U.S. patent application number 09/750610 was filed with the patent office on 2002-07-04 for interactive system for personal life patterns.
Invention is credited to Dowling, Jane N., Kobayashi, Tory T., Murgia, Paula J., Newman, Conrad R..
Application Number | 20020086271 09/750610 |
Document ID | / |
Family ID | 25018545 |
Filed Date | 2002-07-04 |
United States Patent
Application |
20020086271 |
Kind Code |
A1 |
Murgia, Paula J. ; et
al. |
July 4, 2002 |
Interactive system for personal life patterns
Abstract
A user-interactive behavioral modification system (10) includes
a base module (12) with an input (14) for a first set of personal
data (16). A feedback interface (18) provides feedback in response
to the first data set (16). A main database (22) maintains the
first data set (16). A main controller (24) generates a main output
signal (26) for causing feedback to the user (28) according to a
predetermined set of behavioral pattern rules (30). The feedback
interface (18) receives a feedback input signal (32) and includes a
display (34) for displaying an appearance of a character (36) based
on the first set of personal data (16) and in response to the
received input signal (32). The appearance of the character (36) is
controlled to encourage the user (28) to perform desired behavioral
responses according to the behavioral pattern rules (30).
Inventors: |
Murgia, Paula J.; (New York,
NY) ; Newman, Conrad R.; (New York, NY) ;
Dowling, Jane N.; (Brooklyn, NY) ; Kobayashi, Tory
T.; (New York, NY) |
Correspondence
Address: |
MARSTELLER & ASSOCIATES
P O BOX 803302
DALLAS
TX
75380-3302
US
|
Family ID: |
25018545 |
Appl. No.: |
09/750610 |
Filed: |
December 28, 2000 |
Current U.S.
Class: |
434/236 |
Current CPC
Class: |
G09B 5/06 20130101; G09B
19/00 20130101 |
Class at
Publication: |
434/236 |
International
Class: |
G09B 019/00 |
Claims
I claim:
1. A user-interactive behavioral modification system for modifying
undesired behavioral patterns comprising: an input means for
inputting a first set of personal data by a user into a base
module; the base module further including at least one feedback
interface means for providing a feedback input to the user in
response to the first set of personal data; a main database
component operative to maintain at least the first set of personal
data entered into the base module; a main controller unit
operatively coupled to at least the main database component for
generating a main output signal for causing feedback to the user
according to a predetermined set of behavioral pattern rules; the
feedback interface means receives a feedback input signal; the
feedback interface means further includes a display unit for
displaying an appearance of a character having different
appearances based on the first set of personal data and in response
to the input signal; whereby the appearance of the character is
controlled to encourage the user to perform desired behavioral
responses according to the behavioral pattern rules.
2. The system of claim 1 wherein the character is animated by a
processor means in the base module.
3. The system of claim 1 further including remote coupling means
for connecting the base module to a central module having the main
controller unit and database component.
4. The system of claim 3 wherein the coupling means utilizes a
wireless communications network.
5. The system of claim 1 wherein the base module further includes
base module memory means for maintaining in a storage device at
least a subset of information received from the main controller
unit, and a base module controller connected to the base module
memory and feedback means, and operative for receiving the output
signal from the main controller unit and further processing the
output signal; the feedback interface means responds to the output
from the base module controller.
6. The system of claim 1 wherein the main database component
maintains a database of at least the first set of personal data and
one or more previously stored sets of personal data.
7. The system of claim 1 wherein the feedback interface means
further includes an alert system for alerting the user to an
occurrence of an undesired behavioral pattern.
8. The system of claim 1 wherein the feedback interface means
further includes an alert system for alerting the user based on
previously stored sets of personal data maintained in the main
database component.
9. The system of claim 1 wherein the predetermined set of
behavioral pattern rules is selected to assist the user in reducing
incidence of undesired behaviors.
10. The system of claim 1 wherein the predetermined set of
behavioral pattern rules is selected to assist the user in
enforcing occurrences of desired behaviors.
11. The system of claim 1 wherein the feedback interface means
further includes an alert system for alerting the user based on
predetermined time events.
12. A method for modifying undesired behavioral patterns
comprising: inputting a first set of personal data representative
of a behavior by a user into an input means responsive to input of
a base module; the base module further including at least one
feedback interface means for providing a feedback input to the user
in response to the first set of personal data; maintaining at least
the first set of personal data entered into the base module in a
main database component; generating a main output signal for
causing feedback to the user according to a predetermined set of
behavioral pattern rules by a main controller unit operatively
coupled to at least the main database component; receiving a
feedback input signal in the feedback means; displaying an
appearance of a character having different appearances in a display
unit of the feedback means; the appearance of the character is
displayed in response to the feedback input signal; whereby the
appearance of the character is controlled to encourage the user to
perform desired behavioral responses according to the behavioral
pattern rules.
13. The method of claim 12 wherein the character is animated by a
processor means in the base module.
14. The method of claim 12 further including remote coupling means
for connecting the base module to a central module having the main
controller unit and database component.
15. The method of claim 14 wherein the coupling means utilizes a
wireless communications network.
16. The method of claim 12 wherein the base module further includes
base module memory means for maintaining in a storage device at
least a subset of information received from the main controller
unit, and a base module controller connected to the base module
memory and feedback means, and operative for receiving the output
signal from the main controller unit and further processing the
output signal; the feedback interface means responds to the output
from the base module controller.
17. The method of claim 12 wherein the main database component
maintains a database of at least the first set of personal data and
one or more previously stored sets of personal data.
18. The method of claim 12 wherein the feedback interface means
further includes an alert system for alerting the user to an
occurrence of an undesired behavioral pattern.
19. The system of claim 12 wherein the feedback interface means
further includes an alert system for alerting the user based on
previously stored sets of personal data maintained in the main
database component.
20. The system of claim 12 wherein the predetermined set of
behavioral pattern rules is selected to assist the user in reducing
incidence of undesired behaviors.
21. The system of claim 12 wherein the predetermined set of
behavioral pattern rules is selected to assist the user in
enforcing occurrences of desired behaviors.
22. The system of claim 12 wherein the feedback interface means
further includes an alert system for alerting the user based on
predetermined time events.
23. A user-interactive behavioral modification system for modifying
undesired behavioral patterns comprising: an input means for
inputting a first set of personal data by a user into a base
module; the base module further including at least one feedback
interface means for providing a feedback input to the user in
response to the first set of personal data; a main database
component operative to maintain at least the first set of personal
data entered into the base module; a main controller unit
operatively coupled to at least the main database component for
generating a main output signal for causing feedback to the user
according to a predetermined set of behavioral pattern rules; and
the feedback interface means receives a feedback input signal; the
feedback interface means generates a feedback output signal based
on the first set of personal data and in response to the feedback
input signal; whereby the feedback output signal is controlled to
encourage the user to perform desired behavioral responses
according to the behavioral pattern rules.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Technical Field
[0002] The invention relates to the field of interactive computer
systems, such as interactive Web sites on the Internet and handheld
wireless communication devices. In particular, the invention
relates to a system and method for promoting desirable user's
behavioral pattern in daily life by using distributed computer
network such as the Internet and wireless network.
[0003] 2. Background Art
[0004] Computer-aided life management tools such as
healthcare/lifestyle assistant software products/services are
known. Some of them utilize the Internet (in particular by
accessing World Wide Web) to dynamically update data at user's
computer. Uploading user progress and downloading expert advices
are possible.
[0005] Such products/services remains passive tools that much
depend on user's commitment to utilize them. In the days when
personal handheld wireless devices and embedded network appliances
are pervasive, are equipped with sophisticated computation power
and user interface, and capable of rich data communication through
the Internet, those computer-aided life management tools should
help users commit to improve their behaviors. Thus, much more
deeply engaging user interactions is needed in order to leverage
evolution of personal handheld wireless devices and embedded
network appliances in computer-aided life management
applications.
[0006] U.S. Pat. No. 5,833,466 to Borg discloses a device and
method for helping people modify their behavior patterns. However,
such a user-interactive device has not been used in the field of
remotely controlled devices for an apparatus for transmitting
information over a wireless communications network. There are
numerous reasons for this nonuse.
[0007] While the above-cited references introduce and disclose a
number of noteworthy advances and technological improvements within
the art, none completely fulfills the specific objectives achieved
by this invention.
[0008] Disclosure of Invention.
[0009] In accordance with the present invention, a user-interactive
behavioral modification system for modifying undesired behavioral
patterns includes a base module with an input means for inputting a
first set of personal data by a user into the base module. A
feedback interface provides feedback or operatively controls other
modules or devices in response to the first set of personal
data.
[0010] A main database component maintains the first set of
personal data entered into the base module. A main controller unit
generates a main output signal for causing feedback to the user
according to a predetermined set of behavioral pattern rules. The
feedback interface receives a feedback input signal and preferably
includes a display unit for displaying an appearance of a character
having different appearances based on the first set of personal
data and in response to the received input signal.
[0011] The appearance of the character is controlled to encourage
the user to perform desired behavioral responses according to the
behavioral pattern rules. Alternatively, the feedback interface
controls other devices such as a lock on a refrigerator or
cigarette-dispensing box to have an effect on the behavioral
pattern.
[0012] The present invention also solves the existing need by
providing a system for helping users commit to improve their
behaviors in daily life.
[0013] Furthermore, the present invention may provide an
interactive computer implemented system, such as a site on the
World Wide Web and wireless communication systems where simulated
figures interact with users so that users can form desirable
behavioral pattern in daily life. Each figure has unique
"personality" and appearances.
[0014] Hereinafter, for purpose of description of the invention the
term "character" will include appearances of figure, expression of
its personality. Character's behavior is driven by adaptive
algorithms that collects and analyzes user's daily life patterns.
By comparing user's actual life pattern with user's personal goal,
the algorithm will determine effective way to deeply interact with
user so that user will form desirable life patterns to achieve
personal goals.
[0015] A user may input a user profile to a remote server (a World
Wide Web site) to store in the database the user's personal
information (such as past and current behavioral patterns, goal and
desired rate of change), which the algorithm of characters
incorporates to give more personally tailored interaction with the
user. Hereinafter, the term "project" is understood as a consistent
series of activities that includes goal and start/end date.
[0016] The user also may optionally choose and download from the
server to the user's communication device (such as handheld
wireless devices, network appliances and personal computers) a
character with algorithm that is designed for specific type of
purpose such as decreasing smoking habit and sustaining desirable
exercise pattern.
[0017] The user will customize the downloaded character to set
finer personal preferences such as principle instructions of the
character and detail touch of character behavior. After deep
interactions with the user through a project engagement, the
character will learn and evolve to have unique algorithms. The user
will be able to save characters to exchange with other users or
employ it in another project later.
[0018] The character interacts with the user wherever possible, for
instance when the user is carrying handheld communication device on
the road or when user happens to be using a network appliances
(such as refrigerator) at home or at work. The character interacts
with the user whenever the user initiates interaction and also when
the algorithm determines crucial timings for prevention or
encouragement of the user's behaviors.
[0019] According to the present invention, the algorithm of the
character are adaptable to "memorize" the goal predetermined by the
user, and maintains a projected success path (linear or non-linear
curve) between start date and end date of the project period. The
user enters the actions to the system through one of the devices
that are registered at the server or the system automatically
retrieves user's plans and activities. The frequency of the actions
and degree (amount) of actions are tracked as a cumulative graph,
which is the path that the user actually takes. The deviation of
this user's path from the projected success path is monitored and
recorded by either the server or the character algorithm.
[0020] According to the present invention, the character may show
reaction when the user takes relevant actions. Depending on the
type of action and degree (amount) of the action, the character
encourages or discourages the user by simulating the user's current
conditions. Also, before the user takes a particular action, the
user can request a simulation of the action from the character,
which will help the user to follow the projected success path. When
the user does not take relevant actions for considerable length of
time, the character alert the user to take actions (if desirable)
or show gratification for not taking undesirable actions. The
character expresses different background mood by degrees of the
state of urgency and user's lack of response to engage life-like
interaction with the user. The character algorithm memorizes the
history of user's responses and grows to be unique personality so
that the user can reutilize the character in another project more
effectively and also the user can exchange the character with other
users as a unique entity.
[0021] These and other objects, advantages and features of this
invention will be apparent from the following description taken
with reference to the accompanying drawings, wherein is shown the
preferred embodiments of the invention.
BRIEF DESCRIPTION OF DRAWINGS
[0022] A more particular description of the invention briefly
summarized above is available from the exemplary embodiments
illustrated in the drawing and discussed in further detail below.
Through this reference, it can be seen how the above cited
features, as well as others that will become apparent, are obtained
and can be understood in detail. The drawings nevertheless
illustrate only typical, preferred embodiments of the invention and
are not to be considered limiting of its scope as the invention may
admit to other equally effective embodiments.
[0023] FIG. 1 is a block diagram illustrating a distributed network
environment according to one preferred embodiment of the
invention.
[0024] FIG. 2 is a diagram illustrating the elements of a simulated
character and their corresponding system units.
[0025] FIG. 3 is a chart illustrating relationship between the
projected success path and the user's actual path.
[0026] FIG. 4 is a chart illustrating impact of single user
action.
[0027] FIG. 5 is a diagram illustrating character behavior and
situational factors.
[0028] FIG. 6 is a schematic diagram showing the internetworking of
users utilizing the present invention.
[0029] FIG. 7 is a depiction of a character with three possible
appearances to give the user feedback for the present
invention.
[0030] FIG. 8 shows a base module of the present invention and
other controlled devices.
MODE(S) FOR CARRYING OUT THE INVENTION
[0031] So that the manner in which the above recited features,
advantages and objects of the present invention are attained can be
understood in detail, more particular description of the invention,
briefly summarized above, may be had by reference to the embodiment
thereof that is illustrated in the appended drawings. In all the
drawings, identical numbers represent the same elements.
[0032] A user-interactive behavioral modification system (10) for
modifying undesired behavioral patterns includes a base module (12)
with an input means (14) for inputting a first set of personal data
(16) by a user into the base module (12). A feedback interface (18)
provides feedback or operatively controls other modules or devices
(20) in response to the first set of personal data (16).
[0033] A main database component (22) maintains the first set of
personal data (16) entered into the base module (12). A main
controller unit (24) generates a main output signal (26) for
causing feedback (18) to the user (28) according to a predetermined
set of behavioral pattern rules or algorithms (30). The feedback
interface (18) receives a feedback input signal (32) and preferably
includes a display unit (34) for displaying an appearance of a
character (36) or other chosen visual representation having
different appearances based on the first set of personal data and
in response to the received output signal.
[0034] The appearance of the character (36) is controlled to
encourage the user (28) to perform desired behavioral responses
according to the behavioral pattern rules (30). Alternatively, the
feedback interface (18) controls other devices (20) such as a lock
on a refrigerator or cigarette-dispensing box to have an effect on
the behavioral pattern.
[0035] FIG. 1 illustrates a block diagram according to one
preferred embodiment of the invention wherein the interactive
system (10) is implemented over a distributed computer network (38)
and a wireless network (40) of known types. While in the preferred
embodiment the network (38) is the Internet and public wireless
services, the invention is equally applicable to any distributed
network and wireless network, whether public or private.
[0036] A database (22) contains information relating to templates
for personality algorithms (42) and figure animations (44) as well
as user-defined characters (combination of personality algorithm
and figure animations). When a user (28) creates a new project, the
user (28) enters user preferences, project definitions and user
profiles in order to customize character (36). Then, the server
components (24) modify a template character into tailored
character. The user's handheld device (12) downloads the tailored
character from database (22) via server components (24). The
character data is sent from server component (24) over a known
means for remotely coupling a base module to a central processor
module, such as the Internet (38) and a wireless network (40).
After starting a project, the character's algorithm keeps track of
user's activities, either by means of interaction with the user's
personal digital assistant applications (handheld devices and/or
data at remote servers) or by means of user input. The character's
interaction with the user (28) is done by its dynamic animations
and sound effects on the handheld device or base module (12). The
character's algorithm monitors user's activities and controls the
character's (36) interaction with the user (28).
[0037] The predetermined set of behavioral pattern rules (30) are
generally selected to assist the user (28) in reducing the
incidence of undesired behaviors or can be chosen such that the
user is encouraged to increase the occurrence of beneficial
behaviors.
[0038] Alternatively, a known personal computer or similar (46) can
contain the components of the base module (12) and provide
additional functionalities.
[0039] FIG. 2 illustrates functional elements of the handheld or
base module (12) and the base system components or central module
unit (48) that support each element. The character's animations
(50) are stored and executed at the handheld device or base module
component (12) preferably including a base processor component
(51). Also, the handheld device (12) desirably runs the character's
algorithm that causes the character (36) to be animated.
[0040] When more complex processing is necessary for the
character's algorithm to adapt to new situation, the handheld unit
(12) requests update of the character algorithm from the server
components (24). Also, more animations are downloaded from server
components (24) whenever needed or desired and can be stored in a
base memory module (62). The base memory module (62) maintains in a
known storage device at least a subset of the information received
from the main controller unit (48). The base processor (51)
cooperates with the base memory module (62) and receives the
feedback input signal (32) from the output (26) of the main
controller unit (48) and further processes the signals. The
feedback interface (18) thus responds to the output generated by
the base module controller (51).
[0041] Preferably, the main database component (22) maintains a
database of at least the first set of personal data (16) and a
historical set of one or more previously stored sets of personal
data. This provides a profile of the user (28) and the user's
behaviors. The historical set of data improves the feedback
characteristics of the system (10) to the user.
[0042] As described briefly above, alternatively, the feedback
interface (18) may control one or more modules or other devices
(20) to broaden the types of responses to the user (28) or actively
manage aspects of the behavioral modification therapy. Examples are
controls securing a refrigerator to lock and unlock the source of
food at controlled times, or devices to administer medications. An
alarm or alert system (64), such as a bell, whistle or other
alerting system may be operatively attached or form a part of the
feedback interface component (18).
[0043] The system of the present invention can alert the user (28)
based on previously stored sets of personal data maintained in the
main database component (22) or other chosen reasons.
Alternatively, the system (10) can alert the user based on
predetermined time events, such as previously established smoking
or eating patterns, or based on a behavioral pattern of the user
shown in the historical set of personal data sets in order to alert
the user before the user actual does an undesired action like
smoking.
[0044] FIG. 3 illustrates typical relationship between the
projected success path and the user's actual path. In the case that
targeted action is a positive (desirable), the character gives
positive feedback (52) to the user when the user acts more than the
projected success path. Conversely, the character (36) gives
negative feedback to the user (28) when the user (28) acts less
than the projected success path. In the case that targeted action
is a negative (undesirable), the character gives negative feedback
(54) to the user when the user acts more than the projected success
path. Conversely, the character (36) gives positive feedback (52)
to the user when the user acts less than the projected success
path. The feedback of the character (36) varies by the degree of
deviation of the user's actual path from the projected success
path.
[0045] FIG. 4 illustrates the character's reaction to the user's
action right after the moment or at the time of the first set of
personal data (16) is input into the system (10). In the case that
targeted action is a positive (desirable) action, the character
(36) displays sense of relief upon user's action (see character 36a
in FIG. 7 for example). When period of user's inaction becomes
long, the character (36) displays sense of disturbance
(frustration, weakness, etc.). In the case that targeted action is
a negative (undesirable) action, the character displays sense of
disturbance upon user's action (see character 36b in FIG. 7 for
example). When period of user's inaction becomes long, the
character displays sense of relief (happiness, wellness, etc.) (See
character 36a in FIG. 7 for example). A neutral situation may
produce the appearance of the character (36) as is shown as 36c in
FIG. 7. However, overall appearance (animation and sound effects)
of the character is combination of feedback by deviation from the
projected success path and reaction upon user's actions.
[0046] In addition to feedbacks and reactions, the simulation of
life-like character generates further complexity to the character's
algorithm. FIG. 5 illustrates four distinctive states of the
character (36) and conditions for transition between the states.
The idle state (56) is a default state to which the character (36)
falls into when nothing happens for certain length of time. When
the user (28) does any operation upon the handheld device (12) or a
new set of personal data (16) is input, the character (36) shifts
or transitions to the wake state (58) and simulates paying
attention to the user (28). The state upon user input (60) is the
state when the character (36) needs more intense interaction with
the user (28).
[0047] In the case that targeted action is a positive (desirable)
action, when the period of user's inaction becomes unacceptable,
the character (36) shifts to the state (60) along path (A), and
initiates more intense interaction with the user through animations
on the display (34) or other user interfaces such as beeps or other
alerts. If the user (28) takes an appropriate action, then the
character (36) displays a sense of relief (36a or 36c), and goes
back to the wake state (58) along path (B).
[0048] In the case that targeted action is a negative (undesirable)
action, when user (28) takes action, the character (36) shifts to
the upon user input state (60) along path (A) and initiates more
intense interaction through the feedback interface (18). If time
passes without user taking further actions, then the character (36)
displays a sense of relief (36a for example), and goes back to the
wake state (58) along path (B). Also, the character's algorithm
raises alerts (32) at certain time of day according to the user
profile, or upon user's other relevant event.
[0049] Also, the table of FIG. 5a illustrates correlations between
each state and five distinctive situational factors. "Degree of
deviation" determines amount of feedback. "Time since deviation"
means the length of time that passed since last notable change of
the deviation from the projected success path. This measurement is
used to avoid monotony of the character behaviors. Number of
reactions serves also the same purpose. "Disturbances/Relieves" is
measurement for the character's reaction upon user's actions. "Non
utility interaction" is a secondary interaction that is not
directly related to the status of project, but that is to improve
user's intimacy with the character.
[0050] The way the user (28) interacts with the character (36)
through the base module (12) modifies and further customizes the
character's algorithm to the extent that the character (36) becomes
unique through known neural net or other learning algorithmic
means. After the project is finished, the user can store the
character at the database (22) so that user (28) can employ the
same character (36) for another project. Or, the user can share the
character with other users. FIG. 6 illustrates how users can
exchange characters. Users can post their character (36) at user
community sites. Or, exchange with a particular user by directly
sending the character to him or her.
[0051] An alternative embodiment of the present invention may
include a simulation function. For instance, when a user is tempted
by a bad habit or is reluctant to do a good deed, the user (28) can
simulate the what-if scenarios by entering the hypothetical action
into the system to see what response would be generated by the
input. In such a simulation, the inputted personal data would be
discarded rather than stored or forming a part of the database
(22).
[0052] The method for modifying undesired behavioral patterns of
the present invention includes the steps of inputting a first set
of personal data (16) representative of a behavior by a user (28)
into an input means (14) of a base module (12) responsive to input.
The base module further includes at least one feedback interface
(18) for providing a feedback input to the user (28) in response to
the first set of personal data (16).
[0053] The first set of personal data (16) entered into the base
module (12) is maintained in a main database component (22). A main
output signal (26) for causing feedback to the user (28) is
generated according to a predetermined set of behavioral pattern
rules (30) by a main controller unit (24) operatively coupled to at
least the main database component (22). A feedback input signal
(32) is received by or in the feedback interface means (18) that in
response displays an appearance of a character (36) having
different appearances in a display unit (34) of the feedback means
(18).
[0054] The appearance of the character (36) is displayed in
response to the feedback input signal (32) such that the appearance
of the character (36) is controlled to encourage the user (28) to
perform desired behavioral responses according to the behavioral
pattern rules and goals.
[0055] The present invention has the nature of a "pacemaker" by
having the ability to set an ideal or preferred pace in lifestyle
with the setting of an initial goal and length of period.
[0056] The foregoing disclosure and description of the invention
are illustrative and explanatory thereof, and various changes in
the size, shape and materials, as well as in the details of the
illustrated construction may be made without departing from the
spirit of the invention.
* * * * *