Personalized education / information / activity method for individuals

The system addresses the lack of personalized and secure virtual reality solutions by using AI and blockchain for therapy, religious activities, and sports experiences, ensuring effective user interaction and data protection.

WO2025207041A1PCT designated stage Publication Date: 2025-10-02GUL KAMIL ARMAGAN
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
PCT/TR2024/050302
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-26
Publication Date
2025-10-02

AI Technical Summary

Technical Problem

Existing virtual reality and augmented reality environments lack personalized and effective solutions for therapies, religious activities, and sports experiences, and do not adequately protect user data and NFTs, leading to manipulation risks and ineffective interactions.

Method used

A system utilizing artificial intelligence and blockchain technology to create personalized virtual environments for therapy, religious activities, and sports experiences, with secure NFT management and large learning models for data protection and scenario generation.

Benefits of technology

Enables effective introspection and interaction in virtual environments, protects user data and NFTs, and provides personalized experiences through AI-driven scenario generation and secure computing power distribution.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure TR2024050302_02102025_PF_FP_ABST
    Figure TR2024050302_02102025_PF_FP_ABST
Patent Text Reader

Abstract

The invention pertains to a method that utilizes a server system containing at least one database of data such as emotions, character traits, and behavior, as well as at least one optional database that containing religious information from at least one religion; the method offers personalized services with a simulation in a virtual environment to at least one individual using the server system, thereby providing personalized education, information, and activity services, and contributing to the improvement of the individual's societal characteristics.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] PERSONALIZED EDUCATION / INFORMATION / ACTIVITY METHOD FOR INDIVIDUALS

[0002] FIELD OF THE INVENTION

[0003] The invention relates to a system and a method that enables the operation of this system that enables the provision of an educational / informative / practice session to at least one individual user using at least one virtual reality / augmented reality environment.

[0004] PRIOR ART

[0005] With the advancement of computer technologies, virtual life environments supported by 3D graphics have been offered to users in a network infrastructure for many years. The concept of the metaverse has evolved with the progress of technology. The metaverse refers to a vast virtual universe that comes together through various digital platforms, games, virtual worlds, and social media tools. This universe encompasses an environment where users can interact, communicate, and engage in activities using their digital avatars. It is often described as a digital universe or environment where virtual and physical worlds merge, typically created with virtual reality (VR), augmented reality (AR), 3D graphics, and other digital technologies.

[0006] The aim is to provide users with an environment in the form of a virtual platform that serves as an alternative to the physical world for social, cultural, and economic activities with this technological infrastructure. Users can chat with other users, play games, collaborate, organize educational events, buy and sell digital assets, and engage in commerce.

[0007] Especially with the support of artificial intelligence technologies, certain spiritual activities such as worship, personal development, entertainment and alternative streams of events, psychotherapy carried out in the virtual environment; can provide more effective solutions compared to activities and sessions conducted in the real world. For example, during a psychotherapy session, the service recipient undergoes treatment under the supervision of a real person with specific expertise. The interaction is dependent on the analyses of the individual with expertise in this field. However, conducting the analysis in a neutral and adaptive artificial intelligence environment during treatment / sessions would yield more effective results.

[0008] As an alternative, during a religious worship or ritual, individuals traditionally engage in these activities under the guidance and supervision of experts in the field, such as religious officials. It is evident that interacting with one's inner world in a virtual reality environment would lead to more effective results. In any case, using virtual reality or augmented reality to conduct a religious activity that is traditionally performed in the physical world will enable individuals to carry out their worship more effectively.

[0009] Similarly, in the context of a chosen sports activity, there is no solution in the known technique for individuals to gain knowledge and experience about how the event patterns, specific moments, or alternatives to events that have occurred in a particular situation.

[0010] As a result, all abovementioned problems have made it necessary to make an improvement in the relevant technical field.

[0011] AIM OF THE INVENTION

[0012] The present invention aims to eliminate the abovementioned problems and to make a development in the relevant technical field.

[0013] The main objective of the invention is to introduce an artificial intelligence-supported system structure that enables individuals to receive services such as therapy, personal development, or religious activities, which allow for more effective introspection or treatment within their own spiritual worlds; in any case, the goal is to enable individuals to experience their inner feelings accurately.

[0014] Another objective of the invention is to prevent individuals from being manipulated in the real world in personal / spiritual activity.

[0015] Another objective of the invention is to enhance the interaction, especially during therapies, by providing a virtual environment that specifically supports therapy and is personalized to the individual's mental state.

[0016] Another objective of the invention is for individuals to use / modify a database of NFTs created based on their style, instant or specific process, including visual elements, product visuals, travel options, activity-specific functional products, TV / cinema broadcasts, reels, videos, and music, and to record this database in a blockchain-based identity.

[0017] Another objective of the invention is for individuals or groups to utilize large learning models and databases by generating psychological and sociological semantic assessments based on multiple NFT and blockchain data.

[0018] Another objective of the invention is to protect the access rights and boundaries of NFTs and blockchains by encrypting them in the database on a Large Learning Model (LLM) and allowing individuals to control access through semantic queries based on their characteristics and identity when necessary.

[0019] Another objective of the invention is selection / creation and use of design prompts in various styles that are specific to an individual or individuals on a Large Learning Model.

[0020] Another objective of the invention is to deploy an LLM model which includes required dataset trained by visual, scholar, artistic data along with semantic search and analysis capability toward the reconstruction or representation of user request by combination of text - motion - generative methods.

[0021] Another objective of the invention is to provide algorithm and method for effective distribution and execution during hardware and cloud-based computing power to run LLM models and interactive generative Al methods.

[0022] Another objective of the invention, is to provide foundation of computing power exchange from the cloud at given time and magnitude in case of extra source is required.

[0023] Another objective of the invention is to create and place products such as advertising visuals and advertising videos using the personal LLM models and prompts described in the previous paragraphs.

[0024] Another objective of the invention is to provide individuals with an environment in which they can freely perform their religious rituals.

[0025] Another objective of the invention is to ensure that the environment (scene) presented to the individual is personalized to their current activities and customized in the most suitable way for the specific individual. Another objective of the invention is to present alternatives and possibilities for the reexamination of scenarios and alternatives in a virtual environment by using the characteristics of various environmental and object entities involved in an event, which can be considered functional or critical for that event, as a dataset, based on the basic input of a known outcome such as recorded video, photo, or similar records of a completed sports match, movie, or combat scene. This aims to provide the user with a computer-assisted simulation method for "supervised learning" and "supervised experience examination / execution" through the correlation of artificial intelligence algorithms, machine learning, and virtual physics engines to restructure the scene, explore other scenarios and alternatives.

[0026] Another objective of the invention is to enable individuals to acquire knowledge and gain experience about how event patterns, specific moments, or alternatives to events that have occurred in a particular sports activity or alternative specific moments for a specific movie. This is achieved by using artificial intelligence and machine learning, event creation-advancement algorithms to predict the progression of alternative realities and scenarios predictively and statistically with the help of virtual reality physics engines.

[0027] BRIEF DESCRIPTION OF THE INVENTION

[0028] The invention is related to personalized education / information / activity method for individuals that suitable in a computer-supported environment so as to fulfil all aims mentioned above and will be obtained from the following detailed description.

[0029] The intention relates a computer-implemented method that provides personalized services in a virtual environment to at least one individual through the use at least one databases, enabling the improvement of the individual's personal characteristics that achieved by offering personalized education, information, and activity services to the individual, and the method has in relation with a server system which containing at least one database with a personal data such as emotions, character, behavior, religiousness. According to this, its runs a computer based system with to providing personalized and accurate results to the individual in the mentioned virtual environment based on the person's preferences and behavioral data; and to providing a virtual environment to the individual in the scenario where the person communicates with the server in question in VR / AR; generating semantic data, including web search history on the user's internet- connected devices during at least one session, music history on at least one music platform, travel history, and data generated from owned NFTs.

[0030] Another preferred embodiment of the invention, the method characterized by determining user-specific metric parameters and / or conducting character analysis with the generated semantic data during the transfer to a physics engine that operated under at least one controller, and the creation of a scenario for semantic event patterns.

[0031] Another preferred embodiment of the invention, the method characterized by generating alternative scenarios through semantic definition using models such as BigGAN and / or GPT after the preparation of the scene environment.

[0032] Another preferred embodiment of the invention, the method characterized by presenting alternative events to the user using intuitive models, fuzzy logic algorithms, discrete event analysis models, or probability simulation engines in conjunction with physics engines after the detection of a scene or event.

[0033] Another preferred embodiment of the invention, the method characterized by the continuous storage over time in at least one storage unit of a personalized virtual environment, personal data, and optional choices specific to the individual.

[0034] Another preferred embodiment of the invention, the method characterized by presenting storage process being generatively stored in a blockchain identity.

[0035] Another preferred embodiment of the invention, the method characterized by presenting storage process being generatively stored in a NFT infrastructure.

[0036] Another preferred embodiment of the invention, the method characterized by providing services to individuals in a metaverse-based virtual environment through at least one interface agent.

[0037] Another preferred embodiment of the invention, the method characterized by creating the user profile by comparing with a predefined database based on the individual's preferences.

[0038] Another preferred embodiment of the invention, the method characterized by the creation of a user profile with artificial intelligence support based on the behavioral / preferential activities of the individual in the virtual environment. Another preferred embodiment of the invention, the method characterized by establishing bidirectional visual / auditory communication with the individual / user through the Al Sparse Learning algorithm.

[0039] Another preferred embodiment of the invention, the method characterized by establishing bidirectional visual / auditory communication with the individual / user through the Chatbot algorithm.

[0040] Another preferred embodiment of the invention, the method comprises an adjustable voice and a virtual interface agent presented to the user.

[0041] Another preferred embodiment of the invention, the method comprises an interface agent presented to the user as a hologram.

[0042] Another preferred embodiment of the invention, the method characterized by the preparation of the scene environment through image or video input.

[0043] Another preferred embodiment of the invention, the method characterized by the recording and verification control of individuals and objects.

[0044] Another preferred embodiment of the invention, the method characterized by comprising an interface agent that operates on the GPT infrastructure and engages in a dialogue with the user.

[0045] Another preferred embodiment of the invention, the method characterized by the continuity achieved through the binding execution of algorithms such as YOLO- StyleGAN-Neural Style Transfer-GPT-Cycle GAN, which continues the semantic scenario pattern after the definition of the environment or scene with the physics engine, this continuity involves retrieving the characteristics of defined entities from the database based on detected features in the environment (via pre-visual input) or semantically entered GPT word sequences / request sequences; and the interaction is advanced on a logical / physical basis through the activation of the physics engine.

[0046] Another preferred embodiment of the invention, the method characterized by meeting the computational requirements, especially when making propositions and advancing the mentioned patterns in the context of combined and continued plural scenes, through distributed computing using at least one of the built-in GPU, ASIC, CPU, Atom-based calculators, and quantum dot-based computational infrastructure. Another preferred embodiment of the invention, the method characterized by leveraging parallelization to distribute and fulfill computational tasks from partner devices or nodes registered in 5G, present in the system, and possessing available computing power.

[0047] Another preferred embodiment of the invention, the method comprises an interface agent that exhibits virtual behavior based on either the defined motion and behavior information in the database or directly on user personal data in conjunction with this information.

[0048] Another preferred embodiment of the invention, the method characterized by storing sacred scriptures and religious ritual information in at least one database on the server system and enabling the interface agent, through at least one query engine, to be directed according to user requests without exceeding the limitations in the database.

[0049] Another preferred embodiment of the invention, the method characterized by the artificial intelligence performing a conformity check from the database in response to user requests and providing a response to the user.

[0050] Another preferred embodiment of the invention, the method offers virtual religious officer services to at least one individual using the server system and provides the opportunity to perform religious rituals either independently or with a religious officer. As a result, it enables the improvement of individuals' societal characters.

[0051] Another preferred embodiment of the invention, When the subject runs the execution scripts of LLM - Generative method, a minimum required computation power (CP) is calculated. The required power is then compared to instantly available CP of the subject. Total CP around the subject on energy grid or connected device / user grid is checked. CP power which can be borrowed is calculated based on energy grid availability and predictive usage level of other subjects or nodes within the grid. Allocation of additional CP is provided by required encryption for token time / specified time.

[0052] Another preferred embodiment of the invention, borrowing action can be monetized by CP power allocation at given time span during execution and required computation power type can be selected as direct, iterative, asics, gpu, quantum-based modeling and distribution. If time span will be exceeded, CP check will be done, and allocation will be extended by substitution of several grid nodes by new available nodes if existing nodes declares non-availability. In another embodiment of the invention, N number of product, with M number of usage scenario, with P and T number of scene and ambient effect are assessed and correlated to Search and Interest history of a group of individuals including music, NFT, cookies, profile interest within the dynamic database where target product is selected, a prompt is being created and corresponding scenario and scene has been selected to target group of individuals. Subsequent to this selection best fit video frames are being selected. Personal avatar of choice or exact match of people is inserted into master video via vid2vid and LLM usage.

[0053] The protection scope of the invention is specified in the claims and cannot be limited to the description made for illustrative purposes in this brief and detailed description. It is clear that a person skilled in the art can present similar embodiments in the light of the above descriptions without departing from the main theme of the invention.

[0054] BRIEF DESCRIPTION OF DRAWINGS

[0055] Figure 1 provides a flowchart describing the operation of the invention.

[0056] Figure 2 provides a flowchart describing the creation of the environmental scenario during the operation of the invention.

[0057] Figure 3 provides a flowchart blockchain interface scene generation for product placing / commercial selection.

[0058] Figure 4A, 4B and 4C provides a drawing related to an example football match scenario for the operation of the method.

[0059] Figure 5 provides schematics of usage method of the invention by Vid2Vid and text to video models application and personalization methodology of the LLM database in combination with anonymous identity grouping for set of subject / people.

[0060] Figure 6A and 6B shows a commercial implementation of the invention where the grouping of people or / and personalization can be performed. City grid can be adjusted- corresponded with the personalization of commercials.

[0061] The drawings do not necessarily need to be scaled and some details that are not necessary to understand the present invention may have been omitted. In addition, elements that are at least largely identical or at least largely have identical functions are indicated with the same number.

[0062] DETAILED DESCRIPTION OF THE INVENTION

[0063] In this detailed description, the invention personalized education / information / activity method for individuals that suitable in a computer-supported environment is described by means of examples only for clarifying the subject matter such that no limiting effect is created.

[0064] The invention relates a computer implemented method and a system that enables the operation of this method. In alternative embodiments, this method can work with classical computer / audio-visual device and quantum machine related system. The method enables the provision of educational / informative / application sessions to at least one individual user using at least one virtual reality / augmented reality environment.

[0065] The invention relates a computer-implemented method that provides personalized services in a virtual environment to at least one individual through the use at least one databases, enabling the improvement of the individual's personal characteristics that achieved by offering personalized education, information, and activity services to the individual, and the method has in relation with a server system which containing at least one database with a personal data such as emotions, character, behavior, religiousness characterized by; providing personalized and accurate results to the individual in the mentioned virtual environment based on the person's preferences and behavioral data; and operated under at least one controller on the mentioned server; to providing a virtual environment to the individual in the scenario where the person communicates with the server in question in VR / AR; generating semantic data, including web search history on the user's internet- connected devices during at least one session, music history on at least one music platform, travel history, and data generated from owned NFTs a. Preparation of at least one scene environment using semantic word structures or visual inputs; b. Identification of object / person components in this scene and definition of the environment; c. Transferring these features onto the physics engine and preparing them for scenario creation for semantic event patterns; d. Creating at least one interface agent that responds vocally and / or in writing to the defined user on the mentioned server system, controlled by at least one artificial intelligence module based on the user's data; e. Analyzing the user's preferences with at least one learning algorithm running on the server, creating a user profile, and f. Creating an artificial intelligence-supported query environment running on the mentioned server or a system communicating with the server to facilitate the dialogue between the mentioned interface agent and the user. g. Creating a semantic I text-based analysis of listened music tracks, commercials, videos. Creating reports of the tracks, lyrics and video subtitles, watched scenarios then selecting the keywords, creating most related prompts to the reports and keywords. Utilizing those prompts and keywords to create most related commercials via Al assisted both semantic marketing mottos or generative visuals of the products compatible for those keywords. h. Creating an evaluation process of Al assisted semantic / logical correlation of owned NFTs, listened music, watched videos, preferences, past purchases, searches of the multiple users / individuals at a given geomap area within a variable and definite radius to address maximum number of subjects with similar priorities and preferences or same social group in order to create and capture multiple users and subjects at a given limited time.

[0066] In a preferred embodiment of the invention, in addition to the mentioned process steps, it is possible to provide users with a personal therapy service alongside an instructor, which contributes to the improvement of individuals' social characters.

[0067] The method and the system on which the mentioned method operates work on at least one computer system. In this context, the system communicates over a network with a server system that includes at least one database, either wired or wireless. It is integrated with at least one audio-visual device on the user's side. In a preferred embodiment of the invention, required computing power for the query can be borrowed from cloud grid in exchange of tokens.

[0068] In a preferred embodiment of the invention, LLM based analysis of individuals based on their music, NFT, shopping preferences as given in “h” can be shared with city or internet grid to select most appropriate commercial.

[0069] In a preferred embodiment of the invention, LLM based analysis of individuals based on their music, NFT, shopping preferences as given in “h” can be used to alter commercials installed on city streets, on vehicles and on stores.

[0070] In a preferred embodiment of the invention, required computing network can be established via quantum computing capability either by virtual or physical calculation node. By this definition, each cloud-based computing node, on board CPU, GPU can be directed to subtask to form a Al based algorithm or / and neural network or calculation network to meet required calculation power.

[0071] The system within the scope of the invention interacts with at least one database. This database includes personal data which defines such as emotions, character, and behavior information, as well as personal information like name, gender, occupation, religion. It may include at least one database that stores religious information related to a religion. Each of these databases is created for each individual / user and stored in an encrypted form.

[0072] Figure 1 provides a flowchart illustrating the determination of the scene / environment to be presented to the user within the scope of the invention. The method includes the independent consideration of specific main scenes and moments or events and their semantic and / or visual integration within the framework of the user's preferences and / or the scenario / guidance determined by the guide (psychologist or religious figure). The integration process is carried out for each situation with a physics engine, a semantic analysis engine, an artificial intelligence-supported semantic pattern generation method and a scenario flowchart.

[0073] The determination of the scene to be presented to the user in AR / VR begins with the identification of the subject matter. For example, the subject matter could be a mosque, church, synagogue, temple, soccer, nature, etc. Once the subject is identified, data is retrieved from the database. Subsequently, attributes are assigned and the system calculates the RAM and Flops that the system will use based on the subject and the user's data. After that, the Physics Engine is runs according to the available hardware infrastructure.

[0074] In the preferred embodiment of the invention, the prepared scene / environment is created using semantic word strings. In an alternative configuration, it is possible to prepare the scene environment visually using a given input such as in the form of an image or video.

[0075] The invention involves identifying object components within a scene and its environment. Subsequently, if necessary, it includes the approval and registration of individuals and objects through queries. The characteristics of objects and individuals can be retrieved from a database when necessary (for example, in a soccer scenario, physical activity characteristics, geometric characteristics in environmental conditions, response characteristics of surfaces / environment in conditions such as rain or snow, etc.). The method is carried out in four main phases in the preferred embodiment of the invention. In the first phase, Generative Adversarial Networks are created along with previously recorded or online-accessible stage data, which are video / photo-derived data. In this context, determining the stage involves analyzing an image or video stream using noise or initial data. Additionally, object recognition and classification are performed. The movements (motion) of the detected objects within the scope of the invention's (falling, colliding, sliding, rotating, and other physical interactions) are calculated by physics engine. In the preferred embodiment of the invention, this calculation is performed using the YOLO Type Detection algorithm.

[0076] In the preferred embodiment of the invention, a generative model is used in the first phase to enhance the quality and realism of the created scene. Specifically, it is used to generate faces, portraits, and other visual content. In this context, the Style GAN algorithm is employed in the preferred embodiment. Optionally, the enhanced model, Style GAN2 algorithm, can also be used.

[0077] In the second phase of the invention, the creation of a new scenario is facilitated based on the environment. The scenario is generated using at least one artificial intelligence algorithm. Preferably, at least one of the following algorithms can be used: GPT, Style GAN, Neural Style Models, Cycle GAN. In a preferred structure of the invention, the GPT algorithm is used, and the text obtained from the GPT algorithm is combined with images. This allows for the combination of textual expressions from the GPT algorithm with images generated from the Style GAN algorithm.

[0078] In the third phase of the invention, a correlation is established between the obtained text / image combination data and the physics engines of new scenarios. The third phase and the second phase iterate continuously in a loop. This allows for the continuous change of scenarios within the scene.

[0079] After scenes or events are detected, alternative events can be simulated using intuitive models, fuzzy logic algorithms, discrete event analysis models, or various probability simulation engines in conjunction with physics engines. In the fourth phase of the invention, updated physics engine outputs of the new scenarios are compiled with detected objects to create the output. The output can be presented to the user through at least one audio-visual device / system in augmented reality (AR) or virtual reality (VR).

[0080] In a preferred embodiment of the invention, a virtual environment is accompanied by an interface agent to assist the user. The interface agent works in conjunction with the GPT algorithm and provides services related to preprocessed user data. These services can be visual and auditory, as well as other sensory inputs like temperature and scent control.

[0081] In a preferred embodiment of the invention, scent is released into the augmented reality (AR) environment using a scent generator unit. In an alternative configuration, the scent generator can use chemical cartridges, or it can release encapsulated molecules into the environment through at least one mechanism using microencapsulation techniques.

[0082] In a preferred embodiment of the invention, the temperature in the augmented reality (AR) system can be controlled through an HVAC (Heating, Ventilation, and Air Conditioning) unit. In an alternative configuration, the system includes a tactile feedback system. In this setup, the system incorporates an infrared sensor unit that scans the user's body to monitor body temperature, allowing for temperature control based on the user's body temperature.

[0083] In a preferred embodiment of the invention, scenes from past events or situations (for example, a soccer or sports match) and key moments within those scenes can be reimagined with alternatives using artificial intelligence algorithms. This is achieved by extracting information from a defined database that can include details about the involved players, environmental conditions, and how their effects are transferred to the physics engine. This allows for advancing the scene flow and exploring alternative scenarios.

[0084] Within the scope of the invention, an interface agent is created that responds to the defined user with voice and / or written responses on the server system, controlled by at least one artificial intelligence module and the user's preferences are analyzed to create a user profile with at least one learning algorithm running on the mentioned server. In order to facilitate the dialogue between the mentioned interface agent and the user and to present personalized predefined objects and scenes to the user within the main scenario with at least one artificial intelligence-supported query environment that created on the mentioned server or in a system that communicating with the server. The aim here is to identify soothing elements within the virtual environment presented to the individual and provide them to enhance their comfort. For example, in a scenario related to meadows, such as placing a cedar tree over the dry grass, which the individual prefers among the objects. In this context, product placement and advertising presentations personalized to the individual can be carried out. The data used for this includes the user's web search history on internet-connected devices collected over at least one session, music history on at least one music platform, travel history, and a data set that created with their owned NFTs.

[0085] The scenario is created by transferring the collected data onto a physics engine controlled by at least one controller and determining user-specific metric parameters during the creation of a semantic event pattern and / or character analysis with the generated semantic data. For example, in a scenario related to football, metric parameters related to player characteristics are loaded. In an alternative example, a scenario can be created by conducting a character analysis of the individual for the provision of religious services as an alternative scenario.

[0086] Within the scope of the invention, a personalized virtual environment, personal data, and optional preferences are continuously stored in at least one storage unit over time. At time t+1 , data from time is continuously retained. The storage process can utilize blockchain identity, or alternative methods can be usable.

[0087] Figure 4A, 4B and 4C provides a drawing related to an example football match scenario for the operation of the method is provided. The operation of the method; • Scene Selection I Detection by Conditions - presetting

[0088] • Capturing Detected Scene Components I Intervening objects o by YOLO type or in another embodiment of the invention may be use similar model of object detection models

[0089] Components may be such as individuals, action types, terrain, venue, weather conditions, audience, road and lanes, pitch etc...

[0090] Background and Foreground information may be keeping players or Street, forest, plains, cars.

[0091] • Subsequent to detection physics engines o as well as heuristic, fuzzy logic, Discrete engine or probability simulation engines in order to simulate alternative events.

[0092] Initial scene has been obtained; semantic definition has been generated. BigGAN and GPT type model has been used to create alternative scenarios.

[0093] Subsequent to Detection, pre-determined attributes type for each detected objects have been searched with in “n” number of LLM based dataset

[0094] • GPU or CPU allocation either physically or virtually has been done to LLM activation.

[0095] LLM Correlation as per detection has been done and objects have been verified for each instance for specific LLM-dataset that has been activated.

[0096] • Information has been divided and distributed to multiple core CPU and GPU to call-in related physics engines.

[0097] • ML models for each specific LLM type (for each instance) have been linked or assigned to physic engines

[0098] • assign attributes to players or individuals.

[0099] Physics engines and Discrete or heuristic engines have been assigned and linked to LLM dataset and Machine Learning model to successfully provide alternative instance.

[0100] • Player attributes I Object attributes have been recalled and assigned to engines and LLM learning models. • Semantic Scenario input or prompt of alternative instance has been processed.

[0101] • Calculation has been started to provide multiple individual instances in “t” time frame as multiple steps of the scenario.

[0102] • Parallelization and serial tracking of instance progress has been registered.

[0103] Attributes allocated / moves and action types, interactions have been identified in each instance.

[0104] • Environmental variables have been defined and iterated in each progress step

[0105] • Collision detection - interactions have been iterated.

[0106] RAM, CPU and TFLOPS requirements have been calculated prior and at each steps. Allocation of computation power has been done to virtual cores, dot points, asics or shader cores of hardware and software.

[0107] Multiple scenes and instance have been obtained by GAN type or similar engines.

[0108] Along “t” time frame and multiple step process flow, each instance has been stacked and Style GAN, Cycle GAN, Al models, Neural Style models or similar models have been used to process each instance to provide continuous generated video output of alternative scenario.

[0109] Different instance will be detected, evaluated, processed, generated and converted to multiple flowing frames via rendering or Al powered engines which turns images to videos.

[0110] In another embodiment of the invention, as shown in Figure 6A and 6B, semantic / NFT / GAN based analysis of user preferences beforementioned in the other embodiments, the commercials and preference management are correlated and matched then the generated commercials for a target group of individuals are transferred / projected to available city grid or possible distribution means of commercials such devices, billboards and similar devices which can dynamically change the content based on the change of group of people profile.

[0111] In another embodiment of the invention, analysis of preferences of individual or group of individual are transformed into text prompts where those text prompts can be turned into suggestion posts for purchasing goods, preparing food recipes that this particular group of individuals or individual choose groceries to purchases or restaurant to dine in based on the beforementioned database related content generation. In another embodiment of the invention, the text prompts can be used to create infographic content which illustrates meal preparation steps and required equipment and goods via specific prompts such as “knolling” prompt or “step by step flowchart” or “ [value] number major step by step visualization of [food name] preparation” and “grocery list for [food name] preparation.

Claims

CLAIMS1 . A computer-implemented method that provides personalized services in a virtual environment to at least one individual through the use at least one databases, enabling the improvement of the individual's personal characteristics that achieved by offering personalized education, information, and activity services to the individual, and the method has in relation with a server system which containing at least one database with a personal data such as emotions, character, behavior, religiousness characterized by; providing personalized and accurate results to the individual in the mentioned virtual environment based on the person's preferences and behavioral data; and operated under at least one controller on the mentioned server; to providing a virtual environment to the individual in the scenario where the person communicates with the server with a VR / AR; i. Preparation of at least one scene environment using semantic word structures or visual inputs; j. Identification of object / person components in this scene and definition of the environment; k. Transferring these features onto the physics engine and preparing them for scenario creation for semantic event patterns; l. Creating at least one interface agent that responds vocally and / or in writing to the defined user on the mentioned server system, controlled by at least one artificial intelligence module based on the user's data; m. Analyzing the user's preferences with at least one learning algorithm running on the server, creating a user profile, and n. Creating an artificial intelligence-supported query environment running on the mentioned server or a system communicating with the server to facilitate the dialogue between the mentioned interface agent and the user.

2. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by determining userspecific metric parameters and / or conducting character analysis with the generated semantic data during the transfer to a physics engine that operatedunder at least one controller, and the creation of a scenario for semantic event patterns.

3. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by generating alternative scenarios through semantic definition using models such as BigGAN and / or GPT after the preparation of the scene environment.

4. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by presenting alternative events to the user using intuitive models, fuzzy logic algorithms, discrete event analysis models, or probability simulation engines in conjunction with physics engines after the detection of a scene or event.

5. A method for offering personalized education, information, and activity services to the individual according to any of the above claims; characterized by the continuous storage over time in at least one storage unit of a personalized virtual environment, personal data, and optional choices specific to the individual.

6. A method for offering personalized education, information, and activity services to the individual according to the claim 5; characterized by presenting storage process being generatively stored in a blockchain identity.

7. A method for offering personalized education, information, and activity services to the individual according to the claim 6; characterized by presenting storage process being generatively stored in a NFT infrastructure.

8. A method for offering personalized education, information, and activity services to the individual according to any of the above claims; characterized by providing services to individuals in a metaverse-based virtual environment through at least one interface agent.

9. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by creating the userprofile by comparing with a predefined database based on the individual's preferences.

10. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by the creation of a user profile with artificial intelligence support based on the behavioral / preferential activities of the individual in the virtual environment.

11. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by establishing bidirectional visual / auditory communication with the individual / user through the Al Sparse Learning algorithm.

12. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by establishing bidirectional visual / auditory communication with the individual / user through the Chatbot algorithm.

13. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; comprises an adjustable voice and a virtual interface agent presented to the user.

14. A method for offering personalized education, information, and activity services to the individual according to the claim 13; comprises an interface agent presented to the user as a hologram.

15. A method for offering personalized education, information, and activity services to the individual according to the claim 1 , characterized by the preparation of the scene environment through image or video input.

16. A method for offering personalized education, information, and activity services to the individual according to the claim 1 , characterized by the recording and verification control of individuals and objects.

17. A method for offering personalized education, information, and activity services to the individual according to the claim 1 ; characterized by comprising an interface agent that operates on the GPT infrastructure and engages in a dialogue with the user.

18. A method for offering personalized education, information, and activity services to the individual according to any of the above claims; characterized by the continuity achieved through the binding execution of algorithms such as YOLO- StyleGAN-Neural Style Transfer-GPT-Cycle GAN, which continues the semantic scenario pattern after the definition of the environment or scene with the physics engine, this continuity involves retrieving the characteristics of defined entities from the database based on detected features in the environment (via pre-visual input) or semantically entered GPT word sequences / request sequences; and the interaction is advanced on a logical / physical basis through the activation of the physics engine.

19. A method for offering personalized education, information, and activity services to the individual according to claim 18; characterized by meeting the computational requirements, especially when making propositions and advancing the mentioned patterns in the context of combined and continued plural scenes, through distributed computing using at least one of the built-in GPU, ASIC, CPU, Atom-based calculators, and quantum dot-based computational infrastructure.

20. A method for offering personalized education, information, and activity services to the individual according to claim 18; characterized by leveraging parallelization to distribute and fulfill computational tasks from partner devices or nodes registered in 5G, present in the system, and possessing available computing power.

21. A method for offering personalized education, information, and activity services to the individual according to claim 1 ; comprises an interface agent that exhibits virtual behavior based on either the defined motion and behavior information in the database or directly on user personal data in conjunction with this information.

22. A method for offering personalized education, information, and activity services to the individual according to claim 1 ; characterized by storing sacred scriptures and religious ritual information in at least one database on the server system and enabling the interface agent, through at least one query engine, to be directed according to user requests without exceeding the limitations in the database.

23. A method for offering personalized education, information, and activity services to the individual according to claim 22; characterized by creating most related prompts to the reports and keywords.

24. A method for offering personalized education, information, and activity services to the individual according to any above claims; characterized by creating most related prompts to the reports and keywords from mentioned generated semantic data / text-based analysis, including web search history on the user's internet- connected devices during at least one session, listened music track history on at least one music platform, commercials, videos and creating reports of the tracks, lyrics and video subtitles, watched scenarios then selecting the keywords, travel history, and data generated from owned NFTs.

25. A method for offering personalized education, information, and activity services to the individual according to claim 24; characterized by utilizing mentioned prompts and keywords to create most related commercials via Al assisted both semantic marketing mottos or generative visuals of the products compatible for those keywords.

26. A method for offering personalized education, information, and activity services to the individual according to claim 24; characterized by creating an evaluation process of Al assisted semantic / logical correlation of owned NFTs, listened music, watched videos, preferences, past purchases, searches of the multiple users / individuals at a given geomap area within a variable and definite radius to address maximum number of subjects with similar priorities and preferences or same social group in order to create and capture multiple users and subjects at a given limited time.

Citation Information

Patent Citations

  • Virtual training system and method based on virtual agent interaction

    CN109298779A

  • Simulation role-based information interaction method and device and storage medium

    CN117560340A

  • Uninterrupted VR experience during customer and virtual agent interaction

    US11799920B1

  • Augmented reality personalization

    US20130147837A1

  • Virtual And Augmented Reality Personalized and Customized Fitness Training Activity or Game, Methods, Devices, and Systems

    US20230244304A1