Abstract: A SYSTEM OF ENHANCED LIBRARY EXPERIENCE USING AUGMENTED REALITY FOR STUDENTS A system of enhanced library experience using augmented reality for students comprises Student (10), Registration (11), Login (12), Student Database (13), Augmented Reality System (14), Wifi Communication (15), External Supply (16), User Interface (17), Cloud Server (18), Augmented Reality System/ App (14), User Interface (17), Liabrary System (19), Library Server (20), Library Database (21), Display Device (22), AR Tracker (23), AR Engine (24), Wifi Communication (25), AR System/APP (14), External Supply (16), Display Device (22), Wifi Communication (25), Control Unit (26), and Access Control (27). The Augmented Reality (AR) system utilizes a combination of hardware and software components, including cameras, sensors, display devices, and interactive interfaces. The Digital resources accessed through the augmented reality system include e-books, videos, interactive simulations, and other educational materials. The augmented Reality system integrates social features, allowing students to collaborate, communicate, and share their augmented reality experiences with peers and educators. The Tracks and analyzes student interactions with the digital content to provide personalized recommendations and adaptive learning pathways.
Description:Title of The Invention
ENHANCED LIBRARY EXPERIENCE USING AUGMENTED REALITY FOR STUDENTS
Field of the Invention
This invention relates to ENHANCED LIBRARY EXPERIENCE USING AUGMENTED REALITY FOR STUDENTS.
Background of the Invention
In today's digital age, traditional library experiences often struggle to capture the attention and engagement of modern students. With the rise of digital content and interactive technologies, students are seeking more immersive and interactive learning experiences. To address this challenge, the invention of "Enhanced Library Experience Using Augmented Reality for Students" aims to revolutionize the way students interact with library resources.
Augmented reality (AR) technology offers a unique opportunity to bridge the gap between physical and digital content. By overlaying digital information and interactive elements onto the physical environment, AR enhances the learning experience and provides students with a more engaging and interactive way to explore library resources. The problem being addressed by this invention is the need to adapt traditional library settings to meet the evolving needs and preferences of students. Traditional libraries often rely on physical books and static resources, which may not fully capture the attention and interest of today's tech-savvy students. The lack of interactivity and dynamic content in traditional libraries can hinder student engagement and limit the potential for deeper learning experiences.
US20170169598A1 The main focus of the augmented reality system described in the Patent is to provide multi-media presentations superimposed on and presented in conjunction with pre-existing media, such as printed books. The system uses a unique visual identifier associated with each page of the book to associate a multi-media presentation, including video, audio, and haptic components, with the corresponding page. The augmented reality can be viewed on a user electronic appliance, such as a mobile phone or tablet, by capturing an image of the page and triggering the display of the multi-media presentation.
Research Gap: The lack of prior art or existing solutions specifically focused on using augmented reality for pre-existing media. While there are some examples of augmented reality systems designed for specially designed books or electronic books, there is a need for an augmented reality system that can work with various types of pre-existing media, such as printed books, movie DVDs, and gaming DVDs. There is a need to extend augmented reality to these pre-existing media, as there is a large installed base of such media that is currently excluded from utilizing augmented reality technology. .
US9652046 The focus of the invention is an augmented reality system that combines live video feeds with computer-generated content to create a merged video display. The system allows for the recognition of objects in the live video feed and replaces them with corresponding computer-generated images, which can be controlled and manipulated by the user.
Research Gap: Potential research gap that could be addressed is the lack of user control and interaction in traditional video displays. The document describes an augmented reality system that allows users to control and manipulate computer-generated content in real time based on their movements and interactions with objects in the live video feed. This type of user-controlled augmented reality experience is relatively new and has the potential to enhance user engagement and interactivity in video displays. Further research could focus on exploring the effectiveness and usability of such systems, as well as developing new applications and functionalities to enhance the user experience.
None of the prior art indicate above either alone or in combination with one another disclose what the present invention has disclosed. Present invention is ENHANCED LIBRARY EXPERIENCE USING AUGMENTED REALITY FOR STUDENTS
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.
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.
A system of enhanced library experience using augmented reality for students comprises Student (10), Registration (11), Login (12), Student Database (13), Augmented Reality System (14), Wifi Communication (15), External Supply (16), User Interface (17), Cloud Server (18), Augmented Reality System/ App (14), User Interface (17), Liabrary System (19), Library Server (20), Library Database (21), Display Device (22), AR Tracker (23), AR Engine (24), Wifi Communication (25), AR System/APP (14), External Supply (16), Display Device (22), Wifi Communication (25), Control Unit (26), and Access Control (27). The Augmented Reality (AR) system utilizes a combination of hardware and software components, including cameras, sensors, display devices, and interactive interfaces. The Digital resources accessed through the augmented reality system include e-books, videos, interactive simulations, and other educational materials. The augmented Reality system integrates social features, allowing students to collaborate, communicate, and share their augmented reality experiences with peers and educators. The Tracks and analyzes student interactions with the digital content to provide personalized recommendations and adaptive learning pathways.
The problem addressed by the invention "Enhanced Library Experience Using Augmented Reality for Students" is the lack of engagement and interactivity in traditional library experiences for students. Traditional libraries often rely on physical books and static resources, which may not fully capture the attention and interest of modern students who are accustomed to interactive and digital content.
The invention aims to enhance the library experience by incorporating augmented reality technology. Augmented reality allows for the overlay of digital information and interactive elements onto the physical environment, creating a more immersive and engaging experience for students. By utilizing augmented reality, students can access additional information, multimedia content, and interactive features related to the books and resources they are exploring in the library.
The problem being addressed is the need to adapt traditional library settings to meet the evolving needs and preferences of students in the digital age. By integrating augmented reality into the library experience, the invention seeks to bridge the gap between physical and digital resources, providing students with a more interactive and dynamic learning environment.
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
Figure 2 System Architecture
Figure 3 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.
These and other advantages of the present subject matter would be described in greater detail with reference to the following figures. It should be noted that the description merely illustrates the principles of the present subject matter. It will thus be appreciated that those skilled in the art will be able to devise various arrangements that, although not explicitly described herein, embody the principles of the present subject matter and are included within its scope.
The problem addressed by the invention "Enhanced Library Experience Using Augmented Reality for Students" is the lack of engagement and interactivity in traditional library experiences for students. Traditional libraries often rely on physical books and static resources, which may not fully capture the attention and interest of modern students who are accustomed to interactive and digital content.
The invention aims to enhance the library experience by incorporating augmented reality technology. Augmented reality allows for the overlay of digital information and interactive elements onto the physical environment, creating a more immersive and engaging experience for students. By utilizing augmented reality, students can access additional information, multimedia content, and interactive features related to the books and resources they are exploring in the library.
A system of enhanced library experience using augmented reality for students comprises Student (10), Registration (11), Login (12), Student Database (13), Augmented Reality System (14), Wifi Communication (15), External Supply (16), User Interface (17), Cloud Server (18), Augmented Reality System/ App (14), User Interface (17), Liabrary System (19), Library Server (20), Library Database (21), Display Device (22), AR Tracker (23), AR Engine (24), Wifi Communication (25), AR System/APP (14), External Supply (16), Display Device (22), Wifi Communication (25), Control Unit (26), and Access Control (27). The Augmented Reality (AR) system utilizes a combination of hardware and software components, including cameras, sensors, display devices, and interactive interfaces. The Digital resources accessed through the augmented reality system include e-books, videos, interactive simulations, and other educational materials. The augmented Reality system integrates social features, allowing students to collaborate, communicate, and share their augmented reality experiences with peers and educators. The Tracks and analyzes student interactions with the digital content to provide personalized recommendations and adaptive learning pathways.
The problem being addressed is the need to adapt traditional library settings to meet the evolving needs and preferences of students in the digital age. By integrating augmented reality into the library experience, the invention seeks to bridge the gap between physical and digital resources, providing students with a more interactive and dynamic learning environment.
Advantage of the Invention:
1. Enhanced Engagement: By incorporating augmented reality technology, the library experience becomes more interactive and engaging for students. The ability to overlay digital information and interactive elements onto physical resources captures students' attention and encourages active participation in the learning process.
2. Interactive Learning: Augmented reality allows students to access additional information, multimedia content, and interactive features related to the books and resources they are exploring. This interactive learning experience promotes deeper understanding and retention of the material.
3. Bridging Physical and Digital Worlds: Augmented reality technology bridges the gap between physical and digital resources. It combines the tangible experience of traditional library materials with the dynamic and interactive nature of digital content, providing students with a seamless integration of both worlds.
4. Exploration and Discovery: The interactive nature of augmented reality encourages students to explore and discover new information. By interacting with the augmented reality features, students can delve deeper into the subject matter, uncover hidden details, and make connections that enhance their overall learning experience.
5. Multi-Sensory Learning: Augmented reality engages multiple senses, such as sight and sound, which enhances the learning experience. Students can visualize concepts in 3D, listen to audio explanations, and interact with virtual objects, creating a multi-dimensional and immersive learning environment.
6. Access to Expanded Resources: Augmented reality opens up a world of expanded resources beyond the physical limitations of a traditional library. Students can access a wide range of digital content, including videos, simulations, and interactive modules, providing them with a wealth of information and diverse learning opportunities , Claims:We Claim:
1. A system of enhanced library experience using augmented reality for students comprises Student (10), Registration (11), Login (12), Student Database (13), Augmented Reality System (14), Wifi Communication (15), External Supply (16), User Interface (17), Cloud Server (18), Augmented Reality System/ App (14), User Interface (17), Liabrary System (19), Library Server (20), Library Database (21), Display Device (22), AR Tracker (23), AR Engine (24), Wifi Communication (25), AR System/APP (14), External Supply (16), Display Device (22), Wifi Communication (25), Control Unit (26), and Access Control (27).
2. The system as claimed in claim 1, wherein Augmented Reality (AR) system utilizes a combination of hardware and software components, including cameras, sensors, display devices, and interactive interfaces.
3. The system as claimed in claim 1, wherein Digital resources accessed through the augmented reality system include e-books, videos, interactive simulations, and other educational materials.
4. The system as claimed in claim 1, wherein augmented Reality system integrates social features, allowing students to collaborate, communicate, and share their augmented reality experiences with peers and educators.
5. The system as claimed in claim 1, wherein Tracks and analyzes student interactions with the digital content to provide personalized recommendations and adaptive learning pathways.
| # | Name | Date |
|---|---|---|
| 1 | 202311071255-STATEMENT OF UNDERTAKING (FORM 3) [19-10-2023(online)].pdf | 2023-10-19 |
| 2 | 202311071255-REQUEST FOR EARLY PUBLICATION(FORM-9) [19-10-2023(online)].pdf | 2023-10-19 |
| 3 | 202311071255-POWER OF AUTHORITY [19-10-2023(online)].pdf | 2023-10-19 |
| 4 | 202311071255-FORM-9 [19-10-2023(online)].pdf | 2023-10-19 |
| 5 | 202311071255-FORM FOR SMALL ENTITY(FORM-28) [19-10-2023(online)].pdf | 2023-10-19 |
| 6 | 202311071255-FORM 1 [19-10-2023(online)].pdf | 2023-10-19 |
| 7 | 202311071255-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [19-10-2023(online)].pdf | 2023-10-19 |
| 8 | 202311071255-EDUCATIONAL INSTITUTION(S) [19-10-2023(online)].pdf | 2023-10-19 |
| 9 | 202311071255-DRAWINGS [19-10-2023(online)].pdf | 2023-10-19 |
| 10 | 202311071255-DECLARATION OF INVENTORSHIP (FORM 5) [19-10-2023(online)].pdf | 2023-10-19 |
| 11 | 202311071255-COMPLETE SPECIFICATION [19-10-2023(online)].pdf | 2023-10-19 |
| 12 | 202311071255-FORM 18 [19-06-2025(online)].pdf | 2025-06-19 |