Virtual Companion Sidekick for Special Needs Skill Training

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Solution Overview

Problem

Individuals with special needs, such as those with autism, face difficulties in social interaction and communication, and existing virtual companions lack the capability to effectively teach life skills like emotional and physical regulation, social skills, and interpersonal communication.

Innovation Solution

A system that utilizes a computer-generated virtual companion, referred to as a Sidekick, which can be guided by a Coach to interact with the individual, providing personalized assistance and learning experiences through scripted segments and data items, allowing for both automated and guided interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a computer-generated virtual companion is used to assist individuals with special needs, then ease of communication is improved, but functionality to teach life skills is insufficient

Engineering Contradiction:
Improveease of communicationVSAvoidfunctionality to teach life skills
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The virtual companion system is designed to perform multiple functions beyond simple communication. It integrates social interaction capabilities with educational functionality to teach life skills such as emotional regulation, physical regulation, social skills, and interpersonal communication. The system can adapt its interactions to provide both conversational support and structured learning experiences, making it versatile enough to address both communication needs and skill development requirements.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If a virtual companion provides personalized assistance through guided interactions, then skill development is improved, but system complexity increases

Engineering Contradiction:
Improvepersonalized assistanceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The virtual companion system is divided into distinct functional modules including scripted segments for different life skills (emotional regulation, physical regulation, social skills, interpersonal communication), data item repositories for personalized information, and interaction management components. This segmentation allows the system to provide personalized assistance through modular, manageable components rather than a monolithic complex structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system uses pre-scripted segments and prepared data items that contain planned interactions and learning content. These preliminary preparations allow the virtual companion to deliver personalized assistance without requiring complex real-time decision-making, reducing system complexity while maintaining adaptability.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9792825B1Triggering a session with a virtual companion
Publication Date: 2017.10.17 THE AFFINITY PROJECT
  • US9792825B1 patent drawing
  • US9792825B1 patent drawing
  • US9792825B1 patent drawing

AI summary

A user of a device may interact with a character presented by the device. A session between the user and the character may be started by a user, may be triggered by an event, or may be started in other ways. The user of the of the device may be associated with one or more trigger events. Information about the trigger events may be obtained and processed to determine when a trigger event has occurred. When a trigger event has occurred, a session may be started on the device with the character. A segment may be selected to be presented during the session, and an interaction corresponding to the segment may be presented by the character to the user. For example, the character may speak a phrase using a text-to-speech voice.