system

The system addresses the challenge of recreating historical environments by generating detailed virtual reality content from collected data, allowing users to interactively explore past eras through VR devices, thereby enhancing educational and tourism experiences.

JP2026104553APending Publication Date: 2026-06-25SOFTBANK GROUP CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOFTBANK GROUP CORP
Filing Date
2024-12-13
Publication Date
2026-06-25

AI Technical Summary

Technical Problem

Existing technologies lack the ability to provide immersive and interactive experiences of past eras, particularly in historical knowledge education and tourism, due to limited methods for recreating historical environments and the fragmentation of historical materials.

Method used

A system using an information processing device to collect and analyze descriptive information about past geographical areas, generating three-dimensional structural data, and creating virtual reality content that includes visual and auditory elements, allowing users to explore historical environments through VR devices.

Benefits of technology

Enables users to experience past eras realistically and interactively, enhancing learning and tourism experiences by providing detailed and personalized virtual reality environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide the system. [Solution] A means by which an information processing device collects descriptive information related to past eras from a communication network, Means for analyzing the aforementioned explanatory information and generating information representing the three-dimensional structure of the region, A means for generating a virtual reality experience based on the aforementioned three-dimensional structural information, Methods for incorporating educational elements into virtual reality experiences, Means for providing the virtual reality experience to the user device, A system that includes this.
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Since there are limited ways to experience the streetscapes and environments of past eras in modern cities, it is difficult to provide an experience with sufficient impact in historical knowledge education and tourism. Also, historical materials are fragmentary, and there is a problem that it is difficult to reproduce the past in an integrated manner. As a result, opportunities to more deeply understand cultural backgrounds and history are limited.

Means for Solving the Problems

[0005] This invention provides a system using an information processing device that collects descriptive information about geographical areas in past eras from the internet, analyzes it, and generates data representing a three-dimensional structure. By generating virtual reality content based on this three-dimensional structure data and providing it to the user's terminal, the invention solves the aforementioned problems by creating a virtual reality environment in which the user can experience a realistic past cityscape.

[0006] An "information processing device" is a device that has the function of collecting data from the internet, analyzing and processing it, and providing the user with the information they need.

[0007] A "geographical area" refers to a physical region or its surroundings in a specific historical period, encompassing the streetscapes and environment of that era.

[0008] "Descriptive information" includes a variety of information such as text data, image data, official documents, and maps that show the appearance and characteristics of geographical areas in past eras.

[0009] "Three-dimensional structural data" refers to data used to represent the three-dimensional shape and position of objects and environments, and forms the basis of virtual reality environments.

[0010] "Virtual reality content" refers to digital media that includes three-dimensional images, sounds, and other visual and auditory elements designed to allow users to experience an immersive environment within a virtual setting.

[0011] A "user terminal" is a device used by a user to display virtual reality content and to interact with or experience it, and includes computers and VR headsets. [Brief explanation of the drawing]

[0012] [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2]This is a conceptual diagram showing an example of the essential functions of a data processing device and a smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11] This is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] This is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13] This is a sequence diagram showing the processing flow of the data processing system in Example 2, which incorporates an emotion engine. [Figure 14] This is a sequence diagram showing the processing flow of the data processing system in Application Example 2, which combines an emotion engine. [Modes for carrying out the invention]

[0013] Hereinafter, an example of an embodiment of the system relating to the technology of this disclosure will be described with reference to the attached drawings.

[0014] First, the terms used in the following description will be explained.

[0015] In the following embodiments, the labeled processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like.

[0016] In the following embodiments, the labeled RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor.

[0017] In the following embodiments, the labeled storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, etc.

[0018] In the following embodiments, the labeled communication I / F (Interface) is an interface including a communication processor and an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark), etc.

[0019] 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."

[0020] [First Embodiment]

[0021] Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment.

[0022] 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.

[0023] 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).

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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".

[0033] The system of the present invention consists of a server as an information processing device and a user terminal that provides a virtual reality experience to the user. The server collects photographs, documents, and other descriptive information related to a specific historical period from a vast amount of data sources on the internet. The collected information is analyzed within the server to generate three-dimensional structural data of a geographical area. This includes the reproduction of buildings, parks, streets, and the appearance of animals and people from that time as 3D models.

[0034] The server creates virtual reality content based on three-dimensional structural data generated from the analysis. This content incorporates background sounds and weather conditions of the era, enabling a rich experience. The created VR content is then delivered to the user's device.

[0035] The user terminal functions as a device for displaying received VR content, allowing the user to wear a VR headset and explore a generated virtual cityscape of the past. The user can select a specific era or location through the terminal's interface, and the server provides corresponding content based on this information.

[0036] For example, if a user specifies "New York in the 1920s," the server uses the relevant data to generate a virtual reality that faithfully recreates the streetscapes and activities of New York City at that time. Through VR goggles, the user can walk around the city and experience the atmosphere of that bygone era. In this way, the system of the present invention provides users with a means to experience past eras visually and aurally.

[0037] The following describes the processing flow.

[0038] Step 1:

[0039] The server automatically collects descriptive information related to a specific time period and geographical area from data sources on the internet. This includes image data, literature, maps, and official documents. The server efficiently organizes this data and prepares it for later analysis.

[0040] Step 2:

[0041] The server analyzes the collected descriptive information. For image data, image recognition technology is used to extract important features (e.g., building shapes and street layouts). For text data, natural language processing technology is used to extract useful historical information and context. Based on these analysis results, a three-dimensional model of the target geographical area is constructed.

[0042] Step 3:

[0043] The server generates virtual reality content based on the data obtained through analysis. This content incorporates not only visual elements but also sound elements appropriate to the era. This allows users to experience past worldviews more realistically. The generated VR content is then converted into a format suitable for distribution.

[0044] Step 4:

[0045] The device receives a request from the user and sends a request to the server for content from the desired era and region. The server then streams the corresponding virtual reality content to the device.

[0046] Step 5:

[0047] The terminal displays the received VR content on the user's VR device. The user can explore a realistically recreated historical city through the VR device, experiencing the atmosphere of that era through sight and sound. The terminal provides an interactive experience by tracking the user's movements and viewpoint in real time and reflecting this in the VR content.

[0048] (Example 1)

[0049] 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."

[0050] There is a need for technology that allows users to experience historical periods in detail and immersively using modern information technology. Conventional technologies are incomplete in their visual reproduction of past eras and lack virtual experiences that take into account acoustic environments and climatic conditions. Therefore, the challenge is to provide systems that allow users to experience past eras more realistically.

[0051] 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.

[0052] In this invention, the server includes means for an information processing device to collect relevant information about geographical areas in past eras from a communication network, means for analyzing the relevant information to generate data representing the three-dimensional structure of the geographical areas, and means for generating virtual reality content based on the generated three-dimensional structure data. This enables a high-definition and highly interactive virtual reality experience based on the era and place selected by the user.

[0053] An "information processing device" is a computer system used for collecting, analyzing, and generating data.

[0054] A "geographical area in a past era" refers to a specific region or place that existed during a particular historical period.

[0055] "Related information" refers to a wide variety of information, such as photographs, documents, and audio data, related to a specified historical period or region.

[0056] A "communication network" is a system for acquiring or transmitting data using the internet or other network technologies.

[0057] "Analysis" is the process of extracting necessary data from collected information and transforming it into information suitable for a specific purpose.

[0058] "Three-dimensional structural data" refers to digital data used to represent objects and environments in three dimensions.

[0059] "Virtual reality content" refers to a dataset that provides users with computer-generated three-dimensional environments and scenes in an experienceable format.

[0060] "Audio elements" refer to sounds, music, sound effects, etc., that are played within a virtual reality environment.

[0061] "Climate conditions" refer to the weather and environmental conditions in a specific era or region, and are reproduced in virtual reality experiences.

[0062] "Interaction" refers to the actions a user performs or the responses they experience within a virtual environment.

[0063] This invention is a system in which a user terminal and a server cooperate to provide a detailed virtual reality experience of a historical period.

[0064] The server acts as an information processing unit, collecting data from multiple sources related to a specific geographical area in the past. Specifically, it retrieves relevant information such as photographs, documents, and audio data from publicly available archives and databases on the internet via communication networks. This process utilizes a generative AI model for automated information retrieval and filtering.

[0065] After the information is collected, the server performs data analysis and generates relevant three-dimensional structural data. This uses open-source image analysis tools such as OpenCV and 3D modeling tools such as Blender to recreate buildings, cityscapes, and the appearance of citizens at the time as three-dimensional digital objects. The collected visual data and the results of the record analysis are used as the basis for constructing this model.

[0066] Based on analysis and modeling, the server generates virtual reality (VR) content. This content includes acoustic elements and climatic conditions specific to that era. For example, incorporating music and natural sounds from that period into a VR environment built with Unreal Engine further enhances the sense of realism in the historical setting.

[0067] The generated VR content is sent to the user's device. The user's device displays the received VR content through a VR headset, providing the user with a visual and auditory experience. The device allows for real-time viewpoint movement and interaction, enabling the user to freely explore the virtual historical environment.

[0068] Users select a specific era or location using the device's interface. For example, by entering a prompt like "New York in the 1920s," they can experience a wealth of information about that era and a meticulously recreated cityscape.

[0069] This effectively provides users with a means to experience past eras visually and aurally.

[0070] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0071] Step 1:

[0072] The server processes the prompt received from the user and retrieves relevant information about past eras and geographical regions. Specifically, it uses the prompt as input to send queries to internet archive sites and databases, collecting photographs, documents, and audio data. The retrieved information is the output.

[0073] Step 2:

[0074] The server analyzes the collected relevant information and prepares it as input data for generating three-dimensional structural data. Using image analysis tools, it extracts the outlines of buildings and roads from photographs and compares them with literature information to generate basic data for a 3D model. The three-dimensional data obtained through this analysis is the output.

[0075] Step 3:

[0076] The server constructs virtual reality content based on the generated three-dimensional structural data. It uses Unreal Engine to assemble the 3D model and integrates acoustic data to simulate background sounds and the weather conditions of the time. The virtual reality environment is the output.

[0077] Step 4:

[0078] The server delivers the constructed virtual reality content to the user's terminal. The user's terminal displays the received content through a VR headset, preparing the user for an immersive experience. The VR content is output as data to be transmitted to the terminal.

[0079] Step 5:

[0080] The user explores the virtual reality environment by operating a device. Wearing a headset, they experience past eras visually and aurally, and interact using a manual interface. At this stage, the output is the real-time updates of viewpoints and viewing content in response to the user's movements.

[0081] (Application Example 1)

[0082] 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."

[0083] In today's learning environment, history education relies on static information provided through textbooks and videos, making it difficult to maintain students' interest. Therefore, there is a need to enhance learning effectiveness by allowing students to actually experience past eras. In particular, there is a lack of methods to provide physical and visual immersion, and technologies to address this are necessary.

[0084] 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.

[0085] In this invention, the server includes means for an information processing device to collect descriptive information about a region related to a past era from a communication network, means for analyzing the descriptive information to generate information representing the three-dimensional structure of the region, means for generating a virtual reality experience based on the three-dimensional structure information, means for incorporating educational elements into the virtual reality experience, and means for providing the virtual reality experience to a user device. This allows students to experience past eras through sight and sound, enabling more effective learning.

[0086] An "information processing device" is a device that has the ability to collect and analyze explanatory information related to past eras from communication networks.

[0087] "Descriptive information" refers to information including photographs, documents, and audio recordings related to a specific geographical area or period.

[0088] "Information representing three-dimensional structure" refers to data that three-dimensionally represents the physical shape and structure of a specific geographical area.

[0089] "Means for generating virtual reality experiences" refers to technologies that construct virtual spaces and situations that users can experience based on analyzed three-dimensional structural information.

[0090] "Educational elements" are elements that contribute to education, such as historical background and cultural information, that are incorporated into virtual reality experiences to enhance learning effectiveness.

[0091] A "user device" is a device that presents a virtual reality experience and allows the user to directly experience it.

[0092] The system for carrying out this invention consists of a server that functions as an information processing device and a user device that displays a virtual reality experience. The server collects descriptive information about a region related to a past era via a communication network. This information consists of photographs, documents, audio recordings, etc., and is necessary to recreate a specific past era in detail. The server analyzes this descriptive information and generates information that represents the three-dimensional structure of the specific region. In this process, data analysis using TENSORFLOW® is performed to recognize patterns in the information and structure it.

[0093] The generated three-dimensional structural information is assembled into a virtual reality experience using Unity. Educational elements are incorporated into the virtual reality experience to enable users to effectively utilize it for learning. Furthermore, the server delivers these virtual reality experiences to user devices, providing users with an immersive experience through visual devices such as Oculus Quest 2 and HoloLens®.

[0094] As a concrete example, if a user wants to experience "Renaissance Europe," the server can collect data on the relevant era and region and construct a virtual reality space. In this space, users can learn educational elements while experiencing the creation of works of art and the social context. An example of a prompt statement to be used for the generated AI model is as follows:

[0095] "Model Renaissance Florence. I require detail to reflect architectural styles and artistic activities."

[0096] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0097] Step 1:

[0098] The server collects descriptive information about historical periods through a communication network. Inputs include photographs, documents, and audio recordings related to the target period. Web scraping techniques and APIs are used to collect this data. The output is the collected, raw descriptive information.

[0099] Step 2:

[0100] The server analyzes the collected descriptive information. The input is the raw descriptive information obtained in step 1. TensorFlow is used to perform pattern recognition and classification of the data and extract meaningful structures. As output, three-dimensional structural data as the analysis result is generated.

[0101] Step 3:

[0102] The server generates a virtual reality experience based on the analysis results. The input is the three-dimensional structural data obtained in step 2. Using Unity, a virtual space that the user can experience is constructed based on this data. Educational elements are incorporated into the virtual space. The output is the completed virtual reality experience.

[0103] Step 4:

[0104] The server provides the generated virtual reality experience to the user's device. The input is the virtual reality experience obtained in step 3. Streaming is performed to devices such as Oculus Quest 2 and HoloLens. The user can immerse themselves in this virtual space through their visual device. The output confirms the user's commencement of the virtual experience.

[0105] Step 5:

[0106] The user explores a virtual reality experience in real time and learns educational elements interactively. The input is the virtual reality experience provided in step 4. The system dynamically adjusts the experience according to the user's movements and choices. The output is the user's learning and experience progressing.

[0107] 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.

[0108] The system of the present invention consists of a server as an information processing device, a user terminal that visualizes virtual reality content, and an emotion engine that analyzes the user's emotions. The server collects descriptive information related to the target historical period and geographical area from the internet, analyzes it, and generates three-dimensional structural data. Based on the generated data, virtual reality content including visual and auditory elements is constructed.

[0109] The user terminal receives virtual reality content provided by the server, allowing the user to explore the virtual reality environment. The terminal tracks the user's movements and gaze in real time, and dynamically reacts to the virtual environment in response to the user's interactions.

[0110] Furthermore, in this invention, the emotion engine analyzes the user's emotional state from their facial expressions and voice data. The server uses these analysis results to dynamically adjust the scenario and difficulty level within the virtual reality space, further personalizing the user experience. This technology enables an interactive and immersive experience that incorporates feedback based on the user's emotions.

[0111] As a concrete example, consider a scenario where a user is immersed in a virtual space set in the 1920s. If the user shows signs of tension, the emotion engine detects this, and the server can adjust the sound or slightly brighten the environment to alleviate part of the experience. Conversely, if the user is excited, the engine may increase the difficulty level to provide a further challenge. In this way, a flexible experience that adapts to the user's emotional state is achieved.

[0112] The following describes the processing flow.

[0113] Step 1:

[0114] The server collects descriptive information related to historical periods and geographical areas from databases on the internet. The server automatically retrieves information such as image data, documents, and maps and stores them in the database.

[0115] Step 2:

[0116] The server analyzes the collected descriptive information. For image data, computer vision technology is used to extract features of buildings and streetscapes, and for text data, natural language processing is used to analyze historical background and cultural elements, thereby building the foundation for a three-dimensional model.

[0117] Step 3:

[0118] The server generates three-dimensional virtual reality content of cityscapes from past eras based on the analysis results. This includes not only visual elements but also sound elements from that era, and the server packages this data and converts it into a format that can be sent to the user's terminal.

[0119] Step 4:

[0120] The device requests virtual reality content related to a specified time period and region from the server based on user input. The server then streams the corresponding content data to the device in response to the request.

[0121] Step 5:

[0122] The device displays the received virtual reality content on the user's VR headset. The user can then explore the recreated cityscape from the past through the VR headset.

[0123] Step 6:

[0124] The device uses its built-in emotion engine to analyze the user's facial expressions and voice in real time. The device then uses the emotion data obtained from the emotion engine to determine the user's emotional state.

[0125] Step 7:

[0126] The server receives the analysis results from the emotion engine and dynamically adjusts the content and environment of the virtual reality content. For example, if the emotion engine determines that the user is feeling anxious, the server can change the brightness of the scene or reduce the sound to alleviate the experience.

[0127] Step 8:

[0128] The user continues their experience within a tuned virtual reality environment. The device continuously collects emotional data and works with the server to provide feedback to ensure the user's experience is comfortable and engaging.

[0129] (Example 2)

[0130] 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".

[0131] While modern virtual reality technology has the ability to provide users with a visually immersive experience, it lacks the flexibility to dynamically change based on the user's actions and emotional state. This results in a uniform user experience, making it difficult to provide personalized interactive environments tailored to individual users.

[0132] 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.

[0133] In this invention, the server includes means for an information processing device to collect descriptive data of a region corresponding to a past era from a wide-area communication network, means for analyzing the descriptive data to generate data representing the three-dimensional structure of the region, and means for generating virtual space content based on the three-dimensional structure data. This makes it possible to dynamically adjust the scenario and difficulty level of the virtual space according to the user's emotional state and actions, thereby enhancing a personalized sense of immersion.

[0134] An "information processing device" is a computer system used to collect and analyze data and derive specific results.

[0135] "Explanatory data" refers to digital data that contains information related to a specific region or time period.

[0136] A "wide-area communication network" refers to the internet and other large-scale data communication networks used to obtain data from diverse sources.

[0137] "Three-dimensional structure" refers to data used to represent three-dimensional shapes and arrangements, and is used for visual reproduction in virtual space.

[0138] "User equipment" refers to any electronic device used by a user to experience virtual reality content, including head-mounted displays and computers.

[0139] A "feedback device" is a sensor device that tracks the user's movements and reflects them in the virtual space.

[0140] An "emotion analysis device" is hardware or software that analyzes a user's emotional state from their facial expressions, voice, etc., and generates data based on that analysis.

[0141] "Analysis results" refer to the results of evaluating the user's emotional state based on data obtained from the emotion analysis device.

[0142] "Virtual space content" refers to digital three-dimensional environments and scenarios that users can experience, generated by an information processing device.

[0143] This invention comprises a server for information processing, a user terminal for experiencing a virtual space, and an emotion analysis system for analyzing emotional states.

[0144] The server first collects descriptive data related to specific historical periods and regions from wide-area communication networks. In this process, the server uses a computer system equipped with a high-performance processor and leverages wide-area communication networks to acquire data. The obtained data is analyzed using natural language processing techniques. The data extracted through analysis functions as a foundation for creating three-dimensional structures, and here, software such as Unity or Unreal Engine is used to generate these structures. The server manipulates this data and assembles detailed maps and visual data of buildings as virtual space content.

[0145] Subsequently, the server distributes the generated virtual space content to the user terminal. The user terminal receives this virtual space content and allows the user to experience it through visual devices such as a VR headset or computer. The terminal has a motion tracker and eye-tracking device built in, which allows the user's movements to be tracked in real time. It also has a function to dynamically adjust the virtual space content in response to the user's movements.

[0146] Furthermore, the emotion analysis system analyzes the user's emotional state in real time based on their facial expressions and voice data. This analysis utilizes various APIs and software employing voice recognition and facial recognition technologies. The analyzed emotion data is sent to a server, which dynamically adjusts the virtual space scenario and difficulty level based on this data. Through this process, users can obtain a personalized experience tailored to their emotions.

[0147] For example, if a user shows signs of tension, the server receives data from the emotion analysis system and adjusts the background music or brightens the environment to create a more calming atmosphere. Conversely, if the user is excited, the server can increase the difficulty level to provide a further challenge.

[0148] An example of a prompt to a generative AI model is the instruction, "Please tell me how to adjust the virtual space scenario and difficulty level based on the user's emotional state." This prompt can be used to give the system hints on how to take appropriate action.

[0149] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0150] Step 1:

[0151] The server collects descriptive data related to past eras and regions from wide-area communication networks as input. This process uses web scraping techniques to retrieve necessary information from publicly available databases and archives. The collected information is output as raw text data.

[0152] Step 2:

[0153] The server analyzes the collected descriptive data using natural language processing tools. This analysis extracts important keywords and concepts, and based on these, generates 3D structural data appropriate for the region and time period. The analyzed data is input into a 3D modeling tool, which then outputs 3D structural data in a virtual space.

[0154] Step 3:

[0155] The server constructs the virtual space content using the generated 3D structure data. Here, 3D rendering software is used to design a visually realistic virtual world. Visual and acoustic elements are incorporated at this stage. As a result, comprehensive virtual space data is output and ready to be sent to the user terminal.

[0156] Step 4:

[0157] The user terminal receives virtual space content transmitted from the server and presents it to the user through a VR headset. The terminal uses a motion tracker to track user interaction, acquiring the user's movements and gaze as input. Based on this, it updates the position and field of view of objects in the virtual space in real time and outputs this information to the user.

[0158] Step 5:

[0159] The emotion analysis system takes user facial expressions and voice data as input and performs emotion analysis. It utilizes machine learning algorithms to classify the user's emotional state. The analysis results are sent to a server, and emotional state data is output.

[0160] Step 6:

[0161] The server dynamically adjusts the virtual environment's scenarios and difficulty levels based on analysis results from the emotion analysis system. Specifically, if the user is feeling tense, it provides music and visuals to soothe the virtual environment; if they are excited, it adds challenging scenarios. This personalizes the user experience, making it more immersive.

[0162] (Application Example 2)

[0163] 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".

[0164] Traditional virtual reality content struggles to provide flexible experiences that respond to users' emotional states, lacking immersion and personalized experiences. In particular, the inability to provide interactive adjustments based on emotions makes it difficult to deliver effective content in the fields of education and entertainment.

[0165] 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.

[0166] In this invention, the server includes means for an information processing device to collect descriptive information about geographical areas from the internet in past eras, means for analyzing the descriptive information to generate data representing the three-dimensional structure of the geographical areas, and means for analyzing the user's emotions. This makes it possible to provide a dynamic and personalized virtual reality experience based on the user's emotional state.

[0167] An "information processing device" is a device that collects explanatory information from the internet, generates three-dimensional structural data through analysis, and performs processing to analyze the user's emotions.

[0168] "Explanatory information" refers to data and facts about geographical areas in past eras, which are used to generate a three-dimensional structure.

[0169] "Three-dimensional structural data" refers to a virtual three-dimensional representation of a geographical area or historical space, generated based on collected descriptive information.

[0170] "Virtual reality content" is an interactive digital experience generated based on three-dimensional structural data, which includes immersive visual and auditory elements for the user.

[0171] A "user terminal" is a device that provides virtual reality content to a user, allowing the user to immerse themselves in that space and interact with it.

[0172] "Methods for analyzing emotions" refer to technologies that analyze a user's emotional state based on their facial expressions and voice data, and then reflect the results in the virtual reality experience.

[0173] "Dynamic adjustment means" refers to a mechanism that flexibly changes the scenario, difficulty level, visual and auditory elements of virtual reality content in response to the user's emotion analysis results.

[0174] To implement this invention, it is necessary to construct a system including an information processing device, a user terminal, and an emotion analysis engine. The server first collects descriptive information about past eras and geographical areas from the internet, analyzes it, and generates three-dimensional structural data. At this time, a game engine such as Unity is used to construct visual content. Based on the generated three-dimensional structural data, virtual reality content is formed, which includes visual and auditory elements.

[0175] The user terminal provides virtual reality content to the user using an Oculus Quest or similar VR headset. The terminal tracks the user's movements and gaze in real time to support an immersive experience within the generated virtual space. This allows the user to freely explore the virtual environment.

[0176] Furthermore, the emotion analysis engine acquires the user's facial expressions and voice data, and analyzes their emotional state in real time based on that data. Based on the analysis results, the server dynamically adjusts the scenario, sound, and difficulty level within the virtual reality space. For example, if the user is surprised, the music can be softened to create a more relaxing environment.

[0177] For example, when a user explores post-war Japan during its reconstruction period, if emotion analysis determines that the user is excited, a more challenging event will occur. This can stimulate the user's curiosity and provide a deeper historical experience.

[0178] An example of a prompt would be, "How would you apply sentiment analysis to personalize the experience when enabling a user to realistically experience post-war reconstruction in virtual reality?" This would provide guidelines for how the generative AI model can effectively adjust the experience in response to the user's emotions.

[0179] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0180] Step 1:

[0181] The server collects descriptive information about geographical areas in past eras via the internet. It uses keywords related to specific eras and regions as input, and retrieves information from publicly available databases and digital archives on the internet based on those keywords. The output consists of collected text and image data.

[0182] Step 2:

[0183] The server analyzes the collected descriptive information to generate three-dimensional structural data. The input is the descriptive information obtained in step 1. Text analysis and image recognition techniques are used for data processing to generate a detailed three-dimensional representation of the geographical area. The output is the analyzed three-dimensional structural data.

[0184] Step 3:

[0185] The server generates virtual reality content, including visual and audio elements, based on the generated 3D structural data. The input is the 3D structural data obtained in step 2. In this process, an interactive virtual environment is built using a game engine such as Unity. The output is immersive virtual reality content for the user.

[0186] Step 4:

[0187] The user terminal receives and displays virtual reality content provided by the server. The input is the virtual reality content constructed in step 3. The terminal uses a VR device such as Oculus Quest to present the content to the user visually and aurally. The output is an experience in which the user explores a virtual space.

[0188] Step 5:

[0189] While the user is immersed in virtual reality content, the device tracks the user's movements and gaze in real time. The input is the user's physical movement data. Based on this, the device adjusts the viewpoint and interactions within the virtual environment. The output is immersive interaction.

[0190] Step 6:

[0191] The server uses an emotion engine to analyze the user's facial expressions and voice data to evaluate their emotional state. The input consists of data representing the user's facial expressions and voice tone. Machine learning algorithms are used for analysis, identifying the user's emotions in real time. The output provides information on the analyzed emotional state.

[0192] Step 7:

[0193] The server dynamically adjusts the virtual environment scenario and acoustic elements based on the analyzed emotional state. The input is the emotional state data obtained in step 6. Using a generative AI model, the difficulty level and acoustic environment of the virtual space are modified to match the user's state. As output, a personalized experience tailored to the user's emotions is provided.

[0194] 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.

[0195] Data generation model 58 is a type of 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.

[0196] 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.

[0197] [Second Embodiment]

[0198] Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment.

[0199] 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.

[0200] 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).

[0201] 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.

[0202] 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.

[0203] 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).

[0204] 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.

[0205] 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.

[0206] 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.

[0207] 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.

[0208] 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.

[0209] 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".

[0210] The system of the present invention consists of a server as an information processing device and a user terminal that provides a virtual reality experience to the user. The server collects photographs, documents, and other descriptive information related to a specific historical period from a vast amount of data sources on the internet. The collected information is analyzed within the server to generate three-dimensional structural data of a geographical area. This includes the reproduction of buildings, parks, streets, and the appearance of animals and people from that time as 3D models.

[0211] The server creates virtual reality content based on three-dimensional structural data generated from the analysis. This content incorporates background sounds and weather conditions of the era, enabling a rich experience. The created VR content is then delivered to the user's device.

[0212] The user terminal functions as a device for displaying received VR content, allowing the user to wear a VR headset and explore a generated virtual cityscape of the past. The user can select a specific era or location through the terminal's interface, and the server provides corresponding content based on this information.

[0213] For example, if a user specifies "New York in the 1920s," the server uses the relevant data to generate a virtual reality that faithfully recreates the streetscapes and activities of New York City at that time. Through VR goggles, the user can walk around the city and experience the atmosphere of that bygone era. In this way, the system of the present invention provides users with a means to experience past eras visually and aurally.

[0214] The following describes the processing flow.

[0215] Step 1:

[0216] The server automatically collects descriptive information related to a specific time period and geographical area from data sources on the internet. This includes image data, literature, maps, and official documents. The server efficiently organizes this data and prepares it for later analysis.

[0217] Step 2:

[0218] The server analyzes the collected descriptive information. For image data, image recognition technology is used to extract important features (e.g., building shapes and street layouts). For text data, natural language processing technology is used to extract useful historical information and context. Based on these analysis results, a three-dimensional model of the target geographical area is constructed.

[0219] Step 3:

[0220] The server generates virtual reality content based on the data obtained through analysis. This content incorporates not only visual elements but also sound elements appropriate to the era. This allows users to experience past worldviews more realistically. The generated VR content is then converted into a format suitable for distribution.

[0221] Step 4:

[0222] The device receives a request from the user and sends a request to the server for content from the desired era and region. The server then streams the corresponding virtual reality content to the device.

[0223] Step 5:

[0224] The terminal displays the received VR content on the user's VR device. The user can explore a realistically recreated historical city through the VR device, experiencing the atmosphere of that era through sight and sound. The terminal provides an interactive experience by tracking the user's movements and viewpoint in real time and reflecting this in the VR content.

[0225] (Example 1)

[0226] 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."

[0227] There is a need for technology that allows users to experience historical periods in detail and immersively using modern information technology. Conventional technologies are incomplete in their visual reproduction of past eras and lack virtual experiences that take into account acoustic environments and climatic conditions. Therefore, the challenge is to provide systems that allow users to experience past eras more realistically.

[0228] 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.

[0229] In this invention, the server includes means for an information processing device to collect relevant information about geographical areas in past eras from a communication network, means for analyzing the relevant information to generate data representing the three-dimensional structure of the geographical areas, and means for generating virtual reality content based on the generated three-dimensional structure data. This enables a high-definition and highly interactive virtual reality experience based on the era and place selected by the user.

[0230] An "information processing device" is a computer system used for collecting, analyzing, and generating data.

[0231] A "geographical area in a past era" refers to a specific region or place that existed during a particular historical period.

[0232] "Related information" refers to a wide variety of information, such as photographs, documents, and audio data, related to a specified historical period or region.

[0233] A "communication network" is a system for acquiring or transmitting data using the internet or other network technologies.

[0234] "Analysis" is the process of extracting necessary data from collected information and transforming it into information suitable for a specific purpose.

[0235] "Three-dimensional structural data" refers to digital data used to represent objects and environments in three dimensions.

[0236] "Virtual reality content" refers to a dataset that provides users with computer-generated three-dimensional environments and scenes in an experienceable format.

[0237] "Audio elements" refer to sounds, music, sound effects, etc., that are played within a virtual reality environment.

[0238] "Climate conditions" refer to the weather and environmental conditions in a specific era or region, and are reproduced in virtual reality experiences.

[0239] "Interaction" refers to the actions a user performs or the responses they experience within a virtual environment.

[0240] This invention is a system in which a user terminal and a server cooperate to provide a detailed virtual reality experience of a historical period.

[0241] The server acts as an information processing unit, collecting data from multiple sources related to a specific geographical area in the past. Specifically, it retrieves relevant information such as photographs, documents, and audio data from publicly available archives and databases on the internet via communication networks. This process utilizes a generative AI model for automated information retrieval and filtering.

[0242] After the information is collected, the server performs data analysis and generates relevant three-dimensional structural data. This uses open-source image analysis tools such as OpenCV and 3D modeling tools such as Blender to recreate buildings, cityscapes, and the appearance of citizens at the time as three-dimensional digital objects. The collected visual data and the results of the record analysis are used as the basis for constructing this model.

[0243] Based on analysis and modeling, the server generates virtual reality (VR) content. This content includes acoustic elements and climatic conditions specific to that era. For example, incorporating music and natural sounds from that period into a VR environment built with Unreal Engine further enhances the sense of realism in the historical setting.

[0244] The generated VR content is sent to the user's device. The user's device displays the received VR content through a VR headset, providing the user with a visual and auditory experience. The device allows for real-time viewpoint movement and interaction, enabling the user to freely explore the virtual historical environment.

[0245] Users select a specific era or location using the device's interface. For example, by entering a prompt like "New York in the 1920s," they can experience a wealth of information about that era and a meticulously recreated cityscape.

[0246] This effectively provides users with a means to experience past eras visually and aurally.

[0247] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0248] Step 1:

[0249] The server processes the prompt received from the user and retrieves relevant information about past eras and geographical regions. Specifically, it uses the prompt as input to send queries to internet archive sites and databases, collecting photographs, documents, and audio data. The retrieved information is the output.

[0250] Step 2:

[0251] The server analyzes the collected relevant information and prepares it as input data for generating three-dimensional structural data. Using image analysis tools, it extracts the outlines of buildings and roads from photographs and compares them with literature information to generate basic data for a 3D model. The three-dimensional data obtained through this analysis is the output.

[0252] Step 3:

[0253] The server constructs virtual reality content based on the generated three-dimensional structural data. It uses Unreal Engine to assemble the 3D model and integrates acoustic data to simulate background sounds and the weather conditions of the time. The virtual reality environment is the output.

[0254] Step 4:

[0255] The server delivers the constructed virtual reality content to the user's terminal. The user's terminal displays the received content through a VR headset, preparing the user for an immersive experience. The VR content is output as data to be transmitted to the terminal.

[0256] Step 5:

[0257] The user explores the virtual reality environment by operating a device. Wearing a headset, they experience past eras visually and aurally, and interact using a manual interface. At this stage, the output is the real-time updates of viewpoints and viewing content in response to the user's movements.

[0258] (Application Example 1)

[0259] 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."

[0260] In today's learning environment, history education relies on static information provided through textbooks and videos, making it difficult to maintain students' interest. Therefore, there is a need to enhance learning effectiveness by allowing students to actually experience past eras. In particular, there is a lack of methods to provide physical and visual immersion, and technologies to address this are necessary.

[0261] 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.

[0262] In this invention, the server includes means for an information processing device to collect descriptive information about a region related to a past era from a communication network, means for analyzing the descriptive information to generate information representing the three-dimensional structure of the region, means for generating a virtual reality experience based on the three-dimensional structure information, means for incorporating educational elements into the virtual reality experience, and means for providing the virtual reality experience to a user device. This allows students to experience past eras through sight and sound, enabling more effective learning.

[0263] An "information processing device" is a device that has the ability to collect and analyze explanatory information related to past eras from communication networks.

[0264] "Descriptive information" refers to information including photographs, documents, and audio recordings related to a specific geographical area or period.

[0265] "Information representing three-dimensional structure" refers to data that three-dimensionally represents the physical shape and structure of a specific geographical area.

[0266] "Means for generating virtual reality experiences" refers to technologies that construct virtual spaces and situations that users can experience based on analyzed three-dimensional structural information.

[0267] "Educational elements" are elements that contribute to education, such as historical background and cultural information, that are incorporated into virtual reality experiences to enhance learning effectiveness.

[0268] A "user device" is a device that presents a virtual reality experience and allows the user to directly experience it.

[0269] The system for implementing this invention consists of a server that functions as an information processing device and a user device that displays a virtual reality experience. The server collects descriptive information about a region related to a past era via a communication network. This information consists of photographs, documents, audio recordings, etc., and is necessary to recreate a specific past era in detail. The server analyzes this descriptive information and generates information that represents the three-dimensional structure of the specific region. In this process, data analysis using TensorFlow is performed to recognize patterns in the information and structure it.

[0270] The generated three-dimensional structural information is assembled into a virtual reality experience using Unity. Educational elements are incorporated into the virtual reality experience to enable users to effectively utilize it for learning. Furthermore, the server delivers these virtual reality experiences to user devices, providing users with an immersive experience through visual devices such as Oculus Quest 2 and HoloLens.

[0271] As a concrete example, if a user wants to experience "Renaissance Europe," the server can collect data on the relevant era and region and construct a virtual reality space. In this space, users can learn educational elements while experiencing the creation of works of art and the social context. An example of a prompt statement to be used for the generated AI model is as follows:

[0272] "Model Renaissance Florence. I require detail to reflect architectural styles and artistic activities."

[0273] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0274] Step 1:

[0275] The server collects descriptive information about historical periods through a communication network. Inputs include photographs, documents, and audio recordings related to the target period. Web scraping techniques and APIs are used to collect this data. The output is the collected, raw descriptive information.

[0276] Step 2:

[0277] The server analyzes the collected descriptive information. The input is the raw descriptive information obtained in step 1. TensorFlow is used to perform pattern recognition and classification of the data and extract meaningful structures. As output, three-dimensional structural data as the analysis result is generated.

[0278] Step 3:

[0279] The server generates a virtual reality experience based on the analysis results. The input is the three-dimensional structural data obtained in step 2. Using Unity, a virtual space that the user can experience is constructed based on this data. Educational elements are incorporated into the virtual space. The output is the completed virtual reality experience.

[0280] Step 4:

[0281] The server provides the generated virtual reality experience to the user's device. The input is the virtual reality experience obtained in step 3. Streaming is performed to devices such as Oculus Quest 2 and HoloLens. The user can immerse themselves in this virtual space through their visual device. The output confirms the user's commencement of the virtual experience.

[0282] Step 5:

[0283] The user explores a virtual reality experience in real time and learns educational elements interactively. The input is the virtual reality experience provided in step 4. The system dynamically adjusts the experience according to the user's movements and choices. The output is the user's learning and experience progressing.

[0284] Furthermore, an emotion engine for estimating the user's emotion may be combined. That is, the specific processing unit 290 may estimate the user's emotion using the emotion identification model 59 and perform specific processing using the user's emotion.

[0285] The system of the present invention is composed of a server as an information processing device, a user terminal for visualizing virtual reality content, and an emotion engine for analyzing the user's emotion. The server collects explanatory information related to the target past era and geographical area from the Internet, analyzes this information, and generates three-dimensional structure data. Based on the generated data, virtual reality content including visual and acoustic elements is constructed.

[0286] The user terminal receives the virtual reality content provided by the server and enables the user to explore within the virtual reality environment. The terminal tracks the user's movement and line of sight in real time and dynamically reacts to the virtual environment according to the user's interaction.

[0287] Furthermore, in the present invention, the emotion engine analyzes the emotional state from the user's facial expression and voice data. The server uses this analysis result to dynamically adjust the scenario and difficulty level within the virtual reality space, and the user experience is further personalized. With this technology, an interactive and immersive experience incorporating feedback based on the user's emotion becomes possible.

[0288] As a specific example, consider the situation where the user is immersed in a virtual space of the 1920s. When the user shows a tense expression, the emotion engine detects this, and the server can adjust the sound or change the environment to be a little brighter to relax part of the experience. Conversely, when the user is excited, adjustments such as increasing the difficulty level and providing further challenges are also implemented by the engine. In this way, a flexible experience adapted to the user's emotional state is realized.

[0289] The processing flow will be described below.

[0290] Step 1:

[0291] The server collects descriptive information related to historical periods and geographical areas from databases on the internet. The server automatically retrieves information such as image data, documents, and maps and stores them in the database.

[0292] Step 2:

[0293] The server analyzes the collected descriptive information. For image data, computer vision technology is used to extract features of buildings and streetscapes, and for text data, natural language processing is used to analyze historical background and cultural elements, thereby building the foundation for a three-dimensional model.

[0294] Step 3:

[0295] The server generates three-dimensional virtual reality content of cityscapes from past eras based on the analysis results. This includes not only visual elements but also sound elements from that era, and the server packages this data and converts it into a format that can be sent to the user's terminal.

[0296] Step 4:

[0297] The device requests virtual reality content related to a specified time period and region from the server based on user input. The server then streams the corresponding content data to the device in response to the request.

[0298] Step 5:

[0299] The device displays the received virtual reality content on the user's VR headset. The user can then explore the recreated cityscape from the past through the VR headset.

[0300] Step 6:

[0301] The terminal analyzes the user's expressions and voice in real time using the equipped emotion engine. The terminal determines the user's emotional state using the emotion data obtained from the emotion engine.

[0302] Step 7:

[0303] The server receives the analysis results of the emotion engine and dynamically adjusts the content and environment of the virtual reality content. For example, if the emotion engine determines that the user is feeling anxious, the server can change the brightness of the scene or reduce the sound to ease the experience.

[0304] Step 8:

[0305] The user continues to experience within the adjusted virtual reality environment. The terminal continuously collects emotion data and implements feedback in cooperation with the server so that the user's experience is comfortable and attractive.

[0306] (Example 2)

[0307] Next, Example 2 will be described. In the following description, the data processing device 12 is referred to as the "server", and the smart glasses 214 are referred to as the "terminal".

[0308] Modern virtual reality technology has the ability to provide users with a visual immersion feeling, but lacks flexibility to dynamically change based on the user's actions and emotional state. For this reason, there is a problem that the user experience is homogenized and it is difficult to provide a personalized interactive environment suitable for individual experiencers. <​​​​​In this invention, the server includes means for an information processing device to collect descriptive data of a region corresponding to a past era from a wide-area communication network, means for analyzing the descriptive data to generate data representing the three-dimensional structure of the region, and means for generating virtual space content based on the three-dimensional structure data. This makes it possible to dynamically adjust the scenario and difficulty level of the virtual space according to the user's emotional state and actions, thereby enhancing a personalized sense of immersion.

[0311] An "information processing device" is a computer system used to collect and analyze data and derive specific results.

[0312] "Explanatory data" refers to digital data that contains information related to a specific region or time period.

[0313] A "wide-area communication network" refers to the internet and other large-scale data communication networks used to obtain data from diverse sources.

[0314] "Three-dimensional structure" refers to data used to represent three-dimensional shapes and arrangements, and is used for visual reproduction in virtual space.

[0315] "User equipment" refers to any electronic device used by a user to experience virtual reality content, including head-mounted displays and computers.

[0316] A "feedback device" is a sensor device that tracks the user's movements and reflects them in the virtual space.

[0317] An "emotion analysis device" is hardware or software that analyzes a user's emotional state from their facial expressions, voice, etc., and generates data based on that analysis.

[0318] "Analysis results" refer to the results of evaluating the user's emotional state based on data obtained from the emotion analysis device.

[0319] "Virtual space content" refers to digital three-dimensional environments and scenarios that users can experience, generated by an information processing device.

[0320] This invention comprises a server for information processing, a user terminal for experiencing a virtual space, and an emotion analysis system for analyzing emotional states.

[0321] The server first collects descriptive data related to specific historical periods and regions from wide-area communication networks. In this process, the server uses a computer system equipped with a high-performance processor and leverages wide-area communication networks to acquire data. The obtained data is analyzed using natural language processing techniques. The data extracted through analysis functions as a foundation for creating three-dimensional structures, and here, software such as Unity or Unreal Engine is used to generate these structures. The server manipulates this data and assembles detailed maps and visual data of buildings as virtual space content.

[0322] Subsequently, the server distributes the generated virtual space content to the user terminal. The user terminal receives this virtual space content and allows the user to experience it through visual devices such as a VR headset or computer. The terminal has a motion tracker and eye-tracking device built in, which allows the user's movements to be tracked in real time. It also has a function to dynamically adjust the virtual space content in response to the user's movements.

[0323] Furthermore, the emotion analysis system analyzes the user's emotional state in real time based on their facial expressions and voice data. This analysis utilizes various APIs and software employing voice recognition and facial recognition technologies. The analyzed emotion data is sent to a server, which dynamically adjusts the virtual space scenario and difficulty level based on this data. Through this process, users can obtain a personalized experience tailored to their emotions.

[0324] For example, if a user shows signs of tension, the server receives data from the emotion analysis system and adjusts the background music or brightens the environment to create a more calming atmosphere. Conversely, if the user is excited, the server can increase the difficulty level to provide a further challenge.

[0325] An example of a prompt to a generative AI model is the instruction, "Please tell me how to adjust the virtual space scenario and difficulty level based on the user's emotional state." This prompt can be used to give the system hints on how to take appropriate action.

[0326] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0327] Step 1:

[0328] The server collects descriptive data related to past eras and regions from wide-area communication networks as input. This process uses web scraping techniques to retrieve necessary information from publicly available databases and archives. The collected information is output as raw text data.

[0329] Step 2:

[0330] The server analyzes the collected descriptive data using natural language processing tools. This analysis extracts important keywords and concepts, and based on these, generates 3D structural data appropriate for the region and time period. The analyzed data is input into a 3D modeling tool, which then outputs 3D structural data in a virtual space.

[0331] Step 3:

[0332] The server constructs the virtual space content using the generated 3D structure data. Here, 3D rendering software is used to design a visually realistic virtual world. Visual and acoustic elements are incorporated at this stage. As a result, comprehensive virtual space data is output and ready to be sent to the user terminal.

[0333] Step 4:

[0334] The user terminal receives virtual space content transmitted from the server and presents it to the user through a VR headset. The terminal uses a motion tracker to track user interaction, acquiring the user's movements and gaze as input. Based on this, it updates the position and field of view of objects in the virtual space in real time and outputs this information to the user.

[0335] Step 5:

[0336] The emotion analysis system takes user facial expressions and voice data as input and performs emotion analysis. It utilizes machine learning algorithms to classify the user's emotional state. The analysis results are sent to a server, and emotional state data is output.

[0337] Step 6:

[0338] The server dynamically adjusts the virtual environment's scenarios and difficulty levels based on analysis results from the emotion analysis system. Specifically, if the user is feeling tense, it provides music and visuals to soothe the virtual environment; if they are excited, it adds challenging scenarios. This personalizes the user experience, making it more immersive.

[0339] (Application Example 2)

[0340] 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."

[0341] Traditional virtual reality content struggles to provide flexible experiences that respond to users' emotional states, lacking immersion and personalized experiences. In particular, the inability to provide interactive adjustments based on emotions makes it difficult to deliver effective content in the fields of education and entertainment.

[0342] 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.

[0343] In this invention, the server includes means for an information processing device to collect descriptive information about geographical areas from the internet in past eras, means for analyzing the descriptive information to generate data representing the three-dimensional structure of the geographical areas, and means for analyzing the user's emotions. This makes it possible to provide a dynamic and personalized virtual reality experience based on the user's emotional state.

[0344] An "information processing device" is a device that collects explanatory information from the internet, generates three-dimensional structural data through analysis, and performs processing to analyze the user's emotions.

[0345] "Explanatory information" refers to data and facts about geographical areas in past eras, which are used to generate a three-dimensional structure.

[0346] "Three-dimensional structural data" refers to a virtual three-dimensional representation of a geographical area or historical space, generated based on collected descriptive information.

[0347] "Virtual reality content" is an interactive digital experience generated based on three-dimensional structural data, which includes immersive visual and auditory elements for the user.

[0348] A "user terminal" is a device that provides virtual reality content to a user, allowing the user to immerse themselves in that space and interact with it.

[0349] "Methods for analyzing emotions" refer to technologies that analyze a user's emotional state based on their facial expressions and voice data, and then reflect the results in the virtual reality experience.

[0350] "Dynamic adjustment means" refers to a mechanism that flexibly changes the scenario, difficulty level, visual and auditory elements of virtual reality content in response to the user's emotion analysis results.

[0351] To implement this invention, it is necessary to construct a system including an information processing device, a user terminal, and an emotion analysis engine. The server first collects descriptive information about past eras and geographical areas from the internet, analyzes it, and generates three-dimensional structural data. At this time, a game engine such as Unity is used to construct visual content. Based on the generated three-dimensional structural data, virtual reality content is formed, which includes visual and auditory elements.

[0352] The user terminal provides virtual reality content to the user using an Oculus Quest or similar VR headset. The terminal tracks the user's movements and gaze in real time to support an immersive experience within the generated virtual space. This allows the user to freely explore the virtual environment.

[0353] Furthermore, the emotion analysis engine acquires the user's facial expressions and voice data, and analyzes their emotional state in real time based on that data. Based on the analysis results, the server dynamically adjusts the scenario, sound, and difficulty level within the virtual reality space. For example, if the user is surprised, the music can be softened to create a more relaxing environment.

[0354] For example, when a user explores post-war Japan during its reconstruction period, if emotion analysis determines that the user is excited, a more challenging event will occur. This can stimulate the user's curiosity and provide a deeper historical experience.

[0355] An example of a prompt would be, "How would you apply sentiment analysis to personalize the experience when enabling a user to realistically experience post-war reconstruction in virtual reality?" This would provide guidelines for how the generative AI model can effectively adjust the experience in response to the user's emotions.

[0356] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0357] Step 1:

[0358] The server collects descriptive information about geographical areas in past eras via the internet. It uses keywords related to specific eras and regions as input, and retrieves information from publicly available databases and digital archives on the internet based on those keywords. The output consists of collected text and image data.

[0359] Step 2:

[0360] The server analyzes the collected descriptive information to generate three-dimensional structural data. The input is the descriptive information obtained in step 1. Text analysis and image recognition techniques are used for data processing to generate a detailed three-dimensional representation of the geographical area. The output is the analyzed three-dimensional structural data.

[0361] Step 3:

[0362] The server generates virtual reality content, including visual and audio elements, based on the generated 3D structural data. The input is the 3D structural data obtained in step 2. In this process, an interactive virtual environment is built using a game engine such as Unity. The output is immersive virtual reality content for the user.

[0363] Step 4:

[0364] The user terminal receives and displays virtual reality content provided by the server. The input is the virtual reality content constructed in step 3. The terminal uses a VR device such as Oculus Quest to present the content to the user visually and aurally. The output is an experience in which the user explores a virtual space.

[0365] Step 5:

[0366] While the user is immersed in virtual reality content, the device tracks the user's movements and gaze in real time. The input is the user's physical movement data. Based on this, the device adjusts the viewpoint and interactions within the virtual environment. The output is immersive interaction.

[0367] Step 6:

[0368] The server uses an emotion engine to analyze the user's facial expressions and voice data to evaluate their emotional state. The input consists of data representing the user's facial expressions and voice tone. Machine learning algorithms are used for analysis, identifying the user's emotions in real time. The output provides information on the analyzed emotional state.

[0369] Step 7:

[0370] The server dynamically adjusts the virtual environment scenario and acoustic elements based on the analyzed emotional state. The input is the emotional state data obtained in step 6. Using a generative AI model, the difficulty level and acoustic environment of the virtual space are modified to match the user's state. As output, a personalized experience tailored to the user's emotions is provided.

[0371] 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.

[0372] 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.

[0373] 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.

[0374] [Third Embodiment]

[0375] Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment.

[0376] 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.

[0377] 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).

[0378] 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.

[0379] 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.

[0380] 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).

[0381] 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.

[0382] 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.

[0383] 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.

[0384] 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.

[0385] 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.

[0386] 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".

[0387] The system of the present invention consists of a server as an information processing device and a user terminal that provides a virtual reality experience to the user. The server collects photographs, documents, and other descriptive information related to a specific historical period from a vast amount of data sources on the internet. The collected information is analyzed within the server to generate three-dimensional structural data of a geographical area. This includes the reproduction of buildings, parks, streets, and the appearance of animals and people from that time as 3D models.

[0388] The server creates virtual reality content based on three-dimensional structural data generated from the analysis. This content incorporates background sounds and weather conditions of the era, enabling a rich experience. The created VR content is then delivered to the user's device.

[0389] The user terminal functions as a device for displaying received VR content, allowing the user to wear a VR headset and explore a generated virtual cityscape of the past. The user can select a specific era or location through the terminal's interface, and the server provides corresponding content based on this information.

[0390] For example, if a user specifies "New York in the 1920s," the server uses the relevant data to generate a virtual reality that faithfully recreates the streetscapes and activities of New York City at that time. Through VR goggles, the user can walk around the city and experience the atmosphere of that bygone era. In this way, the system of the present invention provides users with a means to experience past eras visually and aurally.

[0391] The following describes the processing flow.

[0392] Step 1:

[0393] The server automatically collects descriptive information related to a specific time period and geographical area from data sources on the internet. This includes image data, literature, maps, and official documents. The server efficiently organizes this data and prepares it for later analysis.

[0394] Step 2:

[0395] The server analyzes the collected descriptive information. For image data, image recognition technology is used to extract important features (e.g., building shapes and street layouts). For text data, natural language processing technology is used to extract useful historical information and context. Based on these analysis results, a three-dimensional model of the target geographical area is constructed.

[0396] Step 3:

[0397] The server generates virtual reality content based on the data obtained through analysis. This content incorporates not only visual elements but also sound elements appropriate to the era. This allows users to experience past worldviews more realistically. The generated VR content is then converted into a format suitable for distribution.

[0398] Step 4:

[0399] The device receives a request from the user and sends a request to the server for content from the desired era and region. The server then streams the corresponding virtual reality content to the device.

[0400] Step 5:

[0401] The terminal displays the received VR content on the user's VR device. The user can explore a realistically recreated historical city through the VR device, experiencing the atmosphere of that era through sight and sound. The terminal provides an interactive experience by tracking the user's movements and viewpoint in real time and reflecting this in the VR content.

[0402] (Example 1)

[0403] 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."

[0404] There is a need for technology that allows users to experience historical periods in detail and immersively using modern information technology. Conventional technologies are incomplete in their visual reproduction of past eras and lack virtual experiences that take into account acoustic environments and climatic conditions. Therefore, the challenge is to provide systems that allow users to experience past eras more realistically.

[0405] 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.

[0406] In this invention, the server includes means for an information processing device to collect relevant information about geographical areas in past eras from a communication network, means for analyzing the relevant information to generate data representing the three-dimensional structure of the geographical areas, and means for generating virtual reality content based on the generated three-dimensional structure data. This enables a high-definition and highly interactive virtual reality experience based on the era and place selected by the user.

[0407] An "information processing device" is a computer system used for collecting, analyzing, and generating data.

[0408] A "geographical area in a past era" refers to a specific region or place that existed during a particular historical period.

[0409] "Related information" refers to a wide variety of information, such as photographs, documents, and audio data, related to a specified historical period or region.

[0410] A "communication network" is a system for acquiring or transmitting data using the internet or other network technologies.

[0411] "Analysis" is the process of extracting necessary data from collected information and transforming it into information suitable for a specific purpose.

[0412] "Three-dimensional structural data" refers to digital data used to represent objects and environments in three dimensions.

[0413] "Virtual reality content" refers to a dataset that provides users with computer-generated three-dimensional environments and scenes in an experienceable format.

[0414] "Audio elements" refer to sounds, music, sound effects, etc., that are played within a virtual reality environment.

[0415] "Climate conditions" refer to the weather and environmental conditions in a specific era or region, and are reproduced in virtual reality experiences.

[0416] "Interaction" refers to the actions a user performs or the responses they experience within a virtual environment.

[0417] This invention is a system in which a user terminal and a server cooperate to provide a detailed virtual reality experience of a historical period.

[0418] The server acts as an information processing unit, collecting data from multiple sources related to a specific geographical area in the past. Specifically, it retrieves relevant information such as photographs, documents, and audio data from publicly available archives and databases on the internet via communication networks. This process utilizes a generative AI model for automated information retrieval and filtering.

[0419] After the information is collected, the server performs data analysis and generates relevant three-dimensional structural data. This uses open-source image analysis tools such as OpenCV and 3D modeling tools such as Blender to recreate buildings, cityscapes, and the appearance of citizens at the time as three-dimensional digital objects. The collected visual data and the results of the record analysis are used as the basis for constructing this model.

[0420] Based on analysis and modeling, the server generates virtual reality (VR) content. This content includes acoustic elements and climatic conditions specific to that era. For example, incorporating music and natural sounds from that period into a VR environment built with Unreal Engine further enhances the sense of realism in the historical setting.

[0421] The generated VR content is sent to the user's device. The user's device displays the received VR content through a VR headset, providing the user with a visual and auditory experience. The device allows for real-time viewpoint movement and interaction, enabling the user to freely explore the virtual historical environment.

[0422] Users select a specific era or location using the device's interface. For example, by entering a prompt like "New York in the 1920s," they can experience a wealth of information about that era and a meticulously recreated cityscape.

[0423] This effectively provides users with a means to experience past eras visually and aurally.

[0424] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0425] Step 1:

[0426] The server processes the prompt received from the user and retrieves relevant information about past eras and geographical regions. Specifically, it uses the prompt as input to send queries to internet archive sites and databases, collecting photographs, documents, and audio data. The retrieved information is the output.

[0427] Step 2:

[0428] The server analyzes the collected relevant information and prepares it as input data for generating three-dimensional structural data. Using image analysis tools, it extracts the outlines of buildings and roads from photographs and compares them with literature information to generate basic data for a 3D model. The three-dimensional data obtained through this analysis is the output.

[0429] Step 3:

[0430] The server constructs virtual reality content based on the generated three-dimensional structural data. It uses Unreal Engine to assemble the 3D model and integrates acoustic data to simulate background sounds and the weather conditions of the time. The virtual reality environment is the output.

[0431] Step 4:

[0432] The server delivers the constructed virtual reality content to the user's terminal. The user's terminal displays the received content through a VR headset, preparing the user for an immersive experience. The VR content is output as data to be transmitted to the terminal.

[0433] Step 5:

[0434] The user explores the virtual reality environment by operating a device. Wearing a headset, they experience past eras visually and aurally, and interact using a manual interface. At this stage, the output is the real-time updates of viewpoints and viewing content in response to the user's movements.

[0435] (Application Example 1)

[0436] 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."

[0437] In today's learning environment, history education relies on static information provided through textbooks and videos, making it difficult to maintain students' interest. Therefore, there is a need to enhance learning effectiveness by allowing students to actually experience past eras. In particular, there is a lack of methods to provide physical and visual immersion, and technologies to address this are necessary.

[0438] 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.

[0439] In this invention, the server includes means for an information processing device to collect descriptive information about a region related to a past era from a communication network, means for analyzing the descriptive information to generate information representing the three-dimensional structure of the region, means for generating a virtual reality experience based on the three-dimensional structure information, means for incorporating educational elements into the virtual reality experience, and means for providing the virtual reality experience to a user device. This allows students to experience past eras through sight and sound, enabling more effective learning.

[0440] An "information processing device" is a device that has the ability to collect and analyze explanatory information related to past eras from communication networks.

[0441] "Descriptive information" refers to information including photographs, documents, and audio recordings related to a specific geographical area or period.

[0442] "Information representing three-dimensional structure" refers to data that three-dimensionally represents the physical shape and structure of a specific geographical area.

[0443] "Means for generating virtual reality experiences" refers to technologies that construct virtual spaces and situations that users can experience based on analyzed three-dimensional structural information.

[0444] "Educational elements" are elements that contribute to education, such as historical background and cultural information, that are incorporated into virtual reality experiences to enhance learning effectiveness.

[0445] A "user device" is a device that presents a virtual reality experience and allows the user to directly experience it.

[0446] The system for implementing this invention consists of a server that functions as an information processing device and a user device that displays a virtual reality experience. The server collects descriptive information about a region related to a past era via a communication network. This information consists of photographs, documents, audio recordings, etc., and is necessary to recreate a specific past era in detail. The server analyzes this descriptive information and generates information that represents the three-dimensional structure of the specific region. In this process, data analysis using TensorFlow is performed to recognize patterns in the information and structure it.

[0447] The generated three-dimensional structural information is assembled into a virtual reality experience using Unity. Educational elements are incorporated into the virtual reality experience to enable users to effectively utilize it for learning. Furthermore, the server delivers these virtual reality experiences to user devices, providing users with an immersive experience through visual devices such as Oculus Quest 2 and HoloLens.

[0448] As a concrete example, if a user wants to experience "Renaissance Europe," the server can collect data on the relevant era and region and construct a virtual reality space. In this space, users can learn educational elements while experiencing the creation of works of art and the social context. An example of a prompt statement to be used for the generated AI model is as follows:

[0449] "Model Renaissance Florence. I require detail to reflect architectural styles and artistic activities."

[0450] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0451] Step 1:

[0452] The server collects descriptive information about historical periods through a communication network. Inputs include photographs, documents, and audio recordings related to the target period. Web scraping techniques and APIs are used to collect this data. The output is the collected, raw descriptive information.

[0453] Step 2:

[0454] The server analyzes the collected descriptive information. The input is the raw descriptive information obtained in step 1. TensorFlow is used to perform pattern recognition and classification of the data and extract meaningful structures. As output, three-dimensional structural data as the analysis result is generated.

[0455] Step 3:

[0456] The server generates a virtual reality experience based on the analysis results. The input is the three-dimensional structural data obtained in step 2. Using Unity, a virtual space that the user can experience is constructed based on this data. Educational elements are incorporated into the virtual space. The output is the completed virtual reality experience.

[0457] Step 4:

[0458] The server provides the generated virtual reality experience to the user's device. The input is the virtual reality experience obtained in step 3. Streaming is performed to devices such as Oculus Quest 2 and HoloLens. The user can immerse themselves in this virtual space through their visual device. The output confirms the user's commencement of the virtual experience.

[0459] Step 5:

[0460] The user explores a virtual reality experience in real time and learns educational elements interactively. The input is the virtual reality experience provided in step 4. The system dynamically adjusts the experience according to the user's movements and choices. The output is the user's learning and experience progressing.

[0461] 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.

[0462] The system of the present invention consists of a server as an information processing device, a user terminal that visualizes virtual reality content, and an emotion engine that analyzes the user's emotions. The server collects descriptive information related to the target historical period and geographical area from the internet, analyzes it, and generates three-dimensional structural data. Based on the generated data, virtual reality content including visual and auditory elements is constructed.

[0463] The user terminal receives virtual reality content provided by the server, allowing the user to explore the virtual reality environment. The terminal tracks the user's movements and gaze in real time, and dynamically reacts to the virtual environment in response to the user's interactions.

[0464] Furthermore, in this invention, the emotion engine analyzes the user's emotional state from their facial expressions and voice data. The server uses these analysis results to dynamically adjust the scenario and difficulty level within the virtual reality space, further personalizing the user experience. This technology enables an interactive and immersive experience that incorporates feedback based on the user's emotions.

[0465] As a concrete example, consider a scenario where a user is immersed in a virtual space set in the 1920s. If the user shows signs of tension, the emotion engine detects this, and the server can adjust the sound or slightly brighten the environment to alleviate part of the experience. Conversely, if the user is excited, the engine may increase the difficulty level to provide a further challenge. In this way, a flexible experience that adapts to the user's emotional state is achieved.

[0466] The following describes the processing flow.

[0467] Step 1:

[0468] The server collects descriptive information related to historical periods and geographical areas from databases on the internet. The server automatically retrieves information such as image data, documents, and maps and stores them in the database.

[0469] Step 2:

[0470] The server analyzes the collected descriptive information. For image data, computer vision technology is used to extract features of buildings and streetscapes, and for text data, natural language processing is used to analyze historical background and cultural elements, thereby building the foundation for a three-dimensional model.

[0471] Step 3:

[0472] The server generates three-dimensional virtual reality content of cityscapes from past eras based on the analysis results. This includes not only visual elements but also sound elements from that era, and the server packages this data and converts it into a format that can be sent to the user's terminal.

[0473] Step 4:

[0474] The device requests virtual reality content related to a specified time period and region from the server based on user input. The server then streams the corresponding content data to the device in response to the request.

[0475] Step 5:

[0476] The device displays the received virtual reality content on the user's VR headset. The user can then explore the recreated cityscape from the past through the VR headset.

[0477] Step 6:

[0478] The device uses its built-in emotion engine to analyze the user's facial expressions and voice in real time. The device then uses the emotion data obtained from the emotion engine to determine the user's emotional state.

[0479] Step 7:

[0480] The server receives the analysis results from the emotion engine and dynamically adjusts the content and environment of the virtual reality content. For example, if the emotion engine determines that the user is feeling anxious, the server can change the brightness of the scene or reduce the sound to alleviate the experience.

[0481] Step 8:

[0482] The user continues their experience within a tuned virtual reality environment. The device continuously collects emotional data and works with the server to provide feedback to ensure the user's experience is comfortable and engaging.

[0483] (Example 2)

[0484] 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."

[0485] While modern virtual reality technology has the ability to provide users with a visually immersive experience, it lacks the flexibility to dynamically change based on the user's actions and emotional state. This results in a uniform user experience, making it difficult to provide personalized interactive environments tailored to individual users.

[0486] 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.

[0487] In this invention, the server includes means for an information processing device to collect descriptive data of a region corresponding to a past era from a wide-area communication network, means for analyzing the descriptive data to generate data representing the three-dimensional structure of the region, and means for generating virtual space content based on the three-dimensional structure data. This makes it possible to dynamically adjust the scenario and difficulty level of the virtual space according to the user's emotional state and actions, thereby enhancing a personalized sense of immersion.

[0488] An "information processing device" is a computer system used to collect and analyze data and derive specific results.

[0489] "Explanatory data" refers to digital data that contains information related to a specific region or time period.

[0490] A "wide-area communication network" refers to the internet and other large-scale data communication networks used to obtain data from diverse sources.

[0491] "Three-dimensional structure" refers to data used to represent three-dimensional shapes and arrangements, and is used for visual reproduction in virtual space.

[0492] "User equipment" refers to any electronic device used by a user to experience virtual reality content, including head-mounted displays and computers.

[0493] A "feedback device" is a sensor device that tracks the user's movements and reflects them in the virtual space.

[0494] An "emotion analysis device" is hardware or software that analyzes a user's emotional state from their facial expressions, voice, etc., and generates data based on that analysis.

[0495] "Analysis results" refer to the results of evaluating the user's emotional state based on data obtained from the emotion analysis device.

[0496] "Virtual space content" refers to digital three-dimensional environments and scenarios that users can experience, generated by an information processing device.

[0497] This invention comprises a server for information processing, a user terminal for experiencing a virtual space, and an emotion analysis system for analyzing emotional states.

[0498] The server first collects descriptive data related to specific historical periods and regions from wide-area communication networks. In this process, the server uses a computer system equipped with a high-performance processor and leverages wide-area communication networks to acquire data. The obtained data is analyzed using natural language processing techniques. The data extracted through analysis functions as a foundation for creating three-dimensional structures, and here, software such as Unity or Unreal Engine is used to generate these structures. The server manipulates this data and assembles detailed maps and visual data of buildings as virtual space content.

[0499] Subsequently, the server distributes the generated virtual space content to the user terminal. The user terminal receives this virtual space content and allows the user to experience it through visual devices such as a VR headset or computer. The terminal has a motion tracker and eye-tracking device built in, which allows the user's movements to be tracked in real time. It also has a function to dynamically adjust the virtual space content in response to the user's movements.

[0500] Furthermore, the emotion analysis system analyzes the user's emotional state in real time based on their facial expressions and voice data. This analysis utilizes various APIs and software employing voice recognition and facial recognition technologies. The analyzed emotion data is sent to a server, which dynamically adjusts the virtual space scenario and difficulty level based on this data. Through this process, users can obtain a personalized experience tailored to their emotions.

[0501] For example, if a user shows signs of tension, the server receives data from the emotion analysis system and adjusts the background music or brightens the environment to create a more calming atmosphere. Conversely, if the user is excited, the server can increase the difficulty level to provide a further challenge.

[0502] An example of a prompt to a generative AI model is the instruction, "Please tell me how to adjust the virtual space scenario and difficulty level based on the user's emotional state." This prompt can be used to give the system hints on how to take appropriate action.

[0503] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0504] Step 1:

[0505] The server collects descriptive data related to past eras and regions from wide-area communication networks as input. This process uses web scraping techniques to retrieve necessary information from publicly available databases and archives. The collected information is output as raw text data.

[0506] Step 2:

[0507] The server analyzes the collected descriptive data using natural language processing tools. This analysis extracts important keywords and concepts, and based on these, generates 3D structural data appropriate for the region and time period. The analyzed data is input into a 3D modeling tool, which then outputs 3D structural data in a virtual space.

[0508] Step 3:

[0509] The server constructs the virtual space content using the generated 3D structure data. Here, 3D rendering software is used to design a visually realistic virtual world. Visual and acoustic elements are incorporated at this stage. As a result, comprehensive virtual space data is output and ready to be sent to the user terminal.

[0510] Step 4:

[0511] The user terminal receives virtual space content transmitted from the server and presents it to the user through a VR headset. The terminal uses a motion tracker to track user interaction, acquiring the user's movements and gaze as input. Based on this, it updates the position and field of view of objects in the virtual space in real time and outputs this information to the user.

[0512] Step 5:

[0513] The emotion analysis system takes user facial expressions and voice data as input and performs emotion analysis. It utilizes machine learning algorithms to classify the user's emotional state. The analysis results are sent to a server, and emotional state data is output.

[0514] Step 6:

[0515] The server dynamically adjusts the virtual environment's scenarios and difficulty levels based on analysis results from the emotion analysis system. Specifically, if the user is feeling tense, it provides music and visuals to soothe the virtual environment; if they are excited, it adds challenging scenarios. This personalizes the user experience, making it more immersive.

[0516] (Application Example 2)

[0517] 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."

[0518] Traditional virtual reality content struggles to provide flexible experiences that respond to users' emotional states, lacking immersion and personalized experiences. In particular, the inability to provide interactive adjustments based on emotions makes it difficult to deliver effective content in the fields of education and entertainment.

[0519] 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.

[0520] In this invention, the server includes means for an information processing device to collect descriptive information about geographical areas from the internet in past eras, means for analyzing the descriptive information to generate data representing the three-dimensional structure of the geographical areas, and means for analyzing the user's emotions. This makes it possible to provide a dynamic and personalized virtual reality experience based on the user's emotional state.

[0521] An "information processing device" is a device that collects explanatory information from the internet, generates three-dimensional structural data through analysis, and performs processing to analyze the user's emotions.

[0522] "Explanatory information" refers to data and facts about geographical areas in past eras, which are used to generate a three-dimensional structure.

[0523] "Three-dimensional structural data" refers to a virtual three-dimensional representation of a geographical area or historical space, generated based on collected descriptive information.

[0524] "Virtual reality content" is an interactive digital experience generated based on three-dimensional structural data, which includes immersive visual and auditory elements for the user.

[0525] A "user terminal" is a device that provides virtual reality content to a user, allowing the user to immerse themselves in that space and interact with it.

[0526] "Methods for analyzing emotions" refer to technologies that analyze a user's emotional state based on their facial expressions and voice data, and then reflect the results in the virtual reality experience.

[0527] "Dynamic adjustment means" refers to a mechanism that flexibly changes the scenario, difficulty level, visual and auditory elements of virtual reality content in response to the user's emotion analysis results.

[0528] To implement this invention, it is necessary to construct a system including an information processing device, a user terminal, and an emotion analysis engine. The server first collects descriptive information about past eras and geographical areas from the internet, analyzes it, and generates three-dimensional structural data. At this time, a game engine such as Unity is used to construct visual content. Based on the generated three-dimensional structural data, virtual reality content is formed, which includes visual and auditory elements.

[0529] The user terminal provides virtual reality content to the user using an Oculus Quest or similar VR headset. The terminal tracks the user's movements and gaze in real time to support an immersive experience within the generated virtual space. This allows the user to freely explore the virtual environment.

[0530] Furthermore, the emotion analysis engine acquires the user's facial expressions and voice data, and analyzes their emotional state in real time based on that data. Based on the analysis results, the server dynamically adjusts the scenario, sound, and difficulty level within the virtual reality space. For example, if the user is surprised, the music can be softened to create a more relaxing environment.

[0531] For example, when a user explores post-war Japan during its reconstruction period, if emotion analysis determines that the user is excited, a more challenging event will occur. This can stimulate the user's curiosity and provide a deeper historical experience.

[0532] An example of a prompt would be, "How would you apply sentiment analysis to personalize the experience when enabling a user to realistically experience post-war reconstruction in virtual reality?" This would provide guidelines for how the generative AI model can effectively adjust the experience in response to the user's emotions.

[0533] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0534] Step 1:

[0535] The server collects descriptive information about geographical areas in past eras via the internet. It uses keywords related to specific eras and regions as input, and retrieves information from publicly available databases and digital archives on the internet based on those keywords. The output consists of collected text and image data.

[0536] Step 2:

[0537] The server analyzes the collected descriptive information to generate three-dimensional structural data. The input is the descriptive information obtained in step 1. Text analysis and image recognition techniques are used for data processing to generate a detailed three-dimensional representation of the geographical area. The output is the analyzed three-dimensional structural data.

[0538] Step 3:

[0539] The server generates virtual reality content, including visual and audio elements, based on the generated 3D structural data. The input is the 3D structural data obtained in step 2. In this process, an interactive virtual environment is built using a game engine such as Unity. The output is immersive virtual reality content for the user.

[0540] Step 4:

[0541] The user terminal receives and displays virtual reality content provided by the server. The input is the virtual reality content constructed in step 3. The terminal uses a VR device such as Oculus Quest to present the content to the user visually and aurally. The output is an experience in which the user explores a virtual space.

[0542] Step 5:

[0543] While the user is immersed in virtual reality content, the device tracks the user's movements and gaze in real time. The input is the user's physical movement data. Based on this, the device adjusts the viewpoint and interactions within the virtual environment. The output is immersive interaction.

[0544] Step 6:

[0545] The server uses an emotion engine to analyze the user's facial expressions and voice data to evaluate their emotional state. The input consists of data representing the user's facial expressions and voice tone. Machine learning algorithms are used for analysis, identifying the user's emotions in real time. The output provides information on the analyzed emotional state.

[0546] Step 7:

[0547] The server dynamically adjusts the virtual environment scenario and acoustic elements based on the analyzed emotional state. The input is the emotional state data obtained in step 6. Using a generative AI model, the difficulty level and acoustic environment of the virtual space are modified to match the user's state. As output, a personalized experience tailored to the user's emotions is provided.

[0548] 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.

[0549] 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.

[0550] 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.

[0551] [Fourth Embodiment]

[0552] Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment.

[0553] 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.

[0554] 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).

[0555] 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.

[0556] 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.

[0557] 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).

[0558] 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.

[0559] 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.

[0560] 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.

[0561] 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.

[0562] 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.

[0563] 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.

[0564] 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".

[0565] The system of the present invention consists of a server as an information processing device and a user terminal that provides a virtual reality experience to the user. The server collects photographs, documents, and other descriptive information related to a specific historical period from a vast amount of data sources on the internet. The collected information is analyzed within the server to generate three-dimensional structural data of a geographical area. This includes the reproduction of buildings, parks, streets, and the appearance of animals and people from that time as 3D models.

[0566] The server creates virtual reality content based on three-dimensional structural data generated from the analysis. This content incorporates background sounds and weather conditions of the era, enabling a rich experience. The created VR content is then delivered to the user's device.

[0567] The user terminal functions as a device for displaying received VR content, allowing the user to wear a VR headset and explore a generated virtual cityscape of the past. The user can select a specific era or location through the terminal's interface, and the server provides corresponding content based on this information.

[0568] For example, if a user specifies "New York in the 1920s," the server uses the relevant data to generate a virtual reality that faithfully recreates the streetscapes and activities of New York City at that time. Through VR goggles, the user can walk around the city and experience the atmosphere of that bygone era. In this way, the system of the present invention provides users with a means to experience past eras visually and aurally.

[0569] The following describes the processing flow.

[0570] Step 1:

[0571] The server automatically collects descriptive information related to a specific time period and geographical area from data sources on the internet. This includes image data, literature, maps, and official documents. The server efficiently organizes this data and prepares it for later analysis.

[0572] Step 2:

[0573] The server analyzes the collected descriptive information. For image data, image recognition technology is used to extract important features (e.g., building shapes and street layouts). For text data, natural language processing technology is used to extract useful historical information and context. Based on these analysis results, a three-dimensional model of the target geographical area is constructed.

[0574] Step 3:

[0575] The server generates virtual reality content based on the data obtained through analysis. This content incorporates not only visual elements but also sound elements appropriate to the era. This allows users to experience past worldviews more realistically. The generated VR content is then converted into a format suitable for distribution.

[0576] Step 4:

[0577] The device receives a request from the user and sends a request to the server for content from the desired era and region. The server then streams the corresponding virtual reality content to the device.

[0578] Step 5:

[0579] The terminal displays the received VR content on the user's VR device. The user can explore a realistically recreated historical city through the VR device, experiencing the atmosphere of that era through sight and sound. The terminal provides an interactive experience by tracking the user's movements and viewpoint in real time and reflecting this in the VR content.

[0580] (Example 1)

[0581] 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".

[0582] There is a need for technology that allows users to experience historical periods in detail and immersively using modern information technology. Conventional technologies are incomplete in their visual reproduction of past eras and lack virtual experiences that take into account acoustic environments and climatic conditions. Therefore, the challenge is to provide systems that allow users to experience past eras more realistically.

[0583] 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.

[0584] In this invention, the server includes means for an information processing device to collect relevant information about geographical areas in past eras from a communication network, means for analyzing the relevant information to generate data representing the three-dimensional structure of the geographical areas, and means for generating virtual reality content based on the generated three-dimensional structure data. This enables a high-definition and highly interactive virtual reality experience based on the era and place selected by the user.

[0585] An "information processing device" is a computer system used for collecting, analyzing, and generating data.

[0586] A "geographical area in a past era" refers to a specific region or place that existed during a particular historical period.

[0587] "Related information" refers to a wide variety of information, such as photographs, documents, and audio data, related to a specified historical period or region.

[0588] A "communication network" is a system for acquiring or transmitting data using the internet or other network technologies.

[0589] "Analysis" is the process of extracting necessary data from collected information and transforming it into information suitable for a specific purpose.

[0590] "Three-dimensional structural data" refers to digital data used to represent objects and environments in three dimensions.

[0591] "Virtual reality content" refers to a dataset that provides users with computer-generated three-dimensional environments and scenes in an experienceable format.

[0592] "Audio elements" refer to sounds, music, sound effects, etc., that are played within a virtual reality environment.

[0593] "Climate conditions" refer to the weather and environmental conditions in a specific era or region, and are reproduced in virtual reality experiences.

[0594] "Interaction" refers to the actions a user performs or the responses they experience within a virtual environment.

[0595] This invention is a system in which a user terminal and a server cooperate to provide a detailed virtual reality experience of a historical period.

[0596] The server acts as an information processing unit, collecting data from multiple sources related to a specific geographical area in the past. Specifically, it retrieves relevant information such as photographs, documents, and audio data from publicly available archives and databases on the internet via communication networks. This process utilizes a generative AI model for automated information retrieval and filtering.

[0597] After the information is collected, the server performs data analysis and generates relevant three-dimensional structural data. This uses open-source image analysis tools such as OpenCV and 3D modeling tools such as Blender to recreate buildings, cityscapes, and the appearance of citizens at the time as three-dimensional digital objects. The collected visual data and the results of the record analysis are used as the basis for constructing this model.

[0598] Based on analysis and modeling, the server generates virtual reality (VR) content. This content includes acoustic elements and climatic conditions specific to that era. For example, incorporating music and natural sounds from that period into a VR environment built with Unreal Engine further enhances the sense of realism in the historical setting.

[0599] The generated VR content is sent to the user's device. The user's device displays the received VR content through a VR headset, providing the user with a visual and auditory experience. The device allows for real-time viewpoint movement and interaction, enabling the user to freely explore the virtual historical environment.

[0600] Users select a specific era or location using the device's interface. For example, by entering a prompt like "New York in the 1920s," they can experience a wealth of information about that era and a meticulously recreated cityscape.

[0601] This effectively provides users with a means to experience past eras visually and aurally.

[0602] The flow of the specific processing in Example 1 will be explained using Figure 11.

[0603] Step 1:

[0604] The server processes the prompt received from the user and retrieves relevant information about past eras and geographical regions. Specifically, it uses the prompt as input to send queries to internet archive sites and databases, collecting photographs, documents, and audio data. The retrieved information is the output.

[0605] Step 2:

[0606] The server analyzes the collected relevant information and prepares it as input data for generating three-dimensional structural data. Using image analysis tools, it extracts the outlines of buildings and roads from photographs and compares them with literature information to generate basic data for a 3D model. The three-dimensional data obtained through this analysis is the output.

[0607] Step 3:

[0608] The server constructs virtual reality content based on the generated three-dimensional structural data. It uses Unreal Engine to assemble the 3D model and integrates acoustic data to simulate background sounds and the weather conditions of the time. The virtual reality environment is the output.

[0609] Step 4:

[0610] The server delivers the constructed virtual reality content to the user's terminal. The user's terminal displays the received content through a VR headset, preparing the user for an immersive experience. The VR content is output as data to be transmitted to the terminal.

[0611] Step 5:

[0612] The user explores the virtual reality environment by operating a device. Wearing a headset, they experience past eras visually and aurally, and interact using a manual interface. At this stage, the output is the real-time updates of viewpoints and viewing content in response to the user's movements.

[0613] (Application Example 1)

[0614] 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".

[0615] In today's learning environment, history education relies on static information provided through textbooks and videos, making it difficult to maintain students' interest. Therefore, there is a need to enhance learning effectiveness by allowing students to actually experience past eras. In particular, there is a lack of methods to provide physical and visual immersion, and technologies to address this are necessary.

[0616] 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.

[0617] In this invention, the server includes means for an information processing device to collect descriptive information about a region related to a past era from a communication network, means for analyzing the descriptive information to generate information representing the three-dimensional structure of the region, means for generating a virtual reality experience based on the three-dimensional structure information, means for incorporating educational elements into the virtual reality experience, and means for providing the virtual reality experience to a user device. This allows students to experience past eras through sight and sound, enabling more effective learning.

[0618] An "information processing device" is a device that has the ability to collect and analyze explanatory information related to past eras from communication networks.

[0619] "Descriptive information" refers to information including photographs, documents, and audio recordings related to a specific geographical area or period.

[0620] "Information representing three-dimensional structure" refers to data that three-dimensionally represents the physical shape and structure of a specific geographical area.

[0621] "Means for generating virtual reality experiences" refers to technologies that construct virtual spaces and situations that users can experience based on analyzed three-dimensional structural information.

[0622] "Educational elements" are elements that contribute to education, such as historical background and cultural information, that are incorporated into virtual reality experiences to enhance learning effectiveness.

[0623] A "user device" is a device that presents a virtual reality experience and allows the user to directly experience it.

[0624] The system for implementing this invention consists of a server that functions as an information processing device and a user device that displays a virtual reality experience. The server collects descriptive information about a region related to a past era via a communication network. This information consists of photographs, documents, audio recordings, etc., and is necessary to recreate a specific past era in detail. The server analyzes this descriptive information and generates information that represents the three-dimensional structure of the specific region. In this process, data analysis using TensorFlow is performed to recognize patterns in the information and structure it.

[0625] The generated three-dimensional structural information is assembled into a virtual reality experience using Unity. Educational elements are incorporated into the virtual reality experience to enable users to effectively utilize it for learning. Furthermore, the server delivers these virtual reality experiences to user devices, providing users with an immersive experience through visual devices such as Oculus Quest 2 and HoloLens.

[0626] As a concrete example, if a user wants to experience "Renaissance Europe," the server can collect data on the relevant era and region and construct a virtual reality space. In this space, users can learn educational elements while experiencing the creation of works of art and the social context. An example of a prompt statement to be used for the generated AI model is as follows:

[0627] "Model Renaissance Florence. I require detail to reflect architectural styles and artistic activities."

[0628] The flow of a specific process in Application Example 1 will be explained using Figure 12.

[0629] Step 1:

[0630] The server collects descriptive information about historical periods through a communication network. Inputs include photographs, documents, and audio recordings related to the target period. Web scraping techniques and APIs are used to collect this data. The output is the collected, raw descriptive information.

[0631] Step 2:

[0632] The server analyzes the collected descriptive information. The input is the raw descriptive information obtained in step 1. TensorFlow is used to perform pattern recognition and classification of the data and extract meaningful structures. As output, three-dimensional structural data as the analysis result is generated.

[0633] Step 3:

[0634] The server generates a virtual reality experience based on the analysis results. The input is the three-dimensional structural data obtained in step 2. Using Unity, a virtual space that the user can experience is constructed based on this data. Educational elements are incorporated into the virtual space. The output is the completed virtual reality experience.

[0635] Step 4:

[0636] The server provides the generated virtual reality experience to the user's device. The input is the virtual reality experience obtained in step 3. Streaming is performed to devices such as Oculus Quest 2 and HoloLens. The user can immerse themselves in this virtual space through their visual device. The output confirms the user's commencement of the virtual experience.

[0637] Step 5:

[0638] The user explores a virtual reality experience in real time and learns educational elements interactively. The input is the virtual reality experience provided in step 4. The system dynamically adjusts the experience according to the user's movements and choices. The output is the user's learning and experience progressing.

[0639] 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.

[0640] The system of the present invention consists of a server as an information processing device, a user terminal that visualizes virtual reality content, and an emotion engine that analyzes the user's emotions. The server collects descriptive information related to the target historical period and geographical area from the internet, analyzes it, and generates three-dimensional structural data. Based on the generated data, virtual reality content including visual and auditory elements is constructed.

[0641] The user terminal receives virtual reality content provided by the server, allowing the user to explore the virtual reality environment. The terminal tracks the user's movements and gaze in real time, and dynamically reacts to the virtual environment in response to the user's interactions.

[0642] Furthermore, in this invention, the emotion engine analyzes the user's emotional state from their facial expressions and voice data. The server uses these analysis results to dynamically adjust the scenario and difficulty level within the virtual reality space, further personalizing the user experience. This technology enables an interactive and immersive experience that incorporates feedback based on the user's emotions.

[0643] As a concrete example, consider a scenario where a user is immersed in a virtual space set in the 1920s. If the user shows signs of tension, the emotion engine detects this, and the server can adjust the sound or slightly brighten the environment to alleviate part of the experience. Conversely, if the user is excited, the engine may increase the difficulty level to provide a further challenge. In this way, a flexible experience that adapts to the user's emotional state is achieved.

[0644] The following describes the processing flow.

[0645] Step 1:

[0646] The server collects descriptive information related to historical periods and geographical areas from databases on the internet. The server automatically retrieves information such as image data, documents, and maps and stores them in the database.

[0647] Step 2:

[0648] The server analyzes the collected descriptive information. For image data, computer vision technology is used to extract features of buildings and streetscapes, and for text data, natural language processing is used to analyze historical background and cultural elements, thereby building the foundation for a three-dimensional model.

[0649] Step 3:

[0650] The server generates three-dimensional virtual reality content of cityscapes from past eras based on the analysis results. This includes not only visual elements but also sound elements from that era, and the server packages this data and converts it into a format that can be sent to the user's terminal.

[0651] Step 4:

[0652] The device requests virtual reality content related to a specified time period and region from the server based on user input. The server then streams the corresponding content data to the device in response to the request.

[0653] Step 5:

[0654] The device displays the received virtual reality content on the user's VR headset. The user can then explore the recreated cityscape from the past through the VR headset.

[0655] Step 6:

[0656] The device uses its built-in emotion engine to analyze the user's facial expressions and voice in real time. The device then uses the emotion data obtained from the emotion engine to determine the user's emotional state.

[0657] Step 7:

[0658] The server receives the analysis results from the emotion engine and dynamically adjusts the content and environment of the virtual reality content. For example, if the emotion engine determines that the user is feeling anxious, the server can change the brightness of the scene or reduce the sound to alleviate the experience.

[0659] Step 8:

[0660] The user continues their experience within a tuned virtual reality environment. The device continuously collects emotional data and works with the server to provide feedback to ensure the user's experience is comfortable and engaging.

[0661] (Example 2)

[0662] 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".

[0663] While modern virtual reality technology has the ability to provide users with a visually immersive experience, it lacks the flexibility to dynamically change based on the user's actions and emotional state. This results in a uniform user experience, making it difficult to provide personalized interactive environments tailored to individual users.

[0664] 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.

[0665] In this invention, the server includes means for an information processing device to collect descriptive data of a region corresponding to a past era from a wide-area communication network, means for analyzing the descriptive data to generate data representing the three-dimensional structure of the region, and means for generating virtual space content based on the three-dimensional structure data. This makes it possible to dynamically adjust the scenario and difficulty level of the virtual space according to the user's emotional state and actions, thereby enhancing a personalized sense of immersion.

[0666] An "information processing device" is a computer system used to collect and analyze data and derive specific results.

[0667] "Explanatory data" refers to digital data that contains information related to a specific region or time period.

[0668] A "wide-area communication network" refers to the internet and other large-scale data communication networks used to obtain data from diverse sources.

[0669] "Three-dimensional structure" refers to data used to represent three-dimensional shapes and arrangements, and is used for visual reproduction in virtual space.

[0670] "User equipment" refers to any electronic device used by a user to experience virtual reality content, including head-mounted displays and computers.

[0671] A "feedback device" is a sensor device that tracks the user's movements and reflects them in the virtual space.

[0672] An "emotion analysis device" is hardware or software that analyzes a user's emotional state from their facial expressions, voice, etc., and generates data based on that analysis.

[0673] "Analysis results" refer to the results of evaluating the user's emotional state based on data obtained from the emotion analysis device.

[0674] "Virtual space content" refers to digital three-dimensional environments and scenarios that users can experience, generated by an information processing device.

[0675] This invention comprises a server for information processing, a user terminal for experiencing a virtual space, and an emotion analysis system for analyzing emotional states.

[0676] The server first collects descriptive data related to specific historical periods and regions from wide-area communication networks. In this process, the server uses a computer system equipped with a high-performance processor and leverages wide-area communication networks to acquire data. The obtained data is analyzed using natural language processing techniques. The data extracted through analysis functions as a foundation for creating three-dimensional structures, and here, software such as Unity or Unreal Engine is used to generate these structures. The server manipulates this data and assembles detailed maps and visual data of buildings as virtual space content.

[0677] Subsequently, the server distributes the generated virtual space content to the user terminal. The user terminal receives this virtual space content and allows the user to experience it through visual devices such as a VR headset or computer. The terminal has a motion tracker and eye-tracking device built in, which allows the user's movements to be tracked in real time. It also has a function to dynamically adjust the virtual space content in response to the user's movements.

[0678] Furthermore, the emotion analysis system analyzes the user's emotional state in real time based on their facial expressions and voice data. This analysis utilizes various APIs and software employing voice recognition and facial recognition technologies. The analyzed emotion data is sent to a server, which dynamically adjusts the virtual space scenario and difficulty level based on this data. Through this process, users can obtain a personalized experience tailored to their emotions.

[0679] For example, if a user shows signs of tension, the server receives data from the emotion analysis system and adjusts the background music or brightens the environment to create a more calming atmosphere. Conversely, if the user is excited, the server can increase the difficulty level to provide a further challenge.

[0680] An example of a prompt to a generative AI model is the instruction, "Please tell me how to adjust the virtual space scenario and difficulty level based on the user's emotional state." This prompt can be used to give the system hints on how to take appropriate action.

[0681] The flow of the specific processing in Example 2 will be explained using Figure 13.

[0682] Step 1:

[0683] The server collects descriptive data related to past eras and regions from wide-area communication networks as input. This process uses web scraping techniques to retrieve necessary information from publicly available databases and archives. The collected information is output as raw text data.

[0684] Step 2:

[0685] The server analyzes the collected descriptive data using natural language processing tools. This analysis extracts important keywords and concepts, and based on these, generates 3D structural data appropriate for the region and time period. The analyzed data is input into a 3D modeling tool, which then outputs 3D structural data in a virtual space.

[0686] Step 3:

[0687] The server constructs the virtual space content using the generated 3D structure data. Here, 3D rendering software is used to design a visually realistic virtual world. Visual and acoustic elements are incorporated at this stage. As a result, comprehensive virtual space data is output and ready to be sent to the user terminal.

[0688] Step 4:

[0689] The user terminal receives virtual space content transmitted from the server and presents it to the user through a VR headset. The terminal uses a motion tracker to track user interaction, acquiring the user's movements and gaze as input. Based on this, it updates the position and field of view of objects in the virtual space in real time and outputs this information to the user.

[0690] Step 5:

[0691] The emotion analysis system takes user facial expressions and voice data as input and performs emotion analysis. It utilizes machine learning algorithms to classify the user's emotional state. The analysis results are sent to a server, and emotional state data is output.

[0692] Step 6:

[0693] The server dynamically adjusts the virtual environment's scenarios and difficulty levels based on analysis results from the emotion analysis system. Specifically, if the user is feeling tense, it provides music and visuals to soothe the virtual environment; if they are excited, it adds challenging scenarios. This personalizes the user experience, making it more immersive.

[0694] (Application Example 2)

[0695] 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".

[0696] Traditional virtual reality content struggles to provide flexible experiences that respond to users' emotional states, lacking immersion and personalized experiences. In particular, the inability to provide interactive adjustments based on emotions makes it difficult to deliver effective content in the fields of education and entertainment.

[0697] 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.

[0698] In this invention, the server includes means for an information processing device to collect descriptive information about geographical areas from the internet in past eras, means for analyzing the descriptive information to generate data representing the three-dimensional structure of the geographical areas, and means for analyzing the user's emotions. This makes it possible to provide a dynamic and personalized virtual reality experience based on the user's emotional state.

[0699] An "information processing device" is a device that collects explanatory information from the internet, generates three-dimensional structural data through analysis, and performs processing to analyze the user's emotions.

[0700] "Explanatory information" refers to data and facts about geographical areas in past eras, which are used to generate a three-dimensional structure.

[0701] "Three-dimensional structural data" refers to a virtual three-dimensional representation of a geographical area or historical space, generated based on collected descriptive information.

[0702] "Virtual reality content" is an interactive digital experience generated based on three-dimensional structural data, which includes immersive visual and auditory elements for the user.

[0703] A "user terminal" is a device that provides virtual reality content to a user, allowing the user to immerse themselves in that space and interact with it.

[0704] "Methods for analyzing emotions" refer to technologies that analyze a user's emotional state based on their facial expressions and voice data, and then reflect the results in the virtual reality experience.

[0705] "Dynamic adjustment means" refers to a mechanism that flexibly changes the scenario, difficulty level, visual and auditory elements of virtual reality content in response to the user's emotion analysis results.

[0706] To implement this invention, it is necessary to construct a system including an information processing device, a user terminal, and an emotion analysis engine. The server first collects descriptive information about past eras and geographical areas from the internet, analyzes it, and generates three-dimensional structural data. At this time, a game engine such as Unity is used to construct visual content. Based on the generated three-dimensional structural data, virtual reality content is formed, which includes visual and auditory elements.

[0707] The user terminal provides virtual reality content to the user using an Oculus Quest or similar VR headset. The terminal tracks the user's movements and gaze in real time to support an immersive experience within the generated virtual space. This allows the user to freely explore the virtual environment.

[0708] Furthermore, the emotion analysis engine acquires the user's facial expressions and voice data, and analyzes their emotional state in real time based on that data. Based on the analysis results, the server dynamically adjusts the scenario, sound, and difficulty level within the virtual reality space. For example, if the user is surprised, the music can be softened to create a more relaxing environment.

[0709] For example, when a user explores post-war Japan during its reconstruction period, if emotion analysis determines that the user is excited, a more challenging event will occur. This can stimulate the user's curiosity and provide a deeper historical experience.

[0710] An example of a prompt would be, "How would you apply sentiment analysis to personalize the experience when enabling a user to realistically experience post-war reconstruction in virtual reality?" This would provide guidelines for how the generative AI model can effectively adjust the experience in response to the user's emotions.

[0711] The flow of a specific process in Application Example 2 will be explained using Figure 14.

[0712] Step 1:

[0713] The server collects descriptive information about geographical areas in past eras via the internet. It uses keywords related to specific eras and regions as input, and retrieves information from publicly available databases and digital archives on the internet based on those keywords. The output consists of collected text and image data.

[0714] Step 2:

[0715] The server analyzes the collected descriptive information to generate three-dimensional structural data. The input is the descriptive information obtained in step 1. Text analysis and image recognition techniques are used for data processing to generate a detailed three-dimensional representation of the geographical area. The output is the analyzed three-dimensional structural data.

[0716] Step 3:

[0717] The server generates virtual reality content, including visual and audio elements, based on the generated 3D structural data. The input is the 3D structural data obtained in step 2. In this process, an interactive virtual environment is built using a game engine such as Unity. The output is immersive virtual reality content for the user.

[0718] Step 4:

[0719] The user terminal receives and displays virtual reality content provided by the server. The input is the virtual reality content constructed in step 3. The terminal uses a VR device such as Oculus Quest to present the content to the user visually and aurally. The output is an experience in which the user explores a virtual space.

[0720] Step 5:

[0721] While the user is immersed in virtual reality content, the device tracks the user's movements and gaze in real time. The input is the user's physical movement data. Based on this, the device adjusts the viewpoint and interactions within the virtual environment. The output is immersive interaction.

[0722] Step 6:

[0723] The server uses an emotion engine to analyze the user's facial expressions and voice data to evaluate their emotional state. The input consists of data representing the user's facial expressions and voice tone. Machine learning algorithms are used for analysis, identifying the user's emotions in real time. The output provides information on the analyzed emotional state.

[0724] Step 7:

[0725] The server dynamically adjusts the virtual environment scenario and acoustic elements based on the analyzed emotional state. The input is the emotional state data obtained in step 6. Using a generative AI model, the difficulty level and acoustic environment of the virtual space are modified to match the user's state. As output, a personalized experience tailored to the user's emotions is provided.

[0726] 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.

[0727] 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.

[0728] 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 robot 414.

[0729] 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.

[0730] 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.

[0731] 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.

[0732] 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.

[0733] 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.

[0734] 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."

[0735] 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.

[0736] 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.

[0737] 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.

[0738] 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.

[0739] 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.

[0740] 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.

[0741] 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.

[0742] 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.

[0743] 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.

[0744] 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.

[0745] 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.

[0746] 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.

[0747] The following is further disclosed regarding the embodiments described above.

[0748] (Claim 1)

[0749] A means for an information processing device to collect descriptive information about geographical areas from the internet in past eras,

[0750] A means for analyzing the aforementioned explanatory information and generating data representing the three-dimensional structure of the geographical area,

[0751] A means for generating virtual reality content based on the aforementioned three-dimensional structural data,

[0752] Means for providing the virtual reality content to the user terminal,

[0753] A system that includes this.

[0754] (Claim 2)

[0755] The system according to claim 1, wherein the information processing device includes means for incorporating sound elements into the virtual reality content.

[0756] (Claim 3)

[0757] The system according to claim 1, further comprising means for a user to immerse themselves in the virtual reality content through a visual device.

[0758] "Example 1"

[0759] (Claim 1)

[0760] An information processing device is a means of collecting relevant information about geographical areas in past eras from a communication network,

[0761] A means for analyzing the aforementioned related information and generating data representing the three-dimensional structure of the geographical area,

[0762] A means for generating virtual reality content based on the generated three-dimensional structural data,

[0763] Means for providing the virtual reality content to the user device,

[0764] A means by which a user selects a specific time period or place and obtains corresponding virtual reality content,

[0765] A system that includes this.

[0766] (Claim 2)

[0767] The system according to claim 1, wherein the information processing device includes means for incorporating acoustic elements and climatic conditions into the virtual reality content.

[0768] (Claim 3)

[0769] The system according to claim 1, further comprising means for a user to visually and aurally experience and interact with the virtual reality content through a visual device.

[0770] "Application Example 1"

[0771] (Claim 1)

[0772] A means by which an information processing device collects descriptive information related to past eras from a communication network,

[0773] Means for analyzing the aforementioned explanatory information and generating information representing the three-dimensional structure of the region,

[0774] A means for generating a virtual reality experience based on the aforementioned three-dimensional structural information,

[0775] Methods for incorporating educational elements into virtual reality experiences,

[0776] Means for providing the virtual reality experience to the user device,

[0777] A system that includes this.

[0778] (Claim 2)

[0779] The system according to claim 1, wherein the information processing device includes means for incorporating sound elements into the virtual reality experience.

[0780] (Claim 3)

[0781] The system according to claim 1, further comprising means for a user to immerse themselves in the virtual reality experience through a visual device.

[0782] "Example 2 of combining an emotion engine"

[0783] (Claim 1)

[0784] A means for an information processing device to collect descriptive data about a region corresponding to a past era from a wide-area communication network,

[0785] A means for analyzing the aforementioned explanatory data and generating data representing the three-dimensional structure of the region,

[0786] A means for generating virtual space content based on the aforementioned three-dimensional structure data,

[0787] Means for providing the virtual space content to the user device,

[0788] A means for tracking user actions using a transmission device and changing the content according to the user's work in the virtual space,

[0789] A means for analyzing the user's emotional information using an emotion analysis device and adjusting the difficulty level or narrative of the virtual space content based on the analysis results,

[0790] A system that includes this.

[0791] (Claim 2)

[0792] The system according to claim 1, wherein the information processing device includes means for incorporating acoustic components into the virtual space content.

[0793] (Claim 3)

[0794] The system according to claim 1, further comprising means for a user to immerse themselves in the virtual space content through a visual device.

[0795] "Application example 2 when combining with an emotional engine"

[0796] (Claim 1)

[0797] A means for an information processing device to collect descriptive information about geographical areas from the internet in past eras,

[0798] A means for analyzing the aforementioned explanatory information and generating data representing the three-dimensional structure of the geographical area,

[0799] A means for generating virtual reality content based on the aforementioned three-dimensional structural data,

[0800] Means for providing the virtual reality content to the user terminal,

[0801] A means of analyzing user emotions,

[0802] A means for dynamically adjusting the virtual reality content experience based on the analyzed emotions,

[0803] A system that includes this.

[0804] (Claim 2)

[0805] The system according to claim 1, wherein the information processing device includes means for incorporating sound elements into the virtual reality content and dynamically adjusting the sound according to the analyzed emotion.

[0806] (Claim 3)

[0807] The system according to claim 1, comprising means for a user to immerse themselves in the virtual reality content through a visual device and for the virtual environment to change dynamically in response to the analyzed emotions. [Explanation of Symbols]

[0808] 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 by which an information processing device collects descriptive information related to past eras from a communication network, Means for analyzing the aforementioned explanatory information and generating information representing the three-dimensional structure of the region, A means for generating a virtual reality experience based on the aforementioned three-dimensional structural information, Methods for incorporating educational elements into virtual reality experiences, Means for providing the virtual reality experience to the user device, A system that includes this.

2. The system according to claim 1, wherein the information processing device includes means for incorporating sound elements into the virtual reality experience.

3. The system according to claim 1, further comprising means for a user to immerse themselves in the virtual reality experience through a visual device.

Citation Information

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