WO2015067534A1 - A mood handling and sharing method and a respective system - Google Patents

A mood handling and sharing method and a respective system Download PDF

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Publication number
WO2015067534A1
WO2015067534A1 PCT/EP2014/073438 EP2014073438W WO2015067534A1 WO 2015067534 A1 WO2015067534 A1 WO 2015067534A1 EP 2014073438 W EP2014073438 W EP 2014073438W WO 2015067534 A1 WO2015067534 A1 WO 2015067534A1
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Prior art keywords
mood
person
moods
data
emotions
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PCT/EP2014/073438
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French (fr)
Inventor
Danny VOSSEN
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Thomson Licensing
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Publication of WO2015067534A1 publication Critical patent/WO2015067534A1/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
    • A61B5/165Evaluating the state of mind, e.g. depression, anxiety
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/002Specific input/output arrangements not covered by G06F3/01 - G06F3/16
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/0002Remote monitoring of patients using telemetry, e.g. transmission of vital signals via a communication network
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/74Details of notification to user or communication with user or patient ; user input means
    • A61B5/7475User input or interface means, e.g. keyboard, pointing device, joystick
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/01Indexing scheme relating to G06F3/01
    • G06F2203/011Emotion or mood input determined on the basis of sensed human body parameters such as pulse, heart rate or beat, temperature of skin, facial expressions, iris, voice pitch, brain activity patterns

Definitions

  • US 2011/0225043 discloses methods and systems being provided for emotional targeting of online users, including targeting of advertisements and content.
  • the method for capturing moods and for processing of captured mood data comprises the steps of capturing moods and/or emotions of a person or a user by using a mood capture device and/or a user interface for
  • Fig. 2 a preferred embodiment of the Mood Handling
  • FaceBook is a network site that is based on who a person knows.
  • interest based network sites like ⁇ foodspotting . com' , that can connect people that don't know each other but share a same interest. This can be extended to people that have a same mood, and as such, this is a more adaptive way of social networking and represents a snapshot in time.
  • FIG. 2 A preferred embodiment of a functional architecture of the MHS is illustrated in figure 2. All starts with a person P and his actual mood. The mood is derived from available data on this person by means of a multitude of mood capture devices 2. This data is either captured by sensors or similar devices: Heartbeat, transpiration level,...; automated by connected devices in the

Abstract

A mood handling and sharing method and a mood based system,comprising at least one mood capture device (2) for capturing moods and/or emotions (1) of a person and/or a user interface for inputting moods and/or emotions (1) of the person,a data processor (3) for analyzing the data received from the mood capture device (2) and/or the user interface and for storing the analyzed data in a data base(4), and a feedback mechanism (8) for providing mood enhancing or mood

Description

A MOOD HANDLING AND SHARING METHOD AND A RESPECTIVE
SYSTEM
FIELD OF THE INVENTION
The present invention relates to a method and a system for capturing moods or emotions, and for processing of captured mood data. BACKGROUND OF THE INVENTION
Today, social networking sites have limited
functionalities to use the moods of people connected to them. People have to explicitly post it on social network sites, e.g. Facebook, or they can indicate when they like a certain post, picture or comment, for example by using a "I Like" thumbs-up symbol.
US 2013/0268530 discloses a computer implemented method and system generating deportment and comportment
cohorts. Digital sensor data comprises event metadata and describes a set of events associated with an
individual. Descriptive data about the individual is retrieved by data mining a combination of online sources and off-line sources. A set of conduct analysis models is selected based on event metadata and available description data. The event metadata and the description data are analyzed in the set of conduct analysis models to form a deportment and comportment cohort. WO 2011/153318 discloses a method and a system for monitoring and sharing emotion-related data from one or more persons connected via the internet. An emotion monitoring device (EMD) measures physiological signals obtained from biosensors and computes emotion states relating to emotional arousal and valence. The EMD communicates the emotion data to an internet server via a wireless network. The internet server transmits the emotion data to other persons equipped with an EMD.
US 2011/0225043 discloses methods and systems being provided for emotional targeting of online users, including targeting of advertisements and content.
Techniques are provided in which, based at least in part on online user behavior, a user is classified into one of a set of emotional states. Advertisements or content are targeted to the user based on at least in part on an emotional state of the user, or a forecasted, predicted, or likely emotional state of the user at a particular time or during a particular period of time. US 2011/0124977 discloses a mood sensing and
communicating system including a biometric sensor to sense biometric information from a person. A computing device has a mood interpretive module that communicates with the biometric sensor to assign emotional mood state to sensed biometric information. The communication device communicates the assigned emotional mood state across internet to a website for posting on a web page.
US 2010/0235776 discloses a social network for affecting personal behavior. The psychological and behavioral progress of a registered user of the social network is maintained. The social network provides the registered user with friends who can track the user's progress and encourage the user by communications with the user. The method allows the user to send a communication from a pedometer to the application server to increase an amount of physical activity undertaken by the user.
SUMMARY OF THE INVENTION The system comprises at least one mood capture device for capturing moods and/or emotions of a person or a user, and/or a user interface for inputting moods and/or emotions of the person, a data processor for analyzing the data received from the mood capture device and/or the user interface and for storing the analyzed data in a data base, and a feedback mechanism providing mood enhancing or mood changing actions for the person. The feedback mechanism acts in particular on at least one of the mood capture devices and/or the user interface for changing or enhancing the person's mood.
In a preferred embodiment, the feedback mechanism includes a server application, e.g. a Mood builder, comprising a rules engine to cancel negative emotions and/or to generate and strengthen positive emotions of the person. The server application is advantageously adapted to receive rules being inputted by the person to determine how the server application shall react to a certain mood of the person. Mood data are transmitted as messages for example via HTTP, HTTPS, email messages or via a publish/subscribe mechanism to the data processor.
In a further aspect of the invention, the system
comprises a web site, called Moodbook, being a social networking site that is built around and upon moods of the person and related services.
In a further aspect of the invention, the system
comprises a commercial system, called Moodbuy, which is responsive to the mood data base and which provides a service that enables merchants and service providers to tailor communication and offerings towards the person. The method for capturing moods and for processing of captured mood data comprises the steps of capturing moods and/or emotions of a person or a user by using a mood capture device and/or a user interface for
inputting moods and/or emotions of the person, analyzing the data received from the device and/or the user interface, storing the analyzed data in a data base, and providing a feedback for mood enhancing or mood changing for the person.
The system recognizes and knows therefore the moods, emotional and physical states of a person and allows providing a feedback for mood enhancing or mood changing of the person. The system allows further personalizing services. In this concept, the system will capture these moods and states of the person and allows him therefore to share these with objects, so these can adapt their actions to the emotional state or physical condition of the person; with other people, so they can adapt their behaviors to the emotional state or physical condition of the person; and with service providers, so they can adapt their offering or communication towards the emotional state or physical condition of the person.
BRIEF DESCRIPTION OF THE DRAWINGS
Preferred embodiments of the invention are explained more detail below by way of example with reference to schematic drawings, which show:
Fig. 1 a Mood Handling System for capturing moods and emotional states of a person,
Fig. 2 a preferred embodiment of the Mood Handling
System of figure 1, and
Fig. 3 a method for capturing and processing moods and emotional states of a person.
Detailed Description of Preferred Embodiments In the following description, a mood handling system and a method for capturing moods and emotional states of a person, respectively a user of the mood handling system, are described. For purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the embodiments. It will be evident, however, to one skilled in the art that the present invention may be practiced without these
specific details.
An embodiment of the mood handling system (MHS) is schematically illustrated in figure 1. The MHS is a service that captures emotional states and moods of a user of the MHS, e.g. any person, and uses this to enhance the person' s life by offering mood changing experiences. Emotions and/or moods 1 are captured by aggregating available data on a person by means of at least one mood capture device 2, e.g. appliances, devices and/or sensors capturing behavioral patterns, and/or by using self-input via a user interface. These data as provided by the mood capture device 2 are analyzed and mapped by a data processor 3 and are stored in a dynamic personal mood data base 4, called here Moodbase. This Moodbase serves to populate a social networking site 5, called here Moodbook, and to interact with devices, other people, other people's devices and commercial services, which in turn have a positive impact on the mood of the person using the MHS. The Moodbook is for example a website that is built around moods and related services. Via a server application 8 providing a feedback function, called here Moodbuilder, feedback interventions can be provided for the mood data base 4: for example cancel negative emotions, and generate and strengthen positive emotions. The history of the person' s mood is stored in a mood history data base, named here Moodbe, not shown in figure 1, which is a virtual component of the person's life that is linked to his Moodbase and Moodbook, and serves as a 2nd life where emotions and moods play a central role. This can include a mood timeline, or even moods that are pushed into the virtual world where the person can relive his past experiences based on moods. Interactions with his devices, other people and
commercial service providers 7 can be done in the real world or in the virtual world: e.g. commercial messages or offerings in the virtual world would be less
intrusive than in the real world.
The Moodbuilder, server application 8, is the rules engine where the person can insert rules how he wants the service to react to a certain mood. The Moodbuilder can be integrated in his Moodbook / Moodbe, and provides in particular a positive feedback for the person.
A commercial system 9, here named Moodbuy, is a service that enables merchants and service providers of all kinds to tailor communication and offerings towards end- consumers based on their moods. Moodbe, also the
Moodbuilder, may be a part of a mood control server 6. Also the Moodbook may be included within the mood control server 6.
A more detailed description of some aspects of the Mood Handling System MHS is given below:
1. Capturing moods, emotions and physical states, by:
• Using a personal device as the mood capture device 2, that is worn on the body (like a smart watch) that captures body vitals and measures activity (heartbeat, transpiration level, brain activity, speed of movement, blood pressure, eye movement, body temperature, and so on, ...) . Based on this, certain physical and emotional states can be derived .
• A user interface in which a person can indicate
certain emotional and physical states (I am Happy, sad, tired, ...)
Personal devices and/or services that can detect
patterns or behavior, and communicate them, and as such associate a certain physical and emotional state. Some examples:
o A person has set his alarm clock at 6:00 but has pushed the Snooze button 7 times. He has difficulties getting out of bed. He might be tired, exhausted, or is not very excited about what he is going to do today.
o He has set his alarm clock at 5:00, his normal hour is 6:45. This indicates a typical behavior and might indicate there is something special today (leaving on holiday, business trip, he wants to arrive early in the office as he has a lot of work to do) , so this might indicate that he is excited or stressed, o He has multiple double bookings in his calendar application and his last booking ends at 21:30, which could indicate a certain stress-level during that day.
o ...
• A self-learning engine (nest concept) that refines his state as more info is captured.
· The idea here is that all available data generated are correlated to determine a person's moods, emotions and physical states.
2. User interface (devices) related to the mood issue • A physical user interface on a personal device, e.g. smartwatch, or tablet.
• A social network site, FaceBook alike, but designed around moods .
Note: FaceBook is a network site that is based on who a person knows. There are now also interest based network sites, like λ foodspotting . com' , that can connect people that don't know each other but share a same interest. This can be extended to people that have a same mood, and as such, this is a more adaptive way of social networking and represents a snapshot in time.
• A virtual user interface (2nd life kind of thing) where a person creates his avatar, his alter ego in the virtual world that learns who he is and adapts itself to what he does and how he feels. This character can pop-up on his devices like TV, tablet, smartphone, ... or will only be visible when the person visits the virtual world (2nd life) .
• A device in his home, fixed place (for example at the main entrance) that he can manipulate.
• A xmobile' device in his home, like a toy or
puppet, that communicates with him / talks to him.
• ... or any other kind of user interface that can be used to interact with the user and give visual, sensory or voice or other tone signals that can influence a mood or inform the person.
3. Sharing concept
• Objects
o The person shares with his electrical appliances how he started the day, so they can adapt. His coffee machine makes a stronger coffee in the morning if he needs to be energized, the light intensity and color adapts to his mood, his playlist adapts to his mood, ... (includes e.g. a link to Smart home devices and support) .
Persons
o The person shares his moods, via a social
network, with his friends and family so they can adapt their actions towards him. E.g. send him encouraging messages, pay him a visit, invite him for a quick lunch, propose to postpone the dinner appointment he has this evening, ...
o The person can use other social network
features like circles (if he feels down, he wants to be contacted or approached by people that are happy and positive, or maybe just the contrary, by people that are in the same state of mind and understand him) .
o People can approach the person in real life or can approach his virtual personality (avatar) and perform virtual actions to cheer him up (send him virtual flowers or postcards, or interact with their own virtual avatar) .
o The person can link with people in the street, e.g. via their personal device like a smart watch, by visually indicating (colored LEDs) or publishing his status / mood, and
soliciting an action from other Mood based network users. He can xbump' his devices (put them physically on each other and exchange data between them) and connect in the virtual world and/or on the social network site.
Commercial service providers/commercial companies 7 o The person can link several service providers to his mood based network, and let the mood sharer decide which services he / she wants to link to it, e.g.: NSP, ISP (network service provider, Internet service provider) : content recommendation .
Gaming and entertainment: Scenarios and game play are adapted to his mood.
Advertisers: The person can choose to get messages in the real world (e.g. on his smartphone, intrusive) or in the virtual world (less intrusive) . A content filter can be applied in the virtual world, based on settings or moods and/or emotional states.
Application developers: develop
applications that link to his mood.
Applications sold via another mood based network or promoted to his Avatar in virtual world.
Device manufacturers: let their device perform differently and have a different user experience based on his mood.
Retailers: if the person passes by their store and they can detect his mood and state of mind, they can personalize POS (Point of Sale) messaging and offerings. o The person stays in control to whom to share Moods and emotions (non exhaustive) :
Fear/afraid; happy/joy; sad; energized; excited;
bored/dull; in love/hart broken; leave me alone/I feel like meeting people - getting to know new people; agitated/stressed out; busy/relaxed; king of the world/on top of the world/I can handle
everything; optimistic/pessimistic (glass is half empty or half full) , romantic; erotically aroused; walking on eggs; need a break; I hate my life/love my life.
5. Physical states (non exhaustive) :
Tired; energized; busy/relaxed; erotically aroused; in pain; sleeping; walking; running; lying;
transpiring; thinking; listening; jumping; falling down . A preferred embodiment of a functional architecture of the MHS is illustrated in figure 2. All starts with a person P and his actual mood. The mood is derived from available data on this person by means of a multitude of mood capture devices 2. This data is either captured by sensors or similar devices: Heartbeat, transpiration level,...; automated by connected devices in the
environment of the person: Home appliances, connected devices, car; applications belonging to the person: apps on mobile phones, cloud apps like for instance an agenda; or entered via a user interface. The mood capture devices 2 can in fact also be any device in the home that senses actions not directly linked to the mood, like changing the morning alarm as explained above .
The mood capture results are entered into the person' s mood data base 4 on a server 14, called here Moodbase server, which includes for example also the data
processor 3.
The data in the Moodbase server 14 are used to:
• Update the person's social networking site 5:
Moodbook. The Moodbook can also be directly updated by the person himself. • Update the virtual mood on the Moodbook: the timeline, being integrated e.g. in a Moodbe server 10 including the mood history data base.
• Update the mood of his virtual avatar.
The MoodBook information and the Moodbe information can be read by other people and interested organizations. The Moodbe result can be used to interact with devices 11 in the home or neighborhood of the person, in
particular smart home devices acting on the mood as provided by the Moodbe server 10, e.g. the coffee machine as described above, a TV-set, and/or a car.
Other people can act upon the mood of the person P, sending him reactions. Based on such actions, and configuration rules, that enter a mood-rules-engine 12 included in the server application 8, called here a MoodBuilder server, mood influencing actions can be sent to the person P in order to change his mood. The mood- rules-engine 12 is in particular the rules engine where the person P can insert rules how he wants the service to react to a certain mood. The MoodBuilder server provides in particular a positive feedback 13 for one or several of the mood capture devices 2 and/or his user interfaces to cancel negative emotions and/or generate and strengthen positive emotions of the person P. The MoodBuilder server may provide also a positive feedback for one or several of smart home devices 11 to cancel negative emotions and/or generate and strengthen
positive emotions of the person P.
Also organizations can act upon the mood of the person P. They can act via the commercial system 9, MoodBuy, for offering products/services and communication
messages that the person P might need, based on his mood status . The servers for the MoodBook, MoodBe and MoodBuilder services can, but do not have to, be integrated in one Mood Control Server 6. This facilitates interactions amongst them. The mood control server 6 is located for example within a home network of the person P or on a cloud server 16, e.g. on an Internet server.
A preferred mood based handling and sharing method is depicted in figure 3:
• Actual mood capturing of a person or user is
provided via at least one mood capture device 2 and/or user interface and by aggregating and/or correlating all data coming from these devices, step 100.
• Store the mood captured results in a mood data base 4, e.g. MoodBase, step 110.
• Share mood statuses with at least one mood capture device 2, for instance via the Moodbe server 10 and the Moodbuilder 8, so it can adapt its behavior and interaction patterns with the person P, therefore providing a feedback for mood enhancing or mood changing for the person P, step 120.
• Share mood statuses with other people - MoodBook, step 130.
• Share mood statuses with commercial companies,
service providers, etc., step 140.
• Offer services and/or products based on the
persons' s moods - MoodBuy - to the person or user, step 150.
The mood capture results and the data of the mood data base 4 are analyzed in particular in the Moodbe server 10. The Moodbe server 10 provides also a virtual life based on the mood history data base and the actual mood of the person P. The server application 8 providing the MoodBuilder acts upon the person' s mood and provides a positive feedback for the person via the mood capture devices 2 and/or the user interface.
The invention solves therefore the need for a global and integral solution for providing more personalized experiences based on moods and emotions. Life
environment is informed of past and actual moods of persons; an improved interaction based on such moods is provided .
Also other embodiments of the invention may be utilized by one skilled in the art without departing from the scope of the present invention. The invention resides therefore in the claims herein after appended.

Claims

New Claims 1 - 16
(Shall replace all present claims)
System (MHS), comprising
at least one mood capture device (2) for capturing moods and/or emotions (1) of a person or a user, and/or a user interface for inputting moods and/or emotions (1) of the person,
a data processor (3) for analyzing the data received from the mood capture device (2) and/or the user interface and for storing the analyzed data in a data base (4), and
a feedback mechanism (8, 13) for providing mood enhancing or mood changing actions for the person .
The system of claim 1, wherein the feedback
mechanism (8, 13) includes a server application (8) comprising a rules engine (12) to cancel negative emotions and/or to generate and strengthen positive emotions of the person.
The system of claim 2, wherein the server
application (8) is adapted to receive rules being inputted by the person to determine how the server application (8) shall react to a certain mood of the person .
The system of claim 1, 2 or 3, wherein at least one of the mood capture devices (2) , one or several of smart home devices (11) and/or the user interface is responsive (13) to the feedback mechanism (8, 13).
The system of one of the preceding claims,
comprising a web site (5) being a social networking site that is built around and upon moods of the person and related services (9, 7) .
The system of one of the preceding claims,
comprising a commercial system (9), which is responsive to the mood data base (4) and which provides a service that enables merchants and/or service providers (7) to tailor communication and offerings towards the person.
The system of one of the preceding claims, wherein the device (2) is a watch, an alarm clock, a smart phone, a television set, a car or a toy comprising a sensor for capturing moods of the person.
The system of one of the preceding claims, wherein data provided and generated by the at least one mood capture device (2) and/or user interface and data as stored in the data base (4) are correlated to determine moods, emotions and physical states of the person .
The system of one of the preceding claims, wherein the system includes an electrical appliance, a music playback system, lights of a home or any other appliance or system adapting on the mood of the person, as detected by the system.
The system of one of the preceding claims, wherein the person stays in control to whom to share the moods or emotions (1) .
The system of one of the preceding claims, wherein the data processor (3) is a part of a home network and/or is arranged on an Internet server (16) . The system of one of the preceding claims, wherein mood data are transmitted as messages via HTTP, HTTPS, email messages or via a publish/subscribe mechanism to the data processor (3) .
Method for capturing moods and for processing of captured mood data, comprising the steps of
capturing moods and/or emotions (1) of a person or a user, by using a mood capture device (2) and/or a user interface for inputting moods and/or emotions (1) of the person (100),
analyzing the data received from the device (2) and/or the user interface and storing the analyzed data in a data base (4) (110), and
providing a feedback (8, 13) for mood
enhancing or mood changing of the person (112) .
The method of claim 13, comprising the step of providing the feedback (8, 13) by including a server application (8) comprising a rules engine (12) for canceling negative emotions and/or generating and strengthening positive emotions of the person.
The method of claim 13 or 14, wherein the mood capture device (2) and/or the user interface are responsive (13) to the feedback mechanism (6).
The method of claim 13, 14 or 15, wherein a server application (8) receives rules being inputted by the person to determine how the server application (8) shall react to a certain mood of the person.
PCT/EP2014/073438 2013-11-05 2014-10-31 A mood handling and sharing method and a respective system WO2015067534A1 (en)

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EP14305156 2014-02-05
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