Abstract: A LEARNING EXPERIENTIAL PLATFORM (LXP) AND METHOD THEREOF The present invention relates to a learning experiential platform (LXP). Particularly, the present invention relates to a learning experiential platform comprising a learning management server connected via internet with a plurality of user devices comprising AI, XR (Extended Reality), gyro meter, IoT, and Neural Networks. Further, the present invention provides process for running a learning experiential platform comprising Enrolling and getting service; recommending at every stage of life on career, choosing and elective, choose an institution, upgradation purchase a product at a good pricing, and suggesting habit correction and life skill recommendation. Fig. 1
Description:FIELD OF THE INVENTION:
The present invention relates to the field of learning management systems. Particularly, the present invention relates to a learning experiential platform (LXP).
BACKGROUND OF THE INVENTION:
For the millennials of today the Phygital is what will cover the trends to move forward. Phygital is governed by the three “I’s:” Immediacy, Immersion, and Interaction. The first two “I’s,” immediacy and immersion, come from the digital realm, while the final “I,” interaction, comes from the physical realm. A successful Phygital strategy must combine all three of these elements which is what LXP aims to achieve.
4/10 Teams want to start their own companies but there is no guidance for them or they are not well connected to business networks like BNI, TIE, etc. Some of the most innovative ideas are found in the teens but not found fruition because of no proper business guidance, this includes 3.5 million low-income teens.
While most LMS in market is geared towards only managing learning on a particular set of subjects, there is no social impact based LMS motive which LXP differs and wants to bring into the scope.
KR102382385B1 - Integrated online education platform system and integrated online education method, discloses an integrated online education platform system and an integrated online education method. Teacher and student information is linked based on a learning managements system (LMS) to prepare a class information sharing system, a teacher selects an online class type in accordance with the need when a teacher opens an online class and, accordingly, the platform system proceeds with a real-time mono-directional, bidirectional online class, a class using a metaverse-based virtual class and learning content, and a class employing a screen-based real-time one-to-one question/answer solution, and automatically registers online class schedules of the students sharing the class information with the teacher through the LMS. Through the interconnection of a web messenger and the LMS, the platform system checks the attendance of the students and whether the students are connected in real time. The class creation/modification/progress management unit alarms the class progress time with the student/parent terminal and the teacher terminal, classes by day and time, real-time interactive online education for each class. The managed class timetable management unit, the classroom community, the school portal (bulletin board) management unit where the bulletin board-type service is managed for each class, and the individual who manages and protects the personal information of students, parents, and teachers. The real-time counseling solution management unit calls, waits, and allocates the teacher terminal when a counseling request is received by a call from the student/parent terminal.
WO2024023576A1 - Immersive gamification-based learning management system and method disclose an immersive gamification-based learning management system which includes an immersive gamification-based learning management server that is connected via the Internet to a number of user devices, studio/content creator devices, educator equipment and job seeker devices. A course auto-determining smart module automatically determine which course is most suitable for each student. The system further includes an immersive module that incorporates Virtual Reality (VR) and Augmented Reality (AR) technologies into a gamification platform.
KR20140032222A - Learning contents business model discloses a learning content business model through a bidirectional live on and off line hybrid learning open market platform and a learning designer. The invention improves learning effects. (AA) Scenario; (BB) Instructor : recruiting students for online home-study materials, Student : online registration; (CC) Set and notify a live class date and time; (DD) Let the students to hear previously VOD lectures and notify the students by setting the date and time of the live lecture; (EE) Instructor : generating a class room((limited personnel and student assignment); (FF) Instructor, students : sign in the class room; (GG,NN) Lecture view mode; (HH) Instructor : conducting the live lecture, Student : listening to the lecture; (II) Instructor : previously checking a lecture listening history of the students(attendance, grades), preparing an incorrect note; (JJ) Instructor, students : attendance check; (KK) Tutoring view mode; (LL) Q & A; (MM) Student: VOD lecture listening; (OO) Incorrect question solving(live); (PP) Assignment allocation/Finish.
TWI817757B - Educational Metaverse Community Platform System, discloses an educational metaverse social media platform system which includes: a digital learning material database; a teaching content management module; a teacher-end networking device for teachers input a course title, a teaching date, a starting time, an ending time and a virtual classroom type of a course by the teaching content management module; an educational metaverse social media module included an interactive learning interface; and several student-end networking devices, separately held by several students. When the student obtains a certain number of virtual education points by completing a course or homework test, the student can go to the learning reward interface to redeem a virtual pet with the virtual education points, and the virtual pet can follow the digital virtual avatar to the interactive learning interface, the digital virtual avatar interface, the learning reward interface, the peer co-creation learning interface, or the group cross-domain discussion interface.
Hence, there arise a need to build a social impact LMS and broaden its access to transdisciplinary skills to help students transition to new age. Further, there arise a need to teach students life skill on sustainable and socially aware economy and business with an attempt to broaden access to entrepreneurship and create lasting change.
OBJECTES OF INVENTION:
The objective of the present invention is to provide a learning experiential platform.
Another objective of the present invention is to provide a process for performing the learning experiential platform.
Another objective of the present invention is to provide a Higher Education Enrolment Platform:
Another objective of the present invention is to provide a Indian higher education enrolment platform. Indian and international course providers offer programs such as short-term Certification and PG Diploma courses and with university partnership as distance learning and online courses. It features courses in areas of High Technology like Augmented reality, Virtual reality, IoT, Industry 4.0, digital marketing, programming languages, and information technology.
Another objective of the present invention is to provide a Placement partner:
Another objective of the present invention is to provide a LXP as a Digital solutions partner:
Another objective of the present invention is to provide a student’s digital counselling and grievance system. It is the perfect solution for grievance redressal system helping administrators to access or modify data from anywhere at any time without interruptions but at the same time prioritizing solutions and maintaining 100% data privacy in the system.
SUMMARY OF THE INVENTION:
Accordingly, the present invention provides a learning experiential platform comprising a learning management server connected via internet with a plurality of user devices comprising AI, XR (Extended Reality), gyro meter, IoT, and Neural Networks.
In an embodiment, the present invention provides a platform with advanced technologies to monitor student wellness and offer habit correction suggestions, like analysing gaming behavior to develop patience. Furthermore, the platform creates a Phygital environment, blending the digital and physical worlds for a seamless, immersive experience that connects students with peers, mentors, and alumni.
In an embodiment, the present invention provides that the learning experiential platform provides a secured platform with multi fold layer of secured wall dedicated servers and not shared servers.
In an embodiment, the present invention provides that the learning experiential platform provides a provision for blind students to learn braille method.
In an embodiment, the present invention provides that the learning experiential platform provides a built in online - Indigenous Classroom & Virtual conference with a tool that runs on a separate dedicated server and be accessed via the proposed LMS Server.
In an embodiment, the present invention provides that the learning experiential platform provides various level for Attendance marking to allow an attendance log to be kept. This includes an optional module for easy access to relevant functions.
In an embodiment, the present invention provides that the learning experiential platform provides gamification to make learning more motivating and engaging.
In an embodiment, the present invention provides that the learning experiential platform provides a built-in white board where annotations are automatically displayed back to the students in real-time and teacher shares external audio, video, slides, chat on real time apart from sharing the screen where built-in polling makes it easy to engage students.
In an embodiment, the present invention provides that the learning experiential platform provides multiple assessment options, recording the lectures make it available for the absentee students for later review and desktop Sharing.
The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides shopping cart to allows Users to purchase your courses and exams.
In an embodiment, the present invention provides a process for running a learning experiential platform comprising Enrolling and getting service; recommending at every stage of life on career, choosing and elective, choose an institution, upgradation purchase a product at a good pricing, and suggesting habit correction and life skill recommendation.
In an embodiment, the present invention provides that the process comprises suggesting habit correction and life skill recommendation with wellness monitoring & suggestions using gyro meters(angular velocity); Attitudinal and behavioural.
BRIEF DESCRIPTION OF DRAWING:
Fig. 1: illustrates the features of the learning management system of the present invention.
DETAILED DESCRIPTION OF THE INVENTION:
The following description includes the preferred best mode of one embodiment of the present invention. It will be clear from this description of the invention that the invention is not limited to these illustrated embodiments but that the invention also includes a variety of modifications and embodiments thereto. Therefore, the present description should be seen as illustrative and not limiting. While the invention is susceptible to various modifications and alternative constructions, it should be understood, that there is no intention to limit the invention to the specific form disclosed, but, on the contrary, the invention is to cover all modifications, alternative constructions, and equivalents falling within the and scope of the invention as defined in the claims.
In any embodiment described herein, the open-ended terms “comprising,” “comprises,” and the like (which are synonymous with “including,” “having,” and “characterized by”) may be replaced by the respective partially closed phrases "consisting essentially of," consists essentially of,” and the like or the respective closed phrases “consisting of,” “consists of”, the like.
As used herein, the singular forms “a,” “an,” and “the” designate both the singular and the plural, unless expressly stated to designate the singular only.
The present invention relates to a learning management system termed as learning eXperiential Platform (LXP) with an innovative approach to lifelong learning, designed to evolve with a student's journey from enrollment to career and beyond. By integrating cutting-edge technologies such as AI, XR (Extended Reality), IoT, and Neural Networks, LXP aims to revolutionize education by providing personalized learning, career guidance, and wellness support throughout an individual's life cycle.
Innovation in the Industry: LXP disrupts the traditional Learning Management System (LMS) model by incorporating AI-driven recommendations for career choices, elective subjects, institution selection, and product purchases, all personalized through machine learning algorithms. It uses advanced technologies to monitor student wellness and offer habit correction suggestions, like analyzing gaming behavior to develop patience. Furthermore, the platform creates a Phygital environment, blending the digital and physical worlds for a seamless, immersive experience that connects students with peers, mentors, and alumni.
High Potential for Wealth Creation: The platform’s comprehensive and adaptive nature addresses a growing demand for lifelong learning, especially as career trajectories become more dynamic and non-linear. By offering continuous support—from student services to career guidance and skill enhancement—LXP has the potential to unlock significant revenue streams. With a wide reach across various industries, it caters to a broad market, including educational institutions, businesses, and individuals seeking personal development. Additionally, the platform's focus on skill prediction, career guidance, and personalized learning creates opportunities for partnerships with educational institutions, corporate entities, and wellness providers, further enhancing its wealth creation potential.
High Potential for Employment Generation: LXP offers enormous potential for job creation by fostering a connected ecosystem of learners, mentors, industry professionals, and alumni. It empowers students to connect with industry mentors, boosting career opportunities and professional development. The platform’s diverse functionality, which includes AI-driven support, peer-peer interaction, and wellness monitoring, also necessitates the employment of skilled professionals such as AI engineers, UX designers, wellness experts, and industry-specific mentors. Furthermore, by helping students transition from education to entrepreneurship, particularly among teens and young adults, LXP can play a significant role in generating employment through startups and new businesses.
In summary, LXP represents a transformative shift in education by combining innovative technologies with a holistic, lifelong learning approach. Its potential to create wealth and jobs lies in its ability to personalize learning experiences, enhance career trajectories, and connect individuals with the resources needed for personal and professional success.
Hence, the LXP learning management system of the present invention is a
• Lifelong learning management system for students –
• Enrolled as a student with us and get service throughout his life cycle
• Guidance and student services inclusive -
• End to end - Recommendations at every stages in his life on Career, choosing amn elective, choose an institution, upgradation purchase a product at a good pricing (normal google chrome extension available – Using ML we service them) and soon
• AI driven suggestive habit correction and life skill recommendation
• Wellness monitoring & suggestions using gyro meters(angular velocity) ; Attitudinal and behavioural (time spent on particular sites analysing his likes and dislikes eg : in Gaming - patience level analtics)
It is designed to travel along the student’s journey and offer peer-peer support, AI driven support and student services support for the student to connect with industry mentors, other students and alumni for better Phygital (the concept of using technology to bridge the digital world with the physical world with the purpose of providing a unique interactive experience for the user) world.
Features of the present invention:
The present invention provides a new age lifelong user experience of guided application for students to learn, connect and stay relevant across multiple domains infused with XR, AI and Neural Net of things. It features courses in areas of High Technology like Augmented reality, Virtual reality, IoT, Industry 4.0, digital marketing, programming languages, and information technology:
1. A LMS that will be future ready and support XR activities
2. A smart and connected LMS that will Career guide and skill predict elements for lifelong learning
3. LXP provides job placement assistance for all its course through its job portal on the website and extends all its partnership the access to its job portal with lifetime access to students and candidates
4. LXP’s Digital solution helps the university with complete suite of needed services and feature packed with elaborate live classes, multimedia tutorials, interactive exercises, practice tests and expert help to make University/school easy for students and help them score more. LXP offer digital student support services and assessment management services to Universities to help them manage their online courses effectively.
5. LXP also additional provides with a student’s digital counselling and grievance system. It is the perfect solution for grievance redressal system helping administrators to access or modify data from anywhere at any time without interruptions but at the same time prioritizing solutions and maintaining 100% data privacy in the system.
The platform of the present invention provides the below activities:
• Secured platform – “NO” to privacy disaster (3-fold layer of secured wall dedicated servers and not shared servers)
• Provision in progress for Blind Students to learn – Braille method inbuilt
• Built in Online - Indigenous Classroom & Virtual conference – (tool that runs on a separate dedicated server and be accessed via the proposed LMS Server. How speed and user friendly the service is – so using 2 servers - LMS and Video conferencing are on different servers. More traffic in classroom should not hamper the speed of LMS)
o Create multiple activity links to on-line sessions within a course;
o Restrict students from joining a session until a teacher (moderator) joins the session;
o Calendar Integration – Reminder on date and time for the session that appears in the LMS's calendar;
o Breakout rooms;
o Notice board – Specify on open/close date for the session that appears in the LMS's calendar;
o Web Cam - Multiple users can share their webcam at the same time;
o VoIP (voice chat integration – available add-on based on requirement only) - The system's voice conferencing supports voice over IP (VOIP) conferencing out-of-the-box. All your students require are speakers and a microphone to participate – Like what’s up Audio Chat
• Interactive Videos – Part of Adaptive Learning;
• Structured, Analytical and Cognitive data report based on integrity level;
• Flag system with analytics & timer;
• Various level for Attendance marking;
o This extension will allow an attendance log to be kept. This includes an optional module for easy access to relevant functions. (Separate module attendances can be provided as per teachers demand – in others onetime attendance marking will be a practice)
o It is primarily used in blended-learning environments where students are required to attend classes, lectures and tutorials and allows the teacher to track and optionally provide a grade for the student’s attendance. The instructor can set the frequency of their classes (# of days per week & length of course) or create specific sessions.
o To take attendance, the instructor clicks on the "Update Attendance" button and is presented with a list of all the students in that course, along with configurable options and comments. The default options provided are: Present, Absent, Late & Excused. Instructors can download the attendance for their course in Excel format or text format.
• Gamification – Gamification is the application of concepts and designs from games to make learning more motivating and engaging.
o HANGMAN
o CROSSWORD
o CRYPTEX
o SUDOKU
o THE HIDDEN PICTURE
o SNAKES AND LADDERS
o MILLIONAIRE
• Built in white board - Annotations are automatically displayed back to the students in real-time. (Presenters also have the ability to zoom, highlight, draw and write on presentations making a teacher's point clearer to remote students)
o Teacher can share external audio, video, slides, chat on real time apart from sharing the screen
o Built-in polling makes it easy to engage students
• Multiple Assessment options:
o Image Hotspots
o Drag the Words
o Flashcards
o Memory Game
o Dialog Cards
o Column
o Quiz - Question Set
o Drag and Drop
o Fill in the Blanks
o Find Multiple Hotspots
o Guess the Answer
o Juxtaposition
o Image Sequencing
• Recording the lectures make it available for the absentee students for later review.
• Desktop Sharing - Go beyond slides. The presenter can broadcast their desktop for all students to see. Works on Mac, UNIX and PC.
• SHOPPING CART - The new generation of the ecommerce solution
o Allows Users to purchase your courses and exams
o Automatically enrolls the Buyer in the selected course
o Payment Gateway
We put forth before the committee our requests for developing an “LXP - Connect students with Next generation learning journey”
Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner.
The present invention provides a new age lifelong user experience of guided application for students to learn, connect and stay relevant across multiple domains infused with XR, AI and Neural Net of things.
Technology: XR, AI, IoT and Neural net of Things
First of a Kind Wholistic LMS :
Starts with the students Journey and travels lifelong into a partnership
• A LMS that will be future ready and support XR activities;
• A LMS that is AI enabled and bio-rhythmed specifically for a learner;
• A smart and connected LMS that will Career guide and skill predict elements for lifelong learning;
• A LMS that moves beyond training into skill infusion.
Fig. 1 illustrates the advantages of the present invention and the achievements the present system provides.
Hence, the present invention provides:
• LXP as a Higher Education Enrolment Platform:
• LXP is an Indian higher education enrolment platform. Indian and international course providers offer programs such as short-term Certification and PG Diploma courses and with university partnership as distance learning and online courses. It features courses in areas of High Technology like Augmented reality, Virtual reality, IoT, Industry 4.0, digital marketing, programming languages, and information technology.
• LXP as a Placement partner:
• LXP provides job placement assistance for all its course through its job portal on the website and extends all its partnership the access to its job portal with lifetime access to students and candidates
• LXP as a Digital solutions partner:
• LXP’s Digital solution helps the university with complete suite of needed services and feature packed with elaborate live classes, multimedia tutorials, interactive exercises, practice tests and expert help to make University/school easy for students and help them score more. LXP offer digital student support services and assessment management services to universities to help them manage their online courses effectively.
• LXP also additional provides with a student’s digital counselling and grievance system. It is the perfect solution for grievance redressal system helping administrators to access or modify data from anywhere at any time without interruptions but at the same time prioritizing solutions and maintaining 100% data privacy in the system.
Dr Manoharan C
(Agent for the applicant)
IN/PA - 5817
We Claim:
1. A learning experiential platform comprising:
a learning management server connected via internet with a plurality of user devices comprising:
i. AI,
ii. XR (Extended Reality),
iii. gyro meter,
iv. IoT, and
v. Neural Networks.
2. The learning experiential platform as claimed in claim 1, wherein the advanced technologies to monitor student wellness and offer habit correction suggestions, like analysing gaming behavior to develop patience. Furthermore, the platform creates a Phygital environment, blending the digital and physical worlds for a seamless, immersive experience that connects students with peers, mentors, and alumni.
3. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a secured platform with multi fold layer of secured wall dedicated servers and not shared servers.
4. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a provision for blind students to learn braille method.
5. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a built in online - Indigenous Classroom & Virtual conference with a tool that runs on a separate dedicated server and be accessed via the proposed LMS Server.
6. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides various level for Attendance marking to allow an attendance log to be kept. This includes an optional module for easy access to relevant functions.
7. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides gamification to make learning more motivating and engaging.
8. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a built-in white board where annotations are automatically displayed back to the students in real-time and teacher shares external audio, video, slides, chat on real time apart from sharing the screen where built-in polling makes it easy to engage students.
9. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides multiple assessment options, recording the lectures make it available for the absentee students for later review and desktop Sharing.
10. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides shopping cart to allows Users to purchase your courses and exams.
11. A process for running a learning experiential platform comprising:
i. Enrolling and getting service;
ii. recommending at every stage of life on career, choosing and elective, choose an institution, upgradation purchase a product at a good pricing, and
iii. suggesting habit correction and life skill recommendation.
12. The process as claimed in claim 11, wherein the process comprises suggesting habit correction and life skill recommendation with wellness monitoring & suggestions using gyro meters(angular velocity); Attitudinal and behavioural.
Dr Manoharan C
(Agent for the applicant)
IN/PA - 5817
ABSTRACT
A LEARNING EXPERIENTIAL PLATFORM (LXP) AND METHOD THEREOF
The present invention relates to a learning experiential platform (LXP). Particularly, the present invention relates to a learning experiential platform comprising a learning management server connected via internet with a plurality of user devices comprising AI, XR (Extended Reality), gyro meter, IoT, and Neural Networks. Further, the present invention provides process for running a learning experiential platform comprising Enrolling and getting service; recommending at every stage of life on career, choosing and elective, choose an institution, upgradation purchase a product at a good pricing, and suggesting habit correction and life skill recommendation. Fig. 1
Dr Manoharan C
(Agent for the applicant)
IN/PA-5817 , C , Claims:We Claim:
1. A learning experiential platform comprising:
a learning management server connected via internet with a plurality of user devices comprising:
i. AI,
ii. XR (Extended Reality),
iii. gyro meter,
iv. IoT, and
v. Neural Networks.
2. The learning experiential platform as claimed in claim 1, wherein the advanced technologies to monitor student wellness and offer habit correction suggestions, like analysing gaming behavior to develop patience. Furthermore, the platform creates a Phygital environment, blending the digital and physical worlds for a seamless, immersive experience that connects students with peers, mentors, and alumni.
3. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a secured platform with multi fold layer of secured wall dedicated servers and not shared servers.
4. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a provision for blind students to learn braille method.
5. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a built in online - Indigenous Classroom & Virtual conference with a tool that runs on a separate dedicated server and be accessed via the proposed LMS Server.
6. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides various level for Attendance marking to allow an attendance log to be kept. This includes an optional module for easy access to relevant functions.
7. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides gamification to make learning more motivating and engaging.
8. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides a built-in white board where annotations are automatically displayed back to the students in real-time and teacher shares external audio, video, slides, chat on real time apart from sharing the screen where built-in polling makes it easy to engage students.
9. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides multiple assessment options, recording the lectures make it available for the absentee students for later review and desktop Sharing.
10. The learning experiential platform as claimed in claim 1, wherein the learning experiential platform provides shopping cart to allows Users to purchase your courses and exams.
11. A process for running a learning experiential platform comprising:
i. Enrolling and getting service;
ii. recommending at every stage of life on career, choosing and elective, choose an institution, upgradation purchase a product at a good pricing, and
iii. suggesting habit correction and life skill recommendation.
12. The process as claimed in claim 11, wherein the process comprises suggesting habit correction and life skill recommendation with wellness monitoring & suggestions using gyro meters(angular velocity); Attitudinal and behavioural.
| # | Name | Date |
|---|---|---|
| 1 | 202541008635-STARTUP [03-02-2025(online)].pdf | 2025-02-03 |
| 2 | 202541008635-FORM28 [03-02-2025(online)].pdf | 2025-02-03 |
| 3 | 202541008635-FORM-9 [03-02-2025(online)].pdf | 2025-02-03 |
| 4 | 202541008635-FORM-5 [03-02-2025(online)].pdf | 2025-02-03 |
| 5 | 202541008635-FORM-26 [03-02-2025(online)].pdf | 2025-02-03 |
| 6 | 202541008635-FORM FOR STARTUP [03-02-2025(online)].pdf | 2025-02-03 |
| 7 | 202541008635-FORM FOR SMALL ENTITY(FORM-28) [03-02-2025(online)].pdf | 2025-02-03 |
| 8 | 202541008635-FORM 3 [03-02-2025(online)].pdf | 2025-02-03 |
| 9 | 202541008635-FORM 18A [03-02-2025(online)].pdf | 2025-02-03 |
| 10 | 202541008635-FORM 1 [03-02-2025(online)].pdf | 2025-02-03 |
| 11 | 202541008635-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [03-02-2025(online)].pdf | 2025-02-03 |
| 12 | 202541008635-EVIDENCE FOR REGISTRATION UNDER SSI [03-02-2025(online)].pdf | 2025-02-03 |
| 13 | 202541008635-DRAWINGS [03-02-2025(online)].pdf | 2025-02-03 |
| 14 | 202541008635-COMPLETE SPECIFICATION [03-02-2025(online)].pdf | 2025-02-03 |
| 15 | 202541008635-FORM-5 [14-02-2025(online)].pdf | 2025-02-14 |
| 16 | 202541008635-FER.pdf | 2025-06-23 |
| 17 | 202541008635-FORM 3 [04-07-2025(online)].pdf | 2025-07-04 |
| 18 | 202541008635-FORM 3 [04-07-2025(online)]-1.pdf | 2025-07-04 |
| 1 | 202541008635_SearchStrategyNew_E_SearchHistory202541008635E_07-04-2025.pdf |