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Determine Entertainment Impact On Psychological State Of Person

Abstract: DETERMINE ENTERTAINMENT IMPACT ON PSYCHOLOGICAL STATE OF PERSON Abstract A method for assessing the emotional impact of entertainment content may be provided in accordance with embodiments of the present disclosure. Such a method may involve steps such as showing an episode one of the episodes to a specific group of subjects and asking them to fill out a questionnaire about their feelings about the content. Presenting the subsequent episode to the intended audience may also be part of certain embodiments. In certain embodiments, the latter episode is delivered to the intended audience using a logistic regression model, and the brain activity of that audience are determined. Fig. XX

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Patent Information

Application #
Filing Date
21 March 2023
Publication Number
19/2023
Publication Type
INA
Invention Field
MECHANICAL ENGINEERING
Status
Email
Parent Application

Applicants

BANASTHALI VIDYAPITH
BANASTHALI VIDYAPITH, P.O. BANASTHALI, BANASTHALI, RAJASTHAN, INDIA, 304022, JAIPUR

Inventors

1. PROF. SAURABH MUKHERJEE
BANASTHALI VIDYAPITH, P.O. BANASTHALI, BANASTHALI, RAJASTHAN, INDIA, 304022, JAIPUR
2. DR. KHANDAKAR F. RAHMAN
BANASTHALI VIDYAPITH, P.O. BANASTHALI, BANASTHALI, RAJASTHAN, INDIA, 304022, JAIPUR

Claims

1. A method for determining the psychological impact of entertainment material consisting of at least first and later episodes, the method including the steps of: presenting a first episode to a target group of subjects; after a predetermined period of time, presenting the later episode to the target group of subjects; and determining brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.

2. A method according to claim 1, further including the step of displaying the later episode to the target group of subjects, if the later episode is being presented.

3. A method according to claim 2, wherein the later episode is redirected to a subject of the first episode.

4. A method according to claim 1, further including the further step of interpreting portions of the later episode to recognize the brain activity of a subject related to the next generation of the first episode.

5. The method according to claim 1, wherein the first episode is a musical play.

6. The method according to claim 2, wherein the comparing comprises: comparing the brain activity of the target group of subjects with the brain activity of the later episode; and determining the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.

7. A device for determining the psychological impact of entertainment material consisting of at least first and later episodes comprising: present a first episode to a target group of subjects; after a predetermined period of time, present the later episode to the target group of subjects; and determine brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.

8. The device of claim 7, wherein the one or more processors are further configured to display the later episode to the target group of subjects, if the later episode is being presented.

9. The device of claim 8, wherein the later episode is redirected to a subject of the first episode.

10. The device of claim 8, wherein the one or more processors compare the brain activity of the target group of subjects with the brain activity of the later episode; and determine the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.   DETERMINE ENTERTAINMENT IMPACT ON PSYCHOLOGICAL STATE OF PERSON Abstract A method for assessing the emotional impact of entertainment content may be provided in accordance with embodiments of the present disclosure. Such a method may involve steps such as showing an episode one of the episodes to a specific group of subjects and asking them to fill out a questionnaire about their feelings about the content. Presenting the subsequent episode to the intended audience may also be part of certain embodiments. In certain embodiments, the latter episode is delivered to the intended audience using a logistic regression model, and the brain activity of that audience are determined. Fig. XX , Claims:Claims :

1. A method for determining the psychological impact of entertainment material consisting of at least first and later episodes, the method including the steps of: presenting a first episode to a target group of subjects; after a predetermined period of time, presenting the later episode to the target group of subjects; and determining brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.

2. A method according to claim 1, further including the step of displaying the later episode to the target group of subjects, if the later episode is being presented.

3. A method according to claim 2, wherein the later episode is redirected to a subject of the first episode.

4. A method according to claim 1, further including the further step of interpreting portions of the later episode to recognize the brain activity of a subject related to the next generation of the first episode.

5. The method according to claim 1, wherein the first episode is a musical play.

6. The method according to claim 2, wherein the comparing comprises: comparing the brain activity of the target group of subjects with the brain activity of the later episode; and determining the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.

7. A device for determining the psychological impact of entertainment material consisting of at least first and later episodes comprising: present a first episode to a target group of subjects; after a predetermined period of time, present the later episode to the target group of subjects; and determine brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.

8. The device of claim 7, wherein the one or more processors are further configured to display the later episode to the target group of subjects, if the later episode is being presented.

9. The device of claim 8, wherein the later episode is redirected to a subject of the first episode.

10. The device of claim 8, wherein the one or more processors compare the brain activity of the target group of subjects with the brain activity of the later episode; and determine the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.

Specification

Description:DETERMINE ENTERTAINMENT IMPACT ON PSYCHOLOGICAL STATE OF PERSON
Field of the Invention
[0001] The present invention relates generally to psychological response evaluation and management, more particularly to a system and method to identify the emotional reactions of a person in response to an entertainment material.
Background
[0002] The 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] Research on the impact of entertainment on the psychological state of a person has been ongoing for decades, with a focus on various forms of entertainment such as television, movies, video games, and music. The goal of this research is to understand how entertainment affects mental health and well-being and to develop strategies to promote positive outcomes.
[0004] One area of research has focused on the relationship between exposure to various kind of content such as violent or aggressive entertainment, comedy, romantic etc. Studies have found a correlation between exposure to violent media and increased aggression in both children and adults. Another area of research has focused on the impact of entertainment on mood and emotional states. Studies have shown that watching comedy shows or listening to upbeat music can have a positive impact on mood and reduce symptoms of depression and anxiety. Similarly, engaging in leisure activities that are enjoyable and rewarding has been shown to reduce stress and promote well-being. Thereby, it is quite evident that impact/influence of entertainment activities on psychology leaves enough traces for efficient research.
[0005] Various technological solutions (e.g., psychological evaluation and methods of use, human state estimating device and method, etc.) are disclosed in patent literature entertainment material on psychological status. Few of the exemplary documents are discussed below.
[0006] US20190357798A1 (By: NEURO INSIGHT) relates to psychological impact of entertainment material, visual objects, brands and advertising, commercial communication, the response to an individual presenting a message, or to an individual seeking public office can be assessed using methods employing measurements of SSVEP or SSVER phase increase and gaze tracking of subjects in a variety of ways. Various psychological states may be analyzed in order to accurately predict success and to enable early modification in development stages of products or communication.
[0007] US8790280B2 (By: PANASONIC) provides a human state estimating device which accurately estimates a human state. The human state estimating device includes: a storage unit (16) which stores reference data (17) in which a human state and a reference profile including a horizontal component of a standard microsaccade in the human state are corresponded to each other, for each of plural personal attribute information; a video obtaining unit (11) which obtains video of a user's eyeball, with an eyeball rotation angle accuracy of 0.05 degrees or higher, and a measuring speed of 120 samples per second or higher; an analyzing unit (12) which generates an actual-measurement profile including the horizontal component of the microsaccade, from fixational eye movement shown in the video; a personal attribute information obtaining unit (13) which obtains the user's personal attribute information; and an analyzing unit which estimates the human state by searching, in the reference data (17), for a reference profile that corresponds to the obtained personal attribute information and is closest to the actual-measurement profile.
[0008] US20200012959A1 (By: BOSE) provides system for inducing a physical state in a user. The system includes a sensor associated with the user, an audio output device, and a computer. The computer obtains, from a database, an identification of a type of music associated with a first phase of sleep, and determines, based on data from the sensor, that a user is in a second phase of sleep. Music of the type associated with the first phase of sleep is selected, and the selected music is output to the user through the audio output device.
[0009] CN111742560B (By: TIME WARNER ENTERTAINMENT) discloses computer-implemented method for providing cinematic content to a user via a computer-controlled media player includes accessing by a processor a content package including a targeted emotional arc and a collection of digital objects each associated with codes indicating an emotional profile of the each digital object, playing digital objects selected from the content package thereby outputting anaudio-video signal for display by an output device; receiving sensor data from at least one sensor positioned to sense a biometric feature of a user watching the output device; determining a value ofone or more emotional state variables, based on the sensor data; and selecting the digital objects for the playing based on the one or more emotional state variables, a recent value of the targeted emotional arc, and the one or more codes indicating an emotional profile. An apparatus is configured to perform the method using hardware, firmware, and/or software.
[00010] However, the technological solutions for determining the psychological impact of entertainment material suffers from various limitations such as, high-error rates, complexity, etc. Therefore, more advancement in this field of technology is required. More specifically, to a system and method to identify the emotional reactions of a person in response to an entertainment material.
[00011] All references, including publications, patent applications, and patents, cited herein are hereby incorporated by reference to the same extent as if each reference were individually and specifically indicated to be incorporated by reference and were set forth in its entirety herein.

Summary
[00012] The present invention relates generally to psychological response evaluation and management, more particularly to a system and method to identify the emotional reactions of a person in response to an entertainment material.
[00013] Various objects, features, and advantages of the disclosed subject matter can be more fully appreciated with reference to the following detailed description of the disclosed subject matter when considered in connection with the following drawings, in which like reference numerals identify like elements.
[00014] The following paragraphs provide additional support for the claims of the subject application.
[00015] Embodiments of the present disclosure may include a method for determining the psychological impact of entertainment material consisting of at least first and later episodes, the method including the steps of presenting a first episode to a target group of subjects. Embodiments may also include after a predetermined period of time, presenting the later episode to the target group of subjects. Embodiments may also include determining brain activities of the target group of subjects while the later episode may be being presented to the target group of subjects via logistic regression.
[00016] Embodiments may also include a method according to may include the step of displaying the later episode to the target group of subjects, if the later episode may be being presented. In some embodiments, the later episode may be redirected to a subject of the first episode. In some embodiments, the comparing may include comparing the brain activity of the target group of subjects with the brain activity of the later episode. Embodiments may also include determining the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects may be lower than the brain activity of the later episode. In some embodiments, the comparison may be performed by using the logistic regression. Embodiments may also include a method according to may include the further step of interpreting portions of the later episode to recognize the brain activity of a subject related to the next generation of the first episode. In some embodiments, the first episode may be a musical play.
[00017] Embodiments of the present disclosure may also include a device for determining the psychological impact of entertainment material consisting of at least first and later episodes including present a first episode to a target group of subjects. Embodiments may also include after a predetermined period of time, present the later episode to the target group of subjects. Embodiments may also include determine brain activities of the target group of subjects while the later episode may be being presented to the target group of subjects via logistic regression.
[00018] In some embodiments, the one or more processors may be further configured to further include the step of displaying the later episode to the target group of subjects, if the later episode may be being presented. In some embodiments, the later episode may be redirected to a subject of the first episode. In some embodiments, the one or more processors, when the comparing, may be configured to compare the brain activity of the target group of subjects with the brain activity of the later episode. Embodiments may also include determine the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects may be lower than the brain activity of the later episode. In some embodiments, the comparison may be performed by using the logistic regression.


Brief Description of the Drawings
[00019] The features and advantages of the present disclosure would be more clearly understood from the following description taken in conjunction with the accompanying drawings in which:
[00020] FIG. 1 is a flowchart illustrating a method for determining the psychological impact of entertainment material, according to some embodiments of the present disclosure.
[00021] FIG. 2 is a flowchart further illustrating the method for determining the psychological impact of entertainment material from FIG. 1, according to some embodiments of the present disclosure.
[00022] FIG. 3 is a block diagram illustrating a device, according to some embodiments of the present disclosure.

Detailed Description
[00023] The following is a detailed description of exemplary embodiments to illustrate the principles of the invention. The embodiments are provided to illustrate aspects of the invention, but the invention is not limited to any embodiment. The scope of the invention encompasses numerous alternatives, modifications and equivalent; it is limited only by the claims.
[00024] In view of the many possible embodiments to which the principles of the present discussion may be applied, it should be recognized that the embodiments described herein with respect to the drawing figures are meant to be illustrative only and should not be taken as limiting the scope of the claims. Therefore, the techniques as described herein contemplate all such embodiments as may come within the scope of the following claims and equivalents thereof.
[00025] Following are more detailed descriptions of various concepts related to, and implementations of, methods, apparatuses, and systems of present disclosure. The various concepts introduced above and discussed in greater detail below may be implemented in any of numerous ways.
[00026] The detailed description is described with reference to the accompanying figures. In the figures, the left-most digit(s) of a reference number identifies the figure in which the reference number first appears. The use of the same reference numbers in different instances in the description and the figures may indicate similar or identical items.
[00027] The present invention relates generally to psychological response evaluation and management, more particularly to a system and method to identify the emotional reactions of a person in response to an entertainment material.
[00028] FIG. 1 is a flowchart that describes a method for determining the psychological impact of entertainment material, according to some embodiments of the present disclosure. At 110, the method may include presenting a first episode to a target group of subjects and at 120, after a predetermined period of time, presenting the later episode to the target group of subjects. At 130, the method may include determining brain activities of the target group of subjects while the later episode may be being presented to the target group of subjects via logistic regression. In some embodiments, the later episode may be redirected to a subject of the first episode. Interpreting portions of the later episode to recognize the brain activity of a subject related to the next generation of the first episode can also be performed. In some embodiments, the first episode may be a musical play.
[00029] FIG. 2 is a flowchart that further describes the method for determining the psychological impact of entertainment material from FIG. 1, according to some embodiments of the present disclosure. In some embodiments, the step of displaying the later episode to the target group of subjects, if the later episode may be being presented. In some embodiments, the comparing comprises, steps 220 and 230. The comparison may be performed by using the logistic regression.
[00030] FIG. 3 is a block diagram that describes a device 300, according to some embodiments of the present disclosure. Present a first episode to a target group of subjects. After a predetermined period of time, present the later episode to the target group of subjects. Determine brain activities of the target group of subjects while the later episode may be being presented to the target group of subjects via logistic regression. In some embodiments, the one or more processors may be further configured for displaying the later episode to the target group of subjects, if the later episode may be being presented.
[00031] In some embodiments, the later episode may be redirected to a subject of the first episode. In some embodiments, the one or more processors may be configured to compare the brain activity of the target group of subjects with the brain activity of the later episode. Determine the brain activities of the target group of subjects if the comparison may indicate that the brain activity of the target group of subjects may be lower than the brain activity of the later episode. The comparison may be performed by using the logistic regression.
[00032] A method for assessing the psychological effect of entertainment content may be provided in accordance with embodiments of the present disclosure. Such a method may involve the steps of presenting a first episode to a target group of individuals. Presenting the subsequent episode to the intended audience may also be part of certain embodiments. In certain embodiments, the latter episode is delivered to the intended audience using a logistic regression model, and the brain activity of that audience are determined.
[00033] An optional step in certain embodiments involves presenting the later episode to the intended audience. Possible implementations include shifting the focus of the second episode back to the first's primary plot. Brain activity of the target population may be compared to that of the latter episode in certain implementations. If the comparison suggests that the target group of subjects' brain activity may be lower than the brain activity of the latter episode, then identifying the brain activities of the target group of subjects may also be an embodiment. Logistic regression may be used to make comparisons in various cases. A technique according to an embodiment may additionally involve decoding the later episode to identify the subject's brain activity as being generationally connected to the first episode. The pilot episode might be a musical in various versions.
[00034] Presenting a pilot episode to a selected set of participants is one way that embodiments of the present disclosure might measure the psychological effect of entertainment content that spans several episodes. Depending on the embodiment, the latter episode may be shown to the test participants after a certain amount of time has passed. One embodiment involves presenting the next episode to the intended audience using a logistic regression model, while another involves determining the brain activity of the intended audience.
[00035] Depending on the implementation, the one or more processors may also be programmed to show the subsequent episode to the selected set of subjects. In certain implementations, the focus of the subsequent episode is shifted to something covered in the first installment. While doing the comparison, in certain implementations the one or more processors may be set up to compare the brain activity of the target group of participants to the brain activity of the later episode. If the comparison suggests that the target group of subjects' brain activity may be lower than the brain activity of the latter episode, then one embodiment may include determining the brain activities of the target group of subjects. Logistic regression may be used to make comparisons in certain cases.
[00036] Processing device may be provided by one or more processors such as a general purpose processor (such as, for example, a complex instruction set computing (CISC) microprocessor, a reduced instruction set computing (RISC) microprocessor, a very long instruction word (VLIW) microprocessor, a microprocessor implementing other types of instruction sets, or a microprocessor implementing a combination of types of instruction sets) or a specialized processor (such as, for example, an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a digital signal processor (DSP), or a network processor).
[00037] In addition, the present disclosure may also provide a memory containing the computer program as mentioned above, which includes machine-readable media and machine-readable transmission media. The machine-readable media may also be called computer-readable media, and may include machine-readable storage media, for example, magnetic disks, magnetic tape, optical disks, phase change memory, or an electronic memory terminal device like a random access memory (RAM), read only memory (ROM), flash memory devices, CD-ROM, DVD, Blue-ray disc and the like. The machine-readable transmission media may also be called a carrier, and may include, for example, electrical, optical, radio, acoustical or other form of propagated signals—such as carrier waves, infrared signals, and the like.
[00038] Further, while operations are depicted in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Likewise, while several specific implementation details are contained in the above discussions, these should not be construed as limitations on the scope of the subject matter described herein, but rather as descriptions of features that may be specific to particular embodiments. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable sub-combination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a sub-combination or variation of a sub-combination.
[00039] All references to a/an/the element, apparatus, component, means, step, etc. are to be interpreted as referring to at least one instance of the element, apparatus, component, means, step, etc., unless explicitly stated otherwise. The steps of any method disclosed herein do not have to be performed in the exact order disclosed, unless explicitly stated. The discussion above and below in respect of any of the aspects of the present disclosure is also in applicable parts relevant to any other aspect of the present disclosure.
[00040] The wordings such as include, including, comprise and comprising do not exclude elements or steps which are present but not listed in the description and the claims.
[00041] It also shall be noted that as used herein and in the appended claims, the singular forms a, an, and the include plural referents unless the context clearly dictates otherwise. This invention can be achieved by means of hardware including several different elements or by means of a suitably programmed computer. In the unit claims that list several means, several ones among these means can be specifically embodied in the same hardware item. The use of such words as first, second, third does not represent any order, which can be simply explained as names.
[00042] Various techniques may be described herein in the general context of software, hardware elements, or program modules. Generally, such modules include routines, programs, objects, elements, components, data structures, and so forth that perform particular tasks or implement particular abstract data types. The terms module, functionality, and component as used herein generally represent software, firmware, hardware, or a combination thereof. The features of the techniques described herein are platform-independent, meaning that the techniques may be implemented on a variety of commercial computing platforms having a variety of processors

Claims
I/We Claim:
1. A method for determining the psychological impact of entertainment material consisting of at least first and later episodes, the method including the steps of: presenting a first episode to a target group of subjects; after a predetermined period of time, presenting the later episode to the target group of subjects; and determining brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.
2. A method according to claim 1, further including the step of displaying the later episode to the target group of subjects, if the later episode is being presented.
3. A method according to claim 2, wherein the later episode is redirected to a subject of the first episode.
4. A method according to claim 1, further including the further step of interpreting portions of the later episode to recognize the brain activity of a subject related to the next generation of the first episode.
5. The method according to claim 1, wherein the first episode is a musical play.
6. The method according to claim 2, wherein the comparing comprises: comparing the brain activity of the target group of subjects with the brain activity of the later episode; and determining the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.
7. A device for determining the psychological impact of entertainment material consisting of at least first and later episodes comprising:
present a first episode to a target group of subjects;
after a predetermined period of time, present the later episode to the target group of subjects; and
determine brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.
8. The device of claim 7, wherein the one or more processors are further configured to display the later episode to the target group of subjects, if the later episode is being presented.
9. The device of claim 8, wherein the later episode is redirected to a subject of the first episode.
10. The device of claim 8, wherein the one or more processors compare the brain activity of the target group of subjects with the brain activity of the later episode; and determine the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.

DETERMINE ENTERTAINMENT IMPACT ON PSYCHOLOGICAL STATE OF PERSON
Abstract
A method for assessing the emotional impact of entertainment content may be provided in accordance with embodiments of the present disclosure. Such a method may involve steps such as showing an episode one of the episodes to a specific group of subjects and asking them to fill out a questionnaire about their feelings about the content. Presenting the subsequent episode to the intended audience may also be part of certain embodiments. In certain embodiments, the latter episode is delivered to the intended audience using a logistic regression model, and the brain activity of that audience are determined.

Fig. XX , Claims:Claims
I/We Claim:
1. A method for determining the psychological impact of entertainment material consisting of at least first and later episodes, the method including the steps of: presenting a first episode to a target group of subjects; after a predetermined period of time, presenting the later episode to the target group of subjects; and determining brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.
2. A method according to claim 1, further including the step of displaying the later episode to the target group of subjects, if the later episode is being presented.
3. A method according to claim 2, wherein the later episode is redirected to a subject of the first episode.
4. A method according to claim 1, further including the further step of interpreting portions of the later episode to recognize the brain activity of a subject related to the next generation of the first episode.
5. The method according to claim 1, wherein the first episode is a musical play.
6. The method according to claim 2, wherein the comparing comprises: comparing the brain activity of the target group of subjects with the brain activity of the later episode; and determining the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.
7. A device for determining the psychological impact of entertainment material consisting of at least first and later episodes comprising:
present a first episode to a target group of subjects;
after a predetermined period of time, present the later episode to the target group of subjects; and
determine brain activities of the target group of subjects while the later episode is being presented to the target group of subjects via logistic regression.
8. The device of claim 7, wherein the one or more processors are further configured to display the later episode to the target group of subjects, if the later episode is being presented.
9. The device of claim 8, wherein the later episode is redirected to a subject of the first episode.
10. The device of claim 8, wherein the one or more processors compare the brain activity of the target group of subjects with the brain activity of the later episode; and determine the brain activities of the target group of subjects if the comparison indicates that the brain activity of the target group of subjects is lower than the brain activity of the later episode, wherein the comparison is performed by using the logistic regression.

Documents

Application Documents

# Name Date
1 202311019115-REQUEST FOR EARLY PUBLICATION(FORM-9) [21-03-2023(online)].pdf 2023-03-21
2 202311019115-POWER OF AUTHORITY [21-03-2023(online)].pdf 2023-03-21
3 202311019115-OTHERS [21-03-2023(online)].pdf 2023-03-21
4 202311019115-FORM-9 [21-03-2023(online)].pdf 2023-03-21
5 202311019115-FORM FOR SMALL ENTITY(FORM-28) [21-03-2023(online)].pdf 2023-03-21
6 202311019115-FORM 1 [21-03-2023(online)].pdf 2023-03-21
7 202311019115-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [21-03-2023(online)].pdf 2023-03-21
8 202311019115-EDUCATIONAL INSTITUTION(S) [21-03-2023(online)].pdf 2023-03-21
9 202311019115-DRAWINGS [21-03-2023(online)].pdf 2023-03-21
10 202311019115-DECLARATION OF INVENTORSHIP (FORM 5) [21-03-2023(online)].pdf 2023-03-21
11 202311019115-COMPLETE SPECIFICATION [21-03-2023(online)].pdf 2023-03-21