Real-Time Personalized Game System with Voice-Based Well-Being Monitoring
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current systems for conducting and playing games, such as lottery games, lack the ability to dynamically generate personalized game data in real-time based on user-specific parameters and effectively manage large numbers of input devices, while also failing to assess user well-being conditions for responsible gaming practices.
Innovation Solution
A computer system comprising a server, database, and multiple input devices connected through a network, which generates personalized game data using user-identified parameters like meteorological, sports, and financial statistics, and assesses user well-being through voice characteristics to manage game inputs and outputs in real-time, terminating games if conditions like tiredness or anxiety are detected.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If personalized game data is generated in real-time based on user-specific parameters, then user experience and game personalization are improved, but system complexity and data processing requirements increase
Solution Approach 1:
The system segments game data generation into multiple independent modules: user parameter collection module, data source identification module, game data generation module, and outcome determination module. Each module handles specific tasks independently, reducing overall system complexity while enabling personalized game experiences through coordinated operation of these segmented components.
Solution Approach 2:
The server system is designed with multi-functional capabilities to handle diverse data sources (meteorological, sports, financial statistics), multiple game types (lottery, casino, betting games), and various user parameters simultaneously. This universal architecture allows a single system to personalize games across different domains without requiring separate specialized systems for each game type.
2Quantity of substance
If large numbers of input devices are managed in real-time, then system capability and user coverage are improved, but management complexity and processing load increase
Solution Approach 1:
The system introduces a network infrastructure as an intermediary layer between the server and thousands of input devices. This network mediator handles device registration, data transmission routing, and communication protocols, allowing the server to manage large numbers of devices without direct complex interactions with each individual device, thereby reducing management complexity.
Solution Approach 2:
The system uses portable computing devices (smartphones, tablets) as copies or proxies for traditional input devices. These portable devices can represent multiple physical input locations and users, allowing the system to effectively manage a large number of input points through a smaller number of portable device connections, reducing the actual number of direct device-management relationships required.
3Reliability
If user well-being conditions are assessed through voice characteristics, then responsible gaming practices are improved, but measurement complexity and privacy requirements increase
Solution Approach 1:
The system replaces complex psychological and physiological assessment mechanisms with voice characteristic analysis. Instead of requiring direct measurement of user mental state or physiological conditions, the system uses acoustic properties of voice (tone, pitch, speech patterns) as proxies for well-being assessment, simplifying the detection and measurement process while maintaining reliability for responsible gaming purposes.
Solution Approach 2:
Voice characteristics serve as an intermediary between the user's internal well-being state and the system's assessment capabilities. The voice acts as a measurable proxy that translates complex psychological and physiological states into analyzable acoustic signals, reducing the difficulty of directly measuring user well-being conditions while preserving assessment reliability.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enables dynamic, real-time generation and management of personalized games, ensuring responsible gaming practices by monitoring user well-being and adjusting gameplay accordingly, enhancing user experience and safety.
Implementation Method 1
an intensity of at least one waveform is calculated based, at least in part, on (1) a periodic vibration of vocal folds of the at least one user
Implementation Method 2
an aperiodic sound produced by turbulence at a constriction in a vocal tract of the at least one user
Data Source
AI summary
In some embodiments, the instant invention provides for a computer system that includes at least one server and software stored on a computer readable medium accessible by the at least one server; at least one database accessible by the at least one server and is configured to store the game data of the at least one personalized game; a plurality of specifically programmed input devices, where the at least one server, the at least one database and the plurality of specifically programmed input devices are connected through a computer network; where the plurality of specifically programmed input devices are at least a thousand of specifically programmed input devices; and where the at least one server is configured to manage, in real-time, the at least a thousand of specifically programmed input devices.


