Digital Character Wellbeing System Using Dynamic Activity Adjustment

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Solution Overview

Problem

Conventional virtual pet applications on electronic devices fail to maintain user engagement over time and do not consider the user's current state, leading to boredom and loss of interest once the virtual pet is fully grown, as they lack dynamic activities and personalized interactions.

Innovation Solution

A system and method using a digital character on an electronic device that performs activities derived from the PERMA model for wellbeing, with a wellbeing meter for both the user and the digital character, calculating activity success, and providing personalized questions and activity recommendations based on wellbeing indices to enhance user interaction and engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Duration of action of moving object

If conventional virtual pet applications focus only on growing and maintaining pet happiness, then the application provides entertainment initially, but the user gets bored quickly and loses interest once the virtual pet is fully grown

Engineering Contradiction:
Improveuser engagement durationVSAvoidactivity variety
Core Design Contradiction:
Duration of action of moving objectVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts activities based on the user's current state by calculating wellbeing indices across five dimensions (physical, psychological, social, financial, spiritual) and adapting the virtual pet's behavior and suggested activities accordingly, ensuring continuous engagement as the user grows and changes

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes multiple parameters simultaneously including wellbeing indices for both user and pet, activity types selected from five categories, and interaction modes based on calculated states, creating a dynamically evolving experience that prevents boredom and maintains long-term engagement

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If virtual pet applications use fixed activities and interactions, then the application is simple to operate, but they do not take into account the input of the present state of the user, leading to lack of personalization

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system continuously monitors user interactions and calculates wellbeing indices across five dimensions, using this feedback to adapt and personalize subsequent activities and interactions, creating a responsive system that evolves based on user state without requiring complex manual configuration

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system automatically calculates wellbeing indices, selects appropriate activities, and adjusts interactions based on user state without requiring explicit user programming, making the personalization process transparent and simple for the user while handling complexity internally

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11335451B2Method and system for improving wellbeing of a person using a digital character
Publication Date: 2022.05.17 TATA CONSULTANCY SERVICES LTD
  • US11335451B2 patent drawing
  • US11335451B2 patent drawing
  • US11335451B2 patent drawing

AI summary

Efforts have been made in the past to improve the wellbeing of a person. Various methods involve use of virtual pet character which can interact with the person. But these methods are mainly for entertainment purpose, people get bored quickly. Moreover, the present application doesn't take into the input of the present state of user. A method and system for improving wellbeing of person using a digital character such as virtual pet has been provided. The system maintains a wellbeing index for both the user and digital character. A set of activities are provided which is performed by the digital character and the user. Further, a response of the user is also captured depending on the current wellbeing index using a set of questionnaire. And a second set of activities are recommended based on the response to further improve the wellbeing index of the person.