Game provision device and method based on dynamic difficulty adjustment

The dynamic difficulty adjustment-based game provision device and method address the challenge of maintaining attention in ADHD users by using real-time data to adjust game difficulty, improving concentration and attention through flexible and interactive gameplay.

WO2025089803A1PCT designated stage expired Publication Date: 2025-05-01DRAGONFLY GF
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Patent Information

Application Number
PCT/KR2024/016214
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-10-27
Filing Date
2024-10-23
Publication Date
2025-05-01

AI Technical Summary

Technical Problem

ADHD users face challenges in maintaining attention and concentration due to distractions, and conventional games struggle to provide suitable difficulty adjustments in real-time to cater to their varying attention levels.

Method used

A dynamic difficulty adjustment-based game provision device and method that utilizes in-game data, user operation data, and real-time user status data to adjust game difficulty levels dynamically, incorporating gyro sensors and touch screens to enhance user interaction and feedback.

Benefits of technology

The system effectively improves attention and concentration in ADHD users by providing flexible and real-time difficulty adjustments, motivating users to maintain focus and enhancing their attention improvement outcomes.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention relates to a game provision device and method based on dynamic difficulty adjustment, which perform real-time difficulty adjustment suited to the level of a target user and collect data logs in a game and real-time user motion data, and thus, through complex and flexible difficulty adjustment, can provide motivation for attention improvement and, simultaneously, prevent feelings of deprivation.
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Description

Game providing device and method based on dynamic difficulty adjustment

[0001] The present invention relates to a game providing device and method, and more particularly, to a game providing device and method based on dynamic difficulty adjustment.

[0002] People with attention deficit hyperactivity disorder (ADHD) have difficulty performing daily life activities independently and have problems performing set movements or behaviors, requiring repetitive educational and therapeutic activities.

[0003] Among them, efforts are underway to provide gamification-based game content to ADHD users to prevent attention deficit and hyperactivity and to improve their concentration by having them perform such content.

[0004] In general, game content is presented in a way that increases in difficulty as the player progresses through the stages. Specifically, as the player's growth or control ability improves through play, the difficulty level increases to reflect this, never decreasing.

[0005] However, in order to provide game content to improve attention span for users with ADHD, simply increasing the difficulty level as the stage progresses will not allow for smooth progress as the game progresses in a way that does not match the user's condition.

[0006] In particular, ADHD users often have difficulty paying attention and concentrating, so it is difficult to provide effective treatment unless the treatment is adjusted in real time to match the user's current level of concentration so that the ADHD user can focus on the treatment.

[0007] In previous patent literature, game result information was obtained by performing a game selected by the subject of measurement, and the WISC-V score was predicted based on the game result information to determine whether additional testing for ADHD was necessary.

[0008] However, even if the game progresses smoothly, if a user with ADHD is hyperactive, the therapeutic effect rapidly decreases as concentration decreases, and it is difficult to know whether an ADHD user is playing the game with hyperactivity just by obtaining game result information.

[0009]

[0010] *Therefore, in order to perform real-time, immediate difficulty adjustments tailored to ADHD users, the need for an invention that can check the current status of ADHD in a complex and diverse manner has arisen.

[0011] The purpose of the embodiment disclosed in the present invention is to provide a game providing device and method based on dynamic difficulty adjustment that performs real-time difficulty adjustment according to the level of the target user, and collects real-time user action data as well as in-game data logs to perform complex and flexible difficulty adjustment to provide motivation for improving attention while preventing a feeling of deprivation.

[0012] The problems to be solved by the present invention are not limited to the problems mentioned above, and other problems not mentioned will be clearly understood by those skilled in the art from the description below.

[0013] In order to achieve the above-described technical task, a game providing device based on dynamic difficulty adjustment according to the present invention comprises: a first collection unit connected to a terminal providing game content and obtaining in-game data when a user plays a game; a second collection unit connected to the terminal and obtaining motion data of a user playing a game, the second collection unit including a gyro sensor connected to the terminal; a third collection unit obtaining status data of a user before playing a game; and a processor controlling the first collection unit, the second collection unit, and the third collection unit. Including, the processor determines the placement conditions of items or distractions that the user must avoid according to the degree of necessity for suppression training determined according to at least one of the first collection unit, the second collection unit and the third collection unit, determines the placement conditions of items or distractions that the user must obtain according to the degree of necessity for concentration training determined according to at least one of the first collection unit, the second collection unit and the third collection unit, distinguishes the game contents according to themes and adjusts the frequency of the items or distractions, further adjusts the range of increase or decrease in the execution speed of the items or distractions according to the stage within each theme, determines the location and area of ​​the distraction area in which the distractions are to be placed within the game contents according to the theme, and performs at least one of assigning a negative weight when the terminal is tilted in a direction opposite to a direction required for suppression training or concentration training, assigning a negative weight when the terminal is tilted outside an initial setting value in the same direction as the direction required for suppression training or concentration training, or assigning a positive weight when the terminal is tilted within an initial setting value in the same direction as the direction required for suppression training or concentration training.

[0014] In order to achieve the above-described technical problem, a game providing method based on dynamic difficulty adjustment, including a terminal for providing game content according to the present invention, comprises the steps of: obtaining in-game data from the terminal when the user plays the game; obtaining motion data of the user during game play from the terminal using a second collecting unit including a gyro sensor connected to the terminal; obtaining status data of the user before game play from the terminal using a third collecting unit; determining placement conditions of items or obstacles that the user must avoid based on a level of necessity for suppression training determined based on at least one of the first collecting unit, the second collecting unit, and the third collecting unit;And a step of determining the placement conditions of items or obstacles that the user must obtain according to the degree of need for intensive training determined according to at least one of the first collection unit, the second collection unit and the third collection unit, and the step of determining the placement conditions of items or obstacles that the user must avoid or the step of determining the placement conditions of items or obstacles that the user must obtain comprises: distinguishing the game contents according to themes to adjust the frequency of the items or obstacles, further adjusting the range of increase or decrease in the execution speed of the items or obstacles according to the stage within each theme, and determining the location and area of ​​the obstacle area where the obstacles are to be placed within the game contents according to the theme; and the game providing device may perform at least one of assigning a negative weight when the terminal is tilted in the opposite direction to the direction required for the suppression training or the intensive training, assigning a negative weight when the terminal is tilted outside of an initial setting value in the same direction as the direction required for the suppression training or the intensive training, or assigning a positive weight when the terminal is tilted within an initial setting value in the same direction as the direction required for the suppression training or the intensive training.

[0015] In addition, a computer program stored in a computer-readable recording medium for implementing the present invention may be further provided.

[0016] In addition, a computer-readable recording medium recording a computer program for implementing the present invention may be further provided.

[0017] According to the above-described problem solving means of the present invention, the user with attention deficit hyperactivity disorder (ADHD) is repeatedly exposed to omission training and commission training elements and is made to move to action through cognition, thereby providing an attention improvement effect.

[0018] In addition, according to the above-described problem solving means of the present invention, by collecting both behavioral data according to cognition and movement according to inhibition training and concentration training, the effect of improving the user's attention is comprehensively measured, and appropriate game content is provided accordingly, thereby providing customized content for the user that maximizes the effect of improving attention.

[0019] The effects of the present invention are not limited to the effects mentioned above, and other effects not mentioned will be clearly understood by those skilled in the art from the description below.

[0020] FIG. 1 is a block diagram briefly illustrating the configuration of a game providing device based on dynamic difficulty adjustment according to the present invention.

[0021] FIG. 2 is a flow chart illustrating a game providing method of a game providing device based on dynamic difficulty adjustment including a terminal providing game content according to the present invention.

[0022] Figure 3 illustrates a difficulty adjustment algorithm of a game providing device based on dynamic difficulty adjustment according to the present invention.

[0023] FIG. 4a and FIG. 4b illustrate specific embodiments of placing items or obstacles in a game providing device based on dynamic difficulty adjustment according to the present invention.

[0024] FIG. 5 illustrates visual direct interference elements of a spring and summer theme of a game providing device based on dynamic difficulty adjustment according to the present invention.

[0025] Figures 6 and 7 illustrate game contents of a game providing device based on dynamic difficulty adjustment according to the present invention.

[0026] FIG. 8 illustrates a real-time difficulty adjustment method according to acquisition or avoidance of items / monsters in a game providing device based on dynamic difficulty adjustment according to the present invention.

[0027] FIG. 9 illustrates a difficulty adjustment algorithm in case of continuous failure of a game providing device based on dynamic difficulty adjustment according to the present invention.

[0028] Figures 10 to 12 illustrate game contents that perform item / monster acquisition or evasion of a game providing device based on dynamic difficulty adjustment according to the present invention.

[0029] Figure 13 illustrates the configuration of a computing device according to the present invention.

[0030] Throughout the present invention, the same reference numerals denote the same components. The present invention does not describe all elements of the embodiments, and any content that is general in the technical field to which the present invention pertains or that overlaps between the embodiments is omitted. The terms 'part, module, element, block' used in the specification may be implemented in software or hardware, and depending on the embodiments, multiple 'parts, modules, elements, blocks' may be implemented as a single component, or a single 'part, module, element, block' may include multiple components.

[0031] Throughout the specification, when a part is said to be "connected" to another part, this includes not only direct connection but also indirect connection, and indirect connection includes connection via a wireless communication network.

[0032] Additionally, when a part is said to "include" a component, this does not mean that it excludes other components, but rather that it may include other components, unless otherwise specifically stated.

[0033] Throughout the specification, when we say that an element is "on" another element, this includes not only cases where the element is in contact with the other element, but also cases where another element exists between the two elements.

[0034] The terms first, second, etc. are used to distinguish one component from another, and the components are not limited by the aforementioned terms.

[0035] Singular expressions include plural expressions unless the context clearly indicates otherwise.

[0036] The identification codes for each step are used for convenience of explanation and do not describe the order of each step. Each step may be performed in a different order than specified unless the context clearly indicates a specific order.

[0037] The operating principle and embodiments of the present invention will be described with reference to the attached drawings below.

[0038] As used herein, the term "device according to the present invention" encompasses a variety of devices capable of performing computational processing and providing results to a user. For example, the device according to the present invention may include a computer, a server device, and a portable terminal, or may be any one of them.

[0039] Here, the computer may include, for example, a notebook, desktop, laptop, tablet PC, slate PC, etc. equipped with a web browser.

[0040] The above server device is a server that processes information by communicating with an external device, and may include an application server, a computing server, a database server, a file server, a game server, a mail server, a proxy server, and a web server.

[0041] The above portable terminal may include, for example, a wireless communication device that ensures portability and mobility, and may include all kinds of handheld-based wireless communication devices such as a PCS (Personal Communication System), GSM (Global System for Mobile communications), PDC (Personal Digital Cellular), PHS (Personal Handyphone System), PDA (Personal Digital Assistant), IMT (International Mobile Telecommunication)-2000, CDMA (Code Division Multiple Access)-2000, W-CDMA (W-Code Division Multiple Access), WiBro (Wireless Broadband Internet) terminal, a smart phone, and a wearable device such as a watch, a ring, a bracelet, an anklet, a necklace, glasses, contact lenses, or a head-mounted device (HMD).

[0042] The artificial intelligence-related functions according to the present invention are operated through a processor and memory. The processor may be composed of one or more processors. In this case, one or more processors may be a general-purpose processor such as a CPU, AP, or DSP (Digital Signal Processor), a graphics-only processor such as a GPU or VPU (Vision Processing Unit), or an artificial intelligence-only processor such as an NPU. One or more processors control the processing of input data according to predefined operating rules or artificial intelligence models stored in memory. Alternatively, if one or more processors are artificial intelligence-only processors, the artificial intelligence-only processor may be designed with a hardware structure specialized for processing a specific artificial intelligence model.

[0043] The predefined operation rules or artificial intelligence models are characterized by being created through learning. Here, being created through learning means that the basic artificial intelligence model is trained using a learning algorithm using a plurality of learning data, thereby creating a predefined operation rules or artificial intelligence model set to perform a desired characteristic (or purpose). This learning may be performed on the device itself on which the artificial intelligence according to the present invention is performed, or may be performed through a separate server and / or system. Examples of learning algorithms include, but are not limited to, supervised learning, unsupervised learning, semi-supervised learning, or reinforcement learning.

[0044] An artificial intelligence model may be composed of multiple neural network layers. Each of the multiple neural network layers has multiple weight values, and performs neural network operations through operations between the operation results of the previous layer and the multiple weights. The multiple weights of the multiple neural network layers may be optimized based on the learning results of the artificial intelligence model. For example, the multiple weights may be updated so that the loss value or cost value obtained from the artificial intelligence model is reduced or minimized during the learning process. The artificial neural network may include a deep neural network (DNN), and examples thereof include, but are not limited to, a convolutional neural network (CNN), a deep neural network (DNN), a recurrent neural network (RNN), a restricted boltzmann machine (RBM), a deep belief network (DBN), a bidirectional recurrent deep neural network (BRDNN), or deep Q-networks.

[0045] According to an exemplary embodiment of the present invention, a processor can implement artificial intelligence. Artificial intelligence refers to a machine learning method based on an artificial neural network that imitates human neurons (biological neurons) to enable machines to learn. Artificial intelligence methodologies can be categorized into supervised learning, in which input data and output data are provided together as training data depending on the learning method, so that the solution (output data) to the problem (input data) is determined; unsupervised learning, in which only input data is provided without output data, so that the solution (output data) to the problem (input data) is not determined; and reinforcement learning, in which a reward (Reward) is provided from an external environment whenever an action (Action) is taken in the current state (State), and learning is performed in a direction to maximize this reward. In addition, artificial intelligence methodologies can be categorized according to the architecture of the learning model. The architectures of widely used deep learning technologies can be categorized into convolutional neural networks (CNNs), recurrent neural networks (RNNs), transformers, and generative adversarial networks (GANs).

[0046] The present device and system may include an artificial intelligence model. The artificial intelligence model may be a single artificial intelligence model or may be implemented as multiple artificial intelligence models. The artificial intelligence model may be composed of a neural network (or artificial neural network) and may include statistical learning algorithms that mimic biological neurons in machine learning and cognitive science. A neural network may refer to a model in general that has problem-solving capabilities by changing the binding strength of synapses through learning, formed by artificial neurons (nodes) that form a network by combining synapses. The neurons of the neural network may include a combination of weights or biases. The neural network may include one or more layers composed of one or more neurons or nodes. For example, the device may include an input layer, a hidden layer, and an output layer. The neural network constituting the device can infer a desired result (output) from an arbitrary input (input) by changing the weights of neurons through learning.

[0047] The processor can create a neural network, train (or learn) a neural network, perform a calculation based on received input data, generate an information signal based on the calculation result, or retrain the neural network. The models of the neural network can include various types of models such as CNN (Convolution Neural Network) such as GoogleNet, AlexNet, VGG Network, R-CNN (Region with Convolution Neural Network), RPN (Region Proposal Network), RNN (Recurrent Neural Network), S-DNN (Stacking-based deep Neural Network), S-SDNN (State-Space Dynamic Neural Network), Deconvolution Network, DBN (Deep Belief Network), RBM (Restrcted Boltzman Machine), Fully Convolutional Network, LSTM (Long Short-Term Memory) Network, Classification Network, etc., but are not limited thereto. The processor can include one or more processors for performing calculations according to the models of the neural network. For example, the neural network can be a deep neural network. It may include a deep neural network.

[0048] Neural networks include CNN (Convolutional Neural Network), RNN (Recurrent Neural Network), perceptron, multilayer perceptron, FF (Feed Forward), RBF (Radial Basis Network), DFF (Deep Feed Forward), LSTM (Long Short Term Memory), GRU (Gated Recurrent Unit), AE (Auto Encoder), VAE (Variational Auto) Encoder), DAE (Denoising Auto Encoder), SAE (Sparse Auto Encoder), MC (Markov Chain), HN (Hopfield Network), BM (Boltzmann Machine), RBM (Restricted Boltzmann Machine), DBN (Depp Belief Network), DCN (Deep Convolutional Network), DN (Deconvolutional Network), DCIGN (Deep Convolutional Inverse Graphics Network), Generative Adversarial Network (GAN), Liquid State Machine (LSM), Extreme Learning Machine (ELM), It will be understood by those skilled in the art that any neural network may be included, including but not limited to ESN (Echo State Network), DRN (Deep Residual Network), DNC (Differentiable Neural Computer), NTM (Neural Turning Machine), CN (Capsule Network), KN (Kohonen Network), and AN (Attention Network).

[0049] According to an exemplary embodiment of the present invention, the processor may be configured to perform a CNN (Convolution Neural Network) such as GoogleNet, AlexNet, VGG Network, etc., R-CNN (Region with Convolution Neural Network), RPN (Region Proposal Network), RNN (Recurrent Neural Network), S-DNN (Stacking-based deep Neural Network), S-SDNN (State-Space Dynamic Neural Network), Deconvolution Network, DBN (Deep Belief Network), RBM (Restrcted Boltzman Machine), Fully Convolutional Network, LSTM (Long Short-Term Memory) Network, Classification Network, Generative Modeling, eXplainable AI, Continual AI, Representation Learning, AI for Material Design, BERT, SP-BERT, MRC / QA for natural language processing, Text Analysis, Dialog System, GPT-3, GPT-4, Visual Analytics for vision processing, Visual Understanding, Video Synthesis, ResNet Anomaly Detection, Prediction, Time-Series Forecasting, Optimization for data intelligence, Various artificial intelligence structures and algorithms, including Recommendation and Data Creation, can be utilized, but are not limited thereto. Hereinafter, embodiments of the present invention will be described in detail with reference to the attached drawings.

[0050] FIG. 1 is a block diagram schematically illustrating the configuration of a game providing device based on dynamic difficulty adjustment according to the present invention. Hereinafter, the game providing device and method based on dynamic difficulty adjustment according to the present invention will be described with reference to FIGS. 1 to 10.

[0051] As illustrated in FIG. 1, a game providing device (100) based on dynamic difficulty adjustment according to the present invention may include a terminal (110) providing game content, a first collection unit (120) connected to the terminal (110) to obtain in-game data when a user plays a game, a second collection unit (130) connected to the terminal (110) to obtain motion data of a user playing a game, a third collection unit (140) to obtain status data of a user before playing a game, and a processor (150) controlling the first collection unit (120), the second collection unit (130), and the third collection unit (140).

[0052] The processor (150) of the game providing device (100) according to the present invention is depicted as a separate block from the terminal (110) in FIG. 1, but the processor (150) may be placed inside one terminal (110), or the processor (150) may be placed in a separate server.

[0053] The processor (150) of the game providing device (100) according to the present invention may be configured to determine the placement conditions of items or obstacles that the user must avoid based on the necessity of suppression training determined based on at least one of the first collection unit (120), the second collection unit (130), and the third collection unit (140), and to determine the placement conditions of items or obstacles that the user must obtain based on the necessity of concentration training determined based on at least one of the first collection unit (120), the second collection unit (130), and the third collection unit (140).

[0054] In other words, the present invention relates to a game providing device (100) for implementing an attention improvement system using gamification, and the game content provided by the game providing device (100) may be game-type digital attention improvement content that incorporates gamification.

[0055] At this time, the game content can identify the type and level of the user's attention deficit hyperactivity disorder through the theme, stage, or set progression, and present an appropriate level of difficulty, and present a higher level of difficulty according to the achievement, thereby increasing the sense of challenge, and by progressing with tasks in the game content, it can increase the accessibility and interest in improving the user's attention, thereby increasing the effect of improving attention.

[0056] The above theme can be divided into seasons: spring, summer, fall, and winter. Spring is the easiest theme, and the difficulty increases as you progress through summer, fall, and winter.

[0057] Additionally, within each season, stages can become more difficult the higher the number.

[0058] Accordingly, the processor (150) of the game providing device (100) according to the present invention can also distinguish the game content according to the season, adjust the frequency of the item or the interference element, and additionally adjust the range of increase or decrease in the execution speed of the item or interference element according to the stage within each season. At this time, the location and area of ​​the interference area where the interference element is to be placed within the game content can be determined according to the season.

[0059] As an example, the terminal (110) may be a device including a touch screen, and refers to any device having a touch screen that allows a user to press buttons implemented in game content using a finger.

[0060] The terminal (110) described above is equipped with a communication means for communicating with an external server, and may be, for example, a tablet PC or smartphone equipped with communication functions. The external server may be a server connected to professional medical personnel to perform remote treatment based on information collected from the first collection unit (120), the second collection unit (130), and the third collection unit (140).

[0061] As an example, the first collection unit (120) may be a server connected to the terminal (110) or a storage unit within the terminal (110). The first collection unit (120) may collect information on the user's driving or killing in the game to collect in-game achievement rates.

[0062] As an example, the second collection unit (130) may be a gyro sensor equipped with a gyro function that recognizes motion detection. In the present invention, the gyro sensor refers to various devices equipped with a gyro sensor that can control the movement of a character implemented in game content according to the degree of tilt when a user tilts the terminal (110).

[0063] For example, it may be a gyro sensor built into a terminal (110), such as a tablet PC or smart phone equipped with a gyro sensor function, or a separate gyro sensor connected to the terminal (110), through which the user's terminal (110) tilt or degree of movement can be collected.

[0064] As an example, the third collection unit (140) may be a separate touch screen device, or may be the same device as the terminal (110). Before playing the game, a test for inputting the user status may be performed on the terminal (110), or a test for inputting the user status may be performed on a separate touch screen device.

[0065] The third collection unit (140) can collect basic information such as a user ID that enables data to be distinguished during the process of improving attention, and user status information related to game content execution, and can perform user data verification and processing.

[0066] In addition, as an example, the elements for improving attention in the present invention can be divided into two elements: inhibition (Omission) and concentration (Commission).

[0067] Omission is an inhibition element that helps improve the impulsive / hyperactive type of ADHD by avoiding and ignoring objects, and Commission is an element of concentration that helps improve the inattention type of ADHD by obtaining objects and pressing buttons of the appropriate color.

[0068] The game providing device (100) according to the present invention can help improve attention by having the user input an appropriate button and perform an action appropriate to a given task, centered around a terminal (110) including a touch screen device and a second collection unit (140) which is a gyro sensor.

[0069] In addition, the game providing device (100) can be connected to a separate external server to transmit data, process data, and provide the processed data to a medical professional.

[0070] As illustrated in FIG. 2, a game providing method of a dynamic difficulty adjustment-based game providing device (100) including a terminal (110) providing game content according to the present invention may include a step of collecting user information (S201), a step of determining a placement condition of an item that the user must avoid or a motion condition of an object based on a suppression training necessity determined based on the collected user information (S202), and a step of determining a placement condition of an item that the user must obtain or a motion condition of an object based on a concentration training necessity determined based on the collected user information (S203).

[0071] Step (S201) may include a step of obtaining in-game data during a user's game play using a first collection unit (120), a step of obtaining motion data of a user during game play using a second collection unit (130), and a step of obtaining status data of a user before game play using a third collection unit (140).

[0072] The user information collected in step (S202) or step (S203) may be information collected by at least one of the first collection unit (120), the second collection unit (130), and the third collection unit (140).

[0073] In addition, in step (S202) or step (S203), when the user performs monster slaying / evasion (S301) or item acquisition / evasion (S302), as illustrated in FIG. 3, the processor (150) can check the success or failure of monster slaying / evasion (S301) or item acquisition / evasion (S302) based on the user's in-game data (S303).

[0074] For example, the game content can distinguish between spring, summer, fall, and winter, and adjust the frequency of items to be acquired, items to be avoided, monsters to be acquired as obstacles, and monsters to be avoided according to each theme.

[0075] Specifically, in spring, items or obstacles may appear individually, while in summer, the frequency and number of items or obstacles may increase compared to spring. In fall, items or obstacles may appear simultaneously, and in winter, the frequency and number of items or obstacles may increase compared to fall.

[0076] For each theme, you can adjust the number and frequency of acquired items, avoided items, acquired monsters, and avoided monsters, and adjust the number of times each item or monster appears simultaneously to adjust the overall difficulty for each theme.

[0077] Additionally, within each season, the higher the number of stages, the higher the difficulty. Depending on the stage's difficulty, the game content may progress to driving or killing alone, or to driving and killing together. Furthermore, depending on the difficulty, the number of items acquired or evaded within a stage, as well as the number of monsters acquired or evaded as obstacles, can be increased. In other words, the overall range of items or monsters can be set for each theme, and the specific numbers can be adjusted depending on the stage within that theme.

[0078] Specifically, as illustrated in FIG. 4a, the device according to the present invention determines the location and area of ​​the interference area where the interference element is to be placed based on the user's primary cognitive ability, and determines a suppression action or a concentration action corresponding to the interference element based on the user's secondary cognitive ability, thereby determining the placement and motion of each item and interference element so that the user can perform a comprehensive action.

[0079] Based on the information acquired through the first collection unit (120), the second collection unit (130), and the third collection unit (140), the user's cognitive ability is judged, and the location and area of ​​the obstruction area provided in the game content are determined according to the range of perception that the user can perceive, and the number and frequency of items or obstruction elements, and the direction or speed of movement within the location and area of ​​the obstruction area can be adjusted to adjust additional difficulty.

[0080] Referring to Figure 4a, the user can recognize the distance through primary recognition, perform comprehensive situational recognition such as the movement of the target through secondary recognition, and perform comprehensive actions by suppressing or focusing on the recognition accordingly.

[0081] Referring to FIG. 4b, the processor (150) according to the present invention can expand the partition area as the difficulty level increases and place obstacles in the vicinity of the motion control unit of the target within the game content.

[0082] As the need for the above-mentioned suppression training or the need for the above-mentioned intensive training increases, the area of ​​the interference area of ​​the interference element in the above-mentioned seasonal game content can be expanded, and the location of the interference area can be adjusted to an area close to the operation button in the above-mentioned game content.

[0083] Referring to Figure 4b, in the spring and summer themes, the interference range is limited to a portion of the uppermost area within the game content, where evasion monsters or acquisition monsters may appear. Conversely, in the fall theme, the interference range may be expanded to the upper area within the game content compared to the spring and summer themes, and in the winter theme, the interference range is not limited to the upper area within the game content, but may also be designated near the control buttons that control the motion of objects within the game content.

[0084] As the theme becomes more difficult, it adjusts the game controls to make it more difficult for the user to control the game.

[0085] Meanwhile, the processor (150) according to the present invention can be adjusted to have at least one of a visual direct obstruction element that operates differently depending on the shape of the obstruction element and prevents the acquisition or avoidance of the item, a visual indirect obstruction element that partially blocks the game content so that the user cannot check the item, and an auditory obstruction element that prevents the user from hearing the sound effect of the obstruction element.

[0086] As illustrated in Figure 5, in the spring theme, direct obstacles with different shapes, named "Spring Dragon," "Peona Dragon," and "Growing Dragon," may appear. In the summer theme, direct obstacles with different shapes, named "Hot Dragon," "Wet Dragon," and "No Umbrella Dragon," may appear. Depending on the different shapes, monsters can be categorized as acquisition monsters and evasion monsters, inducing different game operations for users. Monsters that match the story or seasonality of each theme can appear.

[0087] The elements required to perform the omission component and the commission component are matched to the above direct interference elements, allowing the user to perform omission training and commission training simultaneously while operating the game.

[0088] The processor (150) can adjust the difficulty of the provided game content depending on the checked success or failure (S340).

[0089] For example, as shown in FIGS. 6 and 7, the processor (150) can determine the difficulty level by differently determining monster patterns, item patterns, and obstacle patterns by theme or stage.

[0090] As shown in Figure 6(a), the monster pattern can be limited to three directions: left, center, and right, items can be arranged in a straight line, and a visual indirect interference element can be set as an obstacle pattern, and a shadow that stimulates visual indirect interference can be set.

[0091] If the difficulty level is increased, as shown in Fig. 6(b), a side can be added to the monster pattern to set it in four directions, and items can be placed diagonally. Alternatively, as shown in Fig. 7(a), a back can be added to the monster pattern to set it in five directions, and items can be placed randomly in all directions. In addition to the visual indirect interference stimulus with the obstacle pattern, objects that do not move can be animated.

[0092] Alternatively, as illustrated in Figure 7(b), monster patterns can be placed sideways and backwards in the five directions of the consultation, items can be randomly placed in all directions, or their types can be added to place gold coins, etc. Additionally, objects moving in the obstacle pattern can be animated.

[0093] Accordingly, the game content can be differentiated by theme to control the frequency of the items or the obstacles, and within each theme, the range of increase or decrease in the execution speed of the items or obstacles can be further controlled according to the stage, and the sense (e.g., visual or auditory) of the motion direction of direct obstacles such as items or monsters or indirect obstacles such as shadows can be added according to the set within the stage.

[0094] In other words, items or distractions are sequentially arranged in the order of theme-stage-set to adjust the difficulty by reflecting the focus elements to improve users with attention deficit type and the suppression elements to improve users with hyperactivity type, and the difficulty is adjusted to a higher level by adjusting the frequency and number in the theme, the difficulty is adjusted to a lower level by controlling the increase or decrease in speed in the stage, and the user's training level can be additionally adjusted by directly interfering with the user's game control by controlling the animation output or movement of the game content in the set.

[0095] Additionally, the processor (150) can adjust the difficulty of the provided game content by changing the monster pattern, item pattern, and obstacle pattern according to the success or failure of the in-game data collected from the first collection unit (120).

[0096] In other words, by considering the user's in-game data acquired from the first collection unit (120), the reaction speed value can be calculated, and the movement speed or monster appearance and speed can be adjusted to provide content by considering the calculated reaction speed.

[0097] Specifically, as illustrated in FIG. 8, the first collection unit (120) can collect the achievement results of items or monsters by checking whether an acquired item has been acquired or an avoided item has been avoided among items arranged in the order of game progression, and by checking whether a monster has been defeated or an avoided monster has been avoided among monsters arranged in the order of game progression.

[0098] As a result, if you successfully acquire the required acquisition item, you can increase the movement speed of the item in the game by 0.1, thereby increasing the difficulty.

[0099] Alternatively, if you fail to acquire an item, you can reduce the difficulty by decreasing the movement speed of the item in the game by 0.1.

[0100] On the other hand, if you successfully dodge an evasion item that needs to be avoided, you can increase the item's movement speed by 0.1, and if you fail to dodge an evasion item, you can decrease the item's movement speed by 0.1.

[0101] Alternatively, if you succeed in killing a monster that needs to be killed, you can increase the monster's appearance and speed by 0.1, and if you fail to kill a monster, you can decrease the monster's appearance and speed by 0.1.

[0102] If you successfully avoid a monster that you must avoid, you can increase the monster's appearance and speed by 0.1, and if you fail to avoid a monster that you must avoid, you can decrease the monster's appearance and speed by 0.1.

[0103] In other words, each game content can be divided into multiple sets within a single theme or stage, and the game difficulty can be adjusted in real time according to the user's progress within each divided set.

[0104] For users with ADHD, real-time concentration can be daunting, so immediate response speed or difficulty improvement is important, so changing the difficulty of the next set based on each selection is crucial.

[0105] Accordingly, the game providing device (100) according to the present invention can change the minimum and maximum difficulty values ​​of the current stage according to the average value of the in-game data in the previous stage obtained from the first collection unit (120).

[0106] Alternatively, each stage of the game providing device (100) according to the present invention includes a plurality of sets, and the difficulty of the next set can be changed depending on whether the in-game data of the set immediately preceding the current stage achieves an achievement rate higher than a preset threshold.

[0107] At this time, the preset threshold may be set in advance or set by the network according to the user's status collected by the third collection unit (140).

[0108] Meanwhile, the game providing device (100) according to the present invention can lower the difficulty of the current stage by considering the number of consecutive failures in which the achievement rate of the in-game data of the current stage or set does not reach a preset value.

[0109] As illustrated in Fig. 9, the processor (150) can check for a user's continuous failures based on the results collected from the first collection unit (120) (S701). If a preset achievement rate is not achieved in each stage or each set, the stage or set may be judged as a failure. For example, if an achievement rate of 80% is not achieved, the stage or set may be judged as a failure.

[0110] At this time, if a stage or set is judged as a failure, the number of consecutive failures may be considered. For example, if a player fails 5 / 8 / 10 times consecutively (S702), the difficulty level may be adjusted based on the number of consecutive failures (S703).

[0111] For example, assuming that the difficulty in S702 is represented only as -2, -1, 0, 1, 2, if you fail 5 times in a row, you can change the maximum difficulty of the set to 1. If you fail 8 times in a row, you can keep the maximum difficulty of the set at 1, but lower the current set difficulty by -1 and set it to start over from the 8th consecutive failure condition. If you fail 10 times in a row, you can lower the current set difficulty to 0, lower the current set difficulty by -2, and set it to start over from the 10th consecutive failure condition.

[0112] Then, if a player succeeds by exceeding the preset achievement rate, the previous number of failures can be reset. This allows the game content to be designed to prevent user deprivation and maintain focus.

[0113] Therefore, the maximum or minimum real-time difficulty may change depending on the user's in-game data, and the current difficulty may also change in the meantime.

[0114] Additionally, within the game, there are driving actions where the user moves the character to obtain or evade items, and killing actions where the user kills or evades monsters. If a failure occurs in the driving action, only the difficulty of the driving action is lowered, and if a failure occurs in the killing action, only the difficulty of the killing action is lowered. In other words, rather than lowering the overall difficulty when a failure occurs, the driving action and the killing action are separated, and the difficulty is lowered only in the action where the failure occurs.

[0115] Meanwhile, as an example, when the second collection unit (130) is a gyro sensor connected to the terminal (110), the processor (150) may assign a negative weight if the terminal is tilted in a direction opposite to the direction required for suppression training or intensive training, assign a negative weight if the terminal is tilted outside of an initial setting value in the same direction as the direction required for suppression training or intensive training, or assign a positive weight if the terminal is tilted within an initial setting value in the same direction as the direction required for suppression training or intensive training.

[0116] Specifically, a negative weight can be calculated in proportion to the distance between the positions of the 3D coordinates of the terminal (110) compared to the initial setting value.

[0117] For example, referring to FIG. 10, a character may be placed in the center of the in-game screen, a stage progress bar may be displayed in the upper right corner, and a combo achievement rate may be displayed in the upper left corner. This is to enhance the improvement effect by indicating the combo achievement rate and inducing the user's focus to achieve higher combos.

[0118] The left and right sides display left and right movement buttons, and the movement of the character can be set to obtain or avoid items, or the screen of the terminal (110) can be tilted to move left or right.

[0119] At this time, by entering the initial setting value, the optimal inclination range of the terminal (110) can be set when obtaining or avoiding the item, and it can be checked whether the user is operating within the set initial setting value or operating more than the initial setting value.

[0120] Referring to Fig. 11, when a monster to be killed appears at position 1, an effect of spangle-like objects being sprayed at position 3 according to the trajectory of the monster flying is output, and when the terminal (110) is tilted appropriately to kill the monster, an effect of gray smoke being sprayed at position 2 where the monster was may be output.

[0121] The second collection unit (130) assigns a positive weight when the terminal (110) is tilted in the direction of the monster to be treated within the initial setting value, and the processor (150) determines that the user is concentrating and reacting and accurately performing the required action, and can calculate an impulse behavior recognition value according to the improvement of the impulse behavior.

[0122] Alternatively, referring to Fig. 11, if the monster is not defeated, a red gradient may be output at position 4. Or, if an evasion monster appears, a red gradient may be output at position 4, unlike the effect of the defeated monster spraying spangle-like objects at position 3.

[0123] Additionally, if you pass by a monster without killing it, a red gradient can be output at position 5 in the direction the monster passed by.

[0124] The second collection unit (130) assigns a negative weight when the terminal (110) is tilted in the opposite direction to the direction of the monster being treated, and the processor (150) determines that the user is not concentrating and is acting impulsively, deviating from the action that should be taken, and can calculate an impulsive behavior recognition score according to the worsening of the impulsive behavior.

[0125] In addition, a negative weight is given not only when the terminal (110) is tilted in the opposite direction, but also when the terminal (110) is tilted in the same direction as the monster being killed, exceeding the initial setting value, and the processor (150) can determine that an inaccurate impulsive behavior is being performed and calculate an impulsive behavior recognition value according to the worsening of the impulsive behavior.

[0126] Meanwhile, referring to Figure 11, position 6 represents the attack effect of the character striking a monster, position 7 represents the effect that is output when the character is hit by a monster flying in front without being able to defeat it, and position 8 represents the effect of a sparkle bouncing in a circle when the button is clicked.

[0127] In addition, referring to Figure 12, position 1 represents a sparkle and pillar effect that indicates the item location and range, and when an acquired item is acquired, position 2 represents an effect that generates a circular wave on the floor. If it is an evasion item and the evasion item is acquired, a red gradient may be output at position 3, and if it is an acquired item and acquisition is not successful, a red gradient may be output at position 4.

[0128] In this case, as described above, the second collection unit (130) collects the direction and degree to which the terminal (110) must be tilted to obtain an acquisition item and the direction and degree to which the terminal (110) must be tilted to avoid an evasion item, and the processor (150) can calculate an impulse behavior recognition value by assigning a plus or minus weight.

[0129] Accordingly, the processor (150) according to one embodiment can calculate an impulsive behavior recognition value to determine whether or not impulsive behavior is improved based on the negative weight and the positive weight, and can calculate a reaction speed value by considering the user's in-game data acquired from the first collection unit (120).

[0130] By comprehensively considering the impulsive behavior recognition index and reaction speed index, it is possible to determine the degree of improvement or whether the user's condition has improved.

[0131] At this time, the processor (150) according to the present invention can terminate the provision of the game content when the time for performing the suppression training and the time for performing the concentration training each exceed the preset time. Rather than simply stopping the game when the total game execution time exceeds the preset time, the suppression element is provided so that both the concentration element and the suppression element can be trained, and when the time for performing the game and the time for performing the game while providing the concentration element each exceed the preset time, the training is reported as completed and the provision of the game content can be stopped.

[0132] In addition, the game providing device (100) according to the present invention may further include an artificial intelligence model that compares the previous and current values ​​of the above-mentioned impulse behavior recognition value and the above-mentioned reaction speed value to determine whether the user's condition has improved.

[0133] The above AI model can adjust the difficulty of the current stage or set based on the impulsive behavior recognition score and reaction speed score. Based on the user status information and the character status information, the AI ​​model can be configured to evaluate the user's game adaptability, and based on the user's game adaptability, change at least one of the following: play mission information, the level of the enemy characters that appear, or the level of the provided items.

[0134] In addition, the game providing device (100) according to the present invention may further include a medical device display that is remotely connected to the first collection unit (120), the second collection unit (130), and the third collection unit (140) to display the collection results, and an alarm unit that provides an alarm when the improvement and deterioration fluctuation amount of the collection results is greater than the moving average value of the improvement and deterioration fluctuation amount within a preset period.

[0135] Data can be provided to professional medical staff through a medical device display connected to an external server connected to the first collection unit (120), the second collection unit (130), and the third collection unit (140), and information can be provided so that a doctor can make a judgment on information collected by the first collection unit (120), the second collection unit (130), and the third collection unit (140), such as the user's data log and motion data.

[0136] At this time, the medical device display unit can organize and provide the collected information in the form of a diagram or graph through a separate processor, and the alarm unit can provide an alarm when meaningful information is detected from the provided information.

[0137] For example, if the currently measured reactive behavior index is higher than the set threshold compared to the average of the user's reactive behavior index over the previous two weeks, an indicator improvement notification can be provided on the medical device display of the medical staff. Conversely, if the currently measured impulsive behavior index is higher than the set threshold compared to the average of the user's impulsive behavior index over the previous two weeks, an indicator deterioration alarm can be provided on the medical device display.

[0138] Accordingly, the present invention provides a game providing device (100) that applies gamification using a gyro sensor and a touch screen device. The device can consider the real-time difficulty of the theme, stage, and set, as well as the likelihood of sustained failure, to adjust the difficulty level appropriate to the user's level to improve the user's attention span. By combining the above elements, the device can flexibly adjust the difficulty level to suit the user's level or current situation, thereby providing motivation to improve attention span while simultaneously preventing a decline in concentration and feelings of deprivation.

[0139] In addition, it is difficult to confirm whether the condition has improved when the user is taking separate medication or using another treatment device, but the game providing device (100) according to the present invention can be used as a confirmation means to confirm the degree of improvement in the patient's attention.

[0140] As another example, the system may include a processing module that receives, stores, and processes log values ​​that check the success or failure of a task performed by a user and transmits them to a medical professional server, and a processing module that processes data based on the log values, graphs them, and outputs numerical values. In this case, the processing module and the processing module may be a processor (150).

[0141] A game providing device (100) according to one embodiment of the present invention includes a gamification content providing unit, and the content providing unit may include a task providing unit that provides a task requiring concentration and restraint to the user, a task confirmation unit that checks whether the task is successful and leaves a log, and an element providing unit that provides elements for improving the user's attention.

[0142] The task provider identifies the type and level of the user's ADHD based on a difficulty adjustment algorithm and presents appropriate tasks and difficulty levels. The tasks can be performed through physical activity or brain activity to provide cognitive enhancement effects. Furthermore, the task difficulty level can be adjusted based on the user's level of achievement, thereby increasing the cognitive enhancement effect by presenting a task with an appropriate difficulty level.

[0143] According to one embodiment of the present invention, a repetitive cognitive improvement process through gamification content can be provided to a patient with attention deficit hyperactivity disorder.

[0144] According to one embodiment of the present invention, an action to improve attention is performed for 4 weeks, and the effect of improving attention can be increased by performing the action for approximately 25 minutes or more 5 times a week.

[0145] Meanwhile, FIG. 13 illustrates a computing device according to one embodiment of the present invention. As illustrated in FIG. 13, the game providing device (100) according to the present invention may be implemented in the form of a recording medium storing computer-executable commands. The commands may be stored in the form of program code, and when executed by a processor, may generate program modules to perform the operations of the disclosed embodiments. The recording medium may be implemented as a computer-readable recording medium.

[0146] The game providing device (100) according to the present invention may correspond to a computing device (12), and the computing device (12) may include at least one processor (14), a computer-readable storage medium (16) including a program (20), and a communication bus (18). In this case, the processor (14) may be the same processor as the processor (150) described above.

[0147] Additionally, the computing device (12) may include one or more input / output interfaces (22) and one or more network communication interfaces (26) that provide interfaces for input / output devices (24).

[0148] The disclosed embodiments have been described with reference to the attached drawings as described above. Those skilled in the art will understand that the present disclosure can be implemented in forms other than the disclosed embodiments without altering the technical spirit or essential features of the present disclosure. The disclosed embodiments are illustrative and should not be construed as limiting.

Claims

1. A first collection unit that is connected to a terminal that provides game content and obtains in-game data when the user plays the game; A second collection unit that is connected to the terminal and obtains motion data of a user playing a game, and includes a gyro sensor connected to the terminal; A third collection unit that obtains the user's status data before playing the game; and A processor that controls the first collection unit, the second collection unit, and the third collection unit; The above processor, Determine the placement conditions of items or obstacles that the user must avoid based on the need for suppression training determined by at least one of the first collection unit, the second collection unit and the third collection unit, Determine the placement conditions of items or obstacles that the user must obtain based on the need for intensive training determined by at least one of the first collection unit, the second collection unit and the third collection unit, The above game content is distinguished by theme, and the frequency of the above items or above interference elements is controlled, and within each theme, the range of increase or decrease in the execution speed of the above items or interference elements is additionally controlled according to the stage. According to the above theme, determine the location and area of ​​the interference area where the interference element will be placed within the game content, If the terminal is tilted in the opposite direction to that required in suppression training or concentration training, a negative weight is given, or If the terminal tilts beyond the initial setting in the same direction as required in the restraint training or concentration training, a negative weight is given, or characterized in that at least one of the following is performed: assigning a positive weight when the terminal tilts within the initial setting in the same direction as required in the suppression training or the concentration training; A game providing device based on dynamic difficulty adjustment.

2. In paragraph 1, The above processor, A game providing device based on dynamic difficulty adjustment, configured to expand the area of ​​the interference area of ​​the interference element in the game content for each theme as the need for the above-mentioned suppression training or the need for the above-mentioned intensive training increases, and to adjust the location of the interference area to an area close to the operation button in the game content.

3. In paragraph 2, The above processor, A game providing device based on dynamic difficulty adjustment, configured to control the above-mentioned obstacles to have at least one of a direct visual obstacle that operates differently depending on the shape of the obstacle and prevents the acquisition or avoidance of the item, a visual indirect obstacle that partially obscures the game content so that the user cannot check the item, and an auditory obstacle that prevents the user from hearing the sound effect of the obstacle.

4. In paragraph 3, The above processor, A game providing device based on dynamic difficulty adjustment, configured to terminate the provision of the game content when the time for performing suppression training and the time for performing concentration training exceed each preset time.

5. In paragraph 1, The above processor, A game providing device based on dynamic difficulty adjustment, configured to calculate a negative weight in proportion to the distance between the positions of the 3D coordinates of the terminal compared to the initial setting value.

6. In paragraph 5, The above processor, The impulsive behavior recognition score is calculated to determine whether or not the impulsive behavior has improved based on the above minus and plus weights. A game providing device based on dynamic difficulty adjustment, configured to calculate a reaction speed value by taking into account the user's in-game data acquired from the first collection unit.

7. In paragraph 6, A game providing device based on dynamic difficulty adjustment, further comprising an artificial intelligence model that compares the previous and current values ​​of the above-mentioned impulse behavior recognition value and the above-mentioned reaction speed value to determine whether the user's condition has improved.

8. In paragraph 7, The above first collection unit is a server connected to the terminal, The above processor, A game providing device based on dynamic difficulty adjustment, configured to change the minimum and maximum difficulty values ​​of the current stage based on the average value of in-game data from the previous stage obtained from the above server.

9. In paragraph 8, Each stage contains multiple sets, The above processor, A game providing device based on dynamic difficulty adjustment, configured to change the difficulty of the next set depending on whether the in-game data of the previous set of the current stage achieves an achievement rate exceeding a preset threshold.

10. In paragraph 9, The above processor, A game providing device based on dynamic difficulty adjustment, configured to lower the difficulty of the current stage by considering the number of consecutive failures in which the achievement rate of in-game data of the current stage or set does not reach a preset number.

11. In paragraph 10, A medical device display that is remotely connected to the first collection unit, the second collection unit, and the third collection unit and displays the collection results; and A game providing device based on dynamic difficulty adjustment, further comprising an alarm unit that provides an alarm when the improvement and deterioration fluctuation amount of the above-mentioned collection result is greater than the moving average value of the improvement and deterioration fluctuation amount within a preset period.

12. A game providing method performed by a game providing device based on dynamic difficulty adjustment including a terminal providing game content, A step of obtaining in-game data from the terminal during a user's game play using the first collection unit; A step of acquiring motion data of a user playing a game from the terminal using a second collection unit including a gyro sensor connected to the terminal; A step of obtaining user status data before game play from the terminal using the third collection unit; A step of determining the placement conditions of items or obstacles that the user must avoid based on the need for suppression training determined according to at least one of the first collection unit, the second collection unit, and the third collection unit; and A step of determining the placement conditions of items or obstacles that the user must obtain based on the need for intensive training determined according to at least one of the first collection unit, the second collection unit and the third collection unit, The step of determining the placement conditions of items or obstacles that the user must avoid or the step of determining the placement conditions of items or obstacles that the user must obtain are: The above game content is distinguished by theme and the frequency of the above items or above interference is controlled, Within each theme, the range of increase or decrease in the execution speed of the above items or obstacles is further adjusted according to the stage. According to the above theme, determine the location and area of ​​the interference area where the interference element will be placed within the game content, The above game providing device, If the terminal is tilted in the opposite direction to that required in suppression training or concentration training, a negative weight is given, or If the terminal tilts beyond the initial setting in the same direction as required in the restraint training or concentration training, a negative weight is given, or A game providing method of a game providing device based on dynamic difficulty adjustment, characterized in that it performs at least one of giving a positive weight when the terminal tilts within an initial setting value in the same direction as the direction required in suppression training or concentration training.

Citation Information

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