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An Ai Powered Communication Idol System For Reducing Digital Addiction In Children

Abstract: AN AI-POWERED COMMUNICATION IDOL SYSTEM FOR REDUCING DIGITAL ADDICTION IN CHILDREN The invention introduces AI-powered communication idols designed to mitigate digital addiction in children by leveraging emotion recognition, natural language processing, and gamification. The idols interact with children, detect emotional states, and encourage offline activities through engaging conversations and reward-based incentives. Unlike conventional parental control solutions, the system fosters self-discipline and positive behavioral changes by creating an interactive and emotionally intelligent digital companion. A mobile application enables parental monitoring, customization, and analytics tracking. The AI idol adapts to individual preferences, providing a personalized and engaging approach to screen-time management while ensuring data privacy and security.

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Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
03 March 2025
Publication Number
11/2025
Publication Type
INA
Invention Field
PHYSICS
Status
Email
Parent Application

Applicants

SR UNIVERSITY
ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA

Inventors

1. DR.SAI PRAKASH
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA
2. MD.AFREED PASHA
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA
3. MD.ASHRAF
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA
4. P. SAKETH
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA
5. KALYANI
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA
6. P.A KILESH
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA
7. S. MANIPAL
SR UNIVERSITY, ANANTHSAGAR, HASANPARTHY (M), WARANGAL URBAN, TELANGANA - 506371, INDIA

Specification

Description:FIELD OF THE INVENTION
The present invention relates to artificial intelligence (AI) and digital behavior modification techniques. More specifically, it concerns the development of AI-powered communication idols designed to interact with children in a personalized manner, reducing digital addiction and fostering healthy offline activities through emotional intelligence and gamified habit formation.
BACKGROUND OF THE INVENTION
Digital addiction has become a growing concern among children, impacting their cognitive development, social interactions, and overall mental and physical well-being. With the rise of smartphones, tablets, and gaming devices, children are spending an increasing amount of time on digital screens, often at the cost of meaningful real-world interactions and creative learning.
Existing solutions, such as parental control applications (Google Family Link, Net Nanny, Apple Screen Time) and content-filtering hardware (Circle by Disney, Gryphon), primarily focus on restricting access to digital devices rather than promoting healthier behavioral changes. However, these methods often result in resistance from children, as they do not actively engage or educate them about managing screen time effectively.
Furthermore, current digital addiction solutions fail to integrate emotional intelligence and personalized interaction, which are crucial for creating sustainable behavioral change. AI-driven solutions, such as chatbots and digital assistants, lack the capability to emotionally engage children, making them ineffective in addressing digital addiction from a psychological perspective.
Thus, there is a need for an AI-driven approach that not only monitors digital usage but actively engages children in meaningful, emotionally intelligent conversations while encouraging offline activities through positive reinforcement. The proposed invention addresses this gap by introducing AI-powered communication idols that function as interactive companions to guide children toward healthier digital habits.
SUMMARY OF THE INVENTION
This summary is provided to introduce a selection of concepts, in a simplified format, that are further described in the detailed description of the invention.
This summary is neither intended to identify key or essential inventive concepts of the invention and nor is it intended for determining the scope of the invention.
The invention introduces AI-powered communication idols designed to interact with children using natural language processing (NLP) and sentiment analysis. These idols act as companions that engage in real-time conversations, recognize emotions, and provide personalized guidance to encourage healthier screen time habits.
The system operates by analyzing a child's emotional state and digital behavior patterns. When excessive screen time is detected, the AI idol intervenes by suggesting alternative offline activities, such as reading, playing outside, or engaging in creative projects. The system employs gamification techniques, rewarding children with virtual incentives for spending time away from screens and participating in recommended offline activities.
To ensure personalized interaction, the AI idols continuously learn from a child's preferences, mood, and activity patterns. They can adapt their responses and engagement techniques to suit individual personality traits, making interactions more meaningful and effective.
Unlike existing parental control solutions, which rely on strict restrictions, the AI idols create a collaborative environment where children actively participate in managing their digital habits. This approach reduces resistance while promoting self-regulation and intrinsic motivation for healthier digital consumption.
Additionally, the system includes a mobile application that tracks children's progress, providing parents with insights into their child's screen time habits, emotional well-being, and engagement with offline activities. Parents can customize AI interactions, set goals, and monitor their child's behavioral improvements over time.
To further clarify advantages and features of the present invention, a more particular description of the invention will be rendered by reference to specific embodiments thereof, which is illustrated in the appended drawings. It is appreciated that these drawings depict only typical embodiments of the invention and are therefore not to be considered limiting of its scope. The invention will be described and explained with additional specificity and detail with the accompanying drawings.
In digital era, every child is equipped with different gadgets like phones, laptop, tv, game stations, computer.in the name of learning they are annihilating their own mind and productivity. this creates a huge impact on their learning pattern and way of learning creative things rather than adapting poor behavior’s in terms of growing the progress. Apart of curriculum students are encouraged to spare time in understanding the innovate things which draw steps to build giant products. digital addiction cause distribution of child mental health and physical health. creates un wanted issues which lead to consequences in future. the process of addiction tackles prime time, energy, creativity, innovation of children not fetch them to grow rapidly. whereas the developers create games, directors cast movies, web series , tv shows, the main target of their business is kids to take young minds into their account. i came with the method of introducing communication idols using ai to remove addiction in children .the models functions with the children who are facing several issues and teach them, learn from them and challenge them .which may lead into development in children for better future. suggesting children is highly operatable only with ai idols and records the progress off children through mobile application.
BRIEF DESCRIPTION OF THE DRAWINGS
The illustrated embodiments of the subject matter will be understood by reference to the drawings, wherein like parts are designated by like numerals throughout. The following description is intended only by way of example, and simply illustrates certain selected embodiments of devices, systems, and methods that are consistent with the subject matter as claimed herein, wherein:
FIGURE 1: SYSTEM ARCHITECTURE
The figures depict embodiments of the present subject matter for the purposes of illustration only. A person skilled in the art will easily recognize from the following description that alternative embodiments of the structures and methods illustrated herein may be employed without departing from the principles of the disclosure described herein.
DETAILED DESCRIPTION OF THE INVENTION
The detailed description of various exemplary embodiments of the disclosure is described herein with reference to the accompanying drawings. It should be noted that the embodiments are described herein in such details as to clearly communicate the disclosure. However, the amount of details provided herein is not intended to limit the anticipated variations of embodiments; on the contrary, the intention is to cover all modifications, equivalents, and alternatives falling within the scope of the present disclosure as defined by the appended claims.
It is also to be understood that various arrangements may be devised that, although not explicitly described or shown herein, embody the principles of the present disclosure. Moreover, all statements herein reciting principles, aspects, and embodiments of the present disclosure, as well as specific examples, are intended to encompass equivalents thereof.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of example embodiments. As used herein, the singular forms “a",” “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms “comprises,” “comprising,” “includes” and/or “including,” when used herein, specify the presence of stated features, integers, steps, operations, elements and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components and/or groups thereof.
It should also be noted that in some alternative implementations, the functions/acts noted may occur out of the order noted in the figures. For example, two figures shown in succession may, in fact, be executed concurrently or may sometimes be executed in the reverse order, depending upon the functionality/acts involved.
In addition, the descriptions of "first", "second", “third”, and the like in the present invention are used for the purpose of description only, and are not to be construed as indicating or implying their relative importance or implicitly indicating the number of technical features indicated. Thus, features defining "first" and "second" may include at least one of the features, either explicitly or implicitly.
Unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which example embodiments belong. It will be further understood that terms, e.g., those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the relevant art and will not be interpreted in an idealized or overly formal sense unless expressly so defined herein.
In digital era, every child is equipped with different gadgets like phones, laptop, tv, game stations, computer.in the name of learning they are annihilating their own mind and productivity. this creates a huge impact on their learning pattern and way of learning creative things rather than adapting poor behavior’s in terms of growing the progress. Apart of curriculum students are encouraged to spare time in understanding the innovate things which draw steps to build giant products. digital addiction cause distribution of child mental health and physical health. creates un wanted issues which lead to consequences in future. the process of addiction tackles prime time, energy, creativity, innovation of children not fetch them to grow rapidly. whereas the developers create games, directors cast movies, web series , tv shows, the main target of their business is kids to take young minds into their account. i came with the method of introducing communication idols using ai to remove addiction in children .the models functions with the children who are facing several issues and teach them, learn from them and challenge them .which may lead into development in children for better future. suggesting children is highly operatable only with ai idols and records the progress off children through mobile application.
The AI-powered communication idol system consists of multiple interconnected components, including AI-driven conversation models, sentiment analysis engines, gamification modules, and mobile application integration. The idols operate as virtual assistants, accessible through smart speakers, mobile devices, and wearables.
The core functionality begins with emotion recognition, where the AI idol detects changes in a child's tone of voice, facial expressions, and word choices. This information is processed using deep learning models trained on vast emotional datasets. The AI idol then tailors its responses based on the child's emotional state, providing empathetic guidance and suggesting appropriate activities.
The system integrates real-time monitoring of screen time usage. Using device tracking APIs and behavioral analysis algorithms, the AI idol determines when a child has spent excessive time on digital screens. When overuse is detected, the idol intervenes with conversational prompts, encouraging the child to take a break and engage in offline activities.
To make the experience engaging, the AI idol incorporates gamified elements. Children earn rewards, such as virtual badges, avatar customization options, and in-app perks, for reducing screen time and participating in suggested offline tasks. The reward system is designed to reinforce positive behavior, making screen-time management an enjoyable process rather than a restrictive measure.
Furthermore, the AI idol features adaptive learning capabilities, refining its recommendations based on past interactions. For example, if a child prefers outdoor activities over reading, the system will prioritize suggesting outdoor play sessions over book-based recommendations.
The mobile application serves as a control hub for parents, allowing them to customize AI interactions, set daily screen time limits, and monitor their child's digital consumption trends. The app also provides analytics on emotional patterns, highlighting moments when the child exhibits stress or frustration, helping parents identify triggers that may contribute to excessive screen time.
Security and privacy are integral to the system’s design. The AI idol operates within a secure environment, ensuring that all interactions and behavioral data remain confidential. Parents have full control over data access, and encryption protocols protect sensitive information.
By combining AI-driven emotional intelligence with personalized behavior modification strategies, this invention offers an innovative solution to digital addiction in children, fostering self-discipline, emotional well-being, and balanced digital engagement.
1.Interactive and emotional intelligence ai idols:
The core of communicable idols lies in their ability to interact naturally with children. Using advanced natural language processing (NLP) and sentiment analysis, the idols can hold conversations, recognize a child’s emotional state, and respond with empathy. For example, if a child seems frustrated or bored, the idol might suggest calming activities such as drawing or storytelling. Emotion recognition can be further enhanced with facial expression analysis and voice tone detection, creating a deeply personalized interaction.
2.Gamified habit formation:
Gamification is a critical component of the system. Communicable idols encourage children to complete offline activities, such as playing outside, reading, or engaging in creative tasks. These activities are tracked, and children are rewarded with virtual points, badges, or unlockable features for their idol, such as new outfits or accessories. This reward system not only motivates children to reduce screen time but also fosters a sense of achievement and accountability.
Communication idols made up of ai are bringing change/development in children learning and adapt new learning style
Code:
import random
class Communication Idol:
def __init__(self, name, favorite_activities):
self.name = name self.favorite_activities = favorite_activities
self.addiction_level = 0
def greet(self):
greetings = [
f"Hello, my name is {self.name}! Let's have some fun today!",
f"Hi there! I'm {self.name}. How are you feeling?",
f"Hey! I'm {self.name}. What would you like to do today?"
]
print(random.choice(greetings))
def monitor_behavior(self, screen_time):
if screen_time > 120:
self.addiction_level += 1
else: self.addiction_level = max(0, self.addiction_level - 1)
def suggest_activity(self):
if self.addiction_level > 3:
print("You've been using the screen a lot. How about we try something else?")
self.recommend_alternatives()
else:
activity = random.choice(self.favorite_activities)
print(f"Let's do {activity}! It will be so much fun!")
def recommend_alternatives(self):
alternatives = [ "How about reading a book together?",
"Let's go outside and play!",
"Maybe we could do some drawing or painting.",
"What about helping in the kitchen? Cooking is fun!"
]
print(random.choice(alternatives))
# Example usage
idol = CommunicationIdol(name="Max",
favorite_activities=["playing a puzzle",
"learning a new song",
"doing a craft project"])

# Greet the child
idol.greet()
# Simulate monitoring screen time
screen_time = 130
# in minutes idol.monitor_behavior(screen_time)
# Suggest an activity or alternative
idol.suggest_activity()
, Claims:1. An AI-powered communication idol system for reducing digital addiction in children, comprising:
I. An AI-driven conversation module utilizing NLP and sentiment analysis;
II. A screen time monitoring module tracking device usage patterns;
III. A gamification module that rewards children for engaging in offline activities;
IV. A mobile application for parental monitoring and customization of AI interactions.
2. The system as claimed in claim 1, wherein the AI-driven conversation module detects emotional cues through voice and facial expression analysis.
3. The system as claimed in claim 1, wherein the screen time monitoring module intervenes with conversational prompts when excessive screen usage is detected.
4. The system as claimed in claim 1, wherein the gamification module provides virtual incentives such as badges, avatar customizations, and in-app rewards.
5. The system as claimed in claim 1, wherein the mobile application tracks emotional trends and behavioral improvements.
6. The system as claimed in claim 1, wherein adaptive learning capabilities enable the AI idol to refine activity recommendations based on user interactions.
7. The system as claimed in claim 1, wherein parents can set custom screen-time goals and activity preferences via the mobile application.
8. The system as claimed in claim 1, wherein encryption protocols ensure data privacy and secure storage of interactions.
9. The system as claimed in claim 1, wherein the AI idol is compatible with smart speakers, mobile devices, and wearable gadgets.
10. The system as claimed in claim 1, wherein the AI idol provides real-time emotional support and stress-relief suggestions based on sentiment analysis

Documents

Application Documents

# Name Date
1 202541018658-STATEMENT OF UNDERTAKING (FORM 3) [03-03-2025(online)].pdf 2025-03-03
2 202541018658-REQUEST FOR EARLY PUBLICATION(FORM-9) [03-03-2025(online)].pdf 2025-03-03
3 202541018658-POWER OF AUTHORITY [03-03-2025(online)].pdf 2025-03-03
4 202541018658-FORM-9 [03-03-2025(online)].pdf 2025-03-03
5 202541018658-FORM FOR SMALL ENTITY(FORM-28) [03-03-2025(online)].pdf 2025-03-03
6 202541018658-FORM 1 [03-03-2025(online)].pdf 2025-03-03
7 202541018658-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [03-03-2025(online)].pdf 2025-03-03
8 202541018658-EVIDENCE FOR REGISTRATION UNDER SSI [03-03-2025(online)].pdf 2025-03-03
9 202541018658-EDUCATIONAL INSTITUTION(S) [03-03-2025(online)].pdf 2025-03-03
10 202541018658-DECLARATION OF INVENTORSHIP (FORM 5) [03-03-2025(online)].pdf 2025-03-03
11 202541018658-COMPLETE SPECIFICATION [03-03-2025(online)].pdf 2025-03-03