system
A system generates educational stories and animations based on user input, addressing the challenge of maintaining children's attention and providing customizable moral education, enhancing educational experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOFTBANK GROUP CORP
- Filing Date
- 2024-12-09
- Publication Date
- 2026-06-19
Smart Images

Figure 2026100691000001_ABST
Abstract
Description
Technical Field
[0001] The technology of the present disclosure relates to a system.
Background Art
[0002] Patent Document 1 discloses a persona chatbot control method performed by at least one processor, including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance as a response to the user utterance.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In educational settings and families, it is important to conduct moral education for children effectively and enjoyably. However, there is a problem that it is difficult to attract children's attention for a long time with ordinary teaching materials and books. In addition, since there are limited means to easily conduct moral education at home without requiring specialized knowledge, many parents and educators desire this.
Means for Solving the Problems
[0005] This invention solves this problem by receiving information intended for generating educational content, analyzing the input information, and generating a story suitable for education. It also provides a means for automatically creating animations based on the generated stories and delivering them to the user's device. This makes it possible for users without specialized knowledge to easily utilize animations suitable for moral education.
[0006] "Educational content" refers to information and materials intended to convey specific educational values to children.
[0007] "Means of receiving information" refers to the ability to receive text or other forms of data sent by users.
[0008] "Means of analyzing information" refers to the process of extracting and processing stories and elements suitable for education based on the received information.
[0009] "Methods for generating stories" refers to the process of creating educational narratives and episodes from analyzed information.
[0010] "Methods for automatically generating animation" refers to the process of constructing visual animation content based on a generated story.
[0011] "Means of delivering to a device" refers to the process of sending the generated animation to the user's electronic device and making it viewable.
[0012] "Means of making animations playable via a user interface" refers to a function that allows end users to visually and manipulate animations for playback.
[0013] "Methods customized according to age group" refers to a function that adjusts the content and difficulty level to suit the age and comprehension level of the target child. [Brief explanation of the drawing]
[0014] [Figure 1] It is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] It is a conceptual diagram showing an example of the main functions of a data processing device and a smart device according to the first embodiment. [Figure 3] It is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] It is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] It is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] It is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] It is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] It is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] It shows an emotion map to which a plurality of emotions are mapped. [Figure 10] It shows an emotion map to which a plurality of emotions are mapped. [Figure 11] It is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] It is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] It is a sequence diagram showing the processing flow of the data processing system in Example 2 when an emotion engine is combined. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when an emotion engine is combined.
MODE FOR CARRYING OUT THE INVENTION
[0015] Hereinafter, an example of an embodiment of a system according to the technology of the present disclosure will be described with reference to the accompanying drawings.
[0016] First, the terms used in the following description will be explained.
[0017] In the following embodiments, a 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.
[0018] In the following embodiments, a numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.
[0019] In the following embodiments, a numbered storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, etc.
[0020] In the following embodiments, the signed communication interface (I / F) is an interface that includes a communication processor and an antenna, etc. The communication interface manages communication between multiple computers. Examples of communication standards applicable to the communication interface include wireless communication standards such as 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark).
[0021] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." That is, "A and / or B" means that it may be A alone, or B alone, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" applies when expressing three or more things linked by "and / or."
[0022] [First Embodiment]
[0023] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.
[0024] As shown in Figure 1, the data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0025] The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0026] The smart device 14 comprises a computer 36, a reception device 38, an output device 40, a camera 42, and a communication interface 44. The computer 36 comprises a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The reception device 38, output device 40, and camera 42 are also connected to the bus 52.
[0027] The reception device 38 is equipped with a touch panel 38A and a microphone 38B, etc., and receives user input. The touch panel 38A receives user input by detecting contact with an object (e.g., a pen or finger). The microphone 38B receives user input by detecting the user's voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0028] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form perceptible to the user 20 (e.g., audio and / or text). The display 40A displays visible information such as text and images according to instructions from the processor 46. The speaker 40B outputs audio according to instructions from the processor 46. The camera 42 is a small digital camera equipped with an optical system such as a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0029] Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various types of information between processor 46 and processor 28 via network 54.
[0030] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0031] As shown in Figure 2, in the data processing device 12, a specific processing is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" related to the technology of this disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 according to the specific processing program 56 executed on the RAM 30.
[0032] The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0033] In the smart device 14, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. The reception output program 60 is used in conjunction with a specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48.
[0034] Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal".
[0035] The implementation of the invention begins with the user inputting information about the topics they wish to teach or about their child's behavioral problems into a terminal via an interface. This information is typically in text format.
[0036] The terminal immediately sends the information entered by the user to the server. After receiving this information, the server uses an AI model to analyze it in detail and generate a story suitable for education.
[0037] Based on the generated story, the server automatically constructs the animation. This animation generation process includes elements such as creating storyboards and designing characters and scenes. The completed animation is designed to be visually easy to understand and to serve a wide range of educational purposes.
[0038] Next, the server converts the generated animation into a video format playable on the user's device. Once this process is complete, the animation is delivered to the device via streaming or download.
[0039] On the device, users can play the animations at any time using the provided interface. This allows users to provide educational value to children in their daily lives and promote moral learning.
[0040] For example, if a request is made to "teach honesty," the server will generate a story about "a kitten learning the importance of honesty among the village animals" and animate it. This animation is then delivered to the device, providing an opportunity for parents and children to watch it together and learn the lesson. In this way, the system supports effective moral education at home.
[0041] The following describes the processing flow.
[0042] Step 1:
[0043] The user inputs information about the educational topic or the child's behavioral problems through the device's interface. For example, they might input the topic "I want to teach my child to be honest" as text.
[0044] Step 2:
[0045] The terminal encodes the input information and sends it to the server. This involves sending data using an HTTP request.
[0046] Step 3:
[0047] The server analyzes the information received from the terminal. This analysis includes natural language processing using an AI model, which extracts keywords and phrases relevant to the input theme.
[0048] Step 4:
[0049] The server generates educational stories based on the analyzed data. This generation process uses a template-based framework that includes dynamic elements.
[0050] Step 5:
[0051] The server automatically generates animations based on the story. This includes processes such as character design, scene selection, and graphic creation.
[0052] Step 6:
[0053] The server converts the generated animation into a format playable on the user's device. Typically, this involves encoding it into a streamable video format.
[0054] Step 7:
[0055] The server delivers the converted animation to the terminal via the network. Caching or a CDN may be used as needed.
[0056] Step 8:
[0057] The device prepares to play the received animation. Playback buttons and other controls are placed on the interface for easy user access.
[0058] Step 9:
[0059] Users play animations on their devices and let their children watch them. To enhance the viewing experience, the system is designed to include interactive elements and playback controls.
[0060] (Example 1)
[0061] 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."
[0062] In modern families, the education provided to children is diversifying, with particular emphasis on moral education and the transmission of values necessary for daily life. However, in today's busy lives, parents often lack the time to select and provide appropriate educational content for their children. Therefore, there is a need for a system that can efficiently generate educational content based on specific themes and present it to children in a visually appealing format.
[0063] 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.
[0064] In this invention, the server includes means for acquiring educational theme information for the purpose of generating educational digital content, means for analyzing the educational theme information using natural language processing technology to generate a story suitable for education, and means for automatically generating visual teaching materials based on the story. This makes it possible for users to easily generate educational materials that suit their purposes and provide efficient and effective education to children.
[0065] "Educational digital content" refers to educational information and materials provided in digital format, designed to convey knowledge and values to children and learners.
[0066] "Educational theme information" refers to information about specific educational goals and the content to be taught, and serves as the basic data for generating educational content based on this information.
[0067] "Natural language processing technology" refers to the technology that enables computer systems to understand, analyze, and generate human language, and is used for understanding text data and extracting information.
[0068] "Means of generating narratives" refer to methods and technologies for creating narratives that are suitable for educational purposes based on given information, and involve creating narratives using generative AI models, etc.
[0069] "Visual teaching materials" are educational materials designed to convey information visually, and typically take the form of diagrams, animations, or videos.
[0070] "Computing devices" is a general term for devices and equipment used for information processing, and includes computers, smartphones, and tablets.
[0071] An "information display device" is a device that visually displays digital content, and includes computer monitors with screens, smartphones, tablets, and other similar devices.
[0072] This invention relates to a system for effectively generating educational digital content. When a user inputs educational theme information into a terminal, the system automatically analyzes that information and generates appropriate visual learning materials.
[0073] The user first enters information about the educational topic they want to address or their child's behavioral problems into the interface on their device. This information is usually provided in text format. For example, they might enter a specific educational topic such as "I want to teach honesty."
[0074] The terminal immediately sends the entered information to the server. The server analyzes the received information in detail using natural language processing technology. During the analysis process, a generative AI model is used to generate an educational story based on the input information. For example, a story might be generated about "village animals learning the importance of honesty."
[0075] Next, the server constructs visual learning materials based on the generated story. Software such as Adobe Animate and Blender are used for production. This results in visually engaging and educational learning materials.
[0076] The generated visual learning materials are converted by the server into a video format playable by the computer. The completed content is delivered to the computer via streaming or download. Users with terminals can play the stories narrated through the information display device at any time and show them to their children.
[0077] As a result, users can easily provide children with education tailored to their specific needs in their daily lives. For example, by entering the instruction "Generate a story to teach children honesty" into the system's prompt, a story and visual materials related to the relevant educational content will be provided.
[0078] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0079] Step 1:
[0080] Users input information about the topics or behavioral problems they wish to teach through the device's interface. This input is typically in text format. For example, they might input something like, "I want to teach honesty."
[0081] Step 2:
[0082] The terminal immediately sends the information entered by the user to the server. The data is transferred using a secure protocol. After sending the input information, the terminal waits for a response from the server.
[0083] Step 3:
[0084] The server analyzes the received information. This analysis utilizes natural language processing technology to ensure that the input text information is properly understood. The server then uses a generative AI model to generate a story based on a given educational theme. For example, it might output a story about "village animals learning the importance of honesty."
[0085] Step 4:
[0086] The server automatically constructs visual learning materials based on the generated story. This construction involves data processing such as creating storyboards, designing characters, and setting backgrounds. This results in visually easy-to-read animations.
[0087] Step 5:
[0088] The server converts the completed animation into a video format playable by the device. This conversion process includes file format conversion and compression. The converted video is then available in streaming or downloadable format.
[0089] Step 6:
[0090] The server delivers the converted visual learning materials to the device. Users can then play the delivered videos at any time using the device's information display. This allows for effective education to be provided to children in their daily lives.
[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 modern education, moral education and behavioral guidance at home are important, but there is a lack of effective teaching materials and methods. Furthermore, because educational content is not customized to the individual circumstances of each family and the age of the child, sufficient educational effectiveness is not achieved. There is also a need for methods to create a fun and engaging learning environment within the home.
[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 receiving information intended for generating educational data, means for analyzing the information and generating educational stories, means for automatically generating visual content based on the stories, means for distributing the generated visual content for presentation on home devices, and means for controlling a home robot that displays the visual content while interacting with the target person. This provides an educational environment in which children can learn in a fun and effective way at home, and enables customized education tailored to each family and target person.
[0096] "Educational data" refers to information and content used to convey knowledge and morals to children or specific target groups.
[0097] "Means of receiving information" refers to a system that acquires information from user input or other data sources.
[0098] "Means of analysis" refer to functions or devices used to understand and analyze received information.
[0099] An "educationally suitable story" is a narrative or story that is easy for the target audience to understand and is structured to provide educational value.
[0100] "Visual content" refers to information or stories presented visually in the form of animation or video.
[0101] "Means of automatic generation" refers to functions or processes in which a system autonomously creates content without human intervention.
[0102] "Household appliances" is a general term for electrical appliances and devices used in the home.
[0103] "Means of distribution" refers to a system for providing generated content to the devices used by users.
[0104] "Interaction" refers to the exchange of information and actions between robots or systems and humans.
[0105] A "household robot" is a robot designed for use within the home and is a machine that operates in various situations within the home.
[0106] To implement this invention, a series of systems and software for use within the home are required. First, the user inputs information about the topics they want to teach or the behavioral problems of their child that they want to address, using a home terminal.
[0107] The terminal sends the input information to the server. After receiving this information, the server analyzes it using a generative AI model and generates an educational story tailored to the user. This generation uses an AI model known as a large-scale language model. For example, a model using the Transformer architecture is suitable, specifically GPT-3 (registered trademark).
[0108] Based on the generated story, the server automatically creates visual content. This process uses 3D modeling tools such as Blender to create animations and provide visually engaging content. The generated visual content is then converted into a data format and delivered to home robots and devices.
[0109] Home robots display received visual content and provide educational experiences through interaction with users. For example, a robot can start playing content and ask questions along the way to capture a child's interest.
[0110] For example, if the input theme is "I want to know how to play cooperatively," the server will generate a story about forest animals working together to solve a problem. Visual content will be created based on this story, and a home robot will present it to the child. An example of a prompt to the generating AI model would be the instruction, "Based on the theme 'I want to know how to play cooperatively,' please create a story about forest animals working together to solve a problem."
[0111] This makes home-based education enjoyable and effective for children, and allows for customized education tailored to the specific circumstances of each family.
[0112] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0113] Step 1:
[0114] The user inputs information about the topics they want to teach or about their child's behavioral problems into the device. This information is entered in text format and then prepared as data to be sent from the device to the server. The input is text about specific topics or behavioral problems, and the output is text data sent to the server.
[0115] Step 2:
[0116] The server receives information sent from the terminal and analyzes the input information using a generative AI model. Here, a large-scale language model is used to generate educational stories from the user's input information. The input is text data, and the output is text data in the form of a detailed analyzed story. The AI model performs language processing based on the input information and generates new content using predictive generation.
[0117] Step 3:
[0118] The server automatically generates visual content based on the analyzed story. This process utilizes 3D modeling tools such as Blender to create story-based animations. The input is text data in the form of an educational story, and the output is a video content file. Video generation involves a process that includes storyboard design and character modeling.
[0119] Step 4:
[0120] The server distributes the generated visual content to the home robot. A format suitable for presenting the video content to children (e.g., MP4) is selected and transmitted to the robot via the internet. The input is a video content file, and the output is content stored in the home robot's data storage. A fast and stable distribution protocol is used.
[0121] Step 5:
[0122] The home robot plays back received visual content and presents it to the user. In doing so, the robot actively interacts with children using voice recognition and an interactive interface. Input is a visual content file, and output is a visual display of the content and dialogue with the child. Specific actions include the robot playing animations and asking questions about the theme during or after playback.
[0123] 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.
[0124] The embodiment of this invention begins with the user inputting information into a terminal about themes they wish to teach or about their child's behavioral problems. The information is primarily entered in text format.
[0125] When a user enters information, the device sends this information to the server. The server uses an AI model to analyze the received information and generate an educational story. Natural language processing technology is used for the analysis, extracting keywords based on the input information.
[0126] The server then automatically generates animations based on the generated story. Here, the animations are designed to include graphical elements such as character designs and scene settings, creating visually easy-to-understand educational content for the user.
[0127] Furthermore, this invention utilizes an emotion engine to recognize the user's emotions in real time and adjust the content's feedback accordingly. This emotion engine can analyze the user's voice tone, facial expressions, and gestures to determine their emotional state. As a result, the content can be dynamically adjusted in response to the user's reactions, providing a more personalized educational experience.
[0128] Next, the server converts the generated animation into a format playable on the user's device and delivers it via streaming or download. The device then prepares the animation for playback at any time and makes it easily accessible through the user interface.
[0129] For example, if the theme "I want to teach the importance of honesty" is entered, the server will generate a story about "village animals learning honesty." Then, using an emotion engine, it will determine in real time whether the child is enjoying the animation and adjust the content as needed. This will provide an environment where parents and children can learn effectively. In this way, the system supports moral education in diverse family environments.
[0130] The following describes the processing flow.
[0131] Step 1:
[0132] The user uses the terminal's input interface to enter text about the educational topic or the child's behavioral issues. For example, they might enter specific educational content such as, "I want to teach my child to be honest."
[0133] Step 2:
[0134] The terminal encodes the entered information and sends it to the server. This involves procedures for securely transmitting data using HTTP or HTTPS requests.
[0135] Step 3:
[0136] The server analyzes requests received from the terminal. The received data is processed by an AI model, which extracts keywords and insights necessary to generate educational stories.
[0137] Step 4:
[0138] The server constructs a storyline based on the extracted keywords. This process involves automatically arranging narrative elements using a templated story structure.
[0139] Step 5:
[0140] The server automatically generates animations based on the generated story. This animation generation process includes character design, background setting, and creation of animation sequences.
[0141] Step 6:
[0142] The server activates an emotion engine to recognize the user's emotions. Using the camera and microphone on the device, it analyzes the user's facial expressions, voice tone, and gestures in real time to determine the user's emotional state.
[0143] Step 7:
[0144] The server dynamically adjusts the animation content based on data acquired by the emotion engine. For example, if it determines that the user is bored, it can add new elements, such as changing the storyline.
[0145] Step 8:
[0146] The server encodes the generated animation in a format playable on the user's device and delivers it. It provides the animation via streaming or download.
[0147] Step 9:
[0148] The terminal receives the animation sent from the server and prepares a user interface for viewing. The user presses the play button through the interface to watch the animation.
[0149] Step 10:
[0150] Users can provide moral education to children by watching animations. The interface allows users to rewind and fast-forward, enabling them to watch the animations multiple times.
[0151] (Example 2)
[0152] 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".
[0153] In education, it is difficult to generate content tailored to individual children and adjust it in real time while monitoring its effectiveness. Existing systems only provide general educational content statically, and have the challenge of not being able to provide a flexible educational experience that is tailored to individual users.
[0154] 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.
[0155] In this invention, the server includes means for inputting educational information into an electronic device, means for transmitting the information to a data processing device, means for the data processing device to analyze the information and generate an educationally appropriate story using natural language processing technology, means for automatically generating graphic action representations based on the story, means for dynamically adjusting the generated graphic action representations according to the user's emotional state, and means for distributing the action representations to the electronic device and making them playable. This enables the rapid provision of personalized educational content to each user and a flexible educational experience that incorporates real-time feedback.
[0156] "Educational information" refers to data related to specific themes or topics that users input into electronic devices for learning purposes.
[0157] "Electronic devices" are devices that enable the input, reception, and display of information, and include computers, tablets, smartphones, and other similar devices.
[0158] A "data processing device" is a device that analyzes received information and performs appropriate processing on it, and refers to computers such as servers.
[0159] "Natural language processing technology" refers to technologies for processing human language using computers, and includes text analysis and keyword extraction.
[0160] A "narrative" is a linguistic structure generated based on a specific theme and used to convey educational content.
[0161] "Visualized action representation" refers to videos or animations that visually represent the content of a story.
[0162] "User emotional state" refers to the results of an analysis of the emotions and reactions that users show to content.
[0163] "Dynamic adjustment" means changing the content and presentation in real time according to the user's emotional state.
[0164] "To distribute and make playable" means to make the generated content easily accessible to users and available for viewing at any time.
[0165] In embodiments of the present invention, the user inputs information about the topic they wish to teach or about the child's behavioral problems into a terminal. The terminal is equipped with a communication function for transmitting the input information to a server. This information is usually entered in text format.
[0166] The server analyzes this information using natural language processing technology. Software libraries such as "spaCy" and "NLTK" are used during the analysis process. This extracts relevant keywords from the input information and generates educationally appropriate stories. The generated stories are then concretized using an AI model.
[0167] The server then creates animations based on the generated story, using them to express actions. This process involves designing characters and scenes using animation software such as Blender and Toon Boom. The animations include visually appealing elements and are designed to be easily understood by the user.
[0168] Furthermore, the server is equipped with an emotion engine that can adjust content feedback in real time according to the user's emotional state. This emotion engine uses emotion analysis libraries such as "DeepFace" and "OpenFace" to analyze the user's voice tone and facial expressions and determine their emotional state.
[0169] Finally, the server converts the generated animations into a format playable on the user's device and delivers them via streaming or download. The device then allows for easy playback of these animation contents through its user interface.
[0170] For example, if a user inputs the theme "I want to teach the importance of honesty," the server will generate a story based on that theme titled "The village animals learn honesty." An example of a prompt would be, "Generate an educational story for children. The theme is honesty. Please develop the story based on a village tale involving animals."
[0171] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0172] Step 1:
[0173] The user inputs the topic they want to teach or their child's behavioral problems into the device in text format. The input information includes detailed data based on the learning objectives. The device then prepares this input information to send to the server. As output, the data structure for sending to the server is prepared.
[0174] Step 2:
[0175] The terminal sends information entered by the user to the server. The server receives this information and analyzes it using natural language processing technology. Text data from the user is sent to the server as input, and keywords suitable for education are extracted from the analysis results as output. Specifically, semantic analysis and keyword extraction are performed using libraries such as "spaCy" and "NLTK".
[0176] Step 3:
[0177] The server generates a story using a generative AI model based on the analyzed keywords. The input consists of keywords and theme information obtained through analysis, and the output is a story suitable for educational purposes. In this process, the AI model receives prompts as instructions and generates the story.
[0178] Step 4:
[0179] The server automatically generates animations based on the generated story. The input consists of the generated story and character information, and the output is a visual animation intended as educational content. Specifically, character and scene design is carried out using software such as "Blender" and "Toon Boom."
[0180] Step 5:
[0181] The server activates the emotion engine and monitors the user's emotional state. It takes user response data (voice tone, facial expressions) as input, processes it using an emotion analysis library, and provides feedback on the emotional state as output. Based on this feedback, the animation content is dynamically adjusted to provide a personalized educational experience.
[0182] Step 6:
[0183] The server converts the finalized animation into a format playable on the device and delivers it to the device. The input consists of the animation and the user's format request, and the output is content viewable on the device. In this way, the device is ready to easily play the animation at any time via its user interface.
[0184] (Application Example 2)
[0185] 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".
[0186] Modern families demand personalized educational content that responds immediately to each child's learning needs and responses. However, existing educational systems struggle to analyze a child's emotional state in real time and adjust content accordingly. As a result, children tend to lose interest in educational content, making effective learning difficult.
[0187] 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.
[0188] In this invention, the server includes means for receiving information intended for generating educational content, means for analyzing the information and generating a story suitable for education, means for automatically generating animation based on the story, and means for analyzing the user's emotional state in real time and adjusting the content. This makes it possible to provide a more effective and interactive learning environment that keeps children interested in educational content.
[0189] "Educational content" refers to information and materials that align with the user's learning and educational objectives, and specifically, are provided in the form of stories or animations.
[0190] "Means of receiving information" refers to functions for collecting data provided or entered by users through their devices.
[0191] "Means of generating stories" refers to algorithms and technologies for creating educationally appropriate narratives based on received information.
[0192] "Methods for automatically generating animation" refers to the process of creating movements, including characters and backgrounds, using computer programs to visually represent the generated story.
[0193] "Means of delivery to devices" refers to the communication methods and technologies used to deliver generated animation content to the user's device.
[0194] "Methods for analyzing emotional states in real time" refer to technologies that analyze a user's voice and facial expressions to instantly determine their current emotions and reactions.
[0195] "Means of adjusting content" refers to the ability to modify or optimize the educational content provided on the fly based on analyzed emotional states.
[0196] This invention is a system aimed at generating educational content and providing an educational experience based on the user's emotions. First, the user inputs information about the topic they want to teach or their child's behavioral problems into a terminal in text format. The terminal then transmits this information to a server.
[0197] Next, the server analyzes the received information using natural language processing techniques to generate educational stories. This process utilizes natural language processing techniques such as the "BERT" model to extract keywords from the input information.
[0198] After the story is generated, the server automatically creates animations, including characters and scene settings based on the story, using animation creation software such as "Blender." This results in content that is visually easy for users to understand.
[0199] Furthermore, the server uses emotion recognition technologies such as the "Affectiva" SDK to analyze the user's emotional state in real time. Based on this, it can adjust content feedback to provide a more personalized educational experience. Emotional analysis includes the user's facial expressions, voice tone, and gestures.
[0200] The generated animations are converted to a format playable on the user's device and delivered via streaming or download. The device is then ready to play the animations at any time, easily accessible through the user interface.
[0201] For example, if the theme input is "I want to teach the importance of honesty," the server will generate a story about "village animals learning honesty." The system will determine in real time whether the child is enjoying the animation and dynamically adjust the story and presentation as needed, providing an environment where parents and children can learn effectively. An example of a prompt message could be, "Generate a story that teaches the importance of sharing when you're with friends."
[0202] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0203] Step 1:
[0204] Users input information about educational topics or behavioral problems in their children into the device in text format. This input data becomes the raw material that forms the basis for future data processing.
[0205] Step 2:
[0206] The terminal receives the entered text information and sends it to the server. The server then starts the data entry process to use this information for analysis.
[0207] Step 3:
[0208] The server analyzes the received information using natural language processing techniques. Specifically, it extracts keywords from the text using the BERT model. This analysis provides key information that forms the basis of an educational story.
[0209] Step 4:
[0210] The server uses an AI model to generate educational stories based on the extracted keywords. This creates an original story structure that matches the user's specifications.
[0211] Step 5:
[0212] The server automatically generates graphical animations based on the generated story using animation software such as Blender. Characters and backgrounds are designed here, and the story is visually represented.
[0213] Step 6:
[0214] The server analyzes the user's real-time emotional state using emotion recognition technologies such as Affectiva. It takes voice tone and facial expression data as input, and outputs content adjustments based on the analysis results. This dynamically optimizes content in response to user reactions.
[0215] Step 7:
[0216] The server prepares the optimized animation for delivery to the user's device and converts it to the appropriate format. The converted data is provided in streaming or download format, allowing the user to view it on their device.
[0217] Step 8:
[0218] The device plays the received animation through the user interface. Users can easily access and use this as educational content.
[0219] 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.
[0220] 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.
[0221] 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.
[0222] [Second Embodiment]
[0223] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.
[0224] 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.
[0225] 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).
[0226] 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.
[0227] 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.
[0228] 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).
[0229] 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.
[0230] 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.
[0231] 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.
[0232] 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.
[0233] 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.
[0234] 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".
[0235] The implementation of the invention begins with the user inputting information about the topics they wish to teach or about their child's behavioral problems into a terminal via an interface. This information is typically in text format.
[0236] The terminal immediately sends the information entered by the user to the server. After receiving this information, the server uses an AI model to analyze it in detail and generate a story suitable for education.
[0237] Based on the generated story, the server automatically constructs the animation. This animation generation process includes elements such as creating storyboards and designing characters and scenes. The completed animation is designed to be visually easy to understand and to serve a wide range of educational purposes.
[0238] Next, the server converts the generated animation into a video format playable on the user's device. Once this process is complete, the animation is delivered to the device via streaming or download.
[0239] On the device, users can play the animations at any time using the provided interface. This allows users to provide educational value to children in their daily lives and promote moral learning.
[0240] For example, if a request is made to "teach honesty," the server will generate a story about "a kitten learning the importance of honesty among the village animals" and animate it. This animation is then delivered to the device, providing an opportunity for parents and children to watch it together and learn the lesson. In this way, the system supports effective moral education at home.
[0241] The following describes the processing flow.
[0242] Step 1:
[0243] The user inputs information about the educational topic or the child's behavioral problems through the device's interface. For example, they might input the topic "I want to teach my child to be honest" as text.
[0244] Step 2:
[0245] The terminal encodes the input information and sends it to the server. This involves sending data using an HTTP request.
[0246] Step 3:
[0247] The server analyzes the information received from the terminal. This analysis includes natural language processing using an AI model, which extracts keywords and phrases relevant to the input theme.
[0248] Step 4:
[0249] The server generates educational stories based on the analyzed data. This generation process uses a template-based framework that includes dynamic elements.
[0250] Step 5:
[0251] The server automatically generates animations based on the story. This includes processes such as character design, scene selection, and graphic creation.
[0252] Step 6:
[0253] The server converts the generated animation into a format playable on the user's device. Typically, this involves encoding it into a streamable video format.
[0254] Step 7:
[0255] The server delivers the converted animation to the terminal via the network. Caching or a CDN may be used as needed.
[0256] Step 8:
[0257] The device prepares to play the received animation. Playback buttons and other controls are placed on the interface for easy user access.
[0258] Step 9:
[0259] Users play animations on their devices and let their children watch them. To enhance the viewing experience, the system is designed to include interactive elements and playback controls.
[0260] (Example 1)
[0261] 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."
[0262] In modern families, the education provided to children is diversifying, with particular emphasis on moral education and the transmission of values necessary for daily life. However, in today's busy lives, parents often lack the time to select and provide appropriate educational content for their children. Therefore, there is a need for a system that can efficiently generate educational content based on specific themes and present it to children in a visually appealing format.
[0263] 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.
[0264] In this invention, the server includes means for acquiring educational theme information for the purpose of generating educational digital content, means for analyzing the educational theme information using natural language processing technology to generate a story suitable for education, and means for automatically generating visual teaching materials based on the story. This makes it possible for users to easily generate educational materials that suit their purposes and provide efficient and effective education to children.
[0265] "Educational digital content" refers to educational information and materials provided in digital format, designed to convey knowledge and values to children and learners.
[0266] "Educational theme information" refers to information about specific educational goals and the content to be taught, and serves as the basic data for generating educational content based on this information.
[0267] "Natural language processing technology" refers to the technology that enables computer systems to understand, analyze, and generate human language, and is used for understanding text data and extracting information.
[0268] "Means of generating narratives" refer to methods and technologies for creating narratives that are suitable for educational purposes based on given information, and involve creating narratives using generative AI models, etc.
[0269] "Visual teaching materials" are educational materials designed to convey information visually, and typically take the form of diagrams, animations, or videos.
[0270] "Computing devices" is a general term for devices and equipment used for information processing, and includes computers, smartphones, and tablets.
[0271] An "information display device" is a device that visually displays digital content, and includes computer monitors with screens, smartphones, tablets, and other similar devices.
[0272] This invention relates to a system for effectively generating educational digital content. When a user inputs educational theme information into a terminal, the system automatically analyzes that information and generates appropriate visual learning materials.
[0273] The user first enters information about the educational topic they want to address or their child's behavioral problems into the interface on their device. This information is usually provided in text format. For example, they might enter a specific educational topic such as "I want to teach honesty."
[0274] The terminal immediately sends the entered information to the server. The server analyzes the received information in detail using natural language processing technology. During the analysis process, a generative AI model is used to generate an educational story based on the input information. For example, a story might be generated about "village animals learning the importance of honesty."
[0275] Next, the server constructs visual learning materials based on the generated story. Software such as Adobe Animate and Blender are used for production. This results in visually engaging and educational learning materials.
[0276] The generated visual learning materials are converted by the server into a video format playable by the computer. The completed content is delivered to the computer via streaming or download. Users with terminals can play the stories narrated through the information display device at any time and show them to their children.
[0277] As a result, users can easily provide children with education tailored to their specific needs in their daily lives. For example, by entering the instruction "Generate a story to teach children honesty" into the system's prompt, a story and visual materials related to the relevant educational content will be provided.
[0278] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0279] Step 1:
[0280] Users input information about the topics or behavioral problems they wish to teach through the device's interface. This input is typically in text format. For example, they might input something like, "I want to teach honesty."
[0281] Step 2:
[0282] The terminal immediately sends the information input by the user to the server. At this time, the data is transferred using a secure protocol. After sending the input information, the terminal waits for the server's response.
[0283] Step 3:
[0284] The server analyzes the received information. Natural language processing technology is used in this analysis so that the input text information can be properly understood. The server uses a generative AI model to generate a story based on the given educational theme. For example, a story like "The animals in the village learn the importance of honesty" is output.
[0285] Step 4:
[0286] Based on the generated story, the server automatically constructs visual teaching materials. In this construction, data processing such as creating a storyboard, designing characters, and setting backgrounds is performed. As a result, a visually easy-to-read animation is output.
[0287] Step 5:
[0288] The server converts the completed animation into a video format that can be played by the terminal. In this conversion process, file format conversion, compression, etc. are performed. The converted video is prepared in a streaming format or a downloadable format.
[0289] Step 6:
[0290] The server distributes the converted visual teaching materials to the terminal. The user can play the distributed video at any time using the information display device of the terminal. Thereby, effective education can be provided to children in daily life.
[0291] (Application Example 1)
[0292] Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal."
[0293] In modern education, moral education and behavioral guidance at home are important, but there is a lack of effective teaching materials and methods. Furthermore, because educational content is not customized to the individual circumstances of each family and the age of the child, sufficient educational effectiveness is not achieved. There is also a need for methods to create a fun and engaging learning environment within the home.
[0294] 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.
[0295] In this invention, the server includes means for receiving information intended for generating educational data, means for analyzing the information and generating educational stories, means for automatically generating visual content based on the stories, means for distributing the generated visual content for presentation on home devices, and means for controlling a home robot that displays the visual content while interacting with the target person. This provides an educational environment in which children can learn in a fun and effective way at home, and enables customized education tailored to each family and target person.
[0296] "Educational data" refers to information and content used to convey knowledge and morals to children or specific target groups.
[0297] "Means of receiving information" refers to a system that acquires information from user input or other data sources.
[0298] "Means of analysis" refer to functions or devices used to understand and analyze received information.
[0299] An "educationally suitable story" is a narrative or story that is easy for the target audience to understand and is structured to provide educational value.
[0300] "Visual content" refers to information or stories presented visually in the form of animation or video.
[0301] "Means for automatic generation" refers to the function or process by which a system autonomously creates content without the intervention of human hands.
[0302] "Household appliances" refers to the general term for electrical appliances and devices used within a household.
[0303] "Means for distribution" refers to the mechanism for providing the generated content to the devices used by users.
[0304] "Interaction" refers to the exchange of information and actions between a robot or system and a person.
[0305] "Household robot" refers to a robot designed for use within a household and is a machine that operates in various scenes within the household.
[0306] To implement this invention, a series of systems and software used within a household are required. First, the user inputs information about the theme they want to educate or the problem behavior of the child they want to solve from a household terminal.
[0307] The terminal transmits the input information to the server. After receiving this information, the server analyzes the information using a generation AI model and generates an educational story suitable for the user. For this generation, an AI model known as a large language model is used. For example, a model using the Transformer architecture is suitable, and specifically, GPT-3 etc. can be mentioned.
[0308] Based on the generated story, the server automatically generates visual content. In this process, animation is created using 3D modeling tools such as Blender to provide visually appealing content. Also, the generated visual content is converted into a data format and distributed to household robots and devices.
[0309] Home robots display received visual content and provide educational experiences through interaction with users. For example, a robot can start playing content and ask questions along the way to capture a child's interest.
[0310] For example, if the input theme is "I want to know how to play cooperatively," the server will generate a story about forest animals working together to solve a problem. Visual content will be created based on this story, and a home robot will present it to the child. An example of a prompt to the generating AI model would be the instruction, "Based on the theme 'I want to know how to play cooperatively,' please create a story about forest animals working together to solve a problem."
[0311] This makes home-based education enjoyable and effective for children, and allows for customized education tailored to the specific circumstances of each family.
[0312] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0313] Step 1:
[0314] The user inputs information about the topics they want to teach or about their child's behavioral problems into the device. This information is entered in text format and then prepared as data to be sent from the device to the server. The input is text about specific topics or behavioral problems, and the output is text data sent to the server.
[0315] Step 2:
[0316] The server receives information sent from the terminal and analyzes the input information using a generative AI model. Here, a large-scale language model is used to generate educational stories from the user's input information. The input is text data, and the output is text data in the form of a detailed analyzed story. The AI model performs language processing based on the input information and generates new content using predictive generation.
[0317] Step 3:
[0318] The server automatically generates visual content based on the analyzed story. This process utilizes 3D modeling tools such as Blender to create story-based animations. The input is text data in the form of an educational story, and the output is a video content file. Video generation involves a process that includes storyboard design and character modeling.
[0319] Step 4:
[0320] The server distributes the generated visual content to the home robot. A format suitable for presenting the video content to children (e.g., MP4) is selected and transmitted to the robot via the internet. The input is a video content file, and the output is content stored in the home robot's data storage. A fast and stable distribution protocol is used.
[0321] Step 5:
[0322] The home robot plays back received visual content and presents it to the user. In doing so, the robot actively interacts with children using voice recognition and an interactive interface. Input is a visual content file, and output is a visual display of the content and dialogue with the child. Specific actions include the robot playing animations and asking questions about the theme during or after playback.
[0323] 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.
[0324] The embodiment of this invention begins with the user inputting information into a terminal about themes they wish to teach or about their child's behavioral problems. The information is primarily entered in text format.
[0325] When a user enters information, the device sends this information to the server. The server uses an AI model to analyze the received information and generate an educational story. Natural language processing technology is used for the analysis, extracting keywords based on the input information.
[0326] The server then automatically generates animations based on the generated story. Here, the animations are designed to include graphical elements such as character designs and scene settings, creating visually easy-to-understand educational content for the user.
[0327] Furthermore, this invention utilizes an emotion engine to recognize the user's emotions in real time and adjust the content's feedback accordingly. This emotion engine can analyze the user's voice tone, facial expressions, and gestures to determine their emotional state. As a result, the content can be dynamically adjusted in response to the user's reactions, providing a more personalized educational experience.
[0328] Next, the server converts the generated animation into a format playable on the user's device and delivers it via streaming or download. The device then prepares the animation for playback at any time and makes it easily accessible through the user interface.
[0329] For example, if the theme "I want to teach the importance of honesty" is entered, the server will generate a story about "village animals learning honesty." Then, using an emotion engine, it will determine in real time whether the child is enjoying the animation and adjust the content as needed. This will provide an environment where parents and children can learn effectively. In this way, the system supports moral education in diverse family environments.
[0330] The following describes the processing flow.
[0331] Step 1:
[0332] The user uses the terminal's input interface to enter text about the educational topic or the child's behavioral issues. For example, they might enter specific educational content such as, "I want to teach my child to be honest."
[0333] Step 2:
[0334] The terminal encodes the entered information and sends it to the server. This involves procedures for securely transmitting data using HTTP or HTTPS requests.
[0335] Step 3:
[0336] The server analyzes requests received from the terminal. The received data is processed by an AI model, which extracts keywords and insights necessary to generate educational stories.
[0337] Step 4:
[0338] The server constructs a storyline based on the extracted keywords. This process involves automatically arranging narrative elements using a templated story structure.
[0339] Step 5:
[0340] The server automatically generates animations based on the generated story. This animation generation process includes character design, background setting, and creation of animation sequences.
[0341] Step 6:
[0342] The server activates an emotion engine to recognize the user's emotions. Using the camera and microphone on the device, it analyzes the user's facial expressions, voice tone, and gestures in real time to determine the user's emotional state.
[0343] Step 7:
[0344] The server dynamically adjusts the animation content based on data acquired by the emotion engine. For example, if it determines that the user is bored, it can add new elements, such as changing the storyline.
[0345] Step 8:
[0346] The server encodes the generated animation in a format playable on the user's device and delivers it. It provides the animation via streaming or download.
[0347] Step 9:
[0348] The terminal receives the animation sent from the server and prepares a user interface for viewing. The user presses the play button through the interface to watch the animation.
[0349] Step 10:
[0350] Users can provide moral education to children by watching animations. The interface allows users to rewind and fast-forward, enabling them to watch the animations multiple times.
[0351] (Example 2)
[0352] 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".
[0353] In education, it is difficult to generate content tailored to individual children and adjust it in real time while monitoring its effectiveness. Existing systems only provide general educational content statically, and have the challenge of not being able to provide a flexible educational experience that is tailored to individual users.
[0354] 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.
[0355] In this invention, the server includes means for inputting educational information into an electronic device, means for transmitting the information to a data processing device, means for the data processing device to analyze the information and generate an educationally appropriate story using natural language processing technology, means for automatically generating graphic action representations based on the story, means for dynamically adjusting the generated graphic action representations according to the user's emotional state, and means for distributing the action representations to the electronic device and making them playable. This enables the rapid provision of personalized educational content to each user and a flexible educational experience that incorporates real-time feedback.
[0356] "Educational information" refers to data related to specific themes or topics that users input into electronic devices for learning purposes.
[0357] "Electronic devices" are devices that enable the input, reception, and display of information, and include computers, tablets, smartphones, and other similar devices.
[0358] A "data processing device" is a device that analyzes received information and performs appropriate processing on it, and refers to computers such as servers.
[0359] "Natural language processing technology" refers to technologies for processing human language using computers, and includes text analysis and keyword extraction.
[0360] A "narrative" is a linguistic structure generated based on a specific theme and used to convey educational content.
[0361] "Visualized action representation" refers to videos or animations that visually represent the content of a story.
[0362] "User emotional state" refers to the results of an analysis of the emotions and reactions that users show to content.
[0363] "Dynamic adjustment" means changing the content and presentation in real time according to the user's emotional state.
[0364] "To distribute and make playable" means to make the generated content easily accessible to users and available for viewing at any time.
[0365] In embodiments of the present invention, the user inputs information about the topic they wish to teach or about the child's behavioral problems into a terminal. The terminal is equipped with a communication function for transmitting the input information to a server. This information is usually entered in text format.
[0366] The server analyzes this information using natural language processing technology. Software libraries such as "spaCy" and "NLTK" are used during the analysis process. This extracts relevant keywords from the input information and generates educationally appropriate stories. The generated stories are then concretized using an AI model.
[0367] The server then creates animations based on the generated story, using them to express actions. This process involves designing characters and scenes using animation software such as Blender and Toon Boom. The animations include visually appealing elements and are designed to be easily understood by the user.
[0368] Furthermore, the server is equipped with an emotion engine that can adjust content feedback in real time according to the user's emotional state. This emotion engine uses emotion analysis libraries such as "DeepFace" and "OpenFace" to analyze the user's voice tone and facial expressions and determine their emotional state.
[0369] Finally, the server converts the generated animations into a format playable on the user's device and delivers them via streaming or download. The device then allows for easy playback of these animation contents through its user interface.
[0370] For example, if a user inputs the theme "I want to teach the importance of honesty," the server will generate a story based on that theme titled "The village animals learn honesty." An example of a prompt would be, "Generate an educational story for children. The theme is honesty. Please develop the story based on a village tale involving animals."
[0371] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0372] Step 1:
[0373] The user inputs the topic they want to teach or their child's behavioral problems into the device in text format. The input information includes detailed data based on the learning objectives. The device then prepares this input information to send to the server. As output, the data structure for sending to the server is prepared.
[0374] Step 2:
[0375] The terminal sends information entered by the user to the server. The server receives this information and analyzes it using natural language processing technology. Text data from the user is sent to the server as input, and keywords suitable for education are extracted from the analysis results as output. Specifically, semantic analysis and keyword extraction are performed using libraries such as "spaCy" and "NLTK".
[0376] Step 3:
[0377] The server generates a story using a generative AI model based on the analyzed keywords. The input consists of keywords and theme information obtained through analysis, and the output is a story suitable for educational purposes. In this process, the AI model receives prompts as instructions and generates the story.
[0378] Step 4:
[0379] The server automatically generates animations based on the generated story. The input consists of the generated story and character information, and the output is a visual animation intended as educational content. Specifically, character and scene design is carried out using software such as "Blender" and "Toon Boom."
[0380] Step 5:
[0381] The server activates the emotion engine and monitors the user's emotional state. It takes user response data (voice tone, facial expressions) as input, processes it using an emotion analysis library, and provides feedback on the emotional state as output. Based on this feedback, the animation content is dynamically adjusted to provide a personalized educational experience.
[0382] Step 6:
[0383] The server converts the finalized animation into a format playable on the device and delivers it to the device. The input consists of the animation and the user's format request, and the output is content viewable on the device. In this way, the device is ready to easily play the animation at any time via its user interface.
[0384] (Application Example 2)
[0385] 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."
[0386] Modern families demand personalized educational content that responds immediately to each child's learning needs and responses. However, existing educational systems struggle to analyze a child's emotional state in real time and adjust content accordingly. As a result, children tend to lose interest in educational content, making effective learning difficult.
[0387] 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.
[0388] In this invention, the server includes means for receiving information intended for generating educational content, means for analyzing the information and generating a story suitable for education, means for automatically generating animation based on the story, and means for analyzing the user's emotional state in real time and adjusting the content. This makes it possible to provide a more effective and interactive learning environment that keeps children interested in educational content.
[0389] "Educational content" refers to information and materials that align with the user's learning and educational objectives, and specifically, are provided in the form of stories or animations.
[0390] "Means of receiving information" refers to functions for collecting data provided or entered by users through their devices.
[0391] "Means of generating stories" refers to algorithms and technologies for creating educationally appropriate narratives based on received information.
[0392] "Methods for automatically generating animation" refers to the process of creating movements, including characters and backgrounds, using computer programs to visually represent the generated story.
[0393] "Means of delivery to devices" refers to the communication methods and technologies used to deliver generated animation content to the user's device.
[0394] "Methods for analyzing emotional states in real time" refer to technologies that analyze a user's voice and facial expressions to instantly determine their current emotions and reactions.
[0395] "Means of adjusting content" refers to the ability to modify or optimize the educational content provided on the fly based on analyzed emotional states.
[0396] This invention is a system aimed at generating educational content and providing an educational experience based on the user's emotions. First, the user inputs information about the topic they want to teach or their child's behavioral problems into a terminal in text format. The terminal then transmits this information to a server.
[0397] Next, the server analyzes the received information using natural language processing techniques to generate educational stories. This process utilizes natural language processing techniques such as the "BERT" model to extract keywords from the input information.
[0398] After the story is generated, the server automatically creates animations, including characters and scene settings based on the story, using animation creation software such as "Blender." This results in content that is visually easy for users to understand.
[0399] Furthermore, the server uses emotion recognition technologies such as the "Affectiva" SDK to analyze the user's emotional state in real time. Based on this, it can adjust content feedback to provide a more personalized educational experience. Emotional analysis includes the user's facial expressions, voice tone, and gestures.
[0400] The generated animations are converted to a format playable on the user's device and delivered via streaming or download. The device is then ready to play the animations at any time, easily accessible through the user interface.
[0401] For example, if the theme input is "I want to teach the importance of honesty," the server will generate a story about "village animals learning honesty." The system will determine in real time whether the child is enjoying the animation and dynamically adjust the story and presentation as needed, providing an environment where parents and children can learn effectively. An example of a prompt message could be, "Generate a story that teaches the importance of sharing when you're with friends."
[0402] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0403] Step 1:
[0404] Users input information about educational topics or behavioral problems in their children into the device in text format. This input data becomes the raw material that forms the basis for future data processing.
[0405] Step 2:
[0406] The terminal receives the entered text information and sends it to the server. The server then starts the data entry process to use this information for analysis.
[0407] Step 3:
[0408] The server analyzes the received information using natural language processing techniques. Specifically, it extracts keywords from the text using the BERT model. This analysis provides key information that forms the basis of an educational story.
[0409] Step 4:
[0410] The server uses an AI model to generate educational stories based on the extracted keywords. This creates an original story structure that matches the user's specifications.
[0411] Step 5:
[0412] The server automatically generates graphical animations based on the generated story using animation software such as Blender. Characters and backgrounds are designed here, and the story is visually represented.
[0413] Step 6:
[0414] The server analyzes the user's real-time emotional state using emotion recognition technologies such as Affectiva. It takes voice tone and facial expression data as input, and outputs content adjustments based on the analysis results. This dynamically optimizes content in response to user reactions.
[0415] Step 7:
[0416] The server prepares the optimized animation for delivery to the user's device and converts it to the appropriate format. The converted data is provided in streaming or download format, allowing the user to view it on their device.
[0417] Step 8:
[0418] The device plays the received animation through the user interface. Users can easily access and use this as educational content.
[0419] 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.
[0420] 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.
[0421] 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.
[0422] [Third Embodiment]
[0423] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.
[0424] 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.
[0425] 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).
[0426] 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.
[0427] 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.
[0428] 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).
[0429] 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.
[0430] 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.
[0431] 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.
[0432] 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.
[0433] 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.
[0434] 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".
[0435] The implementation of the invention begins with the user inputting information about the topics they wish to teach or about their child's behavioral problems into a terminal via an interface. This information is typically in text format.
[0436] The terminal immediately sends the information entered by the user to the server. After receiving this information, the server uses an AI model to analyze it in detail and generate a story suitable for education.
[0437] Based on the generated story, the server automatically constructs the animation. This animation generation process includes elements such as creating storyboards and designing characters and scenes. The completed animation is designed to be visually easy to understand and to serve a wide range of educational purposes.
[0438] Next, the server converts the generated animation into a video format playable on the user's device. Once this process is complete, the animation is delivered to the device via streaming or download.
[0439] On the device, users can play the animations at any time using the provided interface. This allows users to provide educational value to children in their daily lives and promote moral learning.
[0440] For example, if a request is made to "teach honesty," the server will generate a story about "a kitten learning the importance of honesty among the village animals" and animate it. This animation is then delivered to the device, providing an opportunity for parents and children to watch it together and learn the lesson. In this way, the system supports effective moral education at home.
[0441] The following describes the processing flow.
[0442] Step 1:
[0443] The user inputs information about the educational topic or the child's behavioral problems through the device's interface. For example, they might input the topic "I want to teach my child to be honest" as text.
[0444] Step 2:
[0445] The terminal encodes the input information and sends it to the server. This involves sending data using an HTTP request.
[0446] Step 3:
[0447] The server analyzes the information received from the terminal. This analysis includes natural language processing using an AI model, which extracts keywords and phrases relevant to the input theme.
[0448] Step 4:
[0449] The server generates educational stories based on the analyzed data. This generation process uses a template-based framework that includes dynamic elements.
[0450] Step 5:
[0451] The server automatically generates animations based on the story. This includes processes such as character design, scene selection, and graphic creation.
[0452] Step 6:
[0453] The server converts the generated animation into a format playable on the user's device. Typically, this involves encoding it into a streamable video format.
[0454] Step 7:
[0455] The server delivers the converted animation to the terminal via the network. Caching or a CDN may be used as needed.
[0456] Step 8:
[0457] The device prepares to play the received animation. Playback buttons and other controls are placed on the interface for easy user access.
[0458] Step 9:
[0459] Users play animations on their devices and let their children watch them. To enhance the viewing experience, the system is designed to include interactive elements and playback controls.
[0460] (Example 1)
[0461] 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."
[0462] In modern families, the education provided to children is diversifying, with particular emphasis on moral education and the transmission of values necessary for daily life. However, in today's busy lives, parents often lack the time to select and provide appropriate educational content for their children. Therefore, there is a need for a system that can efficiently generate educational content based on specific themes and present it to children in a visually appealing format.
[0463] 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.
[0464] In this invention, the server includes means for acquiring educational theme information for the purpose of generating educational digital content, means for analyzing the educational theme information using natural language processing technology to generate a story suitable for education, and means for automatically generating visual teaching materials based on the story. This makes it possible for users to easily generate educational materials that suit their purposes and provide efficient and effective education to children.
[0465] "Educational digital content" refers to educational information and materials provided in digital format, designed to convey knowledge and values to children and learners.
[0466] "Educational theme information" refers to information about specific educational goals and the content to be taught, and serves as the basic data for generating educational content based on this information.
[0467] "Natural language processing technology" refers to the technology that enables computer systems to understand, analyze, and generate human language, and is used for understanding text data and extracting information.
[0468] "Means of generating narratives" refer to methods and technologies for creating narratives that are suitable for educational purposes based on given information, and involve creating narratives using generative AI models, etc.
[0469] "Visual teaching materials" are educational materials designed to convey information visually, and typically take the form of diagrams, animations, or videos.
[0470] "Computing devices" is a general term for devices and equipment used for information processing, and includes computers, smartphones, and tablets.
[0471] An "information display device" is a device that visually displays digital content, and includes computer monitors with screens, smartphones, tablets, and other similar devices.
[0472] This invention relates to a system for effectively generating educational digital content. When a user inputs educational theme information into a terminal, the system automatically analyzes that information and generates appropriate visual learning materials.
[0473] The user first enters information about the educational topic they want to address or their child's behavioral problems into the interface on their device. This information is usually provided in text format. For example, they might enter a specific educational topic such as "I want to teach honesty."
[0474] The terminal immediately sends the entered information to the server. The server analyzes the received information in detail using natural language processing technology. During the analysis process, a generative AI model is used to generate an educational story based on the input information. For example, a story might be generated about "village animals learning the importance of honesty."
[0475] Next, the server constructs visual learning materials based on the generated story. Software such as Adobe Animate and Blender are used for production. This results in visually engaging and educational learning materials.
[0476] The generated visual learning materials are converted by the server into a video format playable by the computer. The completed content is delivered to the computer via streaming or download. Users with terminals can play the stories narrated through the information display device at any time and show them to their children.
[0477] As a result, users can easily provide children with education tailored to their specific needs in their daily lives. For example, by entering the instruction "Generate a story to teach children honesty" into the system's prompt, a story and visual materials related to the relevant educational content will be provided.
[0478] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0479] Step 1:
[0480] Users input information about the topics or behavioral problems they wish to teach through the device's interface. This input is typically in text format. For example, they might input something like, "I want to teach honesty."
[0481] Step 2:
[0482] The terminal immediately sends the information entered by the user to the server. The data is transferred using a secure protocol. After sending the input information, the terminal waits for a response from the server.
[0483] Step 3:
[0484] The server analyzes the received information. This analysis utilizes natural language processing technology to ensure that the input text information is properly understood. The server then uses a generative AI model to generate a story based on a given educational theme. For example, it might output a story about "village animals learning the importance of honesty."
[0485] Step 4:
[0486] The server automatically constructs visual learning materials based on the generated story. This construction involves data processing such as creating storyboards, designing characters, and setting backgrounds. This results in visually easy-to-read animations.
[0487] Step 5:
[0488] The server converts the completed animation into a video format playable by the device. This conversion process includes file format conversion and compression. The converted video is then available in streaming or downloadable format.
[0489] Step 6:
[0490] The server delivers the converted visual learning materials to the device. Users can then play the delivered videos at any time using the device's information display. This allows for effective education to be provided to children in their daily lives.
[0491] (Application Example 1)
[0492] 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."
[0493] In modern education, moral education and behavioral guidance at home are important, but there is a lack of effective teaching materials and methods. Furthermore, because educational content is not customized to the individual circumstances of each family and the age of the child, sufficient educational effectiveness is not achieved. There is also a need for methods to create a fun and engaging learning environment within the home.
[0494] 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.
[0495] In this invention, the server includes means for receiving information intended for generating educational data, means for analyzing the information and generating educational stories, means for automatically generating visual content based on the stories, means for distributing the generated visual content for presentation on home devices, and means for controlling a home robot that displays the visual content while interacting with the target person. This provides an educational environment in which children can learn in a fun and effective way at home, and enables customized education tailored to each family and target person.
[0496] "Educational data" refers to information and content used to convey knowledge and morals to children or specific target groups.
[0497] "Means of receiving information" refers to a system that acquires information from user input or other data sources.
[0498] "Means of analysis" refer to functions or devices used to understand and analyze received information.
[0499] An "educationally suitable story" is a narrative or story that is easy for the target audience to understand and is structured to provide educational value.
[0500] "Visual content" refers to information or stories presented visually in the form of animation or video.
[0501] "Means of automatic generation" refers to functions or processes in which a system autonomously creates content without human intervention.
[0502] "Household appliances" is a general term for electrical appliances and devices used in the home.
[0503] "Means of distribution" refers to a system for providing generated content to the devices used by users.
[0504] "Interaction" refers to the exchange of information and actions between robots or systems and humans.
[0505] A "household robot" is a robot designed for use within the home and is a machine that operates in various situations within the home.
[0506] To implement this invention, a series of systems and software for use within the home are required. First, the user inputs information about the topics they want to teach or the behavioral problems of their child that they want to address, using a home terminal.
[0507] The terminal sends the input information to the server. After receiving this information, the server analyzes it using a generative AI model and generates an educational story tailored to the user. This generation uses an AI model known as a large-scale language model. For example, a model using the Transformer architecture is suitable, specifically GPT-3.
[0508] Based on the generated story, the server automatically creates visual content. This process uses 3D modeling tools such as Blender to create animations and provide visually engaging content. The generated visual content is then converted into a data format and delivered to home robots and devices.
[0509] Home robots display received visual content and provide educational experiences through interaction with users. For example, a robot can start playing content and ask questions along the way to capture a child's interest.
[0510] For example, if the input theme is "I want to know how to play cooperatively," the server will generate a story about forest animals working together to solve a problem. Visual content will be created based on this story, and a home robot will present it to the child. An example of a prompt to the generating AI model would be the instruction, "Based on the theme 'I want to know how to play cooperatively,' please create a story about forest animals working together to solve a problem."
[0511] This makes home-based education enjoyable and effective for children, and allows for customized education tailored to the specific circumstances of each family.
[0512] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0513] Step 1:
[0514] The user inputs information about the topics they want to teach or about their child's behavioral problems into the device. This information is entered in text format and then prepared as data to be sent from the device to the server. The input is text about specific topics or behavioral problems, and the output is text data sent to the server.
[0515] Step 2:
[0516] The server receives information sent from the terminal and analyzes the input information using a generative AI model. Here, a large-scale language model is used to generate educational stories from the user's input information. The input is text data, and the output is text data in the form of a detailed analyzed story. The AI model performs language processing based on the input information and generates new content using predictive generation.
[0517] Step 3:
[0518] The server automatically generates visual content based on the analyzed story. This process utilizes 3D modeling tools such as Blender to create story-based animations. The input is text data in the form of an educational story, and the output is a video content file. Video generation involves a process that includes storyboard design and character modeling.
[0519] Step 4:
[0520] The server distributes the generated visual content to the home robot. A format suitable for presenting the video content to children (e.g., MP4) is selected and transmitted to the robot via the internet. The input is a video content file, and the output is content stored in the home robot's data storage. A fast and stable distribution protocol is used.
[0521] Step 5:
[0522] The home robot plays back received visual content and presents it to the user. In doing so, the robot actively interacts with children using voice recognition and an interactive interface. Input is a visual content file, and output is a visual display of the content and dialogue with the child. Specific actions include the robot playing animations and asking questions about the theme during or after playback.
[0523] 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.
[0524] The embodiment of this invention begins with the user inputting information into a terminal about themes they wish to teach or about their child's behavioral problems. The information is primarily entered in text format.
[0525] When a user enters information, the device sends this information to the server. The server uses an AI model to analyze the received information and generate an educational story. Natural language processing technology is used for the analysis, extracting keywords based on the input information.
[0526] The server then automatically generates animations based on the generated story. Here, the animations are designed to include graphical elements such as character designs and scene settings, creating visually easy-to-understand educational content for the user.
[0527] Furthermore, this invention utilizes an emotion engine to recognize the user's emotions in real time and adjust the content's feedback accordingly. This emotion engine can analyze the user's voice tone, facial expressions, and gestures to determine their emotional state. As a result, the content can be dynamically adjusted in response to the user's reactions, providing a more personalized educational experience.
[0528] Next, the server converts the generated animation into a format playable on the user's device and delivers it via streaming or download. The device then prepares the animation for playback at any time and makes it easily accessible through the user interface.
[0529] For example, if the theme "I want to teach the importance of honesty" is entered, the server will generate a story about "village animals learning honesty." Then, using an emotion engine, it will determine in real time whether the child is enjoying the animation and adjust the content as needed. This will provide an environment where parents and children can learn effectively. In this way, the system supports moral education in diverse family environments.
[0530] The following describes the processing flow.
[0531] Step 1:
[0532] The user uses the terminal's input interface to enter text about the educational topic or the child's behavioral issues. For example, they might enter specific educational content such as, "I want to teach my child to be honest."
[0533] Step 2:
[0534] The terminal encodes the entered information and sends it to the server. This involves procedures for securely transmitting data using HTTP or HTTPS requests.
[0535] Step 3:
[0536] The server analyzes requests received from the terminal. The received data is processed by an AI model, which extracts keywords and insights necessary to generate educational stories.
[0537] Step 4:
[0538] The server constructs a storyline based on the extracted keywords. This process involves automatically arranging narrative elements using a templated story structure.
[0539] Step 5:
[0540] The server automatically generates animations based on the generated story. This animation generation process includes character design, background setting, and creation of animation sequences.
[0541] Step 6:
[0542] The server activates an emotion engine to recognize the user's emotions. Using the camera and microphone on the device, it analyzes the user's facial expressions, voice tone, and gestures in real time to determine the user's emotional state.
[0543] Step 7:
[0544] The server dynamically adjusts the animation content based on data acquired by the emotion engine. For example, if it determines that the user is bored, it can add new elements, such as changing the storyline.
[0545] Step 8:
[0546] The server encodes the generated animation in a format playable on the user's device and delivers it. It provides the animation via streaming or download.
[0547] Step 9:
[0548] The terminal receives the animation sent from the server and prepares a user interface for viewing. The user presses the play button through the interface to watch the animation.
[0549] Step 10:
[0550] Users can provide moral education to children by watching animations. The interface allows users to rewind and fast-forward, enabling them to watch the animations multiple times.
[0551] (Example 2)
[0552] 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."
[0553] In education, it is difficult to generate content tailored to individual children and adjust it in real time while monitoring its effectiveness. Existing systems only provide general educational content statically, and have the challenge of not being able to provide a flexible educational experience that is tailored to individual users.
[0554] 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.
[0555] In this invention, the server includes means for inputting educational information into an electronic device, means for transmitting the information to a data processing device, means for the data processing device to analyze the information and generate an educationally appropriate story using natural language processing technology, means for automatically generating graphic action representations based on the story, means for dynamically adjusting the generated graphic action representations according to the user's emotional state, and means for distributing the action representations to the electronic device and making them playable. This enables the rapid provision of personalized educational content to each user and a flexible educational experience that incorporates real-time feedback.
[0556] "Educational information" refers to data related to specific themes or topics that users input into electronic devices for learning purposes.
[0557] "Electronic devices" are devices that enable the input, reception, and display of information, and include computers, tablets, smartphones, and other similar devices.
[0558] A "data processing device" is a device that analyzes received information and performs appropriate processing on it, and refers to computers such as servers.
[0559] "Natural language processing technology" refers to technologies for processing human language using computers, and includes text analysis and keyword extraction.
[0560] A "narrative" is a linguistic structure generated based on a specific theme and used to convey educational content.
[0561] "Visualized action representation" refers to videos or animations that visually represent the content of a story.
[0562] "User emotional state" refers to the results of an analysis of the emotions and reactions that users show to content.
[0563] "Dynamic adjustment" means changing the content and presentation in real time according to the user's emotional state.
[0564] "To distribute and make playable" means to make the generated content easily accessible to users and available for viewing at any time.
[0565] In embodiments of the present invention, the user inputs information about the topic they wish to teach or about the child's behavioral problems into a terminal. The terminal is equipped with a communication function for transmitting the input information to a server. This information is usually entered in text format.
[0566] The server analyzes this information using natural language processing technology. Software libraries such as "spaCy" and "NLTK" are used during the analysis process. This extracts relevant keywords from the input information and generates educationally appropriate stories. The generated stories are then concretized using an AI model.
[0567] The server then creates animations based on the generated story, using them to express actions. This process involves designing characters and scenes using animation software such as Blender and Toon Boom. The animations include visually appealing elements and are designed to be easily understood by the user.
[0568] Furthermore, the server is equipped with an emotion engine that can adjust content feedback in real time according to the user's emotional state. This emotion engine uses emotion analysis libraries such as "DeepFace" and "OpenFace" to analyze the user's voice tone and facial expressions and determine their emotional state.
[0569] Finally, the server converts the generated animations into a format playable on the user's device and delivers them via streaming or download. The device then allows for easy playback of these animation contents through its user interface.
[0570] For example, if a user inputs the theme "I want to teach the importance of honesty," the server will generate a story based on that theme titled "The village animals learn honesty." An example of a prompt would be, "Generate an educational story for children. The theme is honesty. Please develop the story based on a village tale involving animals."
[0571] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0572] Step 1:
[0573] The user inputs the topic they want to teach or their child's behavioral problems into the device in text format. The input information includes detailed data based on the learning objectives. The device then prepares this input information to send to the server. As output, the data structure for sending to the server is prepared.
[0574] Step 2:
[0575] The terminal sends information entered by the user to the server. The server receives this information and analyzes it using natural language processing technology. Text data from the user is sent to the server as input, and keywords suitable for education are extracted from the analysis results as output. Specifically, semantic analysis and keyword extraction are performed using libraries such as "spaCy" and "NLTK".
[0576] Step 3:
[0577] The server generates a story using a generative AI model based on the analyzed keywords. The input consists of keywords and theme information obtained through analysis, and the output is a story suitable for educational purposes. In this process, the AI model receives prompts as instructions and generates the story.
[0578] Step 4:
[0579] The server automatically generates animations based on the generated story. The input consists of the generated story and character information, and the output is a visual animation intended as educational content. Specifically, character and scene design is carried out using software such as "Blender" and "Toon Boom."
[0580] Step 5:
[0581] The server activates the emotion engine and monitors the user's emotional state. It takes user response data (voice tone, facial expressions) as input, processes it using an emotion analysis library, and provides feedback on the emotional state as output. Based on this feedback, the animation content is dynamically adjusted to provide a personalized educational experience.
[0582] Step 6:
[0583] The server converts the finalized animation into a format playable on the device and delivers it to the device. The input consists of the animation and the user's format request, and the output is content viewable on the device. In this way, the device is ready to easily play the animation at any time via its user interface.
[0584] (Application Example 2)
[0585] 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."
[0586] Modern families demand personalized educational content that responds immediately to each child's learning needs and responses. However, existing educational systems struggle to analyze a child's emotional state in real time and adjust content accordingly. As a result, children tend to lose interest in educational content, making effective learning difficult.
[0587] 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.
[0588] In this invention, the server includes means for receiving information intended for generating educational content, means for analyzing the information and generating a story suitable for education, means for automatically generating animation based on the story, and means for analyzing the user's emotional state in real time and adjusting the content. This makes it possible to provide a more effective and interactive learning environment that keeps children interested in educational content.
[0589] "Educational content" refers to information and materials that align with the user's learning and educational objectives, and specifically, are provided in the form of stories or animations.
[0590] "Means of receiving information" refers to functions for collecting data provided or entered by users through their devices.
[0591] "Means of generating stories" refers to algorithms and technologies for creating educationally appropriate narratives based on received information.
[0592] "Methods for automatically generating animation" refers to the process of creating movements, including characters and backgrounds, using computer programs to visually represent the generated story.
[0593] "Means of delivery to devices" refers to the communication methods and technologies used to deliver generated animation content to the user's device.
[0594] "Methods for analyzing emotional states in real time" refer to technologies that analyze a user's voice and facial expressions to instantly determine their current emotions and reactions.
[0595] "Means of adjusting content" refers to the ability to modify or optimize the educational content provided on the fly based on analyzed emotional states.
[0596] This invention is a system aimed at generating educational content and providing an educational experience based on the user's emotions. First, the user inputs information about the topic they want to teach or their child's behavioral problems into a terminal in text format. The terminal then transmits this information to a server.
[0597] Next, the server analyzes the received information using natural language processing techniques to generate educational stories. This process utilizes natural language processing techniques such as the "BERT" model to extract keywords from the input information.
[0598] After the story is generated, the server automatically creates animations, including characters and scene settings based on the story, using animation creation software such as "Blender." This results in content that is visually easy for users to understand.
[0599] Furthermore, the server uses emotion recognition technologies such as the "Affectiva" SDK to analyze the user's emotional state in real time. Based on this, it can adjust content feedback to provide a more personalized educational experience. Emotional analysis includes the user's facial expressions, voice tone, and gestures.
[0600] The generated animations are converted to a format playable on the user's device and delivered via streaming or download. The device is then ready to play the animations at any time, easily accessible through the user interface.
[0601] For example, if the theme input is "I want to teach the importance of honesty," the server will generate a story about "village animals learning honesty." The system will determine in real time whether the child is enjoying the animation and dynamically adjust the story and presentation as needed, providing an environment where parents and children can learn effectively. An example of a prompt message could be, "Generate a story that teaches the importance of sharing when you're with friends."
[0602] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0603] Step 1:
[0604] Users input information about educational topics or behavioral problems in their children into the device in text format. This input data becomes the raw material that forms the basis for future data processing.
[0605] Step 2:
[0606] The terminal receives the entered text information and sends it to the server. The server then starts the data entry process to use this information for analysis.
[0607] Step 3:
[0608] The server analyzes the received information using natural language processing techniques. Specifically, it extracts keywords from the text using the BERT model. This analysis provides key information that forms the basis of an educational story.
[0609] Step 4:
[0610] The server uses an AI model to generate educational stories based on the extracted keywords. This creates an original story structure that matches the user's specifications.
[0611] Step 5:
[0612] The server automatically generates graphical animations based on the generated story using animation software such as Blender. Characters and backgrounds are designed here, and the story is visually represented.
[0613] Step 6:
[0614] The server analyzes the user's real-time emotional state using emotion recognition technologies such as Affectiva. It takes voice tone and facial expression data as input, and outputs content adjustments based on the analysis results. This dynamically optimizes content in response to user reactions.
[0615] Step 7:
[0616] The server prepares the optimized animation for delivery to the user's device and converts it to the appropriate format. The converted data is provided in streaming or download format, allowing the user to view it on their device.
[0617] Step 8:
[0618] The device plays the received animation through the user interface. Users can easily access and use this as educational content.
[0619] 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.
[0620] 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.
[0621] 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.
[0622] [Fourth Embodiment]
[0623] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.
[0624] 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.
[0625] 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).
[0626] 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.
[0627] 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.
[0628] 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).
[0629] 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.
[0630] 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.
[0631] 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.
[0632] 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.
[0633] 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.
[0634] 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.
[0635] 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".
[0636] The implementation of the invention begins with the user inputting information about the topics they wish to teach or about their child's behavioral problems into a terminal via an interface. This information is typically in text format.
[0637] The terminal immediately sends the information entered by the user to the server. After receiving this information, the server uses an AI model to analyze it in detail and generate a story suitable for education.
[0638] Based on the generated story, the server automatically constructs the animation. This animation generation process includes elements such as creating storyboards and designing characters and scenes. The completed animation is designed to be visually easy to understand and to serve a wide range of educational purposes.
[0639] Next, the server converts the generated animation into a video format playable on the user's device. Once this process is complete, the animation is delivered to the device via streaming or download.
[0640] On the device, users can play the animations at any time using the provided interface. This allows users to provide educational value to children in their daily lives and promote moral learning.
[0641] For example, if a request is made to "teach honesty," the server will generate a story about "a kitten learning the importance of honesty among the village animals" and animate it. This animation is then delivered to the device, providing an opportunity for parents and children to watch it together and learn the lesson. In this way, the system supports effective moral education at home.
[0642] The following describes the processing flow.
[0643] Step 1:
[0644] The user inputs information about the educational topic or the child's behavioral problems through the device's interface. For example, they might input the topic "I want to teach my child to be honest" as text.
[0645] Step 2:
[0646] The terminal encodes the input information and sends it to the server. This involves sending data using an HTTP request.
[0647] Step 3:
[0648] The server analyzes the information received from the terminal. This analysis includes natural language processing using an AI model, which extracts keywords and phrases relevant to the input theme.
[0649] Step 4:
[0650] The server generates educational stories based on the analyzed data. This generation process uses a template-based framework that includes dynamic elements.
[0651] Step 5:
[0652] The server automatically generates animations based on the story. This includes processes such as character design, scene selection, and graphic creation.
[0653] Step 6:
[0654] The server converts the generated animation into a format playable on the user's device. Typically, this involves encoding it into a streamable video format.
[0655] Step 7:
[0656] The server delivers the converted animation to the terminal via the network. Caching or a CDN may be used as needed.
[0657] Step 8:
[0658] The device prepares to play the received animation. Playback buttons and other controls are placed on the interface for easy user access.
[0659] Step 9:
[0660] Users play animations on their devices and let their children watch them. To enhance the viewing experience, the system is designed to include interactive elements and playback controls.
[0661] (Example 1)
[0662] 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".
[0663] In modern families, the education provided to children is diversifying, with particular emphasis on moral education and the transmission of values necessary for daily life. However, in today's busy lives, parents often lack the time to select and provide appropriate educational content for their children. Therefore, there is a need for a system that can efficiently generate educational content based on specific themes and present it to children in a visually appealing format.
[0664] 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.
[0665] In this invention, the server includes means for acquiring educational theme information for the purpose of generating educational digital content, means for analyzing the educational theme information using natural language processing technology to generate a story suitable for education, and means for automatically generating visual teaching materials based on the story. This makes it possible for users to easily generate educational materials that suit their purposes and provide efficient and effective education to children.
[0666] "Educational digital content" refers to educational information and materials provided in digital format, designed to convey knowledge and values to children and learners.
[0667] "Educational theme information" refers to information about specific educational goals and the content to be taught, and serves as the basic data for generating educational content based on this information.
[0668] "Natural language processing technology" refers to the technology that enables computer systems to understand, analyze, and generate human language, and is used for understanding text data and extracting information.
[0669] "Means of generating narratives" refer to methods and technologies for creating narratives that are suitable for educational purposes based on given information, and involve creating narratives using generative AI models, etc.
[0670] "Visual teaching materials" are educational materials designed to convey information visually, and typically take the form of diagrams, animations, or videos.
[0671] "Computing devices" is a general term for devices and equipment used for information processing, and includes computers, smartphones, and tablets.
[0672] An "information display device" is a device that visually displays digital content, and includes computer monitors with screens, smartphones, tablets, and other similar devices.
[0673] This invention relates to a system for effectively generating educational digital content. When a user inputs educational theme information into a terminal, the system automatically analyzes that information and generates appropriate visual learning materials.
[0674] The user first enters information about the educational topic they want to address or their child's behavioral problems into the interface on their device. This information is usually provided in text format. For example, they might enter a specific educational topic such as "I want to teach honesty."
[0675] The terminal immediately sends the entered information to the server. The server analyzes the received information in detail using natural language processing technology. During the analysis process, a generative AI model is used to generate an educational story based on the input information. For example, a story might be generated about "village animals learning the importance of honesty."
[0676] Next, the server constructs visual learning materials based on the generated story. Software such as Adobe Animate and Blender are used for production. This results in visually engaging and educational learning materials.
[0677] The generated visual learning materials are converted by the server into a video format playable by the computer. The completed content is delivered to the computer via streaming or download. Users with terminals can play the stories narrated through the information display device at any time and show them to their children.
[0678] As a result, users can easily provide children with education tailored to their specific needs in their daily lives. For example, by entering the instruction "Generate a story to teach children honesty" into the system's prompt, a story and visual materials related to the relevant educational content will be provided.
[0679] The flow of the specific processing in Example 1 will be explained using Figure 11.
[0680] Step 1:
[0681] Users input information about the topics or behavioral problems they wish to teach through the device's interface. This input is typically in text format. For example, they might input something like, "I want to teach honesty."
[0682] Step 2:
[0683] The terminal immediately sends the information entered by the user to the server. The data is transferred using a secure protocol. After sending the input information, the terminal waits for a response from the server.
[0684] Step 3:
[0685] The server analyzes the received information. This analysis utilizes natural language processing technology to ensure that the input text information is properly understood. The server then uses a generative AI model to generate a story based on a given educational theme. For example, it might output a story about "village animals learning the importance of honesty."
[0686] Step 4:
[0687] The server automatically constructs visual learning materials based on the generated story. This construction involves data processing such as creating storyboards, designing characters, and setting backgrounds. This results in visually easy-to-read animations.
[0688] Step 5:
[0689] The server converts the completed animation into a video format playable by the device. This conversion process includes file format conversion and compression. The converted video is then available in streaming or downloadable format.
[0690] Step 6:
[0691] The server delivers the converted visual learning materials to the device. Users can then play the delivered videos at any time using the device's information display. This allows for effective education to be provided to children in their daily lives.
[0692] (Application Example 1)
[0693] 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".
[0694] In modern education, moral education and behavioral guidance at home are important, but there is a lack of effective teaching materials and methods. Furthermore, because educational content is not customized to the individual circumstances of each family and the age of the child, sufficient educational effectiveness is not achieved. There is also a need for methods to create a fun and engaging learning environment within the home.
[0695] 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.
[0696] In this invention, the server includes means for receiving information intended for generating educational data, means for analyzing the information and generating educational stories, means for automatically generating visual content based on the stories, means for distributing the generated visual content for presentation on home devices, and means for controlling a home robot that displays the visual content while interacting with the target person. This provides an educational environment in which children can learn in a fun and effective way at home, and enables customized education tailored to each family and target person.
[0697] "Educational data" refers to information and content used to convey knowledge and morals to children or specific target groups.
[0698] "Means of receiving information" refers to a system that acquires information from user input or other data sources.
[0699] "Means of analysis" refer to functions or devices used to understand and analyze received information.
[0700] An "educationally suitable story" is a narrative or story that is easy for the target audience to understand and is structured to provide educational value.
[0701] "Visual content" refers to information or stories presented visually in the form of animation or video.
[0702] "Means of automatic generation" refers to functions or processes in which a system autonomously creates content without human intervention.
[0703] "Household appliances" is a general term for electrical appliances and devices used in the home.
[0704] "Means of distribution" refers to a system for providing generated content to the devices used by users.
[0705] "Interaction" refers to the exchange of information and actions between robots or systems and humans.
[0706] A "household robot" is a robot designed for use within the home and is a machine that operates in various situations within the home.
[0707] To implement this invention, a series of systems and software for use within the home are required. First, the user inputs information about the topics they want to teach or the behavioral problems of their child that they want to address, using a home terminal.
[0708] The terminal sends the input information to the server. After receiving this information, the server analyzes it using a generative AI model and generates an educational story tailored to the user. This generation uses an AI model known as a large-scale language model. For example, a model using the Transformer architecture is suitable, specifically GPT-3.
[0709] Based on the generated story, the server automatically creates visual content. This process uses 3D modeling tools such as Blender to create animations and provide visually engaging content. The generated visual content is then converted into a data format and delivered to home robots and devices.
[0710] Home robots display received visual content and provide educational experiences through interaction with users. For example, a robot can start playing content and ask questions along the way to capture a child's interest.
[0711] For example, if the input theme is "I want to know how to play cooperatively," the server will generate a story about forest animals working together to solve a problem. Visual content will be created based on this story, and a home robot will present it to the child. An example of a prompt to the generating AI model would be the instruction, "Based on the theme 'I want to know how to play cooperatively,' please create a story about forest animals working together to solve a problem."
[0712] This makes home-based education enjoyable and effective for children, and allows for customized education tailored to the specific circumstances of each family.
[0713] The flow of a specific process in Application Example 1 will be explained using Figure 12.
[0714] Step 1:
[0715] The user inputs information about the topics they want to teach or about their child's behavioral problems into the device. This information is entered in text format and then prepared as data to be sent from the device to the server. The input is text about specific topics or behavioral problems, and the output is text data sent to the server.
[0716] Step 2:
[0717] The server receives information sent from the terminal and analyzes the input information using a generative AI model. Here, a large-scale language model is used to generate educational stories from the user's input information. The input is text data, and the output is text data in the form of a detailed analyzed story. The AI model performs language processing based on the input information and generates new content using predictive generation.
[0718] Step 3:
[0719] The server automatically generates visual content based on the analyzed story. This process utilizes 3D modeling tools such as Blender to create story-based animations. The input is text data in the form of an educational story, and the output is a video content file. Video generation involves a process that includes storyboard design and character modeling.
[0720] Step 4:
[0721] The server distributes the generated visual content to the home robot. A format suitable for presenting the video content to children (e.g., MP4) is selected and transmitted to the robot via the internet. The input is a video content file, and the output is content stored in the home robot's data storage. A fast and stable distribution protocol is used.
[0722] Step 5:
[0723] The home robot plays back received visual content and presents it to the user. In doing so, the robot actively interacts with children using voice recognition and an interactive interface. Input is a visual content file, and output is a visual display of the content and dialogue with the child. Specific actions include the robot playing animations and asking questions about the theme during or after playback.
[0724] 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.
[0725] The embodiment of this invention begins with the user inputting information into a terminal about themes they wish to teach or about their child's behavioral problems. The information is primarily entered in text format.
[0726] When a user enters information, the device sends this information to the server. The server uses an AI model to analyze the received information and generate an educational story. Natural language processing technology is used for the analysis, extracting keywords based on the input information.
[0727] The server then automatically generates animations based on the generated story. Here, the animations are designed to include graphical elements such as character designs and scene settings, creating visually easy-to-understand educational content for the user.
[0728] Furthermore, this invention utilizes an emotion engine to recognize the user's emotions in real time and adjust the content's feedback accordingly. This emotion engine can analyze the user's voice tone, facial expressions, and gestures to determine their emotional state. As a result, the content can be dynamically adjusted in response to the user's reactions, providing a more personalized educational experience.
[0729] Next, the server converts the generated animation into a format playable on the user's device and delivers it via streaming or download. The device then prepares the animation for playback at any time and makes it easily accessible through the user interface.
[0730] For example, if the theme "I want to teach the importance of honesty" is entered, the server will generate a story about "village animals learning honesty." Then, using an emotion engine, it will determine in real time whether the child is enjoying the animation and adjust the content as needed. This will provide an environment where parents and children can learn effectively. In this way, the system supports moral education in diverse family environments.
[0731] The following describes the processing flow.
[0732] Step 1:
[0733] The user uses the terminal's input interface to enter text about the educational topic or the child's behavioral issues. For example, they might enter specific educational content such as, "I want to teach my child to be honest."
[0734] Step 2:
[0735] The terminal encodes the entered information and sends it to the server. This involves procedures for securely transmitting data using HTTP or HTTPS requests.
[0736] Step 3:
[0737] The server analyzes requests received from the terminal. The received data is processed by an AI model, which extracts keywords and insights necessary to generate educational stories.
[0738] Step 4:
[0739] The server constructs a storyline based on the extracted keywords. This process involves automatically arranging narrative elements using a templated story structure.
[0740] Step 5:
[0741] The server automatically generates animations based on the generated story. This animation generation process includes character design, background setting, and creation of animation sequences.
[0742] Step 6:
[0743] The server activates an emotion engine to recognize the user's emotions. Using the camera and microphone on the device, it analyzes the user's facial expressions, voice tone, and gestures in real time to determine the user's emotional state.
[0744] Step 7:
[0745] The server dynamically adjusts the animation content based on data acquired by the emotion engine. For example, if it determines that the user is bored, it can add new elements, such as changing the storyline.
[0746] Step 8:
[0747] The server encodes the generated animation in a format playable on the user's device and delivers it. It provides the animation via streaming or download.
[0748] Step 9:
[0749] The terminal receives the animation sent from the server and prepares a user interface for viewing. The user presses the play button through the interface to watch the animation.
[0750] Step 10:
[0751] Users can provide moral education to children by watching animations. The interface allows users to rewind and fast-forward, enabling them to watch the animations multiple times.
[0752] (Example 2)
[0753] 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".
[0754] In education, it is difficult to generate content tailored to individual children and adjust it in real time while monitoring its effectiveness. Existing systems only provide general educational content statically, and have the challenge of not being able to provide a flexible educational experience that is tailored to individual users.
[0755] 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.
[0756] In this invention, the server includes means for inputting educational information into an electronic device, means for transmitting the information to a data processing device, means for the data processing device to analyze the information and generate an educationally appropriate story using natural language processing technology, means for automatically generating graphic action representations based on the story, means for dynamically adjusting the generated graphic action representations according to the user's emotional state, and means for distributing the action representations to the electronic device and making them playable. This enables the rapid provision of personalized educational content to each user and a flexible educational experience that incorporates real-time feedback.
[0757] "Educational information" refers to data related to specific themes or topics that users input into electronic devices for learning purposes.
[0758] "Electronic devices" are devices that enable the input, reception, and display of information, and include computers, tablets, smartphones, and other similar devices.
[0759] A "data processing device" is a device that analyzes received information and performs appropriate processing on it, and refers to computers such as servers.
[0760] "Natural language processing technology" refers to technologies for processing human language using computers, and includes text analysis and keyword extraction.
[0761] A "narrative" is a linguistic structure generated based on a specific theme and used to convey educational content.
[0762] "Visualized action representation" refers to videos or animations that visually represent the content of a story.
[0763] "User emotional state" refers to the results of an analysis of the emotions and reactions that users show to content.
[0764] "Dynamic adjustment" means changing the content and presentation in real time according to the user's emotional state.
[0765] "To distribute and make playable" means to make the generated content easily accessible to users and available for viewing at any time.
[0766] In embodiments of the present invention, the user inputs information about the topic they wish to teach or about the child's behavioral problems into a terminal. The terminal is equipped with a communication function for transmitting the input information to a server. This information is usually entered in text format.
[0767] The server analyzes this information using natural language processing technology. Software libraries such as "spaCy" and "NLTK" are used during the analysis process. This extracts relevant keywords from the input information and generates educationally appropriate stories. The generated stories are then concretized using an AI model.
[0768] The server then creates animations based on the generated story, using them to express actions. This process involves designing characters and scenes using animation software such as Blender and Toon Boom. The animations include visually appealing elements and are designed to be easily understood by the user.
[0769] Furthermore, the server is equipped with an emotion engine that can adjust content feedback in real time according to the user's emotional state. This emotion engine uses emotion analysis libraries such as "DeepFace" and "OpenFace" to analyze the user's voice tone and facial expressions and determine their emotional state.
[0770] Finally, the server converts the generated animations into a format playable on the user's device and delivers them via streaming or download. The device then allows for easy playback of these animation contents through its user interface.
[0771] For example, if a user inputs the theme "I want to teach the importance of honesty," the server will generate a story based on that theme titled "The village animals learn honesty." An example of a prompt would be, "Generate an educational story for children. The theme is honesty. Please develop the story based on a village tale involving animals."
[0772] The flow of the specific processing in Example 2 will be explained using Figure 13.
[0773] Step 1:
[0774] The user inputs the topic they want to teach or their child's behavioral problems into the device in text format. The input information includes detailed data based on the learning objectives. The device then prepares this input information to send to the server. As output, the data structure for sending to the server is prepared.
[0775] Step 2:
[0776] The terminal sends information entered by the user to the server. The server receives this information and analyzes it using natural language processing technology. Text data from the user is sent to the server as input, and keywords suitable for education are extracted from the analysis results as output. Specifically, semantic analysis and keyword extraction are performed using libraries such as "spaCy" and "NLTK".
[0777] Step 3:
[0778] The server generates a story using a generative AI model based on the analyzed keywords. The input consists of keywords and theme information obtained through analysis, and the output is a story suitable for educational purposes. In this process, the AI model receives prompts as instructions and generates the story.
[0779] Step 4:
[0780] The server automatically generates animations based on the generated story. The input consists of the generated story and character information, and the output is a visual animation intended as educational content. Specifically, character and scene design is carried out using software such as "Blender" and "Toon Boom."
[0781] Step 5:
[0782] The server activates the emotion engine and monitors the user's emotional state. It takes user response data (voice tone, facial expressions) as input, processes it using an emotion analysis library, and provides feedback on the emotional state as output. Based on this feedback, the animation content is dynamically adjusted to provide a personalized educational experience.
[0783] Step 6:
[0784] The server converts the finalized animation into a format playable on the device and delivers it to the device. The input consists of the animation and the user's format request, and the output is content viewable on the device. In this way, the device is ready to easily play the animation at any time via its user interface.
[0785] (Application Example 2)
[0786] 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".
[0787] Modern families demand personalized educational content that responds immediately to each child's learning needs and responses. However, existing educational systems struggle to analyze a child's emotional state in real time and adjust content accordingly. As a result, children tend to lose interest in educational content, making effective learning difficult.
[0788] 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.
[0789] In this invention, the server includes means for receiving information intended for generating educational content, means for analyzing the information and generating a story suitable for education, means for automatically generating animation based on the story, and means for analyzing the user's emotional state in real time and adjusting the content. This makes it possible to provide a more effective and interactive learning environment that keeps children interested in educational content.
[0790] "Educational content" refers to information and materials that align with the user's learning and educational objectives, and specifically, are provided in the form of stories or animations.
[0791] "Means of receiving information" refers to functions for collecting data provided or entered by users through their devices.
[0792] "Means of generating stories" refers to algorithms and technologies for creating educationally appropriate narratives based on received information.
[0793] "Methods for automatically generating animation" refers to the process of creating movements, including characters and backgrounds, using computer programs to visually represent the generated story.
[0794] "Means of delivery to devices" refers to the communication methods and technologies used to deliver generated animation content to the user's device.
[0795] "Methods for analyzing emotional states in real time" refer to technologies that analyze a user's voice and facial expressions to instantly determine their current emotions and reactions.
[0796] "Means of adjusting content" refers to the ability to modify or optimize the educational content provided on the fly based on analyzed emotional states.
[0797] This invention is a system aimed at generating educational content and providing an educational experience based on the user's emotions. First, the user inputs information about the topic they want to teach or their child's behavioral problems into a terminal in text format. The terminal then transmits this information to a server.
[0798] Next, the server analyzes the received information using natural language processing techniques to generate educational stories. This process utilizes natural language processing techniques such as the "BERT" model to extract keywords from the input information.
[0799] After the story is generated, the server automatically creates animations, including characters and scene settings based on the story, using animation creation software such as "Blender." This results in content that is visually easy for users to understand.
[0800] Furthermore, the server uses emotion recognition technologies such as the "Affectiva" SDK to analyze the user's emotional state in real time. Based on this, it can adjust content feedback to provide a more personalized educational experience. Emotional analysis includes the user's facial expressions, voice tone, and gestures.
[0801] The generated animations are converted to a format playable on the user's device and delivered via streaming or download. The device is then ready to play the animations at any time, easily accessible through the user interface.
[0802] For example, if the theme input is "I want to teach the importance of honesty," the server will generate a story about "village animals learning honesty." The system will determine in real time whether the child is enjoying the animation and dynamically adjust the story and presentation as needed, providing an environment where parents and children can learn effectively. An example of a prompt message could be, "Generate a story that teaches the importance of sharing when you're with friends."
[0803] The flow of a specific process in Application Example 2 will be explained using Figure 14.
[0804] Step 1:
[0805] Users input information about educational topics or behavioral problems in their children into the device in text format. This input data becomes the raw material that forms the basis for future data processing.
[0806] Step 2:
[0807] The terminal receives the entered text information and sends it to the server. The server then starts the data entry process to use this information for analysis.
[0808] Step 3:
[0809] The server analyzes the received information using natural language processing techniques. Specifically, it extracts keywords from the text using the BERT model. This analysis provides key information that forms the basis of an educational story.
[0810] Step 4:
[0811] The server uses an AI model to generate educational stories based on the extracted keywords. This creates an original story structure that matches the user's specifications.
[0812] Step 5:
[0813] The server automatically generates graphical animations based on the generated story using animation software such as Blender. Characters and backgrounds are designed here, and the story is visually represented.
[0814] Step 6:
[0815] The server analyzes the user's real-time emotional state using emotion recognition technologies such as Affectiva. It takes voice tone and facial expression data as input, and outputs content adjustments based on the analysis results. This dynamically optimizes content in response to user reactions.
[0816] Step 7:
[0817] The server prepares the optimized animation for delivery to the user's device and converts it to the appropriate format. The converted data is provided in streaming or download format, allowing the user to view it on their device.
[0818] Step 8:
[0819] The device plays the received animation through the user interface. Users can easily access and use this as educational content.
[0820] 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.
[0821] 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.
[0822] 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.
[0823] 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.
[0824] 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.
[0825] 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.
[0826] 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.
[0827] 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.
[0828] 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."
[0829] 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.
[0830] 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.
[0831] 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.
[0832] 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.
[0833] 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.
[0834] 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.
[0835] 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.
[0836] 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.
[0837] 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.
[0838] 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.
[0839] 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.
[0840] 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.
[0841] The following is further disclosed regarding the embodiments described above.
[0842] (Claim 1)
[0843] A means of receiving information for the purpose of generating educational content,
[0844] A means for analyzing the aforementioned information and generating a story suitable for education,
[0845] A means for automatically generating animation based on the aforementioned story,
[0846] A means of delivering the generated animation to the device,
[0847] A system that includes this.
[0848] (Claim 2)
[0849] The system according to claim 1, further comprising means for making the generated animation playable via a user interface.
[0850] (Claim 3)
[0851] The system according to claim 1, further comprising means for customizing the animation according to the age group of the target users.
[0852] "Example 1"
[0853] (Claim 1)
[0854] A means of acquiring educational theme information for the purpose of generating educational digital content,
[0855] A means for analyzing the aforementioned educational theme information using natural language processing technology and generating a story suitable for education,
[0856] A means for automatically generating visual teaching materials based on the aforementioned story,
[0857] A means for distributing the generated visual teaching materials to a computing device,
[0858] A system that includes this.
[0859] (Claim 2)
[0860] The system according to claim 1, further comprising means for making the generated visual material playable via an information display device.
[0861] (Claim 3)
[0862] The system according to claim 1, further comprising means for adjusting the visual teaching materials according to the age group of the target learners.
[0863] "Application Example 1"
[0864] (Claim 1)
[0865] A means of receiving information for the purpose of generating educational data,
[0866] A means for analyzing the aforementioned information and generating a story suitable for education,
[0867] A means for automatically generating visual content based on the aforementioned story,
[0868] A means for distributing visual content generated for presentation on home devices,
[0869] A means for controlling a home robot that displays the visual content while interacting with the target person,
[0870] A system that includes this.
[0871] (Claim 2)
[0872] The system according to claim 1, further comprising means for making the generated visual content playable via a user interface.
[0873] (Claim 3)
[0874] The system according to claim 1, further comprising means for customizing the visual content according to the generation of the target audience.
[0875] "Example 2 of combining an emotion engine"
[0876] (Claim 1)
[0877] Means for inputting educational information into electronic devices,
[0878] Means for transmitting the aforementioned information to a data processing device,
[0879] The data processing device includes means for analyzing the information and generating an educationally suitable story using natural language processing technology,
[0880] A means for automatically generating a graphical representation of actions based on the aforementioned story,
[0881] A means for dynamically adjusting the generated graphical representation of actions according to the user's emotional state,
[0882] Means for distributing the aforementioned operation expression to an electronic device and making it playable,
[0883] A system that includes this.
[0884] (Claim 2)
[0885] The system according to claim 1, further comprising means for analyzing the user's emotions and adjusting the content of the generated action expression.
[0886] (Claim 3)
[0887] The system according to claim 1, further comprising means for optimizing the aforementioned action expression according to the age group of the target users.
[0888] "Application example 2 when combining with an emotional engine"
[0889] (Claim 1)
[0890] A means of receiving information for the purpose of generating educational content,
[0891] A means for analyzing the aforementioned information and generating a story suitable for education,
[0892] A means for automatically generating animation based on the aforementioned story,
[0893] A means of delivering the generated animation to the device,
[0894] A means of analyzing users' emotional states in real time and adjusting content accordingly,
[0895] A system that includes this.
[0896] (Claim 2)
[0897] The system according to claim 1, further comprising means for making the generated animation playable via a user interface.
[0898] (Claim 3)
[0899] The system according to claim 1, further comprising means for dynamically customizing the animation in response to the user's reaction. [Explanation of symbols]
[0900] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
1. A means of receiving information for the purpose of generating educational content, A means for analyzing the aforementioned information and generating a story suitable for education, A means for automatically generating animation based on the aforementioned story, A means of delivering the generated animation to the device, A system that includes this.
2. The system according to claim 1, further comprising means for making the generated animation playable via a user interface.
3. The system according to claim 1, further comprising means for customizing the animation according to the age group of the target users.