Information processing systems, information processing methods, and programs ~Technologies supporting digital twin environments~

JP7919613B2Active Publication Date: 2026-09-14CAPCOM CO LTD
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Patent Information

Application Number
JP2024112474
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-12
Publication Date
2026-09-14
Estimated Expiration
2043-03-07

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Abstract

To provide a technology capable of providing a user with an experience of a higher amusement level.SOLUTION: According to an aspect of the present disclosure, there is provided an information processing system including at least one device to support a digital twin environment. The information processing system includes at least one processor which can execute a program for performing the respective following steps. An acquisition step acquires continuously first information on a first user's body. A determination step determines a state of an avatar associated with the first user so as to correspond to a health state of the first user estimated on the basis of the first information. The avatar is used as a character acting in an event in a virtual space. The state of the avatar is configured to be visually recognizable by the first user and successively changeable in accordance with the first information that is continuously acquired.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present disclosure relates to an information processing system, an information processing method, and a program, and particularly to a "technology that supports a digital twin environment". [Background Art]

[0002] Patent Document 1 discloses a game server that allows a user to raise a virtual life form by maintaining good sleep habits, and maintains the user's motivation to maintain good sleep habits while enjoying raising the virtual life form.

[0003] This game server comprises: an acquisition unit that manages the progress of a virtual life form raising game and acquires sleep information including at least a sleep pattern indicating a user's bedtime and wake-up time; a sleep history storage unit that stores the acquired sleep information as a sleep history; and a processing unit that executes processing related to the raising game based on the sleep pattern in the sleep history. [Prior Art Documents] [Patent Documents]

[0004] [Patent Document 1] Japanese Unexamined Patent Publication No. 2020-44222 [Summary of the Invention] [Problem to be Solved by the Invention]

[0005] However, there is still room for improvement in the functions according to the above-known technology.

[0006] In view of the above circumstances, the present disclosure provides a technology capable of providing a user with a more interesting experience. [Means for Solving the Problem]

[0007] According to one aspect of the present disclosure, an information processing system is provided that supports a digital twin environment, comprising at least one device. This information processing system comprises at least one processor capable of executing a program to perform the following steps: Acquisition step: Continuously acquire first information relating to the biometrics of a first user. Determination step: Determine the state of an avatar associated with the first user to correspond to the health status of the first user estimated based on the first information. The avatar is used as a character that acts in an event in a virtual space. The state of the avatar is configured to change sequentially during the event in response to first information that is visible to the first user and is continuously acquired.

[0008] This disclosure allows us to provide users with a more engaging experience. [Brief explanation of the drawing]

[0009] [Figure 1] This is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. [Figure 2] This is a block diagram showing the functional configuration of the first information processing device 2a according to this embodiment. [Figure 3] This is an activity diagram showing an example of the processing flow performed by Information Processing System 1. [Figure 4] This is a schematic diagram showing an example of avatars A and B operating within the virtual space VS provided by the second information processing device 2b. [Figure 5] This is a schematic diagram showing how the first user applies to participate in an event via game screen 5a (an example of game screen 5). [Figure 6] This shows an example of a tournament T used in competitive gaming events. [Figure 7] This is an overview diagram of game screen 5b (another example of game screen 5) where the first user who applied to participate in a competitive game event can see their own base ability score S0. [Figure 8]This is an overview diagram of game screen 5b (another example of game screen 5) where the first user who applied to participate in a competitive game event can see their own base ability score S0. [Figure 9] This is an overview diagram of game screen 5b (another example of game screen 5) where the first user who applied to participate in a competitive game event can see their own base ability score S0. [Figure 10] This is an overview diagram of game screen 5b (another example of game screen 5) where the first user who applied to participate in a competitive game event can see their own base ability score S0. [Figure 11] This is an overview diagram of game screen 5b (another example of game screen 5) where the first user who applied to participate in a competitive game event can see their own base ability score S0. [Figure 12] This is an activity diagram illustrating information processing related to social contribution or support via a second user. [Figure 13] This is an overview diagram of screen 6, which includes the Advice AD ​​created by the second user. [Modes for carrying out the invention]

[0010] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.

[0011] Incidentally, the program for implementing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or it may be provided so that it can be downloaded from an external server, or it may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0012] Further, in the present embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by circuits in a broad sense and software information processing that can be specifically realized by these hardware resources. Further, although various types of information are handled in the present embodiment, such information is represented, for example, by physical values of signal values representing voltage and current, the level of signal values as a binary bit set composed of 0s or 1s, or quantum superposition (so-called qubits), and communication and computation can be executed on circuits in a broad sense.

[0013] Further, a circuit in a broad sense is a circuit implemented by appropriately combining at least circuits, circuitry, processors, memories, and the like. That is, it includes Application Specific Integrated Circuits (ASICs), programmable logic devices (e.g., Simple Programmable Logic Devices (SPLDs), Complex Programmable Logic Devices (CPLDs), and Field Programmable Gate Arrays (FPGAs)), and the like.

[0014] 1. Description of the Game FIG. 1 is a block diagram showing the hardware configuration of an information processing system 1 according to the present embodiment. In the information processing system 1 shown in FIG. 1, a plurality of information processing apparatuses 2 and a plurality of terminals 3 are communicably connected to each other via a communication network 11, and a game is executed especially on a game terminal 3a among the terminals 3. That is, the information processing system 1 is composed of at least one apparatus.

[0015] The game according to the present embodiment is an online game executed by the information processing system 1. In this game, a user of a terminal 3, particularly a first user using a game terminal 3a, causes one or more player characters to act in a virtual game space, or causes the player characters to battle against enemy characters which are non-player characters. Also, a character is an example of an object.

[0016] The game as described above is executed using a game terminal 3a, which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, or the like.

[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is configured by a plurality of information processing devices 2 (particularly including a first information processing device 2a) and a plurality of terminals 3 (particularly including a game terminal 3a). Among the plurality of information processing devices 2, the first information processing device 2a stores game programs and game data, and manages game data (for each piece of account information described below) of the game terminal 3a. The information processing device 2 is configured by, for example, a server. Among the plurality of terminals 3, each of the game terminals 3a for playing the game in particular has the same configuration as each other. Note that in the present embodiment, a system is composed of one or more devices or components. Therefore, for example, even the individual information processing device 2 or terminal 3 described later can be an example of the information processing system 1.

[0018] The game terminal 3a executes a predetermined game based on user input. To do this, the game terminal 3a receives (specifically downloads and installs) the game program and game data from the first information processing device 2a via the communication network 11. Each user is assigned account information, including identification information and a password, associated with the game terminal 3a. This account information is transmitted from the game terminal 3a to the first information processing device 2a upon login and is used for user authentication in the first information processing device 2a.

[0019] After user authentication, communication between the first information processing device 2a and the game terminal 3a becomes possible. After logging in, the game terminal 3a receives data necessary for game progression (data related to game progress) from the first information processing device 2a, and proceeds with the game while outputting game images and sounds to the display 4a and speaker 4b based on the user's input.

[0020] 2.1 Hardware Configuration The hardware configuration of Information Processing System 1 will be described below with reference to Figure 1.

[0021] <Information Processing Device 2> As shown in Figure 1, the information processing device 2 comprises a first information processing device 2a, which is mainly managed by the game creator, and a second information processing device 2b, which is mainly managed by the provider of the digital twin environment (a virtual space VS including an open or closed environment), both of which have substantially the same configuration. In other words, the first information processing device 2a is a game server, and the second information processing device 2b is a server that manages the virtual space VS. The information processing device 2 has a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is connected to terminals 3, such as each game terminal 3a, via a communication network 11 such as the Internet and LAN. The main information that the first information processing unit 2a of the information processing unit 2 receives via the communication unit 21 includes information requesting the download of a game program, requests for gacha draws in response to user operations, requests for quest execution, requests for execution / termination of autoplay, account information, and game data. The main information that the first information processing unit 2a transmits via the communication unit 21 includes information to confirm that the game terminal 3a has received the game program, and information regarding game media obtained through gacha.

[0023] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), etc. The storage unit 22 stores various programs, including a part of the game program according to this embodiment, and various data related to the game.

[0024] Specifically, for example, the memory unit 22 of the first information processing device 2a stores a user database and a lottery list. The user database stores information such as the username, user rank, status of the player character controlled by the user, the amount of consumable medium usable in the virtual game space, and parameter information, associated with each user's identification number (account information) who plays the game. The lottery list is used for a lottery process commonly known as gacha, and contains information about multiple game mediums to be selected. The lottery list associates information about the game medium (name, ability parameters, rarity, level, etc.) with the selection rate in the lottery. Ability parameters, for example, when the game medium is a player character, include combat power, HP, attack power, defense power, intelligence, or speed.

[0025] The control unit 23 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is itself. In particular, the control unit 23 realizes various functions related to the information processing device 2 by reading predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is concretely realized by the control unit 23, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 23 is not limited to being a single unit, and may be implemented with multiple control units 23 for each function, or a combination thereof. In other words, the information processing system 1 includes at least one processor capable of executing programs so that each of the functions described later can be performed, as exemplified by the control unit 23.

[0026] Information processing performed by the control unit 23 includes, for example, payment processing for charges, user account authentication processing, and gacha lottery selection processing. Payment processing for charges is performed, for example, based on a request for payment necessary to restore a predetermined amount of parameters in the game. User account authentication processing is performed, for example, using user identification information received from the game terminal 3a. Gacha lottery selection processing is the process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game media, in response to a gacha lottery request. According to the gacha lottery selection processing, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and as a result, the user is assigned the game media that they won as a result of drawing the gacha themselves.

[0027] To further elaborate on the above, "game media" refers to electronic data representing elements related to a game, including the name of the character used as the player character, and items (weapons, armor, tools) that the player character uses in the virtual game space. Users can obtain game media through direct purchase via in-app purchases, completing quests, or through a lottery method called gacha. Acquired game media are stored and managed in the user database, associated with the identification information of the user who acquired that game media. Furthermore, "gacha" is a method by which the information processing device 2 randomly selects any game media from a lottery list based on a predetermined selection ratio. The selected game media is assigned to the user's game terminal 3a (stored in association with account information). "Assigning / Having the user own the game media selected in gacha" is synonymous with "associating / being associated with the game media selected in the lottery process with the user's identification information."

[0028] <Terminal 3> As shown in Figure 1, terminal 3 comprises a game terminal 3a used by the first user when playing a game, a wearable terminal 3b worn by the first user, and a third-party terminal 3c used by a second user different from the first user. The following describes the configuration common to terminal 3. Terminal 3 has a display 4a, a speaker 4b, and an input device 4c, which are either externally connected or built-in. Terminal 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, storage unit 32, graphics processing unit 34a, audio processing unit 34b, and operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is connected to the communication network 11 in a communicative manner for sending and receiving various data between the terminal 3 and the information processing device 2. The main information that the game terminal 3a of the terminal 3 receives via the communication unit 31 includes account information, information requesting the download of new game data, gacha execution requests, and quest execution requests. The main information that the game terminal 3a of the terminal 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, and information regarding the game medium selected by the lottery process.

[0030] The storage unit 32 consists of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the first information processing device 2a, various programs including parts of the game program, account information for the game terminal 3a, user information, etc. The user information is at least a part of the information in the user database stored in the storage unit 22 of the first information processing device 2a. The user database manages a master of user information, and the storage unit 32 of the game terminal 3a receives at least a part of this master information from the first information processing device 2a and stores it.

[0031] The control unit 33 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game terminal 3a, which is the device itself. In particular, the control unit 33 realizes various functions related to the game terminal 3a by reading predetermined programs stored in the memory unit 32. That is, information processing by software stored in the memory unit 32 is concretely realized by the control unit 33, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 33 is not limited to being a single unit, and may be implemented with multiple control units 33 for each function, or a combination thereof.

[0032] In particular, the control unit 33 is configured to execute the game in accordance with the operation of the input device 4c by the user of the game terminal 3a, which is itself the device. Specifically, the control unit 33 generates two-dimensional or three-dimensional game image information using data such as virtual game space objects and textures contained in the game data, which are stored in the storage unit 32, or using data received from the first information processing device 2a. As the game image information is processed by the graphics processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, when executing the game, the control unit 33 is configured to control the display of the display 4a and the audio output of the speaker 4b in accordance with the operation of the user of the game terminal 3a, which is itself the device.

[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video format according to the game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, which is, for example, an LCD, and the game images rendered in video format are displayed on the display 4a as the game screen. The audio processing unit 34b is connected to a speaker 4b and, according to the instructions of the control unit 33, plays and synthesizes game sounds, which are then output from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game terminal 3a by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external gamepad, a mouse, a keyboard, etc.

[0034] Incidentally, among terminals 3, the wearable terminal 3b is worn by the first user and is configured to continuously measure first information IF1, which is information about the first user's biological characteristics, via sensors (not shown). The sensors (not shown) may include temperature sensors, infrared sensors, light sensors, pressure sensors, potential sensors, chemical sensors, etc. Details of first information IF1 will be described later. Wearable terminals 3b may include, for example, smartwatches, smart rings, smart glasses, smart earphones, etc.

[0035] 2.2 Functional Configuration Next, referring to Figure 2, the functional configurations of the first information processing device 2a of the information processing system 1 will be described.

[0036] Figure 2 is a block diagram showing the functional configuration of the first information processing device 2a according to this embodiment. As shown in Figure 2, the control unit 23 (processor) functions as an arithmetic processing unit 230, a receiving unit 231, an acquisition unit 232, an event control unit 233, a determination unit 234, a correction unit 235, a limiting unit 236, a specific unit 237, a display control unit 238, and a transmission unit 239 by executing various programs stored in the storage unit 22. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0037] The arithmetic processing unit 230 is configured to perform various information processing calculations related to the first information processing device 2a as an arithmetic processing step.

[0038] The reception unit 231 is configured to receive various types of information as a reception step. For example, the reception unit 231 receives user account information, game data, user input, etc., from the storage unit 22, the game terminal 3a, or other external devices. In this embodiment, the various types of information received by the reception unit 231 are described as being stored in the storage unit 22.

[0039] The acquisition unit 232 is configured to acquire various types of information as an acquisition step. Preferably, the acquisition unit 232 continuously acquires first information IF1 concerning the first user's biological characteristics. Details will be described later.

[0040] The event control unit 233 is configured to control the progress of various events as an event control step. These events include at least game events. Further details will be described later.

[0041] The decision unit 234 is configured to determine various matters as a decision step. Preferably, the decision unit 234 determines the state S of avatar AB associated with the first user to correspond to the health status of the first user estimated based on the first information IF1. Details will be described later.

[0042] The correction unit 235 is configured to correct various inputs or controls as a correction step. Preferably, the correction unit 235 corrects the player character's control based on the instruction input so that at least a portion of the player character's operations are not performed as instructed when the player character has a status abnormality. Details will be described later.

[0043] The restriction unit 236 is configured to restrict various information processing steps. Preferably, the restriction unit 236 executes a process to restrict the first user's activities in the virtual space VS when the state S of avatar AB is below a predetermined reference state. Details will be described later.

[0044] The identification unit 237 is configured to identify various pieces of information as part of the identification step. Preferably, the identification unit 237 identifies a user of interest among the first users whose estimated health status meets predetermined conditions. Details will be described later.

[0045] The display control unit 238 is configured to perform a process as a display step to display various information stored in the storage unit 32 or a screen containing such information on the display 4a of the game terminal 3a in a manner that is visible to the human eye. For example, the display control unit 238 may generate the visual information itself, such as a screen, an image (for example, a still image or a video), an icon, or text, in a manner that is visible to the human eye, or it may generate rendering information for displaying the visual information on the display 4a and transmit it.

[0046] The transmitting unit 239 is configured to transmit various information as a transmission step. Preferably, the transmitting unit 239 transmits the estimated health status to a second user different from the first user, thereby enabling the first user to be presented with advice AD ​​from the second user regarding the first user's health status. Further details will be described later.

[0047] 3. Overview of Information Processing Figure 3 is an activity diagram showing an example of the processing flow performed by Information Processing System 1. The information processing flow will be outlined below, following this activity diagram.

[0048] The information processing system 1 according to this embodiment is an information processing system 1 that supports a digital twin environment and comprises at least one device. Furthermore, as previously described in the hardware configuration above, the first information processing device 2a is a game server, and the second information processing device 2b is a server that provides a virtual space VS. Furthermore, the virtual space VS is assumed to be a digital twin environment that reproduces the real world. For example, in the real world of Tokyo, there are places such as Tokyo Station, Tokyo Skytree, Senso-ji Temple, Roppongi Hills, the Japan Patent Office, and the Japan Patent Attorneys Association, and similarly, these places called digital twins also exist in the virtual space VS that realizes the digital twin environment. Furthermore, the first user, who is the primary user, is assumed to wear a wearable terminal 3b at all times and to operate avatars AB in the virtual space VS using a game terminal 3a. Furthermore, the first information IF1 includes at least vital information (biological information), biopotential and chemical substance information, and more specifically, the first information IF1 is biological information of the first user. Specifically, for example, the first information IF1 may include a sleep score that quantifies the quality and quantity of sleep, blood pressure, pulse, heart rate, blood oxygen saturation, respiratory rate, body temperature, electrocardiogram, electroencephalogram, blood glucose, alcohol, lactic acid, level of consciousness, number of steps taken, distance walked, exercise level, and a biometric score derived from at least one of these pieces of information.

[0049] First, a sensor (not shown) on the wearable terminal 3b worn by the first user acquires the first user's first information IF1 (Activity A101). Next, the control unit 33 in the wearable terminal 3b determines whether or not the first user has applied to participate in an event held in the virtual space VS (Activity A102). Whether or not an application has been made can be determined, for example, by the control unit 33 referring to the memory unit 32 in the wearable terminal 3b. If the first user has applied to participate in the event, the first user's first information IF1 is shared with the first information processing device 2a via the communication network 11 (Activity A103).

[0050] As shown in the diagram, regardless of whether or not an application for participation has been submitted, the wearable terminal 3b continues to acquire the first information IF1 of the first user on a regular basis. In particular, if an application for participation has been submitted, the first information IF1 of the first user is continuously shared with the first information processing device 2a. Since there are multiple first users (multiple accounts), the first information processing device 2a stores each piece of first information IF1 in the storage unit 22 and manages it for each first user (account information) (Activity A104). In other words, the acquisition unit 232 in the first information processing device 2a continuously acquires the first information IF1 regarding the first user's biological information.

[0051] Next, the determination unit 234 in the first information processing device 2a determines the basic ability values ​​S0 of avatar AB to correspond to the health status of the first user estimated based on the first information IF1 (Activity A105). Avatar AB is associated with basic ability values ​​S0 as a character. The basic ability values ​​S0 of avatar AB may include, for example, character level, HP, MP, attack power, defense power, magic power, status ailments, skills, owned items, appearance, etc. If the first user is in a healthy state based on the first information IF1, it is preferable to determine good basic ability values ​​S0 corresponding to such a healthy state. Alternatively, if the first user is in an unhealthy state based on the first information IF1, it is preferable to determine poor basic ability values ​​S0 corresponding to such an unhealthy state.

[0052] In other words, the basic ability value S0 associated with avatar AB can be said to be an example of the state S of avatar AB. To put it another way, the decision unit 234 in the first information processing device 2a determines the state S of avatar AB associated with the first user in accordance with the health status of the first user estimated based on the first information IF1. The basic ability value S0, which is an example of the state S of avatar AB, is also updated sequentially in accordance with the first information IF1, which is updated regularly. It should be noted that the event to which the first user applies to participate has a standard value for the state S of avatar AB, preferably a standard value for the basic ability value S0, as a qualification for participation. In addition, the appearance and a part of the state S of the user's avatar AB will be seen by others in the event they participate in. Therefore, the first user will be conscious of leading a healthy life on a daily basis in order to obtain good first information IF1 in order to participate in the event.

[0053] Next, in parallel with the information processing related to activities A104 to A105, the first user attempts to operate avatars A and B in the virtual space VS provided by the second information processing device 2b using the game terminal 3a. In other words, avatars A and B are player characters controlled by instruction input received from the first user. The reception unit 231 of the first information processing device 2a receives operation input for avatars A and B from the game terminal 3a via the communication network 11 (activity A106).

[0054] Next, the arithmetic processing unit 230 in the first information processing device 2a performs a process to determine whether the first user's avatar AB has a status ailment (Activity A107). A status ailment is defined by one parameter included in the basic ability score S0 and may include poison, paralysis, sleep, curse, confusion, cold, injury, illness, etc. In other words, the basic ability score S0 includes a parameter that defines the status ailment of the player character.

[0055] If it is determined that the player character has a status ailment, the correction unit 235 in the first information processing device 2a corrects the operation input entered in activity A106 (activity A108). As a result, avatars A and B will perform actions different from those intended by the first user. In other words, the correction of the operation input can also be considered a correction of the control of avatars A and B. That is, when a player character has a status ailment, the correction unit 235 corrects the control of the player character based on the instruction input so that at least a part of the player character's operations are not performed as instructed. Of course, if the player character does not have a status ailment, such correction is not performed. In addition, if a player character has a status ailment, not only is a part of the operation input corrected, but other ability values ​​S0, such as maximum HP, attack power, magic power, etc., may also be corrected.

[0056] Next, based on the information processing in Activities A106-A108, Avatars A and B are controlled within the virtual space VS (Activity A109). Such control may include walking, running, jumping, warping, etc., within the virtual space VS. If input correction (see Activity A107) is performed, for example, even if the first user tries to make Avatars A and B walk in a predetermined direction, the Avatars A and B may start walking in a different direction, sway from side to side, or stop midway, resulting in control results unintended by the first user. In addition, the up, down, left, and right inputs may be reversed and reflected in the control of Avatars A and B, or the motion data of Avatars A and B may be made different from the normal state (a state that is not abnormal). For example, motion data for yawning may be played during gameplay, and user input may not be accepted (corrected so that it is not reflected) during playback.

[0057] Next, the first user inputs the operations necessary to participate in an event held in the virtual space VS, for which they have previously applied to participate (sends a participation request). In doing so, the arithmetic processing unit 230 of the first information processing device 2a performs a process to determine whether at least one of the basic ability values ​​S0 of avatar AB is equal to or above a certain threshold value (activity A107).

[0058] If the basic ability score S0 is equal to or greater than the standard value, the decision unit 234 in the first information processing device 2a decides whether the first user will participate in the event and also determines the conditions associated with the first user in that event (Activity A111). That is, information regarding permission and conditions is stored in the memory unit 22 of the first information processing device 2a, associated with the first user. Such conditions will be described in more detail later. In other words, the decision unit 234 in the first information processing device 2a further decides whether the first user can participate in the event based on the state S of avatar AB. With this configuration, participation in the event can be used as motivation to increase the first user's interest in their own health status. Subsequently, the first user can participate in the event under the conditions associated in Activity A111 (Activity A112). In other words, the event control unit 233 in the first information processing device 2a controls the progress of the event held in the virtual space VS. With this configuration, more interesting events can be directly provided to the first user. The content of the event will be exemplified separately.

[0059] On the other hand, in the determination for Activity A110, if the basic ability value S0 is below the standard value, the user does not meet the qualifications to participate in the event and cannot participate. In other words, the restriction unit 236 in the first information processing device 2a executes a process that denies the first user's participation in the event (Activity A113). That is, information that the user cannot participate in the event is stored in the storage unit 22 of the first information processing device 2a, associated with the first user. In other words, if the state S of avatar AB, exemplified by the basic ability value S0, is below a predetermined standard state, the restriction unit 236 in the first information processing device 2a executes a process that restricts the first user's activities in the virtual space VS. With this configuration, the first user's interest in their own health can be increased by using the desire to avoid restrictions on activities in the virtual space VS as motivation.

[0060] Regarding the determination in Activity A110, instead of stating whether it is greater than or less than the threshold value, it may be stated as whether it exceeds the threshold value or is below the threshold value.

[0061] Thus, avatars A and B, operated by the first user, are used as characters that participate in events in the virtual space VS. Furthermore, through the repeated information processing in activities A104 and A105, the state S of avatars A and B, exemplified by the basic ability value S0, is configured to change sequentially during the event in accordance with the first information IF1, which is visible to the first user and continuously acquired. Examples of how the basic ability value S0 can be varied will be provided separately.

[0062] In summary, the information processing method according to this embodiment is an information processing method that supports a digital twin environment and comprises the following steps: In the acquisition step, first information IF1 concerning the first user's biological information is continuously acquired. In the determination step, the state S of avatar AB associated with the first user is determined to correspond to the first user's health status estimated based on the first information IF1. Avatar AB is used as a character that acts in events in the virtual space VS. The state S of avatar AB is configured to change sequentially during the event in accordance with the first information IF1 that is visible to the first user and is continuously acquired. Furthermore, as a program that supports the digital twin environment, a program that causes at least one computer to execute each of the above steps may be provided. According to this embodiment, a more interesting experience can be provided to the first user.

[0063] In particular, by introducing the control correction of avatar AB based on status abnormalities, as exemplified by Activity A108, the first user can increase their interest in their own health status by being motivated to ensure that the player character, avatar AB, is operated as instructed.

[0064] Although not shown in Figure 3, preferably, the acquisition unit 232 may acquire not only first information IF1 concerning the first user's biological characteristics, but also second information IF2 concerning the first user's body or lifestyle. The second information IF2 may be shared from the game terminal 3a or wearable terminal 3b to the first information processing device 2a via the communication network 11. The second information IF2 may include, for example, information about the body such as height, weight, waist circumference, chest circumference, muscle mass, body fat, and bone density, and information about lifestyle such as exercise, diet, bowel movements, number of steps, distance walked, calories burned, and total time spent browsing the smartphone. The second information IF2 is not limited to information acquired automatically like the first information IF1, but may also be information manually entered by the first user. In other words, the state S of avatar AB is determined under the influence of not only the first information IF1 but also the second information IF2. To put it another way, the determination unit 234 may determine the state S of avatar AB based on the second information IF2 concerning the first user's body or lifestyle. According to this embodiment, it is possible to provide the state S of avatar AB according to the health status of the first user with higher accuracy.

[0065] Furthermore, preferably, the first information processing device 2a can also continuously receive first information IF1 of the first user transmitted from the wearable terminal 3b, separate from the training of avatars A and B in the game event. By accumulating such first information IF1, it is possible to identify at least one first user (referred to as a user of interest) whose health condition or other factors are undesirable. In addition, the first information IF1 of such a user of interest may be transmitted to a second user who manages the third-party terminal 3c. These will be described in more detail later.

[0066] 4. Details of Information Processing This section will explain the details of the information processing outlined in the previous section, using diagrams and other visual aids.

[0067] 4.1 Avatar AB Figure 4 is a schematic diagram showing an example of avatars A and B operating in the virtual space VS provided by the second information processing device 2b. Preferably, in the digital twin environment, avatars A and B have an appearance that mimics the appearance of the first user themselves. On the other hand, because avatars A and B are avatars, the first user can become whoever they want, regardless of gender, nationality, age, etc., and can enjoy fashions and other things in the virtual space VS that they would not normally wear in reality. Furthermore, avatars A and B are not limited to humans; users can select avatars A and B with various appearances (attributes), such as animals or robots. The appearance of avatars A and B may be customized according to user operations, or users may be able to select any avatar from a pre-prepared set. Avatars A and B may be modeled after anime or game characters, or famous people such as entertainers or athletes. This configuration can motivate the first user to improve the appearance of their favorite celebrity avatar A and B. For example, the avatars AB1 and AB2 shown in Figure 4 are dressed in retro, glamorous dresses (virtual objects) that a given user (for example, a man in his 30s) would rarely have the opportunity to wear in real life.

[0068] Multiple first users can communicate with each other within the virtual space VS via their avatars A and B. For example, as shown in Figure 4, they may display their user ID above their avatars A and B as needed. The user ID "Suzu" is displayed in the area VS1 above avatar AB1. The user ID "Ai" is displayed in the area VS2 above avatar AB2. In other words, the display control unit 238 in the first information processing device 2a displays each first user's avatar A and B and user ID within the virtual space VS on the display 4a of the game terminal 3a owned by each first user. From here on, we will continue the explanation using avatar A and B2 of the first user whose user ID is "Ai".

[0069] 4.2 Events within the virtual space VS Figure 5 is a schematic diagram showing how a first user applies to participate in an event via game screen 5a (an example of game screen 5). Game screen 5a may be displayed when the first user accesses a predetermined URL, or when a virtual button is selected and displayed as a UI within the virtual space VS, or when the first user performs a predetermined action via avatar AB2. The predetermined action may be, for example, transitioning between screens of an unillustrated user interface that can be displayed within the virtual space VS, or speaking to the avatar AB of the event staff in the virtual space VS of the company hosting the event.

[0070] Specifically, game screen 5a includes areas 501-505 and button 506. Area 501 displays the user ID "Ai". Area 502 displays Ai's avatar AB2. Although the avatar AB2 displayed in area 502 is the same avatar AB as the avatar AB2 shown in Figure 4, it is wearing a different costume object. Area 502 allows the first user to see the appearance of avatar AB2. Area 503 displays the event name "KapKap Quest Battle ~Participate in a tournament battle with your trained character!~". Area 504 displays the event date and time "2023 / 04 / 27".

[0071] Furthermore, in area 505, the text "I agree to share your biometric information" is displayed along with a checkbox 505a. Biometric information is just one example of a common expression for the first information IF1, and is not limited to this. The checkbox 505a is configured so that the first user can select whether to check it or not. The text "Apply" is displayed on button 506, and when the first user presses button 506 with checkbox 505a checked, an application to participate in the event is submitted. In other words, the arithmetic processing unit 230 of the first information processing device 2a stores information that the first user has applied to participate in the storage unit 22.

[0072] The "Kapukapu Quest Battle" depicted in area 503 is a competitive game event where each first user uses their own developed avatars A and B as player characters to battle each other. Figure 6 shows an example of a tournament T used in a competitive game event. In this tournament T, first users who have applied to participate and meet the basic ability value S0 standard will appear on the battle stage. For example, suppose 10 first users controlling avatars A and B at level 25 or higher are permitted. In other words, level 25 is an example of the basic ability value S0 standard. The seats that make up tournament T consist of seeded seats T1 and regular seats T2. Seeded seats T1 are seats 1 and 10 circled in the figure, and those who participate from seeded seats T1 are guaranteed to reach the top 4. Regular seats T2 are seats 2 to 8 circled in the figure.

[0073] Of course, the number 10 is just an example; the number could be 20 or 100. The benchmark of level 25 is just an example; the benchmark could be level 20 or level 30. In addition to level, there could be other parameters such as maximum HP, maximum MP, attack power, defense power, magic power, beauty based on appearance (score based on costume objects), or a dress code (wearing specific costume objects). Furthermore, the tournament T could be held in the form of multiple preliminary tournaments followed by a final tournament. Alternatively, a round-robin tournament or a team tournament could be held.

[0074] 4.3 Specific Examples of Basic Ability Score S0 Figures 7 to 11 are schematic diagrams of game screen 5b (another example of game screen 5) in which the first user who has applied to participate in a competitive game event can see their own basic ability score S0. As shown in Figures 7 to 11, game screen 5b includes areas 501, 502 and areas 507 to 515. Area 501 displays the user ID "Ai". Area 502 displays Ai's avatar AB2. Area 502 allows the first user to see the appearance of avatar AB2.

[0075] Next, let's explain areas 507-515 using Figure 7 as an example. Area 507 has the text "from regular seats" drawn as a condition. This condition is an example of a condition, as mentioned earlier as activity A111 in Figure 3, and refers to the regular seats T2 of tournament T shown in Figure 6. In other words, in the case shown in Figure 7, the first user with user ID Ai will participate in the game event from one of the seats included in regular seats T2.

[0076] Furthermore, area 508 displays the player character's "level," which is "28." Area 509 displays the player character's "HP," where the maximum HP is "255" and the current HP is "155." Area 510 displays the player character's "MP," where the maximum MP is "144" and the current MP is "88." Area 511 displays the player character's "attack power," which is "203." Area 512 displays the player character's "defense power," which is "125." Area 513 displays the player character's "magic power," which is "110." Area 514 displays the player character's "status," which is "normal." Note that "status" here is an example of the parameter that indicates whether or not the character is suffering from a status ailment, as mentioned above. In area 515, the words "Let's enjoy the event" are displayed as a comment related to the event.

[0077] The level, HP, MP, attack power, defense power, magic power, and status shown in areas 508-514, and the appearance display of Avatar AB2 shown in area 502, are examples of the basic ability score S0. In other words, the basic ability score S0 includes parameters that define the appearance display of Avatar AB. As mentioned above, the basic ability score S0 is determined based on the first information IF1 obtained from the wearable terminal 3b worn by the first user, and a higher basic ability score S0 can be obtained the better the health condition. For example, the basic ability score S0 is particularly influenced by the sleep score, which quantitatively represents the quantity and quality of sleep, among the first information IF1. In such cases, the basic ability score S0 is determined by the accumulation of sleep scores from immediately after application to the day of the event.

[0078] For example, if a higher sleep score is accumulated, using the base ability score S0 in Figure 7 as a baseline, a higher base ability score S0 may be set than in the case shown in Figure 7, as shown in Figure 8. Specifically, the level, HP, MP, attack power, defense power, and magic power shown in areas 508-513 of Figure 8 are all higher than the level, HP, MP, attack power, defense power, and magic power shown in areas 508-513 of Figure 7. Also, the condition shown in area 507 of Figure 8 is "from a seeded seat," meaning that the first user can progress through the game event more advantageously by improving their health. Furthermore, the comment shown in area 515 at this time is "Your sleep score has been excellent these past few days, resulting in a high base ability score," which allows the first user to understand that the base ability score S0 is higher than the normally expected level. In addition, it would be desirable for the appearance of avatar AB2 to change according to this base ability score S0. For example, avatar AB2 drawn in region 502 of Figure 8 has a more vibrant appearance than avatar AB2 drawn in region 502 of Figure 7. In this embodiment, the first user's interest in their own health can be increased by using the maintenance or improvement of the appearance of avatar AB as motivation.

[0079] Conversely, if a lower sleep score is accumulated using the base ability value S0 in Figure 7 as a baseline, a lower base ability value S0 may be set than in the case shown in Figure 7, as shown in Figure 9. Specifically, the level, HP, MP, attack power, defense power, and magic power shown in areas 508-513 of Figure 9 are all lower than the level, HP, MP, attack power, defense power, and magic power shown in areas 508-513 of Figure 7. Also, the level shown in area 508 of Figure 9 is 15, which does not meet the baseline value of level 25. Therefore, the condition shown in area 507 of Figure 9 is "not met," and the first user cannot participate in the event. Furthermore, the comment shown in area 515 at this time is "Let's enjoy watching," indicating that even the first user who could not participate in the event can still enjoy it. Furthermore, in terms of appearance, the avatar AB2 drawn in region 502 of Figure 9 has a less vibrant appearance than the avatar AB2 drawn in region 502 of Figure 7.

[0080] As mentioned above, in the examples shown in Figures 8 and 9, the difference compared to the case in Figure 7 was explained as occurring due to the accumulation of sleep scores, which are an example of the first information IF1. Furthermore, in addition to cumulative parameters such as sleep scores, the basic ability score S0 may also be affected by parameters that change daily. In other words, the basic ability score S0 is set variably according to the state S of avatar AB, which changes sequentially in response to the first information IF1 that is continuously acquired. For example, in the examples shown in Figures 10 and 11, the basic ability score S0 is determined through the same accumulation of sleep scores as in the case shown in Figure 7.

[0081] For example, if the first user catches a cold and develops a slight fever on the day of the event, the parameter indicating the status ailment shown in area 514 will change from "normal" to "slight fever" based on the body temperature information included in the first information IF1 for that day (see Figure 10). Accordingly, at least some of the parameters of the basic ability value S0 will be lowered. For example, in the example shown in Figure 10, the maximum value of HP shown in area 509 decreases from "255" to "215" by "40", visually indicating the decrease in value due to developing a slight fever. Similarly, the maximum value of MP shown in area 510 decreases from "144" to "128" by "16", visually indicating the decrease in value due to developing a slight fever. In addition, taking into consideration the first user's health condition, the text "Continuing the game is not recommended" is displayed as a comment in area 515. In this way, it is preferable to provide a user interface that prioritizes the user's health condition. Furthermore, the avatar AB2 displayed in area 502 has an appearance that reflects the status ailment of "slight fever". In this configuration, it becomes possible for the first user to participate in events with a character that matches their health status, providing the first user with a more realistic digital twin environment.

[0082] Furthermore, in more severe cases (such as a higher fever or a history of visiting a medical institution), participation in the event may be prohibited, as shown in Figure 11. In such an example, the status ailment "high fever and high heart rate" is shown in area 514, and the maximum HP and maximum MP shown in areas 509 and 510 are both 0. Based on the first user's health condition, the basic ability value S0 is determined to a value that effectively prevents participation in the event. The comment "Rest required! Game participation prohibited!" is displayed in area 515. The avatar AB2 displayed in area 502 has an appearance that reflects the status ailment "high fever and high heart rate". With this configuration, it is possible to prevent the first user, who is actually unwell, from forcing themselves to participate in the game event, and the first user's health can be given top priority.

[0083] 4.4 Social contribution or support through a second user As mentioned above, the virtual space VS that realizes a digital twin environment allows for the provision of a more engaging experience to the first user by using avatars A and B (e.g., avatar AB2) that reflect the first user's real-world health status and appearance. In addition, it is also possible to contribute to or support society using the virtual space VS that realizes a digital twin environment. Figure 12 is an activity diagram illustrating the information processing related to social contribution or support via the second user. As an example, let's assume the second user is a civil servant working in the life support department of a municipality. The information processing flow will be outlined below according to this activity diagram.

[0084] First, a sensor (not shown) on the wearable device 3b worn by the first user acquires the first user's first information IF1 (Activity A201). Subsequently, the wearable device 3b acquires the first user's second information IF2 (Activity A202). Here, the second information IF2 may include, for example, exercise, meals, bowel movements, steps taken, distance walked, total time spent browsing the smartphone, etc. Furthermore, the second information IF2 is not necessarily information acquired automatically like the first information IF1, but may also include information manually entered by the first user.

[0085] Next, the first information IF1 and second information IF2 of the first user are regularly shared with the first information processing device 2a via the communication network 11 (Activity A203). Since there are multiple first users, the first information processing device 2a manages each of the first information IF1 and second information IF2 for each first user by storing them in, for example, a storage unit 22 (Activity A204). The storage unit 22 is just an example, and other storage devices may be used. Furthermore, instead of directly managing the first information IF1 or second information IF2, the first information processing device 2a may manage the estimated health status of the first user based on the first information IF1 or second information IF2. In other words, the first information IF1 or health status of each first user is managed in an internal or external storage device.

[0086] Next, the arithmetic processing unit 230 in the first information processing device 2a determines whether the first information IF1, the second information IF2, or the estimated health status of at least one first user exceeds a predetermined standard (Activity A205). If the predetermined standard is exceeded, the identification unit 237 in the first information processing device 2a identifies the information concerning that first user as attention information. In other words, the identification unit 237 identifies a user of interest among the first users whose estimated health status meets a predetermined condition. Subsequently, this attention information is shared with a second user who manages the third-party terminal 3c via the communication network 11 (Activity A206). Preferably, information concerning a first user whose health status or lifestyle is not good is identified as attention information.

[0087] Next, the display 4a on the third-party terminal 3c managed by the second user displays the attention information shared from the first information processing device 2a (Activity A207). For example, the attention information includes the first user's name, address, age, occupation, estimated health status, and any combination of the first information IF1 and second information IF2. Here, we assume a case where the attention information does not include the first user's name or address, but does include age, occupation, health status, first information IF1 and second information IF2.

[0088] Here, a second user who has viewed the warning information via a third-party terminal 3c can create an appropriate Advice AD ​​after confirming that the first user's health condition or lifestyle is not good. Figure 13 is an overview of screen 6, which includes the Advice AD ​​created by the second user. Screen 6 displays the following text as Advice AD: "There are signs that you are playing games late into the night. This is not good for your health or conduct. As a high school student, you should not neglect your studies and try to behave in moderation. Taking care of your own condition and the condition of your avatar is also very important as a gamer (athlete)!"

[0089] It is preferable that screen 6 can be displayed on a third-party terminal 3c and that it is appropriately delivered to the relevant first user. For example, in the example shown in Figure 12, information including the created advice AD ​​is transmitted from the third-party terminal 3c to the first information processing device 2a via the communication network 11 (Activity A208). Subsequently, the receiving unit 231 in the first information processing device 2a receives the information including the advice AD ​​(Activity A209). After that, the information including the advice AD ​​is further transmitted to the relevant first user (Activity A210), and this is received, for example, by a wearable terminal 3b (Activity A211), allowing the first user to confirm the advice AD.

[0090] In other words, the transmission unit 239 in the first information processing device 2a transmits the estimated health status to a second user different from the first user, thereby enabling the first user to receive advice AD ​​from the second user regarding the first user's health status. This configuration allows for the identification of users of particular interest from among multiple first users, contributing to the maintenance of overall health in society. Furthermore, appropriate advice AD ​​is provided to the first user, enabling them to maintain or improve their health.

[0091] In this way, by improving the health status of an individual represented by the first user, the individual's QOL (Quality of Life) can be improved, and anxieties about the future can be alleviated, for example. For example, according to this embodiment, absenteeism, tardiness, early departure, early retirement, and decreased productivity due to health reasons can be prevented, and economic growth can be contributed to by expanding active employment and improving labor productivity. In particular, in recent years, as lifestyle-related diseases have become the main cause of illness, improving lifestyle habits and early prevention can contribute to optimizing the medical demand for diseases. Furthermore, with the expected increase in demand for care due to the aging population and the rise in dementia, it can contribute to optimizing the expected increase in demand for care through care and dementia prevention.

[0092] [others] With respect to the information processing system 1 according to the above embodiment, the following configurations may be adopted.

[0093] At least one of the devices included in the information processing system 1 may be located outside of Japan. For example, the first information processing device 2a may be located in Japan, and the second information processing device 2b may be located outside of Japan. Similarly, a first user or a second user may access various information processing devices 2 from outside of Japan using their own terminal 3. This configuration allows for a more engaging experience for the user through various management methods.

[0094] In this embodiment, the arithmetic processing unit 230, reception unit 231, acquisition unit 232, event control unit 233, determination unit 234, correction unit 235, restriction unit 236, identification unit 237, display control unit 238, and transmission unit 239 are described as functional units realized by the control unit 23 of the first information processing device 2a. However, at least a part of these may be implemented as functional units realized by the control unit 23 of the second information processing device 2b. Alternatively, they may be implemented as functional units realized by the control unit 33 of the game terminal 3a. Furthermore, the various types of information described in the above example may be stored in a distributed manner not only in the storage unit 22 of the first information processing device 2a but also in other external devices. In such cases, distributed ledger management based on blockchain or the like may be implemented.

[0095] In the embodiment described above, the first information IF1 is obtained from a wearable terminal 3b worn by the first user, but the first information IF1 may be obtained by a game terminal 3a or other terminal 3 instead of the wearable terminal 3b. For example, the other terminal 3 may include at least a smartphone, a body composition analyzer, a thermometer, medical equipment such as an MRI, CT scanner, or X-ray machine, a thermograph, a blood pressure monitor, a skin age measuring device, and a blood glucose measuring device.

[0096] As an example of conditions, the seating included in Tournament T was used, but it is not limited to this. For example, the conditions could be the first user's role (role, position, or title in the game) in the game event. For example, if the game event is a sports game, the role could be a position, such as pitcher, catcher, infielder, outfielder in baseball, or forward, midfielder, defender, goalkeeper in soccer. Alternatively, the role could include starting pitcher, substitute (reserve), batting order, etc. For example, if the game event is a team fighting game, the role could be vanguard, second fighter, middle fighter, vice-captain, captain, etc., and if it is an online RPG game, the role could be a job, which is an in-game occupation. In any case, the determination unit 234 further determines the first user's role, position, conditions, or title in the event based on the state S of avatar AB, which is exemplified by the basic ability value S0. In this manner, the first user's interest in their own health can be increased by being motivated by the prospect of obtaining a desired role, position, conditions, or position at the event.

[0097] The aforementioned examples of status ailments were based on the first information IF1 of the first user, but status ailments unrelated to the first information IF1 may also be used. Examples include poison, deadly poison, paralysis, sleep, curse, and confusion. Furthermore, status ailments may be represented as a binary value of normal or abnormal, or as a stepwise representation. For example, the aforementioned slight fever or high fever are examples of status ailments that are represented as a stepwise representation.

[0098] Appearance, which is included in one of the basic ability scores S0, may consist of multiple parameters. For example, such parameters may include height, weight, skin luster, skin age, body fat percentage, muscle mass, etc. Furthermore, an appearance that is more stylized than the appearance of the real body may be adopted. For example, it is said that people are often unaware of their own appearance, but by making avatars A and B with a stylized appearance visible, it contributes to the first user maintaining a higher awareness of their health. Also, since appearance is visible to others in the virtual space VS, it contributes to the first user maintaining a higher awareness of their health. In addition, in relation to the appearance of avatars A and B, the size of the avatar model may change, and the clothing objects that avatars A and B wear may have predetermined sizes. Such sizes may be the size of the first user's clothes in reality. That is, if the first user succeeds in dieting in reality (determined to have lost weight or body fat from a certain point in time), it may be possible to dress the first user's avatars A and B in clothing objects of the predetermined size.

[0099] In the above-described embodiment, avatars A and B may be configured to be changeable based on the requests of the first user. If avatars A and B are changed midway through, at least a portion of the basic ability values ​​S0 associated with the original avatars A and B may be carried over to the new avatars A and B. For example, all of the basic ability values ​​S0 except for parameters based on appearance may be carried over, or only the changes in basic ability values ​​S0 based on the user's physical condition on that day, such as a slight fever or high fever, may be carried over, or the basic ability values ​​S0 themselves may be carried over, or the level may be reset to 1 and the values ​​obtained by multiplying the other basic ability values ​​S0 by a predetermined weighting coefficient may be carried over. The weighting coefficient is preferably 0.1 to 1.0, more preferably 0.2 to 0.8, and most preferably 0.3 to 0.6. Specifically, for example, these could be 0.1, 0.15, 0.2, 0.25, 0.3, 0.35, 0.4, 0.45, 0.5, 0.55, 0.6, 0.65, 0.7, 0.75, 0.8, 0.85, 0.9, 0.95, or 1. It may also be within the range of any two of the values ​​exemplified here. Furthermore, not limited to the above examples, various pieces of information may be variably set based on the first user's requests or selections, such as wanting to change only the gender.

[0100] As mentioned above, the second information IF2 may include, for example, information about the body such as height, weight, waist circumference, chest circumference, muscle mass, body fat, and bone density, and information about lifestyle habits such as exercise, diet, bowel movements, steps taken, distance walked, calories burned, and total time spent using a smartphone. However, it is also possible to implement the assessment so that only the information about the body among the second information IF2 affects the basic ability score S0. For example, even if a person exercises a lot, if their weight does not change, the basic ability score S0 may not be changed. Conversely, it is also possible to implement the assessment so that the information about lifestyle habits among the second information IF2 affects the basic ability score S0. For example, if there is no change in weight but there is an exercise record, the basic ability score S0 may be improved.

[0101] The first user's first information IF1, second information IF2, or other health-related personal information may be obtained from another information processing device 2 via the communication network 11. For example, the other information processing device 2 is a server managed by a government agency, and it is desirable that the information processing device 2 manages the My Number assigned to the first user and the personal information linked to the My Number, and that this information be obtained as appropriate. The personal information linked to the My Number may include chronic illnesses, past medical history, medical visit history, past prescriptions and medication information, etc. Even in such a configuration, it is desirable that the state S of avatar AB, exemplified by the basic ability value S0, be variably configured based on the various information obtained.

[0102] The first information IF1 or the second information IF2 may be calculated indirectly from information provided by the first user. For example, the first user may take pictures of their daily meals using a terminal 3 such as a game terminal 3a or a wearable terminal 3b, and these pictures may be shared with other information processing devices 2 via a communication network 11 and input into reference information such as a pre-set trained model, thereby estimating calorie intake and nutrients as the first information IF1 or the second information IF2.

[0103] The restriction unit 236 may restrict not only participation in events but also all activities in the virtual space VS. In particular, it is preferable that the restriction unit 236 restricts the first user's activities in the virtual space VS according to the content of the advice AD ​​generated by the second user. For example, restrictions may include logging into the virtual space VS itself, restrictions on the range of movement in the virtual space VS (e.g., limited to the local area), restrictions on the types of events that can be participated in, and restrictions on items that can be purchased.

[0104] In the embodiment described above, the advice AD ​​transmitted from the second user to the first user is transmitted via the first information processing device 2a, taking anonymity into consideration, but it is not limited to this. For example, the advice AD ​​may be transmitted directly from a third-party terminal 3c managed by the second user to a game terminal 3a or wearable terminal 3b managed by the first user via the communication network 11. Alternatively, the advice AD ​​generated by the second user may be transmitted to persons related to the first user other than the first user, such as parents, school, workplace, etc. The advice AD ​​may be viewable by the first user within the virtual space VS, or conversely, it may be mailed as a paper copy to the first user's home.

[0105] By further subdividing the information included in the basic ability score S0, various controls for avatar AB may be implemented based on the first user's first information IF1 and second information IF2. For example, if the first user wakes up and goes to bed regularly (e.g., goes to bed at 10 pm and wakes up at 6 am), avatar AB's movements may be made more agile, and if not, avatar AB's movements may be made slower. If the sleep time is insufficient (e.g., less than 4 hours of sleep), effects may be implemented to show that avatar AB's concentration has decreased, such as avatar AB's movements becoming unsteady. This can be applied to racing games, for example. Depending on the first information IF1 such as sleep time and meals, avatar AB may grow taller (the model data may change), or its skin may become more radiant (the skin texture may change). Depending on the first information IF1 such as sleep time, the game's story may change. Depending on the first information IF1 such as sleep time, virtual currency usable in the game may be made available. Alternatively, some other reward or incentive may be offered. HP may increase with continuous, regular sleep, and decrease if sleep is disrupted (insufficient). Avatars A and B may evolve or transform depending on the first piece of information IF1, such as sleep duration. For example, it is preferable that avatars A and B evolve into a different character if deep sleep is achieved, and not evolve if deep sleep is not achieved. The playable time of the game may be variable depending on the first piece of information IF1, such as sleep score. For example, the playable time may be provided variably depending on the sleep score. The sleep score can be calculated by detecting sleep duration, sleep depth, number of interruptions, presence or absence of snoring, heart rate, etc., from a heart rate sensor and accelerometer, for example, by a program installed on a wearable device 3b.

[0106] The playable stages of the game may be made variable according to the first piece of information IF1, such as the sleep score. For example, a hierarchical game may be provided in which the higher the sleep score, the further the player can advance to the next stage. The amount of stamina, which is the right to play, or the amount of stamina recovered based on the amount of time, may also be determined according to the sleep score. In connection with the provision of the aforementioned advice AD, the avatar AB may be strengthened according to the health status or improvement in health status for the first user who has undergone a health checkup at a designated hospital included in the advice AD, etc., and has provided the diagnosis results via the information processing system 1. This can encourage regular health checkups. The avatar AB may also be strengthened by cooperating with blood donation. The incentives (e.g., an increase in the basic ability value S0 of avatar AB) according to the first piece of information IF1, such as the sleep score, may be changed depending on the age of the first user. For example, the increase in the basic ability value S0 may be higher for first users in generations that have difficulty securing sufficient sleep (e.g., 30s-40s) compared to other generations. Alternatively, children who should get enough sleep from a growth perspective may have their basic ability score S0 increase more significantly compared to other generations by getting regular, abundant sleep. Separately from the aforementioned advice AD, simple advice may be sent to the first user at a high frequency based on the first information IF1, such as the sleep score. For example, a message encouraging regular sleep may be sent every night. The increase in the basic ability score S0 may be graded according to the type of sleep. For example, types of sleep include naps, sunbathing, short naps, and nighttime sleep. In addition, lifestyles may be categorized by work attributes such as night shifts, and sleep scores may be determined according to these lifestyles.

[0107] Games played in the virtual space VS may be equipped with an autoplay function, and the increase in the basic ability score S0 may be varied depending on the time of day when autoplay is performed. Autoplay means that avatars A and B are controlled in the virtual space VS without requiring user operation, and it is sufficient to perform a control simulation and output the results, without necessarily requiring display in the virtual space VS. For example, the first information processing device 2a can determine that the user is currently sleeping by acquiring the first information IF1 transmitted from the wearable terminal 3b. Furthermore, autoplay may be performed in this case so that the increase in the basic ability score S0 is higher. Specifically, processes such as automatically hunting monsters while sleeping, tilling fields, sewing rags, collecting flower nectar, and recovering play time for the time lost while sleeping (for example, in a puzzle game with a time limit) can be envisioned. The user can set whether or not to use autoplay and what autoplay content to be used. Not limited to the first information IF1 or the second information IF2, the wearable terminal 3b may acquire the words and actions of the first user while they are sleeping, and the information related to the acquired words and actions may be input to an AI system stored in other information processing devices 2, etc., via the communication network 11, thereby executing various information processing. For example, AI illustrations, items, and other objects corresponding to sleep talking may be newly generated in the virtual space VS. If the first information IF1, such as the sleep score, shows a relatively poor tendency, the event control unit 233 in the first information processing device 2a may perform processing to reduce the burden on the first user, such as lowering the difficulty of the game. The wearable terminal 3b may measure the amount and duration of snoring as the first information IF1, and depending on the amount and duration of snoring, the event control unit 233 in the first information processing device 2a may perform processing to make at least a portion of the in-game messages inaccessible to the first user. At a predetermined time, the event control unit 233 may perform processing to put the character avatar AB to sleep. Furthermore, the first information IF1 regarding the first user's actual sleep may be acquired by the wearable terminal 3b and transmitted to the first information processing device 2a, thereby waking up the sleeping avatars AB.This allows users to focus on getting enough sleep and improve their motivation to improve their health.

[0108] Quests may be provided that allow users with different lifestyles, such as early risers and night owls, to play against or cooperate with each other. Originally, it was difficult for users with different lifestyles or those in different time zones to play together. Furthermore, users sometimes stayed up late to play games with others who had different lifestyles. This disclosure aims to rectify such late-night behavior and enable users with different lifestyles to play games together using autoplay.

[0109] Furthermore, regardless of lifestyle, users may fall asleep during competitive or cooperative play and become unresponsive, experience internet connection problems, or force quit the game due to their own actions, thus interrupting the game. The frequency of the first user becoming unresponsive or interrupting the game during gameplay may be measured, and a process may be executed to, for example, lower the basic ability value S0 of the avatar AB of a first user who frequently falls asleep. The first information IF1 may include information about the first user's tossing and turning or sleeping posture. For example, the better the sleeping posture, the clearer the outline of avatar AB may be made, or a reward such as an NFT may be given. Depending on the first information IF1, the first information processing device 2a, game terminal 3a, or wearable terminal 3b may be configured to play music that promotes better sleep. The wearable terminal 3b may acquire the first information IF1 regarding dreams during sleep and execute a process to change the in-game effects according to the content of the dreams. In this way, making avatar AB that changes according to the state of sleep visible contributes to the first user maintaining a higher awareness of their health.

[0110] Instead of obtaining information about the first user themselves, the system may acquire first information IF1 regarding the sleep of the first user's child, especially an infant or toddler, and implement this so as to affect the first user's avatar AB's base ability score S0. A reward system may be implemented where points are accumulated if the child is successfully put to sleep. The system may also be implemented so that the items obtained in games played automatically during sleep differ depending on the depth of sleep. In other words, the information regarding sleep may not be related to the user themselves, but may be information about children or pets cared for by the user.

[0111] Due to work or other circumstances that are difficult to control, such as lifestyle, it is conceivable that some players may be unable to sleep (or get enough sleep). Therefore, items to prevent the base ability score S0 of the game avatar AB from decreasing as a result may be sold within the virtual space VS. For example, items that "convert wake-up time into sleep time" or items that "prevent any negative effects from not getting enough sleep" could be envisioned. Alternatively, players could create guilds with family and friends and total their sleep time within the guild. In a game with the same autoplay function, it may be possible to create guilds or other relationships between first users who sleep at the same time, so that at least one user experiences some kind of interaction (in-game effect).

[0112] The aforementioned rewards include products in the real world or virtual world (VS) from companies that encourage a 30-minute nap during work hours. Depending on the occupation of the first user, weighting may be applied to the determination of the basic ability score S0 based on the first information IF1. For example, for first users in occupations where sleep challenges are common due to lifestyle factors, such as healthcare workers, delivery drivers, police officers, etc., even if the first information IF1 score is low, a process may be performed to make the basic ability score S0 relatively better than that of the first information IF1 with a high score.

[0113] In games with time limits or stamina limits, the amount of playable time the next day may be variable depending on the first piece of information IF1, such as the sleep score. In role-playing games, the event control unit 233 may increase the specs of items depending on the first piece of information IF1, such as the sleep score. On the other hand, if a player sleeps during a time when they should be working, for example, the specs may be worsened. Brainwaves during sleep may be acquired by a wearable device 3b and used as the first piece of information IF1. Visualizations of brainwaves may be reflected in the costumes of avatars A and B. A multi-personality suspense game may be provided in which another version of the first user progresses through the game independently of the original user's will while the first user is asleep. In a game team composed of multiple first users, a special move may be activated by a first user who falls asleep during gameplay within the team. A game may be provided in which multiple first users gather in a virtual space VS and the winner is determined by getting others to fall asleep (so-called "falling asleep"). The sound of snoring may be reflected in the attack power the next day and be activated within the game. For example, in autoplay during sleep, the first user's base ability score S0 may be changed differently depending on whether they are in REM sleep or non-REM sleep. For instance, magic power could be increased during REM sleep, and defense power could be increased during non-REM sleep.

[0114] If the first information IF1 is in a favorable state (high score) or better than predetermined, the first user may be granted a rare item (an example of a basic ability value S0). The sleep or wakefulness of the first user and the sleep or wakefulness of the first user's avatar AB may always be reversed. For example, avatar AB can be active while the first user is sleeping, and avatar AB is asleep while the first user is awake. This allows the user's avatar AB to be active in the virtual space VS even while the user is sleeping. Avatar AB may be automatically controlled as a non-player character and may acquire items and participate in battles. A character development game may be provided in which avatar AB grows larger or stronger depending on the first information IF1 regarding the first user's real-world sleep and the second information IF2 regarding meals. A game may be provided in which avatar AB becomes stronger the more the first user's sleep time is reduced, such as a mahjong game. The second information IF2 includes the type of bedding used for sleeping. The type of bedding includes not only futons, mattresses, and beds, but also a lover's arm as a pillow. Second information IF2 may include the number of times the first user wakes up at night due to the urge to urinate. First information IF1 includes the first user's yawns. Control may be performed to turn the game on or off as a trigger for the first user's yawns. Depending on the first user's sleep score, the weapons, armor, etc. equipped by avatars A and B may be changed.

[0115] A parameter called "sleep experience points," which is related to the level of the basic ability score S0 and the amount of sleep time, may be defined. In other words, a game may be provided in which the level of avatars A and B increases by sleeping. There is a tendency to dream when the body is at rest but the brain is active during light sleep. Based on this tendency, the content of dreams may be inferred from the quality of sleep estimated as the first piece of information IF1, and it may be implemented so that, for example, "REM sleep experience points" can be accumulated. In addition, regardless of whether the user is sleeping, if avatars A and B are controlled in the virtual space VS without requiring the first user's operation, autoplay may be executed to collect items, complete quests, etc. For example, in a blockchain game, it may be possible to earn virtual value such as tokens by collecting items or completing quests. This increases the first user's motivation to improve their health status (high status), and contributes to the first user maintaining a higher awareness of their health.

[0116] Furthermore, they may be provided in the following embodiments.

[0117] (1) An information processing system for supporting a digital twin environment comprising at least one device, comprising at least one processor capable of executing a program so as to perform the following steps: an acquisition step which continuously acquires first information relating to the biological characteristics of a first user; and a determination step which determines the state of an avatar associated with the first user so as to correspond to the health status of the first user estimated based on the first information, wherein the avatar is used as a character that acts in an event in a virtual space, and the state of the avatar is configured to change sequentially during the event in accordance with the first information that is visible to the first user and continuously acquired.

[0118] This approach allows for providing users with a more engaging experience.

[0119] (2) In the information processing system described in (1) above, the avatar is associated with basic ability values ​​as a character, and the basic ability values ​​are set variably according to the state of the avatar, which changes sequentially in accordance with the first information that is continuously acquired.

[0120] In this configuration, it becomes possible for the first user to participate in events with a character that matches their health status, providing the first user with a more realistic digital twin environment.

[0121] (3) In the information processing system described in (2) above, the avatar is a player character controlled by instruction input received from the first user, the basic ability value includes parameters that define the status abnormalities of the player character, and in the correction step, the system corrects the control of the player character based on the instruction input so that at least a part of the operations of the player character is not performed as instructed by the instruction input when the player character has the status abnormality.

[0122] In this configuration, the first user's interest in their own health can be increased by being motivated by the fact that their avatar, which is the player character, is being controlled according to instructions.

[0123] (4) In the information processing system described in (2) or (3) above, the basic ability value includes parameters that define the appearance display of the avatar.

[0124] In this configuration, the first user's interest in their own health can be increased by using the maintenance or improvement of their avatar's appearance as motivation.

[0125] (5) An information processing system as described in any one of (2) to (4) above, wherein the restriction step further includes executing a process to restrict the activities of the first user in the virtual space if the basic capability value is below a threshold.

[0126] In this configuration, the desire to avoid restrictions on activities in the virtual space can motivate the first user to take greater interest in their own health.

[0127] (6) In an information processing system described in any one of (1) to (5) above, the system determines the state of the avatar in the determination step, further based on second information relating to the first user's body or lifestyle.

[0128] This configuration makes it possible to provide an avatar state that corresponds to the health status of the first user with higher accuracy.

[0129] (7) An information processing system according to any one of (1) to (6) above, wherein the decision step further determines whether the first user can participate in the event based on the state of the avatar.

[0130] In this manner, participation in the event can serve as a motivation to increase the first user's interest in their own health.

[0131] (8) An information processing system according to any one of (1) to (7) above, wherein the decision step further determines the role, position, conditions or title of the first user in the event based on the state of the avatar.

[0132] In this manner, the first user's interest in their own health can be increased by being motivated by the prospect of obtaining a desired role, position, or title at the event.

[0133] (9) An information processing system as described in any one of (1) to (8) above, wherein in the restriction step, if the state of the avatar is below a predetermined standard state, the system further performs a process to restrict the activity of the first user in the virtual space.

[0134] In this configuration, the desire to avoid restrictions on activities in the virtual space can motivate the first user to take greater interest in their own health.

[0135] (10) An information processing system according to any one of (1) to (9) above, wherein the transmission step further transmits the estimated health status to a second user different from the first user, thereby enabling the second user to provide the first user with advice regarding the first user's health status.

[0136] In this manner, appropriate advice can be given to the first user, enabling them to maintain or improve their health.

[0137] (11) An information processing system according to any one of (1) to (10) above, wherein the first user is a plurality of users, and the first information or health status of each of the first users is managed in an internal or external storage device, and further, in a specific step, a system identifies a user of interest from among the first users whose estimated health status satisfies predetermined conditions.

[0138] This approach allows for the identification of particularly noteworthy users from among multiple primary users, thereby contributing to the maintenance of overall health in society.

[0139] (12) An information processing system as described in any one of (1) to (11) above, wherein the event control step further controls the progress of an event held in the virtual space.

[0140] This configuration allows for the direct provision of more engaging events to the first user.

[0141] (13) An information processing system described in any one of (1) to (12) above, wherein at least one of the devices is located outside of Japan.

[0142] This approach allows for the provision of more engaging experiences to users through various management methods.

[0143] (14) An information processing method for supporting a digital twin environment, comprising each step of the information processing system described in any one of (1) to (13) above.

[0144] This approach allows for providing users with a more engaging experience.

[0145] (15) A program that supports a digital twin environment, which causes at least one computer to perform each step of the information processing system described in any one of (1) to (13) above.

[0146] This approach allows for providing users with a more engaging experience. Of course, this is not always the case.

[0147] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the gist of the disclosure. These embodiments and their variations are included in the scope and gist of the disclosure, as well as in the disclosures described in the claims and their equivalents. [Explanation of symbols]

[0148] 1: Information Processing System 11: Communication Network 2: Information Processing Device 2a: First information processing device 2b: Second Information Processing Device 20: Communications bus 21: Communications Department 22: Storage section 23: Control Unit 230: Arithmetic Processing Unit 231: Reception Department 232: Acquisition Department 233: Event Control Unit 234: Decision Section 235: Correction section 236: Restriction section 237: Specific part 238: Display Control Unit 239: Transmitter 3: Terminal 3a: Game terminal 3b: Wearable devices 3c: Third-party devices 30: Communications bus 31: Communications Department 32: Storage section 33: Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 5: Game screen 5a: Game screen 5b: Game screen 501 :Area 502 :Area 503 :Area 504 :Area 505 :Area 505a: Checkbox 506: Button 507 :Area 508 :Area 509 :Area 510: area 511 :Area 512 :Area 513 :Area 514 :Area 515: area 6: Screen AB: Avatar AB1: Avatar AB2: Avatar AD: Advice IF1: First Information IF2: Second Information S: State S0: Basic ability scores T: Tournament T1: Seeded seats T2: Regular seat VS: Virtual Space VS1: Upper area VS2: Upper area

Claims

1. An information processing system, A system comprising at least one processor capable of executing a program so that each of the following steps is performed, In the acquisition step, initial information about the first user's biological characteristics is continuously acquired as information in the real world. In the decision step, the state of the avatar associated with the first user is determined to correspond to the health state of the first user as a physiological state estimated based on the first information. The state of the avatar is configured to change sequentially in accordance with the first information that is visible to the first user and continuously acquired in the virtual space, and includes an appearance display that reflects the health state, the appearance display representing the degree of the first user's physiological state, thereby continuously reflecting the information from the real space into the virtual space. The avatar is a player character controlled by instruction input received from the first user, and the state of the avatar includes parameters that define abnormal states of the player character. Furthermore, in the correction step, the system corrects the control of the player character based on the instruction input so that, if the player character has the status abnormality, at least a portion of the player character's operations are not performed as instructed.

2. In the information processing system described in claim 1, Equipped with at least one device, A system in which at least one of the aforementioned devices is installed outside of Japan.

3. Information processing method, A method comprising each step of the information processing system described in claim 1 or 2.

4. It is a program, A program that causes at least one computer to perform each step of the information processing system described in claim 1 or 2.

Citation Information

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