotion analysis technology" is a technology that analyzes a user's biosignals, voice, and facial expressions to identify their emotions.
[0384] "Feedback" refers to user reactions and opinions, which are used for evaluation and improvement.
[0385] The present invention is a system for generating more personalized entertainment content that reflects the user's emotions. Its embodiments are described in detail below.
[0386] In this system, the user first inputs the theme or basic idea of a game or story using a terminal. Here, the user can input text such as "an adventure of flying through the sky." The terminal collects this data and sends it to the server.
[0387] The server analyzes the received data using natural language processing techniques. This analysis utilizes a generative AI model. This generative AI model is used to extract core keywords and concepts from the input data and generate related narrative progressions from the information storage device.
[0388] Next, the device performs emotion analysis technology that monitors the user's emotional state through their facial expressions and voice tone. This technology makes it possible to numerically evaluate the user's emotional state and send the results to a server.
[0389] The server assesses the user's emotional state and uses this data to adjust the generated storyline and character design. For example, if the user appears happy, the server will prioritize suggesting an adventurous and fun story.
[0390] For example, if a user wants to develop a "fantasy RPG" game and wants the theme to be "swords and magic," the server can build a storyline that reflects the user's emotions based on an existing database related to this theme.
[0391] An example of an input prompt for a generative AI model would be: "If the user is smiling, generate a positive and inspiring story."
[0392] In summary, this system is an invention aimed at improving user satisfaction by supporting the rapid development of content that reflects user emotions.
[0393] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0394] Step 1:
[0395] Users input themes and basic ideas for games and stories through their devices. The devices receive the input data from the users and send it to the server. This input data includes text about themes and ideas, such as "an adventure in the sky."
[0396] Step 2:
[0397] The server analyzes the user's theme and basic ideas using natural language processing techniques. The generative AI model used here extracts core keywords and concepts from the input data. As a result of this data processing, key keywords related to the theme are obtained.
[0398] Step 3:
[0399] The server uses a generative AI model to generate relevant narrative progressions from its information storage based on extracted keywords. This results in a storyline tailored to the user's theme.
[0400] Step 4:
[0401] The device monitors the user's facial expressions and voice tone, and analyzes their emotional state using emotion analysis technology. This emotional data is then quantified and sent to a server. This process provides the user's emotional state as input data.
[0402] Step 5:
[0403] The server analyzes user emotion data and incorporates it into the generated storylines and character designs. For example, if the user's emotions are positive, it suggests a brighter, more adventurous story. This data processing ensures that content optimized for the user is output.
[0404] Step 6:
[0405] The server presents the generated storyline and character designs to the user. It receives feedback and further emotional data from the user and adjusts the storyline and designs based on that feedback. This feedback loop allows the content to be incorporated and reflected as the next input.
[0406] (Application Example 2)
[0407] 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."
[0408] In recent years, the entertainment industry has seen a growing demand for personalized experiences based on individual user emotions and preferences. However, conventional systems have struggled to dynamically adjust to user emotions, making it difficult to optimize the user experience. Furthermore, character design and storyline construction have been hampered by the inability to incorporate real-time user emotions, posing a challenge to intuitive design choices.
[0409] 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.
[0410] In this invention, the server includes means for analyzing the user's emotions using an emotion engine and adjusting the narrative structure based on that emotional information; means for preferentially presenting similar design ideas based on the user's emotional information; and means for analyzing the reactions and the user's emotional information and improving the proposed prototype in real time. This makes it possible to provide a personalized experience that responds to the user's emotions.
[0411] A "user" is the subject who operates the system, experiences it, and provides emotions and feedback.
[0412] A "theme" refers to the subject or concept that forms the basis of a story or design, and it reflects the individual interests of the user.
[0413] "Basic concepts" are the main ideas and elements revealed based on the user's theme, and they form the framework of the narrative structure and design.
[0414] An "emotion engine" is a technology that analyzes a user's emotional state from their facial expressions and tone of voice, and uses that information to adjust the system.
[0415] "Narrative structure" refers to the flow of the storyline and plot generated based on the user's theme and basic concepts.
[0416] "Reaction" refers to the user's impressions and evaluations of the presented content, and is used for system adjustments.
[0417] A "design proposal" is a design suggestion generated based on the basic settings and characteristics of the character specified by the user.
[0418] A "similar design proposal" is a design candidate that shares common characteristics with a design that the user has expressed favorability for, and is therefore proposed.
[0419] "Game mechanics" refers to the gameplay structure and rules presented to the user by combining story and character designs.
[0420] A "virtual environment" is a digitally generated environment that is different from the real world, and serves as a place for users to experience and experiment.
[0421] A "prototype" refers to a digital representation or simulation of a prototype that is built for users to experiment with within a virtual environment.
[0422] The system realizing this invention consists of a user terminal, a server, an emotion engine, and image generation technology. The user terminal provides an interface for the user to input themes and basic concepts. The data input from the user terminal is sent to the server, where it is analyzed using natural language processing technology. During this process, the emotion engine monitors the user's facial expressions and voice tone in real time and analyzes the user's emotional state.
[0423] The server generates relevant narrative structures from its existing data repository based on the analyzed user sentiment information and input data. The generated narrative structures are presented to the user through the user terminal, and the user's response is received. This response is then analyzed again by the server in combination with the sentiment engine data, and used to adjust the narrative structure.
[0424] During the character design generation stage, image generation technology is used to generate design proposals based on the basic character settings specified by the user. These proposals are also presented to the user, who provides feedback and suggestions for revisions, and adjustments are made based on emotional information. This process helps users choose characters that are closer to their intuition.
[0425] Furthermore, the server proposes game mechanics and builds prototypes within a virtual environment. Users experience the prototype in this virtual environment and send their emotions and reactions to the server. The server analyzes the feedback in real time and improves the prototype to provide a more suitable experience for the user.
[0426] As a concrete example, consider a case where a user creates a game based on "fantasy action." The user inputs a theme using a device, selects a character design, and finally reacts through an experience in a virtual environment. In this process, the emotion engine recognizes the user's surprise and enjoyment, and the system adjusts the design and story accordingly to optimize them.
[0427] An example of a prompt message is, "Tell me your favorite fantasy world. Generate a story set in that world." Such prompts allow the system to make appropriate suggestions to the user.
[0428] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0429] Step 1:
[0430] The user inputs a theme or basic concept through their device. The input data is temporarily stored on the device and prepared for transmission to the server. The entered theme is then processed into a prompt message for transmission to the server.
[0431] Step 2:
[0432] The server receives prompt messages sent from the terminal and analyzes keywords and concepts using natural language processing techniques. Based on these analysis results, it generates related narrative structures. The output provides the analyzed themes and the narrative structures based on them.
[0433] Step 3:
[0434] The emotion engine monitors the user's facial expressions and voice tone, analyzing their emotional state in real time. The user's emotional data is sent to a server, where this information is used as crucial feedback for adjusting the narrative structure. The output is the result of the user's emotion analysis.
[0435] Step 4:
[0436] The server presents the generated narrative structure to the user and receives the user's response through the terminal. The response is recorded as a simple interaction, such as like or dislike, and evaluated in combination with the output of the emotion engine.
[0437] Step 5:
[0438] Character design generation takes place. The user inputs the basic character settings using a terminal, and the server uses image generation technology to generate design proposals based on this input. The output consists of multiple design proposals that conform to the user's specifications.
[0439] Step 6:
[0440] The user reviews the generated design draft and provides selections or revisions. The server receives this feedback and adjusts the design draft in conjunction with information from the emotion engine. Finally, the adjusted design draft is output.
[0441] Step 7:
[0442] The server proposes appropriate gameplay mechanisms based on the user's theme, story structure, and character design, and builds a prototype within the virtual environment. The output is the prototype reproduced within the virtual environment.
[0443] Step 8:
[0444] Users experience the prototype in a virtual environment and send their reactions and emotional data to a server. The server analyzes this feedback in real time to further improve and optimize the prototype. The final output is the final prototype tailored to the user.
[0445] 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.
[0446] 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.
[0447] 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.
[0448] [Third Embodiment]
[0449] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0450] 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.
[0451] 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).
[0452] 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.
[0453] 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.
[0454] 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).
[0455] 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.
[0456] 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.
[0457] 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.
[0458] 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.
[0459] 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.
[0460] 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".
[0461] This system aims to streamline the game development process by automatically generating storylines and character designs based on themes and basic ideas entered by the user, and then implementing them as prototypes in a virtual reality environment. The process to achieve this mainly consists of interaction between the server, the terminal, and the user.
[0462] First, the user inputs the game's theme and basic ideas in natural language through their device. The server receives this input and uses a natural language processing engine to extract key keywords and concepts. Next, the server generates possible storylines based on historical data and trend information, and presents the user with multiple options. For example, it could suggest an adventure story based on a fantasy world.
[0463] For character design, users input basic settings and desired characteristics for each character into their device, and the server uses image generation technology to generate multiple design options. These design options are displayed in a list format on the device, and the user can make a selection or provide feedback. If the user makes specific requests regarding appearance or equipment, the server adjusts the design to reflect those requests.
[0464] In designing game mechanics, the server proposes appropriate game mechanics based on the selected storyline and character designs. Incorporating these proposed mechanics, the server builds an actual game prototype in a virtual reality environment. Users can experience this prototype using a VR headset and provide intuitive feedback on gameplay.
[0465] User feedback is instantly sent to the server via the device, where it is analyzed and improvements are made to the game prototype in real time. In this way, users can quickly test and refine their game concepts in a development environment that compresses time and cost. This system is a great help, especially for small and medium-sized developers with limited resources.
[0466] The following describes the processing flow.
[0467] Step 1:
[0468] The user inputs the game's theme and basic ideas in natural language via their device. The device then sends this input data to the server.
[0469] Step 2:
[0470] The server uses a natural language processing engine to extract key keywords and concepts from user input. Based on this information, it searches the database for relevant storyline data.
[0471] Step 3:
[0472] The server uses a machine learning model to generate multiple new storylines from the retrieved storyline data and creates options to present to the user.
[0473] Step 4:
[0474] The device displays storyline options received from the server to the user. The user can choose their preferred storyline from the provided options or modify it.
[0475] Step 5:
[0476] The user inputs the character's basic settings and characteristics into the device, which then sends this information to the server. The server uses image generation technology to create multiple character design options based on the input characteristics.
[0477] Step 6:
[0478] The device displays a list of generated character design proposals to the user. The user selects a design proposal and provides feedback with revisions as needed.
[0479] Step 7:
[0480] Based on the selected storyline and character designs, the server proposes game mechanics, including combat and quest systems.
[0481] Step 8:
[0482] The server builds a game prototype within a virtual reality environment based on the proposed game mechanics. This allows users to experience the actual game environment through a VR headset.
[0483] Step 9:
[0484] Users experience a game prototype in a VR environment and send feedback to a server via their device.
[0485] Step 10:
[0486] The server analyzes feedback in real time and generates suggestions for improving the prototype. The suggested improvements are immediately applied to the prototype and reflected in the user's next experience.
[0487] (Example 1)
[0488] 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."
[0489] Current game development processes require significant time and cost, placing a heavy burden on small and medium-sized developers. Therefore, there is a need for a system that can efficiently generate game prototypes and quickly implement improvements.
[0490] 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.
[0491] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key features and concepts; means for generating relevant story structures from existing information recording media based on the extracted features and concepts; and means for combining the story structure and character designs based on user instructions and proposing appropriate gameplay operations. This enables the efficient generation and rapid improvement of game prototypes.
[0492] A "user" refers to someone who uses the system and provides themes, basic ideas, and character settings.
[0493] "Natural language" refers to the linguistic forms that humans use on a daily basis, as well as informal expressions used as input data.
[0494] "Features" refer to important elements and characteristics included in themes and character settings obtained from users.
[0495] A "concept" refers to a more abstract and comprehensive way of thinking that is extracted based on the information provided by the user.
[0496] An "information recording medium" refers to a database or recording system that stores past data and trend information.
[0497] "Narrative structure" refers to the storyline that forms the background and progression of the game, generated based on the extracted features and concepts.
[0498] "Gameplay" refers to the rules and actions of the game that are adapted to the story structure and character design chosen by the user.
[0499] A "virtual reality environment" refers to a computer-generated simulation space experienced by users, and is a place where game prototypes are deployed.
[0500] A "prototype" refers to an early version of a game built in a virtual reality environment based on the proposed story structure and gameplay controls.
[0501] This invention is a system designed to improve the efficiency of game development and consists of three elements: a user, a terminal, and a server. The user inputs the game's theme and basic ideas in natural language via the terminal. The terminal uses a user interface that enables natural language input, such as a keyboard or touchscreen.
[0502] The server receives input data from the user and uses a generative AI model to extract key features and concepts. This process incorporates, for example, a natural language processing engine and data analysis algorithms. Based on the generative AI model, the server generates relevant narrative structures from existing information storage media. This involves working with databases and utilizing historical data and trend information.
[0503] Next, the user inputs the basic settings and characteristics of a specific character through the terminal. Based on this input, the server generates multiple character design proposals using image generation technology. This involves using image processing algorithms and computer graphics technology, and the design proposals are displayed on the terminal's screen.
[0504] In actual prototype development, a server provides appropriate gameplay controls and utilizes a development platform (e.g., Unity or Unreal Engine) for integration within the virtual reality environment. Users experience this prototype using a VR headset and send feedback through their device. This feedback is analyzed in real time by the server, and improvements are made to the prototype as needed.
[0505] For example, if a user inputs the theme "adventure on a pirate ship," the server will suggest a story structure such as "an adventure of a young sailor searching for treasure" and design characters for the pirates and the ship. In this way, users can efficiently form game concepts and proceed with development quickly. This system is especially helpful for small and medium-sized developers with limited resources.
[0506] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0507] Step 1:
[0508] The user uses a device to input the game's theme and basic ideas in natural language. A keyboard or touchscreen can be used as the input interface. The entered natural language text data is sent to the server as a prompt.
[0509] Step 2:
[0510] The server uses a natural language processing engine to extract key features and concepts based on the received prompt text. The input includes the user's natural language prompt. The server executes a text analysis algorithm and outputs extracted keywords such as "adventure," "pirate," and "treasure."
[0511] Step 3:
[0512] Based on extracted features, the server generates relevant narrative structures from existing information storage media. It references relevant databases and constructs storylines using historical data and trend information. The server outputs story ideas such as "An adventure of a young sailor searching for treasure" and presents them to the user.
[0513] Step 4:
[0514] The user inputs the basic settings and characteristics of a specific character in natural language via their device. This input data is sent to the server. For example, characteristics such as "strong warrior" or "intelligent warrior" are explicitly stated.
[0515] Step 5:
[0516] The server generates character designs using image generation technology based on user input. This input includes the character's characteristics and settings. The server executes an image processing algorithm and outputs multiple character design proposals. These design proposals are displayed to the user on the terminal's display.
[0517] Step 6:
[0518] The server performs calculations to suggest appropriate gameplay based on the selected storyline and character design. It takes the selected elements as input and outputs information about the gameplay design, including details on how the system will use these elements in the game.
[0519] Step 7:
[0520] The server builds a prototype in a virtual reality environment, and the user experiences it by wearing a VR headset. During the experience, the user provides feedback by operating a terminal and inputting their opinions. The server receives this feedback and analyzes it.
[0521] Step 8:
[0522] The server makes real-time improvements to the prototype based on the feedback it receives. It takes feedback data as input and adjusts the prototype accordingly. As output, an improved prototype is generated in preparation for the next user experience.
[0523] In this way, users can efficiently form game concepts and obtain specific information to improve the development process.
[0524] (Application Example 1)
[0525] 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."
[0526] In modern content delivery, there is a need to simplify the time-consuming and costly process of generating stories, creating character designs, and then experiencing these in an interactive virtual reality environment. This process is particularly resource-constrained for small and medium-sized developers, who demand rapid development and testing.
[0527] 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.
[0528] In this invention, the server includes means for acquiring themes and basic concepts from the user in natural language and extracting key elements and ideas; means for generating a related narrative flow from the information set; and means for rendering the generated story for the user to experience in a virtual reality setting. This enables efficient and effective interactive story creation and experience.
[0529] A "theme" is the basic idea or concept of a story or content that the user sets.
[0530] "Natural language" refers to the language that people use on a daily basis, in a format that can be input into a computer for processing.
[0531] "Elements" refer to the basic parts or items that make up a story or character design.
[0532] An "information collection" is a data store that comprehensively contains related information, such as a database.
[0533] "The flow of the story" refers to the plot and sequence of the generated story, indicating the progression of the narrative.
[0534] "Rendering" refers to the process of outputting visual information generated by computer graphics.
[0535] A "virtual reality scene" is a computer-generated simulation space that a user can experience.
[0536] To realize this application, interaction between three parties—the server, the terminal, and the user—is necessary.
[0537] The server analyzes themes and basic concepts submitted by the user using a natural language processing system to extract key elements and concepts. This process utilizes the OpenAI API as the natural language processing engine. The server then references an information database to generate a related narrative flow based on the extracted elements and concepts. The generated story is then delivered to the user's terminal as a content delivery service and presented to the user.
[0538] Users view the story presented through their device and provide feedback to the server as needed. The server then modifies the story's flow based on user feedback and renders it in a virtual reality setting to provide an interactive experience. Software such as Unity or Unreal Engine is used for VR rendering in this process.
[0539] For example, if a user enters the theme "Adventure in a medieval fantasy world," the server sends the prompt "Generate a medieval fantasy adventure story where the protagonist faces a dragon, and design characters accordingly." to the AI model, which then creates the story. The system then renders the generated story so that the user can experience it in virtual reality, providing an interactive adventure.
[0540] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0541] Step 1:
[0542] The user inputs the content's theme and basic concepts in natural language via their device. This input is sent to the server. The input data is saved in text format and sent for further processing.
[0543] Step 2:
[0544] The server uses a natural language processing engine to extract key elements and concepts from the received theme or basic idea. Specifically, it performs text analysis using the OpenAI API. It receives natural language text as input and lists key keywords as output.
[0545] Step 3:
[0546] The server generates a related narrative flow from the database, which is a collection of information, based on the key elements extracted. In doing so, it executes database queries and combines text based on existing story patterns and templates. The generated story text is then used for the next user presentation.
[0547] Step 4:
[0548] The server sends the generated story flow to the user's terminal and presents the story to the user. Here, an interface is built that displays the story using HTML or an application UI, allowing the user to review the content. The user then provides feedback based on this.
[0549] Step 5:
[0550] Users input their opinions and revision requests for the story from their devices and send them to the server. This input is passed to the server as parameters representing the opinions.
[0551] Step 6:
[0552] The server receives feedback from users and modifies the story's flow. Based on the feedback, specific parts of the story are adjusted and restructured. The regenerated story text then proceeds to the next step as updated content.
[0553] Step 7:
[0554] The revised story is rendered so that users can experience it in virtual reality scenes. The server uses VR rendering engines such as Unity or Unreal Engine to generate scenes from the story and provide users with an immersive experience. The rendering results are sent to the user's device and displayed on a head-mounted display.
[0555] 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.
[0556] This invention aims to improve the overall efficiency of the system and enhance the quality of the experience by utilizing an emotion engine that recognizes user emotions at each stage of the game development process, including storyline construction, character design generation, and game mechanics proposal. Specifically, the emotion engine plays a crucial role in generating storylines and receiving feedback based on themes and ideas from users, as well as in selecting character designs.
[0557] The user begins by inputting the game's theme and basic ideas via their device. The device then sends this data to a server, which uses natural language processing to analyze the input information. During this process, an emotion engine monitors the user's facial expressions and tone of voice to analyze their emotional state. This emotion data is used in the storyline generation process and serves as crucial feedback to suggest content that aligns with the user's emotional state.
[0558] Furthermore, during the character design generation stage, the emotion engine reads the user's emotions when selecting designs and providing feedback, and adjusts the design proposals based on that information. For example, if a user expresses a positive emotion towards a particular design, it is possible to prioritize presenting similar designs. This allows users to intuitively choose a character that is close to their ideal, resulting in an efficient workflow.
[0559] Next, game mechanics are proposed and VR prototypes are created. The emotion engine is also utilized at this stage. When users experience the prototype in VR, their emotional responses are analyzed in real time by the emotion engine. Based on this analysis, the server fine-tunes the game mechanics to provide a suitable experience for the user.
[0560] This invention is an innovative means of making user-system interactions more personalized, simultaneously accelerating development and improving user satisfaction. The introduction of an emotion engine allows for the acquisition of emotion-based insights, enabling optimization at every stage of the game development cycle.
[0561] The following describes the processing flow.
[0562] Step 1:
[0563] When users input game themes and basic ideas in natural language through their device, the device uses its camera and microphone to record the user's facial expressions and tone of voice, acquiring emotional data.
[0564] Step 2:
[0565] The device sends the acquired sentiment data and user input information to the server. The server uses a natural language processing engine to analyze the input information and extract key keywords.
[0566] Step 3:
[0567] The server uses an emotion engine to analyze acquired emotion data and identify the user's emotional state. Taking this emotional state into consideration, it adjusts the storyline content to generate a more resonant version for the user.
[0568] Step 4:
[0569] The server sends the generated storyline draft to the device, which then presents it to the user. During user feedback, the device also collects emotional data and sends it to the server.
[0570] Step 5:
[0571] The user inputs basic character settings and characteristics into the device. The device sends this data, along with the user's emotional data, to a server, which then uses an image generation AI to create character design proposals.
[0572] Step 6:
[0573] The server uses an emotion engine to re-analyze the user's emotional state, selects character designs that align with those emotions, and sends them back to the terminal. The terminal then displays the selected design options to the user.
[0574] Step 7:
[0575] As the user selects or modifies a design, the device continues to record and send sentiment data to the server. The server then uses this data to adjust the design and resubmit it.
[0576] Step 8:
[0577] Based on the decided storyline and character designs, the server proposes game mechanics using emotional data. This then allows for the construction of a prototype within a virtual reality environment.
[0578] Step 9:
[0579] The user experiences the prototype using a VR headset and acquires emotional data again. The device immediately transfers this data to the server.
[0580] Step 10:
[0581] The server uses an emotion engine to analyze the user's emotions in real time and devise suggestions for improving the prototype. These improvements are then incorporated into the prototype, continuously optimizing the user experience.
[0582] (Example 2)
[0583] 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."
[0584] In recent years, there has been a growing demand for the rapid and efficient generation of personalized content that reflects users' subjective experiences and emotions in the development of entertainment content. However, traditional development processes have struggled to accurately reflect users' ideas and emotions, leading to prolonged development periods. Furthermore, there is a challenge in that it is not possible to reflect the entertainment experiences that users desire in real time, making it difficult to improve user satisfaction.
[0585] 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.
[0586] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key keywords and concepts; means for generating relevant narrative progressions from an information storage device based on the extracted keywords and concepts; means for presenting the generated narrative progressions to the user, analyzing the user's emotional state and obtaining feedback; and means for acquiring emotional data using emotion analysis technology and reflecting it in the generated content and suggestions. This enables rapid content development that reflects the user's emotions and feedback.
[0587] "Theme or basic idea" refers to the concept or core element of the story that the user presents as the starting point for the content.
[0588] "Natural language" is a means of expressing information using the language that users use on a daily basis.
[0589] "Keywords and concepts" refer to important words or abstract ideas extracted to express the user's intent.
[0590] An "information storage device" is a device used to store data and information within a computer system, and is sometimes also called a database.
[0591] "Story progression" refers to the development and flow of a story, and in entertainment content, it refers to the structure and plot.
[0592] "Emotional state" refers to the state of emotions analyzed from the user's facial expressions, voice, etc., and represents a reaction based on the user's experience.
[0593] "Emotion analysis technology" is a technology that analyzes a user's biosignals, voice, and facial expressions to identify their emotions.
[0594] "Feedback" refers to user reactions and opinions, which are used for evaluation and improvement.
[0595] The present invention is a system for generating more personalized entertainment content that reflects the user's emotions. Its embodiments are described in detail below.
[0596] In this system, the user first inputs the theme or basic idea of a game or story using a terminal. Here, the user can input text such as "an adventure of flying through the sky." The terminal collects this data and sends it to the server.
[0597] The server analyzes the received data using natural language processing techniques. This analysis utilizes a generative AI model. This generative AI model is used to extract core keywords and concepts from the input data and generate related narrative progressions from the information storage device.
[0598] Next, the device performs emotion analysis technology that monitors the user's emotional state through their facial expressions and voice tone. This technology makes it possible to numerically evaluate the user's emotional state and send the results to a server.
[0599] The server assesses the user's emotional state and uses this data to adjust the generated storyline and character design. For example, if the user appears happy, the server will prioritize suggesting an adventurous and fun story.
[0600] For example, if a user wants to develop a "fantasy RPG" game and wants the theme to be "swords and magic," the server can build a storyline that reflects the user's emotions based on an existing database related to this theme.
[0601] An example of an input prompt for a generative AI model would be: "If the user is smiling, generate a positive and inspiring story."
[0602] In summary, this system is an invention aimed at improving user satisfaction by supporting the rapid development of content that reflects user emotions.
[0603] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0604] Step 1:
[0605] Users input themes and basic ideas for games and stories through their devices. The devices receive the input data from the users and send it to the server. This input data includes text about themes and ideas, such as "an adventure in the sky."
[0606] Step 2:
[0607] The server analyzes the user's theme and basic ideas using natural language processing techniques. The generative AI model used here extracts core keywords and concepts from the input data. As a result of this data processing, key keywords related to the theme are obtained.
[0608] Step 3:
[0609] The server uses a generative AI model to generate relevant narrative progressions from its information storage based on extracted keywords. This results in a storyline tailored to the user's theme.
[0610] Step 4:
[0611] The device monitors the user's facial expressions and voice tone, and analyzes their emotional state using emotion analysis technology. This emotional data is then quantified and sent to a server. This process provides the user's emotional state as input data.
[0612] Step 5:
[0613] The server analyzes user emotion data and incorporates it into the generated storylines and character designs. For example, if the user's emotions are positive, it suggests a brighter, more adventurous story. This data processing ensures that content optimized for the user is output.
[0614] Step 6:
[0615] The server presents the generated storyline and character designs to the user. It receives feedback and further emotional data from the user and adjusts the storyline and designs based on that feedback. This feedback loop allows the content to be incorporated and reflected as the next input.
[0616] (Application Example 2)
[0617] 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."
[0618] In recent years, the entertainment industry has seen a growing demand for personalized experiences based on individual user emotions and preferences. However, conventional systems have struggled to dynamically adjust to user emotions, making it difficult to optimize the user experience. Furthermore, character design and storyline construction have been hampered by the inability to incorporate real-time user emotions, posing a challenge to intuitive design choices.
[0619] 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.
[0620] In this invention, the server includes means for analyzing the user's emotions using an emotion engine and adjusting the narrative structure based on that emotional information; means for preferentially presenting similar design ideas based on the user's emotional information; and means for analyzing the reactions and the user's emotional information and improving the proposed prototype in real time. This makes it possible to provide a personalized experience that responds to the user's emotions.
[0621] A "user" is the subject who operates the system, experiences it, and provides emotions and feedback.
[0622] A "theme" refers to the subject or concept that forms the basis of a story or design, and it reflects the individual interests of the user.
[0623] "Basic concepts" are the main ideas and elements revealed based on the user's theme, and they form the framework of the narrative structure and design.
[0624] An "emotion engine" is a technology that analyzes a user's emotional state from their facial expressions and tone of voice, and uses that information to adjust the system.
[0625] "Narrative structure" refers to the flow of the storyline and plot generated based on the user's theme and basic concepts.
[0626] "Reaction" refers to the user's impressions and evaluations of the presented content, and is used for system adjustments.
[0627] A "design proposal" is a design suggestion generated based on the basic settings and characteristics of the character specified by the user.
[0628] A "similar design proposal" is a design candidate that shares common characteristics with a design that the user has expressed favorability for, and is therefore proposed.
[0629] "Game mechanics" refers to the gameplay structure and rules presented to the user by combining story and character designs.
[0630] A "virtual environment" is a digitally generated environment that is different from the real world, and serves as a place for users to experience and experiment.
[0631] A "prototype" refers to a digital representation or simulation of a prototype that is built for users to experiment with within a virtual environment.
[0632] The system realizing this invention consists of a user terminal, a server, an emotion engine, and image generation technology. The user terminal provides an interface for the user to input themes and basic concepts. The data input from the user terminal is sent to the server, where it is analyzed using natural language processing technology. During this process, the emotion engine monitors the user's facial expressions and voice tone in real time and analyzes the user's emotional state.
[0633] The server generates relevant narrative structures from its existing data repository based on the analyzed user sentiment information and input data. The generated narrative structures are presented to the user through the user terminal, and the user's response is received. This response is then analyzed again by the server in combination with the sentiment engine data, and used to adjust the narrative structure.
[0634] During the character design generation stage, image generation technology is used to generate design proposals based on the basic character settings specified by the user. These proposals are also presented to the user, who provides feedback and suggestions for revisions, and adjustments are made based on emotional information. This process helps users choose characters that are closer to their intuition.
[0635] Furthermore, the server proposes game mechanics and builds prototypes within a virtual environment. Users experience the prototype in this virtual environment and send their emotions and reactions to the server. The server analyzes the feedback in real time and improves the prototype to provide a more suitable experience for the user.
[0636] As a concrete example, consider a case where a user creates a game based on "fantasy action." The user inputs a theme using a device, selects a character design, and finally reacts through an experience in a virtual environment. In this process, the emotion engine recognizes the user's surprise and enjoyment, and the system adjusts the design and story accordingly to optimize them.
[0637] An example of a prompt message is, "Tell me your favorite fantasy world. Generate a story set in that world." Such prompts allow the system to make appropriate suggestions to the user.
[0638] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0639] Step 1:
[0640] The user inputs a theme or basic concept through their device. The input data is temporarily stored on the device and prepared for transmission to the server. The entered theme is then processed into a prompt message for transmission to the server.
[0641] Step 2:
[0642] The server receives prompt messages sent from the terminal and analyzes keywords and concepts using natural language processing techniques. Based on these analysis results, it generates related narrative structures. The output provides the analyzed themes and the narrative structures based on them.
[0643] Step 3:
[0644] The emotion engine monitors the user's facial expressions and voice tone, analyzing their emotional state in real time. The user's emotional data is sent to a server, where this information is used as crucial feedback for adjusting the narrative structure. The output is the result of the user's emotion analysis.
[0645] Step 4:
[0646] The server presents the generated narrative structure to the user and receives the user's response through the terminal. The response is recorded as a simple interaction, such as like or dislike, and evaluated in combination with the output of the emotion engine.
[0647] Step 5:
[0648] Character design generation takes place. The user inputs the basic character settings using a terminal, and the server uses image generation technology to generate design proposals based on this input. The output consists of multiple design proposals that conform to the user's specifications.
[0649] Step 6:
[0650] The user reviews the generated design draft and provides selections or revisions. The server receives this feedback and adjusts the design draft in conjunction with information from the emotion engine. Finally, the adjusted design draft is output.
[0651] Step 7:
[0652] The server proposes appropriate gameplay mechanisms based on the user's theme, story structure, and character design, and builds a prototype within the virtual environment. The output is the prototype reproduced within the virtual environment.
[0653] Step 8:
[0654] Users experience the prototype in a virtual environment and send their reactions and emotional data to a server. The server analyzes this feedback in real time to further improve and optimize the prototype. The final output is the final prototype tailored to the user.
[0655] 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.
[0656] 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.
[0657] 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.
[0658] [Fourth Embodiment]
[0659] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[0660] 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.
[0661] 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).
[0662] 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.
[0663] 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.
[0664] 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).
[0665] 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.
[0666] 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.
[0667] 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.
[0668] 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.
[0669] 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.
[0670] 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.
[0671] 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".
[0672] This system aims to streamline the game development process by automatically generating storylines and character designs based on themes and basic ideas entered by the user, and then implementing them as prototypes in a virtual reality environment. The process to achieve this mainly consists of interaction between the server, the terminal, and the user.
[0673] First, the user inputs the game's theme and basic ideas in natural language through their device. The server receives this input and uses a natural language processing engine to extract key keywords and concepts. Next, the server generates possible storylines based on historical data and trend information, and presents the user with multiple options. For example, it could suggest an adventure story based on a fantasy world.
[0674] For character design, users input basic settings and desired characteristics for each character into their device, and the server uses image generation technology to generate multiple design options. These design options are displayed in a list format on the device, and the user can make a selection or provide feedback. If the user makes specific requests regarding appearance or equipment, the server adjusts the design to reflect those requests.
[0675] In designing game mechanics, the server proposes appropriate game mechanics based on the selected storyline and character designs. Incorporating these proposed mechanics, the server builds an actual game prototype in a virtual reality environment. Users can experience this prototype using a VR headset and provide intuitive feedback on gameplay.
[0676] User feedback is instantly sent to the server via the device, where it is analyzed and improvements are made to the game prototype in real time. In this way, users can quickly test and refine their game concepts in a development environment that compresses time and cost. This system is a great help, especially for small and medium-sized developers with limited resources.
[0677] The following describes the processing flow.
[0678] Step 1:
[0679] The user inputs the game's theme and basic ideas in natural language via their device. The device then sends this input data to the server.
[0680] Step 2:
[0681] The server uses a natural language processing engine to extract key keywords and concepts from user input. Based on this information, it searches the database for relevant storyline data.
[0682] Step 3:
[0683] The server uses a machine learning model to generate multiple new storylines from the retrieved storyline data and creates options to present to the user.
[0684] Step 4:
[0685] The device displays storyline options received from the server to the user. The user can choose their preferred storyline from the provided options or modify it.
[0686] Step 5:
[0687] The user inputs the character's basic settings and characteristics into the device, which then sends this information to the server. The server uses image generation technology to create multiple character design options based on the input characteristics.
[0688] Step 6:
[0689] The device displays a list of generated character design proposals to the user. The user selects a design proposal and provides feedback with revisions as needed.
[0690] Step 7:
[0691] Based on the selected storyline and character designs, the server proposes game mechanics, including combat and quest systems.
[0692] Step 8:
[0693] The server builds a game prototype within a virtual reality environment based on the proposed game mechanics. This allows users to experience the actual game environment through a VR headset.
[0694] Step 9:
[0695] Users experience a game prototype in a VR environment and send feedback to a server via their device.
[0696] Step 10:
[0697] The server analyzes feedback in real time and generates suggestions for improving the prototype. The suggested improvements are immediately applied to the prototype and reflected in the user's next experience.
[0698] (Example 1)
[0699] 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".
[0700] Current game development processes require significant time and cost, placing a heavy burden on small and medium-sized developers. Therefore, there is a need for a system that can efficiently generate game prototypes and quickly implement improvements.
[0701] 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.
[0702] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key features and concepts; means for generating relevant story structures from existing information recording media based on the extracted features and concepts; and means for combining the story structure and character designs based on user instructions and proposing appropriate gameplay operations. This enables the efficient generation and rapid improvement of game prototypes.
[0703] A "user" refers to someone who uses the system and provides themes, basic ideas, and character settings.
[0704] "Natural language" refers to the linguistic forms that humans use on a daily basis, as well as informal expressions used as input data.
[0705] "Features" refer to important elements and characteristics included in themes and character settings obtained from users.
[0706] A "concept" refers to a more abstract and comprehensive way of thinking that is extracted based on the information provided by the user.
[0707] An "information recording medium" refers to a database or recording system that stores past data and trend information.
[0708] "Narrative structure" refers to the storyline that forms the background and progression of the game, generated based on the extracted features and concepts.
[0709] "Gameplay" refers to the rules and actions of the game that are adapted to the story structure and character design chosen by the user.
[0710] A "virtual reality environment" refers to a computer-generated simulation space experienced by users, and is a place where game prototypes are deployed.
[0711] A "prototype" refers to an early version of a game built in a virtual reality environment based on the proposed story structure and gameplay controls.
[0712] This invention is a system designed to improve the efficiency of game development and consists of three elements: a user, a terminal, and a server. The user inputs the game's theme and basic ideas in natural language via the terminal. The terminal uses a user interface that enables natural language input, such as a keyboard or touchscreen.
[0713] The server receives input data from the user and uses a generative AI model to extract key features and concepts. This process incorporates, for example, a natural language processing engine and data analysis algorithms. Based on the generative AI model, the server generates relevant narrative structures from existing information storage media. This involves working with databases and utilizing historical data and trend information.
[0714] Next, the user inputs the basic settings and characteristics of a specific character through the terminal. Based on this input, the server generates multiple character design proposals using image generation technology. This involves using image processing algorithms and computer graphics technology, and the design proposals are displayed on the terminal's screen.
[0715] In actual prototype development, a server provides appropriate gameplay controls and utilizes a development platform (e.g., Unity or Unreal Engine) for integration within the virtual reality environment. Users experience this prototype using a VR headset and send feedback through their device. This feedback is analyzed in real time by the server, and improvements are made to the prototype as needed.
[0716] For example, if a user inputs the theme "adventure on a pirate ship," the server will suggest a story structure such as "an adventure of a young sailor searching for treasure" and design characters for the pirates and the ship. In this way, users can efficiently form game concepts and proceed with development quickly. This system is especially helpful for small and medium-sized developers with limited resources.
[0717] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0718] Step 1:
[0719] The user uses a device to input the game's theme and basic ideas in natural language. A keyboard or touchscreen can be used as the input interface. The entered natural language text data is sent to the server as a prompt.
[0720] Step 2:
[0721] The server uses a natural language processing engine to extract key features and concepts based on the received prompt text. The input includes the user's natural language prompt. The server executes a text analysis algorithm and outputs extracted keywords such as "adventure," "pirate," and "treasure."
[0722] Step 3:
[0723] Based on extracted features, the server generates relevant narrative structures from existing information storage media. It references relevant databases and constructs storylines using historical data and trend information. The server outputs story ideas such as "An adventure of a young sailor searching for treasure" and presents them to the user.
[0724] Step 4:
[0725] The user inputs the basic settings and characteristics of a specific character in natural language via their device. This input data is sent to the server. For example, characteristics such as "strong warrior" or "intelligent warrior" are explicitly stated.
[0726] Step 5:
[0727] The server generates character designs using image generation technology based on user input. This input includes the character's characteristics and settings. The server executes an image processing algorithm and outputs multiple character design proposals. These design proposals are displayed to the user on the terminal's display.
[0728] Step 6:
[0729] The server performs calculations to suggest appropriate gameplay based on the selected storyline and character design. It takes the selected elements as input and outputs information about the gameplay design, including details on how the system will use these elements in the game.
[0730] Step 7:
[0731] The server builds a prototype in a virtual reality environment, and the user experiences it by wearing a VR headset. During the experience, the user provides feedback by operating a terminal and inputting their opinions. The server receives this feedback and analyzes it.
[0732] Step 8:
[0733] The server makes real-time improvements to the prototype based on the feedback it receives. It takes feedback data as input and adjusts the prototype accordingly. As output, an improved prototype is generated in preparation for the next user experience.
[0734] In this way, users can efficiently form game concepts and obtain specific information to improve the development process.
[0735] (Application Example 1)
[0736] 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".
[0737] In modern content delivery, there is a need to simplify the time-consuming and costly process of generating stories, creating character designs, and then experiencing these in an interactive virtual reality environment. This process is particularly resource-constrained for small and medium-sized developers, who demand rapid development and testing.
[0738] 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.
[0739] In this invention, the server includes means for acquiring themes and basic concepts from the user in natural language and extracting key elements and ideas; means for generating a related narrative flow from the information set; and means for rendering the generated story for the user to experience in a virtual reality setting. This enables efficient and effective interactive story creation and experience.
[0740] A "theme" is the basic idea or concept of a story or content that the user sets.
[0741] "Natural language" refers to the language that people use on a daily basis, in a format that can be input into a computer for processing.
[0742] "Elements" refer to the basic parts or items that make up a story or character design.
[0743] An "information collection" is a data store that comprehensively contains related information, such as a database.
[0744] "The flow of the story" refers to the plot and sequence of the generated story, indicating the progression of the narrative.
[0745] "Rendering" refers to the process of outputting visual information generated by computer graphics.
[0746] A "virtual reality scene" is a computer-generated simulation space that a user can experience.
[0747] To realize this application, interaction between three parties—the server, the terminal, and the user—is necessary.
[0748] The server analyzes themes and basic concepts submitted by the user using a natural language processing system to extract key elements and concepts. This process utilizes the OpenAI API as the natural language processing engine. The server then references an information database to generate a related narrative flow based on the extracted elements and concepts. The generated story is then delivered to the user's terminal as a content delivery service and presented to the user.
[0749] Users view the story presented through their device and provide feedback to the server as needed. The server then modifies the story's flow based on user feedback and renders it in a virtual reality setting to provide an interactive experience. Software such as Unity or Unreal Engine is used for VR rendering in this process.
[0750] For example, if a user enters the theme "Adventure in a medieval fantasy world," the server sends the prompt "Generate a medieval fantasy adventure story where the protagonist faces a dragon, and design characters accordingly." to the AI model, which then creates the story. The system then renders the generated story so that the user can experience it in virtual reality, providing an interactive adventure.
[0751] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0752] Step 1:
[0753] The user inputs the content's theme and basic concepts in natural language via their device. This input is sent to the server. The input data is saved in text format and sent for further processing.
[0754] Step 2:
[0755] The server uses a natural language processing engine to extract key elements and concepts from the received theme or basic idea. Specifically, it performs text analysis using the OpenAI API. It receives natural language text as input and lists key keywords as output.
[0756] Step 3:
[0757] The server generates a related narrative flow from the database, which is a collection of information, based on the key elements extracted. In doing so, it executes database queries and combines text based on existing story patterns and templates. The generated story text is then used for the next user presentation.
[0758] Step 4:
[0759] The server sends the generated story flow to the user's terminal and presents the story to the user. Here, an interface is built that displays the story using HTML or an application UI, allowing the user to review the content. The user then provides feedback based on this.
[0760] Step 5:
[0761] Users input their opinions and revision requests for the story from their devices and send them to the server. This input is passed to the server as parameters representing the opinions.
[0762] Step 6:
[0763] The server receives feedback from users and modifies the story's flow. Based on the feedback, specific parts of the story are adjusted and restructured. The regenerated story text then proceeds to the next step as updated content.
[0764] Step 7:
[0765] The revised story is rendered so that users can experience it in virtual reality scenes. The server uses VR rendering engines such as Unity or Unreal Engine to generate scenes from the story and provide users with an immersive experience. The rendering results are sent to the user's device and displayed on a head-mounted display.
[0766] 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.
[0767] This invention aims to improve the overall efficiency of the system and enhance the quality of the experience by utilizing an emotion engine that recognizes user emotions at each stage of the game development process, including storyline construction, character design generation, and game mechanics proposal. Specifically, the emotion engine plays a crucial role in generating storylines and receiving feedback based on themes and ideas from users, as well as in selecting character designs.
[0768] The user begins by inputting the game's theme and basic ideas via their device. The device then sends this data to a server, which uses natural language processing to analyze the input information. During this process, an emotion engine monitors the user's facial expressions and tone of voice to analyze their emotional state. This emotion data is used in the storyline generation process and serves as crucial feedback to suggest content that aligns with the user's emotional state.
[0769] Furthermore, during the character design generation stage, the emotion engine reads the user's emotions when selecting designs and providing feedback, and adjusts the design proposals based on that information. For example, if a user expresses a positive emotion towards a particular design, it is possible to prioritize presenting similar designs. This allows users to intuitively choose a character that is close to their ideal, resulting in an efficient workflow.
[0770] Next, game mechanics are proposed and VR prototypes are created. The emotion engine is also utilized at this stage. When users experience the prototype in VR, their emotional responses are analyzed in real time by the emotion engine. Based on this analysis, the server fine-tunes the game mechanics to provide a suitable experience for the user.
[0771] This invention is an innovative means of making user-system interactions more personalized, simultaneously accelerating development and improving user satisfaction. The introduction of an emotion engine allows for the acquisition of emotion-based insights, enabling optimization at every stage of the game development cycle.
[0772] The following describes the processing flow.
[0773] Step 1:
[0774] When users input game themes and basic ideas in natural language through their device, the device uses its camera and microphone to record the user's facial expressions and tone of voice, acquiring emotional data.
[0775] Step 2:
[0776] The device sends the acquired sentiment data and user input information to the server. The server uses a natural language processing engine to analyze the input information and extract key keywords.
[0777] Step 3:
[0778] The server uses an emotion engine to analyze acquired emotion data and identify the user's emotional state. Taking this emotional state into consideration, it adjusts the storyline content to generate a more resonant version for the user.
[0779] Step 4:
[0780] The server sends the generated storyline draft to the device, which then presents it to the user. During user feedback, the device also collects emotional data and sends it to the server.
[0781] Step 5:
[0782] The user inputs basic character settings and characteristics into the device. The device sends this data, along with the user's emotional data, to a server, which then uses an image generation AI to create character design proposals.
[0783] Step 6:
[0784] The server uses an emotion engine to re-analyze the user's emotional state, selects character designs that align with those emotions, and sends them back to the terminal. The terminal then displays the selected design options to the user.
[0785] Step 7:
[0786] As the user selects or modifies a design, the device continues to record and send sentiment data to the server. The server then uses this data to adjust the design and resubmit it.
[0787] Step 8:
[0788] Based on the decided storyline and character designs, the server proposes game mechanics using emotional data. This then allows for the construction of a prototype within a virtual reality environment.
[0789] Step 9:
[0790] The user experiences the prototype using a VR headset and acquires emotional data again. The device immediately transfers this data to the server.
[0791] Step 10:
[0792] The server uses an emotion engine to analyze the user's emotions in real time and devise suggestions for improving the prototype. These improvements are then incorporated into the prototype, continuously optimizing the user experience.
[0793] (Example 2)
[0794] 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".
[0795] In recent years, there has been a growing demand for the rapid and efficient generation of personalized content that reflects users' subjective experiences and emotions in the development of entertainment content. However, traditional development processes have struggled to accurately reflect users' ideas and emotions, leading to prolonged development periods. Furthermore, there is a challenge in that it is not possible to reflect the entertainment experiences that users desire in real time, making it difficult to improve user satisfaction.
[0796] 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.
[0797] In this invention, the server includes means for acquiring themes and basic ideas from the user in natural language and extracting key keywords and concepts; means for generating relevant narrative progressions from an information storage device based on the extracted keywords and concepts; means for presenting the generated narrative progressions to the user, analyzing the user's emotional state and obtaining feedback; and means for acquiring emotional data using emotion analysis technology and reflecting it in the generated content and suggestions. This enables rapid content development that reflects the user's emotions and feedback.
[0798] "Theme or basic idea" refers to the concept or core element of the story that the user presents as the starting point for the content.
[0799] "Natural language" is a means of expressing information using the language that users use on a daily basis.
[0800] "Keywords and concepts" refer to important words or abstract ideas extracted to express the user's intent.
[0801] An "information storage device" is a device used to store data and information within a computer system, and is sometimes also called a database.
[0802] "Story progression" refers to the development and flow of a story, and in entertainment content, it refers to the structure and plot.
[0803] "Emotional state" refers to the state of emotions analyzed from the user's facial expressions, voice, etc., and represents a reaction based on the user's experience.
[0804] "Emotion analysis technology" is a technology that analyzes a user's biosignals, voice, and facial expressions to identify their emotions.
[0805] "Feedback" refers to user reactions and opinions, which are used for evaluation and improvement.
[0806] The present invention is a system for generating more personalized entertainment content that reflects the user's emotions. Its embodiments are described in detail below.
[0807] In this system, the user first inputs the theme or basic idea of a game or story using a terminal. Here, the user can input text such as "an adventure of flying through the sky." The terminal collects this data and sends it to the server.
[0808] The server analyzes the received data using natural language processing techniques. This analysis utilizes a generative AI model. This generative AI model is used to extract core keywords and concepts from the input data and generate related narrative progressions from the information storage device.
[0809] Next, the device performs emotion analysis technology that monitors the user's emotional state through their facial expressions and voice tone. This technology makes it possible to numerically evaluate the user's emotional state and send the results to a server.
[0810] The server assesses the user's emotional state and uses this data to adjust the generated storyline and character design. For example, if the user appears happy, the server will prioritize suggesting an adventurous and fun story.
[0811] For example, if a user wants to develop a "fantasy RPG" game and wants the theme to be "swords and magic," the server can build a storyline that reflects the user's emotions based on an existing database related to this theme.
[0812] An example of an input prompt for a generative AI model would be: "If the user is smiling, generate a positive and inspiring story."
[0813] In summary, this system is an invention aimed at improving user satisfaction by supporting the rapid development of content that reflects user emotions.
[0814] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0815] Step 1:
[0816] Users input themes and basic ideas for games and stories through their devices. The devices receive the input data from the users and send it to the server. This input data includes text about themes and ideas, such as "an adventure in the sky."
[0817] Step 2:
[0818] The server analyzes the user's theme and basic ideas using natural language processing techniques. The generative AI model used here extracts core keywords and concepts from the input data. As a result of this data processing, key keywords related to the theme are obtained.
[0819] Step 3:
[0820] The server uses a generative AI model to generate relevant narrative progressions from its information storage based on extracted keywords. This results in a storyline tailored to the user's theme.
[0821] Step 4:
[0822] The device monitors the user's facial expressions and voice tone, and analyzes their emotional state using emotion analysis technology. This emotional data is then quantified and sent to a server. This process provides the user's emotional state as input data.
[0823] Step 5:
[0824] The server analyzes user emotion data and incorporates it into the generated storylines and character designs. For example, if the user's emotions are positive, it suggests a brighter, more adventurous story. This data processing ensures that content optimized for the user is output.
[0825] Step 6:
[0826] The server presents the generated storyline and character designs to the user. It receives feedback and further emotional data from the user and adjusts the storyline and designs based on that feedback. This feedback loop allows the content to be incorporated and reflected as the next input.
[0827] (Application Example 2)
[0828] 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".
[0829] In recent years, the entertainment industry has seen a growing demand for personalized experiences based on individual user emotions and preferences. However, conventional systems have struggled to dynamically adjust to user emotions, making it difficult to optimize the user experience. Furthermore, character design and storyline construction have been hampered by the inability to incorporate real-time user emotions, posing a challenge to intuitive design choices.
[0830] 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.
[0831] In this invention, the server includes means for analyzing the user's emotions using an emotion engine and adjusting the narrative structure based on that emotional information; means for preferentially presenting similar design ideas based on the user's emotional information; and means for analyzing the reactions and the user's emotional information and improving the proposed prototype in real time. This makes it possible to provide a personalized experience that responds to the user's emotions.
[0832] A "user" is the subject who operates the system, experiences it, and provides emotions and feedback.
[0833] A "theme" refers to the subject or concept that forms the basis of a story or design, and it reflects the individual interests of the user.
[0834] "Basic concepts" are the main ideas and elements revealed based on the user's theme, and they form the framework of the narrative structure and design.
[0835] An "emotion engine" is a technology that analyzes a user's emotional state from their facial expressions and tone of voice, and uses that information to adjust the system.
[0836] "Narrative structure" refers to the flow of the storyline and plot generated based on the user's theme and basic concepts.
[0837] "Reaction" refers to the user's impressions and evaluations of the presented content, and is used for system adjustments.
[0838] A "design proposal" is a design suggestion generated based on the basic settings and characteristics of the character specified by the user.
[0839] A "similar design proposal" is a design candidate that shares common characteristics with a design that the user has expressed favorability for, and is therefore proposed.
[0840] "Game mechanics" refers to the gameplay structure and rules presented to the user by combining story and character designs.
[0841] A "virtual environment" is a digitally generated environment that is different from the real world, and serves as a place for users to experience and experiment.
[0842] A "prototype" refers to a digital representation or simulation of a prototype that is built for users to experiment with within a virtual environment.
[0843] The system realizing this invention consists of a user terminal, a server, an emotion engine, and image generation technology. The user terminal provides an interface for the user to input themes and basic concepts. The data input from the user terminal is sent to the server, where it is analyzed using natural language processing technology. During this process, the emotion engine monitors the user's facial expressions and voice tone in real time and analyzes the user's emotional state.
[0844] The server generates relevant narrative structures from its existing data repository based on the analyzed user sentiment information and input data. The generated narrative structures are presented to the user through the user terminal, and the user's response is received. This response is then analyzed again by the server in combination with the sentiment engine data, and used to adjust the narrative structure.
[0845] During the character design generation stage, image generation technology is used to generate design proposals based on the basic character settings specified by the user. These proposals are also presented to the user, who provides feedback and suggestions for revisions, and adjustments are made based on emotional information. This process helps users choose characters that are closer to their intuition.
[0846] Furthermore, the server proposes game mechanics and builds prototypes within a virtual environment. Users experience the prototype in this virtual environment and send their emotions and reactions to the server. The server analyzes the feedback in real time and improves the prototype to provide a more suitable experience for the user.
[0847] As a concrete example, consider a case where a user creates a game based on "fantasy action." The user inputs a theme using a device, selects a character design, and finally reacts through an experience in a virtual environment. In this process, the emotion engine recognizes the user's surprise and enjoyment, and the system adjusts the design and story accordingly to optimize them.
[0848] An example of a prompt message is, "Tell me your favorite fantasy world. Generate a story set in that world." Such prompts allow the system to make appropriate suggestions to the user.
[0849] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0850] Step 1:
[0851] The user inputs a theme or basic concept through their device. The input data is temporarily stored on the device and prepared for transmission to the server. The entered theme is then processed into a prompt message for transmission to the server.
[0852] Step 2:
[0853] The server receives prompt messages sent from the terminal and analyzes keywords and concepts using natural language processing techniques. Based on these analysis results, it generates related narrative structures. The output provides the analyzed themes and the narrative structures based on them.
[0854] Step 3:
[0855] The emotion engine monitors the user's facial expressions and voice tone, analyzing their emotional state in real time. The user's emotional data is sent to a server, where this information is used as crucial feedback for adjusting the narrative structure. The output is the result of the user's emotion analysis.
[0856] Step 4:
[0857] The server presents the generated narrative structure to the user and receives the user's response through the terminal. The response is recorded as a simple interaction, such as like or dislike, and evaluated in combination with the output of the emotion engine.
[0858] Step 5:
[0859] Character design generation takes place. The user inputs the basic character settings using a terminal, and the server uses image generation technology to generate design proposals based on this input. The output consists of multiple design proposals that conform to the user's specifications.
[0860] Step 6:
[0861] The user reviews the generated design draft and provides selections or revisions. The server receives this feedback and adjusts the design draft in conjunction with information from the emotion engine. Finally, the adjusted design draft is output.
[0862] Step 7:
[0863] The server proposes appropriate gameplay mechanisms based on the user's theme, story structure, and character design, and builds a prototype within the virtual environment. The output is the prototype reproduced within the virtual environment.
[0864] Step 8:
[0865] Users experience the prototype in a virtual environment and send their reactions and emotional data to a server. The server analyzes this feedback in real time to further improve and optimize the prototype. The final output is the final prototype tailored to the user.
[0866] 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.
[0867] 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.
[0868] 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.
[0869] 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.
[0870] 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.
[0871] 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.
[0872] 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.
[0873] 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.
[0874] 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."
[0875] 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.
[0876] 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.
[0877] 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.
[0878] 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.
[0879] 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.
[0880] 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.
[0881] 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.
[0882] 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.
[0883] 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.
[0884] 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.
[0885] 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.
[0886] 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.
[0887] The following is further disclosed regarding the embodiments described above.
[0888] (Claim 1)
[0889] A method for obtaining themes and basic ideas from users in natural language, and extracting key keywords and concepts,
[0890] Based on the extracted keywords and concepts, a means for generating relevant storylines from an existing database,
[0891] A means for presenting the generated storyline to the user and receiving feedback from the user,
[0892] A means of adjusting the storyline based on the aforementioned feedback,
[0893] A system that includes this.
[0894] (Claim 2)
[0895] A means for obtaining basic character settings and characteristics from the user, and generating character design proposals using image generation technology based on those characteristics,
[0896] A means of presenting the generated character design proposals to the user and receiving selections or revisions from the user,
[0897] Means for adjusting the character design based on the aforementioned selection or modification proposal,
[0898] The system according to claim 1, including the following:
[0899] (Claim 3)
[0900] A means of combining storylines and character designs based on user instructions and proposing appropriate game mechanics,
[0901] A means of constructing a prototype in virtual reality by incorporating the aforementioned proposed game mechanics,
[0902] A means for users to experience a prototype in a virtual reality environment and send feedback,
[0903] A means for analyzing the aforementioned feedback and improving the proposed prototype in real time,
[0904] The system according to claim 1, including the following:
[0905] "Example 1"
[0906] (Claim 1)
[0907] A means of obtaining themes and basic ideas from users in natural language and extracting key features and concepts,
[0908] Based on the extracted features and concepts, a means for generating a relevant narrative structure from an existing information recording medium,
[0909] A means of presenting the generated story structure to the user and receiving feedback from the user,
[0910] A means of adjusting the narrative structure based on the aforementioned opinion,
[0911] A system that includes this.
[0912] (Claim 2)
[0913] A means for obtaining basic character settings and characteristics from the user, and generating character design proposals using image generation technology based on those characteristics,
[0914] A means of presenting the generated character design proposals to the user and receiving selections or revisions from the user,
[0915] Means for adjusting the character design based on the aforementioned selection or modification proposal,
[0916] The system according to claim 1, including the following:
[0917] (Claim 3)
[0918] A means of combining story structure and character design based on user instructions and suggesting appropriate gameplay operations,
[0919] A means for constructing a prototype in virtual reality by incorporating the aforementioned proposed gameplay controls,
[0920] A means for users to experience prototypes in a virtual reality environment and submit feedback,
[0921] A means to immediately improve the proposed prototype by analyzing the aforementioned opinions,
[0922] The system according to claim 1, including the following:
[0923] "Application Example 1"
[0924] (Claim 1)
[0925] A means of obtaining themes and basic concepts from users in natural language and extracting key elements and ideas,
[0926] Based on the extracted elements and concepts, a means for generating a related narrative flow from the information collection,
[0927] A means of presenting the generated narrative flow to the user and receiving feedback from the user,
[0928] A means of adjusting the flow of the story based on the aforementioned opinion,
[0929] A means of rendering a user-generated story into a virtual reality scene,
[0930] A system that includes this.
[0931] (Claim 2)
[0932] A means of obtaining basic character settings and characteristics from the user, and generating character design proposals using video generation technology based on those characteristics,
[0933] A means of presenting the generated character design proposals to the user and receiving selections or revisions from the user,
[0934] Means for adjusting the character design based on the aforementioned selection or modification proposal,
[0935] A means for displaying the aforementioned character design within a virtual screen,
[0936] The system according to claim 1, including the following:
[0937] (Claim 3)
[0938] A means of combining the flow of the story and character design based on user instructions, and proposing appropriate directing techniques,
[0939] A means of constructing a prototype in virtual reality by incorporating the aforementioned proposed performance techniques,
[0940] A means for users to experience prototypes in a virtual reality environment and submit feedback,
[0941] A means to immediately improve the prototype proposed based on the analysis of the aforementioned opinions,
[0942] The system according to claim 1, including the following:
[0943] "Example 2 of combining an emotion engine"
[0944] (Claim 1)
[0945] A method for obtaining themes and basic ideas from users in natural language, and extracting key keywords and concepts,
[0946] Based on the extracted keywords and concepts, a means for generating a related narrative progression from an information storage device,
[0947] A means of presenting the generated narrative progression to the user, analyzing the user's emotional state, and obtaining feedback,
[0948] A means of adjusting the narrative progression based on the aforementioned feedback and emotional state,
[0949] A means of acquiring emotional data using emotion analysis technology and reflecting it in generated content and proposals,
[0950] A system that includes this.
[0951] (Claim 2)
[0952] A means for obtaining basic character settings and characteristics from the user, and generating character design proposals using image generation technology based on those characteristics,
[0953] A means of presenting the generated character design proposals to the user and receiving selections or revisions from the user,
[0954] A means of adjusting character design based on user emotional responses,
[0955] The system according to claim 1, including the following:
[0956] (Claim 3)
[0957] A means of combining story progression and character design based on user instructions, and proposing an appropriate competition mechanism,
[0958] A means of constructing a prototype in a virtual environment by incorporating the aforementioned proposed competition mechanism,
[0959] A means for users to experience prototyping in a virtual environment and send their emotional state as feedback,
[0960] A means for analyzing the aforementioned emotional state and feedback to improve the proposed prototype in real time,
[0961] The system according to claim 1, including the following:
[0962] "Application example 2 when combining with an emotional engine"
[0963] (Claim 1)
[0964] A means of obtaining themes and basic concepts from users in natural language and extracting key features and components,
[0965] A means for generating a relevant narrative structure from an existing information repository based on the extracted features and components,
[0966] A means of presenting the generated narrative structure to the user and receiving a response from the user,
[0967] A means of adjusting the narrative structure based on the aforementioned reaction,
[0968] A means of analyzing user emotions using an emotion engine and further adjusting the narrative structure based on that emotional information,
[0969] A system that includes this.
[0970] (Claim 2)
[0971] A means for obtaining basic character settings and characteristics from the user, and generating a model design based on those characteristics using image generation technology,
[0972] A means of presenting the generated design to the user and receiving selections or modifications from the user,
[0973] Means for adjusting the design based on the aforementioned selection or modification proposal,
[0974] A means of prioritizing the presentation of similar design proposals based on user emotional information,
[0975] The system according to claim 1, including the following:
[0976] (Claim 3)
[0977] A means of combining narrative structure and design ideas based on user instructions and proposing an appropriate gameplay mechanism,
[0978] A means for constructing a prototype in a virtual environment by incorporating the proposed game mechanism,
[0979] A means for users to experience the prototype in a virtual environment and send their reactions,
[0980] A means for analyzing the aforementioned reactions and user emotional information to improve the proposed prototype in real time,
[0981] The system according to claim 1, including the following: [Explanation of symbols]
[0982] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
1. A method for obtaining themes and basic ideas from users in natural language, and extracting key keywords and concepts, Based on the extracted keywords and concepts, a means for generating relevant storylines from an existing database, A means for presenting the generated storyline to the user and receiving feedback from the user, A means of adjusting the storyline based on the aforementioned feedback, A system that includes this.
2. A means for obtaining basic character settings and characteristics from the user, and generating character design proposals using image generation technology based on those characteristics, A means of presenting the generated character design proposals to the user and receiving selections or revisions from the user, A means of adjusting the character design based on the aforementioned selection or modification proposal, The system according to claim 1, including the following:
3. A means of combining storylines and character designs based on user instructions and proposing appropriate game mechanics, A means of constructing a prototype in virtual reality by incorporating the aforementioned proposed game mechanics, A means for users to experience a prototype in a virtual reality environment and send feedback, A means for analyzing the aforementioned feedback and improving the proposed prototype in real time, The system according to claim 1, including the following: