Monitoring device, server, and information processing method

The monitoring device engages children through a character-driven interface that reacts to their actions and environment, fostering attachment and aiding guardians in tracking growth processes.

JP2026110454APending Publication Date: 2026-07-02MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2025-05-20
Publication Date
2026-07-02

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Abstract

The present invention provides a monitoring device, a server, and an information processing method that make it easier for the person being monitored to develop an attachment to the monitoring device. [Solution] The monitoring device comprises a positioning sensor, an input unit, an activity level sensor, a display, a communication module, and a processor. The processor manages the internal state and display mode of the character on the display and functions as a character control means that dynamically changes the display mode of the character based on at least one of a plurality of contextual information such as input operations, location information, activity level information, time, and information from the monitor terminal, and also changes the internal state of the character in stages based on the same information.
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Description

Technical Field

[0001] The present invention relates to a monitored device, a server, and an information processing method.

Background Art

[0002] In recent years, monitoring devices with a GPS (Global Positioning System) function have been widely used for the purpose of ensuring the safety of monitored persons such as children and the elderly and grasping their activity status. These devices have basic functions such as notifying the current position information of the monitored person to the terminal of the monitor and making contact in an emergency.

[0003] In addition, devices with added game functions and character display functions have been proposed not only to simply notify position information but also to enhance the interest of the monitored person and encourage the carrying of the device. For example, Patent Document 1 discloses a system and method for providing a learnable interactive avatar that reacts to user communication. Such an avatar has also been suggested for applications for children.

[0004] However, in conventional monitoring devices for children, in many cases, children are only passively made to carry the device, and there is a problem that it is difficult to form an attachment to the device itself. As a result, there is a risk that children will dislike carrying the device or lose it. In addition, functions that actively draw out children's spontaneous actions and learning motivation are not sufficiently provided, and it is not easy for guardians (monitors) to specifically grasp the minute daily state changes and growth processes of children and take appropriate involvement and communication based on them.

[0005] While interactive avatar technologies, such as those disclosed in Patent Document 1, do exist, simply incorporating them into a monitoring device is insufficient to create a comprehensive system that closely integrates with the diverse real-world activities of the person being monitored and the involvement of the caregiver, allowing the character to grow together with the person being monitored, thereby deepening the person's attachment to the device and encouraging spontaneous behavior and learning. [Prior art documents] [Patent Documents]

[0006] [Patent Document 1] U.S. Patent Application Publication No. 2013 / 0257876 [Overview of the project] [Problems that the invention aims to solve]

[0007] The present invention aims to provide a monitoring device, a server, and an information processing method that make it easier for the person being monitored to develop an attachment to the monitoring device. [Means for solving the problem]

[0008] To solve the above problems, according to one aspect of the present invention, a monitoring device is provided comprising: a positioning sensor that acquires location information of a person being monitored; an input unit that can detect operations performed by the person being monitored; an activity sensor that detects the activity level of the person being monitored; a display that displays information; a communication module that can communicate with a monitoring terminal used by the person being monitored; and a processor, wherein the processor manages the internal state and display manner of a character displayed on the display, and functions as a character control means that dynamically changes the display manner of the character and executes a growth logic that changes the internal state of the character in stages based on a plurality of contextual information that indicates the state of the person being monitored or the surrounding environment, the plurality of contextual information that includes at least one of the following: operations performed on the input unit, location information of the person being monitored acquired from the positioning sensor, activity level information of the person being monitored acquired from the activity sensor, the current time, and information from the monitoring terminal received via the communication module. [Effects of the Invention]

[0009] According to the present invention, it is possible to make it easier for the person being monitored to develop an attachment to the monitoring device. [Brief explanation of the drawing]

[0010] [Figure 1] This is an overview diagram showing the overall configuration of a monitoring system 100 for a person being monitored according to one embodiment of the present invention. [Figure 2] This is a block diagram showing the hardware configuration of a monitored device 1 according to one embodiment of the present invention. [Figure 3] This is a functional block diagram of a monitoring device 1 according to one embodiment of the present invention. [Figure 4] This is a more detailed functional block diagram of the character control means 110 according to one embodiment of the present invention. [Figure 5]This is a block diagram of the main functions of Server 3 according to an embodiment of the present invention. [Figure 6] This is a block diagram of the main functions of the monitoring application 2A according to one embodiment of the present invention. [Figure 7A] This figure shows an example of a character growth diary screen displayed by the information display unit 210 of the monitoring application 2A according to one embodiment of the present invention. [Figure 7B] This figure shows an example of a mission completion calendar screen displayed by the information display unit 210 of the monitoring application 2A according to one embodiment of the present invention. [Figure 7C] This figure shows an example of an emotional timeline graph screen displayed by the information display unit 210 of the monitoring application 2A according to one embodiment of the present invention. [Figure 7D] This figure shows an example of an activity map screen displayed by the information display unit 210 of the monitoring application 2A according to one embodiment of the present invention. [Figure 8A] This figure shows an example of an AI-generated mission suggestion screen displayed by the mission setting unit 220 of the monitoring application 2A according to one embodiment of the present invention. [Figure 8B] This figure shows an example of a screen for sending instructions to a character, displayed by the communication support unit 230 of the monitoring application 2A according to one embodiment of the present invention. [Figure 9] This is a sequence diagram illustrating an example of the processing related to the mission achievement and character growth of the person being monitored in one embodiment of the present invention. [Figure 10A] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (character display in normal operation: basic information). [Figure 10B] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (normal character display: facial expression and clothing changes). [Figure 10C] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (normal character display: new message notification). [Figure 10D] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (normal character display: mission reminder). [Figure 11A] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (mission display: balloon presentation). [Figure 11B] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (mission display: list - form support). [Figure 11C] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (mission display: progress gauge). [Figure 12A] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (character growth / change: level - up). [Figure 12B] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (character growth / change: skill acquisition notification). [Figure 12C] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (character growth / change: wearing customized item). [Figure 12D] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (character growth / change: growth stage change). [Figure 13A] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (emotion input: icon selection). [Figure 13B] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (emotion input: empathic reaction). [Figure 14A] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (when reaching a specific area: arrival at school). [Figure 14B] A diagram showing a display example of the display 60 of device 1 according to an embodiment of the present invention (when reaching a specific area: arrival at park). [Figure 14C]This figure shows an example of the display on the display 60 of device 1 according to one embodiment of the present invention (when a specific area is reached: area-specific items). [Figure 14D] This figure shows an example of the display on the display 60 of device 1 according to one embodiment of the present invention (when a specific area is reached: a mini-quiz is presented). [Figure 15A] This figure shows an example of the display on the display 60 of device 1 according to one embodiment of the present invention (when a fall is detected: call / response button). [Figure 15B] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (when a fall is detected: response button variations). [Figure 15C] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (when a fall is detected: animation during notification). [Figure 16A] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (other interaction: educational quiz). [Figure 16B] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (other interaction: sending a predefined stamp). [Figure 16C] This figure shows an example of the display of the display 60 of device 1 according to one embodiment of the present invention (other interaction: setting guidance). [Figure 17A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (character growth diary: timeline format). [Figure 17B] This figure shows an example screen of a monitoring application 2A according to one embodiment of the present invention (character growth diary: album format). [Figure 17C] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (character growth diary: event icon). [Figure 18A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (mission completion calendar: monthly display stamp). [Figure 18B] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (mission completion calendar: weekly display list). [Figure 18C] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (Mission Completion Calendar: Uncompleted Mission Reminder). [Figure 19A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (emotion timeline / summary: line graph and pie chart). [Figure 19B] This figure shows an example screen of a monitoring application 2A according to one embodiment of the present invention (emotional timeline / summary: bar graph, comments). [Figure 19C] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (emotion timeline / summary: significant emotion alert). [Figure 20A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (activity map: movement trajectory and time spent). [Figure 20B] This figure shows an example screen (activity map: area tagging) of the monitoring application 2A according to one embodiment of the present invention. [Figure 21A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (AI mission proposal: linked to character skills). [Figure 21B] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (AI mission proposal: display of the reason for the proposal). [Figure 21C] This figure shows an example screen of a monitoring application 2A according to one embodiment of the present invention (AI mission proposal: goal breakdown). [Figure 22A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (character instruction transmission: action list). [Figure 22B]This figure shows an example screen of a monitoring application 2A according to one embodiment of the present invention (character instruction transmission: response preview). [Figure 23A] This figure shows an example screen of the guardian application 2A according to one embodiment of the present invention (hints for parents: icons and example sentences for each hint type). [Figure 23B] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (a hint for parents to communicate with: in the style of a performance-linked message). [Figure 24A] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (Other: Multiple monitored person switching tab UI). [Figure 24B] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (Other: Device status dashboard). [Figure 24C] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (other: privacy settings). [Figure 24D] This figure shows an example screen of the monitoring application 2A according to one embodiment of the present invention (Other: Notification settings). [Modes for carrying out the invention]

[0011] Embodiments of the present invention will be described in detail below with reference to the drawings. In each drawing, identical or corresponding components are denoted by the same reference numerals, and redundant explanations will be omitted as appropriate.

[0012] [Overall system configuration] Figure 1 is an overview diagram showing the overall configuration of a monitoring system 100 for a person being monitored according to one embodiment of the present invention. As shown in Figure 1, the system 100 comprises a monitoring device (hereinafter also simply referred to as "device 1") carried by the person being monitored U1, a monitoring terminal 2 used by the monitor U2, and a server 3 that is connected to these devices 1 and monitoring terminal 2 via a network NW so as to be able to communicate.

[0013] The person being monitored, U1, is someone who requires supervision, such as a child or an elderly person. The supervisor, U2, is someone who requires supervision, such as a guardian or caregiver of the person being monitored, U1. The network, NW, consists of any communication network, such as the internet, a mobile phone network, or a Wi-Fi (Wireless Fidelity) network.

[0014] [Configuration of the monitoring device] Figure 2 is a block diagram showing the hardware configuration of a monitored device 1 according to one embodiment of the present invention. As shown in Figure 2, the device 1 includes a processor 10, memory 20, positioning sensor 30, input unit 40, activity level sensor 50, display 60, communication module 70, speaker 80, and microphone 90, among others. These components are interconnected via a bus BS.

[0015] The processor 10 is a central processing unit (CPU) that controls the operation of the entire device 1, and by executing programs stored in the memory 20, it realizes various functions such as the character control means described later.

[0016] Memory 20 consists of ROM (Read Only Memory) and RAM (Random Access Memory), and stores programs executed by the processor 10 and various data. For example, it stores character image data, animation data, audio data, programs related to growth logic, and interaction history.

[0017] The positioning sensor 30 consists of, for example, a GPS receiver, and acquires location information indicating the current location of device 1. Specifically, the "positioning sensors" in this invention may include, for example, sensors that use satellite positioning systems, such as GPS (Global Positioning System) receivers, to acquire wide-area geographic coordinates (latitude and longitude, etc.), as well as Wi-Fi positioning systems that use a Wi-Fi access point location database, cell-based positioning systems that use information from cellular base stations, or short-range positioning systems and area detection systems that detect signals from Bluetooth® Low Energy (BLE) beacons, NFC (Near Field Communication) tags, ultrasonic transmitters, etc., that are pre-installed in specific areas, thereby identifying whether a device is in a specific zone (e.g., a room in a house, a classroom in a school, a playground area in a park, etc.) or has entered or left such zones. These sensors do not always provide the absolute geographic coordinates of a device, but they have the function of acquiring information about "location" and "area" that is meaningful for changing the behavior and display of a character.

[0018] The input unit 40 is an interface capable of detecting operations performed by the person being monitored U1, and may include, for example, a touch panel (which may be integrated with the display 60), physical buttons, or voice input (in conjunction with the microphone 90).

[0019] The activity sensor 50 is a sensor that detects the activity level of the person being monitored U1, and is composed of, for example, a 3-axis accelerometer and a gyroscope. The activity sensor 50 can detect steps taken, distance traveled, exercise intensity, calories burned, sleep status, and activity patterns that suggest the possibility of falling. However, the function of "activity sensor" or "activity detection" as used herein is not necessarily limited to sensors that directly measure body movements. For example, as a modification, the processor 10 may analyze the frequency and volume of speech of the person being monitored, breathing during exercise, changes in ambient noise levels, and specific sound events (e.g., jumping sounds, footsteps while running, silence, etc.) based on audio data collected by the microphone 90 (or a separately provided acoustic sensor). From this, the processor 10 may estimate the activity state of the person being monitored (e.g., actively playing, resting, concentrating, etc.), its intensity, and type, and output this as "activity information." A function that indirectly grasps the activity level from such acoustic information can also be considered, in the spirit of the present invention, as a broad activity sensor or activity detection function that detects the activity level of the person being monitored. The activity information obtained in this way can be used as part of the context information used for controlling the character CH, as described later, either in combination with information from other sensors or on its own.

[0020] The display 60 is a display device that shows information and is composed of, for example, a liquid crystal display (LCD), an organic EL (Electro-Luminescence) display, or color electronic paper. The display 60 displays the character CH (described later), the time, messages, mission details, etc. While the existence, state, and emotions of character CH are primarily conveyed to the person being monitored through visual displays on the display 60, this is not the only way. As will be described later, auditory information such as voice, tone of voice, specific sound patterns, and music output from the speaker 80 also functions as an important element of the "display method" that expresses the character's personality and state, and can complement or substitute for visual information.

[0021] The communication module 70 is a communication interface for wireless communication with the server 3 and the monitoring terminal 2 via the network NW, and supports cellular communication standards such as LTE (Long Term Evolution)-M and NB-IoT (Narrow Band-Internet of Things). In this specification, "communication module capable of communicating with a monitoring terminal" is assumed to primarily function in conjunction with a monitoring terminal, but the specific manner, frequency, and purpose of such communication may vary. For example, the communication module may not only communicate in real time with the monitoring terminal via a server, but may also communicate only under specific conditions (e.g., when an SOS is sent, when leaving a designated area, during periodic data synchronization, etc.), or it may include a function to temporarily exchange data directly or indirectly with a nearby monitoring terminal (or other designated device) using a short-range wireless communication standard such as Bluetooth® or Wi-Fi Direct®. Furthermore, depending on the product usage and settings, it is conceivable that this communication module may be primarily used for secondary functions such as updating the device's software, downloading additional content, or exchanging character-related data (items, etc.) with friends who have other similar devices, rather than for sending and receiving information directly related to character development. The key is that the device is equipped with a "communication module" that allows it to exchange information with the outside world in some way, and that this can result in, or potentially lead to, information sharing with monitoring terminals, achieving a "communicative" state.

[0022] Speaker 80 is a device that outputs sound, such as character CH's lines, sound effects, and alarm sounds.

[0023] Microphone 90 is a device that inputs voice, acquiring the voice of the person being monitored U1, and using it for voice recognition processing and sending voice messages.

[0024] Figure 3 is a functional block diagram of a monitored device 1 according to one embodiment of the present invention. As shown in Figure 3, the device 1 includes a character control means 110, a context information acquisition means 120, a communication control means 130, and the like, as means by which the processor 10 executes a program stored in the memory 20.

[0025] The character control means 110 manages the internal state and display mode of the character CH (not shown) displayed on the display 60. Specifically, based on multiple context information acquired by the context information acquisition means 120, it dynamically changes the display mode of the character CH (e.g., facial expressions, dialogue, animations, color tone, effects, etc.) and also executes a growth logic that gradually changes the internal state of the character CH (e.g., level, experience points, skill parameters, emotion value, item possession status, etc.) based on the same multiple context information. Details of this character control means 110 will be described later. Here, "controlling the character based on multiple contextual information" means that the system is designed to acquire and process multiple types of contextual information as exemplified herein (e.g., operations on the input unit by the person being monitored, location information from positioning sensors, activity level information from activity level sensors, current time, and information from the monitor's terminal), and that changes in the character's display and the growth of its internal state are intended to be influenced by at least one of these, or a combination of these information depending on the situation, or by different sources of information affecting different aspects of the character. For example, some aspects of a character's display (e.g., greetings and suggested actions based on the time of day) may change primarily based on contextual information such as the "current time," while the longer-term growth of a character's "internal state" (e.g., improvement of skill parameters, acquisition of new abilities or items, deepening of intimacy) may progress based on one or more other types of contextual information, such as "activity level information," "location information (history of reaching specific locations, etc.)," ​​"operations on the input section (e.g., mission completion reports, history of using educational content, etc.)," ​​and "information from the monitor terminal (e.g., set missions, encouraging messages, reward granting, etc.)," ​​or a combination of these pieces of information or a temporal history. Thus, the character control in the present invention is not limited to cases where the character changes based solely on a single type of information source, but rather features the ability to reflect the multifaceted situations and experiences of the person being monitored in the character, by appropriately, selectively, and in combination utilizing multiple different types of contextual information available throughout the system, thereby achieving long-term and deep interaction and attachment formation with the character. Therefore, even if a particular operating mode of the device or some of the character's responses may appear to be strongly associated with a specific single piece of contextual information (e.g., only the current time) depending on the situation, it is interpreted as being "based on multiple pieces of contextual information" as long as the system as a whole is designed so that other types of contextual information also contribute to some change in the character's display mode or internal state.

[0026] The context information acquisition means 120 acquires multiple pieces of context information that indicate the state of the person being monitored U1 or the surrounding environment. The term "multiple contextual information" here refers to at least one of the following: operation information to the input unit 40 (e.g., button press, touch coordinates, gesture input, voice recognition results for voice input from the microphone 90), location information of the person being monitored U1 obtained from the positioning sensor 30 (e.g., geographical coordinate information such as latitude and longitude information, altitude information, movement speed, and direction of movement, or location-related information that can trigger changes in the character's display mode or internal state, such as identifiers for specific areas or zones set in advance, entry and exit events to the area, and information indicating proximity to specific access points or beacons), activity information of the person being monitored U1 obtained from the activity sensor 50 (e.g., number of steps, exercise intensity level, activity pattern), current time and date information obtained from the clock function (not shown) built into the device 1, and information from the monitor terminal 2 received via the communication module 70 (e.g., text messages, voice messages, stamps, instruction commands for the character, mission setting data, reward information). In the future, contextual information may also include ambient sound environment data acquired from microphone 90 (noise level, detection of specific audio events, etc.), altitude change information acquired from a barometric pressure sensor (not shown), and ambient temperature information acquired from a temperature sensor (not shown).

[0027] "Activity information" may specifically include steps taken, distance traveled, estimated calories burned, exercise intensity level (e.g., resting, low intensity, moderate intensity, high intensity), detection results of specific exercise patterns (e.g., walking, running, jumping, cycling), estimated sleep duration, indicators of sleep quality, and fall risk score. "Information from the monitor terminal" may include text messages, voice messages, image messages, stamps, commands instructing characters to perform specific actions or speak, data indicating the content, deadline, and difficulty of missions, and data indicating the type and content of rewards. Furthermore, as mentioned above, "activity level information" can include not only numerical data (such as steps and exercise intensity) directly obtained from a 3-axis accelerometer, but also the type of activity of the person being monitored (e.g., conversation with friends, playing outdoors, quiet indoor activities, specific exercises), the intensity of the activity (e.g., volume of voice, breathing patterns, energy level of ambient sound), or the duration of the activity, which can be estimated by the processor 10 based on acoustic information collected through the microphone 90. This information serves as effective contextual information for changing the internal state and display mode of the character CH. This information is evaluated comprehensively, either individually or in combination with other sensor information (e.g., changes in movement speed and location from the positioning sensor 30), and used in the character's growth logic and changes in its display mode.

[0028] The communication control means 130 controls the communication module 70 and transmits and receives data with the server 3 and the monitoring terminal 2. For example, it transmits acquired context information and information on the internal state of character CH to the server 3, and receives instructions and data related to the control of character CH (such as new mission information, content data, and character growth results) from the server 3 and the monitoring terminal 2.

[0029] [Details of character control methods] The character control means 110 provides some of the functions of the present invention. Figure 4 shows a more detailed functional block diagram of the character control means 110. The character control means 110 includes a state management unit 111, a display mode control unit 112, a growth logic execution unit 113, an interaction history storage unit 114, a mission coordination unit 115, an emotion processing unit 116, and the like.

[0030] The state management unit 111 manages the current internal state of character CH. The internal state includes, for example, character ID, name, type, data defining the current appearance (clothing, accessories, etc.), level, experience points, multiple skill parameters (e.g., levels or points for each of "intelligence skill," "energy skill," "kindness skill," etc.), emotion values ​​indicating the current emotional state (e.g., multidimensional parameters such as joy, sadness, anger, neutral), a list of acquired skills, a list of owned items, and information indicating the character's personality type. It should be noted that the term "internal state" as used herein is not limited to multi-level numerical parameters such as levels and skill parameters as described above, but may also refer to simpler forms of information. For example, a collection of "achieved event flags" collected and accumulated in response to specific actions or experiences of the person being watched (e.g., first visit to a specific place, execution of a specific operation a certain number of times, receipt of a specific message from the watcher, etc.), a list of special reaction patterns or dialogue variations of a character unlocked by the person being watched, or a "friendship stage" that changes in stages depending on the frequency and type of interaction with the person being watched (e.g., discrete states such as acquaintance, friend, best friend), or a list of acquired "titles" or "badges"—all of these information sets, which are permanently or semi-permanently recorded and accumulated by the character based on contextual information and can influence the character's subsequent behavior and display, may also fall under the category of the character's "internal state" in this invention. These internal states are stored in memory 20 and synchronized with the account management unit 330 and character growth management unit 340 of server 3 as needed.

[0031] The display mode control unit 112 dynamically changes the display mode of the character CH based on real-time context information input from the context information acquisition means 120 and the current internal state of the character CH managed by the state management unit 111. The display mode includes the character CH's facial expressions (e.g., smiling, crying, angry, surprised, etc.), body movements and gestures (based on animation data), dialogue (displayed on the display 60 in text format, or synthesized into speech and output from the speaker 80), display position, background design and effects, and sound effects emitted by the character CH. Thus, the "display mode" of a character richly expresses the character's emotions, internal state, and response to the observer through the use of visual and auditory elements, either individually or in combination. Depending on the embodiment, for example, the primary expression of the character may be done through auditory means such as voice or sound effects, and the display may be used to display auxiliary information (e.g., time, simple icons, light patterns indicating the character's mood), or the visual expression of the character via the display may be extremely simplified or omitted. Even in such cases, as long as the auditory "display mode" changes dynamically according to contextual information and reflects the gradual changes in the character's internal state, it will be in line with the spirit of the present invention.

[0032] (Multimodal context fusion) In this embodiment, it is preferable that the character control means 110 not only individually evaluates multiple different types of contextual information acquired by the context information acquisition means 120 (e.g., location information, activity level information, time information, input information from the person being monitored U1, information from the monitor terminal 2, etc.), but also integrates this information temporally, spatially, and situationally to estimate the current state, intentions, and circumstances of the person being monitored U1 with higher accuracy through a "multimodal context fusion" function. The construction of this situation recognition model and more complex inference processing are performed on the server 3 side, which has abundant computing resources (e.g., the character growth management unit 340 or the data analysis unit 360), and the monitored device 1 side operates based on lightweight feature extraction that requires real-time performance and simple instructions received from the server 3, thereby achieving both distribution of processing load and ensuring responsiveness. Then, the display mode control unit 112 generates a detailed display mode (dialogue, facial expressions, action suggestions, etc.) for character CH that is more contextual and meets the potential needs of the person being monitored, according to this estimated state. For example, if it comprehensively interprets multiple contextual pieces of information, such as "the activity sensor 50 indicates strenuous exercise, the positioning sensor 30 indicates a park, and the time is evening," and determines that "the person is playing energetically in the park in the evening, but it's about time to make them think about going home," then character CH will display dialogue that combines empathy with a concrete action suggestion, such as "You look like you're having so much fun! Shall we play one more time before it gets dark and then go home?" This multimodal contextual fusion allows the character CH to provide natural and high-quality interaction, much like a human caregiver who understands the situation comprehensively and speaks to the child. This has a remarkable effect in significantly deepening the child's (U1) trust and affection for the character CH.

[0033] For example, if the positioning sensor 30 detects that the person being monitored U1 has arrived at school and the current time is before the start of classes, the display mode control unit 112 displays a line such as "You've arrived at school! Let's do our best today!" along with an animation of character CH smiling and waving. Also, if the activity sensor 50 detects vigorous exercise for a long period of time, character CH will also display an animation of happily jumping or getting out of breath, and will display a line such as "You're so great for playing so much! Let's take a little break too." If a message of encouragement arrives from the monitoring terminal 2, character CH will read the message aloud or react with an expression and tone of voice (in the case of speech synthesis) according to the content of the message (e.g., whether it is praise or a warning).

[0034] The growth logic execution unit 113 executes growth logic that gradually changes the internal state of character CH (especially level, experience points, skill parameters, etc.) based on multiple contextual information input from the context information acquisition means 120 (in particular, mission completion information from the mission coordination unit 115, activity level information from the activity level sensor 50, and information from the interaction history storage unit 114). This growth is not simply a matter of accumulating experience points and uniformly increasing the level, but also includes personalized growth in which specific skill parameters are selectively improved, or new skills, behavior patterns, or special display modes (new animations or variations in dialogue) are acquired, depending on the activity tendencies of the person being watched U1 and the mission completion status.

[0035] For example, if the person being monitored, U1, completes many learning-related missions (managed by the Mission Coordination Unit 115) or actively uses educational content (distributed from Server 3) (this information is acquired as contextual information), the Growth Logic Execution Unit 113 will focus on increasing the "Intelligence Skill" parameter of character CH, which is managed by the State Management Unit 111. As a result, character CH may be able to ask more difficult riddles, have a wider variety of lines related to intellectual topics, or become eligible to wear items such as a doctoral cap. Similarly, if there are many exercise-related activities, the "Energy Skill" will grow, and if there are many acts of helping or showing consideration for others (such as prompting positive emotional input in the Emotion Processing Unit 116), the "Kindness Skill" will grow, and the character's abilities and display style will change accordingly.

[0036] "Growth logic" can include rule-based logic (e.g., skill Z levels up after completing a specific mission X Y times), state transition models (e.g., a specific combination of internal states becomes the condition for transitioning to the next growth stage), or adaptive logic using machine learning (e.g., learning the relationship between the behavior patterns of the person being monitored and the character's growth curve to optimize growth speed and direction). "Gradual change" can take various forms, such as a continuous increase in parameter values, discrete state transitions upon exceeding a predetermined threshold (e.g., leveling up), unlocking new abilities or items, or evolution of the character's personality type. Furthermore, the "growth logic" is not necessarily limited to sophisticated methods such as machine learning or calculating complex interactions between multiple skill parameters. For example, even a relatively simple combination of rule sets, conditional branches, and state transition tables that updates the aforementioned "internal state" (e.g., adding an "achieved event flag," increasing the "affinity stage" by one level, unlocking a new reaction pattern, granting a specific "badge") one by one or in predetermined units when the occurrence of specific contextual information (e.g., reaching a specific location, using a specific item, achieving a certain activity level within a specific period) is detected, also constitutes the "growth logic" in this invention. The updating of the internal state by such logic can be seen as "gradual change" in this invention. The important point is that the character does not simply react temporarily in the moment, but past contextual information and the results of interactions are recorded and accumulated within the character in some identifiable form, which influences the character's future behavior (including display patterns, selectable actions, or how further internal states change). Such cumulative and progressive changes contribute to deepening the observer's attachment to and involvement with the character.

[0037] The interaction history storage unit 114 stores the past interaction history between the person being monitored U1 and the character CH in the memory 20. The stored history includes, for example, the ID and date and time of completed missions, the theme and score of completed educational content, the type and time of the emotion icon selected by the person being monitored U1, the content of the person being monitored U1's responses to specific questions from the character CH, specific messages sent from the monitor terminal 2 (especially praise and important instructions), and a history of places that the person being monitored U1 frequently visits. When generating the content of the character CH's responses, the display mode control unit 112 refers to this stored interaction history to provide more contextually relevant or personalized responses that are tailored to the person being monitored U1's past experiences and preferences. For example, character CH might bring up a previously completed mission and encourage U1 by saying, "Let's do our best this time, just like we did back then!" Or, if character CH recognizes that U1 is near a place where they previously reacted with "happy," they might display a line like, "It's great to be here again!"

[0038] The Mission Coordination Unit 115 manages mission information set from the Monitor Terminal 2 and received via the Mission Content Management Unit 350 of the Server 3, and tracks its completion status. Missions are real-world behavioral goals or learning tasks that the monitored person U1 should achieve, such as "Wake up on your own at 7 AM," "Finish schoolwork by 8 PM," or "Tell the monitor one good thing that happened today." Mission completion is determined based on information acquired by the Context Information Acquisition Means 120 (e.g., determining that the monitored person U1 has reached a specific location by a specified time using the positioning sensor 30 and clock function, determining that a specific activity level has been achieved using the activity level sensor 50, reporting completion via the input unit 40, or recognizing a specific keyword through voice input from the microphone 90). When a mission is completed, the information is passed to the Growth Logic Execution Unit 113 and contributes to the growth of the character CH's internal state (experience points, skill parameters, etc.). Furthermore, in cooperation with the display mode control unit 112, the character CH provides feedback such as enthusiastically praising the completion of the mission (accompanied by special animations and sound effects) and encouraging the user to take on the next mission.

[0039] Furthermore, the processor 10 may function in conjunction with the mission coordination unit 115 as a reward control means (not shown, but may be implemented as part of the character control means 110) to determine and grant rewards to the monitored U1 according to the mission's completion status. Rewards may include, for example, customization items (clothing, accessories, etc.) that change the display mode of character CH, skill points or new behavior patterns that change the internal state of character CH, or the right to unlock new mini-games playable within device 1. The acquisition of these rewards is coordinated with the display mode control unit 112 and the state management unit 111 and directly reflected in changes to the display mode and internal state of character CH.

[0040] The emotion processing unit 116 acquires the emotional state of the person being watched (e.g., happy, sad, angry, neutral) when the person being watched (U1) inputs their current emotional state via the input unit 40 (e.g., an emotion input means for selecting one of several emotional icons displayed on the display 60). The display mode control unit 112 changes the display mode of the character CH so that the character CH shows an empathetic response according to the input emotional state. For example, if the person being watched (U1) selects the "happy" icon, the character CH smiles and displays an animation as if celebrating together. If the person being watched (U1) selects the "sad" icon, the character CH looks worried, leans in, and displays comforting lines. Furthermore, this selected emotional state is reflected in the character CH's internal state (e.g., temporary emotional values, intimacy parameters with the person being watched (U1), and parameters that affect long-term personality development) by the state management unit 111.

[0041] [Specific examples of emergency response] In this embodiment, when the activity sensor 50 detects an activity pattern that suggests the possibility of the person being monitored U1 falling (for example, a sudden large change in acceleration followed by a state of inactivity for a predetermined period of time or longer), the context information acquisition means 120 acquires this information, and the character control means 110 performs special processing. Specifically, the display mode control unit 112 displays on the display 60 that the character CH has a worried expression and asks about the person's well-being, such as "Are you okay?" or "Does anything hurt?", and also calls out to the person being monitored via the speaker 80. At the same time, it accepts a response input from the person being monitored U1 via the input unit 40 (for example, a touch button on the display 60) (e.g., tapping one of the options such as "I'm okay," "It hurts a little," or "I need help"). If there is no response input within a predetermined time, or if there is an emergency response such as "I need help," the communication control means 130 sends an emergency notification (including location information) to the monitor terminal 2. Even if the response is "I'm fine," a notification (including location information) to that effect can be sent to the caregiver terminal 2, prompting caregiver U2 to check the situation.

[0042] [Example of display on Device 1] Figures 10A to 16C show examples of screens displayed on the display 60 of device 1. Figure 10A shows an example of a character display in normal operation, where basic information such as the current time, weather information, and battery level is displayed along with the character CH. The character CH is displayed with a standard facial expression and clothing. Figure 10B shows another example of the normal character display, where the character CH's expression and clothing change depending on contextual information (for example, that it is raining), such as wearing a raincoat. Figure 10C shows an example of how a new message is displayed when a new message is received from the monitor terminal 2. The character CH notifies the user of the new message in a speech bubble, and a message icon is displayed. Figure 10D shows an example of a reminder for a set mission, where character CH communicates the mission details (for example, "It's time to do your homework!") and a related icon (for example, a pencil icon) is displayed.

[0043] Figure 11A shows an example of a mission display, where character CH uses a speech bubble to present the content of the mission that the person being watched, U1, should attempt (for example, "Today's chore is wiping the table!"). Figure 11B shows a screen where multiple missions are displayed in a list format, the completion status of each mission (e.g., not completed, completed) is indicated by an icon, and the character CH is shown in a cheering pose. Figure 11C shows a screen where the progress of a specific mission (for example, "play in the park for 30 minutes") is displayed as a gauge (for example, remaining time or degree of completion), and the character CH is watching over that progress.

[0044] Figure 12A shows an example of how the display looks when a character CH grows and levels up. Along with an effect indicating the level up (for example, a sparkling effect), a message such as "Level Up! Yay!" is displayed along with the character CH. Figure 12B is an example screen that happily notifies the player that character CH has acquired a new skill (for example, "Tongue Twister Skill"), and displays the skill name and an icon indicating the skill's effect. Figure 12C shows an example screen displaying character CH wearing a customization item (e.g., a hat) acquired as a reward. In this way, the person being monitored, U1, can change the appearance of character CH. Figure 12D shows an example of how character CH's appearance changes as it progresses through its growth stages (for example, it may grow a little bigger or its facial expressions may become more varied).

[0045] Figure 13A shows an example screen for the person being monitored, U1, to input their emotions. Multiple emotion icons (for example, smiling, crying, angry, neutral, surprised, etc.) are displayed on the display 60 as options. Figure 13B is an example screen showing the empathetic response of character CH after the person being watched U1 selects an emotion icon (e.g., "smile"), with character CH also smiling and a celebratory animation (e.g., confetti falling) being displayed.

[0046] The arrival of a "specific area" as referred to here is determined based on the location information acquired by the aforementioned positioning sensor 30. This "specific area" is not limited to those defined by geofencing based on geographic coordinates such as GPS, but may also be a more local or meaningful "zone" defined by, for example, the signal reception range of BLE beacons installed indoors or outdoors, the service area of ​​a specific Wi-Fi network, or the reading range of an NFC tag. Figure 14A shows an example of what is displayed when the person being monitored, U1, reaches a specific area (for example, "school"). The background of the display 60 changes to an illustration of a school gate, and a character CH in a school uniform (if acquired as a customization item) is displayed along with a message such as "Arrived at school! Let's do our best today!". Figure 14B shows an example of what is displayed when the person being monitored, U1, arrives at the "park." The background changes to an illustration of a park with playground equipment, and the character CH, dressed in an explorer's outfit, is displayed with an excited expression along with the message, "We're at the park! Let's have a blast!" Figure 14C shows an example of how character CH can be displayed holding an item (e.g., a book) associated with a specific area (e.g., "library"). Figure 14D shows an example screen where character CH presents a mini-quiz related to a specific area (for example, "What is the name of the flower in this park?").

[0047] Figure 15A shows an example screen where, when the activity sensor 50 detects an activity pattern that suggests a potential fall, character CH displays a worried expression and a message such as "Are you okay?", and at the same time, buttons (for example, "I'm okay" or "Help") are displayed to prompt the person being monitored U1 to respond. Figure 15B shows an example of variations in the types and placement of response buttons in Figure 15A. Figure 15C shows an example screen where, if there is no response from the person being monitored U1 or if "Help" is selected, an animation (for example, a communication icon flashing) indicating that a notification is being sent to the monitoring terminal 2 is displayed along with the character CH.

[0048] Figure 16A shows an example of another interaction screen, displaying an educational quiz (for example, a multiple-choice question where the user looks at a picture of an animal and guesses its name), with the character CH giving hints and encouragement. Figure 16B shows an example screen for selecting and sending simple, pre-set stamps (such as "Thank you," "I understand," or "I'm on my way") to the caregiver terminal 2, with character CH guiding the user through the stamp selection process. Figure 16C shows an example screen where character CH provides clear instructions on the settings screen of device 1 (for example, volume control and screen brightness settings).

[0049] [Server Configuration and Functions] As shown in Figure 1, Server 3 is connected to numerous devices 1 and monitoring terminals 2 via a network (NW). Server 3 consists of a computer system equipped with a CPU, memory, storage, communication interfaces, etc. (Hardware configuration diagram is omitted).

[0050] As a functional configuration of server 3, Figure 5 shows a block diagram of the main functions of server 3 according to one embodiment of the present invention. As shown in Figure 5, server 3 includes a device communication unit 310, a terminal communication unit 320, an account management unit 330, a character growth management unit 340, a mission / content management unit 350, a data analysis unit 360 (optional), and the like.

[0051] The device communication unit 310 sends and receives data to and from device 1. For example, it receives context information (location information, activity level information, operation history, etc.), difference information on the internal state of character CH, mission completion status, emotion input history, etc. from device 1. It also sends instructions regarding the growth of character CH from the character growth management unit 340, and new mission information and educational content data from the mission / content management unit 350 to device 1.

[0052] The terminal communication unit 320 transmits and receives data with the monitor terminal 2. For example, it receives mission setting information, instruction commands for character CH, messages for the person being monitored U1, and empathy stamp information from the monitor terminal 2. It also transmits information that monitor U2 needs to the monitor terminal 2, such as the location information of the person being monitored U1, activity status, history of emotional state, mission completion status, and character CH's growth record.

[0053] The account management unit 330 securely manages account information for the person being monitored U1 and the monitor U2, linking information between device 1 and monitor terminal 2, various settings information, privacy settings information, and more.

[0054] The Character Growth Management Unit 340 updates the internal state of character CH (experience points, skill parameters, acquired skills, personality type, etc.) according to a longer-term and more complex growth logic based on information received from device 1 and mission completion information from the Mission / Content Management Unit 350, and permanently stores and manages this information in storage (not shown). This growth logic can include, for example, interactions between multiple skill parameters, special growth resulting from the achievement of a specific event sequence, or adaptive adjustments that reflect the results of growth pattern analysis of numerous users by the Data Analysis Unit 360. The updated internal state information, along with instructions for new behavior patterns and display modes based on it, is transmitted to device 1 via the Device Communication Unit 310.

[0055] The Mission / Content Management Unit 350 manages information such as the content, deadline, difficulty level, and related rewards of missions set by the supervisor U2 from the supervisor terminal 2, and distributes them to device 1 as needed. It also manages and updates / adds libraries of educational content categorized by age, genre, and difficulty level. Furthermore, it may have an AI suggestion function that recommends suitable missions and content to be attempted next to the supervisor terminal 2 based on the age of the person being monitored U1, past mission completion status, character CH's growth stage, and preferred skills.

[0056] The Data Analysis Department 360 analyzes anonymized and statistically compiled usage data (e.g., mission completion rates, content usage time, character growth patterns, etc.) collected from multiple devices to optimize character growth logic, improve the accuracy of mission and content recommendations, improve the overall system UX, or gain insights for developing new features (this feature is optional and will be implemented in compliance with personal information protection laws and based on user consent).

[0057] [Functions of the monitoring device application] On the monitor terminal 2 (for example, a smartphone or tablet), a dedicated monitor application (hereinafter referred to as App 2A) runs. This App 2A works in conjunction with the server 3 to provide various functions to the monitor U2. Figure 6 is a functional block diagram showing the main functions of App 2A. App 2A includes an information display unit 210, a mission setting unit 220, a communication support unit 230, a feedback presentation unit 240, and the like.

[0058] The information display unit 210 displays multiple activity information received from the server 3, including the current location information of the person being monitored U1, past movement history, activity level (steps, exercise time, etc.), history of entered emotional states, completion status of set missions, and character CH's growth record (level, acquired skills, acquired items, special event logs, etc.), in a graphical format on a display (not shown) that is easy for the monitor U2 to understand intuitively.

[0059] Figure 7A shows an example of a character growth diary screen, where character growth events (e.g., level up, acquiring new items) are displayed in a timeline format along with an illustration of the character at that time. Figure 17A shows a variation of this, a list-style diary screen that shows more detailed event content and dates. Figure 17B is an example of a screen in album format where images of the character's grown-up form are collected, and tapping them displays details. Figure 17C shows examples of variations in icons and illustrations according to the type of growth event (e.g., skill up, item acquisition, mission completion).

[0060] Figure 7B shows an example of a mission completion calendar screen, where colorful stamps and marks are displayed on the monthly calendar according to the daily mission completion level. Figure 18A shows a variation where the color and type of stamps change according to the completion level. Figure 18B is an example of a weekly view screen that displays a detailed list of missions for each day of the week and their completion status (check marks, progress bars, etc.). Figure 18C shows an example screen where uncompleted missions are highlighted and a reminder-style message from the character CH (for example, "Let's work hard on this mission together!") is displayed.

[0061] Figure 7C is an example of an emotion timeline graph screen, where a line graph shows the emotional fluctuations over a week (e.g., positivity and negativity), and a pie chart shows the proportion of positive and negative emotions. Figure 19A is a variation of this, showing a graph that shows the emotional changes over a longer period (e.g., one month), and a bar graph that shows the frequency of occurrence of specific emotions (e.g., joy, sadness). Figure 19B is an example screen that shows a bar graph showing the number of times each emotion icon has been selected, along with a summary comment in the style of a character CH (e.g., "You smiled a lot this week!"). Figure 19C shows an example screen that is displayed along with an alert icon to draw the attention of the caregiver U2 when a particular emotion (e.g., "sad" is selected repeatedly) is prominent.

[0062] Figure 7D is an example of an activity map screen, where the movement trajectory of the person being monitored U1 is displayed as a line, and a heatmap-like display is shown where the size of the circles changes according to the time spent in each location. Figure 20A is a variation of this, showing an example screen where the range of activity during a specific time period (e.g., after school) is highlighted, and the mode of transportation (walking, cycling, etc., if estimated) is indicated with an icon. Figure 20B shows an example screen where the monitor U2 can freely color-code and tag (add notes to) specific areas on the map (school, park, home, dangerous area, etc.).

[0063] The Mission Setting Unit 220 provides a user interface for setting and managing missions (real-world behavioral goals and learning tasks) that the caregiver U2 gives to the person being cared for U1. Figure 8A is an example of an AI-generated mission suggestion screen. In addition to text input of the mission content, it works in conjunction with the Mission Content Management Unit 350 of Server 3 to suggest multiple mission templates that are deemed effective based on the age of the person being cared for U1, past mission completion status, and the current growth status and preferred skills of the character CH. These templates include, for example, "Early Bird Challenge" and "The Path to Helping Out Master." Figure 21A is an example of a variation where a suitable mission (for example, "Say Thank You 10 Times") is suggested in conjunction with the character CH's skill growth graph (for example, if "Kindness Skill" is below the target value) to improve that skill. Figure 21B is an example of a screen where the reason for the suggested mission (for example, "Completing this mission will increase the character's XX skill!") is displayed. Figure 21C is an example screen where, according to a long-term goal set by the caregiver U2 (e.g., "Be able to stay home alone"), multiple intermediate step missions (e.g., "Step 1: Try spending 30 minutes alone (with character supervision)") are displayed in a tree structure, allowing for progress management. The set missions are sent to device 1 via server 3.

[0064] The communication support unit 230 provides functions for the caregiver U2 to communicate indirectly with the person being cared for U1 and the character CH on device 1. Figure 8B is an example of a screen for sending instructions to a character, in which the caregiver U2 sends instructions from the app 2A to the character CH on device 1 via the server 3 to perform specific actions (e.g., make the character do a cheering dance, make the character strike a special encouraging pose, etc.) or to speak (e.g., send standard messages such as "Do your best!" or "I love you!", or have the character CH read aloud a short text entered by the caregiver U2 in the character CH's voice, etc.). Figure 22A is an example of a screen that displays a list of cheering actions that can be instructed (dance, cheering song, special effect display, etc.) along with an icon indicating the content of each action. Figure 22B shows an example of a screen that allows for a simple preview of the character CH's response on device 1 before sending.

[0065] Furthermore, the system also has a function that allows caregiver U2, who can check the emotional state entered by the person being cared for U1 on device 1 using app 2A, to select and send an "empathy stamp" (e.g., "I understand," "That's amazing!", "Don't worry!", etc., stamps with designs corresponding to the emotion) from app 2A, which then influences the reaction of character CH on device 1 (e.g., character CH shows the empathy stamp to the person being cared for U1, or character CH's facial expression changes further in response, and they say a line that seems to express caregiver U2's feelings).

[0066] The feedback display unit 240, based on the information displayed on the information display unit 210 and the analysis results from the data analysis unit 360 of the server 3 (or interpreted information provided by the server 3), presents to the caregiver U2, at an appropriate time, specific hints and advice on how to support the caregiver U2 in engaging with the caregiver U1 (e.g., specifically praising specific achievements, acknowledging the process of effort, offering empathetic words, encouraging the next step, etc.) on the display of the app 2A. Figure 23A shows an example screen displaying icons and specific example phrases for hints according to the type of hint (praise, encourage, caution, etc.). Figure 23B shows an example screen displaying a message-style hint from character CH (e.g., "Your concentration was amazing, [Caregiver's name]! Praise them so much that even Mom and Dad will be surprised!") for a specific achievement of the caregiver U1 (e.g., "You got all the questions right on the math quiz for the first time!").

[0067] Figure 24A shows an example of another app screen, illustrating a user interface that displays information on multiple people being monitored (for example, siblings) by switching between tabs at the top of the screen. Figure 24B shows an example of a dashboard screen where the battery level, communication status (such as signal strength), and last synchronization time of each monitored device 1 can be viewed in a list. Figure 24C shows an example of a privacy settings screen where caregiver U2 can finely control the scope of information sharing for the person being cared for U1, such as location information, activity history, and emotion input history, for other caregivers (e.g., grandparents). Figure 24D shows an example of a screen where the caregiver U2 can individually configure settings such as whether to turn notifications ON / OFF for specific events (e.g., arrival / departure from a designated area, mission completion, low battery status of device 1, fall detection alert, etc.), the type of notification sound, and the notification method (push notification, email notification, etc.).

[0068] [Example of a processing flow] Figure 9 is a sequence diagram showing an example of the process related to the mission achievement and character growth of the person being monitored, U1, in this embodiment.

[0069] First, the caregiver U2 operates the app 2A on the caregiver terminal 2 and sets a new mission through the mission setting unit 220 (S901). This mission information is sent to the server 3 and registered in the mission content management unit 350 (S902). The server 3 distributes the registered mission information to device 1 (S903).

[0070] The character control means 110 (mission linkage unit 115) of device 1 displays the received mission on the display 60 and prompts character CH to take on the mission (S904).

[0071] When it is determined that the person being monitored U1 has completed the mission (for example, when the positioning sensor 30 detects that they have reached a specific location, or when the input unit 40 reports completion) (S905), device 1 transmits mission completion information to server 3 (S906).

[0072] The character growth management unit 340 on server 3 executes growth logic (S907) to update the internal state of the character CH (experience points, skill parameters, etc.) based on mission completion information. At the same time, a reward control means (which may be on the server side) determines the reward. Server 3 sends updated information about the character's internal state and rewards to Device 1 (S908).

[0073] The character control means 110 of device 1 changes the display mode of character CH based on the received information (e.g., level-up effect, display of new items) and provides praise feedback to the person being watched U1 (S909).

[0074] Simultaneously, Server 3 transmits information regarding mission completion and character growth to Monitor Terminal 2 (S910), the information display unit 210 of App 2A displays it, and the feedback display unit 240 provides hints for communication with Monitor U2 (S911).

[0075] The present invention is a system in which a monitored device, a server, and a monitor terminal application work in cooperation, and contributes to improving computer functionality by optimizing the processing load of each component (for example, performing highly real-time character reaction processing on the device side, and complex growth calculations and analysis / personalization processing based on a large amount of user data on the server side), improving the efficiency of communication volume (for example, synchronizing only differential information of state changes, adjusting the communication frequency according to the context), improving the data structure (a data structure that allows efficient management and access to the character's internal state, skill tree, mission data, interaction history, etc.), improving real-time performance (the character's immediate response to changes in the monitored person's situation), improving the user interface (intuitive and enjoyable information presentation via the character CH on the device side, improving the usability of the monitor U2 through multifaceted information visualization and AI-assisted mission setting in application 2A), and considering security and privacy (encryption of communication, appropriate management of personal information, setting of sharing scope by the guardian, etc.). In particular, the character control means 110 operating on device 1 realizes advanced information processing that changes the display mode and internal state of character CH in real time based on diverse contextual information, within limited hardware resources, thereby significantly improving the user experience and engagement of both the monitored person U1 and the monitor U2.

[0076] The embodiments described above are examples of the present invention, and various modifications are possible within the scope of the technical idea of ​​the present invention. One of the features of the present invention is that the monitoring device dynamically changes the display mode of the character displayed on the display based on various locally obtainable contextual information such as the actions, operations, and surrounding environment of the person being monitored, and executes a growth logic that changes its internal state in stages, thereby fostering a deep attachment relationship between the person being monitored and the character, and supporting the person being monitored's spontaneous actions and motivation to learn. In the embodiments primarily described herein, in addition to this function, high-value-added functions such as monitoring support, mission setting, and communication support are provided through communication with a monitoring terminal used by the monitor of the monitored person. However, the concept of the present invention is not necessarily limited to always presupposing real-time and close cooperation with a monitoring terminal. For example, the majority of character growth and daily interactions may be completed on the device alone based on local contextual information, and the communication module may be used to send and receive limited information (e.g., emergency notifications, sending periodic activity summaries, content and firmware updates, or item exchange via short-range communication with other devices), or its functions may be selectively used by the user. What is important is the interactive experience itself in which the character changes and grows in line with the monitored person's experiences on the device carried by the monitored person, and this is the driving force behind attachment formation and behavioral change.

[0077] In this specification, a change in a character's display mode or internal state "based on multiple contextual information" means that at least two or more different contextual information sources (e.g., operations on the input unit, location information, activity level information, current time, information from a caretaker terminal) independently or in combination influence the logic for changing the character's display mode or the logic for growing its internal state in an objectively recognizable way, acting as judgment conditions, parameters, or triggers. Here, "objectively recognizable way" means, for example, that the presence or absence of specific contextual information or a change in its value causes a reproducible change in the character's display mode (e.g., playback of a specific animation, display of a specific line of dialogue) or internal state (e.g., increase or decrease of a specific parameter, acquisition of a new skill). Even if one type of contextual information appears to be the primary factor under certain circumstances, if the system as a whole is configured so that other types of contextual information contribute to changes in different aspects or at different times of the character, it is considered to be "based on multiple contextual information."

[0078] (Variation A: Recording context dependency logs) In this embodiment or a modified version thereof, the character control means 110 may be configured to identify the type, acquisition time, and value of the main context information (or combination thereof) that triggered the change or update of the character CH when the display mode changes or the internal state is updated, and to record this information as a log in the interaction history storage unit 114 or the server 3's database, along with the details of the character change (e.g., display mode change ID, updated internal state parameter name and its change amount). This log data can be used, for example, for debugging the system and verifying its operation, and, if necessary, can be used as evidence to clarify the technical causal relationship between specific context information and the character change. This ensures traceability of which context information the character change was actually "based on".

[0079] In this specification, when we say that a character's "internal state" "changes gradually," this includes any change that manifests as a persistent change that is recognizable or perceptible to the person being cared for or the caregiver in terms of the character's abilities, characteristics, available functions, or relationship with the character. For example, this could include the character acquiring new skills based on past experiences and achievements, thereby enabling actions that were previously impossible, or the character's personality or basic way of interacting with the person being cared for consistently changing.

[0080] (Regarding the persistence of internal states) The gradual changes in the 'internal state' of character CH, managed by the character control means 110, are, in principle, permanent or semi-permanent changes that are retained even after device 1 is restarted or after a certain period of time has elapsed. This allows the person being monitored to feel that the character grows and changes along with their own experiences, enabling them to develop a deeper attachment. For example, once a skill or item is unlocked, or once an intimacy stage is reached, it is maintained unless a deliberate reset operation is performed. This makes it clear that not only does the character's behavior change temporarily according to contextual information, but that these experiences are also accumulated as characteristics of the character itself.

[0081] (Modification B: Visualization of internal state changes) In this embodiment, the character control means 110 may be configured to notify or display, explicitly or implicitly, the change in the internal state of character CH (e.g., a specific skill level, intimacy stage, number of major events achieved) when a significant change occurs. For example, a special effect indicating that character CH has awakened a new ability may be displayed on the display 60 of device 1, or a message such as "Your XX level has increased!" may be displayed. Alternatively, in the app 2A of the monitor terminal 2, achievements linked to the change in internal state may be recorded and displayed in the character growth diary (Figure 7A) in the form of "You have learned XX new topics" or "The exploration map of YY Park has been unlocked." This makes it possible to objectively confirm the change in internal state, making it easier for both the person being monitored and the monitor to grasp the character's growth more concretely.

[0082] (Expansion of the experiential world through characters) In this embodiment, "gradually changing the internal state" of character CH may include not only changes in the character's own parameters and appearance, but also the gradual expansion or deepening of the interactive world, available functions, or story range and content accessible to the person being monitored U1 through the character, based on the contextual information of the person being monitored U1. For example, if a specific action by the person being monitored U1 allows character CH to acquire the ability to explore a new area, resulting in an expanded map displayed on the display 60 and the appearance of new interaction points, this can be interpreted as a change in the range of experiences provided through character CH, and in effect, an enrichment of character CH's internal state. Such expansion of the experiential world also plays an important role in deepening the person being monitored U1's attachment to the device.

[0083] (Example C: A character with environmental manipulation abilities) In this modified version, character CH can acquire or improve the ability to influence the surrounding environment as their internal state grows. For example, initially character CH is in a simple room, but as the activity level of the person being watched U1 increases and character CH's "Energy Skill" reaches a certain level, character CH will perform actions such as "creating" and "placing" new furniture in the room, transforming it into a more comfortable space. Alternatively, by completing a specific mission, character CH may acquire an item called a "Magic Seed," which can be planted in the garden, causing flowers to bloom and changing the garden's landscape. In this way, when changes in the environment or background are caused as a result of the abilities and actions acquired by character CH, those environmental changes are also closely related to changes in character CH's internal state.

[0084] (The essential role of character control by the device-side processor) In this embodiment, even if the long-term growth logic and internal state database management of the character CH are performed on the server 3 side, it is preferable that the processor 10 of the monitored device 1, as the character control means 110, perform at least one or both of the following functions. (1) A function that generates and controls in real time the specific display mode of the character CH displayed on the display 60 (e.g., selection and playback of animation frames, dynamic generation of facial expressions, synchronization with sound effects, visual feedback to input operations) based on the status information and display instructions of the character CH received from the server 3. (2) A function that causes the character CH to provide a predetermined immediate response (e.g., short animation, sound effect, haptic feedback) to specific context information acquired by the context information acquisition means 120 (e.g., direct operation to the input unit 40, short-period activity pattern from the activity sensor 50) without going through the server 3. These features reduce latency in interactions with the monitored U1, providing a natural user experience where the character CH appears to be reacting autonomously in real time.

[0085] (Modified example: Deepening character interaction through biometric information sharing) In this embodiment, the context information acquisition means 120 may further include biometric information of the person being monitored U1 (e.g., heart rate, skin electrical activity, body temperature, sleep depth and duration) acquired from the monitored device 1 or a cooperating external wearable sensor (not shown) as context information. Based on this biometric information, the character control means 110 changes internal parameters related to the emotional state and health state of the character CH, or controls the character CH via the display mode control unit 112 to make statements that show concern for the person being monitored U1's physical condition (e.g., "Your heart rate seems a little high, how about taking some deep breaths?", "You seem to have slept well last night! You're full of energy today!") or to perform actions that encourage rest (e.g., display an animation of the character sitting together and relaxing). As a result, the person being monitored can become more aware of their own physical condition and feel a deeper emotional connection with the character CH. Furthermore, this biometric information is provided to the information display unit 210 of the monitor terminal 2 via the server 3, helping the monitor U2 to gain a more detailed understanding of the health status of the person being monitored U1.

[0086] (Variation: Advanced dialogue function through AI generation integration) In this embodiment or the above-described modification, the character control means 110 or the character growth management unit 340 of the server 3 may cooperate with a generative AI engine (not shown) such as a large-scale language model (LLM). In this case, in response to the voice input from the microphone 90 of the person being monitored U1 or the text input from the input unit 40, the character CH can generate a more natural, contextual, and free response that takes into account past interactions stored in the dialogue history memory unit 114, current context information, and the character CH's own internal state (personality, knowledge level, etc.), rather than just a fixed response. For example, it becomes possible to provide deeper information in response to questions from the person being monitored U1, to nod empathetically, or to create a story together. The generative AI can recommend not only lines for the character CH, but also patterns of facial expressions and gestures that match the emotions at the time, and the display mode control unit 112 can execute them. As a result, the person being monitored U1 can enjoy a more intelligent and creative dialogue with the character CH, further promoting attachment formation.

[0087] (Variation: Skill synergy system and nonlinear growth logic) In this embodiment, the internal state of character CH, particularly skill parameters (e.g., "Intelligence Skill," "Energy Skill," "Kindness Skill"), may not only increase or decrease individually, but may also grow based on a "skill synergy system" in which they mutually influence each other. For example, the state management unit 111 (or the character growth management unit 340 of server 3) dynamically calculates a growth correction coefficient that applies a bonus or penalty to the growth rate of a particular skill parameter, based on the current level of each skill parameter, as well as the levels of other skill parameters and specific contextual information (e.g., the order and combination of mission completion, the diversity of the activity patterns of the person being watched U1, etc.). As a concrete example, if a learning-related mission is completed while the "Energy Skill" is at a high level, the points earned for the "Intelligence Skill" will be higher than usual (e.g., a 1.2x multiplier). Alternatively, by completing multiple different types of missions in a balanced manner (e.g., sports, learning, helping out), all basic skill levels will be raised by a certain amount, thus implementing a non-linear growth logic. Furthermore, if a specific combination of skill parameters meets predetermined conditions (e.g., "Intelligence Skill" level Y1 or higher and "Kindness Skill" level Y2 or higher), a new "compound skill" (e.g., "Teaching Friends Skill," "Leadership," etc.) or a special "title" (e.g., "Caring Leader," "Exploration Master," etc.) will be granted to the character CH. Consequently, the character CH may speak new types of lines, display special animations, or notify the monitor terminal 2 of new aspects of the monitored child U1 (e.g., "Recently, it seems that the child has been helping other children more often," "The child is persistently tackling difficult tasks"). This skill synergy system and non-linear growth logic provide U1 users with an incentive to engage in diverse activities in a balanced manner, offering a more individual and profound character growth story that is not uniform. This contributes to fostering a strong attachment to the character and a positive awareness of their own growth. This sets it apart from linear growth models based on the simple accumulation of experience points. This system, in which individual activities and growth are reflected in the character from multiple perspectives, contributes to improvements in objectively observable engagement indicators, such as longer periods of continuous device use by users, increased frequency of active interaction with the character, and improved motivation to achieve set missions, ultimately supporting the effect of "attachment formation."

[0088] (Variation: Interaction enhancement through integration of user-created works) In this embodiment, the monitored device 1 may further include a creative work input means (not shown) that acquires digital data of creative works created by the monitored person U1 (for example, drawings, short sentences or stories, photographs taken, recorded audio or songs, etc.) either as part of the input unit 40 or via an external linkage function (e.g., the camera function of a linked tablet terminal or smartphone, a drawing application, etc.). The character control means 110 processes the creative work data acquired from the creative work input means as one of the contextual information. For example, the display mode control unit 112 displays the character CH making specific comments about the creative work (e.g., "The sun in this picture is so vibrant!", "That's an interesting story, I'm curious to know what happens next!") or asking questions related to the creative work. Furthermore, the growth logic execution unit 113 grows specific internal states of the character CH (e.g., "creativity parameter", "level of interest in a specific theme", etc.) or generates new customizable items or missions based on the creative work, depending on whether the monitored user U1 has engaged in creative activity or the content of the creative work (e.g., specific themes or frequently occurring words are recognized by simple natural language processing or image analysis performed on the server 3 side). This makes it possible to achieve rich character interaction based on a sophisticated understanding of creative works while reducing the processing load on the monitored device 1. For example, if the person being monitored, U1, frequently draws pictures related to space, character CH will want a spacesuit customization item, and a mission will be presented to obtain it (e.g., "Answer 3 space-related quiz questions correctly"). This feature that allows users to collaborate with other users' creations stimulates the self-expression and creativity of the person being monitored (U1), and through the experience of their own creations directly influencing the reactions and growth of the character CH, it makes the character CH feel more personal and irreplaceable, significantly promoting attachment formation.

[0089] [others] The components and processing steps described in each embodiment can be combined, partially omitted, or replaced with other elements as appropriate, without departing from the spirit of the present invention. For example, the types of sensors provided by device 1 are illustrative, and other sensors (such as temperature sensors, illuminance sensors, and heart rate sensors) may be added, and their information may be used as contextual information. Furthermore, the design of character CH, specific growth parameters, and the types and content of missions and rewards can also be varied in various ways within the scope of the present invention. If provided as a program, it may be provided on a computer-readable recording medium or distributed via a network.

[0090] Addendum (Summary) [General tasks] To provide a novel and improved monitoring device, server, information processing method, and program that encourages the person being monitored to develop an attachment to the monitoring device and actively engage with it, thereby improving the quality of monitoring and supporting the person being monitored's spontaneous actions and learning.

[0091] [Issues corresponding to Appendix 1] The challenge is that those being monitored may not develop an attachment to the device, making it difficult to encourage spontaneous involvement, behavior, and learning. [Note 1] (Corresponds to Note 1) A monitored device comprising: a positioning sensor for acquiring location information of a person being monitored; an input unit capable of detecting operations performed by the person being monitored; an activity sensor for detecting the activity level of the person being monitored; a display for displaying information; a communication module capable of communicating with a monitor terminal used by the person being monitored; and a processor, wherein the processor manages the internal state and display mode of a character displayed on the display, and functions as a character control means for dynamically changing the display mode of the character and executing a growth logic that progressively changes the internal state of the character based on a plurality of contextual information indicating the state of the person being monitored or the surrounding environment, the plurality of contextual information including at least one of the following: operations performed on the input unit, location information of the person being monitored acquired from the positioning sensor, activity level information of the person being monitored acquired from the activity sensor, the current time, and information from the monitor terminal received via the communication module. (Effects of Appendix 1) Based on diverse contextual information about the person being monitored, the character's display changes dynamically, and the character's internal state develops in stages. This allows the person being monitored to feel a stronger sense of closeness and empathy for the character, deepening their attachment to the device. This attachment formation motivates the person being monitored to actively carry the device and use its functions, ultimately increasing the effectiveness of the monitoring. Furthermore, interaction with the character and its growth process stimulates the person being monitored's spontaneous behavior and desire to learn, supporting healthy development.

[0092] [Issues corresponding to Appendix 2] (Corresponding to Proposed Device Dependency 1) To concretize the connection between the goals set by parents and the reactions and growth of the characters, thereby more effectively promoting educational effects and behavioral change. [Note 2] A monitored device as described in Appendix 1, wherein the character control means acquires information about a mission, which is a real-world behavioral goal or learning task that the monitored person should achieve, set from the monitor terminal via the communication module, and uses it as one of the plurality of contextual information. (Effects due to Appendix 2) Since the missions set by parents serve as one of the triggers for the characters' reactions and growth, children can easily understand their parents' intentions and become more motivated to achieve their goals. Interaction with the characters encourages children to engage with specific behavioral goals and learning tasks.

[0093] [Issues corresponding to Appendix 3] (Corresponding to Proposed Device Dependency Clause 2) To further strengthen children's motivation and attachment by providing concrete incentives for completing missions and feedback from characters. [Note 3] A monitoring device as described in Appendix 1 or Appendix 2, wherein the processor further comprises reward control means for determining and granting a reward to the person being monitored according to the mission's achievement status, and the character control means provides supportive or complimentary feedback via the character, taking into account the person being monitored's past achievements or the character's growth level, in response to the completion of the mission or the granting of the reward. (Effects of Appendix 3) Rewards for completing missions and personalized encouragement and praise from characters enhance children's sense of accomplishment and motivate them to take the next step. Increased positive interaction with characters deepens their attachment to them.

[0094] [Issues corresponding to Appendix 4] (Corresponding to proposed device dependency clause 3) To strengthen the connection between rewards and the character's own transformation, and to enhance children's sense of active involvement in character development. [Note 4] A monitored device as described in Appendix 1, Appendix 2, or Appendix 3, wherein the reward includes a customization item that changes the display manner of the character, or a skill or behavior pattern that changes the internal state of the character, and the character control means changes the display manner or internal state of the character in response to the acquisition of the reward. (Effects of Appendix 4) Because rewards directly reflect the character's appearance and abilities, children can easily feel that their efforts are contributing to the character's growth, leading to a stronger sense of attachment and accomplishment. The enjoyment of character development encourages continued engagement with the device.

[0095] [Issues corresponding to Appendix 5] (Corresponding to proposed device dependency clause 4) To make communication with characters more natural and intimate, and to deepen children's trust and attachment to them. [Note 5] A monitoring device according to any one of the appendices 1 to 3, wherein the character control means further comprises a storage means for storing the past interaction history between the person being monitored and the character, and when dynamically changing the display mode of the character, the monitoring device is characterized in that it personalizes the content of the character's response based on the stored interaction history. (Effects of Appendix 5) By having characters respond as if they remember past events, children feel a closer connection to the characters and can more easily build a deeper bond of trust. Personalized interactions further enhance this sense of attachment.

[0096] [Issues corresponding to Appendix 6] (Corresponding to Proposed Device Dependency Clause 5) To transform the monitored person's daily routine of reaching specific locations into opportunities for enjoyable interaction with the character, thereby increasing their interest in the device. [Note 6] A monitoring device according to any one of the appendices 1 to 4, wherein the character control means changes the character in a special display mode associated with a specific area when the location information of the person being monitored, obtained from the positioning sensor, indicates that the person has reached a predetermined area. (Effects of Appendix 6) When characters react in a special way upon arriving at specific locations, children can find enjoyment in their daily commutes and their interest in the device increases. Furthermore, the characters providing location-appropriate information and warnings helps support their situational awareness.

[0097] [Issues corresponding to Appendix 7] (Corresponding to proposed device dependency clause 6) In emergencies, the goal is to alleviate the anxiety of the person being cared for, communicate more detailed information to the caregiver, and support a swift and appropriate response. [Note 7] A monitoring device as described in any one of the appendices 1 to 5, wherein the plurality of contextual information includes an activity pattern detected by the activity sensor that suggests the possibility of the person being monitored falling, and the character control means, when it detects an activity pattern that suggests the possibility of falling, displays a message via the character asking the person being monitored about their well-being, receives a response input from the person being monitored via the display or the input unit, and generates information to notify the monitor terminal and transmits it from the communication module depending on the content of the response input or if the response input is not received within a predetermined time. (Effects of Appendix 7) In situations where there is a possibility of a fall or other accident, the character will first call out to the child and check the situation, thereby alleviating the child's anxiety and providing more specific information to the caregiver based on the child's response. This makes it easier for the caregiver to take appropriate initial action according to the situation.

[0098] [Issues corresponding to Appendix 8] (Corresponding to Proposed Device Dependency Clause 7) The goal is to support children's emotional stability and the development of their self-expression skills, as well as deepen their attachment to the characters, by allowing children to express their emotions and for the characters to respond empathetically to them. [Note 8] A monitoring device as described in any one of the appendices 1 to 6, wherein the input unit includes emotion input means for the person being monitored to select one of a plurality of emotion icons that indicate their own emotional state, and the character control means changes the display mode of the character so that the character shows an empathetic response in accordance with the emotional state selected by the person being monitored via the emotion input means, and reflects the selected emotional state in the internal state of the character. (Effects of Appendix 8) When children can easily express their feelings and the characters respond empathetically, they gain a sense of security and learn how to control and express their emotions. Their emotional connection with the characters strengthens, and their attachment deepens.

[0099] [Issues corresponding to Appendix 9] (Corresponding to Proposed Device Dependency Clause 8) To personalize the character's development to match the child's personality and activity tendencies, thereby promoting stronger self-projection and attachment, and increasing motivation for specific activities. [Note 9] A monitored device according to any one of the appendices 1 to 7, wherein the internal state of the character managed by the character control means includes a plurality of skill parameters indicating the activity tendencies of the monitored person, the character control means selectively grows the corresponding skill parameters according to the attributes of the monitored person's activity determined based on the plurality of contextual information, and a particular ability of the character is improved or a particular display mode of the character is changed according to the degree of growth of the skill parameters. (Effects of Appendix 9) Because children's efforts and interests are reflected in the characters' areas of expertise, they can easily project themselves onto the characters and feel a stronger attachment to them. Furthermore, realizing that their own activities contribute to the characters' unique growth increases their motivation for specific activities.

[0100] [Issues corresponding to Appendix 10] (Corresponding to Server Appendix S1) This enables more advanced and complex character growth management that would be difficult with a single device, as well as integration with parental control missions and centralized management of information from multiple devices. [Note 10] A monitored device equipped with character control means for acquiring a plurality of contextual information indicating the state of the monitored person or the surrounding environment, and changing the internal state and display manner of a character displayed on a display based on the plurality of contextual information; a monitor terminal used by the monitor of the monitored person; and a server that is communicably connected, comprising: receiving means for receiving the plurality of contextual information and information regarding the internal state of the character from the monitored device; mission information receiving means for receiving mission setting information, which is a real-world action goal or learning task that the monitored person should achieve, from the monitor terminal; character growth management means for executing growth logic that changes the internal state of the character in stages based on the received plurality of contextual information, information regarding the internal state of the character, and the achievement status of the mission, and updating and managing the information regarding the internal state; and information transmission means for transmitting the execution result of the growth logic or the updated and managed information regarding the internal state to the monitored device and transmitting information to reflect in the display manner or changes in the internal state of the character. (Effects of Appendix 10) The server handles a major part of the character growth logic, aggregating and analyzing information from the device side. This enables more advanced and personalized character growth, integration with diverse missions and content, and centralized management of information from multiple devices, thereby improving the overall value and effectiveness of the system. It also reduces the processing load on the device side.

[0101] [Issues corresponding to Appendix 11] (Corresponding to Application Claim A) To enable parents to understand their child's situation from multiple perspectives and to actively support their child's development through effective mission setting and communication. [Note 11] A monitoring system for a person being monitored includes: a monitoring device equipped with character control means that acquires multiple contextual information indicating the state of the person being monitored or the surrounding environment, and changes the internal state and display manner of a character displayed on a display based on the multiple contextual information; a monitor terminal used by the monitor of the person being monitored; and a server that can communicate with the monitoring device for the person being monitored and the monitor terminal, wherein a method for integrally processing information about the person being monitored by the monitor, which is performed on the monitor terminal, comprises: an information acquisition step of acquiring at least one of the following from the server: the current growth state of the character, the past activity history of the person being monitored, emotional state, and mission achievement status; and based on the acquired information, recommending candidate missions that the person being monitored should accomplish next. Information processing method characterized by including: a mission management step of generating and displaying on the display of the monitor terminal, accepting a selection by the monitor, and setting the selected mission on the monitored device via the server; a state presentation and feedback step of graphically displaying the activities, emotions, or growth tendencies of the monitored person on the display of the monitor terminal based on the acquired information, and generating and displaying verbal hint information to encourage the monitor to engage with the monitored person; and a character-mediated communication step of transmitting information for controlling the character on the monitored device via the server to the monitored device based on instructions received via the input section of the monitor terminal to cause the character to perform a specific action or speak. (Effects of Appendix 11) The parental monitoring app provides integrated functions such as mission suggestions, status visualization and feedback, and communication support through characters, enabling parents to gain a deeper understanding of their child's development and engage more effectively. This supports the healthy development of children and the building of good parent-child relationships.

[0102] [Issues corresponding to Appendix 12] (Corresponding to Application Dependent Item A-1) To more closely link mission suggestions from the monitoring app with the growth of the character on the device, thereby clarifying the sense of purpose for both children and guardians. [Note 12] An information processing method as described in Appendix 11, characterized in that, when generating the recommended mission candidates in the mission management step, it preferentially includes missions suitable for improving a specific skill of the character in the current growth state. (Effects of Appendix 12) By linking mission suggestions to the character's skill development, parents can easily set goals that match their child's developmental stage, and children can feel that their actions directly contribute to their character's growth, thus increasing their motivation to engage in missions.

[0103] [Issues corresponding to Appendix 13] (Corresponding to Application Dependent Item A-2) To enable parents to understand their character's growth process in a more concrete and enjoyable way. [Note 13] An information processing method as described in Appendix 11 or Appendix 12, characterized in that, in the state presentation and feedback step, the growth record of the character is displayed in a diary format that displays the character's illustration and growth events (e.g., level up, skill acquisition, item acquisition) in chronological order. (Effects of Appendix 13) By visually showing the characters' growth in a diary format, parents can enjoy reviewing their children's activities as a story of the characters' development, and it can also serve as a starting point for conversations with their children.

[0104] [Issues corresponding to Appendix 14] (Corresponding to Application Dependent Item A-3) Parents can better understand their child's emotional state and convey feelings of empathy and support more effectively through characters. [Note 14] An information processing method according to any one of Appendix 11 to Appendix 13, further comprising the step of displaying the current emotional state of the person being monitored, obtained from the server, on the display of the monitor terminal, prior to the character-mediated communication step, wherein the instruction to cause the character to perform a specific action or utter a specific statement includes information indicating empathy selected by the monitor in response to the displayed emotional state, and the information transmitted to the monitored device causes the character to respond in accordance with the empathy information. (Effects of Appendix 14) Parents can understand their child's emotional state and convey empathy through the characters, making children feel understood and leading to greater emotional stability. This promotes deeper emotional communication between parents and children. [Explanation of Symbols]

[0105] 1…Monitoring device (device) 2…Monitoring device 2A... Monitoring application (app) 3… Server 10… Processor 20...memory 30…Positioning sensor 40...Input section 50…Activity sensor 60…Display 70...Communication module 80...Speakers 90... Mike 100... Monitoring system for those being monitored (system) 110... Character control means 111...Status Management Department 112...Display Mode Control Unit 113...Growth Logic Execution Unit 114... Interaction history memory unit 115... Mission Coordination Department 116…Emotional Processing Unit 120...Method for obtaining context information 130...Communication control means 310...Device communication unit 320... Terminal Communications Department 330…Account Management Department 340... Character Growth Management Department 350…Mission & Content Management Department 360...Data Analysis Department 210...Information display section 220... Mission Setting Department 230...Communication Support Department 240...Feedback Presentation Section BS...bus CH...Character NW...Network U1... Person being watched over U2...Watchers S901~S911... Processing steps

Claims

1. A positioning sensor that acquires location information of the person being monitored, An input unit capable of detecting operations performed by the person being monitored, An activity sensor that detects the activity level of the person being monitored, A display that shows information, A communication module capable of communicating with a monitoring terminal used by the person being monitored, Processor and A monitoring device equipped with, The aforementioned processor, The internal state and display mode of the character displayed on the aforementioned display are managed, Based on a plurality of contextual information indicating the state of the person being monitored or the surrounding environment, the display mode of the character is dynamically changed based on the plurality of contextual information, which includes at least one of the following: operations on the input unit, location information of the person being monitored obtained from the positioning sensor, activity level information of the person being monitored obtained from the activity level sensor, the current time, and information from the monitor terminal received via the communication module. The internal state of the character is changed stepwise based on the aforementioned multiple contextual information. A monitoring device.

2. A surveillance device according to claim 1, The processor acquires information about a mission, which is a real-world behavioral goal or learning task that the person being monitored must achieve, from the monitoring terminal via the communication module, and uses it as one of the multiple pieces of contextual information. A monitoring device characterized by the following features.

3. A monitoring device according to claim 2, The processor further includes a reward control means for determining and granting a reward to the person being monitored according to the mission's completion status. The processor, in response to the completion of the mission or the granting of the reward, provides supportive or complimentary feedback through the character, taking into account the past achievements of the person being monitored or the growth level of the character. A monitoring device characterized by the following features.

4. A monitoring device according to claim 3, The reward includes a customization item that changes the display manner of the character, or a skill or action pattern that changes the internal state of the character. The processor changes the display mode or internal state of the character in response to the acquisition of the reward. A monitoring device characterized by the following features.

5. A surveillance device according to claim 1, The processor further includes a storage means for storing the past interaction history between the person being monitored and the character. When dynamically changing the display mode of the character, the character's response content is personalized based on the stored interaction history. A monitoring device characterized by the following features.

6. A surveillance device according to claim 1, The processor, when the location information of the person being monitored, obtained from the positioning sensor, indicates that the person has reached a predetermined specific area, changes the character in a special display mode associated with that area. A monitoring device characterized by the following features.

7. A surveillance device according to claim 1, The aforementioned multiple contextual information includes activity patterns detected by the activity sensor that suggest the possibility of the person being monitored falling, When the processor detects an activity pattern that suggests the possibility of a fall, The character will display a message inquiring about the well-being of the person being monitored. The system receives a response input from the person being monitored via the display or the input unit. Depending on the content of the response input, or if the response input is not received within a predetermined time, information to be notified to the monitoring terminal is generated and transmitted from the communication module. A monitoring device characterized by the following features.

8. A surveillance device according to claim 1, The input unit includes emotion input means for the person being monitored to select one of several emotion icons that indicate their own emotional state. The processor changes the display mode of the character so that the character shows an empathetic response in accordance with the emotional state selected by the person being watched via the emotional input means, and reflects the selected emotional state in the internal state of the character. A monitoring device characterized by the following features.

9. A surveillance device according to claim 1, The internal state of the character managed by the processor includes a plurality of skill parameters that indicate the activity tendencies of the person being monitored. The processor selectively grows the corresponding skill parameters according to the attributes of the person being monitored, determined based on the plurality of contextual information. Depending on the degree of growth of the aforementioned skill parameters, a specific ability of the character may improve, or a specific display manner of the character may change. A monitoring device characterized by the following features.

10. A monitoring device equipped with character control means that acquires multiple contextual information indicating the state of the person being monitored or the surrounding environment, and changes the internal state and display mode of a character displayed on a display based on the multiple contextual information, A monitoring terminal used by the person monitoring the person being monitored, A server that is connected in a way that enables communication, Receiving means for receiving the plurality of contextual information and information regarding the internal state of the character from the monitored device, A mission information receiving means that receives mission setting information, which is a real-world action goal or learning task that the person being monitored should achieve, from the aforementioned monitoring terminal, A character growth management means that executes a growth logic to gradually change the character's internal state based on the received multiple contextual information, information regarding the character's internal state, and the mission completion status, and updates and manages the information regarding the internal state. Information transmission means for transmitting the execution result of the growth logic or the updated internal state information to the monitored device, and for transmitting information to reflect the changes in the character's display mode or internal state; A server equipped with the following features.

11. A monitoring system for a person being monitored includes: a monitoring device equipped with character control means that acquires multiple contextual information indicating the state of the person being monitored or the surrounding environment, and changes the internal state and display manner of a character displayed on a display based on the multiple contextual information; a monitor terminal used by the monitor of the person being monitored; and a server that can communicate with the monitoring device for the person being monitored and the monitor terminal. A method for integrating the processing of information about the person being monitored by the monitor, which is performed on the monitor terminal, Information acquisition step: Obtaining at least one of the following from the server: the current growth status of the character, the past activity history of the person being watched, emotional state, and mission completion status. A mission management step that generates recommended mission candidates for the next mission to be completed by the person being monitored based on the acquired information, displays them on the monitor terminal's display, accepts the monitor's selection, and sets the selected mission on the monitored device via the server, A state presentation and feedback step is performed, in which the activity, emotions, or growth tendencies of the person being monitored are graphically displayed on the display of the monitor terminal based on the acquired information, and verbal hint information is generated and displayed to encourage the monitor to engage with the person being monitored. A character-mediated communication step in which, based on instructions received via the input section of the monitoring terminal to cause the character on the monitored device to perform a specific action or speak, information for controlling the character is transmitted to the monitored device via the server; An information processing method characterized by including

12. The information processing method according to claim 11, In the mission management step, when generating the recommended mission candidates, missions suitable for improving specific skills in the character's current growth state are given priority. An information processing method characterized by the following.

13. An information processing method according to claim 11 or 12, The aforementioned state presentation and feedback step includes displaying the character's growth record in a diary format that shows the character's illustration and growth events in chronological order. An information processing method characterized by the following.

14. The information processing method according to claim 11, Prior to the character-mediated communication step, the method further includes a step of displaying the current emotional state of the person being monitored, obtained from the server, on the display of the monitor terminal. Instructions for causing the character to perform a specific action or utter a specific statement include information indicating empathy selected by the observer for the displayed emotional state, The information transmitted to the monitoring device causes the character to react in accordance with the empathetic information. An information processing method characterized by the following.