DETERMINING CONTENT BASED ON LIFE STAGE USING MACHINE LEARNING

    公开(公告)号:US20230410684A1

    公开(公告)日:2023-12-21

    申请号:US17843701

    申请日:2022-06-17

    申请人: Truist Bank

    IPC分类号: G09B19/18 G06Q20/40

    CPC分类号: G09B19/18 G06Q20/405

    摘要: Using machine learning for determining financial literacy content based on life stages is provided. For example, a computing system can determine a first stage of life associated with a first set of financial literacy content for a user account. The computing system can input a set of user characteristics associated with a user of the user account into a trained machine learning model. The computing system can receive, from the trained machine learning model, a second stage of life associated with the user. The second stage of life can be different than the first stage of life. The computing system can determine a second set of financial literacy content based on the second stage of life. The computing system can output, to a user device associated with the user account, the updated set of financial literacy content for display as a graphical user interface.

    Trading Psychology Development
    5.
    发明申请

    公开(公告)号:US20220198957A1

    公开(公告)日:2022-06-23

    申请号:US17128024

    申请日:2020-12-19

    申请人: Trade Support

    摘要: Investing or trading, herein referred to as trading, is recognized worldwide as a means to financial success, as well as failure. Among the various widely accessible financial markets there are highly successful participants among many with poor or failed experience. Within each market there is widely available fundamental market information and analysts, more than a couple hundred common trading aids or indicators and expert advisors, dozens of brokerage firms with their market support, and other such commonly accessible market participation elements. Again, some participants thrive, while others experience marginal success or failure. Undoubtedly, some markets and relevant information, technology, tools, and techniques, among other supportive elements are better than others. Given what is equally accessible to all, there must remain another significant trading variable. That is the nature of the trader or trade psychology. Disclosed herein is a method of trading psychology development for surprisingly enhanced market participation.

    Systems and methods for determining a graphical user interface for goal development

    公开(公告)号:US11017466B1

    公开(公告)日:2021-05-25

    申请号:US16793800

    申请日:2020-02-18

    摘要: A computer-implemented method for graphical user interface goal vision development may include receiving, via one or more processors, a first user financial goal of a user from a user device associated with the user; obtaining, via the one or more processors, at least one first user digital image; associating, via the one or more processors, the first user financial goal and the at least one first user digital image; obtaining, via the one or more processors, first user specific data relevant to the first user financial goal; transmitting, via the one or more processors, a digital visualization board indicative of the associated first user financial goal and the at least one first user digital image to the user device; determining, via the one or more processors, activity associated with the first user financial goal based on the first user specific data, by processing data including the obtained first user specific data using a trained machine learning model; and transmitting, via the one or more processors, a notification to the user device, wherein the notification is indicative of a suggested plan to achieve the first user financial goal, and wherein the notification is based on the determined activity and the first user financial goal.

    GAME FOR AMUSEMENT AND TEACHING
    10.
    发明申请

    公开(公告)号:US20180272229A1

    公开(公告)日:2018-09-27

    申请号:US15910204

    申请日:2018-03-02

    摘要: An educational board-type game for a plurality of players has world currency as the primary subject matter. The object of the game is to travel the world and earn back the travel expense in 90 days. The game includes a durable, flexible, reusable, portable playing surface, a measuring device, color marker playing pieces and eraser, playing cards, rules, a guide, a log, and a storage cylinder. Players choose destinations and randomly select playing cards that have distance, time and money as transaction values. Players use strategic thinking to determine their moves and calculate foreign currency exchange and borrowing and lending to earn the expense of traveling to choice destinations. A primary intention of the game is to provide an enjoyable recreation activity for social interaction between family and friends. The game is an engaging learning activity for instruction in the social sciences that is programmable for use on an electronic device.