Advertising control system, advertising control method, and advertising control program
The advertising control system personalizes metaverse advertising by adapting object appearance based on user history, enhancing user experience through tailored advertising.
Patent Information
- Application Number
- JP2023170447
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2025-09-11
- Estimated Expiration
- 2043-09-29
AI Technical Summary
Existing experiential advertising in metaverse services lacks personalization, providing a mediocre experience for users as the content does not adapt to individual user preferences.
An advertising control system that determines the appearance of objects in a virtual space based on a user's behavioral history, using a determination unit, placement unit, and drawing unit to tailor the advertising experience.
Provides personalized experiential advertising tailored to the user's preferences, enhancing engagement and immersion.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an advertisement control system, an advertisement control method, and an advertisement control program. [Background technology]
[0002] Metaverse services that provide a three-dimensional virtual space are known. Patent Document 1 discloses a technology in which a metaverse service allows a user to order products from a physical store via an avatar in the virtual space. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7217831 Summary of the Invention [Problem to be solved by the invention]
[0004] There is a need to provide experiential advertising that allows users to experience real-world products or services through avatars. Experiential advertising is expected to provide users with a more realistic experience than passive advertising. However, if the content of the experiential advertising does not change depending on the user, the experience provided will be mediocre. An object of the present invention is to provide an advertising control system, an advertising control method, and an advertising control program that can provide experience advertising tailored to the user. [Means for solving the problem]
[0005] According to one aspect of the present invention, an advertising control system includes a determination unit that determines the appearance of objects that constitute an experiential advertising event in a virtual space based on historical data representing a user's behavioral history, a placement unit that places the objects related to the determined appearance and the user's avatar in the virtual space, and a drawing unit that draws the portion of the virtual space in which the objects exist. [Effects of the Invention]
[0006] According to the above aspect, the advertising control system can provide an experience advertisement tailored to the user. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a diagram illustrating a configuration of a metaverse system according to a first embodiment. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of a server device according to the first embodiment. [Figure 3] FIG. 2 is a block diagram showing the functional configuration of a core server according to the first embodiment. [Figure 4] FIG. 2 is a sequence diagram showing a method for providing a trial advertising event by the metaverse system according to the first embodiment. [Figure 5] FIG. 10 is a sequence diagram showing a method for providing a trial advertising event by the metaverse system according to the second embodiment. [Figure 6] FIG. 1 is a schematic block diagram illustrating the configuration of a computer according to at least one embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] First Embodiment Hereinafter, the embodiments will be described in detail with reference to the drawings. FIG. 1 is a diagram showing the configuration of a metaverse system according to the first embodiment. The metaverse system 1 includes a server device 10 and a client terminal 30. The metaverse system 1 provides users with a virtual space that can be explored via an avatar. Companies can use the metaverse system 1 to provide experiential advertising that allows users to experience real-world products or services via an avatar. In other words, the metaverse system 1 is an example of an advertising control system. In the metaverse system 1 according to the first embodiment, a core virtual space (base space) is linked to unique virtual spaces (service spaces) provided by various companies. This allows users to freely move through multiple virtual spaces via avatars. In the metaverse system 1 according to the first embodiment, the multiple virtual spaces are each provided by a different server device 10. Hereinafter, the server device 10 providing the base space will be referred to as a core server 10B, and the server device 10 providing the service space will be referred to as a corporate server 10C.
[0009] The server device 10 manages and controls the virtual space. The management and control of the virtual space includes the management and control of avatars placed in the virtual space. The management and control of the virtual space is realized by a metaverse engine installed in the server device 10. The metaverse engine is middleware that has functions such as drawing three-dimensional objects, detecting collisions between objects, and managing a file system. The server device 10 may be configured with multiple server devices or may be a distributed system configured with multiple virtualized server devices. Each server device 10 (particularly, the enterprise server 10C) may be an individual execution environment provided on the same cloud infrastructure provided by the administrator of the metaverse system 1 as a PaaS (Platform as a Service).
[0010] Of the server devices 10, the backbone server 10B in particular manages and controls the base space, and also manages users and processes payments. The company server 10C manages and controls the service space. The company server 10C acquires user data from the backbone server 10B and controls avatars in the service space based on the user data.
[0011] The client terminal 30 is a terminal operated by a user. Examples of the client terminal 30 include a PC, a smartphone, a tablet terminal, and a VR headset. The client terminal 30 includes at least an input device and an output device. The output device displays an image of a virtual space in accordance with display data of the virtual space transmitted from the server device 10. The virtual space may be rendered by the client terminal 30 or by the server device. In the metaverse system 1 according to the first embodiment, the virtual space is rendered by the server device. The client terminal 30 accepts user operations via the input device and transmits operation signals to the server device 10. User operations include instructions for avatar actions, instructions for changing settings, and the like. Examples of the input device include a touch panel, a button, a joystick, and the like.
[0012] The server device 10 and the client terminal 30 transmit and receive data to and from each other via a network such as the Internet.
[0013] Regarding the server device 10 FIG. 2 is a block diagram showing the functional configuration of the server device 10 according to the first embodiment. The server device 10 simulates a three-dimensional virtual space.
[0014] The server device 10 includes an asset database 11 , a placement unit 12 , a receiving unit 13 , an object control unit 14 , a drawing unit 15 , a transmitting unit 16 , and a linking unit 17 . The asset database 11 stores data related to objects placed in a virtual space. Specifically, the asset database 11 stores object names, three-dimensional models representing the shapes of the objects, and algorithms set for the objects, in association with each other. The placement unit 12 places object instances in the virtual space. Hereinafter, object instances will also be simply referred to as objects. Objects include avatars, NPCs (Non Player Characters), terrain, buildings, backgrounds, etc. The receiving unit 13 receives an operation signal for an avatar from the client terminal 30 .
[0015] The object control unit 14 controls objects placed in the virtual space. For example, the object control unit 14 determines the position and orientation of the object according to an algorithm set for the object. The object control unit 14 controls the position and orientation of the avatar object according to the operation signal received by the receiving unit 13. The object control unit 14 determines collisions between multiple objects and executes processing according to the algorithm based on the determination result.
[0016] The rendering unit 15 renders the virtual space based on the viewpoint of a virtual camera placed in the virtual space. The virtual camera may be located, for example, behind the avatar (third-person viewpoint) or from the viewpoint of the avatar (first-person viewpoint). The transmitting unit 16 transmits to the client terminal 30 a display signal for displaying the image data depicting the virtual space.
[0017] The collaboration unit 17 exchanges data with other server devices 10. For example, when an avatar moves to another virtual space, the collaboration unit 17 transmits information necessary for control to the other server device 10 that manages the destination virtual space. For example, the collaboration unit 17 exchanges information about the user related to the avatar in order to provide services in the virtual space.
[0018] <<About Core Server 10B>> FIG. 3 is a block diagram showing the functional configuration of the core server 10B according to the first embodiment. In addition to the functions of the server device 10, the backbone server 10B further includes a user database 18 and a user management unit 19.
[0019] The user database 18 stores information about users of the metaverse system 1. Specifically, the user database 18 stores the user's account name, authentication information, history data, avatar setting data, and payment method information in association with each other.
[0020] The authentication information is data for authenticating an individual user in order to log in to the metaverse system 1. Examples of the authentication information include a password and biometric data (e.g., fingerprint data). The history data is data indicating the user's behavior history.
[0021] The history data may include, for example, a history of location data of a smartphone linked to the account, a website browsing history, an online shopping purchase history, a history of avatar operation in the metaverse system 1, and a history of reactions when operating the avatar. The reactions when operating the avatar may be represented, for example, by emotional data analyzed from an image of the user's face captured by the smartphone's internal camera or biological reaction data (pulse, blood pressure, etc.) obtained from a biosensor provided in the VR headset, or by responses to a questionnaire about an event experienced by operating the avatar. The history data may be acquired through collaboration with an external system.
[0022] The payment method information is information about virtual currency (not limited to crypto assets) held by the user and usable in the metaverse system 1. When legal tender is used in the metaverse system 1, the payment method information may be credit card information or bank account information.
[0023] The user management unit 19 accepts input of an account name and authentication information from the user via the client terminal 30 and performs user authentication processing. If the authentication processing is successful, the user management unit 19 performs login processing to link the accessed client terminal 30 with the authenticated user's account. Thereafter, when the server device 10 receives an operation signal from the client terminal 30, it determines that the operation signal is an operation signal for the avatar of the user linked to the client terminal 30.
[0024] Furthermore, when a user purchases a product or uses a service in the metaverse system 1, the user management unit 19 performs payment processing based on the payment method information related to the user.
[0025] The user management unit 19 may estimate a user's preference tendency based on the user's history data. For example, the user management unit 19 may estimate a user's preference tendency from the user's attribute data and history data using a machine learning model. Furthermore, for example, the user management unit 19 may estimate a user's preference tendency from the user's attribute data and history data according to a predetermined logic.
[0026] For example, if the user's gender is male, the user management unit 19 may infer that the user prefers cool colors. If the user's gender is female, the user management unit 19 may infer that the user prefers warm colors. If the user holds crypto assets, the user management unit 19 may infer that the user has a high interest in NFTs (Non-Fungible Tokens) and metaverse advertisements.
[0027] For example, the user management unit 19 can infer the user's real-world behavior from historical data of a smartphone associated with the user's account. For example, the user management unit 19 can infer that the user has taken a sightseeing trip to Okinawa Prefecture from history such as access to a base station in Okinawa Prefecture, purchasing an airline ticket to Naha Airport, reserving accommodation in Naha City, signing a rental car contract with a rental car company in Okinawa Prefecture, and traveling to the vicinity of Shuri Castle, which are included in the historical data. Furthermore, for example, the user management unit 19 may infer the user's preference trends from participation history in a stamp rally using two-dimensional codes placed in the real world.
[0028] Furthermore, the relationship between the avatar operation history and the reaction history during the operation is useful for estimating a user's preferences. That is, the user management unit 19 can identify the user's experience through the avatar from the avatar operation history, and can estimate the user's emotional changes in response to the experience from the reaction history. For example, when a user uses a smartphone as the client terminal 30 to access the metaverse system 1, a time series of the user's emotions can be obtained from the temporal changes in the user's facial image captured by the smartphone's front camera. For example, the user management unit 19 may infer that the user is enjoying an event if the corners of the mouth are raised a predetermined number of times or more in the facial image. The user management unit 19 may infer that the user is enjoying the event if the corners of the eyes are lowered a predetermined number of times or more in the facial image. The user management unit 19 may infer that the user is not enjoying the event if the eyes are rubbed a predetermined number of times or more in the facial image. The user management unit 19 may infer that the user is not immersed in the event if the number of times the face is touched a predetermined number of times or more in the facial image. The user management unit 19 may infer that the user is highly interested in the event when the number of times the pupils are dilated in the face image is equal to or greater than a predetermined number. In this way, the user management unit 19 can estimate the user's preference trends from the history data.
[0029] As described above, the user management unit 19 can estimate a user's preference trends using various logics. If there is a contradiction between preference trends estimated using multiple logics, the user management unit 19 may determine which of the contradictory preference trends to adopt according to the priority established for each logic. For example, an estimation result based on attributes such as the user's gender may be given lower priority than an estimation result based on the user's real-world behavioral history. This is because it is assumed that a user's preference trends are reflected in actual behavior rather than the user's personal static attributes. Also, for example, an estimation result based on the user's real-world behavioral history may be given lower priority than an estimation result based on the avatar's operation history in the virtual space. This is because the operation history in the virtual space directly collected by the metaverse system 1 contains more and more detailed information than data related to the real-world behavioral history. Furthermore, if the granularity of preference trends estimated using multiple logics differs, the user management unit 19 prioritizes the estimation result of the preference trend with a finer granularity. For example, if there are two presumption results, one indicating that the user likes to travel and the other indicating that the user likes to travel to Okinawa Prefecture, the user management unit 19 uses the more granular presumption result indicating that the user likes to travel to Okinawa Prefecture.
[0030] In response to a request from the enterprise server 10C, the linking unit 17 of the core server 10B provides the user's history data and the estimated results of their preference trends. At this time, when providing the history data and preference trends, the user management unit 19 presents the user with the purpose of using the data and confirms whether or not to provide the data. If the provision is refused, the linking unit 17 does not provide the history data or the estimated results of their preference trends to the enterprise server 10C. The user management unit 19 of the backbone server 10B acquires history data from the company server 10C that indicates the history of avatar operations in the service space and the history of the user's reactions when operating the avatar, and records this data in the user database 18.
[0031] About Corporate Server 10C A company that provides experiential advertising to users builds an experiential advertising program for providing experiential advertising events in a service space that the company manages. The experiential advertising event is configured using a plurality of objects.
[0032] For example, if the advertising object is a car, the experiential advertising event may provide a test drive experience of the car. In this case, the experiential advertising event is configured using a car object and a test drive course object. In the experiential advertising event, the car object is an object representing the advertising object. Furthermore, in the experiential advertising event, the test drive course object is an object related to the environment in which the advertising object is provided.
[0033] For example, if the advertised service is the provision of travel, the experiential advertising event may provide a travel experience. In this case, the experiential advertising event is configured using a tour conductor NPC object, an airplane object, an object representing the land of the travel destination, etc. In the experiential advertising event, the tour conductor NPC object, the airplane object, and the object representing the land of the travel destination are objects related to the environment that provides the advertising target.
[0034] Companies offering experiential advertising events prepare a variety of object aspects related to experiential advertising in order to personalize the experiential advertisement for each user. Examples of object aspects include color, type, and shape. For example, automobile objects may be prepared in multiple vehicle models and multiple body colors. Furthermore, test drive course objects may be prepared in urban areas, tourist destinations, off-road areas, fantasy worlds, and so on. While objects representing advertising targets represent real products, objects related to the provision environment may represent fictitious entities. In other words, for superclasses such as automobiles, test drive courses, and NPCs, multiple subclass objects with different aspects are prepared. Furthermore, multiple subclass objects related to the same superclass may have different associated programs and parameters. For example, for automobile objects, a coefficient indicating the relationship between accelerator operation amount and acceleration may be different for each automobile model. It is not necessary to prepare variations for all objects related to the experience advertisement, but it is sufficient that variations exist for at least some of the objects.
[0035] The trial advertisement program prescribes a process for determining an object to be used for the trial advertisement from among a plurality of objects based on a user's preference. That is, the trial advertisement program prescribes a process for determining, for a superclass of an object related to the trial advertisement, which of a plurality of subclass objects belonging to the superclass to use based on a user's preference.
[0036] It is not necessary to automatically select variations for all objects based on the user's preferences. For example, the enterprise server 10C may allow the user to proactively select an object representing the advertising target from among multiple candidates, and determine the aspect of the object related to the environment in which the advertising target is provided based on the user's preferences. It is expected that by personalizing the aspect of the object related to the environment in which the advertising target is provided for each user, the user will become interested in and immersed in the experiential advertising.
[0037] If there is no variation that matches the user's preference tendency among the variations prepared in advance, the company server 10C selects the variation that is closest to the estimated preference tendency.
[0038] How to offer experiential advertising events FIG. 4 is a sequence diagram showing a method for providing a trial advertising event by the metaverse system 1 according to the first embodiment. A user accesses the backbone server 10B using a client terminal 30. The user sends an account name and authentication information to the backbone server 10B using the client terminal 30 (step S1). The user management unit 19 of the backbone server 10B compares the combination of the account name and authentication information received from the client terminal 30 with the combination of the account name and authentication information stored in the user database 18, and performs the user login process (step S2).
[0039] If the login process is successful, the placement unit 12 of the core server 10B places the user's avatar in the base space. The drawing unit 15 draws the base space from a viewpoint corresponding to the avatar, and the transmission unit 16 transmits a display signal to the client terminal 30. As a result, an image of the base space is displayed on the client terminal 30. The user can operate the client terminal 30 to explore the base space. Specifically, the search of the base space is realized by the following procedure. When the user transmits an operation signal to the core server 10B via the client terminal 30, the object control unit 14 of the core server 10B controls the avatar object based on the operation signal. Note that the object control unit 14 controls not only the avatar object but also each of multiple objects. The drawing unit 15 draws the base space from a viewpoint corresponding to the avatar after control. The transmission unit 16 transmits a display signal to the client terminal 30. As a result, an image reflecting the user's operation of the avatar is displayed on the client terminal 30.
[0040] When the client terminal 30 transmits an operation signal to the core server 10B instructing the client to move to the service space (step S3), the linking unit 17 of the core server 10B transmits user data, including avatar data and the user's history data or preference tendencies, to the enterprise server 10C that provides the destination service space (step S4). The instruction to move to the service space may be transmitted, for example, by the avatar touching a link object (such as an icon or the entrance of a building object) for moving to the service space, which is provided in the base space. Note that the history data or preference data does not have to be transmitted when moving to the service space. For example, the linking unit 17 of the enterprise server 10C may transmit a request to transmit the history data or preference data to the core server 10B when the experiential advertising event starts, and the history data or preference data may be transmitted in response to the transmission request.
[0041] As described above, when providing the history data and the preference tendency, the user management unit 19 presents the purpose of use of the data to the user and confirms whether or not to provide the data. If the provision is refused, the link unit 17 does not provide the history data and the estimation result of the preference tendency to the company server 10C.
[0042] The arrangement unit 12 of the core server 10B arranges the avatars in the service space based on the user data acquired from the core server 10B.
[0043] When the client terminal 30 transmits an operation signal to the company server 10C instructing the start of a trial advertising event through a user operation (step S5), the object control unit 14 of the company server 10C determines the appearance of the objects constituting the trial advertising event based on the user data received from the backbone server 10B in accordance with the trial advertising program (step S6). The placement unit 12 places the objects of the determined appearance in the service space in accordance with the trial advertising program (step S7). This allows the company server 10C to provide the trial advertising event to the user (step S8). During the trial advertising event, the receiving unit 13 of the company server 10C collects the operation signal and biological reaction data related to the user's reaction from the client terminal 30 and records them as history data.
[0044] After the trial advertising event ends, the linking unit 17 of the company server 10C transmits the collected history data to the backbone server 10B (step S9). The user management unit 19 of the backbone server 10B associates the history data received from the company server 10C with the user and records it in the user database 18 (step S10).
[0045] The backbone server 10B and the company server 10C can analyze the collected history data and provide feedback on the analysis results to the physical store. This allows store staff to provide customer service in consideration of the user's experience in the service space when the user visits the physical store. The administrator of the metaverse system 1 may also bill the company for advertising fees for the experiential advertising event. In this case, the backbone server 10B may estimate the effectiveness of the advertisement based on the history data collected from the client terminal 30 and calculate the advertising fee. The backbone server 10B may also estimate the experience time of the experiential advertising event based on the history data collected from the client terminal 30 and calculate the advertising fee. The experience time may be the time an avatar interacts with an object related to the experiential advertising event, the time an object related to the experiential advertising event is displayed on the client terminal 30, or the time the user's gaze remains on an object related to the experiential advertising event. The backbone server 10B and the company server 10C can also use the analysis results of the history data to collaborate with AI communication marketing or virtual space stamp rallies.
[0046] Furthermore, during the experiential advertising event, the user may purchase the advertising object. For example, the metaverse system 1 can carry out the purchase procedure in the following manner. First, the user sends a purchase instruction to the company server 10C via the client terminal 30. The linking unit 17 of the company server 10C notifies the backbone server 10B that the purchase instruction has been received. The user management unit 19 of the backbone server 10B performs payment processing in accordance with the payment method information related to the user. The linking unit 17 of the backbone server 10B sends the payment processing result to the company server 10C. Upon receiving the payment processing result, the company server 10C instructs the physical store to ship the advertising object to the user.
[0047] If the financial institution has a corporate server 10C and a payment service is established in a virtual space, the backbone server 10B may instruct the financial institution's corporate server 10C to make a payment.
[0048] In this way, the metaverse system 1 according to the first embodiment determines the form of the objects that constitute the experiential advertising event in the virtual space based on history data representing the user's behavior history, and places the objects according to the determined form and the user's avatar in the virtual space. This allows the metaverse system 1 to provide experiential advertising tailored to the user.
[0049] Second Embodiment In the metaverse system 1 according to the first embodiment, the backbone server 10B collectively manages user data. In contrast, in the metaverse system 1 according to the second embodiment, each company manages historical data relating to the services it provides, among the user data.
[0050] Therefore, the historical data stored in the user database 18 of the core server 10B in the second embodiment includes the user's behavioral history using an account in the metaverse system 1 and the history of avatar behavior and user reactions in the base space, but does not include the history of avatar behavior and user reactions in each service space, or the user's behavioral history related to services from other companies.
[0051] On the other hand, the company server 10C according to the second embodiment stores history data including the history of avatar actions and user reactions in the service space provided by the company server 10C. The company server 10C may also be capable of acquiring user history data related to services provided by the company separately from the metaverse system 1.
[0052] FIG. 5 is a sequence diagram showing a method for providing a trial advertising event by the metaverse system 1 according to the second embodiment. The processes from step S1 to step S4 according to the second embodiment are the same as those according to the first embodiment. When the company server 10C according to the second embodiment receives an operation signal from the client terminal 30 instructing the start of a trial advertisement event (step S5), the linking unit 17 of the company server 10C transmits a request to transmit user data to other company servers 10C (step S21). The transmission request may be transmitted to a company server 10C associated with a pre-specified company, such as another company affiliated with the company providing the trial advertisement, or to all company servers 10C.
[0053] The other company server 10C that has received the transmission request transmits user data including the user's history data or preference trends to the requesting company server 10C (step S22). When providing the history data or preference trends, the other company server 10C that has received the transmission request notifies the user of the purpose of use of the data and confirms whether or not the data can be provided. If the provision is denied, the linking unit 17 of the other company server 10C does not provide the history data or the estimated preference trends to the requesting company server 10C.
[0054] Then, the object control unit 14 of the corporate server 10C determines the aspects of the objects that make up the experiential advertising event based on the user data received from the core server 10B in step S4, the user data recorded in the core server 10B, and the user data received from other corporate servers 10C in step S22 in accordance with the experiential advertising program (step S6).
[0055] The processes in steps S7 and S8 according to the second embodiment are the same as those in the first embodiment.
[0056] After the experience advertising event ends, the company server 10C records the history data collected from the client terminal 30 in the company server 10C (step S23). The company server 10C according to the second embodiment does not need to transmit the history data to the core server 10B.
[0057] In this way, the company server 10C according to the second embodiment determines the mode of the objects that constitute the experiential advertising event in the virtual space based on the history data collected by the company server 10C as well as the history data received from the backbone server 10B and other company servers 10C. This allows the metaverse system 1 to provide experiential advertisements tailored to the user, as in the first embodiment. Furthermore, according to the metaverse system 1 according to the second embodiment, each company server 10C can provide events tailored to the user's preferences more accurately using customer information held by itself or its affiliated companies.
[0058] Other Embodiments Although one embodiment has been described in detail above with reference to the drawings, the specific configuration is not limited to the above, and various design modifications are possible. That is, in other embodiments, the order of the above-described processes may be changed as appropriate. Furthermore, some processes may be executed in parallel.
[0059] <Computer Configuration> FIG. 6 is a schematic block diagram illustrating the configuration of a computer according to at least one embodiment. The computer 90 includes a processor 91 , a main memory 93 , a storage 95 , and an interface 97 . The above-described server device 10 is realized by one or more computers 90. The operations of the above-described processing units are stored in the form of a program in a storage 95. A processor 91 reads the program from the storage 95, loads it into a main memory 93, and executes the above-described processing in accordance with the program. The processor 91 also allocates storage areas in the main memory 93 corresponding to the above-described storage units in accordance with the program. Examples of the processor 91 include a CPU (Central Processing Unit), a GPU (Graphic Processing Unit), and a microprocessor.
[0060] The program may be for realizing some of the functions to be performed by the computer 90. For example, the program may be combined with other programs already stored in storage or implemented in other devices to perform the functions. In another embodiment, the computer 90 may include a custom LSI (Large Scale Integrated Circuit) such as a PLD (Programmable Logic Device) in addition to or instead of the above configuration. Examples of PLDs include PAL (Programmable Array Logic), GAL (Generic Array Logic), CPLD (Complex Programmable Logic Device), and FPGA (Field Programmable Gate Array). In this case, some or all of the functions realized by the processor 91 may be realized by the integrated circuit. Such an integrated circuit is also an example of a processor. In another embodiment, the computer 90 may be virtualized on one or more computers.
[0061] Examples of storage 95 include a magnetic disk, a magneto-optical disk, an optical disk, and a semiconductor memory. Storage 95 may be an internal medium directly connected to the bus of computer 90, or an external medium connected to computer 90 via interface 97 or a communication line. Furthermore, when this program is distributed to computer 90 via a communication line, computer 90 that receives the program may load the program into main memory 93 and execute the above-described processing. In at least one embodiment, storage 95 is a non-transitory tangible storage medium.
[0062] The program may also be a program for realizing some of the above-described functions. Furthermore, the program may be a so-called differential file (differential program) that realizes the above-described functions in combination with another program already stored in storage 95. [Explanation of symbols]
[0063] 1...Metaverse system 10B...Backbone server 30...Client terminal 10C...Enterprise server 10...Server device 13...Receiving unit 12...Placement unit 14...Object control unit 15...Drawing unit 16...Transmitting unit 17...Collaboration unit 11...Asset database 18...User database 19...User management unit 90...Computer 91...Processor 93...Main memory 95...Storage 97...Interface
Claims
1. a determination unit that determines the mode of an object that constitutes an experiential advertising event in a virtual space based on history data that represents a user's behavior history; a placement unit that places the object according to the determined aspect and an avatar of the user in the virtual space; Equipped with the history data includes a history of operations of the avatar and a history of the user's reactions when operating the avatar; Advertising control system.
2. The virtual space is one of a plurality of virtual spaces, The history data includes a history of operations of the avatar in another virtual space. The advertising control system of claim 1 .
3. an acquisition unit that acquires the history data from a management device that manages the other virtual space; The advertising control system of claim 2 .
4. the determination unit determines, based on the history data, a mode of an object representing an advertising target among the objects. The advertising control system according to any one of claims 1 to 3.
5. the determination unit determines, based on the history data, an aspect of an object related to an environment in which an advertising target is provided among the objects. The advertising control system according to any one of claims 1 to 3.
6. A step in which a computer determines aspects of objects that constitute an experiential advertising event in a virtual space based on history data representing a user's behavior history; a step of placing the object according to the determined aspect and an avatar of the user in the virtual space by the computer; Equipped with the history data includes a history of operations of the avatar and a history of the user's reactions when operating the avatar; Ad control methods.
7. On the computer, determining the mode of an object constituting the experiential advertising event in the virtual space based on history data representing the user's behavior history; placing the object according to the determined aspect and an avatar of the user in the virtual space; Execute the history data includes a history of operations of the avatar and a history of the user's reactions when operating the avatar; Ad control program.
Citation Information
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