Sign In to Follow Application
View All Documents & Correspondence

"A Method To Deliver Content (Educational / Utility Applications / Games)on A Mobile Phone In A Secure Way"

Abstract: The invention relates to a touch-sensitive portable communication device operable as a computing device to accept application-specific inputs and display processed inputs, comprising a plurality of input means which can be one of a keyboard and in-built means activable upon sensing touch; an interface allowing wireless connection of the device with a wireless/wired network; at least one application-specific program operable to process and display input data on a screen of the device including receiving and transmitting data via said network; wherein a selected set of inputs are enabled to be interpreted and activate/trigger corresponding response, the additional inputs are identified by the software structure and ignored.

Get Free WhatsApp Updates!
Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
06 April 2010
Publication Number
09/2012
Publication Type
INA
Invention Field
COMMUNICATION
Status
Email
Parent Application

Applicants

SPICELABS PRIVATE LTD.
2ND FLOOR, D-1 SECTOR-3 NOIDA UP 201301

Inventors

1. ANUPAM SRIVASTAVA
2ND FLOOR, D-1 SECTOR-3 NOIDA UP 201301
2. SUMIT KUMAR
2ND FLOOR, D-1 SECTOR-3 NOIDA UP 201301
3. LOKESH GUPTA
2ND FLOOR, D-1 SECTOR-3 NOIDA UP 201301

Specification

FIELD OF INVENTION
The present invention relates to means allowing an user of the mobile phone to restrict any other use of the same mobile phone only to the desired applications. More particularly, the invention relates to a mobile phone with control means. The invention further relates to a method to save and deliver content of a mobile phone to another mobile in a secured manner.
The invention further allows a user to enable his phone's use by a child in non-interrupted, smooth and friendly manner and restricts the child from accidentally making calls or removing data .
BACKGROUND AND PRIOR ART
In their formative years, much of the kids education comprise of introducing the elementary concepts like alphabets, words ,numbers, counting etc. This is accomplished primarily through voice, text, teaching aid of (visual and Non Visual) nature and instinctive tendency of kids to imitate their surrounding. For the purpose of the invention under discussion we will confine our self to the example of counting. Although the scope of this invention is far beyond the teaching counting and numbers.

Traditionally all the visual and non visual teaching aid used for familiarizing kids to the concept of counting are based/designed on the principal of correspondence i.e if you want to teach the kids a concept of number count 5 you show him/her a image containing 5 distinct objects in it . These images /objects were static and by themselves don't provide any assistance to kid in judging the number. Another shortcoming of this method of teaching is that it is binary in nature. You can either be right of wrong and you can do that only in one step. There is no way to get progressively accurate about the object count in reference image.
Problem with existing methods of trying to accomplish the same objective using a computational device is that most of the design don't follow /allow the principal correspondence to be used in teaching ergo they are not modeled according to the cognitive method a kid uses to learn counting . kids invariably uses their fingers as a pointing and marking tool while counting . so if they need to count till "5" , using principal of correspondence they will mark each successive incremental step from "1" to "5" by touching them once using their finger. Due to the inherent limitation in terms of interface and software capabilities of popular computational devices it was not possible to implement this figure guided counting system effectively on them .

Due to wide use of Mobile phone with varied applications, the data stored in mobile phones are very vital in nature like games/video/images. They are used day-in and day-out basis. Hence loss or deletion of any of these data will put the user in a distressed condition, until and unless a back-up is maintained. Further, undesired calls might attract wrath of the receiver.
Presently the available tools for the mobile phones with "child lock" facility are mainly focused on restriction of the usage of outgoing services of the internet service provider. However no care has been taken to safe guard the contents of the mobile phone for example, deletion of important data from the memory of the mobile phones.
Even through "Best Crypto", file lock and file hide are available in the art, the known devices fail to take care the disadvantage of unintentional deletion of data and/or, undesired/accidental outgoing calls.
The prior art features are more concerned to provide a restriction on internet access. In such prior art, the power-off/on is not guaranteed leave apart solutions to other disadvantages as stated hereinabove.

Hence, there is a need to with tools to make a mobile phone conveniently usable by a child and securing the existing data, when the mobile phone is handled by a child or a user other than original user.
OBJECTS OF THE INVENTION
It is therefore an object of this invention to propose a method to protect the valuable data stored in mobile phone from getting deleted while being used by an user other than the actual user.
Another object of this invention is to propose a method to allow a child to use a mobile phone in a friendly manner, without being distracted by the variety of features the phone supports.
Another object of this invention is to propose a method to restrict a second user within the allowable applications, while being temporarily used.
A still further object of this invention is to propose an improved mobile phone with control means which allows the mobile phone control to remain activated even with power OFF/ON.

A still further object of this invention is to propose an improved mobile telephone with control means which simultaneously enables all other games/unrestricted application to be operative.
SUMMARY OF THE INVENTION
The invention handles the disadvantages of the prior art by introducing the technology/feature/concept called control child lock.
Today's mobile phones are basically designed keeping in mind a mature user. At the same time children get very easily attracted to a mobile phone but we are always afraid of giving the phone to a child fearing the he/she might make a call. or delete some files. This inventions makes a mobile phone conveniently usable by a child. This is done by disabling the default features of some of the keys that take away a user from the current application.
This invention further enables phone providers to come up with products which can be complete oriented towards child, once the Child-Lock feature is set-ON the phone can stop exposing calling/messaging/sensitive functionality and just behave like a child toy. It could behave like a Child rattle which when slapped/shaken by a child would create various musical sounds. Another variation could be a mobile phone which could behave like a child photo-viewer where child's actions could change the pictures, create sound etc.

This feature can be applied to any application/game which a user wants to share. When this features is active the phone user would not be able to exit the application and hence would not be able to access other sensitive data/features of the phones like address book/messaging/calling etc.
As an extension, one could have an application which auto-starts itself on a phone reboot. So that if the other person tries to switch off the phone by taking out the battery and restarting the phone, this "lock" application starts itself so that the sensitive data is safe across phone reboots too.
Also, this feature can be implemented in separation with other, applications/games where in the applications/games don't implement this feature but the product which implements this feature takes care of that. In this manner a phone owner can choose a set of applications/games which he wants the other person (or kid) to be able to access and then the person can access any of those applications/games.
In this manner the games/applications which are developed using technologies that do not support this kind of behavior would also be able to have this kind of feature.

In this method, the principle of correspondence is used in an enhanced manner to teach counting. An onscreen image is used where there is a fixed number of clear and distinct icons. Numbers of icons are same as the number intended to be taught to the kids. So to teach the kid concept of number /count "6" there got to be 6 icons on the screen. Depending on the context these icons can be of same shape and size or different shape and size with each other. The image shown in these icons can also vary depending on the context.
Thus, the concept of counting is introduced by converting the shape /state/visual of icon in response to the interaction of user with the device. This interaction is measured using various capabilities of device. Like touch sensitivity . every time a user touches the icon there is a visible change in the visual appearance of icon this can be in various forms including but not limited to change in shape,, background color, hue , brightness, distortion in contours, change in color , animation , disintegration of image etc . this can also be coupled with tactile and audio feedback.
idea is to mark every instance of such interaction of user with such a visual /tactile /audio feedback that user can link number of taps on icon to the number of time it witnesses the change in visual appearance of icon . Since the target

device and underlying application logic always keep a visual reference to count /number handy/on display so it will only be natural for kids to establish a associative link with the number of time it witness the feedback /change in appearance to the number on screen .
Accordingly, a computation device is used as interface on which cognitive model of kids decision making process while counting can be replicated as described in preceding sections. The kids use finger guided cognitive models to establish the principal of correspondence since it was not possible to conveniently model /replicate/simulate the similar cognitive model in computational devices which lacks touch interface . since this is how kids traditionally learn counting so providing this capability in computational device offers a significant value addition and differentiation over existing method of doing things . For example, if the concept of count "6" is to be taught, an image of any 6 distinct objects as icon shall be shown. This can be thing like 6 balls , 6 Birds or even 6 dots. Every time kid touches the icon , icon will undergo a transformation as described above and kid will get a feedback . this feedback can be visual (change in shape ,color ,contour) ,Audio (sounds ),Haptic (Tactile ). when user will finish touching all six of such icon it will be told the number 6 by application logic . there by establishing the associative link between the number of time user receive feedback and count.

Definition:
1 Computation device here: refer to any device which has
(i) Capability to connect to any Communication network (closed, open, restrictive,
invite only) independent of technology or form factor. (ii) has a computational capability which can be general purpose or special purpose ,
programmable or non programmable . (iii) may or may not be portable .
2 capabilities here is referred to any characteristic of computational device
which has a potential to receive and interpret any input information and
communicate a specific information, in response to or independent of the input
provided, to its user or any third party, machine or human.
these capabilities in this case are including but not limited to following
• vibration,
• Capability to display, store and playback content in multimedia format like
MUSIC, Video, picture, animation, text, symbols.
• Location awareness,
• motion sensitivity,

• photo/light sensitivity /awareness,
• acoustic sensitivity,
• touch sensitivity,
• capability of interpreting visual information by artificial /assisted computer vision.

• Tactile feedback
• Orientation sensitivity.
These capability can reside within the device or can be outside of device or can be a mixture of both.
BRIEF DESCRIPTION OF THE ACCOMPANYING DRAWINGS
Figure 1 shows a first state of input mechanism of mobile phones under "input locked" state.
Figure 2, shows a second state of input mechanism for mobile phones in "input unlocked" state.
Figure 3, shows an input mechanism of mobile phone under "input child locked" state.
Figure 4 shows a flow chart corresponding to the state illustrated in figure 1.
Figure 5 shows a flow chart corresponding to the state illustrated in figure 2
Figure 6 shows a flow chart corresponding to the state illustrated in figure 3

DETAIL DESCRIPTION OF THE INVENTION
As shown in figure-1, in a first aspect when the input is locked, the input mechanism to the mobile phone can be operated as under:
• input method (keyboard , touch ) are disabled so as to provide protection from un intended key press /input and consequential action ( for example : call , deltetion of data etc ) caused by those unintended keystrokes.
• this is state is usually maintained when device is not actively used by user . when its in pocket or being carried by user , when (with respect to network ) device is only actively listening to network for any incoming signal.
• User can switch in and out of this state by using a particular key (often known as hardware lock key )or a key combination on Key pad ( this combination may or may not be customized by user).
As shown in figure-2, when the input is unlocked, the input mechanism can be operated as under:
• input method (keyboard , touch ) are enabled and can accept input
command . key pressed are listend and interpreted by software of device
and when a specific key or combination of key is pressed to which there
is a action defined . that action is triggered .

In this state usually one or more than one application is running and waiting /listening to the input port for any command .
• Same key are listened by all the active application but only those who have a corresponding action respond to it.
• User can switch in and out of this state by using a particular key (often known as hardware lock key )or a key combination on Key pad ( this combination may or may not be customized by user).
• This switch can also be done by a time triggered event where device may switch in and out of this mode after a specified time of inactivity . this time limit can be customized by user.
In light of the status described with reference to figures 1 and 2, the present invention provides an input-child locked state in a mobile phone as shown in figure -3, which describes:
• Input method (keyboard , touch ) are enabled and can accept input
command . Key pressed are listened and interpreted by software of
Device. However in child lock mode only a subset of key strokes are
empowered to activate /trigger corresponding action . rest of the key
stroke are simply ignored even though they have a valid corresponding
response assigned to them .

• This mode is usually activated by a user through an application , on activating this mode application takes an overriding control of Input and allow only a subset of keystroke to be interpreted and activate /trigger corresponding action .
• User can switch in and out of this state by using a particular key combination (unlock key this combination may or may not be customized by user).
• This mode is activated /effective on a persession basis. ie User have to activate this mode even/time he want to have his input partially enabled .
Graphical flow of control in each of said three mode are illustrated in figures 4,5, and 6 respectively.
According to the invention, there is provided a method for operating cell phone and other wireless communication/computation device (1) and their various capabilities (2) for the purpose of interpreting various input available to it and tailoring its response to the user according to the age and other parameter(3) and communicating this response using same set of capability in order to engineer an immersive , communicative and interactive medium which can be used for the purpose(4) of dispensing various instruction/information on case to case basis.

1 cell phone and other wireless device here: refer to any device which has
(iv) capability to connect to any Communication network (closed, open, restrictive,
invite only) independent of technology or form factor. (v) has a computational capability which can be general purpose or special purpose ,
programmable or non programmable . (vi) may or may not be portable .
2 capabilities here is referred to any characteristic of cell phone and other
wireless device which has a potential to receive and interpret any input
information and communicate a specific information, in response to or
independent of the input provided, to its user or any third party, machine or
human.
these capabilities in this case are including but not limited to following
• vibration,
• Capability to display, store and playback content in multimedia format like MUSIC, Video, picture, animation, text, symbols.
• Location awareness,
• motion sensitivity,

• photo/light sensitivity /awareness,
• acoustic sensitivity,
• touch sensitivity,
• capability of interpreting visual information by artificial /assisted computer vision.

These capability can reside within the device or can be outside of device or can be a mixture of both.
3 These parameters are including but not limited to following
• age,
• physical attribute including but not limited to height, weight, color, eyesight, acoustic ,olfactory and kinesthetic capability;
• cognitive capability including but not limited to co ordination , balancing and reflexes
• demographic attributes like race, region, nationality .neighborhood , language, family structure etc.
4 Purpose of interpreting /communicating this information here can be for any
objective listed below
• recreational games.
• creating virtual /quasi virtual entity to keep user engage/distracted.

• educational courseware,
• skill enhancement.
• compensating for deficiency in people with special need,
• vocational training,
• training simulation,
• calibrating scenario based response etc.

some possible use case of this system are listed below
• Creating a virtual character which mimic /reciprocate the voice of kid. This character will act as virtual companion for kid . it will read /interpret current mood /state of mind of kid by analyzing the sound /voice . if the kid is crying or laughing this virtual companion will respond to it by crying or laughing respectively.
• Creating a virtual avatar /character which can be used for the purpose of supplying a prepackaged canned response to some common action of kids . for example if kid wake up in the middle of night and start crying this can start playing lullaby , pre recorded in mother's voice . or when kid is distracted or crying for attention it can play out some pre recorded message in the voice of parents .
• A kid game where kids are shown pictures of things of day today use like table , vegetable , book , animal> vehicle etc and they need to speak the name of it . game software will use voice recognition to check if the response is right, this game will serve dual purpose : first to memorize kid about the name of things , second , it will help them in learning correct pronunciation of word .

• A text reading comprehension game where accuracy of reading is measured by voice recognition . this can be a used for teaching new language or helping kids to over come problem like unclear pronunciation or stammering.
• A kid game which mimic the facial gesture of kid . these facial gestures are captured by a frdnt facing camera and can be used for the purpose of a) keeping kid amused /busy b) teaching some cognitive techniques like hand eye coordination etc.
• Using mobile phone as a toy . where most of the input are taken by motion sensor/Accelerometer. this can be used for a variety of purposes like using Cell phone as a Rattle (jhunjhuna ) , bamboo pipe flute , detection of motion for warning parents when kid go far from place .
• Using clock and light sensitivity of cellphone to trigger certain function at given time . like automatically start playing lullaby in night and wakeup song in morning.
• Providing educational/ behavioral instruction on mobile phone . like how to tie shoe lace, eat noodles, brush teeth etc .

We Claim:
1. A touch-sensitive portable communication device operable as a
computing device to accept application-specific inputs and display
processed inputs, comprising:
- a plurality of input means which can be one of a keyboard and in-built
means activable upon sensing touch;
- an interface allowing wireless connection of the device with a
wireless/wired network;
- at least one application-specific program operable to process and display
input data on a screen of the device including receiving and transmitting
data via said network;
wherein a selected set of inputs are enabled to be interpreted and activate/trigger corresponding response, the additionals inputs are identified by the software structure and ignored.
2. A touch-sensitive portable communication device operable as a
computing device to accept application-specific inputs and display
processed inputs as substantially described and illustrated herein with
reference to the accompanying drawings

Documents

Application Documents

# Name Date
1 842-DEL-2010-AbandonedLetter.pdf 2019-09-25
1 842-DEL-2010-GPA-(12-07-2010).pdf 2010-07-12
2 842-DEL-2010-FER.pdf 2018-06-27
2 842-DEL-2010-Form-1-(12-07-2010).pdf 2010-07-12
3 842-DEL-2010-Correspondence-Others-(12-07-2010).pdf 2010-07-12
3 842-DEL-2010-Correspondence-Others-(07-04-2014).pdf 2014-04-07
4 842-del-2010-Form-5-(06-04-2011).pdf 2011-04-06
4 842-DEL-2010-Form-18-(07-04-2014).pdf 2014-04-07
5 842-del-2010-Form-2-(06-04-2011).pdf 2011-04-06
5 842-del-2010-abstract.pdf 2011-08-20
6 842-DEL-2010-Drawings-(06-04-2011).pdf 2011-04-06
6 842-del-2010-correspondence-others.pdf 2011-08-20
7 842-del-2010-description (provisional).pdf 2011-08-20
7 842-del-2010-Description (Complete)-(06-04-2011).pdf 2011-04-06
8 842-del-2010-form-1.pdf 2011-08-20
8 842-del-2010-Correspondence-Others-(06-04-2011).pdf 2011-04-06
9 842-del-2010-Claims-(06-04-2011).pdf 2011-04-06
9 842-del-2010-form-2.pdf 2011-08-20
10 842-del-2010-Abstract-(06-04-2011).pdf 2011-04-06
10 842-del-2010-form-3.pdf 2011-08-20
11 842-del-2010-Abstract-(06-04-2011).pdf 2011-04-06
11 842-del-2010-form-3.pdf 2011-08-20
12 842-del-2010-Claims-(06-04-2011).pdf 2011-04-06
12 842-del-2010-form-2.pdf 2011-08-20
13 842-del-2010-Correspondence-Others-(06-04-2011).pdf 2011-04-06
13 842-del-2010-form-1.pdf 2011-08-20
14 842-del-2010-Description (Complete)-(06-04-2011).pdf 2011-04-06
14 842-del-2010-description (provisional).pdf 2011-08-20
15 842-del-2010-correspondence-others.pdf 2011-08-20
15 842-DEL-2010-Drawings-(06-04-2011).pdf 2011-04-06
16 842-del-2010-abstract.pdf 2011-08-20
16 842-del-2010-Form-2-(06-04-2011).pdf 2011-04-06
17 842-DEL-2010-Form-18-(07-04-2014).pdf 2014-04-07
17 842-del-2010-Form-5-(06-04-2011).pdf 2011-04-06
18 842-DEL-2010-Correspondence-Others-(12-07-2010).pdf 2010-07-12
18 842-DEL-2010-Correspondence-Others-(07-04-2014).pdf 2014-04-07
19 842-DEL-2010-Form-1-(12-07-2010).pdf 2010-07-12
19 842-DEL-2010-FER.pdf 2018-06-27
20 842-DEL-2010-GPA-(12-07-2010).pdf 2010-07-12
20 842-DEL-2010-AbandonedLetter.pdf 2019-09-25

Search Strategy

1 842_DEL_2010_19-03-2018.pdf