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Interactive, Virtual And Kinesthetic Number Line.

Abstract: A system, apparatus and method for teaching the recognition of basic numerals and performing simple arithmetic steps is provided in which kinesthetic means of learning are utilized in addition to the senses of sight and sound. The user understands basic numerals and arithmetic by travelling on a three dimensional virtual number line on a screen in front of him. The user control"s the avatar"s movement on the above mentioned number line by performing physical gestures in the real world which are captured by a motion sensing camera. This method of teaching is based on the concept of kinesthetic learning which proposes that performing a physical activity while learning makes the user participate actively in the learning process improves the user"s understanding.

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Patent Information

Application #
Filing Date
18 February 2013
Publication Number
35/2014
Publication Type
INA
Invention Field
COMPUTER SCIENCE
Status
Email
Parent Application

Applicants

NAYI DISHA STUDIOS PRIVATE LIMITED
G-186, NARAINA VIHAR, NEW DELHI-110028

Inventors

1. BHAGIA KUSHAL
G-186, NARAINA VIHAR, NEW DELHI-110028
2. ANEJA KARTIK
G-186, NARAINA VIHAR, NEW DELHI-110028

Specification

COMPLETE PATENT SPECIFICATION
Title of the invention: INTERACTIVE. VIRTUAL AND KINESTHETIC NUMBER LINE
FIELD OF THE INVENTION:
The present invention relates to the field of Computer system, a method and associated
apparatus.
More particularly, the present invention relates to the field of providing education to
individuals using advanced technology and software.
Even more particularly, the invention relates to a method and apparatus adapted
particularly to teach the recognition of all the basic arithmetic numerals, and their relative
values along with simple addition and subtraction, and multiplication to beginners of
preschool, kindergarteners, first-graders, any other grades, by engaging the user in a
visual, auditory and kinesthetic manner.
The present invention provides a system which is advanced and is user friendly at the same
time, such that even a user who is not able to use computers or does not know English
language can learn any kinds of Arithmetic functions starting from counting till complex
functions of fractions etc. by interacting with computers via merely physical actions.
BACKGROUND OF THE INVENTION
Education for children is the concern for every parent and mainly for science and
mathematics, and technology has played an important role for the better learning of
children from the early stage. There are various softwares which assist children at early age
in learning basics of math through computers. Children usually are not able to concentrate
on study. Either because they find the subject hard or due to lack of interest in the subject
and also because they have a natural urge for physical activity and movement and standard
educational tools curtail this urge. The movement involved is the USP of our product.
To generate interest and make the study easy, the subject syllabus should be designed in
such a way which can attract children to study a particular subject. Particularly when the
subject is related to mathematics and science children fail to concentrate and often find little
or no interest it. It has been scientifically proven through certain studies that children can
be taught by using games and several other entertainment solutions as means to teach
them. There are various softwares and computer programs which help children in studying
the subject like mathematics and science but at some point they require certain mental
input from the child which results into loosing of interest.
Therefore it is very important to provide solutions which can solve the above problems in an
innovative manner. The present invention aims to provide a solution for the above
mentioned problems, and provide a better method and apparatus for teaching basic
numerals to children through games.
Reference may be made to Application number US20100953784 20101124, by LOTVIN
MIKHAIL et. all dated 30.06.2011, titled "On-Line Interaction with Content, Purchasing, and
Searching". The preferred computer apparatus and methods use computer technology in a
unique way to motivate children to devote more time to educational and cultural
enrichment, and encourages them to explore the appropriateness of various educational
institutions that they may apply to for admission. In the preferred embodiment, educational
material is provided at a child's local computer under control of a central computer system
connected to it over a computer network. On completing a particular educational task, the
child is rewarded with a certain number of points. Points that the child accumulates are
stored centrally, and at least some of the points can be redeemed towards the purchase of
goods and services offered through the system of the preferred embodiment by its
commercial participants. The purchasing transactions are also administered by the central
computer. Parents, preferably, use the system to support their children's purchasing activity
financially and to select content available for presentation to the child. Users, both children
and parents, can explore entrance requirements to colleges, universities, and other
institutions, and school administrators can use the system to identify and locate appropriate
applicants. The disclosed systems and methods can be used for purposes unrelated to
education of children. For example, the disclosed system also supports limited on-line
interaction with various products and services, rewarding users with discounts on those
products and services.
Reference may be made to Application number CN201465355 (U) by ZHONGWEI FENG,
dated 12.05.2010, titled "Prime number plus-minus method operating teaching aid for child
study".
This invention relates to a prime number plus-minus method operating teaching aid for child
study, comprising a base plate printed with numbers and symbols, and a first vernier and/or
a second vernier which are arranged on the base plate, are printed with the numbers and
symbols and move horizontally and longitudinally along the base plate; the base plate is
composed of six lines and a plurality of rows of first unit parts which are distributed in an
intersecting way horizontally ana longitudinally, a line of second unit parts, which are
arranged at the left side of the first line of the first unit parts and are aligned to the first line
of the first unit parts, are arranged on the base plate; the first vernier comprises seven lines
and a plurality of rows of third unit parts which are distributed in an intersecting way
horizontally and longitudinally, a first window is arranged at the bottom part of the first
vernier, and the first window is aligned to the third unit part at the fourth line on the first
vernier along the horizontal direction; the second vernier comprises seven lines and a
plurality of rows of fourth unit parts which are distributed in an intersecting way horizontally
and longitudinally, a second window is arranged at the top part of the second vernier, and
the second window is aligned to the unit parts at the fourth line on the second vernier; by
adopting the teaching aid, even numbers more than 6 can be automatically converted into
the sum of two prime numbers.
Reference may be made to Application number CN201138528 (Y), by JIEYONG LIU, dated
22.10.2008, titled "Mental calculation demonstrator". The invention relates to a mental
arithmetic demonstrator which includes an abacus, an electric display, an input keyboard
and a locant that is slidably connected on the lower frame beam of the abacus; the electric
display is connected on the upper frame beam of the abacus by a rotating retractable
mechanism; the input keyboard is connected with the electric display by a transmission line;
the crossbeam of the abacus is grovided with a digital sign; the electric display is also
provided with a mouse interface; when in use, a number participating in a formula like a
multiplicand is dialed out on the abacus; another number participating in the formula like a
multiplier is intuitively demonstrated on the corresponding position of the electric display;
aiming at different formulas, the locant is dialed to a corresponding position to intuitively
mark the digital, thus being hard to appear location error. The invention better realizes the
transition from representative thinking to abstract thinking; a child needs not to practice
redundantly on the abacus when learning and can improve the mental arithmetic speed and
accuracy quickly only by making book blank or thinking blank practices after grasping the
mental arithmetic essentials by the demonstrator.
Reference may be made to Application number CN202939849 (U), by ZHANG HONGXIU et.
al, dated 15.05.2013, titled "Glove teaching appliance of preschool child". This invention
relates to a glove teaching appliance of a preschool child belongs to the education apparatus
field. During a current child education process, mechanical memorizing exists and a good
learning effect cannot be achieved. The teaching appliance of the invention aims at solving
the above problems. The glove teaching appliance of the preschool child of the invention
comprises a glove and a plurality of teaching finger stalls. The each finger stall is formed by
a palm and five finger portions. The teaching finger stalls are sleeved on the finger portions.
The each finger portion adopts a rubber casing or a silk finger stall. The each teaching finger
stall adopts a plastic casing. Different patterns, including a Chinese character, an English
word, a date and a simple Arabic number, are painted on the each teaching finger stall.
Lovely little animal images are added in backgrounds or contents of the patterns. The
teaching finger stalls can rotate around the finger portions so that the child has fun while
studying and a learning interest is increased.
Reference may be made to Application number CN202601015 (U), by WANG LI, dated
12.12.2012, titled "Children divergent thinking training teaching apparatus". The invention
relates to a children divergent thinking training teaching apparatus, comprising a support
board and training pasters, wherein a groove is arranged on the board surface of the
support board; multi layers of training pasters are sticked in the groove; a pattern area with
the same outline is arranged on the inner training paster; a black shadow area is arranged
on the outermost training paster; and the outlines of the pattern areas on the inner training
paster and the black shadow area are identical and the black shadow area can totally cover
the pattern area. When the children divergent thinking training teaching apparatus is used,
the curiosity to the pattern of the pattern area for the children is improved and the learning
interest of the children is aroused by shielding of the black shadow area, and at the same
time divergent imagination and divergent thinking of every child are exercised so as to
achieve the aim for training when the'children describe the pattern on the pattern area; and
at the same time, during the training process, the mode of only training divergent thinking
by word picture is changed, thus making the training process be more visualized and
improving the training effect. Besides, the children divergent thinking training teaching
apparatus has simple structure and is low in cost, thus being suitable for application and
popularization.
Reference may also be made to Application number CN202795810 (U), by HOU CHUNNA et.
al., dated 13.03.2013, titled "An apparatus for developing intelligence about animals". The
invention discloses an apparatus for developing intelligence about animals. A face plate is
connected between two side plates. A rear box is connected behind the two side plates and
the face plates. Box-type ladders are respectively and rotatably connected with the side
surfaces of the two side plates through hinges. The face plate is visually divided into three
parts, i.e., an ocean part, a continent part, and a sky part, from bottom to top through
division lines, and each part is respectively provided with hooks. Each box-type ladder
comprises ladder side plates, ladder footboards, and connecting rods. The ladder footboards
are connected between the two corresponding ladder side plates. The two connecting rods
are connected with the upper ends of the two corresponding ladder side plates. Various
animal'cards are placed inside the rear box. The various animal cards manufactured by
using images of the animals in the ocean, on the continent, and in the sky are stored in a
storage box. A child is enabled to take out the favorite animal cards to distinguish. In
particular, the cards showing the animals in the sky need to be hung through rotating the
box-type ladders. Therefore, the interest and attention of the child can be increased,
thereby further developing the student intelligence and manipulative ability. The apparatus
for developing the intelligence about the animals is an economic and affordable teaching
tool.
Another reference may be made to Application number TW201123110 (A), by CHEN FRED
et. al., dated 01.07.2011, titled "Grading reading electric apparatus and grading reading
method thereof". This invention relates to a grading reading electric apparatus and a
grading reading method thereof are provided. The grading reading method suitable for
assisting in teaching a child includes the following steps: providing a storage unit storing
multiple articles; setting a learning grade of the child to obtain multiple predetermined
learning contents corresponding to the learning grade; displaying one article and searching
for the predetermined learning coritents from the article to obtain multiple learning
contents; showing the learning contents to examine the child; and showing the learning
contents if the child fails the exam and showing another article if the child passes the exam.
Thus, the present invention can effectively enhance the learning effect of the child.
Reference may be made to Application number W02009049298 (A2), by MACBAIN JAMIE
et. al., dated 16.04.2009, titled "METHOD AND APPARATUS FOR TEACHING A CHILD WITH
AN ELECTRONIC DEVICE". This invention relates to a handheld electronic device that
promotes learnina bv movement. The device includes software that guides the user through
various activities via audio and visual cues. The user interacts with the handheld device with
movement.
Reference may be made to Application number US2009087823 (Al), by TUCKER
ERNESTINE, dated 02.04.2009, titled "Monetary skills game". This invention relates to an
apparatus for a monetary skills game is presented. The apparatus includes a display for
presenting animation and video of different coins and bills and their respective values to a
child. The display further presents questions, having a monetary theme, to the child for
teaching monetary information and skills to the child. A keypad is provided by which the
child responds to the questions where, when the child properly responds to the questions,
the child earns money in a pretend bank, accumulating interest at a set interest rate. The
child may choose to spend the money by purchasing simulated items presented on the
display. The child thereby learns the respective value of coins and bills, as well as saving
and spending concepts, enabling parents of the child to encourage their child to learn
financial responsibility.
Reference may be made to Application number CN2886718 (Y), by CHANG ZHENG, dated
04.04.2007, titled "Magic bar for teaching". This invention relates to a teaching magic stick
belonging to electronic pedagogics or demonstration apparatus, characterized in that the
invention has a detachable casing comprising a number 1 and a number 2 casing. An
information identification read back device and a build-in loudspeaker are provided in the
NO. 1 casing, an information reading detector of the information identification read back
device is provided at one end of the NO.l casing, a phonation hole is provided at the
corresponding position to the build-in loudspeaker on the casing, a control circuit is provided
on the NO. 2 casing, a message display screen, a function option button, a power switch, a
USB interface, an audio signal output interface and a battery cell are provided in the NO. 2
casing; an information card interface' slot is provided at the tail of the Number 2 casing,
Number 1 casing and NO. 2 casing are fixed via spigot-and-socket of the chasing
configuration and fastener; a circuit connecting socket device is provided in the opposite
side to the joint of the NO 1 casing and the NO 2 casing, the device connects circuits of the
two casing. The invention can be used widely in child education and training program.
Reference may be made to Application number RU2248613 (Cl), by KUSHNIR A M, dated
20.03.2005, titled "APPARATUS FOR TEACHING AND DEVELOPING USER". This invention
relates to a teaching systems, namely effective development of children due to simplified
procedures of using teaching apparatuses providing synchronization of read and sonicated
information. The apparatus included read information carrier in the form of book in pages of
which information and code of said information are applied; device for sonicating read
information. Said device includes code identifier, decoder, memory unit for storing sonicated
information similar to read one; unit for calling information according to code from memory
unit. Apparatus allows for child to sonicate text information corresponding to open pages of
book. EFFECT: simplified teaching process due to enhanced interest of child for teaching
process.
Reference may be made to Application number GB2379892 (A), by AWAD NABIL, dated
26.03.2003, titled "Educational game and apparatus". This invention relates to an
apparatus, which can be utilized for teaching young children the basics of writing, reading,
spelling and image identification, in its simplest form comprises a base or frame where
source information can be displayed together with a screen forming or accommodating a
writing surface. In a preferred embodiment, receives an image bar, with a limited number of
images and associated words and/or numerals; a child uses a magnetic pen to reproduce an
item from the image bar onto a magnetic screen; this screen is partially masked by a
canopy so that a second child (possibly equipped with their own frame, identical image bar
and screen) can guess at which image has been chosen by observing movements of the
writing implement. A further screen provides a grid for keeping a score as the game
continues for each of the images on the bar. In a computerized version which can be played
solo, the computer creates a moving image of a writing implement, and the child has to
decide which image or piece of information has been portrayed.
Reference may also be made to Application number US2002051957 (Al), by
SCHWARZKOPF DAWN MARIE, dated 02.05.2002, titled "Teaching apparatus and method of
enabling use of keyboard by young children". This invention relates to a teaching apparatus
and method of enabling a child who'does not have a complete mastery of a relationship
between upper and lower letters to enter data into a computer is presented. In one
embodiment, a computer keyboard overlay having lower-case letters is provided. The
overlay is preferably transparent, and the lower-case letter is positioned in a non-interfering
location relative to the upper-case letter on the alphabet keys such that both the upper-case
and lower-case letters are visible to the child when installed. A computer keyboard is also
presented that included both glyphs for upper-case and lower-case letters on the alphabet
keys. The glyphs of the lower-case letters may be positioned on the keys directly, or may be
applied along with a layer to the keys. The method comprises the step of providing a data
entry device that displays both upper and lower case letters in association with one another.
Further reference may be made to Application number EP0313976 (A2), by CHEW WAIKWOK
et. at., dated 03.05.1989, titled "Electronic educational video system apparatus".
This invention relates to an electronic educational video system apparatus for connection to
a standard television receiver for teaching basic skills to a child through the use of animated
graphic displays which serve to motivate the child to utilize the apparatus and enhance the
child's 'learning. A microprocessor cooperates with digital memory, a video generator, a
sound generator, and a voice generator to generate a display of a pictorial representation
upon the television receiver combined with a request associated with the pictorial
representation directing the child to provide a proposed correct response.; The child's
correct response is compared to the actual correct response stored in the digital memory so
that the particular pictorial representation associated with a particular request may become
animated to provide an indication to the child of the correctness of the child's response. The
child may provide his or her response through a plurality of interchangeable input devices.
Reference may be made to Application number US4089126 (A), by LANG BORIS MI dated
16.05.1978, titled "Writing and kinesthetic teaching device". Write Right Tool is a novel and
useful apparatus designed to instill the right habits of writing in the mind and reflexes of a
little child (3112 and up). At the same time, the usual procedure of teaching reading is
canceled, making it a by-product of writing. The operation of the tool described below,
makes for unusually powerful and prolonged concentration of all involved faculties of the
child. At the same time, the use of the tool prevents the often met with complications of
dyslexia and the need for remedial courses in writing and reading.
Reference may be made to Application number CN202110679 (U), by JIANDONG SHI, dated
11.01.2012, titled "Child teaching system". This invention relates to a child teaching system
which comprises a computer host, a display which is in communication connection with the
computer host, a loudspeaker and an induction plate used for acquiring an induction signal,
wherein an induction circuit board is provided with a plurality of induction probes. Compared
with the prior art, in the design of the child teaching system, a series of learning operations
in different types are finished through electronic toy bricks with the utilization of a computer
and the induction plate connected with each other and with a multimedia software, and
therefore, the flexibility and the interest of an instructor in teaching can be promoted, the
interest and the thirst for knowledge of a learner can be also promoted, so that the learner
more rapidly enters into condition; and with the various multimedia softwares and various
teaching tools, the learner can learn in a more comprehensive way, the interest of the
learner during learning is also promoted, and various aspects of potentials of the learner
can be also enlightened.
Reference may be made to Application number CA2834793 (Al), by BOECKLE THOMAS T,
dated 22.11.2012, titled "CHILD-DIRECTED SYSTEM INTEGRATING CELLULAR
COMMUNICATION, EDUCATION, ENT,ERTAINMENT, ALERT AND MONITORING SYSTEMS".
This invention relates to a cellular-enabled integrated learning (CEIL) system which provides
a child novel ways to self-select and self-execute applications while requiring no
intervention or supervision from the parent. Further, it provides learning, entertainment and
safety by integrating cellular communication, education, entertainment, alert and
monitoring systems. While providing a convenient means of communication between the
child and parent, the system allows surveillance of a child's real-time environment, GPS
monitoring and SIDS/health monitoring. The functionality and the physical elements of the
system are programmable through installation of applications downloadable from an
application store. Various options for parental access to a configuration interface to modify
settings and download applications are provided, including via a cell phone, a website,
customer service call center and/or the child engagement system touch screen.
Reference may be made to Application number KR20130099457 (A), by KIM YOUNG GEUN,
dated 06.09.2013, titled "COMPUTER-BASED COGNITIVE TRAINING SYSTEM FOR
COGNITIVE DISABILITY CHILDREN". This invention relates to a computer based recognition
training device for children having cognitive impairment is provided to help the children
having cognitive impairment to overcome cognitive deficiency and weakness.
CONSTITUTION: A recognition training device comprises an input module, a question setting
module, an output module, an ability evaluating module. The input module is implemented
in a touch screen for receiving an input signal of data corresponding to a certain region of a
screen clicked by a handicapped child. The question setting module extracts a question,
which is selected by the handicapped child at the input module, from a storing part for
delivering to the output module. The output module outputs the question extracted by the
question setting module and is poisoned at the input module to be overlapped. The ability
evaluating module generates an evaluated score of each part of the handicapped child
based on the percentage of correct answers and the responding speed of answer inputting
of the handicapped child in response to outputted questions.
Reference may also be made to Application number EP2613302 (Al), by LIU ZHIXIANG et.
al., dated 10.07.2013, titled "PARENT-CHILD INTERACTIVE EDUCATION SYSTEM AND
METHOD". This invention relates to a parent-child interactive education system and method.
The system mainly comprises a finding scene constructing module, for constructing and
displaying a finding scene according to a scene of different levels of difficulty, a base map
matching the scene and a target to be found; a finding position processing module, for
acquiring a finding position and comparing the finding position with a distribution area of the
target to be found, to obtain a comparison result and judge, according to the comparison
result, whether a child accurately finds the target to be found; a scoring module, for scoring
according to the comparison result, counting total scores and submitting the total scores to
a database for storage; an audio and video module, for providing prompts and knowledge
for the child according to the comparison result; and a scene element database, for storing
the scene of different levels of difficulty, the base map matching the scene, the target, and
the audio and video. In the parent-child interactive education system and method, the child
is educated through finding in an interactive game mode, thereby greatly enhancing the
parent-child interaction and the learning interest of the child, and exercising the
distinguishing and response capacities of the child. Moreover, the present invention enables
the child to learn from the game, thereby greatly enhancing the education effect on the
child and promoting the intellectual development of the child.
Reference may be made to Application number KR20130053820 (A), by KIM YOUNG DUK
et. al., dated 24.05.2013, titled "ROBOT SYSTEM FOR JUVENILE'S EDUCATION BASED
WIRELESS NETWORK ANALYZED JUVENILE'S CONCENTRATION". This invention relates to a
children education robot system based on a wireless network capable of concentration
analysis of children is provided to quantify and store data which is automatically collected
through a sensor in a server, thereby determining attention concentration by comparing the
data with a predetermined threshold value. A sensor unit measures action information of a
child. A robot system receives the action information from the sensor unit. The robot system
provides educational multimedia content for education or rehabilitation education of the
child. One or more local wireless terminals control the robot system. A database server is
connected to a gateway. The database server obtains attention concentration information by
storing education information or analyzing the action information.
Reference may be made to Application number CN202939830 (U), by ZHANG HONGXIU et.
al., dated 15.05.2013, titled "Enlightenment education system of preschool child". This
invention relates to an enlightenment education system of a preschool child belongs to the
preschool education field. In the current child enlightenment education, manual
measurement is used, which has low' efficiency; the child is easy to be weary of studying
and have no confidence by using an auxiliary tool to test. The system of the invention aims
at solving the above problems. The system of the invention comprises a skin resistance
sensor, a respiration sensor, a pulse sensor, three signal processing circuits, an AID
conversion circuit, a computer, a touch screen, a speech recognition circuit and a
loudspeaker. Output terminals of the skin resistance sensor, the respiration sensor and the
pulse sensor are connected with an input terminal of the AID conversion circuit through one
signal processing circuit. The output terminal of the A/D conversion circuit is connected with
a physical sign signal input terminal of the computer. An input and output terminal of the
touch screen is connected with a display input and output terminal of the computer. A voice
instruction output terminal of the speech recognition circuit is connected with a voice
instruction input terminal of the computer. A voice output terminal of the computer is
connected with a voice input terminal of the loudspeaker.
Reference may be made to Application number CN202615314 (U), by SONG XIN, dated
19.12.2012, titled "Household parent-child interaction system". The invention discloses a
household parent-child interaction system, which comprises a central processor, a memory
module, a touch display module, a voice identification module and a gesture identification
module. The memory module, the touch display module, the voice identification module and
the gesture identification module are connected with the central processor. An ARM
(Advanced RISC Machines) combined with DS (digital signal processor) dual-core processor
is adopted as the central processor. The memory module comprises a DRAM (dynamic
random access memory) and an NAND FLASH which are connected with the central
processor. The interaction system is also extended with an SD (secure digital) card interface
connected with the central processor. A communication module of the interaction system
comprises an Internet application module, a local area network application network and a
USB (universal serial bus) interface module which are connected with the central processor.
The household parent-child interaction system is mainly applied to household parent-child
interaction and education, a family can be gathered in a living room from separate network
and television activities to perform educational learning and entertainment, quiz games,
guessing games and other games can be carried out by the family due to emerging gesture
identification, voice identification and network functions, the time spent by parents in
accompanying children can be recorded automatically, and thus supervising effects can be
achieved for parents.
Reference may be made to Application number US2012322041 (Al), by WEISMAN JORDAN
K, dated 20.12.2012, titled "METHOD AND APPARATUS FOR PRODUCING AND DELIVERING
CUSTOMIZED EDUCATION AND ENTERTAINMENT". A parent provides information regarding
a child and other family members to a system. The information is then used to create
customized assemblages of linear and interactive media, which may be further personalized
for that child's entertainment and education. The customized and personalized episode so
assembled persists and can be replayed indefinitely. New episodes are created regularly
(e.g., daily), and can be based on the child's age, preferences, and performance while
experiencing previous episodes. Scheduled events (e.g., birthdays, starting school), local
current events (e.g., weather), the current situation (e.g., current location, time of day),
etc. may also influence the creation of new episodes. While monitoring the child's progress,
the system provides to a parent suggestions for activities related to the child's recent
episodes.
Reference may be made to Application number CN202352115 (U), by YIHUA YANG, dated
25.07.2012, titled "Early education machine". The invention discloses an early education
machine, which comprises a main chip, a micro electro mechanical system (MEMS)
gyroscope chip, a voice output unit and a learning card sensing unit, wherein the MEMS
gyroscope chip is fixedly arranged on the main chip; an attitude information input port of
the main chip is in communication connection with a signal output end of the MEMS
gyroscope chip; a voice signal output port of the main chip is electrically connected with an
input end of a voice output unit; and a card information input port of the main chip is
electrically connected with an output end of the learning card sensing unit. The early
education machine has the advantages that an operating mode of the conventional early
education machine is changed, a child can read the content which corresponds to the
attitude of the early education machine by adjusting the attitude and can finish the
corresponding operation of a control instruction; and the operating mode has the
characteristics of convenience, high speed and high interestingness and facilitates arousal of
the learning interest of the child and development of the intelligence of the child.
Reference may be made to Application number MD20100037 (A2), by MORARU EUGEN et.
al., dated 30.09.2011, titled 'Method of developing skills for doing morning exercises and
physical exercises and training system for the implementation of this method". The
invention-relates to the field of electronic games designed to stimulate children's interest in
physical education and/or in doing physical exercises. The method of developing skills for
doing morning exercises and physical exercises and training system for the implementation
of this method consists in that the process of playing with the popular toy, imitating the life
of the "Virtual friend", whose general condition is determined by the paid attention, feeding
and care thereof, is carried out by the child with the help of operating controls. In the game
is additionally introduced a proportional influence on the state of the "Virtual friend" by the
objective motion activity of the child, depending on the quality and time of doing by the
child of morning exercises and other physical exercises during the day.; The motion activity
is objectively measured by known methods using the gaming device located in the children's
electronic watch, sold in the set with the basic toy.
Reference may be made to Application number WOO235499 (A2), by GOODWIN RICHARD
PAUL et. al., dated 02.05.2002, titled "ALPHANUMERIC EDUCATION AND LEARNING
DISORDER DETECTION SYSTEM". This invention relates to a system, including an apparatus
and method, for educating children and detecting learning disabilities. According to a
preferred apparatus, the system comprises a local device and a remote device cooperative
therewith. The local device includes a game board appearing to be held by a bear and
having an alphabet letter keypad, a character display, a writing tablet, a speech generator,
and a wireless signal transmitter. The remote device, styled as a plush toy bear, includes a
speech generator and a wireless signal receiver. According to preferred methods, the
system comprises a plurality of games which are selectable by a user which, generally,
teach the user how to write alphabet letters, how to visually and audibly recognize alphabet
letters, and to associate the sound(s) of alphabet letters with the their visible appearance.;
More importantly, the games requiring written input of alphabet letters assist educators and
parents and detecting learning disorders, such as dyslexia, in children at an early age. The
games selectively utilize either the speech generator of the local or remote device to prompt
the user for input of an alphabet letter in response thereto. Upon receipt of a written input
letter, the number of strokes forming the letter, the direction of the strokes of the letter,
and the size of the letter are used to identify the input letter and to evaluate whether a
letter is written correctly, is the one requested by the system, or is written backwards, and
to generate appropriate messages to the user.
Reference may also be made to Application number US2001003040 (Al), by SPECTOR
DONALD, dated 07.06.2001, titled "Virtual learning environment for children". This invention
relates to a virtual learning system environment which provides for progressive education of
children, at their own pace, through enhancement in both language arts (e.g. spelling,
reading comprehension) and physical skills (interactive prompts). The system of this
invention includes a microphone for sensing an audible word or command, a video camera
for sensing bodily movement, and means for effecting a computer generated response to
said audible word or command, or said bodily movement, wherein said response includes
both graphical depiction of the letters of said audible word or command, an object image
corresponding to bodily movement or said audible word or command, and an action or
object related to said bodily movement or said audible word or command, or any
combination thereof, so as to effect a progressive learning or teaching experience.; The
system also provides for direction to a pathway alternative to said system based upon a
series of links, similar to the Encarta Encyclopedia, to web pages and the like, where it
directs the child to additional sources of information concerning the one or more aspects of
the learning exercise. In addition, ttie system allows for a live or computer mediator to
monitor the progress of the learning experience.
Reference may be made to Application number KR20020012699 (A), by JUNG CHAN UI et.
al., dated 20.02.2002, titled "SYSTEM AND METHOD FOR MONITORING AMUSEMENT AND
EDUCATION FACILITY". This invention relates to an amusement and education monitoring
system and method is provided to take a moving or a static picture of amusement or
education facilities, to store the moving or static picture with indexes, and to enable a user
to search for and browse the stored pictures. The system comprises a camera, a server, a
plurality of user terminals, and a frequency generator. The camera is installed at
amusement or education facilities. The server includes a CPU, a storage, and a
search/browsing module. The CPU processes the image taken by the camera. The storage
stores the image processed in the CPU, and index data. The CPUincludes an indexing
engine, an image compression module, and a search/browsing engine. The indexing engine
extracts indexing data from the image taken by the camera. The search/browsing engine
makes it possible performing the search or the browse operation according to the user
request from the user terminals. A receiver of the server receives the signals transmitted
from the frequency generator installed at a child.
Reference may be made to United States Patent 8,371,858, by Vanova, dated February 12,
2013, titled "Method and electronic calculating device for teaching arithmetic". This
invention relates to a method of teaching basic arithmetical calculations is embodied in a
novelty electronic graphic calculating device having a user interface for displaying method
steps. The method involves displaying two or more collections of individual icons associated
with two or more operands; selecting an arithmetical operation to be performed on the two
or more operands; regrouping tne individual icons into a collection of individual icons
associated with an answer to the operation on the operands; and, displaying the collection
of individual icons associated with the answer in sets having a maximum of ten icons each.
The method permits visual regrouping and carry-over for teaching and learning mental
1 4 ,ff 0 20\4 computation of the four basic arithmetic skills of addition, subtraction, multiplica on a
division.
Reference may be made to United States Patent 7,104,799, by Sansing, dated September
12, 2006, titled "Mathematics teaching tool". This invention relates to a mathematics
education apparatus comprises a base array. The base array includes a plurality of rows,
with each row having ten receiving positions. The mathematics education device further
comprises a plurality of number pieces that each correspond to a number, including at least
one number piece corresponding to numbers one through ten. Each number piece has a
linear length that is proportional to the number corresponding to that number piece.
Additionally, each number piece is configured to cover a quantity of receiving positions on
the base array equal to the number corresponding to that number piece.
Reference may be made to United States Patent 7,096,454 by Damm et al., dated August
22, 2006, titled "Method for gestclre based modeling". This invention relates to a computer
program based method is described for creating models using gestures. On an input device,
such as an electronic whiteboard, a user draws a gesture which is recognized by a computer
program and interpreted relative to a predetermined meta-model. Based on the
interpretation, an algorithm is assigned to the gesture drawn by the user. The executed
algorithm may, for example, consist in creating a new model element, modifying an existing
model element, or deleting an existing model element.
Reference may also be made to United States Patent 7,018,213 by Marcus et al., dated
March 28, 2006, titled "Electronic educational toy teaching letters words, numbers and
pictures". This invention relates to an electronic educational toy having a housing for
teaching letters, words, numbers or pictures comprising a toy housing supporting a
substantially planar work platform on which a child can make selections by causing contact
with the work platform and enclosing a speaker, a processor, and a sensing system sensing
occurrences of contact caused by the child across the surface of the work platform.
Further reference may be made to United States Patent 6,890,181 by Warneke et al., dated
May 10, 2005, titled "Methods and systems for multimedia education". This invention relates
to a Methods and systems for delivering multimedia learning modules to one or more
students in a computer based education environment. The multimedia education system
includes a host server, communication link connecting the host server to a remote
computer, and software operable on the host server and remote computer. Methods include
providing: a set of global knowledg&/vocabulary words with high interest expository text
and graphics; a contextual definition for at least one of the words; or an additional set of
vocabulary words presented as a pair of synonyms for a new stimulus word. A method
includes causing a student to select an appropriate synonym to replace the stimulus word
based on another high interest expository text. A method includes providing a game
scenario including a multisensory scenario, wherein the student must select an appropriate
synonym or a pair of synonyms from a number of synonyms to complete a task in a game.
Reference may be made to United States Patent 4,583,952 by De La Paz Rios, dated April
22, 1986 , titled "Method for teaching multiplication and division with numbers 6 through
9". This invention relates to a teaching methodology provides the student with hand
conformed symbols representative of the numbers 6 through 9. Observation of these
symbols permits the students to use their mastery of multiplication of the numbers 1
through 5 and 10 to solve problems in multiplication and division involving the numbers 6
through 9.
Reference may be made to United States Patent 3,934,357 by Couvillion, dated January 27,
1976, titled "Teaching method and apparatus". This invention relates to a method and
apparatus for teaching the recognition of basic numerals and performing simple arithmetic
steps is provided in which tactile means of learning are utilized in addition to the senses of
sight and sound. A series of individual digit-defining cutouts present a range of numerals in
which each cutout is of a predetermined length corresponding to its numerical value with
the cutouts being graduated to progressively increase in length from a numeral denoting a
specific low value to a numeral denoting a specific high value. Thus, when a student selects
a group of two or more cutouts and places them in an end-to-end relationship such that
their accumulated length is equal to that of another cutout representing a base numeral, it
will be seen that the sum of their individual values is equal to that of the base numeral. In
this manner, not only is the recognition of individual numerals taught, but also, simple
arithmetic addition and subtraction concepts can be taught with the learner discovering the
answers to simple arithmetic problems through physical experience. Inasmuch as the
cutouts have suitable respective widths and thicknesses compatible with their lengths, the
three-dimensional configuration of the numerals makes this teaching method and
apparatus ideally suited for use in connection with teaching numerical concepts and simple
arithmetic in special education classes, such as those for the mentally handicapped or the
blind which kinesthetic means of learn'ing are very important.
Reference may be made to Application number RU2008138504 (A), by GIDZINSKAJA
UUDMILA BORISOVNA, dated April 10, 2010, titled "METHOD OF TEACHING". In this
invention classes are given using software modules. For each module a set of samples is
used, made of at least four squares divided into segments containing one number and one
letter applied onto square cards. Teacher designates a word according to module topic, and
student finds numbers and letters located in various segments of squares, or teacher
designates a row of numbers, and student makes a word from letters. Letters from Russian
or other language alphabets may be used. Modules may be combined with each other by
topic, structure and meaning. Square cards may be produced from wood so that it is
possible to replace inner squares to each other. A EFFECT: less time required to master
literacy basics.
Reference may be made to Application number CN101327590A, dated July 26, 2008, titled
"Glazing robot off-line teaching device and teaching method". The present invention relates
to an off-line glazing robot-demonstrating device, which belongs to the field of industrial
robots. The demonstrating mechanism of the off-line glazing robot-demonstrating device
has the same degree of freedom, the same type and number of hinges, the same
mechanism size and the same operating space as the actual glazing robot does, joints are
connected together by link rods, and the rotary shafts of the joints are respectively
connected with an encoder. A demonstrating ejection gun is assembled on the end of the
demonstrating mechanism and held by a hand in order to demonstrate, and a dataacquiring
unit acquires and records the position and the speed of each joint and the on-off
state of the ejection gun. A touch switch is assembled on the end of the demonstrating
mechanism, the shape and the size of the surface of a workpiece are measured, and then
the three-dimensional model of the workpiece is built in a computer. A glazing process
simulation software simulates the piling process and the thickness distribution of glaze on
the surface of the workpiece in the process of glazing. A data transmission unit converts the
acquired data into a control program for the glazing robot, and then the glazing robot
conducts a glazing action according to a data sequence. The off-line glazing robotdemonstrating
device has the advantages of light weight, flexibility, high demonstration
efficiency and convenient operation, and the glazing process simulation can forecast the
thickness distribution of the glazed layer of the surface of the workpiece.
However none of the inventions in prior art comprise of a device or method which
the present invention comprises, the present invention provides a better method
and apparatus for teaching basic numerals to children through computer
gamification, interactivity and most importantly full body physical engagement .
This invention relates to devices such as number lines used to teach children mathematics
in the primary grades in school. The new device takes the traditional two-dimensional
number line and generates it virtually in the Z axis in the direction perpendicular to the
display screen and into it in such a manner that the user's virtual avatar can travel on it by
imitating the user's gestures in real life or by responding to a pre-defined triggers or
gestures.
Number lines that may have number sequences, as for example, in primary school grades
number sequences from 0 to 20 or 25 and in upper school grades number sequences from
negative 20 to 100, may have been used for many years to teach children one to one
correspondence between verbal counting or reciting of numbers and what they are actually
counting. Children may be able to recite numbers from 0 to 20 and yet not relate this count
to physical numbers or to physical application of numbers. A number line printed on paper,
cardboard or other material may be used to instruct a user to point to each number as they
may recite the number. However, most young children may not understand that each
number represents a single count. The children may often end up with a physical count
significantly different from the verbal count.
Also, as all the number lines that are currently used, have the number increasing in
magnitude from left to right, children may have difficulty in understanding this. The
traditional two-dimensional number line has this in built bias because numbers are normally
in increasing order from left to right. This arrangement of numbers, however, is not intuitive
because there is no natural justification for the right direction to be certified as positive and
the left direction to be certified as negative. A three dimensional number line in the Z-axis,
with the numbers increasing in magnitude in the forward direction, and decreasing in the
backward direction maybe a much more intuitive and natural method to introduce the user
to numbers because the term forward always has "positive" connotations and the word
"backward" normally had negative connotations. The action of taking a forward step is also
normally considered as a "positive" one and that of going backward is normally considered
"negative". So the user may be able to intuitively sense that taking steps forward increases
the count and taking steps backward decreases the count. This is especially useful for
children who do not use English language as yet and are used to communicating their
local/native/motherrs language. The system can be programmed to use any language of
userrs choice.
Such a virtual number line combined with a pedagogical method that may require more
concentration and physical use of muscles and tendons to move from one number to
another during counting may improve learning of the one to one correspondence between
numbers and counting. Though there are devices that allow the user to use his or her
muscles to play around with some sort of a physical number line, for example in US Patent
7534106 and in US Patent 3934357, they do not involve the use of his entire body and are
normally limited to the user just using his fingers to feel the numbers and they are based on
a numbers in which numbers are increasing from the left to right. Since the user is required
to participate in the learning process with his or her entire body, the user may be actively
involved in the learning process. The apparatus proposed in this invention may lead to a
more physical or kinesthetic learning experience that augments and compliments the visual
and auditory learning experience. ,
However, none of the patents discussed above provide an apparatus, svstem and a
method for utilizinq a user's kinesthetic, visual and auditorv senses to teach basic
numerals, countinq and arithmetic, as is beinq covered bv the present invention.
The present invention provides a much wider scope with plentv of advantaqes
over similar patents discussed in the prior art.
Objects of the invention:
The primary objective of the invevtion is to provide a method and apparatus for a teaching
aid that helps young children learn basic numerals and arithmetic.
Another objective of the invention is to provide a method and apparatus for learning
numerals on virtual and kinesthetic number line.
Another objective of the invention is to provide a method and apparatus for learning
numerals through games which can be installed in classrooms.
Another objective of the invention is to provide a method and apparatus for learning
numerals through games which can be installed in household systems as well.
Another objective of the invention is to diagnose the learning and developmental disorders
in children based on their performance while interacting with the present invention.
A further objective of the invention is to provide a learning solution to the individuals with
learning and developmental disorders.
Another objective of the invention is to provide a computer aided learning solution to those
individuals who cannot use the computers otherwise, but still can learn by teachings of this
invention through computers itself.
Summarv of the invention:
This invention provides an apparatus for utilizing a user's kinesthetic, visual and auditory
senses to teach basic numerals, counting and arithmetic. The apparatus compt-ises of a
virtual, three dimensional number line, generated and displayed on the z-axis of a display
screen, wherein surface of the display screen is defined by x and y axis. The three
dimensional number line going into the screen is marked with equally spaced numbers, in
their natural order, with the numbers increasing in magnitude going into the display screen.
A virtual character that is a representative of the user in the virtual world is also displayed
on the display screen and the virttial character is capable of travelling along the number line
based on the gesture based inputs provided by the user. The invention is also capable of
diagnosing the learning and developmental disorders in children based on their performance
while interacting with the present invention.
Brief description of the drawinlrs:
Figure 1: Figure 1 shows the entire apparatus in operation. The user faces the display
screen and performs gestures that are captured by the motion sensing camera. The display
screen displays the user's avatar on screen travelling on the virtual number line. The avatar
mimics the user's actions in real life.
The computer program recognizes the gestures captured by the camera and passes on the
message to the game program which makes the user's avatar mimic the user's actions.
Figure 2: Figure2 shows the three dimensional number line with numbers marked on it as it
will appear to the user facing the display screen. The user's avatar travels on this number
line.
Figure 3: Figure 3 shows the virtual number line on the display screen with the user's
avatar on it.
Statement of the invention:
So accordingly, the present invention provides a system, an associated apparatus and a
method for utilizing a user's kinesthetic, visual and auditory senses to teach basic numerals,
counting and arithmetic in many applications as herein defined, said system, apparatus and
method comprising: a virtual, three dimensional number line, generated and displayed on
the z-axis as herein defined of a display screen, wherein surface of the display screen is
defined by x and y axis as herein defined, the three dimensional number line going into the
screen with certain spaced numbers marked on the number line, in certain order as herein
defined, with the numbers increasing or decreasing in magnitude going into the display
screen; a virtual character that is a representative of the user in the virtual world, the
virtual character capable of travelling along the number line based on inputs provided by
the user; such that the entire system works in a way that a user without any computer
knowledge or a user with learning or developmental disorders can also learn using the ways
of this system.
The present invention also provides a method of teaching arithmetic using system of
present invention, said method comprising the steps of:
(a) Allowing a user to control motion of the virtual character along the a virtual number
line that goes along the Z axis of the display screen, by making natural and intuitive,
physical and kinesthetic gestures that are captured by a motion sensing camera
which inputs the data to a computer that is connected to the display screen;
(b) Designing the character on the display screen to mimic or respond to the user's real
world physical and kinesthetic actions and imitate or respond to them in real or
delayed time in the virtual world;
(c) Thereby letting the user explore the numerals in the virtual world by controlling the
character's movement with his physical actions and gestures;
(d) Letting the user perform basic arithmetic calculations by manner of performing
gestures which allow him or her to guide the virtual character to the correct answer
on the number line;
(e) Letting the user test the children's knowledge of numbers;
(f) Providing score on the children's performance;
(g) Diagnosing learning and developmental disorders in children based on their performance.
It should be noted that the particular description and embodiments set forth in the
specification below are merely exemplary of the wide variety and arrangement of
instructions which can be employed with the present invention. The present invention may
be embodied in other specific forms without departing from the spirit or essential
characteristics thereof. All the features disclosed in this specification may be replaced by
similar other or alternative features performing similar or same or equivalent purposes.
Thus, unless expressly stated otherwise, they all are within the scope of present invention.
Various modifications or substitutions are also possible without departing from the scope or
spirit of the present invention. Therefore it is to be understood that this specification has
been described by way of the most preferred embodiments and for the purposes of
illustration and not limitation.
This invention provides a method and apparatus for children to learn basic numerals. Under
this invention an apparatus is being provided for utilizing a user's kinesthetic, visual and
auditory senses to teach basic numerals to children. Further this invention can be used for
determining the children's knowledge of numbers and score them based on their
performance while learning through the invention. Further this invention is not only able to
teach children but the present invention can be used to diagnose learning and
developmental disorders in children based on how they score while interacting through the
invention.
0 4 FEB 20\4
This invention comprises of a virtual, three dimensional number line, generated and
displayed on the z-axis of a display screen, wherein surface of the display screen is defined
by x and y axis. These three axis can be at any angel or orientation with respect to each
other. They may not be always perpendicular to each other.
Further the three dimensional number line going into the screen is marked with equally
spaced numbers, in their natural order, with the numbers increasing in magnitude going
into the display screen. A virtual character that is a representative of the user in the virtual
world is also displayed on the display screen and the virtual character is capable of
travelling along the number line based on inputs provided by the user.
This invention also provides a method of teaching arithmetic that involves the user to guide
this virtual character along the number line using a motion sensing camera and
programming the character to imitate the user's real world actions. The user is thus enabled
to explore numbers and perform basic arithmetic calculations by guiding the character to
the appropriate number to indicate an answer. Under this invention the user can control the
virtual character via any other computer input device.
Further this invention provides a computer program product, including computer readable
program code embodied in medium, for causing a computer to provide a message to the
game engine program of a gesture made by the user which is captured by a motion sensing
camera. This includes code for causing a computer to generate a three dimensional number
line with a virtual character that can travel on it, code for causing a computer to recognize a
gesture by the user, code for causing a computer pass on the notification of the gesture to
the game program and code for causing a the game program to make the avatar mimic the
actions of the user.
Under this invention the user will have to face the screen which will allow the user to see a
three dimensional number line extending into the plane of the screen in front of him.
Further this invention comprises of a motion sensing camera which is placed below the
screen and connected to the display system, the user's motion gets translated into the
character's motion in the display screen and depicts the movement of the user exactly
similar, hence the user will have to now jump once in the real world which will be captured
by the sensing camera connected to the display and it will make jump one step the
character inside the display will progress one unit forward along the virtual number line.
Further under this invention the camera can also detect special gestures which can be used
to perform special movements for example extra-long jump which will enable the avatar to
move 5 units forward or a gesture that enables the avatar to move a step back on the
number line.
The number line provided under this invention can be modified to represent a certain set of
numbers only for example only even numbers or represent a certain set of numbers in a
differently, for example all prime numbers may be marked in a different color from the rest
of the !ine.
This invention allows the user to recognize numerals and to count by learning to count his
steps and associating them with the corresponding number on the line. User can learn basic
single addition by travelling to the first number on the number line and then by taking as
many further steps as the second number there by reaching the sum of the two numbers.
So, for example, if the user has to add three and four, he first travels to three and then
takes four forward steps on the number line to reach the number seven. Similarly for
subtraction, the user will have to first travels to the first number and then takes as many
steps backwards as the second number, there by reaching the number which is the
difference of the two numbers. For example if the user has to subtract 3 from 5 he will first
travel to five and then take three steps backward to reach two.
The system is also able to teach users other complex mathematical functions, like
multiplication, division, fractions and any other number function which the user wants to
learn, can be done easily using this system.
For Example, the system can help a user to learn the concepts of counting, multiplication
and tables by skipping using present invention. Where the user jumps once but the virtual
character can jump over multiple numbers at once and is able to visualize hislher journey.
For example, the user starts at *O*, tielshe jumps once in the physical world. However, the
virtual character jumps *3* steps, and goes over *I*and *2* to directly land on *3*.
Similarly, for the next jump, the character skips over *4* and *5*, and directly lands on
*6*. We can use this concept to teach tables of numbers up to infinity (considering the
number line itself is infinitely long).
Further, the system of present invention can also help in explaining the concept of decimal
place value system like for example how *lI.*a n d *ll.l* ar e with respect to each other.
The system of present invention can also help to illustrate simple fractions, mixed fractions,
improper fractions, like fractions and unlike fractions, and how they are placed and
visualized on the number line.
Each of the user's jumps and other movements are made more fun for the user by playing
appropriate sounds attractive visual sequences and by having an adorable character on
screen.
So accordingly, the present invention provides a system, an associated apparatus and a
method for utilizing a user's kinesthetic, visual and auditory senses to teach basic numerals,
counting and arithmetic in many applications as herein defined, said system, apparatus and
method comprising: a virtual, three dimensional number line, generated and displayed on
the z-axis as herein defined of a display screen, wherein surface of the display screen is
defined by x and y axis as herein defined, the three dimensional number line going into the
screen with certain spaced numbers marked on the number line, in certain order as herein
defined, with the numbers increasing or decreasing in magnitude going into the display
screen; a virtual character that is a representative of the user in the virtual world, the
virtual character capable of travelling along the number line based on inputs provided by
the user; such that the entire system works in a way that a user without any computer
knowledge or a user with learning or developmental disorders can also learn using the ways
of this system.
In an embodiment, said system would work for even those angles that are not exactly
perpendicular, but still seem to go into the screen.
In another embodiment, all three axis, i.e. x, y and z axis can be at any angle or orientation
with respect to each other.
In another embodiment, said system is able to create virtual number lines of unlimited
length and unlimited granularity.
In another embodiment, said system can be configured into any language of the choice of
user which may even be Mother Language for ease of use.
In another embodiment, said system helps in identification of learning or developmental
disorders in children.
In another embodiment, said system helps in learning of children having learning or
developmental disorders.
In another embodiment, said system is advanced and is user-friendly at the same time,
such that even a user who is not able to use computers or who does not understand English
language can learn basic numerals by interacting with computers via merely physical
actions.
In another embodiment, the virtual, three dimensional number line is generated and
displayed in the z-axis of the display screen, with equally spaced numbers marked on it, in
their natural order, with the numbers decreasing in magnitude in the direction perpendicular
to the screen and into it.
In another embodiment, the virtual, three dimensional, number line is generated and
displayed in the z-axis of the display screen, going into the screen with unequally spaced
numbers marked on it, in their natural order, with the numbers increasing or decreasing in
magnitude in the direction perpendicular to the screen and into it.
In another embodiment, the virtual, three dimensional, number line is generated and
displayed in the z-axis of the display screen, going into the screen with numbers marked on
it that follow a certain, defined mathematical sequence.
In another embodiment, said system helps a user in learning counting, multiplication,
tables,' simple fractions, mixed fractions, improper fractions, like fractions and unlike
fractions, decimal place value systems and how they are placed and visualized on the
number line.
In another embodiment, said system enables a user to learn arithmetic with the help of said
virtual character which jumps over multiple numbers at once.
In another embodiment, the present invention provides a method of teaching arithmetic,
using system of present invention, wherein said method comprising the steps of: allowing a
user to control motion of the virtual character along the a virtual number line that goes
along the Z axis of the display screen, by making natural and intuitive, physical and
kinesthetic gestures that are captured by a motion sensing camera which inputs the data to
a computer that is connected to the display screen; designing the character on the display
screen to mimic the user's real world physical and kinesthetic actions and imitate them in
real time in the virtual world; thereby letting the user explore the numerals in the virtual
world by controlling the character's movement with his physical actions and gestures;
letting the user perform basic arithmetic calculations by manner of performing gestures
which allow him or her to guide the virtual character to the correct answer on the number
line; letting the user test the children's knowledge of numbers; providing score on the
children's performance and diagnosing learning and developmental disorders in children
based on their performance.
In another embodiment, the user is able to control the above mentioned virtual character on
the above mentioned number line by via touch controlled display screen.
In another embodiment, the user is able to control the above mentioned character on the
above mentioned number line by via touch controlled screen.
In another embodiment, the user is able to control the above mentioned character on the
above mentioned number line with any other sort of video game controller, remote control
or joystick or method to input datb into a computing device.
In another embodiment, said method comprises a computer program product, including
computer readable program code embodied in medium, for causing a computer to provide a
message to the game engine program of a gesture made by the user which is captured by a
motion, sensing camera, comprising: code for causing a computer to recognize a gesture by
the user; code for causing a computer pass on the notification of the gesture to the game
program and code for causing a the game program to make the avatar mimic the actions of
the user.
In a preferred embodiment, the invention provides an apparatus, system and a method for
utilizing a user's kinesthetic, visual and auditory senses to teach basic numerals, counting
and arithmetic, substantially as herein before described with reference to the accompanying
drawings, specification and claims.
Advantacles of the invention:
Even The children who can't use computers can learn basic numerals by interacting
with computers via physical actions
The user can physically involve himself in the learning process
.Less involvement of parents ,
Generates interest in the user to learn
Both addition and subtraction can be done
User can modify the numerals
Cost effective because you can create virtual number lines of unlimited length
Three dimensional effect
0 4 FEB 20'4
We Claim:
1. A system, an associated apparatus and a method for utilizing a user's kinesthetic,
visual and auditory senses to teach basic numerals, counting and arithmetic in many
applications as herein defined, said system, apparatus and method comprising:
a. a virtual, three dimensional number line, generated and displayed on the zaxis
as herein defined of a display screen, wherein surface of the display
screen is defined by x and y axis as herein defined, the three dimensional
number line going into the screen with certain spaced numbers marked on the
number line, in certain order as herein defined, with the numbers increasing
or decreasing in magnitude going into the display screen;
b. a virtual character that is a representative of the user in the virtual world, the
virtual character capable of travelling along the number line based on inputs
provided by the user;
c. such that the entire system works in a way that a user without any computer
knowledge or a user with learning or developmental disorders can also learn
using the ways of this system.
2. The system as claimed in claim 1, wherein said system would work for even those
angles that are not exactly perpendicular, but still seem to go into the screen.
3. The system as claimed in claim 1, wherein all three axis, i.e. x, y and z axis can be
at any angle or orientation with respect to each other.
4. The system as claimed in claim 1, wherein said system is able to create virtual
number lines of unlimited length and unlimited granularity.
5. The system as claimed in claim 1, wherein said system can be configured into any
language of the choice of user which may even be Mother Language for ease of use.
6. The system as claimed in claim 1, wherein said system helps in identification of
learning or developmental disorders in children.
7. The system as claimed in claim 1, wherein said system helps in learning of children
having learning or developmental disorders.
8. The system as claimed in claim 1, wherein said system is advanced and is userfriendly
at the same time, such that even a user who is not able to use computers or
who does not understand English language can learn basic numerals by interacting
with computers via merely physical actions.
9. The apparatus as claimed in claim 1, wherein the virtual, three dimensional number
line is generated and displayed in the z-axis of the display screen, with equally
,spaced numbers marked on it,,in their natural order, with the numbers decreasing in
magnitude in the direction perpendicular to the screen and into it.
10.'~hea pparatus as claimed in claim 1, wherein the virtual, three dimensional, number
line is generated and displayed in the z-axis of the display screen, going into the
screen with unequally spaced numbers marked on it, in their natural order, with the
numbers increasing or decreasing in magnitude in the direction perpendicular to the
screen and into it.
11.The apparatus as claimed in claim 1, wherein the virtual, three dimensional, number
line is generated and displayed in the z-axis of the display screen, going into the
screen with numbers marked on it that follow a certain, defined mathematical
sequence.
12.The system as claimed in claim 1, wherein said system helps a user in learning
counting, multiplication, tables, simple fractions, mixed fractions, improper fractions,
like fractions and unlike fractions, decimal place value systems and how they are
placed and visualized on the number line.
13.The system as claimed in claim 1, wherein said system enables a user to learn
arithmetic with the help of said virtual character which jumps over multiple numbers
at once.
14.A method of teaching arithmetic as claimed in claim 1, using system of present
invention, wherein said method comprising the steps of:
a. Allowing a user to control motion of the virtual character along the a virtual
number line that goes along the Z axis of the display screen, by making
natural and intuitive, physical and kinesthetic gestures that are captured by a
motion sensing camora which inputs the data to a computer that is connected
to the display screen;
b. Designing the character on the display screen to mimic the user's real world
physical and kinesthetic actions and imitate them in real time in the virtual
world;
c. Thereby letting the user explore the numerals in the virtual world by
controlling the character's movement with his physical actions and gestures;
d. Letting the user perform basic arithmetic calculations by manner of
performing gestures which allow him or her to guide the virtual character to
the correct answer on the number line;
e. Letting the user test the children's knowledge of numbers;
f. Providing score on the children's performance;
g. Diagnosing learning and developmental disorders in children based on their
performance.
15.The method as claimed in claim 14, wherein the user is able to control the above
mentioned virtual character on the above mentioned number line by via touch
controlled display screen.
16.The method as claimed in claim 14, wherein the user is able to control the above
mentioned character on the above mentioned number line by via touch controlled
screen.
17:The method as claimed in claim 14, wherein the user is able to control the above
mentioned character on the above mentioned number line with any other sort of
video game controller, remote control or joystick or method to input data into a
computing device.
18. The method as claimed in claim 14, wherein said method comprises a computer
program product, including computer readable program code embodied in a medium
for causing a computer to provide a message to the game engine program of a
gesture made by the user which is captured by a motion sensing camera,
comprising:
a. code for causing a computer to recognize a gesture by the user;
b. code for causing a computer pass on the notification of the gesture to the
game program;
c. code for causing the game program to make the avatar mimic the actions of
the user.
19.An apparatus, system and a method for utilizing a user's kinesthetic, visual and
'auditory senses to teach basic numerals, counting and arithmetic, substantially as
herein before described with reference to the accompanying drawings, specification
and claims.

Documents

Application Documents

# Name Date
1 446-DEL-2013-2. Marked Copy under Rule 14(2) (MANDATORY) [30-12-2019(online)].pdf 2019-12-30
1 446-del-2013-GPA.pdf 2013-08-20
2 446-del-2013-Form-5.pdf 2013-08-20
2 446-DEL-2013-Retyped Pages under Rule 14(1) (MANDATORY) [30-12-2019(online)].pdf 2019-12-30
3 446-del-2013-Form-3.pdf 2013-08-20
3 446-DEL-2013-FER.pdf 2019-12-27
4 446-del-2013-Form-2.pdf 2013-08-20
4 446-del-2013-Correspondence Others-(30-06-2015).pdf 2015-06-30
5 446-del-2013-Form-18-(30-06-2015).pdf 2015-06-30
5 446-del-2013-Form-1.pdf 2013-08-20
6 446-del-2013-Description(Provisional).pdf 2013-08-20
6 446-del-2013-Correspondence-Others-(26-06-2014).pdf 2014-06-26
7 446-del-2013-Form-3-(26-06-2014).pdf 2014-06-26
7 446-del-2013-Correspondence-others.pdf 2013-08-20
8 446-del-2013-Form-5-(26-06-2014).pdf 2014-06-26
8 446-del-2013-Abstract.pdf 2013-08-20
9 446-del-2013-Correspondence-Others-(04-02-2014).pdf 2014-02-04
9 446-del-2013-GPA-(04-02-2014).pdf 2014-02-04
10 446-del-2013-Form-2-(04-02-2014).pdf 2014-02-04
10 446-del-2013-Form-5-(04-02-2014).pdf 2014-02-04
11 446-del-2013-Form-2-(04-02-2014).pdf 2014-02-04
11 446-del-2013-Form-5-(04-02-2014).pdf 2014-02-04
12 446-del-2013-Correspondence-Others-(04-02-2014).pdf 2014-02-04
12 446-del-2013-GPA-(04-02-2014).pdf 2014-02-04
13 446-del-2013-Abstract.pdf 2013-08-20
13 446-del-2013-Form-5-(26-06-2014).pdf 2014-06-26
14 446-del-2013-Correspondence-others.pdf 2013-08-20
14 446-del-2013-Form-3-(26-06-2014).pdf 2014-06-26
15 446-del-2013-Correspondence-Others-(26-06-2014).pdf 2014-06-26
15 446-del-2013-Description(Provisional).pdf 2013-08-20
16 446-del-2013-Form-1.pdf 2013-08-20
16 446-del-2013-Form-18-(30-06-2015).pdf 2015-06-30
17 446-del-2013-Correspondence Others-(30-06-2015).pdf 2015-06-30
17 446-del-2013-Form-2.pdf 2013-08-20
18 446-del-2013-Form-3.pdf 2013-08-20
18 446-DEL-2013-FER.pdf 2019-12-27
19 446-DEL-2013-Retyped Pages under Rule 14(1) (MANDATORY) [30-12-2019(online)].pdf 2019-12-30
19 446-del-2013-Form-5.pdf 2013-08-20
20 446-del-2013-GPA.pdf 2013-08-20
20 446-DEL-2013-2. Marked Copy under Rule 14(2) (MANDATORY) [30-12-2019(online)].pdf 2019-12-30

Search Strategy

1 SearchStrategyMatrix_446_17-12-2019.pdf