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A System And Method For Enveloping Audio System In A Seat Without Visual Obstruction For Virtual Reality And Other Applications

Abstract: The present disclosure relates to a system and method for enveloping audio system in seat without visual obstruction for virtual reality and other applications discloses a device which allows high quality enveloping audio for virtual reality applications without the use of headphones or a virtual reality headset or without any speakers in the field of view of the user.

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Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
20 April 2021
Publication Number
42/2022
Publication Type
INA
Invention Field
PHYSICS
Status
Email
info@khuranaandkhurana.com
Parent Application

Applicants

Pulz Electronics Limited
2nd Floor, Kailashpati Building, Plot 10A, Veera Desai Road, Andheri West, Mumbai - 400053, Maharashtra, India.

Inventors

1. KATTIL, Ramakrishnan Manden
5, Loge Bonheur, MMC Crossroad No. 1, Mahim West, Mumbai - 400016, Maharashtra, India.
2. GHOSE, Anirvan Parthasarthy
304/305 Meghdoot C, Opp Joggers Park, Lokhandwala Back Road, Andheri West, Mumbai - 400053, Maharashtra, India.
3. ASHER, Manthan Hasmukh
9-10 Hakoba House, Plot 15&16, Odhav Nagar, Near Shantivan, Borivali East, Mumbai - 400065, Maharashtra, India.

Specification

DESC:TECHNICAL FIELD
[0001] The subject matter of the present disclosure generally relates to audio systems. More particularly it relates to a system and method for producing enveloping 360 degrees surround audio in a seat or chair of a viewer for hassle-free, hands-free, headset-free immersing sound in virtual reality or in Cinematic experience or any other, without obstructing the field of view.

BACKGROUND
[0002] Background description includes information that may be useful in understanding the present invention. It is not an admission that any of the information provided herein is prior art or relevant to the presently claimed invention, or that any publication specifically or implicitly referenced is prior art.
[0003] Virtual Reality is becoming popular by the day. Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, engineering, or military training), and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality sometimes referred to as extended reality or XR.
[0004] Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.
[0005] Despite so many advancements in terms of viewing experience by providing 3D effects to the person corresponding advancements in technology in sound and its rhythmic experience are lagging behind. In most VR system headset are being used. Headsets are uncomfortable for long use further headsets fail to provide overall sound effects such as rhythmic and vibrating effects of sound are fully being ignored.
[0006] There is, therefore, a need for an audio system that does not obstruct the field of view and yet can reproduce sound sources from all directions - 360 degrees.

OBJECTS OF THE PRESENT DISCLOSURE
[0007] Some of the objects of the present disclosure, which at least one embodiment herein satisfy are as listed herein below.
[0008] It is an object of the present disclosure to provide an accurate and high-quality enveloping audio experience for a stationary virtual reality experience without the use of headphones or any speakers in the field of view.
[0009] It is an object of the present disclosure to provide a system is to be able to playback all existing content with Binaural, 5.1, 7.1, or immersive audio soundtracks.
[0010] It is an object of the present disclosure to provide a system to enhance the audio experience of an existing 5.1, 7.1, or immersive audio sound system.

SUMMARY
[0011] The subject matter of the present disclosure generally relates to audio systems. More particularly it relates to a system and method for producing enveloping 360 degrees surround audio in a seat or chair of a viewer for hassle-free, hands-free, headset-free immersing sound in virtual reality or in Cinematic experience or any other, without obstructing the field of view.
[0012] An aspect of the present disclosure pertains to a system and method for enveloping an audio system in a seat without visual obstruction for virtual reality and other applications include a theatre chair having an in-seat speaker arrangement. The theatre chair includes a back section having a front side, a rear side, and a headrest area; a seat section, a VR player, and an embedded digital signal processing unit. The multiple transducers are fitted inside this seat out of which two stereo drivers behind the ears, one transducer at the back, one vibrating transducer at the bottom, and also a subwoofer below the seat but not limited thereto. Further, the VR player with directional input feeds the signals to the processor, and the processor carries out signal processing, filtration, delay, and feeds the signals to amplifiers which drive the transducers.
[0013] In an aspect, the system processes out the directional audio input signal that drives speaker transducers an accurate and high-quality enveloping audio experience for a stationary virtual reality experience without the use of headphones or any speakers in the field of view.
[0014] In an aspect, the directional audio input may include content with Binaural, 5.1, 7.1, or immersive audio soundtracks.
[0015] In an aspect, the system provides an enhanced audio experience of a 5.1, 7.1, or immersive audio sound system.
[0016] In yet another aspect, the embedded digital signal processing unit as claimed in claim 1 is programmed to provide a method of processing the directional input signal that includes processing through the parallel digital signal processors (DSP) wherein one of the DSP signals goes from frequency filtering process followed by a mixing process and the said mixing process derives a Left Total and a Right Total output from a surround input, further then the signal goes through equalization for each output transducer; the signal then goes through crossovers for each transducers handling capacity after this the signal is fed to the respective transducers with managed and controlled gain. Simultaneously, in another DSP the signal is delayed to synchronize the time of arrival of audio signals between the main surround system and the transducers fitted in the seat and thereby enhances the audio experience of an existing 5.1, 7.1, or immersive audio sound system.
[0017] Various objects, features, aspects, and advantages of the inventive subject matter will become more apparent from the following detailed description of preferred embodiments, along with the accompanying drawing FIGs. in which like numerals represent like components.

BRIEF DESCRIPTION OF DRAWINGS
[0018] The accompanying drawings are included to provide a further understanding of the present disclosure and are incorporated in and constitute a part of this specification. The drawings illustrate exemplary embodiments of the present disclosure and, together with the description, serve to explain the principles of the present disclosure. The diagrams are for illustration only, which thus is not a limitation of the present disclosure.
[0019] In the FIGs. similar components and/or features may have the same reference label. Further, various components of the same type may be distinguished by following the reference label with a second label that distinguishes among the similar components. If only the first reference label is used in the specification, the description is applicable to any one of the similar components having the same first reference label irrespective of the second reference label.
[0020] FIG. 1 illustrates an exemplary representation of a layout of a VR setup with this invention. The listener is seated on this seat and the transducers are fitted inside this seat, in accordance with an embodiment of the present disclosure.
[0021] FIG. 2 illustrates an exemplary representation of the signal processing within the signal processing unit, in accordance with an embodiment of the present disclosure.
[0022] FIG. 3 illustrates a diagram schematically illustrating a signal flow of audio in a typical cinema or home theatre equipped with a 5.1/ 7.1 surround audio system, in accordance with an embodiment of the present disclosure.
[0023] FIG. 4 illustrates a diagram schematically illustrating the incorporation of the device within a cinema or a home theatre system equipped with an immersive audio system, in accordance with an embodiment of the present disclosure.
[0024] FIG. 5 illustrates a diagram of the testability and measurement system for output, in accordance with an embodiment of the present disclosure.
[0025] FIG. 6 illustrates an exemplary flowchart diagram showing steps in encoding and decoding of the soundtrack which played from the server8, in accordance with an embodiment of the present disclosure.

DETAILED DESCRIPTION
[0026] Before turning to the FIGs. which illustrate the exemplary embodiments in detail, it should be understood that the present application is not limited to the details or methodology set forth in the description or illustrated in the FIGs. It should also be understood that the terminology is for the purpose of description only and should not be regarded as limiting.
[0027] The foregoing objects of the invention are accomplished and the problems and shortcomings associated with prior art techniques and approaches are overcome by the present invention described in the present embodiment.
[0028] Detailed descriptions of the preferred embodiment are provided herein; however, it is to be understood that the present invention may be embodied in various forms. Therefore, specific details disclosed herein are not to be interpreted as limiting, but rather as a basis for the claims and as a representative basis for teaching one skilled in the art to employ the present invention in virtually any appropriately detailed system, structure or matter.
[0029] Referring to the FIGs., various embodiments of a sound system that may be used in an immersive theatre environment are described along with accompanying systems and the immersive theatre venue. Although the sound systems may be used in the example venue, other venues, theatre areas, and sound system geometries may be alternatively used. In one such embodiment, the sound system controls the sound in a toroidal environment.
[0030] Virtual Reality requires a 360-degree field of view and audio sources matching the position of objects placed in the view. This is normally achieved through a VR headset which provides a reference to the software system to change the visuals as per the head movements. However, the VR headsets are heavy and uncomfortable for long use.
[0031] With LED panels with seamless joints now available, it is now possible to create a virtual reality space by covering all the walls of a room with LED panels. This is possible for applications that do not involve the physical movement and walking of the user. The user is positioned on a seat throughout the duration of the experience.
[0032] The current invention uses a speaker system embedded in the seat to provide a high-quality audio experience with positional accuracies like that of a headphone and sound quality experience better than a high-end professional audio system. An in-seat speaker system includes several speakers in a theatre chair, placed in various locations. In particular, the chair may contain a pair of speakers above the ears and a pair below the ears (or just one speaker for each ear), set within the headrest area of the chair.
[0033] This system can use binaural recordings to playback audio. It can also downmix audio from 5.1, 7.1, or immersive audio soundtracks making the system compatible with all types of content. The same seat is installed and used as a monitor in a studio while creating content.
[0034] Due to the extremely high fidelity of the audio system in the seat, the same system can be used to enhance the audio experience of a 5.1, 7.1, or immersive audio system in a cinema or a home theatre.
[0035] FIG. 1 illustrates an exemplary representation of a layout of a VR setup with this invention. The listener is seated on this seat and the transducers are fitted inside this seat, in accordance with an embodiment of the present disclosure.
[0036] As illustrated, FIG. 1 is a diagram schematically illustrating a typical layout of a VR setup with this invention. The visual is presented in the form of LED panels on all surfaces of the rectangular room (not part of this invention). The audience is seated on seat 101 and the transducers are fitted inside this seat. There are four sets of transducers. Two stereo drivers behind the ears 102, one transducer at the back 103, one vibrating transducer at the bottom 106, and also a subwoofer below the seat 104. The VR player with directional input feeds the signals to the processor 302. The processor carries out signal processing 210, filtration, delay, etc, and feeds the signals to amplifiers which drive the transducers.
[0037] FIG. 2 illustrates an exemplary representation of the signal processing within the signal processing unit, in accordance with an embodiment of the present disclosure.
[0038] As illustrated, FIG. 2 is a diagram schematically illustrating the signal processing within the signal processing unit. The unit can be fed with surround sound 5.1 as well as an immersive audio downmix or a binaural track 200. The signal goes through a frequency filtering process 202 followed by a mixing process 203. This mixing process derives a Left Total and a Right Total output from a surround input. The binaural track goes unaltered in this stage. The next stage is equalization 204 for each output transducer. The signal then goes through crossovers 205 for each transducer handling capacity. The next stage is dynamic control 206 for each transducer and final gain 207 control.
[0039] FIG. 3 illustrates a diagram schematically illustrating a signal flow of audio in a typical cinema or home theatre equipped with a 5.1/ 7.1 surround audio system, in accordance with an embodiment of the present disclosure.
[0040] As illustrated, FIG. 3 is a diagram schematically illustrating a signal flow of audio in a typical cinema or home theatre equipped with a 5.1/ 7.1 surround audio system. The system consists of a server 301 which plays back the content. This content is fed to an audio processor 302. The audio processor output is fed to amplifiers 113 and speakers for the surround audio system 101. A parallel output is tapped 303 from the processor output stage. This tapped output is fed to two DSP processors 210. One processor controls the surround sound system and provides all alignment parameters for the same. Second processor onwards, the signal path is the same as FIG. 2. The only additional feature used in the DSP in this setup is the delay to synchronize the time of arrival of audio signals between the main surround system and the transducers fitted in the seat.
[0041] FIG. 4 illustrates a diagram schematically illustrating the incorporation of the device within a cinema or a home theatre system equipped with an immersive audio system, in accordance with an embodiment of the present disclosure.
[0042] As illustrated, FIG. 4 is a diagram schematically illustrating the incorporation of the device within a cinema or a home theatre system equipped with an immersive audio system. In such a system, the soundtrack is present as a combination of beds 403 and objects 404. The elements are rendered by a renderer as per the audio system installed in the listening room. This output is tapped from the unit and then processed in a similar manner as FIG. 3.
[0043] FIG. 5 illustrates a diagram of the testability and measurement system for output, in accordance with an embodiment of the present disclosure.
[0044] As illustrated, FIG. 5 is a diagram of the testing and measurement system for output. It does the real-time analysis 501 of the sound effect produced 101, testing frequency response and delay along with testability of the circuit through the sensors 502 wherever is required. The response data is processed and sent to the user for further analysis.
[0045] FIG. 6 illustrates an exemplary flowchart diagram showing steps in encoding and decoding of the soundtrack which played from the server8, in accordance with an embodiment of the present disclosure.
[0046] As illustrated, binaural recording is a method of recording sound that uses two microphones, arranged with the intent to create a 3-D stereo sound sensation for the listener of actually being in the room with the performers or instruments. This effect is often created using a technique known as dummy head recording, wherein a mannequin head is fitted with a microphone in each ear. Binaural recording is intended for replay using headphones and will not translate properly over stereo speakers. This idea of a three-dimensional or "internal" form of sound has also translated into useful advancement of technology in many things such as stethoscopes creating "in-head" acoustics. Most Virtual Reality content is created with binaural recording. This invention allows playback and simulation of the binaural effect due to the position of the two speakers behind the ears.
[0047] Conventional stereo recordings do not factor in natural ear spacing or "head shadow" of the head and ears, since these things happen naturally as a person listens, generating interaural time differences (ITDs) and interaural level differences (ILDs) specific to their listening position. Because loudspeaker-crosstalk with conventional stereo interferes with binaural reproduction (i.e., because the sound from each channel's speaker is heard by both ears rather than only by the ear on the corresponding side, as would be the case with headphones), headphones are required. This invention provides similar cross-talk advantages to headphones.
[0048] The rise of 360° audio film technology in relation to commercial entertainment has seen a rise in popularity of the use of binaural simulation. This is with the purpose of fully adapting the 360° soundtrack for headphones and earphones. Users can ostensibly watch 360° films and music with the immersive surround sound experience remaining intact with this invention.
[0049] The soundtrack is played from the server and the decoding flowchart is provided in FIG. 6.
[0050] With a simple recording method, two microphones are placed 18 cm (7") apart facing away from each other. This method will not create a real binaural recording. The distance and placement roughly approximate the position of an average human's ear canals, but that is not all that is needed. More elaborate techniques exist in pre-packaged forms. A typical binaural recording unit has two high-fidelity microphones mounted in a dummy head, inset in ear-shaped molds to fully capture all of the audio frequency adjustments (known as head-related transfer functions (HRTFs) in the psychoacoustic research community) that happen naturally as sound wraps around the human head and is "shaped" by the form of the outer and inner ear.
[0051] The key constituents that cause the 3D stereo effect: are timing, loudness, and timbre. The sound coming from the left arrives first in the left ear and microseconds later in the right ear. Head muffles the sound making the sound louder to the left ear than to the right ear. The head and other parts of the body deflect the sound thus changing the sound's frequency spectrum along its way from the left side to the right side. The human brain interprets these differences and automatically causes a sensation of a certain location for the sound to the listening person.
[0052] FIGs. 1-4 show examples of in-seat speaker configurations. It shows a theatre chair that has a back section and a seat section. In the back section, top speakers are arranged around the concave headrest of the seat in a way that surrounds the area that a guest's head would occupy, where distinct audio signals may be transmitted through each driver. The sound coming from speakers on one side of the listener's head is heard almost entirely by the ear of that side (and not the other ear). This effect may be due to proximity to that ear; and/or due to the tubular passages between each speaker and opening in the headrest, which focuses the sound into a relatively narrow beam; and/or due to a concave parabolic cone or hemisphere the speaker faces (e.g., functioning similar to a parabolic microphone in reverse), which itself faces the ear, which focuses the sound into a relatively narrow beam. This isolation of separate audio channels to each ear makes possible the employment of psycho-acoustic effects to simulate sound emanating from various placements within a three-dimensional space, and also makes possible the reproduction of binaurally recorded audio (one or both of which may also be employed). Although two speakers are shown here, other numbers and arrangements of speakers may be used. For example, one left and one right speaker may be used, one on each side of the headrest. As another example, six to speakers may be arranged around head area, or three speakers per left channel, three speakers per right channel, to provide a more immersive audio environment. Also as shown, chair includes a speaker in its seat section. A large speaker may be a more powerful or higher fidelity speaker because of its size. For example, speakers may be full-spectrum speakers, while the large speaker may be woofer or subwoofer.
[0053] As shown in FIGs. 1-4, the sound arrangement from a single theatre chair may be enhanced by other in-seat speakers. As shown, the chair includes top speakers and a seat-speaker, each arranged to provide audio to a seated guest. Additionally in the arrangement a front, center channel speaker is provided in front of the guest seating area of the chair. In particular, the speaker is disposed of in the back of the chair in the row ahead of the chair, so the sound from the center channel is reaching the person at the rear of the seat. If the seat is in the front row, additional speakers may be provided in front of the seat to provide a full surrounding audio environment. Although not shown, the front, and possibly sides, of the headrest area may protrude to produce a concave headrest surrounding the head area. Other numbers and arrangements of speakers may be used.
[0054] The term “controller” or “processor” is used herein generally to describe various apparatus relating to the operation of the system and the appliances referred to herein. A controller can be implemented in numerous ways (e.g., such as with dedicated hardware) to perform various functions discussed herein. A “processor” is one example of a controller which employs one or more microprocessors that may be programmed using software (e.g., microcode) to perform various functions discussed herein. A controller may be implemented with or without employing a processor, and also may be implemented as a combination of dedicated hardware to perform some functions and a processor (e.g., one or more programmed microprocessors and associated circuitry) to perform other functions. Examples of controller components that may be employed in various embodiments of the present disclosure include, but are not limited to, conventional microprocessors, application specific integrated circuits (ASICs), and programmable logic controllers (PLCs), and field-programmable gate arrays (FPGAs).
[0055] A processor or controller may be associated with one or more storage media (generically referred to herein as “memory,” e.g., volatile and non-volatile computer memory such as RAM, PROM, EPROM, and EEPROM, floppy disks, compact disks, optical disks, magnetic tape, etc.). In some implementations, the storage media may be encoded with one or more programs that, when executed on one or more processors and/or controllers, perform at least some of the functions discussed herein. Various storage media may be fixed within a processor or controller or may be transportable, such that the one or more programs stored thereon can be loaded into a processor or controller so as to implement various aspects of the present disclosure discussed herein. The terms “program” or “computer program” are used herein in a generic sense to refer to any type of computer code (e.g., software or microcode) that can be employed to program one or more processors or controllers.
[0056] While a variety of inventive embodiments have been described and illustrated herein, those of ordinary skill in the art will understand that a variety of other methods, systems, and/or structures for performing the function and/or obtaining the results, and/or one or more of the advantages described herein are possible, and further understand that each of such variations and/or modifications is within the scope of the inventive embodiments described herein. Those skilled in the art will understand that all parameters, dimensions, materials, and configurations described herein are meant to be exemplary and that the actual parameters, dimensions, materials, and/or configurations will depend upon the specific application or applications for which the inventive teachings is/are used. Those skilled in the art will recognize, or be able to ascertain using no more than routine experimentation, many equivalents to the specific inventive embodiments described herein. It is, therefore, to be understood that the foregoing embodiments are presented by way of example only and that, within the scope of the appended claims and equivalents thereto, inventive embodiments may be practiced otherwise than as specifically described and claimed. Inventive embodiments of the present disclosure are directed to each individual feature, system, article, material, kit, and/or method described herein. In addition, any combination of two or more such features, systems, articles, materials, kits, and/or methods, if such features, systems, articles, materials, kits, and/or methods are not mutually inconsistent, is included within the inventive scope of the present disclosure.

ADVANTAGES OF THE INVENTION
[0057] The proposed invention provides an accurate and high-quality enveloping audio experience for a stationary virtual reality experience without the use of headphones or any speakers in the field of view.
[0058] The proposed invention provides a system is to be able to playback all existing content with Binaural, 5.1, 7.1 or immersive audio soundtracks.
[0059] The proposed invention provides a system to enhance the audio experience of an existing 5.1, 7.1 or immersive audio sound system.

,CLAIMS:1. A system and method for enveloping audio system in a seat without visual obstruction for virtual reality and other applications include a theatre chair having an in-seat speaker arrangement and the theatre chair comprising:
a back section having a front side, a rear side, and a headrest area;
a seat section;
a VR player;
an embedded digital signal processing unit,
wherein multiple transducers are fitted inside this seat out of which two stereo drivers behind the ears (102), one transducer at the back (103), one vibrating transducer at the bottom (106), and also a sub-woofer below the seat (104) but not limited thereto;
further, the VR player with directional input feeds the signals to the processor (302), and the processor carries out signal processing (210), filtration, delay, and feeds the signals to amplifiers which drive the transducers.
2. The system as claimed in claim 1, wherein the system processes out the directional audio input signal that drives speaker transducers an accurate and high-quality enveloping audio experience for a stationary virtual reality experience without the use of headphones or any speakers in the field of view.
3. The system as claimed in claim 1, wherein the directional input includes content with Binaural, 5.1, 7.1, or immersive audio soundtracks.
4. The system as claimed in claim 1, wherein the system provides an enhanced audio experience of a 5.1, 7.1, or immersive audio sound system.
5. The system as claimed in claim 1, wherein the embedded digital signal processing unit as claimed in claim 1 is programmed to provide a method of processing the directional input signal that comprises:
processing through the parallel digital signal processors (DSP) wherein through one of DSP signal goes from frequency filtering process followed by a mixing process and the said mixing process derives a left total and a right total output from a surround input, further then the signal goes through equalization for each output transducer; the signal then goes through crossovers for each transducers handling capacity after this the signal is fed to the respective transducers with managed and controlled gain; and
simultaneously, in another DSP the signal is delayed to synchronize the time of arrival of audio signals between the main surround system and the transducers fitted in the seat and thereby enhances the audio experience of an existing 5.1, 7.1 or immersive audio sound system.

Documents

Application Documents

# Name Date
1 202121002766-STATEMENT OF UNDERTAKING (FORM 3) [20-01-2021(online)].pdf 2021-01-20
2 202121002766-PROVISIONAL SPECIFICATION [20-01-2021(online)].pdf 2021-01-20
3 202121002766-FORM FOR SMALL ENTITY(FORM-28) [20-01-2021(online)].pdf 2021-01-20
4 202121002766-FORM FOR SMALL ENTITY [20-01-2021(online)].pdf 2021-01-20
5 202121002766-FORM 1 [20-01-2021(online)].pdf 2021-01-20
6 202121002766-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [20-01-2021(online)].pdf 2021-01-20
7 202121002766-EVIDENCE FOR REGISTRATION UNDER SSI [20-01-2021(online)].pdf 2021-01-20
8 202121002766-DRAWINGS [20-01-2021(online)].pdf 2021-01-20
9 202121002766-DECLARATION OF INVENTORSHIP (FORM 5) [20-01-2021(online)].pdf 2021-01-20
10 202121002766-Proof of Right [11-02-2021(online)].pdf 2021-02-11
11 202121002766-FORM-26 [11-02-2021(online)].pdf 2021-02-11
12 202121002766-PostDating-(19-01-2022)-(E-6-16-2022-MUM).pdf 2022-01-19
13 202121002766-APPLICATIONFORPOSTDATING [19-01-2022(online)].pdf 2022-01-19
14 202121002766-ENDORSEMENT BY INVENTORS [20-04-2022(online)].pdf 2022-04-20
15 202121002766-DRAWING [20-04-2022(online)].pdf 2022-04-20
16 202121002766-CORRESPONDENCE-OTHERS [20-04-2022(online)].pdf 2022-04-20
17 202121002766-COMPLETE SPECIFICATION [20-04-2022(online)].pdf 2022-04-20
18 Abstract1.jpg 2022-06-02
19 202121002766-MSME CERTIFICATE [29-12-2022(online)].pdf 2022-12-29
20 202121002766-FORM28 [29-12-2022(online)].pdf 2022-12-29
21 202121002766-FORM 18A [29-12-2022(online)].pdf 2022-12-29
22 202121002766-FER.pdf 2023-01-17
23 202121002766-FORM-26 [17-07-2023(online)].pdf 2023-07-17
24 202121002766-FER_SER_REPLY [17-07-2023(online)].pdf 2023-07-17
25 202121002766-CORRESPONDENCE [17-07-2023(online)].pdf 2023-07-17
26 202121002766-COMPLETE SPECIFICATION [17-07-2023(online)].pdf 2023-07-17
27 202121002766-CLAIMS [17-07-2023(online)].pdf 2023-07-17
28 202121002766-ABSTRACT [17-07-2023(online)].pdf 2023-07-17
29 202121002766-US(14)-HearingNotice-(HearingDate-10-10-2024).pdf 2024-09-12
30 202121002766-Correspondence to notify the Controller [10-10-2024(online)].pdf 2024-10-10

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