Program, information processing device, information processing system, and information processing method

A program using game-based interaction with composting data motivates users by linking in-game characters to real composting progress, addressing handling challenges and odors, and providing rewards, thus encouraging continued composting practice.

JP7784716B2Active Publication Date: 2025-12-12CIRCULATION CREATION CO LTD
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Patent Information

Application Number
JP2022034520
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-07
Publication Date
2025-12-12
Estimated Expiration
2042-03-07

AI Technical Summary

Technical Problem

Composting, which involves fermenting and decomposing organic matter using microorganisms, is challenging due to handling difficulties and unpleasant odors and insects, deterring users from continuing the practice.

Method used

A program that utilizes a computer to acquire sensing data from composting terminals, controlling a game based on this data to motivate users by associating in-game characters with composting progress, providing rewards, and offering interactive feedback.

Benefits of technology

Motivates users to continue composting by making the process engaging and rewarding, allowing them to manage composting effectively without specialized knowledge through interactive game elements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To solve the problem that although a compost in which organic matter such as household garbage, fallen leaves, and sewage sludge are mainly used, and the action of microorganisms is utilized to ferment and decompose it, is good for the environment, it is difficult to handle and difficult to continuously use it because it generates odors and insects.SOLUTION: A program is executed by a computer including a processor and a storage unit. The program causes the processor to execute an acquisition step for acquiring sensing data regarding the state of a compost, and a control step for controlling a game based on sensing data acquired in the acquisition step.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

[0001] The present disclosure relates to a program, an information processing device, an information processing system, and an information processing method. [Background technology]

[0002] There are known techniques for motivating users to engage in farm work and crop cultivation while having fun. Patent Document 1 discloses a technology that enables even ordinary people who are not skilled in agriculture to manage farms, integrates related information processing systems in real time, and provides an amusement farm where farming can be enjoyed. Patent Document 2 discloses a technology that can be linked to actual crop cultivation and provides users with a highly realistic crop cultivation simulation game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-079590 [Patent Document 2] Japanese Patent Application Laid-Open No. 2013-111135 Summary of the Invention [Problem to be solved by the invention]

[0004] Composting is a method of fermenting and decomposing organic matter, mainly food waste from households, fallen leaves, and sewage sludge, using the power of microorganisms to create compost. While this is good for the environment, it can be difficult to handle, and the smell and insects it generates make it difficult to continue. Therefore, the present disclosure has been made to solve the above-mentioned problems, and its purpose is to provide a technology that motivates users to continue composting. [Means for solving the problem]

[0005] A program to be executed by a computer having a processor and a memory unit, the program causing the processor to execute an acquisition step of acquiring sensing data regarding the state of compost, and a control step of controlling a game based on the sensing data acquired in the acquisition step. [Effects of the Invention]

[0006] According to the present disclosure, users can be motivated to continue composting. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a diagram showing the overall configuration of an information processing system 1. FIG. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Figure 3] FIG. 2 is a block diagram showing the functional configuration of a user terminal 20. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of a compost terminal 30. [Figure 5] FIG. 10 is a diagram showing the data structure of a user table 1012. [Figure 6] FIG. 10 is a diagram showing the data structure of a compost table 1013. [Figure 7] FIG. 10 is a diagram showing the data structure of a sensing table 1014. [Figure 8] FIG. 10 is a diagram showing the data structure of a character master 1015. [Figure 9] FIG. 10 is a diagram showing the data structure of a product table 1016. [Figure 10] 10 is a flowchart illustrating an operation of a pairing process. [Figure 11] 10 is a flowchart showing the operation of a sensing process. [Figure 12] 10 is a flowchart showing the operation of a sleep process. [Figure 13] 10 is a flowchart showing the operation of an exchange process. [Figure 14] 10 is an example of a screen showing the operation of a game service. [Figure 15] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiments, common components are designated by the same reference numerals, and repeated description will be omitted. Note that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Furthermore, not all components shown in the embodiments are necessarily essential components of the present disclosure. Furthermore, each drawing is a schematic diagram and is not necessarily a precise illustration.

[0009] <Configuration of Information Processing System 1> The information processing system 1 in the present disclosure is an information processing system that provides a game service linked with a compost 40. The information processing system 1 includes information processing devices, namely, a server 10, a user terminal 20, and a composting terminal 30, which are connected via a network N. FIG. 1 is a diagram showing the overall configuration of an information processing system 1. As shown in FIG. FIG. 2 is a block diagram showing the functional configuration of the server 10. As shown in FIG. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20. As shown in FIG. FIG. 4 is a block diagram showing the functional configuration of the compost terminal 30. As shown in FIG.

[0010] Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by this hardware configuration will be described later. For each of the server 10, user terminal 20, and compost terminal 30, explanations that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.

[0011] <Server 10 configuration> The server 10 is an information processing device that provides a game service linked with the compost 40 . The server 10 includes a storage unit 101 and a control unit 104 .

[0012] <Configuration of the storage unit 101 of the server 10> The storage unit 101 of the server 10 includes an application program 1011 , a user table 1012 , a compost table 1013 , a sensing table 1014 , a character master 1015 , and a product table 1016 .

[0013] The application program 1011 is a program for causing the control unit 104 of the server 10 to function as each functional unit. Application programs 1011 include applications such as a web browser application.

[0014] User table 1012 is a table that stores and manages information about member users (hereinafter, "users") who use the service. When a user registers to use the service, the user's information is stored in a new record in user table 1012. This allows the user to use the service according to the present disclosure. The user table 1012 is a table having columns of user ID, user name, and points, with the user ID as the primary key. FIG. 5 is a diagram showing the data structure of the user table 1012. As shown in FIG.

[0015] The user ID is an item that stores user identification information for identifying a user. The user identification information is an item that is set with a unique value for each user. The user name is an item for storing the name of the user. The user name may be set to any character string such as a nickname instead of a name. The points field stores information about points held by the user. Users can earn points in response to specific in-game events. The points information includes in-game coins, in-game currency, and the like. Users can exchange points for specific in-game benefits, or use points to receive discounts when purchasing products. A configuration may be adopted in which each user holds multiple sets of point information.

[0016] The compost table 1013 is a table for storing and managing information about compost (compost information). An in-game character is stored in the compost table 1013 in association with a compost ID, thereby representing that the user owns an in-game character associated with the compost in the game. The compost table 1013 is a table having a compost ID as a primary key and columns for user ID, compost ID, character ID, character name, status data, decoration data, and dormant state. FIG. 6 is a diagram showing the data structure of the compost table 1013.

[0017] The user ID is an item for storing user identification information for identifying a user. The compost ID is an item that stores compost identification information for identifying compost owned by a user. If a user owns multiple composts, multiple compost IDs may be associated with one user ID. Associating a compost ID with a user ID indicates that the user owns compost. The character ID is an item that stores character identification information for identifying in-game characters owned by the user. A character ID is associated with each compost owned by the user. In this disclosure, in-game characters have been described as an example, but each compost may be stored in association with in-game objects such as in-game items (in-game characters, in-game items), in-game events, in-game quests, etc. The character name is an item for storing the name of the in-game character owned by the user. The character name can be set to any character string. The status data is an item that stores status information indicating the state of an in-game character owned by a user. Specifically, it is an item that stores the level, health state, vitality level, satisfaction level, etc. of the in-game character. The status data may be configured to store multiple items related to multiple states of the in-game character. The decoration data is an item that stores decorative information related to the appearance of an in-game character owned by a user. Specifically, information such as the size, facial expression, color, clothing, costume, and accessories of the in-game character is stored. For example, the size, color, etc. of the in-game character may be changed based on sensing data of the compost associated with the compost ID. Specifically, the decoration may be made larger based on the weight of the compost, with the heavier the compost, or the color may be changed based on the moisture content, temperature, etc. The dormancy status is an item that stores dormancy information about the dormant state of the compost. Specifically, if the compost is dormant, a value of True is stored, and otherwise a value of False is stored. The dormancy information may also store the date and time when the dormant state began.

[0018] The sensing table 1014 is a table for storing and managing information (sensing information) relating to sensing data acquired from the compost terminal. The sensing table 1014 is a table having columns for compost ID, sensing data, and sensing date and time. FIG. 7 is a diagram showing the data structure of the sensing table 1014. As shown in FIG.

[0019] The compost ID is an item for storing compost identification information for identifying the compost. The sensing data is an item that stores sensing data obtained by various sensors included in the input device 306 of the compost terminal 30. Specifically, information such as the moisture content, weight, temperature, and outside air temperature of the compost is stored. The sensing data may also include location information of the compost, photographic data of the surrounding area, and audio information around the compost, such as vibrations and acceleration. The sensing date and time is an item for storing the date and time when the sensing data was stored in the compost table.

[0020] The character master 1015 is a table for storing and managing information about in-game characters (character information). The character master 1015 is a table having the character ID as a primary key and columns of the character ID, character name, and character image. FIG. 8 is a diagram showing the data structure of the character master 1015.

[0021] The character ID is an item that stores character identification information for identifying in-game characters. The character identification information is an item that has a unique value set for each in-game character. The character name is an item that stores the name of the in-game character (such as the type name, race name, occupation name, job name, etc. in RPG games). The character image is an item for storing an image or icon of an in-game character. The image or icon allows the user to visually identify the in-game character in the game.

[0022] The product table 1016 is a table for storing and managing information about products (product information). The product table 1016 is a table having columns for product ID, product name, price, and discount conditions. FIG. 9 is a diagram showing the data structure of the product table 1016.

[0023] The product ID is an item for storing product identification information for identifying a product. The product name is an item for storing the name of the product. Any character string can be set as the product name. The price is an item for storing the price of the product. The discount conditions are items that store discount conditions for products. The discount conditions may be based on the number of points held by the user.

[0024] <Configuration of the control unit 104 of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, a pairing unit 1042, a sensing unit 1043, a sleep unit 1044, and an exchange unit 1045. The control unit 104 executes an application program 1011 stored in the memory unit 101, thereby realizing each functional unit.

[0025] The user registration control unit 1041 performs processing to store information about users who wish to use the service according to the present disclosure in the user table 1012. The information stored in the user table 1012 is generated when a user opens a web page operated by a service provider from any information processing terminal, enters information into a predetermined input form, and transmits the information to the server 10. The user registration control unit 1041 stores the received information in a new record in the user table 1012, completing the user registration. This allows the user stored in the user table 1012 to use the service. Before the user registration control unit 1041 registers the user information in the user table 1012, the service provider may conduct a predetermined examination to restrict whether or not the user is permitted to use the service. The user ID may be any character string or number that can identify the user, any character string or number desired by the user, or may be automatically set by the user registration control unit 1041.

[0026] <Configuration of User Terminal 20> The user terminal 20 is an information processing device operated by a user who uses a service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or tablet, a stationary personal computer (PC) or a laptop PC, or a wearable terminal such as a head mounted display (HMD) or a wristwatch terminal. The user terminal 20 includes a storage unit 201 , a control unit 204 , an input device 206 , and an output device 208 .

[0027] <Configuration of the storage unit 201 of the user terminal 20> The storage unit 201 of the user terminal 20 includes a user ID 2011 and an application program 2012 .

[0028] The user ID 2011 is the user's account ID. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure. The user ID 2011 includes information such as a session ID temporarily assigned by the server 10 to identify the user using the user terminal 20.

[0029] The application program 2012 may be stored in advance in the storage unit 201, or may be configured to be downloaded from a web server or the like operated by a service provider via a communication IF. The application programs 2012 include applications such as a web browser application. The application program 2012 includes an interpreted programming language such as JavaScript (registered trademark) that runs on a web browser application stored on the user terminal 20. The application programs 2012 include game programs that provide game services to users. In this disclosure, a game service (chat service) relating to a virtual interaction between the user and an in-game character, in which the in-game character responds to input content from the user, will be described as an example of a game. 14 is an example of a screen on the user terminal 20 showing the operation of the game service. The game screen 70 displayed on the display 2081 of the user terminal 20 includes a character name 701, a response message date 703, a character icon 705 related to an in-game character, a message 7051 from the in-game character, a user icon 707 for the user, and user input content 7071. The game service according to the present disclosure is a game service in which an in-game character responds to the user input content 7071 with a message 7051. The in-game character's message 7051 includes a message that is notified to the user in a push format. The game service of the present disclosure also includes a function related to a breeding game in which a user breeds an in-game character according to the state of the compost owned by the user. The in-game character is preferably an in-game character modeled after a microorganism such as Volvox. The present disclosure can be applied to any game service, such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, table games, and development games.

[0030] <Configuration of the control unit 204 of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. The control unit 204 executes an application program 2012 stored in the storage unit 201, thereby realizing each functional unit.

[0031] <Configuration of the input device 206 of the user terminal 20> The input device 206 of the user terminal 20 includes a camera 2061 , a microphone 2062 , a position information sensor 2063 , a motion sensor 2064 , and a touch device 2065 .

[0032] <Configuration of the output device 208 of the user terminal 20> The output device 208 of the user terminal 20 includes a display 2081 and a speaker 2082 .

[0033] <Configuration of Compost Terminal 30> The compost terminal 30 is an information processing device provided in a user-owned compost 40. In this disclosure, the compost terminal 30 is assumed to be a dedicated terminal for sensing various states of the compost 40, but it may also be, for example, a mobile terminal such as a smartphone or tablet, or a stationary personal computer (PC) or laptop PC. In addition, the compost terminal 30 in this disclosure only needs to be equipped with at least a communication IF and input devices 306 including a moisture sensor 3066, a weight sensor 3067, a temperature sensor 3068, and an outside air temperature sensor 3069, and does not need to be equipped with other input devices 306 or output devices 308. In addition, the compost terminal 30 may be configured to be able to send requests directly to the server 10 via the Internet via a wireless network such as WiFi, or may be configured to be connected to the user terminal 20 via short-range wireless communication such as Bluetooth (registered trademark) and be able to send requests indirectly to the server 10 via the user terminal 20. The compost terminal 30 includes a memory unit 301 , a control unit 304 , an input device 306 , and an output device 308 .

[0034] <Configuration of the memory unit 301 of the compost terminal 30> The storage unit 301 of the compost terminal 30 includes a compost ID 3011 and an application program 3012 .

[0035] The compost ID 3011 is compost identification information for identifying the compost 40. The compost terminal 30 transmits the compost ID 3011 to the server 10. The server 10 identifies the compost based on the compost ID 3011 and provides the service according to the present disclosure to the user associated with the compost ID. The compost ID 3011 includes information such as a session ID temporarily assigned by the server 10 when identifying the compost terminal 30.

[0036] The application program 3012 may be stored in advance in the storage unit 301, or may be configured to be downloaded from a web server or the like operated by a service provider via a communication IF. Application programs 3012 include applications such as a web browser application. The application program 3012 includes an interpreted programming language such as JavaScript (registered trademark) that runs on a web browser application stored in the compost terminal 30 .

[0037] <Configuration of the control unit 304 of the compost terminal 30> The control unit 304 of the compost terminal 30 includes an input control unit 3041 and an output control unit 3042. The control unit 304 executes an application program 3012 stored in the storage unit 301, thereby realizing each functional unit.

[0038] <Configuration of input device 306 of compost terminal 30> The input device 306 of the compost terminal 30 includes a camera 3061 , a microphone 3062 , a position information sensor 3063 , a motion sensor 3064 , a touch device 3065 , a moisture sensor 3066 , a weight sensor 3067 , a temperature sensor 3068 , and an outside air temperature sensor 3069 .

[0039] The moisture sensor 3066 is a sensing device that measures the moisture content of the compost. Specifically, it can measure the moisture content of the substrate and soil. The moisture sensor 3066 can obtain the moisture content of the substrate and soil, for example, by measuring the capacitance of the substrate and soil.

[0040] Weight sensor 3067 is a sensing device that measures the weight of the compost. Specifically, weight sensor 3067 is installed at the bottom of the container and can measure the weight of the container. Weight sensor 3067 includes sensing devices of various types, such as a load cell, piezoelectric element, capacitance type, and film laminate type.

[0041] The temperature sensor 3068 is a sensing device that measures the temperature of the compost. The temperature sensor 3068 includes sensing devices using various methods such as a resistance thermometer, a linear resistor, and a thermistor. Specifically, it can measure the temperature of the substrate and soil.

[0042] The outside air temperature sensor 3069 is a sensing device that measures the temperature outside the compost. The outside air temperature sensor 3069 includes sensing devices using various methods such as a resistance thermometer, a linear resistor, and a thermistor. Specifically, it can measure the temperature outside the compost.

[0043] <Configuration of the output device 308 of the compost terminal 30> The output device 308 of the compost terminal 30 includes a display 3081 and a speaker 3082 .

[0044] <Composition of Compost 40> The compost 40 consists of a housing 401 (casing) and a compost container 403 (hereinafter referred to as the container) that contains a base material provided inside the housing. By putting organic matter such as food waste, fallen leaves, and sewage sludge into the container 403, the user can create compost by having the microorganisms contained in the base material decompose the organic matter. The container 403 included in the compost 40 is replaceable relative to the housing, allowing the user to periodically replace the base material by replacing the container 403. The user can use the compost 40 hygienically without directly touching the compost or base material.

[0045] The compost 40 in this disclosure includes any food waste processor that creates compost using food waste as a raw material. For example, the compost 40 includes any food waste processor that creates compost using food waste as a raw material without using a substrate. Specifically, the compost 40 may include a food waste processor that dries and crushes food waste to create compost without using heat or the like.

[0046] <Operation of information processing system 1> Each process of the information processing system 1 will be described below. FIG. 10 is a flowchart showing the operation of the pairing process. FIG. 11 is a flowchart showing the operation of the sensing process. FIG. 12 is a flowchart showing the operation of the sleep processing. FIG. 13 is a flowchart showing the operation of the exchange process. FIG. 14 is an example of a screen showing the operation of the game service.

[0047] <Pairing process> The pairing process is a process of associating the compost terminal 30 owned by the user with an in-game character.

[0048] <Pairing process overview> The pairing process is a series of steps that, when a user first uses the service, the user registers, stores the newly owned compost in association with the user's user ID, sets an in-game character associated with the compost, and executes the registration process.

[0049] <Pairing process details> The pairing process will be described in detail below.

[0050] In step S101, the user operates the input device 206 of the user terminal 20 or a web browser to access a predetermined web page provided by the server 10. The pairing unit 1042 of the server 10 transmits a page including an input form for user registration to the user terminal 20. The display 2081 of the user terminal 20 displays the received input form.

[0051] The user operates the input device 206 of the user terminal 20 to input a user ID and a user name, and transmits them to the server 10. Note that a user ID 2011 pre-stored in the user terminal 20 may be configured to be transmitted to the server 10 as the user ID.

[0052] The pairing unit 1042 of the server 10 stores the received user ID and user name in the user ID and user name fields of the new record in the user table 1012. In this way, the user information is stored in the server 10.

[0053] In step S102, the pairing unit 1042 of the server 10 transmits a page including an input form for compost registration to the user terminal 20. The display 2081 of the user terminal 20 displays the received input form.

[0054] The user operates the input device 206 of the user terminal 20 to input a compost ID and transmit it to the server 10. The pairing unit 1042 of the server 10 stores the user ID 2011 and compost ID received from the user terminal 20 in the user ID and compost ID fields of a new record in the compost table 1013, respectively. As a result, the user ID and compost ID are stored in association with each other. The user operates the input device 306 of the compost terminal 30 to input the same compost ID and stores it as the compost ID 3011 in the storage unit 301 of the compost terminal 30. As a result, the user's user ID and the compost owned by the user are stored in association with each other.

[0055] The user terminal 20 may be configured to acquire a compost ID 3011 that can uniquely identify the compost terminal 30 and that is pre-stored in the compost terminal 30 from the compost terminal 30 via wired or wireless communication, and transmit the compost ID to the server 10. The compost ID may be an identification code represented by a character string provided on the container 403 of the compost 40, a package of the base material, or other identification information that is uniquely identified by a two-dimensional barcode such as a QR code (registered trademark). In this case, the user may read the compost ID by operating the camera 3061 of the user terminal 20, and transmit the read compost ID to the server 10.

[0056] In step S103, the pairing unit 1042 of the server 10 transmits to the user terminal 20 a page including an input form for character setting. Specifically, the pairing unit 1042 of the server 10 refers to the character master 1015, acquires character information, and includes it in an input form to be sent to the user terminal 20. The pairing unit 1042 of the server 10 may be configured to send only predetermined character information to the user terminal 20 according to the compost ID. This allows the user to select only specific character information according to the container 403, base material, etc. that the user has purchased, further increasing the interest of the service. The display 2081 of the user terminal 20 displays the received input form.

[0057] The user specifies a character ID by selecting the user's preferred character information from the character information included in the input form by operating the input device 206 of the user terminal 20. The user sets a preferred character name by operating the input device 206 of the user terminal 20. The control unit 204 of the user terminal 20 transmits the input character ID and character name to the server 10. The pairing unit 1042 of the server 10 stores the received character ID and character name in the character ID and character name fields of the target record in the compost table 1013 identified by the compost ID 3011. As a result, the compost ID, character ID, and character name are stored in association with each other.

[0058] In step S104, the pairing unit 1042 of the server 10 executes a registration process.

[0059] The registration process includes a process of giving rewards such as points to the user. Specifically, the pairing unit 1042 of the server 10 adds a predetermined number of points (for example, 500 points) to the point item of the target record in the user table 1012 identified by the user ID 2011. As a result, points are added to the user.

[0060] The registration process includes a process of presenting an effect in which the in-game character set in step S103 greets the user. Specifically, the pairing unit 1042 of the server 10 searches the character ID item in the character master 1015 based on the character ID and acquires a character image. The pairing unit 1042 of the server 10 outputs a character string related to the greeting message and transmits it to the user terminal 20 together with the character image. The display 2081 of the user terminal 20 displays the received character string together with the character image to the user, thereby allowing the user to feel attached to the in-game character that they have set themselves.

[0061] The pairing process may include a process of presenting a tutorial or guidance for connecting the user terminal 20 via a wired or wireless connection such as a WiFi connection when connecting the compost terminal 30 to the server 10 via a wired or wireless connection. For example, the in-game character selected by the user in step S103 may explain the operation and work procedures to the user, allowing the user to complete the pairing process while developing an attachment to the in-game character and the compost 40.

[0062] <Sensing processing> The sensing process is a process of storing sensing data obtained by the compost terminal 30 provided in the compost 40.

[0063] <Sensing processing overview> The sensing process is a series of processes that acquire sensing data from the compost terminal 30 provided in the compost 40, store the sensing data, update the status of the associated in-game character based on the sensing data, update the decoration of the in-game character, notify the user of a message, and award points to the user. This allows the user to enjoy a game based on sensing data from the compost 40 while properly composting the compost. In particular, the user can properly manage the compost 40 without having to learn specialized knowledge while enjoying interactions with the in-game characters. In addition, the user can receive notifications from the in-game characters about the status of the compost 40 without having to directly check the status of the compost 40.

[0064] <Sensing process details> The sensing process will be described in detail below.

[0065] In step S301, the sensing unit 1043 of the server 10 executes an acquisition step of acquiring sensing data relating to the state of the compost. Specifically, the control unit 304 of the compost terminal 30 periodically acquires sensing data measured by the input device 306 of the compost terminal 30 at predetermined intervals such as every hour, every day, every week, every day of the week, every month, every day, and every year, and transmits the data together with the compost ID 3011 to the server 10. Furthermore, the control unit 304 of the compost terminal 30 may detect that organic matter such as food waste has been added to the compost 40 based on changes in the measured values ​​of the weight sensor 3067, etc., and perform sensing processing. Similarly, the control unit 304 of the compost terminal 30 may detect that organic matter such as food waste has been added to the compost 40 based on changes in the measured values ​​of the moisture sensor 3066, the temperature sensor 3068, etc., and perform sensing processing.

[0066] In step S301, the acquisition step executes a step of acquiring sensing data relating to at least one of the moisture content, weight, and temperature of the compost and the ambient temperature outside the compost. Specifically, the control unit 304 of the compost terminal 30 acquires the moisture content of the compost 40 measured by the moisture sensor 3066, the weight of the compost 40 measured by the weight sensor 3067, the temperature of the compost 40 measured by the temperature sensor 3068, and the outside air temperature of the compost 40 measured by the outside air temperature sensor 3069, and transmits these to the server 10 together with the compost ID 3011. The sensing data may include detection values, measurement values, etc. from a camera, a microphone, a position information sensor, a motion sensor, a touch device, etc.

[0067] In step S302, the sensing unit 1043 of the server 10 stores the compost ID and sensing data acquired from the compost terminal 30 in the compost ID and sensing data items of a new record in the sensing table 1014, respectively. As a result, the sensing data of the compost 40 is stored in association with the compost ID.

[0068] In step S303, the sensing unit 1043 of the server 10 executes a control step for controlling the game based on the sensing data acquired in the acquisition step. Specifically, based on the acquired sensing data, the sensing unit 1043 of the server 10 controls the response content of the in-game character, the status information of the in-game character, the decorative information of the in-game character, the points held by the user, in-game events, in-game quests, and any conditions related to the progress of the game.

[0069] In step S303, the control step executes a step of controlling the game based on a comparison result between the first sensing data acquired in the acquisition step and the second sensing data acquired before the first sensing data. Specifically, the sensing unit 1043 of the server 10 may control the game based on the comparison result of comparing the acquired sensing data with previously acquired sensing data. Specifically, the sensing unit 1043 of the server 10 can acquire previously stored sensing data and sensing date and time by searching the compost ID item in the sensing table 1014 based on the compost ID 3011 acquired in step S302. The sensing unit 1043 of the server 10 can acquire previously acquired sensing data by sorting the acquired sensing data in descending order by sensing date and time. Note that the acquired sensing data may be any sensing data, such as data from the previous day, the same day of the week last week, the same day of the previous month, or the same day of the previous year. The sensing unit 1043 of the server 10 compares the sensing data acquired in step S302 with the previously acquired sensing data. Specifically, for each piece of sensing data, the amount of change, such as the difference, rate of change, or derivative, from the previously acquired sensing data is calculated.

[0070] In step S303, the control step includes a step of controlling the status information of the in-game character associated with the compost based on the sensing data acquired in the acquisition step so that the status corresponds to the state of the compost. Specifically, the sensing unit 1043 of the server 10 identifies status information such as the level, health state, vitality level, and satisfaction level of the in-game character based on the acquired sensing data. The sensing unit 1043 of the server 10 stores the identified status information in the status data item of the target record in the compost table 1013 identified by the compost ID 3011. This updates the status information of the in-game character associated with the compost ID 3011.

[0071] Specifically, the sensing unit 1043 of the server 10 decreases the vitality value of the in-game character when the moisture content has decreased by a predetermined value or more compared to the previous time. The sensing unit 1043 of the server 10 decreases the vitality value of the in-game character when the weight has decreased by a predetermined value or more compared to the previous time. For example, if the weight has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 increases the vitality value of the in-game character. If the temperature has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 increases the vitality value of the in-game character. The value to be increased or decreased by the sensing unit 1043 of the server 10 may be determined according to the amount of change in the sensing data compared to the previous time. In other words, the amount of change in the status information may be determined according to the amount of change in the moisture content, weight, or temperature of the compost 40.

[0072] For example, the sensing unit 1043 of the server 10 may increase the level of the in-game character when the vitality of the in-game character reaches a predetermined value or more. Furthermore, the sensing unit 1043 of the server 10 may execute control to award a reward such as predetermined points to the user when the vitality of the in-game character reaches a predetermined value or more. The sensing unit 1043 of the server 10 may execute a process of initializing the vitality level to a value such as 0 in response to an increase in the level of the in-game character or the awarding of points to the user.

[0073] Additionally, the sensing unit 1043 of the server 10 may include a bonus process that changes the status information of the in-game character according to the number of composts created in the past. Specifically, the sensing unit 1043 of the server 10 searches the user ID item in the compost table 1013 based on the user ID 2011 and acquires the compost ID. The sensing unit 1043 of the server 10 makes the status information of the in-game character more advantageous based on the number of acquired compost IDs. Specifically, the more composts have been created in the past, the more advantageous the change in the status information of the in-game character becomes.

[0074] In step S304, the control step includes a step of controlling decoration information of the in-game character associated with the compost based on the sensing data acquired in the acquisition step so that the decoration corresponds to the state of the compost. Specifically, the sensing unit 1043 of the server 10 identifies decorative information such as the size, facial expression, color, clothing, costumes, and accessories of the in-game character based on the acquired sensing data. The sensing unit 1043 of the server 10 stores the identified decoration information in the decoration data item of the target record in the compost table 1013 identified by the compost ID 3011. This updates the decoration information of the in-game character associated with the compost ID 3011.

[0075] Specifically, if the moisture content has decreased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 makes the facial expression of the in-game character look gloomy. If the weight has decreased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 makes the facial expression of the in-game character look gloomy. For example, if the weight has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 changes the facial expression of the in-game character to a lively expression. If the temperature has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 changes the facial expression of the in-game character to a lively expression. If the weight has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 increases the size value of the in-game character. The value to be increased or decreased by the sensing unit 1043 of the server 10 may be determined according to the amount of change in the sensing data compared to the previous time. In other words, the amount of change in the decorative information may be determined according to the amount of change in the moisture content, weight, or temperature of the compost 40.

[0076] Furthermore, the sensing unit 1043 of the server 10 may detect the user's dumping of organic matter such as food waste into the compost 40, and update the decoration information of the in-game character associated with the compost ID 3011. For example, the sensing unit 1043 of the server 10 may change the facial expression of the in-game character to a happy expression based on the dumping of organic matter such as food waste into the compost 40. This can motivate the user to dump food waste into the compost 40.

[0077] In step S305, the control step includes a response step in which an in-game character associated with the compost responds to input from the user in the game, thereby allowing the user to interact with the in-game character, and a step of controlling the response content of the in-game character based on the sensing data acquired in the acquisition step so that the response content corresponds to the state of the compost associated with the in-game character. In a game such as a dialogue game in which an in-game character associated with a compost responds to input from a user, the sensing unit 1043 of the server 10 controls the response of the in-game character based on the sensing data and pushes a message to the user. Specifically, when the moisture content has decreased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 outputs a message from the in-game character saying "I want to drink water" to the user terminal 20 as a push notification. When the weight has decreased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 outputs a message from the in-game character saying "I'm hungry" to the user terminal 20 as a push notification. For example, if the weight has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 outputs a message from the in-game character saying "I'm full" to the user terminal 20 as a push notification. If the temperature has increased by a predetermined value or more compared to the previous time, the sensing unit 1043 of the server 10 outputs a message from the in-game character saying "I'm full of energy" to the user terminal 20 as a push notification. The sensing unit 1043 of the server 10 may determine the message presentation style depending on the amount of change in the sensing data compared to the previous time. That is, the message presentation style may be changed depending on the amount of change in the moisture content, weight, or temperature of the compost 40. Specifically, the server 10 may be configured to control whether or not to add emphasis expressions such as "very," "extremely," or "greatly" to the message.

[0078] Furthermore, the sensing unit 1043 of the server 10 may include in the message sent to the user advice regarding the compost 40. Specifically, the sensing unit 1043 of the server 10 may include in the message advice to the user to increase or decrease the moisture content or to change the outside temperature.

[0079] When the moisture content is equal to or greater than a predetermined value, the sensing unit 1043 of the server 10 outputs a push notification of a message from an in-game character saying, "There's too much water. Please reduce it a little," to the user terminal 20. If the moisture content of the compost 40 is too high, decomposition of the organic matter may not progress, resulting in an odor. In this way, even if a user does not have specialized knowledge about composting, the user can properly create compost as manure based on advice given in messages from in-game characters.

[0080] Furthermore, the sensing unit 1043 of the server 10 may detect the user's dumping of organic matter such as food waste into the compost 40 and control the content of the response from the in-game character. For example, based on the dumping of organic matter such as food waste into the compost 40, the sensing unit 1043 of the server 10 may output a message from the in-game character saying "Thank you for the feast today" to the user terminal 20 as a push notification. This can motivate the user to dump food waste into the compost 40.

[0081] Additionally, if a user owns multiple Composts 40 and each has an associated in-game character, message linkage between the multiple in-game characters may be included. For example, control may be executed in which a second in-game character responds with a message to a message from a first in-game character.

[0082] This allows the user to receive advice from the in-game character about the condition of the compost 40, recovery procedures when the condition is bad, and any questions or problems the user may have. The user can enjoy interacting with the in-game character while properly managing the compost 40 without having to learn specialized knowledge.

[0083] In step S306, the sensing unit 1043 of the server 10 may execute control to award an in-game reward such as points to the user based on the sensing data acquired in the acquisition step. Specifically, if the condition of the compost 40 is improved based on the sensing data, the sensing unit 1043 of the server 10 gives a reward such as points to the user, thereby motivating the user to maintain the compost. The sensing unit 1043 of the server 10 updates the point value of the target record in the user table 1012 specified by the user ID 2011 by adding the given reward.

[0084] If the compost 40 is in a dormant state due to a dormant process described later, steps S303 to S306 may be skipped. Specifically, in step S302, the sensing unit 1043 of the server 10 searches the compost ID item in the compost table 1013 based on the compost ID 3011 and acquires the dormant state item. If the dormant state value is True, the processes from step S303 to step S306 are skipped. In other words, in the sensing process, if the compost 40 is in a dormant state, the sensing unit 1043 of the server 10 may be configured to only store sensing data and not execute processes related to game control.

[0085] In the sensing process, the sensing unit 1043 of the server 10 may detect the user's dumping of organic matter such as food waste into the compost 40 and control the presentation of the game. For example, the sensing unit 1043 of the server 10 changes the presentation of the game screen displayed on the display 2081 of the user terminal 20, etc., based on the dumping of organic matter such as food waste into the compost 40. This can motivate the user to dump food waste into the compost 40.

[0086] <Dormancy processing> The dormancy process is a process that is executed when the compost goes into a dormant state to mature the compost if the sensing data from the compost terminal 30 provided in the compost meets a predetermined condition.

[0087] <Overview of dormancy processing> The dormancy process is a series of processes that determine dormancy based on the sensing data of the compost, notify the user of the start of dormancy, execute the dormancy start process, and guide the user to purchase a new container 403 and substrate.

[0088] <Details of dormancy processing> The details of the sleep process are explained below.

[0089] In step S501, the sleep unit 1044 of the server 10 periodically executes sleep determination processing at predetermined intervals. Specifically, when the weight of the compost 40 included in the sensing data acquired by the sensing process exceeds a predetermined value, the hibernation unit 1044 of the server 10 determines that the condition for transitioning to a hibernation state for maturing the compost has been met. Otherwise, the hibernation process is terminated. It may also be determined that the condition for transitioning to a dormant state for maturing the compost has been met after a predetermined period of time has elapsed since the start date and time of the compost 40. For example, it may be determined that the condition for transitioning to a dormant state for maturing the compost 40 identified by the compost ID has been met when a predetermined period of time has elapsed since the date and time when food waste or the like was first put into the compost 40 or the sensing date and time when sensing data was first stored in the sensing table 1014.

[0090] In step S502, the hibernation unit 1044 of the server 10 executes a hibernation notification step to notify the user that the compost will be put into a hibernation state if the weight is equal to or greater than a predetermined value based on the sensing data regarding the weight of the compost acquired in the acquisition step. Specifically, if it is determined in step S501 that the conditions for transitioning to the dormant state are met, the sleep unit 1044 of the server 10 transmits a message to the user terminal 20 indicating that it has been determined that the conditions for transitioning to the dormant state are met. The display 2081 of the user terminal 20 presents the received message to the user. For example, the sleep unit 1044 of the server 10 outputs a message of "Good night" from an in-game character to the user terminal 20 as a push notification.

[0091] In step S502, the dormancy notification step executes a step of notifying the user that the compost associated with the in-game character is in a state where it can be put into a dormant state by controlling the decoration or presentation of the in-game character. For example, the sleep unit 1044 of the server 10 changes the appearance of the in-game character, such as its facial expression, to a sleepy appearance. Specifically, the sleep unit 1044 of the server 10 identifies decoration data for the dormant state as decoration data for the in-game character's facial expression, etc., and stores it in the decoration data item of the target record in the compost table 1013. As a result, the decoration information of the in-game character associated with the compost that meets the conditions for transitioning to the dormant state is updated to decoration information corresponding to the dormant state.

[0092] In step S502, the display 2081 of the user terminal 20 presents the user with a screen for receiving an instruction as to whether or not the user agrees to the transition of the compost 40 to a dormant state. Specifically, the display 2081 presents the user with a button for agreeing to the transition of the compost 40 to a dormant state. If the user agrees that the compost 40 will go into a dormant state, the process proceeds to step S503. Otherwise, the dormant process ends.

[0093] In step S503, the sleep unit 1044 of the server 10 starts sleep processing. The sleep unit 1044 of the server 10 stores a value of True in the sleep state field of the target record in the compost table 1013 identified by the compost ID 3011, and stores the date and time when the sleep state started.

[0094] In step S504, if the user agrees in the dormancy notification step that the compost will go into a dormant state, the dormancy unit 1044 of the server 10 executes a purchase suggestion step to suggest to the user the purchase of a new compost container or substrate. Specifically, the sleep unit 1044 of the server 10 refers to the product table 1016, acquires the product information, and transmits it to the user terminal 20. The display 2081 of the user terminal 20 presents the received list of product information to the user. At this time, the sleep unit 1044 of the server 10 may present discount information to the user based on the discount conditions included in the product information. Specifically, the sleep unit 1044 of the server 10 compares the points held by the user with the discount conditions and identifies the discount conditions that the user can use. The sleep unit 1044 of the server 10 presents the identified discount conditions to the user in association with the product information.

[0095] The sleep unit 1044 of the server 10 executes a purchase reception step of receiving from the user an instruction regarding the purchase of the new compost container or substrate proposed in the purchase proposal step. Specifically, the user selects and purchases new compost 40, a container 403 for the compost 40, a substrate, etc., and sends a request to the server 10. The request may include information such as the user's name, address, and payment method. If the user selects to use a discount condition, the points specified in the discount condition are deducted from the user's points. In other words, the user consumes their own points when the discount condition is applied. The sleep unit 1044 of the server 10 accepts an order process for the product information from the user based on the product information included in the received request. The operator of the service according to the present disclosure separately performs ordering, shipping, and the like, and delivers the product to the user. The purchase acceptance step may also include a step of discounting the price of the container or base material to be purchased according to the in-game reward held by the user. Specifically, when the user selects the presented discount conditions, the user can purchase the container or base material at the price to which the selected discount conditions are applied.

[0096] When the dormancy process is completed, the display 2081 of the user terminal 20 may present information and guide the user to remove the container 403 containing the compost from the housing 401 of the compost 40. Specifically, once dormancy begins, the need to frequently obtain sensing data of the compost 40 decreases, so the container 403 containing the compost may be removed from the housing 401 of the compost 40 and allowed to mature. In this case, the display 2081 of the user terminal 20 may present and guide the user with information urging the user to periodically sense the compost stored in the container 403 using various sensors included in the input device 306 of the compost terminal 30. For example, the sleep unit 1044 of the server 10 may sense the compost for the user about once a week and urge the user to supply moisture to the compost via the display 2081 of the user terminal 20 based on sensing data from the moisture sensor 3066, weight sensor 3067, etc. This can motivate the user to properly maintain the compost 40, even if the compost 40 is maturing.

[0097] <Exchange process> The replacement process is a process carried out when the compost that has completed maturation is replaced with a new container 403 and substrate.

[0098] <Replacement process overview> The replacement process is a series of steps that determine the end of dormancy for compost that has completed maturation, notify the user of the compost replacement, register the new compost, set an in-game character associated with the compost, and perform the registration process.

[0099] <Exchange process details> The details of the exchange process are explained below.

[0100] In step S701, the exchange unit 1045 of the server 10 executes a dormancy termination step of notifying the user of the termination of the dormancy state after a predetermined period has elapsed since the compost entered the dormant state. Specifically, the exchange unit 1045 of the server 10 executes a dormancy termination determination process periodically at predetermined intervals. Specifically, the exchange unit 1045 of the server 10 identifies composts for which a value of True is stored in the dormant state of the compost table 1013, and identifies composts 40 for which a predetermined period of time has passed since the start date and time of the dormant state as targets for the dormancy end determination process. If there is no target for the sleep end determination process, the exchange process ends. The following describes the replacement process for the compost 40. If multiple composts 40 are identified in the dormancy termination determination process, the replacement process is executed for each of the composts 40.

[0101] In step S702, the replacement unit 1045 of the server 10 executes a replacement notification step of notifying the user in the hibernation termination step to prompt the user to replace the compost container. Specifically, the replacement unit 1045 of the server 10 transmits a message to the user terminal 20 prompting the user to replace the container of the compost 40. The display 2081 of the user terminal 20 displays the received message to the user. The message presented to the user may include guidance information explaining the procedure for replacing the container 403 of the compost 40. Specifically, the guidance information presents the user with the procedure for replacing the moisture sensor 3066, the temperature sensor 3068, and the like that accompanies the replacement of the substrate. The guidance information preferably includes a presentation by an in-game character. For example, the in-game character may guide the user through the procedure for inserting the moisture sensor 3066, the temperature sensor 3068, and the like into the new substrate. This allows the user to enjoy the task of replacing the container 403 of the compost 40, and motivates the user to take part in the compost 40.

[0102] In step S703, the user follows the message and replaces the container 403 of the compost 40 with a container 403 containing a new substrate. This allows the substrate of the compost 40 that has completed maturation to be replaced with a new substrate without replacing the housing 401.

[0103] The user operates the input device 206 of the user terminal 20 or the like to transmit a request including a notification that the replacement of the container for the compost 40 has been completed to the server 10 . At this time, the display 2081 of the user terminal 20 may control the presentation of the game regarding saying goodbye to the compost 40. Specifically, a message from an in-game character saying "Thank you for everything, goodbye" is output to the user terminal 20 as a push notification. This can give the user a sense of satisfaction in creating the compost 40.

[0104] In step S704, the control step includes a step of adding a new in-game character associated with the new replaced compost in the game based on information regarding the user replacing the container. When the exchange unit 1045 of the server 10 receives the request, it transmits a page including an input form for compost registration to the user terminal 20. The display 2081 of the user terminal 20 displays the received input form.

[0105] The user operates the input device 206 of the user terminal 20 to input a compost ID and transmit it to the server 10. The exchange unit 1045 of the server 10 stores the user ID 2011 and compost ID received from the user terminal 20 in the user ID and compost ID fields of a new record in the compost table 1013, respectively. As a result, the user ID and the new compost ID are stored in association with each other. The user operates the input device 306 of the compost terminal 30 to input the same compost ID and stores it as the compost ID 3011 in the storage unit 301 of the compost terminal 30. As a result, the user's user ID and the compost owned by the user are stored in association with each other.

[0106] The compost ID may be an identification code represented by a character string provided on the container 403 of the compost 40, a package of the base material, or other identification information that is uniquely identified by a two-dimensional barcode such as a QR code (registered trademark). In this case, the user may read the compost ID by operating the camera 3061 of the user terminal 20, and transmit the read compost ID to the server 10.

[0107] In step S704, a character corresponding to the new compost is set. The specific processing is the same as step S103 of the pairing processing, and therefore a description thereof will be omitted. As a result, the newly stored compost ID, character ID, and character name are stored in association with each other. At this time, the decoration or presentation of the in-game character may include a decoration or presentation in which the in-game character associated with the compost 40 before replacement is reborn as the in-game character associated with the compost 40 after replacement. This allows the user to feel more attached to the in-game character.

[0108] In step S705, the control step executes a step of controlling the game based on the information that the user has changed the container. The specific processing is the same as step S104 of the pairing processing, and therefore a description thereof will be omitted.

[0109] <Modification> The control unit 104 of the server 10 may be configured to be able to execute a process of displaying a list of composts 40 created in the past and in-game characters associated with the composts 40 to the user. Specifically, the control unit 104 of the server 10 searches the user ID item in the compost table 1013 based on the user ID 2011, and acquires compost information such as a compost ID, a character ID, and a character name. The control unit 104 of the server 10 searches the compost ID item in the sensing table 1014 based on the acquired compost ID, and acquires sensing data. The control unit 104 of the server 10 transmits history information including the compost information and sensing data to the user terminal 20. The display 2081 of the user terminal 20 allows the user to check compost information, in-game characters, sensing data, etc. related to composts 40 created in the past. This allows the user to look back at the creation of compost 40 that he or she has created in the past.

[0110] <Modification> In the present disclosure, the replacement process is executed when it is determined that the compost has finished dormancy, but it may be executed without determining that the compost has finished dormancy. For example, it may be executed when the container 403, substrate, etc. purchased by the user in step S504 of the dormancy process arrives.

[0111] Specifically, the user may operate the input device 206 of the user terminal 20 to instruct the replacement unit 1045 of the server 10 to execute the replacement process. As in step S702 of the replacement process, the replacement unit 1045 of the server 10 transmits a message to the user terminal 20 prompting the user to replace the container of compost 40. The display 2081 of the user terminal 20 displays the received message to the user. The message presented to the user may include guidance information explaining the procedure for replacing the container 403 of the compost 40. Specifically, the guidance information presents the user with the procedure for replacing the moisture sensor 3066, the temperature sensor 3068, and the like that accompanies the replacement of the substrate. The guidance information preferably includes a presentation by an in-game character. For example, the in-game character may guide the user through the procedure for inserting the moisture sensor 3066, the temperature sensor 3068, and the like into the new substrate.

[0112] This allows the user to enjoy the task of replacing the container 403 of the compost 40, and motivates the user to take part in the compost 40. The processing from step S703 onwards is the same as the replacement processing already explained, and therefore a description thereof will be omitted. This allows the user to start using a new compost 40 without waiting for the completion of maturation associated with the end of dormancy of the compost 40 that the user already owns. While the compost 40 is maturing, the user cannot throw household waste such as food waste into the compost 40. However, by replacing the container 403 of the compost 40 with a new container 403, the user can dispose of household waste such as food waste using the new container while the compost 40 is maturing.

[0113] <Basic computer hardware configuration> 15 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main memory device 902, an auxiliary memory device 903, and a communication IF 991 (interface), which are electrically connected to one another by a communication bus 921.

[0114] The processor 901 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, and the like.

[0115] The main memory device 902 is used to temporarily store programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0116] The auxiliary storage device 903 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.

[0117] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards. The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point. In the case of a wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), and Bluetooth (registered trademark). In the case of a wired connection, the network also includes a direct connection using a USB (Universal Serial Bus) cable, etc.

[0118] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration across multiple computers 90 and interconnecting them via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.

[0119] <Basic functional configuration of computer 90> The following describes the functional configuration of a computer realized by the basic hardware configuration (FIG. 15) of the computer 90. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.

[0120] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 interconnected via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0121] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903, expanding them in the main storage device 902, and executing processing in accordance with the programs. The control unit can realize functional units that perform various types of information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0122] The storage unit is realized by a main storage device 902 and an auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Furthermore, the processor 901 can allocate a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 in accordance with the programs. Furthermore, the control unit can cause the processor 901 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0123] A database refers to a relational database, which manages data sets called masters and tables in a tabular format structurally defined by rows and columns, by relating them to each other. In a database, a table is called a table, a master, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables and masters can be set and associated. Typically, each table and each master has a column set as a primary key to uniquely identify a record, but setting a primary key to a column is not essential. The control unit can cause the processor 901 to add, delete, or update records in specific tables and masters stored in the storage unit according to various programs.

[0124] Note that the databases and masters in this disclosure may include any data structure in which information is structurally defined (such as a list, dictionary, associative array, or object). The data structure also includes data that can be considered as a data structure by combining data with functions, classes, methods, etc. written in any programming language.

[0125] The communication unit is realized by the communication IF 991. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 901 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.

[0126] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0127] (Appendix 1) A program to be executed by a computer having a processor and a memory unit, the program causing the processor to execute an acquisition step (S301) of acquiring sensing data regarding the state of compost, and control steps (S303, S304, S305) of controlling a game based on the sensing data acquired in the acquisition step. This allows the user to enjoy composting more and motivates them to continue working on composting.

[0128] (Appendix 2) The program according to claim 1, wherein the acquisition step (S301) is a step of acquiring sensing data relating to at least one of the moisture content, weight, and temperature of the compost and the ambient temperature outside the compost. This allows users to check the condition of their compost while enjoying composting more, and motivates them to continue working on composting.

[0129] (Appendix 3) The program described in Appendix 1 or 2, wherein the control steps (S303, S304, S305) are steps for controlling the game based on the comparison results between the first sensing data acquired in the acquisition step and the second sensing data acquired before the first sensing data. This allows the state of the compost to be more accurately reflected in the game, for example, based on the difference in the state of the compost from the previous day.

[0130] (Appendix 4) The program according to appendix 1 or 2, wherein the control step (S303, S304, S305) is a step of controlling an in-game character associated with the compost in the game based on the sensing data acquired in the acquisition step. This allows the user to develop an attachment to the in-game character and motivates them to continue working on composting.

[0131] (Appendix 5) The control step (S305) is a program described in Appendix 4, which includes a response step in which an in-game character associated with the compost responds to input from the user in the game, thereby allowing the user to interact with the in-game character, and a step of controlling the response content of the in-game character based on the sensing data acquired in the acquisition step so that the response content corresponds to the state of the compost associated with the in-game character. This allows the user to develop an attachment to the in-game character, and by notifying the user of the content of the responses between the in-game character and the user, it is possible to motivate the user to maintain the compost in a more appropriate condition.

[0132] (Appendix 6) A program described in Appendix 4 or 5, wherein the control step (S303) includes a step of controlling the status information of an in-game character associated with the compost based on the sensing data acquired in the acquisition step so that the status corresponds to the state of the compost. This allows the user to understand the actual state of the compost based on the status information for the in-game character, and motivates the user to maintain the compost in a more appropriate state.

[0133] (Appendix 7) A program described in any one of Appendices 4 to 6, wherein the control step (S304) includes a step of controlling the decoration information of the in-game character associated with the compost based on the sensing data acquired in the acquisition step so that the decoration corresponds to the state of the compost. This allows the user to visually grasp the actual state of the compost as a decoration of the in-game character based on the status information of the in-game character, and motivates the user to maintain the compost in a more appropriate state.

[0134] (Appendix 8) The program according to claim 4 or 7, wherein the control step (S303) includes a step of granting an in-game reward to the user based on the sensing data acquired in the acquisition step. This allows the user to mature the compost at an appropriate time.

[0135] (Appendix 9) A program described in any of Appendices 4 to 8, wherein the program causes the processor to execute a dormancy notification step (S502) of notifying the user that the compost will be put into a dormant state based on the sensing data acquired in the acquisition step, and the dormancy notification step (S502) is a step of notifying the user that the compost associated with the in-game character is in a state where it can be put into a dormant state by controlling the decoration or presentation of the in-game character. This allows the user to mature the compost at the appropriate time, and also allows the user to purchase new compost containers and equipment in advance when the container is replaced.

[0136] (Appendix 10) A program according to any one of Appendices 1 to 8, which causes a processor to execute a dormancy notification step (S502) of notifying a user that the compost will be put into a dormant state based on the sensing data acquired in the acquisition step, and a purchase suggestion step (S504) of suggesting to the user that they purchase a new compost container or substrate if the user agrees in the dormancy notification step that the compost will be put into a dormant state. This allows the user to complete the maturation of the compost at the appropriate time and replace the compost container.

[0137] (Appendix 11) The program described in Appendix 10 causes the processor to execute a purchase acceptance step (S504) of accepting instructions from the user regarding the purchase of the new compost container or substrate proposed in the purchase suggestion step, the purchase acceptance step including a step of discounting the price of the container or substrate to be purchased based on the in-game reward held by the user. This allows the user to welcome new in-game characters as they exchange compost, motivating the user to continue working on composting while enjoying the game.

[0138] (Appendix 12) The program according to appendix 10 or 11, wherein the dormancy notification step (S502) is a step of notifying the user that the compost will be put into a dormant state if the weight is equal to or greater than a predetermined value based on sensing data regarding the weight of the compost acquired in the acquisition step. This allows the user to enjoy composting more and motivates them to continue working on composting.

[0139] (Appendix 13) A program described in any of Appendices 10 to 12, wherein the program causes the processor to execute a dormancy termination step (S701) of notifying the user of the end of dormancy after a predetermined period of time has elapsed since the compost entered dormancy, and a replacement notification step (S702) of notifying the user during the dormancy termination step to encourage them to replace the compost container, and a control step (S705) of controlling the game based on information related to the user replacing the container. This allows the user to enjoy composting more and motivates them to continue working on composting.

[0140] (Appendix 14) The program of claim 13, wherein the control step (S704) includes a step of adding a new in-game character associated with the new compost that has been replaced in the game based on information about the user replacing the container. This allows the user to enjoy composting more and motivates them to continue working on composting. [Explanation of symbols]

[0141] 1 Information processing system, 10 Server, 101 Memory unit, 104 Control unit, 106 Input device, 108 Output device, 20 User terminal, 201 Memory unit, 204 Control unit, 206 Input device, 208 Output device, 30 Compost terminal, 301 Memory unit, 304 Control unit, 306 Input device, 308 Output device

Claims

1. A program for causing a computer having a processor and a storage unit to execute the following steps: The program causes the processor to: an acquisition step of acquiring sensing data regarding the state of the compost; a control step of controlling a game based on the sensing data acquired in the acquisition step; a dormancy notification step of notifying a user that a state of an in-game character associated with the compost will be put into a dormant state when a condition for maturing the compost is met based on the sensing data acquired in the acquisition step; A program that executes the following.

2. The acquiring step is a step of acquiring sensing data related to at least one of the moisture content, weight, and temperature of the compost and the ambient temperature outside the compost. The program according to claim 1.

3. the control step is a step of controlling the game based on a comparison result between the first sensing data acquired in the acquisition step and second sensing data acquired before the first sensing data.

3. The program according to claim 1 or 2.

4. the control step is a step of controlling an in-game character associated with the compost in the game based on the sensing data acquired in the acquisition step.

3. The program according to claim 1 or 2.

5. The control step, in the game, a response step of causing the in-game character associated with the compost to respond to an input from the user, thereby allowing the user to interact with the in-game character; a step of controlling a response content of the in-game character based on the sensing data acquired in the acquisition step so that the response content corresponds to a state of the compost associated with the in-game character; Including, The program according to claim 4.

6. The control step includes a step of controlling status information of the in-game character associated with the compost based on the sensing data acquired in the acquisition step so that the status corresponds to the state of the compost.

6. The program according to claim 4 or 5.

7. the control step includes a step of controlling decoration information of the in-game character associated with the compost based on the sensing data acquired in the acquisition step so that the decoration corresponds to a state of the compost.

7. The program according to claim 4.

8. the control step includes a step of granting an in-game reward to the user based on the sensing data acquired in the acquisition step. The program according to claim 4 or 7.

9. the dormancy notification step is a step of notifying a user that the in-game character is in a state where it can transition to a dormant state by controlling decoration or presentation of the in-game character; The program according to any one of claims 1 to 8.

10. The program causes the processor to: a purchase suggestion step of suggesting to the user the purchase of a new compost container or substrate when the user agrees to transition the state of the in-game character to a dormant state in response to the notification notified in the dormancy notification step; Execute The program according to any one of claims 1 to 8.

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