system

The system addresses information overload and personalization issues in museums and education by using virtual reality to analyze user data and provide customized content experiences, improving educational effectiveness and user engagement.

JP2026099419APending Publication Date: 2026-06-18SOFTBANK GROUP CORP

Patent Information

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

AI Technical Summary

Technical Problem

Conventional museum experiences and educational institutions face challenges such as information overload, physical constraints, lack of personalization, and inadequate educational tools that fail to cater to individual interests and learning progress, leading to inefficient learning experiences.

Method used

A system that utilizes virtual reality technology to provide personalized content experiences by analyzing user interest and history data, collecting real-time feedback, and generating customized content plans, including educational materials tailored to individual learning objectives.

Benefits of technology

Enables efficient and personalized learning experiences by providing users with intuitive virtual environments and real-time feedback integration, enhancing educational support and user engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide the system. [Solution] Methods for acquiring and analyzing user interest and historical data, A means of generating a user-specific content experience plan based on acquired data, A means of providing users with generated content experiences using virtual reality technology, A means of collecting and analyzing user feedback in real time, A means to incorporate the analysis results into the next content experience plan, A system that includes this.
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventional museum experiences have had problems such as an overload of information, physical constraints, and a lack of personalization according to the individual interests and learning purposes of visitors. Also, in educational institutions, it has been difficult to provide special content suitable for the lesson content, and the lack of educational tools corresponding to individual learning progress has reduced the effectiveness of education. Therefore, there is a need for a system that provides a more efficient and individualized learning experience.

Means for Solving the Problems

[0005] This invention provides a system that acquires and analyzes user interest and history data, and generates a user-specific content experience plan based on that data. Furthermore, it uses virtual reality technology to provide users with an intuitive content experience, and collects and analyzes user feedback in real time to reflect it in the next experience plan, thereby realizing a more personalized experience. In addition, it includes a function to provide customized teaching materials for educational institutions, proposing a means to enhance educational support according to learning progress.

[0006] A "user" is an individual or group that uses the system, and is the subject whose interests and historical data are analyzed by the system.

[0007] "Interest and history data" refers to information about a user's past behavior and preferences, and is used to build a personalized experience for the user.

[0008] A "content experience plan" is the design of a visual and intellectual experience aligned with a specific theme or learning objective, built based on the user's interests and historical data.

[0009] "Virtual reality technology" refers to technology that allows users to immerse themselves in a computer-generated 3D environment, and is a means of providing an interactive experience.

[0010] "Feedback" refers to evaluations, opinions, and information about the quality of the experience provided by users during or after experiencing the content.

[0011] An "educational institution" refers to an organization that provides education, such as a school or university, and is the subject of systems that are customized for specific educational purposes.

[0012] "Customized learning materials" are educational content designed and adjusted according to specific learning objectives and progress, and are provided to support individual learning. [Brief explanation of the drawing]

[0013] [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] This is a conceptual diagram showing an example of the essential functions of a data processing device and a smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11] This is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] This is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] This is a sequence diagram showing the processing flow of the data processing system in Example 2, which incorporates an emotion engine. [Figure 14] This is a sequence diagram showing the processing flow of the data processing system in Application Example 2, which combines an emotion engine. [Modes for carrying out the invention]

[0014] An example of an embodiment of the system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.

[0015] First, the terms used in the following description will be explained.

[0016] In the following embodiments, the numbered processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like.

[0017] In the following embodiments, the numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.

[0018] In the following embodiments, the numbered storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, etc.

[0019] 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).

[0020] 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."

[0021] [First Embodiment]

[0022] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.

[0023] 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.

[0024] 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).

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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".

[0034] The embodiment of the present invention mainly consists of a system in which a server, a terminal, and a user work in cooperation. The aim of this system is to provide users with individually personalized virtual reality (VR) content experiences, and furthermore, to collect and analyze real-time feedback to make improvements for future visits.

[0035] Server Functions

[0036] The server plays a central role in receiving and analyzing interest and history data submitted by users. Based on the results of this analysis, a content experience plan optimized for each individual user is generated. Furthermore, the server receives and analyzes feedback submitted by users in real time and incorporates it into the next experience. For example, if a user has shown interest in a particular historical exhibit in the past, the plan for future visits will include exhibits that provide deeper knowledge.

[0037] Device functions

[0038] The terminal provides a user interface and utilizes VR technology to offer users a virtual space or augmented reality environment as a virtual experience. Through the terminal, users can visually access experience plans generated on the server and receive detailed information and explanations related to each exhibit in real time. The terminal can also receive user voice and touch gestures, send those operations to the server, and provide necessary information immediately.

[0039] User functions

[0040] Users first input their interests and goals into the system. This information is sent to the server and forms the basis of their personalized content experience. By participating in a VR tour, users receive real-time information about their selected exhibits, ask questions about them, and provide feedback on the exhibits. For example, if a user requests a more detailed explanation of the art using new exhibit technology, that feedback will be incorporated into the plan for their next visit.

[0041] This system is usable in homeschooling and educational institutions, and is designed to provide learning content tailored to the curriculum. Teachers can select customized materials according to students' learning progress, enabling more effective teaching.

[0042] As described above, the present invention is a comprehensive system for providing users with an optimal learning experience, and aims to realize effective learning support through a personalized content experience.

[0043] The following describes the processing flow.

[0044] Step 1:

[0045] Users access the system and input their interests and learning objectives. This forms the basis for the system to acquire user data.

[0046] Step 2:

[0047] The server collects, stores, and analyzes interest information and historical data submitted by users. Based on this analysis, a personalized content experience plan is designed for each user.

[0048] Step 3:

[0049] The server sends the generated content experience plan to the device. This includes a list of exhibits the user may be interested in, as well as information about the order in which to view them.

[0050] Step 4:

[0051] The device provides the user with a VR interface based on the received experience plan. This allows the user to explore exhibits in the virtual space through VR goggles or compatible devices.

[0052] Step 5:

[0053] Users use the device's interaction features to ask questions about the exhibits. The device recognizes the user's voice and touch gestures and sends that information to the server.

[0054] Step 6:

[0055] The server uses AI to generate answers to user questions and sends them back to the terminal. Users can then receive these answers and deepen their understanding of the exhibits.

[0056] Step 7:

[0057] Users provide feedback after the exhibition ends. The device sends this feedback information to the server.

[0058] Step 8:

[0059] The server analyzes the feedback it receives and uses it as data to provide a more optimized content experience plan for the user's next visit.

[0060] Step 9:

[0061] In educational institutions, teachers receive customized teaching materials based on analytical data, tailored to students' learning progress, thereby improving the effectiveness of their lessons.

[0062] (Example 1)

[0063] 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."

[0064] In today's educational environment, providing personalized learning experiences to individual learners is crucial. However, existing systems fail to adequately deliver real-time experiences based on user interests and progress, and to improve subsequent learning plans accordingly. Furthermore, there are limited means for efficiently suggesting and improving individual content for specific areas.

[0065] 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.

[0066] In this invention, the server includes means for acquiring and analyzing user-specific information and historical data, means for generating individual user experience plans based on the acquired information, and means for suggesting optimal content using a generative model. This enables the provision of a real-time, personalized learning experience to the user and the improvement of the next learning plan based on the feedback.

[0067] "User identification information" refers to data that a system acquires to identify an individual user's interests, preferences, history, etc.

[0068] "History data" refers to information about content and activities that a user has experienced in the past, and is used to provide a personalized experience.

[0069] "Means of analysis" refer to methods and techniques for analyzing acquired data to identify user interests and needs.

[0070] "Means for generating individual user experience plans" refers to a method of creating customized experience plans for each user based on analysis results.

[0071] "Virtualization technology" is a technology that uses computer technology to provide users with virtual environments that cannot be experienced in the real world.

[0072] "Methods for immediately collecting and analyzing opinions" refers to methods for obtaining user feedback in real time and analyzing its content.

[0073] A "generative model" is an algorithm that uses machine learning and artificial intelligence to suggest the most suitable content to a user.

[0074] "A means of proposing the most suitable content" refers to a method of selecting and providing highly relevant content tailored to the individual needs of the user.

[0075] This invention is a system that provides individually optimized virtual experiences by acquiring and analyzing user interest and historical data.

[0076] The server plays a central role in receiving interest and history information submitted by users and performing data analysis. The server implementation utilizes a common data management system as its database, and Python, with its data analysis capabilities, can be used as the programming language. This server uses a generative AI model to analyze data and generate appropriate content based on prompts such as "Recommend educational content related to medieval Europe," in order to provide users with the most suitable content experience.

[0077] The device provides a user interface and offers users an interactive virtual space using virtualization technologies such as Unity and Unreal Engine. Users can access experience plans generated through the device and experience historical exhibits in VR, such as "Medieval European Castles." The device can recognize user voice and gesture input and send it to a server to provide relevant information immediately.

[0078] This system allows users to first input their interests and then participate in a virtual tour in a VR space based on those interests. Users can listen to audio explanations about the exhibits that interest them and provide feedback on the exhibits, contributing to an improved learning experience on subsequent visits. This feedback is analyzed in real time by the server and reflected in the planning of the next experience.

[0079] For example, when this system is used as part of homeschooling, it can generate learning plans tailored to students' interests, and teachers can select customized materials based on their progress, enabling more effective education.

[0080] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0081] Step 1:

[0082] Users enter their interests and goals into the system through a dedicated input form. This input data, including topics of interest and historical information, is first sent to the server. This information is used as foundational data to individually optimize subsequent content experience plans.

[0083] Step 2:

[0084] The server analyzes specific information and historical data received from the user. Specifically, it combines this with past user behavior data stored in the database to create a detailed profile of the user's interests. This data analysis uses data processing languages ​​such as Python, and the analysis results are used to select content suitable for the user. The output is a content experience plan optimized by a generative AI model.

[0085] Step 3:

[0086] The server sends the generated experience plan to the device. This plan includes proposed content and activities to be provided in the virtual environment. After receiving this plan, the device uses software such as Unity or Unreal Engine to construct the virtual space and deliver the experience to the user.

[0087] Step 4:

[0088] The device utilizes virtual technology through its user interface to provide users with a visual experience. Users can interactively explore virtual spaces via VR headsets and other devices. The device detects user voice input and gestures and transmits this information to the server in real time. This operation enables a seamless experience tailored to the user's interests.

[0089] Step 5:

[0090] The server collects and analyzes user feedback and reactions in real time. Text mining technology is used for feedback analysis, and the results are incorporated into the next user experience plan. This process ensures continuous improvement of the user experience. The output is the improved experience plan for the next visit.

[0091] (Application Example 1)

[0092] Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal."

[0093] In the modern era, providing individually optimized experiences in the fields of education and entertainment is challenging. Furthermore, establishing appropriate feedback loops for content delivery tailored to user preferences is complex. Additionally, there is a lack of adequate systems for real-time experience optimization utilizing sensor and display technologies.

[0094] The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means.

[0095] In this invention, the server includes means for acquiring and analyzing information about the user's interests and history, means for generating a user-specific information experience plan based on the acquired information, and means for providing the generated information experience to the user using virtual reality technology. This makes it possible to provide the user with an individually optimized virtual reality experience and to improve the next experience through consistent feedback.

[0096] "Information about user interests and history" refers to a collection of data that includes records of the interests and behaviors a user has shown to date.

[0097] "Means of analysis" refers to the techniques and processes used to analyze collected information and derive meaningful results or patterns.

[0098] A "user-specific information experience plan" is a plan for a customized content experience based on the individual user's needs and preferences.

[0099] "Virtual reality technology" is a method of providing users with an immersive digital environment using computer technology, and it is a technology that creates a sense of reality through sight, hearing, and other senses.

[0100] "User ratings" refer to the feedback and opinions that users provide regarding the content and services they have experienced.

[0101] "Means for immediate collection and analysis" refers to functions and mechanisms for obtaining user feedback in real time and immediately analyzing that data.

[0102] "Reflecting this in the next information experience plan" means that the analysis results and feedback obtained will be used to improve future content provision and experience design.

[0103] "Means of displaying information on a device" refers to hardware and software used to visually present data and content to users.

[0104] "Means of selecting and organizing information" refer to technologies and algorithms used to classify the content a user receives and organize it in a logical order as needed.

[0105] In this system, three elements—server, terminal, and user—work in conjunction. The server collects information about the user's interests and history, and analyzes this data to design an information experience optimized for each individual user. Specifically, data analysis software is used on the server to analyze the user's past behavior data and feedback using algorithms. Based on the analysis results, the content of the next experience is customized.

[0106] The device provides an interface with the user and delivers experiences to the user using virtual reality technology. By using devices such as head-mounted displays and smart glasses, users can receive visually realistic information experiences. Furthermore, the device has the ability to recognize the user's voice and touch gestures and instantly transmit that data to the server.

[0107] Users can provide information to the system based on their interests and goals, and enjoy a customized experience in the virtual space. For example, if a user is interested in history, content aligned with that interest will be presented in the VR space. Feedback after the experience is then immediately sent to the server via the device and incorporated into the next experience.

[0108] As a concrete example, if a user experiences a VR tour of history in a virtual reality educational app and requests additional information about a specific historical period, that request will be incorporated into the next experience. A generative AI model predicts what information the user needs and generates a prompt such as, "The user is experiencing the latest historical content in the virtual reality educational app. What additional information would they like to gain to deepen their knowledge?" This is designed to provide users with an increasingly enriching informational experience.

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

[0110] Step 1:

[0111] The server receives data about the user's interests and history. This data consists of past access history and preference information, and is processed by an information analysis algorithm. Specifically, the server retrieves user profiles from the database and applies predictive models to derive insights. As a result, a profile based on the user's interests is generated.

[0112] Step 2:

[0113] Based on the analyzed data, the server generates a personalized information experience plan for the user. It utilizes a generative AI model to efficiently select content that aligns with the user's interests. For example, the server executes rules to prioritize categories and topics of interest to the user, outputting an optimal information experience plan.

[0114] Step 3:

[0115] The terminal receives an information experience plan transmitted from the server and presents it to the user using virtual reality technology. It renders the plan received as input onto a VR device and incorporates interactive elements. Specifically, the terminal uses a head-mounted display to provide an integrated environment of both visual and auditory content.

[0116] Step 4:

[0117] The user experiences the content in the presented VR environment and sends feedback to the device through interactive elements. This feedback is provided via voice commands and gestures, which the device collects as digital data. The device then transfers this data to a server.

[0118] Step 5:

[0119] The server immediately analyzes user feedback and incorporates the results into future information experiences. Specifically, feedback data is evaluated using an analysis algorithm, and the insights gained are used to further improve the information experience plan. This results in the creation of future experiences that are even more tailored to the user's preferences.

[0120] 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.

[0121] The system of the present invention acquires and analyzes user interest and historical data, and further integrates an emotion engine to monitor the user's emotional state while providing a personalized VR experience. Specific embodiments are described below.

[0122] Server Functions

[0123] The server aggregates interest and history data submitted by the user, analyzes it, and creates a personalized content experience plan. Furthermore, based on emotional data provided by the emotion engine, it adjusts the content according to the user's emotional state. This adjustment is made by analyzing the user's level of excitement, interest retention, and stress level during the experience. For example, if a user is feeling stressed during a VR experience, the server immediately adjusts the plan to provide more relaxing content.

[0124] Device functions

[0125] The device provides the interface with the user and manages interactions within the VR space. It receives emotional data analyzed in real time by the emotion engine and modifies the content based on user metrics. Specifically, if there are signs that the user is enjoying the content, it can supplement it with information that delves deeper into the current content theme while maintaining that theme. Conversely, if there is a negative reaction, it can immediately present content related to a different interest.

[0126] User functions

[0127] Users first input their interests and goals into the system to establish the foundation of their experience. Then, using a VR device, they explore the exhibits according to a customized plan. During the exhibit, if the user's emotions change, the emotion engine notifies the device of this change and, in conjunction with the server, instantly reconfigures the content plan. This process allows users to continuously receive experiences optimized for their emotional state.

[0128] As an example, consider a scenario where a user is interested in historical art but finds the content difficult to understand. In this case, the emotion engine senses the user's confusion, and the device receives suggestions for new content from the server, adding easier-to-understand explanations or suggesting viewing other related, simpler exhibits, thereby providing an experience that aligns with the user's emotions.

[0129] Thus, the system of the present invention aims to maximize learning efficiency and enjoyment by providing a highly personalized experience that responds not only to the user's interests but also to their emotional state, using an emotion engine.

[0130] The following describes the processing flow.

[0131] Step 1:

[0132] Users use a device to access the system and input their interests and goals. This allows the system to receive information that forms the basis of their user profile.

[0133] Step 2:

[0134] The server receives interest data and historical data from users, analyzes them, and generates a personalized content experience plan. This plan is optimized based on the user's input.

[0135] Step 3:

[0136] The emotion engine is integrated into the device and generates emotion data by analyzing the user's facial expressions and voice tone in real time. This allows the user's level of excitement and stress to be detected.

[0137] Step 4:

[0138] The server receives data from the emotion engine and determines whether the current content experience plan needs to be adjusted based on the user's emotions.

[0139] Step 5:

[0140] The device dynamically changes the content within the VR interface based on new instructions received from the server. For example, if the user is excited, the server will prepare content that provides more in-depth information.

[0141] Step 6:

[0142] Users continuously interact with their devices, asking new questions and providing feedback on the displayed content. This input is sent from the device to the server for further refinement.

[0143] Step 7:

[0144] After the user finishes the experience, they provide feedback. The device sends this feedback to the server, and the system analyzes the feedback to improve future experiences.

[0145] Step 8:

[0146] When used in educational institutions, the server prepares customized teaching materials based on the analysis results and provides them to teachers. This enables teachers to conduct lessons tailored to the students' learning progress.

[0147] (Example 2)

[0148] Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".

[0149] In providing virtual environment experiences tailored to individual user interests and emotional states, conventional systems may lack real-time capabilities and adaptability. Furthermore, a lack of adequate mechanisms for automatically customizing content based on user emotional states is a challenge. Therefore, dynamic content adjustment based on emotions is necessary to provide a more personalized VR experience.

[0150] The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means.

[0151] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific information experience plan based on the acquired information, means for providing the generated information experience to the user using virtual environment technology, means for integrating an emotion engine to monitor and analyze the user's emotional state in real time, means for dynamically adjusting content based on the analysis results, and means for collecting user feedback and reflecting it in the next information experience plan. This makes it possible to provide a personalized VR experience that responds immediately to the user's interests and emotional state.

[0152] A "user" is an individual who uses this system to experience information and receives a personalized experience based on their interests and emotional state.

[0153] "Interest" is a concept that indicates the degree of interest or curiosity a user shows towards a particular subject or activity.

[0154] "History information" refers to a record of a user's past actions and choices, and is data used to understand the user's interests and tendencies.

[0155] An "information experience plan" is the process or plan that constitutes the delivery and flow of personalized content, generated based on the user's interests and history.

[0156] "Virtual environment technology" is a technology that uses computer technology to construct a three-dimensional space and provide users with an immersive experience.

[0157] An "emotion engine" is a mechanism for evaluating and managing a user's inner state, using analytical techniques to determine the user's emotional state.

[0158] "Monitoring and analyzing in real time" refers to the process of instantly recording user data and understanding and evaluating the situation on the spot.

[0159] "Dynamic content adjustment" refers to the process of changing or optimizing the information provided based on the user's emotional state and interests.

[0160] "Feedback" is a collection of opinions and reactions provided by users as a result of their experience, and it is data used to improve future experiences.

[0161] This invention is a system that generates a virtual environment experience based on the user's emotional state by individually analyzing the user's interests and historical information and integrating an emotion engine. This system consists of three main components: a server, a terminal, and the user.

[0162] The server aggregates interest and historical information submitted by users and analyzes it using a generative AI model. This analysis creates a personalized information experience plan for each user. Data processing is performed using general database management systems and AI analysis software. Based on the analysis results, appropriate content is selected for each user.

[0163] The terminal provides an interface with the user and manages interactions within the virtual environment. Specifically, it receives emotional data analyzed in real time by an emotion engine and dynamically modifies content according to the user's emotions. For this purpose, a VR headset and dedicated emotion sensors are used.

[0164] Users access the system and experience customized content based on their pre-configured interests and goals. Using a VR device, users can explore virtual experiences according to their plan. During this process, an emotion engine notifies the device of changes in the user's emotional state, and the content plan is reconfigured in conjunction with the server to provide an experience optimized for the user's emotional state.

[0165] As a concrete example, consider a scenario where a user is interested in art. In this case, if the device senses the user's positive reaction, it can provide further information on works with similar themes or offer in-depth related knowledge. Conversely, if the user's interests change, it can suggest content from a different field as a new option.

[0166] An example of a prompt is, "How can we use an emotion engine to reduce the stress users experience during VR experiences?" The AI ​​model responds to this prompt, and the system suggests effective ways to deliver content.

[0167] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0168] Step 1:

[0169] The server collects interest and history information from users. The input information includes the user's registered profile and past behavioral history. This data is stored in a database and then organized and filtered for later analysis. The output is an integrated user profile.

[0170] Step 2:

[0171] The server analyzes user interest and history information using a generative AI model. The input is an integrated user profile, which the AI ​​model analyzes to quantify the user's level of interest. Furthermore, it applies a content recommendation algorithm to generate a personalized information experience plan. The output is a customized information experience plan.

[0172] Step 3:

[0173] The server sends a user-specific information experience plan to the terminal. The input is the generated information experience plan, and real-time synchronization is performed during the process of transmitting this plan to the terminal. The output is the user-specific experience instruction set that the terminal receives.

[0174] Step 4:

[0175] The terminal provides the user with a virtual environment based on the information experience plan it receives. The input is a plan instruction from the server, and the terminal prepares a virtual scenario based on this. Specifically, it presents images to the user using a VR headset, enabling interaction. The output is the virtual environment that the user actually experiences.

[0176] Step 5:

[0177] The device monitors the user's emotional state in real time and analyzes it using an emotion engine. Inputs are the user's biometric information and behavioral data, collected by sensors. The emotion engine analyzes this data and evaluates the user's current emotional state. The output is the analyzed emotional data.

[0178] Step 6:

[0179] The server adjusts the information experience plan based on the analyzed sentiment data. The input is the analysis results from the sentiment engine. Based on this, the server automatically updates content options and makes adjustments to provide the experience best suited to the user's emotional state. The output is the adjusted information experience plan.

[0180] Step 7:

[0181] Users provide feedback by entering it into their devices, offering new interests and opinions. This input is direct user feedback, which is used to develop suggestions for improving the next user experience. Specific actions include filling out feedback forms and using selection options. The output consists of suggestions for future improvements and feedback information stored in a database.

[0182] (Application Example 2)

[0183] 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".

[0184] Modern consumers, especially in physical stores, increasingly seek personalized experiences. However, conventional systems have struggled to provide product recommendations and content tailored to users' interests and emotions. As a result, users often fail to receive appropriate suggestions, leading to a lack of motivation to purchase. This invention solves this problem by providing a mechanism that analyzes users' emotional states and interests in real time and dynamically adjusts the experience accordingly.

[0185] 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.

[0186] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific content experience plan based on the acquired information, and means for analyzing the user's emotional state and adaptively adjusting the content based on the analysis results. This makes it possible to provide users with a personalized shopping experience and increase their willingness to purchase.

[0187] "User" refers to individual consumers or customers who use the system.

[0188] "Interest and history information" refers to record data of products a user has previously purchased and content they have been interested in.

[0189] "Content experience planning" refers to the design of experiences based on specific themes and scenarios provided based on the user's past data.

[0190] "Virtual reality technology" refers to technology that allows users to immerse themselves in a virtual three-dimensional space created by a computer.

[0191] "User reactions" refer to the various behaviors and emotional changes that users exhibit during their experience.

[0192] "Methods for collecting and analyzing data in real time" refer to methods of acquiring data the moment user behavior or emotions occur and immediately performing analysis.

[0193] "Means of analyzing emotional states and adaptively adjusting content based on the analysis results" refers to technology that recognizes the user's emotions and uses that information to appropriately change the displayed experience.

[0194] The system for realizing this invention consists of three elements: a server, a terminal, and a user.

[0195] The server first obtains user interest and history information via the internet. This information is stored in a database service such as Amazon DynamoDB. Next, it uses a generative AI model based on the stored data to generate a personalized content experience plan for the user. Furthermore, it uses the Google® Cloud Emotion Analysis API to analyze the user's emotional state in real time and adaptively adjusts the content based on the analysis results.

[0196] The device functions as a smart glasses or head-mounted display, providing the user with a virtual reality space. It uses WebSocket communication to exchange data with the server in real time, optimizing the user experience based on the user's emotions. This allows content to be instantly adjusted in response to user reactions, maintaining an appropriate experience.

[0197] Through this system, users experience shopping in a physical store. Specifically, while trying on fashion items, the terminal analyzes the user's facial expressions and voice tone, providing interesting product suggestions and detailed information in real time. If the user requests more detailed information, additional specifications and styling examples are automatically presented.

[0198] An example of a prompt message would be, "Analyze the user's current emotional state and recommend products they might be interested in based on their past purchase history." This can improve the quality of the user experience.

[0199] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0200] Step 1:

[0201] The server retrieves user interest and history information from the database. The input is the user ID. Based on this, the server searches Amazon DynamoDB for the corresponding user information and obtains interest and history data as output.

[0202] Step 2:

[0203] The server inputs acquired interest and history information into a generating AI model to create a user-specific content experience plan. Based on this input information, the AI ​​performs inference and outputs the experience plan best suited to the user's interests.

[0204] Step 3:

[0205] The device provides the user with a content experience plan received from the server in the form of a virtual reality space. The input is the data of the content experience plan. The device converts this data into a format suitable for the display and displays it on smart glasses or a head-mounted display.

[0206] Step 4:

[0207] Users experience content provided within virtual reality and express emotions during the process. Emotional states are input into the device as data such as facial expressions and voice tone. During the user experience, responses that indicate the user's interest are provided unconsciously.

[0208] Step 5:

[0209] The device analyzes the user's emotional state in real time. Input consists of the user's facial expressions and voice data, and the emotions are analyzed using the Google Cloud Emotion Analysis API. The analysis results output the user's emotional state (such as level of excitement and stress).

[0210] Step 6:

[0211] The server adaptively adjusts the content experience plan based on the emotional state received from the device. The input is analyzed emotional data. The server uses this data to recommend appropriate content according to the user's current emotions and outputs that data to the device.

[0212] Step 7:

[0213] The device receives newly adjusted content from the server and applies it instantly to the virtual reality space. The input is the new content data. The device reflects this data onto the existing display content, providing the user with a continuous experience.

[0214] 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.

[0215] 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.

[0216] 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.

[0217] [Second Embodiment]

[0218] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.

[0219] 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.

[0220] 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).

[0221] 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.

[0222] 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.

[0223] 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).

[0224] 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.

[0225] 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.

[0226] 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.

[0227] 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.

[0228] 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.

[0229] 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".

[0230] The embodiment of the present invention mainly consists of a system in which a server, a terminal, and a user work in cooperation. The aim of this system is to provide users with individually personalized virtual reality (VR) content experiences, and furthermore, to collect and analyze real-time feedback to make improvements for future visits.

[0231] Server Functions

[0232] The server plays a central role in receiving and analyzing interest and history data submitted by users. Based on the results of this analysis, a content experience plan optimized for each individual user is generated. Furthermore, the server receives and analyzes feedback submitted by users in real time and incorporates it into the next experience. For example, if a user has shown interest in a particular historical exhibit in the past, the plan for future visits will include exhibits that provide deeper knowledge.

[0233] Device functions

[0234] The terminal provides a user interface and utilizes VR technology to offer users a virtual space or augmented reality environment as a virtual experience. Through the terminal, users can visually access experience plans generated on the server and receive detailed information and explanations related to each exhibit in real time. The terminal can also receive user voice and touch gestures, send those operations to the server, and provide necessary information immediately.

[0235] User functions

[0236] Users first input their interests and goals into the system. This information is sent to the server and forms the basis of their personalized content experience. By participating in a VR tour, users receive real-time information about their selected exhibits, ask questions about them, and provide feedback on the exhibits. For example, if a user requests a more detailed explanation of the art using new exhibit technology, that feedback will be incorporated into the plan for their next visit.

[0237] This system is usable in homeschooling and educational institutions, and is designed to provide learning content tailored to the curriculum. Teachers can select customized materials according to students' learning progress, enabling more effective teaching.

[0238] As described above, the present invention is a comprehensive system for providing users with an optimal learning experience, and aims to realize effective learning support through a personalized content experience.

[0239] The following describes the processing flow.

[0240] Step 1:

[0241] Users access the system and input their interests and learning objectives. This forms the basis for the system to acquire user data.

[0242] Step 2:

[0243] The server collects, stores, and analyzes interest information and historical data submitted by users. Based on this analysis, a personalized content experience plan is designed for each user.

[0244] Step 3:

[0245] The server sends the generated content experience plan to the device. This includes a list of exhibits the user may be interested in, as well as information about the order in which to view them.

[0246] Step 4:

[0247] The device provides the user with a VR interface based on the received experience plan. This allows the user to explore exhibits in the virtual space through VR goggles or compatible devices.

[0248] Step 5:

[0249] Users use the device's interaction features to ask questions about the exhibits. The device recognizes the user's voice and touch gestures and sends that information to the server.

[0250] Step 6:

[0251] The server uses AI to generate answers to user questions and sends them back to the terminal. Users can then receive these answers and deepen their understanding of the exhibits.

[0252] Step 7:

[0253] Users provide feedback after the exhibition ends. The device sends this feedback information to the server.

[0254] Step 8:

[0255] The server analyzes the feedback it receives and uses it as data to provide a more optimized content experience plan for the user's next visit.

[0256] Step 9:

[0257] In educational institutions, teachers receive customized teaching materials based on analytical data, tailored to students' learning progress, thereby improving the effectiveness of their lessons.

[0258] (Example 1)

[0259] 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."

[0260] In today's educational environment, providing personalized learning experiences to individual learners is crucial. However, existing systems fail to adequately deliver real-time experiences based on user interests and progress, and to improve subsequent learning plans accordingly. Furthermore, there are limited means for efficiently suggesting and improving individual content for specific areas.

[0261] 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.

[0262] In this invention, the server includes means for acquiring and analyzing user-specific information and historical data, means for generating individual user experience plans based on the acquired information, and means for suggesting optimal content using a generative model. This enables the provision of a real-time, personalized learning experience to the user and the improvement of the next learning plan based on the feedback.

[0263] "User identification information" refers to data that a system acquires to identify an individual user's interests, preferences, history, etc.

[0264] "History data" refers to information about content and activities that a user has experienced in the past, and is used to provide a personalized experience.

[0265] "Means of analysis" refer to methods and techniques for analyzing acquired data to identify user interests and needs.

[0266] "Means for generating individual user experience plans" refers to a method of creating customized experience plans for each user based on analysis results.

[0267] "Virtualization technology" is a technology that uses computer technology to provide users with virtual environments that cannot be experienced in the real world.

[0268] "Methods for immediately collecting and analyzing opinions" refers to methods for obtaining user feedback in real time and analyzing its content.

[0269] A "generative model" is an algorithm that uses machine learning and artificial intelligence to suggest the most suitable content to a user.

[0270] "A means of proposing the most suitable content" refers to a method of selecting and providing highly relevant content tailored to the individual needs of the user.

[0271] This invention is a system that provides individually optimized virtual experiences by acquiring and analyzing user interest and historical data.

[0272] The server plays a central role in receiving interest and history information submitted by users and performing data analysis. The server implementation utilizes a common data management system as its database, and Python, with its data analysis capabilities, can be used as the programming language. This server uses a generative AI model to analyze data and generate appropriate content based on prompts such as "Recommend educational content related to medieval Europe," in order to provide users with the most suitable content experience.

[0273] The device provides a user interface and offers users an interactive virtual space using virtualization technologies such as Unity and Unreal Engine. Users can access experience plans generated through the device and experience historical exhibits in VR, such as "Medieval European Castles." The device can recognize user voice and gesture input and send it to a server to provide relevant information immediately.

[0274] This system allows users to first input their interests and then participate in a virtual tour in a VR space based on those interests. Users can listen to audio explanations about the exhibits that interest them and provide feedback on the exhibits, contributing to an improved learning experience on subsequent visits. This feedback is analyzed in real time by the server and reflected in the planning of the next experience.

[0275] For example, when this system is used as part of homeschooling, it can generate learning plans tailored to students' interests, and teachers can select customized materials based on their progress, enabling more effective education.

[0276] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0277] Step 1:

[0278] The user inputs their interests and purposes into the system through a dedicated input form. This input data includes interesting themes and historical information and is first sent to the server. This information is used as basic data for individually optimizing subsequent content experience plans.

[0279] Step 2:

[0280] The server analyzes the specific information and historical data received from the user. Specifically, by combining with the past user behavior data stored in the database, the user's interests are detailedly profiled. A data processing language such as Python is used for this data analysis, and content suitable for the user is selected as the analysis result. The output is a content experience plan optimized by a generative AI model.

[0281] Step 3:

[0282] The server sends the generated experience plan to the terminal. This plan includes the content and activity plans to be provided in the virtual environment. After receiving this plan, the terminal uses software such as Unity or Unreal Engine to construct a virtual space and provides an experience for the user.

[0283] Step 4:

[0284] The terminal utilizes virtual technology through the user interface to provide a visual experience for the user. The user can interactively explore the virtual space via a VR headset or other devices. The terminal detects the user's voice input and gestures and sends that information to the server in real time. This operation realizes a seamless experience along with the user's interests.

[0285] Step 5:

[0286] The server collects opinions and reactions from users in real time and performs analysis. Text mining technology is used for feedback analysis, and the results are reflected in the next experience plan. Through this process, a mechanism is established to continuously improve the user experience. The output is an improved experience plan for the next visit.

[0287] (Application Example 1)

[0288] Next, Application Example 1 will be described. In the following description, the data processing device 12 is referred to as a "server", and the smart glasses 214 are referred to as a "terminal".

[0289] In modern times, it is difficult to provide experiences optimized individually in the fields of education and entertainment. Also, it is complex to construct an appropriate feedback loop for content provision according to the preferences of users. Furthermore, there is a problem that a system for performing real-time experience optimization by utilizing sensor and display technologies is not sufficiently developed.

[0290] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following respective means.

[0291] In this invention, the server includes means for acquiring and analyzing information regarding the interests and history of a user, means for generating a user-specific information experience plan based on the acquired information, and means for providing the information experience generated for the user using virtual reality technology. Thereby, it becomes possible to provide a virtual reality experience optimized individually for the user and to improve the next experience by consistent feedback.

[0292] "Information regarding the interests and history of a user" is a set of data including records of the interests and actions shown by the user so far.

[0293] "Means for analyzing" refers to the technologies and processes used to analyze the collected information and derive meaningful results and patterns.

[0294] A "user-specific information experience plan" is a plan for a customized content experience based on the individual user's needs and preferences.

[0295] "Virtual reality technology" is a method of providing users with an immersive digital environment using computer technology, and it is a technology that creates a sense of reality through sight, hearing, and other senses.

[0296] "User ratings" refer to the feedback and opinions that users provide regarding the content and services they have experienced.

[0297] "Means for immediate collection and analysis" refers to functions and mechanisms for obtaining user feedback in real time and immediately analyzing that data.

[0298] "Reflecting this in the next information experience plan" means that the analysis results and feedback obtained will be used to improve future content provision and experience design.

[0299] "Means of displaying information on a device" refers to hardware and software used to visually present data and content to users.

[0300] "Means of selecting and organizing information" refer to technologies and algorithms used to classify the content a user receives and organize it in a logical order as needed.

[0301] In this system, three elements—server, terminal, and user—work in conjunction. The server collects information about the user's interests and history, and analyzes this data to design an information experience optimized for each individual user. Specifically, data analysis software is used on the server to analyze the user's past behavior data and feedback using algorithms. Based on the analysis results, the content of the next experience is customized.

[0302] The terminal provides an interface with the user and offers an experience to the user by leveraging virtual reality technology. By using devices such as head-mounted displays and smart glasses, the user can receive a visually realistic information experience. Furthermore, the terminal has the function of recognizing the user's voice and touch gestures and immediately transmitting that data to the server.

[0303] The user can provide information to the system based on their interests and purposes and enjoy a customized experience within the virtual space. For example, if the user is interested in history, content along those lines will be presented in the VR space. And the feedback after the experience is immediately transmitted to the server through the terminal and reflected in the next experience.

[0304] As a specific example, when the user experiences a historical VR tour in a virtual reality educational app and requests additional information about the details of a specific era, that request will be incorporated into the next experience. The generative AI model infers what kind of information the user needs and generates a prompt such as "The user is experiencing the latest historical content in a virtual reality educational app. What information should be added to gain deeper knowledge?" This is designed to provide an increasingly enriching information experience for the user.

[0305] The flow of a specific process in Application Example 1 will be described using FIG. 12.

[0306] Step 1:

[0307] The server receives data regarding the user's interests and history. This data consists of past access histories and preference information and is processed by an information analysis algorithm. As a specific operation, the server retrieves the user profile from the database and applies a prediction model to draw insights. As a result, a profile based on the user's interests is generated.

[0308] Step 2:

[0309] Based on the analyzed data, the server generates a personalized information experience plan for the user. It utilizes a generative AI model to efficiently select content that aligns with the user's interests. For example, the server executes rules to prioritize categories and topics of interest to the user, outputting an optimal information experience plan.

[0310] Step 3:

[0311] The terminal receives an information experience plan transmitted from the server and presents it to the user using virtual reality technology. It renders the plan received as input onto a VR device and incorporates interactive elements. Specifically, the terminal uses a head-mounted display to provide an integrated environment of both visual and auditory content.

[0312] Step 4:

[0313] The user experiences the content in the presented VR environment and sends feedback to the device through interactive elements. This feedback is provided via voice commands and gestures, which the device collects as digital data. The device then transfers this data to a server.

[0314] Step 5:

[0315] The server immediately analyzes user feedback and incorporates the results into future information experiences. Specifically, feedback data is evaluated using an analysis algorithm, and the insights gained are used to further improve the information experience plan. This results in the creation of future experiences that are even more tailored to the user's preferences.

[0316] 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.

[0317] The system of the present invention acquires and analyzes user interest and historical data, and further integrates an emotion engine to monitor the user's emotional state while providing a personalized VR experience. Specific embodiments are described below.

[0318] Server Functions

[0319] The server aggregates interest and history data submitted by the user, analyzes it, and creates a personalized content experience plan. Furthermore, based on emotional data provided by the emotion engine, it adjusts the content according to the user's emotional state. This adjustment is made by analyzing the user's level of excitement, interest retention, and stress level during the experience. For example, if a user is feeling stressed during a VR experience, the server immediately adjusts the plan to provide more relaxing content.

[0320] Device functions

[0321] The device provides the interface with the user and manages interactions within the VR space. It receives emotional data analyzed in real time by the emotion engine and modifies the content based on user metrics. Specifically, if there are signs that the user is enjoying the content, it can supplement it with information that delves deeper into the current content theme while maintaining that theme. Conversely, if there is a negative reaction, it can immediately present content related to a different interest.

[0322] User functions

[0323] Users first input their interests and goals into the system to establish the foundation of their experience. Then, using a VR device, they explore the exhibits according to a customized plan. During the exhibit, if the user's emotions change, the emotion engine notifies the device of this change and, in conjunction with the server, instantly reconfigures the content plan. This process allows users to continuously receive experiences optimized for their emotional state.

[0324] As an example, consider a scenario where a user is interested in historical art but finds the content difficult to understand. In this case, the emotion engine senses the user's confusion, and the device receives suggestions for new content from the server, adding easier-to-understand explanations or suggesting viewing other related, simpler exhibits, thereby providing an experience that aligns with the user's emotions.

[0325] Thus, the system of the present invention aims to maximize learning efficiency and enjoyment by providing a highly personalized experience that responds not only to the user's interests but also to their emotional state, using an emotion engine.

[0326] The following describes the processing flow.

[0327] Step 1:

[0328] Users use a device to access the system and input their interests and goals. This allows the system to receive information that forms the basis of their user profile.

[0329] Step 2:

[0330] The server receives interest data and historical data from users, analyzes them, and generates a personalized content experience plan. This plan is optimized based on the user's input.

[0331] Step 3:

[0332] The emotion engine is integrated into the device and generates emotion data by analyzing the user's facial expressions and voice tone in real time. This allows the user's level of excitement and stress to be detected.

[0333] Step 4:

[0334] The server receives data from the emotion engine and determines whether the current content experience plan needs to be adjusted based on the user's emotions.

[0335] Step 5:

[0336] The device dynamically changes the content within the VR interface based on new instructions received from the server. For example, if the user is excited, the server will prepare content that provides more in-depth information.

[0337] Step 6:

[0338] Users continuously interact with their devices, asking new questions and providing feedback on the displayed content. This input is sent from the device to the server for further refinement.

[0339] Step 7:

[0340] After the user finishes the experience, they provide feedback. The device sends this feedback to the server, and the system analyzes the feedback to improve future experiences.

[0341] Step 8:

[0342] When used in educational institutions, the server prepares customized teaching materials based on the analysis results and provides them to teachers. This enables teachers to conduct lessons tailored to the students' learning progress.

[0343] (Example 2)

[0344] 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".

[0345] In providing virtual environment experiences tailored to individual user interests and emotional states, conventional systems may lack real-time capabilities and adaptability. Furthermore, a lack of adequate mechanisms for automatically customizing content based on user emotional states is a challenge. Therefore, dynamic content adjustment based on emotions is necessary to provide a more personalized VR experience.

[0346] 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.

[0347] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific information experience plan based on the acquired information, means for providing the generated information experience to the user using virtual environment technology, means for integrating an emotion engine to monitor and analyze the user's emotional state in real time, means for dynamically adjusting content based on the analysis results, and means for collecting user feedback and reflecting it in the next information experience plan. This makes it possible to provide a personalized VR experience that responds immediately to the user's interests and emotional state.

[0348] A "user" is an individual who uses this system to experience information and receives a personalized experience based on their interests and emotional state.

[0349] "Interest" is a concept that indicates the degree of interest or curiosity a user shows towards a particular subject or activity.

[0350] "History information" refers to a record of a user's past actions and choices, and is data used to understand the user's interests and tendencies.

[0351] An "information experience plan" is the process or plan that constitutes the delivery and flow of personalized content, generated based on the user's interests and history.

[0352] "Virtual environment technology" is a technology that uses computer technology to construct a three-dimensional space and provide users with an immersive experience.

[0353] An "emotion engine" is a mechanism for evaluating and managing a user's inner state, using analytical techniques to determine the user's emotional state.

[0354] "Monitoring and analyzing in real time" refers to the process of instantly recording user data and understanding and evaluating the situation on the spot.

[0355] "Dynamic content adjustment" refers to the process of changing or optimizing the information provided based on the user's emotional state and interests.

[0356] "Feedback" is a collection of opinions and reactions provided by users as a result of their experience, and it is data used to improve future experiences.

[0357] This invention is a system that generates a virtual environment experience based on the user's emotional state by individually analyzing the user's interests and historical information and integrating an emotion engine. This system consists of three main components: a server, a terminal, and the user.

[0358] The server aggregates interest and historical information submitted by users and analyzes it using a generative AI model. This analysis creates a personalized information experience plan for each user. Data processing is performed using general database management systems and AI analysis software. Based on the analysis results, appropriate content is selected for each user.

[0359] The terminal provides an interface with the user and manages interactions within the virtual environment. Specifically, it receives emotional data analyzed in real time by an emotion engine and dynamically modifies content according to the user's emotions. For this purpose, a VR headset and dedicated emotion sensors are used.

[0360] Users access the system and experience customized content based on their pre-configured interests and goals. Using a VR device, users can explore virtual experiences according to their plan. During this process, an emotion engine notifies the device of changes in the user's emotional state, and the content plan is reconfigured in conjunction with the server to provide an experience optimized for the user's emotional state.

[0361] As a concrete example, consider a scenario where a user is interested in art. In this case, if the device senses the user's positive reaction, it can provide further information on works with similar themes or offer in-depth related knowledge. Conversely, if the user's interests change, it can suggest content from a different field as a new option.

[0362] An example of a prompt is, "How can we use an emotion engine to reduce the stress users experience during VR experiences?" The AI ​​model responds to this prompt, and the system suggests effective ways to deliver content.

[0363] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0364] Step 1:

[0365] The server collects interest and history information from users. The input information includes the user's registered profile and past behavioral history. This data is stored in a database and then organized and filtered for later analysis. The output is an integrated user profile.

[0366] Step 2:

[0367] The server analyzes user interest and history information using a generative AI model. The input is an integrated user profile, which the AI ​​model analyzes to quantify the user's level of interest. Furthermore, it applies a content recommendation algorithm to generate a personalized information experience plan. The output is a customized information experience plan.

[0368] Step 3:

[0369] The server sends a user-specific information experience plan to the terminal. The input is the generated information experience plan, and real-time synchronization is performed during the process of transmitting this plan to the terminal. The output is the user-specific experience instruction set that the terminal receives.

[0370] Step 4:

[0371] The terminal provides the user with a virtual environment based on the information experience plan it receives. The input is a plan instruction from the server, and the terminal prepares a virtual scenario based on this. Specifically, it presents images to the user using a VR headset, enabling interaction. The output is the virtual environment that the user actually experiences.

[0372] Step 5:

[0373] The device monitors the user's emotional state in real time and analyzes it using an emotion engine. Inputs are the user's biometric information and behavioral data, collected by sensors. The emotion engine analyzes this data and evaluates the user's current emotional state. The output is the analyzed emotional data.

[0374] Step 6:

[0375] The server adjusts the information experience plan based on the analyzed sentiment data. The input is the analysis results from the sentiment engine. Based on this, the server automatically updates content options and makes adjustments to provide the experience best suited to the user's emotional state. The output is the adjusted information experience plan.

[0376] Step 7:

[0377] Users provide feedback by entering it into their devices, offering new interests and opinions. This input is direct user feedback, which is used to develop suggestions for improving the next user experience. Specific actions include filling out feedback forms and using selection options. The output consists of suggestions for future improvements and feedback information stored in a database.

[0378] (Application Example 2)

[0379] 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."

[0380] Modern consumers, especially in physical stores, increasingly seek personalized experiences. However, conventional systems have struggled to provide product recommendations and content tailored to users' interests and emotions. As a result, users often fail to receive appropriate suggestions, leading to a lack of motivation to purchase. This invention solves this problem by providing a mechanism that analyzes users' emotional states and interests in real time and dynamically adjusts the experience accordingly.

[0381] 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.

[0382] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific content experience plan based on the acquired information, and means for analyzing the user's emotional state and adaptively adjusting the content based on the analysis results. This makes it possible to provide users with a personalized shopping experience and increase their willingness to purchase.

[0383] "User" refers to individual consumers or customers who use the system.

[0384] "Interest and history information" refers to record data of products a user has previously purchased and content they have been interested in.

[0385] "Content experience planning" refers to the design of experiences based on specific themes and scenarios provided based on the user's past data.

[0386] "Virtual reality technology" refers to technology that allows users to immerse themselves in a virtual three-dimensional space created by a computer.

[0387] "User reactions" refer to the various behaviors and emotional changes that users exhibit during their experience.

[0388] "Methods for collecting and analyzing data in real time" refer to methods of acquiring data the moment user behavior or emotions occur and immediately performing analysis.

[0389] "Means of analyzing emotional states and adaptively adjusting content based on the analysis results" refers to technology that recognizes the user's emotions and uses that information to appropriately change the displayed experience.

[0390] The system for realizing this invention consists of three elements: a server, a terminal, and a user.

[0391] The server first obtains user interest and history information via the internet. This information is stored in a database service such as Amazon DynamoDB. Next, it uses a generative AI model based on the stored data to generate a personalized content experience plan for the user. Furthermore, it uses the Google Cloud Emotion Analysis API to analyze the user's emotional state in real time and adaptively adjusts the content based on the analysis results.

[0392] The device functions as a smart glasses or head-mounted display, providing the user with a virtual reality space. It uses WebSocket communication to exchange data with the server in real time, optimizing the user experience based on the user's emotions. This allows content to be instantly adjusted in response to user reactions, maintaining an appropriate experience.

[0393] Through this system, users experience shopping in a physical store. Specifically, while trying on fashion items, the terminal analyzes the user's facial expressions and voice tone, providing interesting product suggestions and detailed information in real time. If the user requests more detailed information, additional specifications and styling examples are automatically presented.

[0394] An example of a prompt message would be, "Analyze the user's current emotional state and recommend products they might be interested in based on their past purchase history." This can improve the quality of the user experience.

[0395] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0396] Step 1:

[0397] The server retrieves user interest and history information from the database. The input is the user ID. Based on this, the server searches Amazon DynamoDB for the corresponding user information and obtains interest and history data as output.

[0398] Step 2:

[0399] The server inputs acquired interest and history information into a generating AI model to create a user-specific content experience plan. Based on this input information, the AI ​​performs inference and outputs the experience plan best suited to the user's interests.

[0400] Step 3:

[0401] The device provides the user with a content experience plan received from the server in the form of a virtual reality space. The input is the data of the content experience plan. The device converts this data into a format suitable for the display and displays it on smart glasses or a head-mounted display.

[0402] Step 4:

[0403] Users experience content provided within virtual reality and express emotions during the process. Emotional states are input into the device as data such as facial expressions and voice tone. During the user experience, responses that indicate the user's interest are provided unconsciously.

[0404] Step 5:

[0405] The device analyzes the user's emotional state in real time. Input consists of the user's facial expressions and voice data, and the emotions are analyzed using the Google Cloud Emotion Analysis API. The analysis results output the user's emotional state (such as level of excitement and stress).

[0406] Step 6:

[0407] The server adaptively adjusts the content experience plan based on the emotional state received from the device. The input is analyzed emotional data. The server uses this data to recommend appropriate content according to the user's current emotions and outputs that data to the device.

[0408] Step 7:

[0409] The device receives newly adjusted content from the server and applies it instantly to the virtual reality space. The input is the new content data. The device reflects this data onto the existing display content, providing the user with a continuous experience.

[0410] 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.

[0411] 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.

[0412] 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.

[0413] [Third Embodiment]

[0414] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.

[0415] 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.

[0416] 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).

[0417] 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.

[0418] 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.

[0419] 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).

[0420] 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.

[0421] 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.

[0422] 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.

[0423] 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.

[0424] 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.

[0425] 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".

[0426] The embodiment of the present invention mainly consists of a system in which a server, a terminal, and a user work in cooperation. The aim of this system is to provide users with individually personalized virtual reality (VR) content experiences, and furthermore, to collect and analyze real-time feedback to make improvements for future visits.

[0427] Server Functions

[0428] The server plays a central role in receiving and analyzing interest and history data submitted by users. Based on the results of this analysis, a content experience plan optimized for each individual user is generated. Furthermore, the server receives and analyzes feedback submitted by users in real time and incorporates it into the next experience. For example, if a user has shown interest in a particular historical exhibit in the past, the plan for future visits will include exhibits that provide deeper knowledge.

[0429] Device functions

[0430] The terminal provides a user interface and utilizes VR technology to offer users a virtual space or augmented reality environment as a virtual experience. Through the terminal, users can visually access experience plans generated on the server and receive detailed information and explanations related to each exhibit in real time. The terminal can also receive user voice and touch gestures, send those operations to the server, and provide necessary information immediately.

[0431] User functions

[0432] Users first input their interests and goals into the system. This information is sent to the server and forms the basis of their personalized content experience. By participating in a VR tour, users receive real-time information about their selected exhibits, ask questions about them, and provide feedback on the exhibits. For example, if a user requests a more detailed explanation of the art using new exhibit technology, that feedback will be incorporated into the plan for their next visit.

[0433] This system is usable in homeschooling and educational institutions, and is designed to provide learning content tailored to the curriculum. Teachers can select customized materials according to students' learning progress, enabling more effective teaching.

[0434] As described above, the present invention is a comprehensive system for providing users with an optimal learning experience, and aims to realize effective learning support through a personalized content experience.

[0435] The following describes the processing flow.

[0436] Step 1:

[0437] Users access the system and input their interests and learning objectives. This forms the basis for the system to acquire user data.

[0438] Step 2:

[0439] The server collects, stores, and analyzes interest information and historical data submitted by users. Based on this analysis, a personalized content experience plan is designed for each user.

[0440] Step 3:

[0441] The server sends the generated content experience plan to the device. This includes a list of exhibits the user may be interested in, as well as information about the order in which to view them.

[0442] Step 4:

[0443] The device provides the user with a VR interface based on the received experience plan. This allows the user to explore exhibits in the virtual space through VR goggles or compatible devices.

[0444] Step 5:

[0445] Users use the device's interaction features to ask questions about the exhibits. The device recognizes the user's voice and touch gestures and sends that information to the server.

[0446] Step 6:

[0447] The server uses AI to generate answers to user questions and sends them back to the terminal. Users can then receive these answers and deepen their understanding of the exhibits.

[0448] Step 7:

[0449] Users provide feedback after the exhibition ends. The device sends this feedback information to the server.

[0450] Step 8:

[0451] The server analyzes the feedback it receives and uses it as data to provide a more optimized content experience plan for the user's next visit.

[0452] Step 9:

[0453] In educational institutions, teachers receive customized teaching materials based on analytical data, tailored to students' learning progress, thereby improving the effectiveness of their lessons.

[0454] (Example 1)

[0455] 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."

[0456] In today's educational environment, providing personalized learning experiences to individual learners is crucial. However, existing systems fail to adequately deliver real-time experiences based on user interests and progress, and to improve subsequent learning plans accordingly. Furthermore, there are limited means for efficiently suggesting and improving individual content for specific areas.

[0457] 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.

[0458] In this invention, the server includes means for acquiring and analyzing user-specific information and historical data, means for generating individual user experience plans based on the acquired information, and means for suggesting optimal content using a generative model. This enables the provision of a real-time, personalized learning experience to the user and the improvement of the next learning plan based on the feedback.

[0459] "User identification information" refers to data that a system acquires to identify an individual user's interests, preferences, history, etc.

[0460] "History data" refers to information about content and activities that a user has experienced in the past, and is used to provide a personalized experience.

[0461] "Means of analysis" refer to methods and techniques for analyzing acquired data to identify user interests and needs.

[0462] "Means for generating individual user experience plans" refers to a method of creating customized experience plans for each user based on analysis results.

[0463] "Virtualization technology" is a technology that uses computer technology to provide users with virtual environments that cannot be experienced in the real world.

[0464] "Methods for immediately collecting and analyzing opinions" refers to methods for obtaining user feedback in real time and analyzing its content.

[0465] A "generative model" is an algorithm that uses machine learning and artificial intelligence to suggest the most suitable content to a user.

[0466] "A means of proposing the most suitable content" refers to a method of selecting and providing highly relevant content tailored to the individual needs of the user.

[0467] This invention is a system that provides individually optimized virtual experiences by acquiring and analyzing user interest and historical data.

[0468] The server plays a central role in receiving interest and history information submitted by users and performing data analysis. The server implementation utilizes a common data management system as its database, and Python, with its data analysis capabilities, can be used as the programming language. This server uses a generative AI model to analyze data and generate appropriate content based on prompts such as "Recommend educational content related to medieval Europe," in order to provide users with the most suitable content experience.

[0469] The device provides a user interface and offers users an interactive virtual space using virtualization technologies such as Unity and Unreal Engine. Users can access experience plans generated through the device and experience historical exhibits in VR, such as "Medieval European Castles." The device can recognize user voice and gesture input and send it to a server to provide relevant information immediately.

[0470] This system allows users to first input their interests and then participate in a virtual tour in a VR space based on those interests. Users can listen to audio explanations about the exhibits that interest them and provide feedback on the exhibits, contributing to an improved learning experience on subsequent visits. This feedback is analyzed in real time by the server and reflected in the planning of the next experience.

[0471] For example, when this system is used as part of homeschooling, it can generate learning plans tailored to students' interests, and teachers can select customized materials based on their progress, enabling more effective education.

[0472] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0473] Step 1:

[0474] Users enter their interests and goals into the system through a dedicated input form. This input data, including topics of interest and historical information, is first sent to the server. This information is used as foundational data to individually optimize subsequent content experience plans.

[0475] Step 2:

[0476] The server analyzes specific information and historical data received from the user. Specifically, it combines this with past user behavior data stored in the database to create a detailed profile of the user's interests. This data analysis uses data processing languages ​​such as Python, and the analysis results are used to select content suitable for the user. The output is a content experience plan optimized by a generative AI model.

[0477] Step 3:

[0478] The server sends the generated experience plan to the device. This plan includes proposed content and activities to be provided in the virtual environment. After receiving this plan, the device uses software such as Unity or Unreal Engine to construct the virtual space and deliver the experience to the user.

[0479] Step 4:

[0480] The device utilizes virtual technology through its user interface to provide users with a visual experience. Users can interactively explore virtual spaces via VR headsets and other devices. The device detects user voice input and gestures and transmits this information to the server in real time. This operation enables a seamless experience tailored to the user's interests.

[0481] Step 5:

[0482] The server collects and analyzes user feedback and reactions in real time. Text mining technology is used for feedback analysis, and the results are incorporated into the next user experience plan. This process ensures continuous improvement of the user experience. The output is the improved experience plan for the next visit.

[0483] (Application Example 1)

[0484] 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."

[0485] In the modern era, providing individually optimized experiences in the fields of education and entertainment is challenging. Furthermore, establishing appropriate feedback loops for content delivery tailored to user preferences is complex. Additionally, there is a lack of adequate systems for real-time experience optimization utilizing sensor and display technologies.

[0486] 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.

[0487] In this invention, the server includes means for acquiring and analyzing information about the user's interests and history, means for generating a user-specific information experience plan based on the acquired information, and means for providing the generated information experience to the user using virtual reality technology. This makes it possible to provide the user with an individually optimized virtual reality experience and to improve the next experience through consistent feedback.

[0488] "Information about user interests and history" refers to a collection of data that includes records of the interests and behaviors a user has shown to date.

[0489] "Means of analysis" refers to the techniques and processes used to analyze collected information and derive meaningful results or patterns.

[0490] A "user-specific information experience plan" is a plan for a customized content experience based on the individual user's needs and preferences.

[0491] "Virtual reality technology" is a method of providing users with an immersive digital environment using computer technology, and it is a technology that creates a sense of reality through sight, hearing, and other senses.

[0492] "User ratings" refer to the feedback and opinions that users provide regarding the content and services they have experienced.

[0493] "Means for immediate collection and analysis" refers to functions and mechanisms for obtaining user feedback in real time and immediately analyzing that data.

[0494] "Reflecting this in the next information experience plan" means that the analysis results and feedback obtained will be used to improve future content provision and experience design.

[0495] "Means of displaying information on a device" refers to hardware and software used to visually present data and content to users.

[0496] "Means of selecting and organizing information" refer to technologies and algorithms used to classify the content a user receives and organize it in a logical order as needed.

[0497] In this system, three elements—server, terminal, and user—work in conjunction. The server collects information about the user's interests and history, and analyzes this data to design an information experience optimized for each individual user. Specifically, data analysis software is used on the server to analyze the user's past behavior data and feedback using algorithms. Based on the analysis results, the content of the next experience is customized.

[0498] The device provides an interface with the user and delivers experiences to the user using virtual reality technology. By using devices such as head-mounted displays and smart glasses, users can receive visually realistic information experiences. Furthermore, the device has the ability to recognize the user's voice and touch gestures and instantly transmit that data to the server.

[0499] Users can provide information to the system based on their interests and goals, and enjoy a customized experience in the virtual space. For example, if a user is interested in history, content aligned with that interest will be presented in the VR space. Feedback after the experience is then immediately sent to the server via the device and incorporated into the next experience.

[0500] As a concrete example, if a user experiences a VR tour of history in a virtual reality educational app and requests additional information about a specific historical period, that request will be incorporated into the next experience. A generative AI model predicts what information the user needs and generates a prompt such as, "The user is experiencing the latest historical content in the virtual reality educational app. What additional information would they like to gain to deepen their knowledge?" This is designed to provide users with an increasingly enriching informational experience.

[0501] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0502] Step 1:

[0503] The server receives data about the user's interests and history. This data consists of past access history and preference information, and is processed by an information analysis algorithm. Specifically, the server retrieves user profiles from the database and applies predictive models to derive insights. As a result, a profile based on the user's interests is generated.

[0504] Step 2:

[0505] Based on the analyzed data, the server generates a personalized information experience plan for the user. It utilizes a generative AI model to efficiently select content that aligns with the user's interests. For example, the server executes rules to prioritize categories and topics of interest to the user, outputting an optimal information experience plan.

[0506] Step 3:

[0507] The terminal receives an information experience plan transmitted from the server and presents it to the user using virtual reality technology. It renders the plan received as input onto a VR device and incorporates interactive elements. Specifically, the terminal uses a head-mounted display to provide an integrated environment of both visual and auditory content.

[0508] Step 4:

[0509] The user experiences the content in the presented VR environment and sends feedback to the device through interactive elements. This feedback is provided via voice commands and gestures, which the device collects as digital data. The device then transfers this data to a server.

[0510] Step 5:

[0511] The server immediately analyzes user feedback and incorporates the results into future information experiences. Specifically, feedback data is evaluated using an analysis algorithm, and the insights gained are used to further improve the information experience plan. This results in the creation of future experiences that are even more tailored to the user's preferences.

[0512] 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.

[0513] The system of the present invention acquires and analyzes user interest and historical data, and further integrates an emotion engine to monitor the user's emotional state while providing a personalized VR experience. Specific embodiments are described below.

[0514] Server Functions

[0515] The server aggregates interest and history data submitted by the user, analyzes it, and creates a personalized content experience plan. Furthermore, based on emotional data provided by the emotion engine, it adjusts the content according to the user's emotional state. This adjustment is made by analyzing the user's level of excitement, interest retention, and stress level during the experience. For example, if a user is feeling stressed during a VR experience, the server immediately adjusts the plan to provide more relaxing content.

[0516] Device functions

[0517] The device provides the interface with the user and manages interactions within the VR space. It receives emotional data analyzed in real time by the emotion engine and modifies the content based on user metrics. Specifically, if there are signs that the user is enjoying the content, it can supplement it with information that delves deeper into the current content theme while maintaining that theme. Conversely, if there is a negative reaction, it can immediately present content related to a different interest.

[0518] User functions

[0519] Users first input their interests and goals into the system to establish the foundation of their experience. Then, using a VR device, they explore the exhibits according to a customized plan. During the exhibit, if the user's emotions change, the emotion engine notifies the device of this change and, in conjunction with the server, instantly reconfigures the content plan. This process allows users to continuously receive experiences optimized for their emotional state.

[0520] As an example, consider a scenario where a user is interested in historical art but finds the content difficult to understand. In this case, the emotion engine senses the user's confusion, and the device receives suggestions for new content from the server, adding easier-to-understand explanations or suggesting viewing other related, simpler exhibits, thereby providing an experience that aligns with the user's emotions.

[0521] Thus, the system of the present invention aims to maximize learning efficiency and enjoyment by providing a highly personalized experience that responds not only to the user's interests but also to their emotional state, using an emotion engine.

[0522] The following describes the processing flow.

[0523] Step 1:

[0524] Users use a device to access the system and input their interests and goals. This allows the system to receive information that forms the basis of their user profile.

[0525] Step 2:

[0526] The server receives interest data and historical data from users, analyzes them, and generates a personalized content experience plan. This plan is optimized based on the user's input.

[0527] Step 3:

[0528] The emotion engine is integrated into the device and generates emotion data by analyzing the user's facial expressions and voice tone in real time. This allows the user's level of excitement and stress to be detected.

[0529] Step 4:

[0530] The server receives data from the emotion engine and determines whether the current content experience plan needs to be adjusted based on the user's emotions.

[0531] Step 5:

[0532] The device dynamically changes the content within the VR interface based on new instructions received from the server. For example, if the user is excited, the server will prepare content that provides more in-depth information.

[0533] Step 6:

[0534] Users continuously interact with their devices, asking new questions and providing feedback on the displayed content. This input is sent from the device to the server for further refinement.

[0535] Step 7:

[0536] After the user finishes the experience, they provide feedback. The device sends this feedback to the server, and the system analyzes the feedback to improve future experiences.

[0537] Step 8:

[0538] When used in educational institutions, the server prepares customized teaching materials based on the analysis results and provides them to teachers. This enables teachers to conduct lessons tailored to the students' learning progress.

[0539] (Example 2)

[0540] 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."

[0541] In providing virtual environment experiences tailored to individual user interests and emotional states, conventional systems may lack real-time capabilities and adaptability. Furthermore, a lack of adequate mechanisms for automatically customizing content based on user emotional states is a challenge. Therefore, dynamic content adjustment based on emotions is necessary to provide a more personalized VR experience.

[0542] 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.

[0543] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific information experience plan based on the acquired information, means for providing the generated information experience to the user using virtual environment technology, means for integrating an emotion engine to monitor and analyze the user's emotional state in real time, means for dynamically adjusting content based on the analysis results, and means for collecting user feedback and reflecting it in the next information experience plan. This makes it possible to provide a personalized VR experience that responds immediately to the user's interests and emotional state.

[0544] A "user" is an individual who uses this system to experience information and receives a personalized experience based on their interests and emotional state.

[0545] "Interest" is a concept that indicates the degree of interest or curiosity a user shows towards a particular subject or activity.

[0546] "History information" refers to a record of a user's past actions and choices, and is data used to understand the user's interests and tendencies.

[0547] An "information experience plan" is the process or plan that constitutes the delivery and flow of personalized content, generated based on the user's interests and history.

[0548] "Virtual environment technology" is a technology that uses computer technology to construct a three-dimensional space and provide users with an immersive experience.

[0549] An "emotion engine" is a mechanism for evaluating and managing a user's inner state, using analytical techniques to determine the user's emotional state.

[0550] "Monitoring and analyzing in real time" refers to the process of instantly recording user data and understanding and evaluating the situation on the spot.

[0551] "Dynamic content adjustment" refers to the process of changing or optimizing the information provided based on the user's emotional state and interests.

[0552] "Feedback" is a collection of opinions and reactions provided by users as a result of their experience, and it is data used to improve future experiences.

[0553] This invention is a system that generates a virtual environment experience based on the user's emotional state by individually analyzing the user's interests and historical information and integrating an emotion engine. This system consists of three main components: a server, a terminal, and the user.

[0554] The server aggregates interest and historical information submitted by users and analyzes it using a generative AI model. This analysis creates a personalized information experience plan for each user. Data processing is performed using general database management systems and AI analysis software. Based on the analysis results, appropriate content is selected for each user.

[0555] The terminal provides an interface with the user and manages interactions within the virtual environment. Specifically, it receives emotional data analyzed in real time by an emotion engine and dynamically modifies content according to the user's emotions. For this purpose, a VR headset and dedicated emotion sensors are used.

[0556] Users access the system and experience customized content based on their pre-configured interests and goals. Using a VR device, users can explore virtual experiences according to their plan. During this process, an emotion engine notifies the device of changes in the user's emotional state, and the content plan is reconfigured in conjunction with the server to provide an experience optimized for the user's emotional state.

[0557] As a concrete example, consider a scenario where a user is interested in art. In this case, if the device senses the user's positive reaction, it can provide further information on works with similar themes or offer in-depth related knowledge. Conversely, if the user's interests change, it can suggest content from a different field as a new option.

[0558] An example of a prompt is, "How can we use an emotion engine to reduce the stress users experience during VR experiences?" The AI ​​model responds to this prompt, and the system suggests effective ways to deliver content.

[0559] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0560] Step 1:

[0561] The server collects interest and history information from users. The input information includes the user's registered profile and past behavioral history. This data is stored in a database and then organized and filtered for later analysis. The output is an integrated user profile.

[0562] Step 2:

[0563] The server analyzes user interest and history information using a generative AI model. The input is an integrated user profile, which the AI ​​model analyzes to quantify the user's level of interest. Furthermore, it applies a content recommendation algorithm to generate a personalized information experience plan. The output is a customized information experience plan.

[0564] Step 3:

[0565] The server sends a user-specific information experience plan to the terminal. The input is the generated information experience plan, and real-time synchronization is performed during the process of transmitting this plan to the terminal. The output is the user-specific experience instruction set that the terminal receives.

[0566] Step 4:

[0567] The terminal provides the user with a virtual environment based on the information experience plan it receives. The input is a plan instruction from the server, and the terminal prepares a virtual scenario based on this. Specifically, it presents images to the user using a VR headset, enabling interaction. The output is the virtual environment that the user actually experiences.

[0568] Step 5:

[0569] The device monitors the user's emotional state in real time and analyzes it using an emotion engine. Inputs are the user's biometric information and behavioral data, collected by sensors. The emotion engine analyzes this data and evaluates the user's current emotional state. The output is the analyzed emotional data.

[0570] Step 6:

[0571] The server adjusts the information experience plan based on the analyzed sentiment data. The input is the analysis results from the sentiment engine. Based on this, the server automatically updates content options and makes adjustments to provide the experience best suited to the user's emotional state. The output is the adjusted information experience plan.

[0572] Step 7:

[0573] Users provide feedback by entering it into their devices, offering new interests and opinions. This input is direct user feedback, which is used to develop suggestions for improving the next user experience. Specific actions include filling out feedback forms and using selection options. The output consists of suggestions for future improvements and feedback information stored in a database.

[0574] (Application Example 2)

[0575] 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."

[0576] Modern consumers, especially in physical stores, increasingly seek personalized experiences. However, conventional systems have struggled to provide product recommendations and content tailored to users' interests and emotions. As a result, users often fail to receive appropriate suggestions, leading to a lack of motivation to purchase. This invention solves this problem by providing a mechanism that analyzes users' emotional states and interests in real time and dynamically adjusts the experience accordingly.

[0577] 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.

[0578] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific content experience plan based on the acquired information, and means for analyzing the user's emotional state and adaptively adjusting the content based on the analysis results. This makes it possible to provide users with a personalized shopping experience and increase their willingness to purchase.

[0579] "User" refers to individual consumers or customers who use the system.

[0580] "Interest and history information" refers to record data of products a user has previously purchased and content they have been interested in.

[0581] "Content experience planning" refers to the design of experiences based on specific themes and scenarios provided based on the user's past data.

[0582] "Virtual reality technology" refers to technology that allows users to immerse themselves in a virtual three-dimensional space created by a computer.

[0583] "User reactions" refer to the various behaviors and emotional changes that users exhibit during their experience.

[0584] "Methods for collecting and analyzing data in real time" refer to methods of acquiring data the moment user behavior or emotions occur and immediately performing analysis.

[0585] "Means of analyzing emotional states and adaptively adjusting content based on the analysis results" refers to technology that recognizes the user's emotions and uses that information to appropriately change the displayed experience.

[0586] The system for realizing this invention consists of three elements: a server, a terminal, and a user.

[0587] The server first obtains user interest and history information via the internet. This information is stored in a database service such as Amazon DynamoDB. Next, it uses a generative AI model based on the stored data to generate a personalized content experience plan for the user. Furthermore, it uses the Google Cloud Emotion Analysis API to analyze the user's emotional state in real time and adaptively adjusts the content based on the analysis results.

[0588] The device functions as a smart glasses or head-mounted display, providing the user with a virtual reality space. It uses WebSocket communication to exchange data with the server in real time, optimizing the user experience based on the user's emotions. This allows content to be instantly adjusted in response to user reactions, maintaining an appropriate experience.

[0589] Through this system, users experience shopping in a physical store. Specifically, while trying on fashion items, the terminal analyzes the user's facial expressions and voice tone, providing interesting product suggestions and detailed information in real time. If the user requests more detailed information, additional specifications and styling examples are automatically presented.

[0590] An example of a prompt message would be, "Analyze the user's current emotional state and recommend products they might be interested in based on their past purchase history." This can improve the quality of the user experience.

[0591] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0592] Step 1:

[0593] The server retrieves user interest and history information from the database. The input is the user ID. Based on this, the server searches Amazon DynamoDB for the corresponding user information and obtains interest and history data as output.

[0594] Step 2:

[0595] The server inputs acquired interest and history information into a generating AI model to create a user-specific content experience plan. Based on this input information, the AI ​​performs inference and outputs the experience plan best suited to the user's interests.

[0596] Step 3:

[0597] The device provides the user with a content experience plan received from the server in the form of a virtual reality space. The input is the data of the content experience plan. The device converts this data into a format suitable for the display and displays it on smart glasses or a head-mounted display.

[0598] Step 4:

[0599] Users experience content provided within virtual reality and express emotions during the process. Emotional states are input into the device as data such as facial expressions and voice tone. During the user experience, responses that indicate the user's interest are provided unconsciously.

[0600] Step 5:

[0601] The device analyzes the user's emotional state in real time. Input consists of the user's facial expressions and voice data, and the emotions are analyzed using the Google Cloud Emotion Analysis API. The analysis results output the user's emotional state (such as level of excitement and stress).

[0602] Step 6:

[0603] The server adaptively adjusts the content experience plan based on the emotional state received from the device. The input is analyzed emotional data. The server uses this data to recommend appropriate content according to the user's current emotions and outputs that data to the device.

[0604] Step 7:

[0605] The device receives newly adjusted content from the server and applies it instantly to the virtual reality space. The input is the new content data. The device reflects this data onto the existing display content, providing the user with a continuous experience.

[0606] 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.

[0607] 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.

[0608] 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.

[0609] [Fourth Embodiment]

[0610] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.

[0611] 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.

[0612] 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).

[0613] 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.

[0614] 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.

[0615] 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).

[0616] 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.

[0617] 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.

[0618] 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.

[0619] 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.

[0620] 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.

[0621] 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.

[0622] 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".

[0623] The embodiment of the present invention mainly consists of a system in which a server, a terminal, and a user work in cooperation. The aim of this system is to provide users with individually personalized virtual reality (VR) content experiences, and furthermore, to collect and analyze real-time feedback to make improvements for future visits.

[0624] Server Functions

[0625] The server plays a central role in receiving and analyzing interest and history data submitted by users. Based on the results of this analysis, a content experience plan optimized for each individual user is generated. Furthermore, the server receives and analyzes feedback submitted by users in real time and incorporates it into the next experience. For example, if a user has shown interest in a particular historical exhibit in the past, the plan for future visits will include exhibits that provide deeper knowledge.

[0626] Device functions

[0627] The terminal provides a user interface and utilizes VR technology to offer users a virtual space or augmented reality environment as a virtual experience. Through the terminal, users can visually access experience plans generated on the server and receive detailed information and explanations related to each exhibit in real time. The terminal can also receive user voice and touch gestures, send those operations to the server, and provide necessary information immediately.

[0628] User functions

[0629] Users first input their interests and goals into the system. This information is sent to the server and forms the basis of their personalized content experience. By participating in a VR tour, users receive real-time information about their selected exhibits, ask questions about them, and provide feedback on the exhibits. For example, if a user requests a more detailed explanation of the art using new exhibit technology, that feedback will be incorporated into the plan for their next visit.

[0630] This system is usable in homeschooling and educational institutions, and is designed to provide learning content tailored to the curriculum. Teachers can select customized materials according to students' learning progress, enabling more effective teaching.

[0631] As described above, the present invention is a comprehensive system for providing users with an optimal learning experience, and aims to realize effective learning support through a personalized content experience.

[0632] The following describes the processing flow.

[0633] Step 1:

[0634] Users access the system and input their interests and learning objectives. This forms the basis for the system to acquire user data.

[0635] Step 2:

[0636] The server collects, stores, and analyzes interest information and historical data submitted by users. Based on this analysis, a personalized content experience plan is designed for each user.

[0637] Step 3:

[0638] The server sends the generated content experience plan to the device. This includes a list of exhibits the user may be interested in, as well as information about the order in which to view them.

[0639] Step 4:

[0640] The device provides the user with a VR interface based on the received experience plan. This allows the user to explore exhibits in the virtual space through VR goggles or compatible devices.

[0641] Step 5:

[0642] Users use the device's interaction features to ask questions about the exhibits. The device recognizes the user's voice and touch gestures and sends that information to the server.

[0643] Step 6:

[0644] The server uses AI to generate answers to user questions and sends them back to the terminal. Users can then receive these answers and deepen their understanding of the exhibits.

[0645] Step 7:

[0646] Users provide feedback after the exhibition ends. The device sends this feedback information to the server.

[0647] Step 8:

[0648] The server analyzes the feedback it receives and uses it as data to provide a more optimized content experience plan for the user's next visit.

[0649] Step 9:

[0650] In educational institutions, teachers receive customized teaching materials based on analytical data, tailored to students' learning progress, thereby improving the effectiveness of their lessons.

[0651] (Example 1)

[0652] 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".

[0653] In today's educational environment, providing personalized learning experiences to individual learners is crucial. However, existing systems fail to adequately deliver real-time experiences based on user interests and progress, and to improve subsequent learning plans accordingly. Furthermore, there are limited means for efficiently suggesting and improving individual content for specific areas.

[0654] 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.

[0655] In this invention, the server includes means for acquiring and analyzing user-specific information and historical data, means for generating individual user experience plans based on the acquired information, and means for suggesting optimal content using a generative model. This enables the provision of a real-time, personalized learning experience to the user and the improvement of the next learning plan based on the feedback.

[0656] "User identification information" refers to data that a system acquires to identify an individual user's interests, preferences, history, etc.

[0657] "History data" refers to information about content and activities that a user has experienced in the past, and is used to provide a personalized experience.

[0658] "Means of analysis" refer to methods and techniques for analyzing acquired data to identify user interests and needs.

[0659] "Means for generating individual user experience plans" refers to a method of creating customized experience plans for each user based on analysis results.

[0660] "Virtualization technology" is a technology that uses computer technology to provide users with virtual environments that cannot be experienced in the real world.

[0661] "Methods for immediately collecting and analyzing opinions" refers to methods for obtaining user feedback in real time and analyzing its content.

[0662] A "generative model" is an algorithm that uses machine learning and artificial intelligence to suggest the most suitable content to a user.

[0663] "A means of proposing the most suitable content" refers to a method of selecting and providing highly relevant content tailored to the individual needs of the user.

[0664] This invention is a system that provides individually optimized virtual experiences by acquiring and analyzing user interest and historical data.

[0665] The server plays a central role in receiving interest and history information submitted by users and performing data analysis. The server implementation utilizes a common data management system as its database, and Python, with its data analysis capabilities, can be used as the programming language. This server uses a generative AI model to analyze data and generate appropriate content based on prompts such as "Recommend educational content related to medieval Europe," in order to provide users with the most suitable content experience.

[0666] The device provides a user interface and offers users an interactive virtual space using virtualization technologies such as Unity and Unreal Engine. Users can access experience plans generated through the device and experience historical exhibits in VR, such as "Medieval European Castles." The device can recognize user voice and gesture input and send it to a server to provide relevant information immediately.

[0667] This system allows users to first input their interests and then participate in a virtual tour in a VR space based on those interests. Users can listen to audio explanations about the exhibits that interest them and provide feedback on the exhibits, contributing to an improved learning experience on subsequent visits. This feedback is analyzed in real time by the server and reflected in the planning of the next experience.

[0668] For example, when this system is used as part of homeschooling, it can generate learning plans tailored to students' interests, and teachers can select customized materials based on their progress, enabling more effective education.

[0669] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0670] Step 1:

[0671] Users enter their interests and goals into the system through a dedicated input form. This input data, including topics of interest and historical information, is first sent to the server. This information is used as foundational data to individually optimize subsequent content experience plans.

[0672] Step 2:

[0673] The server analyzes specific information and historical data received from the user. Specifically, it combines this with past user behavior data stored in the database to create a detailed profile of the user's interests. This data analysis uses data processing languages ​​such as Python, and the analysis results are used to select content suitable for the user. The output is a content experience plan optimized by a generative AI model.

[0674] Step 3:

[0675] The server sends the generated experience plan to the device. This plan includes proposed content and activities to be provided in the virtual environment. After receiving this plan, the device uses software such as Unity or Unreal Engine to construct the virtual space and deliver the experience to the user.

[0676] Step 4:

[0677] The device utilizes virtual technology through its user interface to provide users with a visual experience. Users can interactively explore virtual spaces via VR headsets and other devices. The device detects user voice input and gestures and transmits this information to the server in real time. This operation enables a seamless experience tailored to the user's interests.

[0678] Step 5:

[0679] The server collects and analyzes user feedback and reactions in real time. Text mining technology is used for feedback analysis, and the results are incorporated into the next user experience plan. This process ensures continuous improvement of the user experience. The output is the improved experience plan for the next visit.

[0680] (Application Example 1)

[0681] 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".

[0682] In the modern era, providing individually optimized experiences in the fields of education and entertainment is challenging. Furthermore, establishing appropriate feedback loops for content delivery tailored to user preferences is complex. Additionally, there is a lack of adequate systems for real-time experience optimization utilizing sensor and display technologies.

[0683] 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.

[0684] In this invention, the server includes means for acquiring and analyzing information about the user's interests and history, means for generating a user-specific information experience plan based on the acquired information, and means for providing the generated information experience to the user using virtual reality technology. This makes it possible to provide the user with an individually optimized virtual reality experience and to improve the next experience through consistent feedback.

[0685] "Information about user interests and history" refers to a collection of data that includes records of the interests and behaviors a user has shown to date.

[0686] "Means of analysis" refers to the techniques and processes used to analyze collected information and derive meaningful results or patterns.

[0687] A "user-specific information experience plan" is a plan for a customized content experience based on the individual user's needs and preferences.

[0688] "Virtual reality technology" is a method of providing users with an immersive digital environment using computer technology, and it is a technology that creates a sense of reality through sight, hearing, and other senses.

[0689] "User ratings" refer to the feedback and opinions that users provide regarding the content and services they have experienced.

[0690] "Means for immediate collection and analysis" refers to functions and mechanisms for obtaining user feedback in real time and immediately analyzing that data.

[0691] "Reflecting this in the next information experience plan" means that the analysis results and feedback obtained will be used to improve future content provision and experience design.

[0692] "Means of displaying information on a device" refers to hardware and software used to visually present data and content to users.

[0693] "Means of selecting and organizing information" refer to technologies and algorithms used to classify the content a user receives and organize it in a logical order as needed.

[0694] In this system, three elements—server, terminal, and user—work in conjunction. The server collects information about the user's interests and history, and analyzes this data to design an information experience optimized for each individual user. Specifically, data analysis software is used on the server to analyze the user's past behavior data and feedback using algorithms. Based on the analysis results, the content of the next experience is customized.

[0695] The device provides an interface with the user and delivers experiences to the user using virtual reality technology. By using devices such as head-mounted displays and smart glasses, users can receive visually realistic information experiences. Furthermore, the device has the ability to recognize the user's voice and touch gestures and instantly transmit that data to the server.

[0696] Users can provide information to the system based on their interests and goals, and enjoy a customized experience in the virtual space. For example, if a user is interested in history, content aligned with that interest will be presented in the VR space. Feedback after the experience is then immediately sent to the server via the device and incorporated into the next experience.

[0697] As a concrete example, if a user experiences a VR tour of history in a virtual reality educational app and requests additional information about a specific historical period, that request will be incorporated into the next experience. A generative AI model predicts what information the user needs and generates a prompt such as, "The user is experiencing the latest historical content in the virtual reality educational app. What additional information would they like to gain to deepen their knowledge?" This is designed to provide users with an increasingly enriching informational experience.

[0698] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0699] Step 1:

[0700] The server receives data about the user's interests and history. This data consists of past access history and preference information, and is processed by an information analysis algorithm. Specifically, the server retrieves user profiles from the database and applies predictive models to derive insights. As a result, a profile based on the user's interests is generated.

[0701] Step 2:

[0702] Based on the analyzed data, the server generates a personalized information experience plan for the user. It utilizes a generative AI model to efficiently select content that aligns with the user's interests. For example, the server executes rules to prioritize categories and topics of interest to the user, outputting an optimal information experience plan.

[0703] Step 3:

[0704] The terminal receives an information experience plan transmitted from the server and presents it to the user using virtual reality technology. It renders the plan received as input onto a VR device and incorporates interactive elements. Specifically, the terminal uses a head-mounted display to provide an integrated environment of both visual and auditory content.

[0705] Step 4:

[0706] The user experiences the content in the presented VR environment and sends feedback to the device through interactive elements. This feedback is provided via voice commands and gestures, which the device collects as digital data. The device then transfers this data to a server.

[0707] Step 5:

[0708] The server immediately analyzes user feedback and incorporates the results into future information experiences. Specifically, feedback data is evaluated using an analysis algorithm, and the insights gained are used to further improve the information experience plan. This results in the creation of future experiences that are even more tailored to the user's preferences.

[0709] 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.

[0710] The system of the present invention acquires and analyzes user interest and historical data, and further integrates an emotion engine to monitor the user's emotional state while providing a personalized VR experience. Specific embodiments are described below.

[0711] Server Functions

[0712] The server aggregates interest and history data submitted by the user, analyzes it, and creates a personalized content experience plan. Furthermore, based on emotional data provided by the emotion engine, it adjusts the content according to the user's emotional state. This adjustment is made by analyzing the user's level of excitement, interest retention, and stress level during the experience. For example, if a user is feeling stressed during a VR experience, the server immediately adjusts the plan to provide more relaxing content.

[0713] Device functions

[0714] The device provides the interface with the user and manages interactions within the VR space. It receives emotional data analyzed in real time by the emotion engine and modifies the content based on user metrics. Specifically, if there are signs that the user is enjoying the content, it can supplement it with information that delves deeper into the current content theme while maintaining that theme. Conversely, if there is a negative reaction, it can immediately present content related to a different interest.

[0715] User functions

[0716] Users first input their interests and goals into the system to establish the foundation of their experience. Then, using a VR device, they explore the exhibits according to a customized plan. During the exhibit, if the user's emotions change, the emotion engine notifies the device of this change and, in conjunction with the server, instantly reconfigures the content plan. This process allows users to continuously receive experiences optimized for their emotional state.

[0717] As an example, consider a scenario where a user is interested in historical art but finds the content difficult to understand. In this case, the emotion engine senses the user's confusion, and the device receives suggestions for new content from the server, adding easier-to-understand explanations or suggesting viewing other related, simpler exhibits, thereby providing an experience that aligns with the user's emotions.

[0718] Thus, the system of the present invention aims to maximize learning efficiency and enjoyment by providing a highly personalized experience that responds not only to the user's interests but also to their emotional state, using an emotion engine.

[0719] The following describes the processing flow.

[0720] Step 1:

[0721] Users use a device to access the system and input their interests and goals. This allows the system to receive information that forms the basis of their user profile.

[0722] Step 2:

[0723] The server receives interest data and historical data from users, analyzes them, and generates a personalized content experience plan. This plan is optimized based on the user's input.

[0724] Step 3:

[0725] The emotion engine is integrated into the device and generates emotion data by analyzing the user's facial expressions and voice tone in real time. This allows the user's level of excitement and stress to be detected.

[0726] Step 4:

[0727] The server receives data from the emotion engine and determines whether the current content experience plan needs to be adjusted based on the user's emotions.

[0728] Step 5:

[0729] The device dynamically changes the content within the VR interface based on new instructions received from the server. For example, if the user is excited, the server will prepare content that provides more in-depth information.

[0730] Step 6:

[0731] Users continuously interact with their devices, asking new questions and providing feedback on the displayed content. This input is sent from the device to the server for further refinement.

[0732] Step 7:

[0733] After the user finishes the experience, they provide feedback. The device sends this feedback to the server, and the system analyzes the feedback to improve future experiences.

[0734] Step 8:

[0735] When used in educational institutions, the server prepares customized teaching materials based on the analysis results and provides them to teachers. This enables teachers to conduct lessons tailored to the students' learning progress.

[0736] (Example 2)

[0737] 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".

[0738] In providing virtual environment experiences tailored to individual user interests and emotional states, conventional systems may lack real-time capabilities and adaptability. Furthermore, a lack of adequate mechanisms for automatically customizing content based on user emotional states is a challenge. Therefore, dynamic content adjustment based on emotions is necessary to provide a more personalized VR experience.

[0739] 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.

[0740] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific information experience plan based on the acquired information, means for providing the generated information experience to the user using virtual environment technology, means for integrating an emotion engine to monitor and analyze the user's emotional state in real time, means for dynamically adjusting content based on the analysis results, and means for collecting user feedback and reflecting it in the next information experience plan. This makes it possible to provide a personalized VR experience that responds immediately to the user's interests and emotional state.

[0741] A "user" is an individual who uses this system to experience information and receives a personalized experience based on their interests and emotional state.

[0742] "Interest" is a concept that indicates the degree of interest or curiosity a user shows towards a particular subject or activity.

[0743] "History information" refers to a record of a user's past actions and choices, and is data used to understand the user's interests and tendencies.

[0744] An "information experience plan" is the process or plan that constitutes the delivery and flow of personalized content, generated based on the user's interests and history.

[0745] "Virtual environment technology" is a technology that uses computer technology to construct a three-dimensional space and provide users with an immersive experience.

[0746] An "emotion engine" is a mechanism for evaluating and managing a user's inner state, using analytical techniques to determine the user's emotional state.

[0747] "Monitoring and analyzing in real time" refers to the process of instantly recording user data and understanding and evaluating the situation on the spot.

[0748] "Dynamic content adjustment" refers to the process of changing or optimizing the information provided based on the user's emotional state and interests.

[0749] "Feedback" is a collection of opinions and reactions provided by users as a result of their experience, and it is data used to improve future experiences.

[0750] This invention is a system that generates a virtual environment experience based on the user's emotional state by individually analyzing the user's interests and historical information and integrating an emotion engine. This system consists of three main components: a server, a terminal, and the user.

[0751] The server aggregates interest and historical information submitted by users and analyzes it using a generative AI model. This analysis creates a personalized information experience plan for each user. Data processing is performed using general database management systems and AI analysis software. Based on the analysis results, appropriate content is selected for each user.

[0752] The terminal provides an interface with the user and manages interactions within the virtual environment. Specifically, it receives emotional data analyzed in real time by an emotion engine and dynamically modifies content according to the user's emotions. For this purpose, a VR headset and dedicated emotion sensors are used.

[0753] Users access the system and experience customized content based on their pre-configured interests and goals. Using a VR device, users can explore virtual experiences according to their plan. During this process, an emotion engine notifies the device of changes in the user's emotional state, and the content plan is reconfigured in conjunction with the server to provide an experience optimized for the user's emotional state.

[0754] As a concrete example, consider a scenario where a user is interested in art. In this case, if the device senses the user's positive reaction, it can provide further information on works with similar themes or offer in-depth related knowledge. Conversely, if the user's interests change, it can suggest content from a different field as a new option.

[0755] An example of a prompt is, "How can we use an emotion engine to reduce the stress users experience during VR experiences?" The AI ​​model responds to this prompt, and the system suggests effective ways to deliver content.

[0756] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0757] Step 1:

[0758] The server collects interest and history information from users. The input information includes the user's registered profile and past behavioral history. This data is stored in a database and then organized and filtered for later analysis. The output is an integrated user profile.

[0759] Step 2:

[0760] The server analyzes user interest and history information using a generative AI model. The input is an integrated user profile, which the AI ​​model analyzes to quantify the user's level of interest. Furthermore, it applies a content recommendation algorithm to generate a personalized information experience plan. The output is a customized information experience plan.

[0761] Step 3:

[0762] The server sends a user-specific information experience plan to the terminal. The input is the generated information experience plan, and real-time synchronization is performed during the process of transmitting this plan to the terminal. The output is the user-specific experience instruction set that the terminal receives.

[0763] Step 4:

[0764] The terminal provides the user with a virtual environment based on the information experience plan it receives. The input is a plan instruction from the server, and the terminal prepares a virtual scenario based on this. Specifically, it presents images to the user using a VR headset, enabling interaction. The output is the virtual environment that the user actually experiences.

[0765] Step 5:

[0766] The device monitors the user's emotional state in real time and analyzes it using an emotion engine. Inputs are the user's biometric information and behavioral data, collected by sensors. The emotion engine analyzes this data and evaluates the user's current emotional state. The output is the analyzed emotional data.

[0767] Step 6:

[0768] The server adjusts the information experience plan based on the analyzed sentiment data. The input is the analysis results from the sentiment engine. Based on this, the server automatically updates content options and makes adjustments to provide the experience best suited to the user's emotional state. The output is the adjusted information experience plan.

[0769] Step 7:

[0770] Users provide feedback by entering it into their devices, offering new interests and opinions. This input is direct user feedback, which is used to develop suggestions for improving the next user experience. Specific actions include filling out feedback forms and using selection options. The output consists of suggestions for future improvements and feedback information stored in a database.

[0771] (Application Example 2)

[0772] 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".

[0773] Modern consumers, especially in physical stores, increasingly seek personalized experiences. However, conventional systems have struggled to provide product recommendations and content tailored to users' interests and emotions. As a result, users often fail to receive appropriate suggestions, leading to a lack of motivation to purchase. This invention solves this problem by providing a mechanism that analyzes users' emotional states and interests in real time and dynamically adjusts the experience accordingly.

[0774] 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.

[0775] In this invention, the server includes means for acquiring and analyzing user interest and history information, means for generating a user-specific content experience plan based on the acquired information, and means for analyzing the user's emotional state and adaptively adjusting the content based on the analysis results. This makes it possible to provide users with a personalized shopping experience and increase their willingness to purchase.

[0776] "User" refers to individual consumers or customers who use the system.

[0777] "Interest and history information" refers to record data of products a user has previously purchased and content they have been interested in.

[0778] "Content experience planning" refers to the design of experiences based on specific themes and scenarios provided based on the user's past data.

[0779] "Virtual reality technology" refers to technology that allows users to immerse themselves in a virtual three-dimensional space created by a computer.

[0780] "User reactions" refer to the various behaviors and emotional changes that users exhibit during their experience.

[0781] "Methods for collecting and analyzing data in real time" refer to methods of acquiring data the moment user behavior or emotions occur and immediately performing analysis.

[0782] "Means of analyzing emotional states and adaptively adjusting content based on the analysis results" refers to technology that recognizes the user's emotions and uses that information to appropriately change the displayed experience.

[0783] The system for realizing this invention consists of three elements: a server, a terminal, and a user.

[0784] The server first obtains user interest and history information via the internet. This information is stored in a database service such as Amazon DynamoDB. Next, it uses a generative AI model based on the stored data to generate a personalized content experience plan for the user. Furthermore, it uses the Google Cloud Emotion Analysis API to analyze the user's emotional state in real time and adaptively adjusts the content based on the analysis results.

[0785] The device functions as a smart glasses or head-mounted display, providing the user with a virtual reality space. It uses WebSocket communication to exchange data with the server in real time, optimizing the user experience based on the user's emotions. This allows content to be instantly adjusted in response to user reactions, maintaining an appropriate experience.

[0786] Through this system, users experience shopping in a physical store. Specifically, while trying on fashion items, the terminal analyzes the user's facial expressions and voice tone, providing interesting product suggestions and detailed information in real time. If the user requests more detailed information, additional specifications and styling examples are automatically presented.

[0787] An example of a prompt message would be, "Analyze the user's current emotional state and recommend products they might be interested in based on their past purchase history." This can improve the quality of the user experience.

[0788] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0789] Step 1:

[0790] The server retrieves user interest and history information from the database. The input is the user ID. Based on this, the server searches Amazon DynamoDB for the corresponding user information and obtains interest and history data as output.

[0791] Step 2:

[0792] The server inputs acquired interest and history information into a generating AI model to create a user-specific content experience plan. Based on this input information, the AI ​​performs inference and outputs the experience plan best suited to the user's interests.

[0793] Step 3:

[0794] The device provides the user with a content experience plan received from the server in the form of a virtual reality space. The input is the data of the content experience plan. The device converts this data into a format suitable for the display and displays it on smart glasses or a head-mounted display.

[0795] Step 4:

[0796] Users experience content provided within virtual reality and express emotions during the process. Emotional states are input into the device as data such as facial expressions and voice tone. During the user experience, responses that indicate the user's interest are provided unconsciously.

[0797] Step 5:

[0798] The device analyzes the user's emotional state in real time. Input consists of the user's facial expressions and voice data, and the emotions are analyzed using the Google Cloud Emotion Analysis API. The analysis results output the user's emotional state (such as level of excitement and stress).

[0799] Step 6:

[0800] The server adaptively adjusts the content experience plan based on the emotional state received from the device. The input is analyzed emotional data. The server uses this data to recommend appropriate content according to the user's current emotions and outputs that data to the device.

[0801] Step 7:

[0802] The device receives newly adjusted content from the server and applies it instantly to the virtual reality space. The input is the new content data. The device reflects this data onto the existing display content, providing the user with a continuous experience.

[0803] 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.

[0804] 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.

[0805] 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.

[0806] 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.

[0807] 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.

[0808] 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.

[0809] 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.

[0810] 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.

[0811] 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."

[0812] 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.

[0813] 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.

[0814] 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.

[0815] 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.

[0816] 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.

[0817] 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.

[0818] 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.

[0819] 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.

[0820] 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.

[0821] 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.

[0822] 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.

[0823] 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.

[0824] The following is further disclosed regarding the embodiments described above.

[0825] (Claim 1)

[0826] Methods for acquiring and analyzing user interest and historical data,

[0827] A means of generating a user-specific content experience plan based on acquired data,

[0828] A means of providing users with generated content experiences using virtual reality technology,

[0829] A means of collecting and analyzing user feedback in real time,

[0830] A means to incorporate the analysis results into the next content experience plan,

[0831] A system that includes this.

[0832] (Claim 2)

[0833] The system according to claim 1, further comprising means for providing customized teaching materials to educational institutions in accordance with the learning progress obtained by the feedback analysis means.

[0834] (Claim 3)

[0835] The system according to claim 1, comprising means for preferentially suggesting content related to a field specified by the user, thereby enhancing support for different fields.

[0836] "Example 1"

[0837] (Claim 1)

[0838] Methods for acquiring and analyzing user-specific information and historical data,

[0839] A means for generating individual user experience plans based on acquired information,

[0840] A means of providing users with generated experiences using virtual technology,

[0841] A means of instantly collecting and analyzing user feedback,

[0842] A means to incorporate the analysis results into the next experience plan,

[0843] A method for proposing optimal content using a generative model,

[0844] A system that includes this.

[0845] (Claim 2)

[0846] The system according to claim 1, further comprising means for providing educational materials tailored for educational institutions in accordance with the progress obtained by the opinion analysis means.

[0847] (Claim 3)

[0848] The system according to claim 1, comprising means for preferentially suggesting content related to a user-specified area, thereby enhancing support for different areas.

[0849] "Application Example 1"

[0850] (Claim 1)

[0851] A means of acquiring and analyzing information about the user's interests and history,

[0852] A means for generating a user-specific information experience plan based on acquired information,

[0853] A means of providing users with generated information experiences using virtual reality technology,

[0854] A means of instantly collecting and analyzing user feedback,

[0855] A means to incorporate the analysis results into the next information experience plan,

[0856] A device for displaying selected information, and a means for further sorting and organizing that information,

[0857] A system that includes this.

[0858] (Claim 2)

[0859] The system according to claim 1, further comprising means for supplying educational materials tailored for educational institutions according to the learning progress obtained by the evaluation and analysis means.

[0860] (Claim 3)

[0861] The system according to claim 1, comprising means for preferentially presenting information related to a domain specified by the user, thereby enhancing support for different domains.

[0862] "Example 2 of combining an emotion engine"

[0863] (Claim 1)

[0864] A means of acquiring and analyzing user interests and historical information,

[0865] A means for generating a user-specific information experience plan based on acquired information,

[0866] A means of providing users with generated information experiences using virtual environment technology,

[0867] A means to integrate an emotion engine and monitor and analyze the user's emotional state in real time,

[0868] A means of dynamically adjusting content based on analysis results,

[0869] A means of collecting user feedback and incorporating it into the next information experience plan,

[0870] A system that includes this.

[0871] (Claim 2)

[0872] The system according to claim 1, further comprising means for providing customized information for the purpose of stress reduction and excitement adjustment in accordance with the results of the analysis of the emotional state.

[0873] (Claim 3)

[0874] The system according to claim 1, comprising means for preferentially suggesting information related to a field specified by the user, thereby enhancing support for different fields.

[0875] "Application example 2 when combining with an emotional engine"

[0876] (Claim 1)

[0877] A means of acquiring and analyzing user interests and historical information,

[0878] A means for generating a user-specific content experience plan based on acquired information,

[0879] A means of providing users with generated content experiences using virtual reality technology,

[0880] A means of collecting and analyzing user feedback in real time,

[0881] A means to incorporate the analysis results into the next content experience plan,

[0882] A means of analyzing the user's emotional state and adaptively adjusting content based on the analysis results,

[0883] A system that includes this.

[0884] (Claim 2)

[0885] The system according to claim 1, further comprising means for providing customized teaching materials to an educational organization in accordance with the learning progress obtained by the reaction analysis means.

[0886] (Claim 3)

[0887] The system according to claim 1, comprising means for preferentially presenting content related to an area specified by the user, thereby enhancing support for different areas. [Explanation of symbols]

[0888] 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. Methods for acquiring and analyzing user interest and historical data, A means of generating a user-specific content experience plan based on acquired data, A means of providing users with generated content experiences using virtual reality technology, A means of collecting and analyzing user feedback in real time, A means to incorporate the analysis results into the next content experience plan, A system that includes this.

2. The system according to claim 1, further comprising means for providing customized teaching materials to educational institutions in accordance with the learning progress obtained by the feedback analysis means.

3. The system according to claim 1, comprising means for preferentially suggesting content related to a field specified by the user, thereby enhancing support for different fields.