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Virtual Reality As A Learning Tool In Education

Abstract: VIRTUAL REALITY AS A LEARNING TOOL IN EDUCATION Abstract The present invention provides a system for utilizing virtual reality (VR) as a learning tool in education. The system comprises a VR content creation module, a student interaction module, an analytics module, and a feedback loop. The VR content creation module enables educators to design immersive educational experiences tailored to various subjects. The student interaction module allows multiple students to engage with the VR content simultaneously, fostering a collaborative learning environment. The analytics module captures and analyzes student interaction data to assess the impact of VR experiences on learning outcomes. The feedback loop refines and enhances the VR experiences based on student performance data and feedback. The invention thereby transforms VR's use in education, making it more accessible, engaging, and effective.

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Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
27 August 2023
Publication Number
39/2023
Publication Type
INA
Invention Field
COMPUTER SCIENCE
Status
Email
Parent Application

Applicants

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

Inventors

1. PROF. INA SHASTRI
BANASTHALI VIDYAPITH, P.O. BANASTHALI, BANASTHALI, RAJASTHAN, INDIA, 304022 JAIPUR

Specification

Description:VIRTUAL REALITY AS A LEARNING TOOL IN EDUCATION
Field of the Invention
[0001] The present invention relates to the use of virtual reality (VR) in educational settings. It involves a comprehensive system for creating, engaging with, and evaluating VR-based learning experiences, designed to enhance the teaching and learning process and improve educational outcomes.
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] In today's digital age, there's a growing recognition of the potential that technology holds for enhancing education. Traditional teaching methods are being supplemented, and sometimes replaced, by tech-driven instructional approaches that make education more engaging, interactive, and effective. In particular, immersive technologies such as virtual reality (VR) have shown promise in transforming the educational landscape.
[0004] Virtual reality is a technology that simulates a three-dimensional, computer-generated environment which can be explored and interacted with by a person. The person becomes part of this virtual world or is immersed within this environment and is able to manipulate objects or perform a series of actions. Given its capacity to create an immersive learning environment, VR has the potential to revolutionize education by making abstract concepts tangible, bringing lesson content to life, and facilitating experiential learning.
[0005] Despite its potential, the adoption of VR in education has faced several challenges. There's a lack of tools that allow educators to create VR experiences tailored to their teaching needs. Even if such tools exist, they often require advanced technical skills, which many educators lack. Once the VR content is created, another challenge lies in effectively engaging students with the content. Traditional VR experiences are often designed for individual users, limiting opportunities for collaborative learning.
[0006] Assessing the impact of VR experiences on learning outcomes is another significant challenge. Existing systems often fail to capture comprehensive data about how students interact with VR content, making it difficult to assess the effectiveness of VR as a learning tool. Even when data is collected, the lack of effective analysis tools often leaves the data's potential untapped.
[0007] Furthermore, refining and enhancing VR experiences based on student feedback and performance data is often a complex process that requires substantial time and resources. Schools and educators are therefore in need of a comprehensive solution that addresses the above challenges and unlocks the full potential of VR for education.
[0008] 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
[0009] 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.
[00010] The present invention relates to the use of virtual reality (VR) in educational settings. It involves a comprehensive system for creating, engaging with, and evaluating VR-based learning experiences, designed to enhance the teaching and learning process and improve educational outcomes.
[00011] In an embodiment, the present invention is designed to fully harness the potential of virtual reality (VR) in educational settings. The system encompasses four key modules: the VR content creation module, the student interaction module, the analytics module, and the feedback loop.
[00012] In an embodiment, the VR content creation module empowers educators to design their own immersive educational experiences. It provides an intuitive interface, with templates and tools tailored to various subjects, allowing even those with limited technical skills to create engaging VR experiences. To facilitate the rapid creation of VR lessons, the module also includes a library of pre-designed virtual assets and environments.
[00013] In an embodiment, the student interaction module allows students to engage with the VR content. It offers multi-user functionality, enabling students to participate in shared VR experiences simultaneously. This feature promotes collaborative learning, fostering critical skills such as teamwork and communication. To ensure that the VR experiences are accessible to all students, the system includes a device compatibility layer that supports a range of VR hardware devices.
[00014] In an embodiment, the analytics module captures and analyzes comprehensive data about how students interact with the VR content. It records metrics such as the time spent on different parts of the VR experience, the path taken through the virtual environment, and the objects interacted with. These metrics provide valuable insights into student engagement and learning progress. The analytics module employs machine learning algorithms to analyze this data, predict individual learning patterns, and adapt the VR content accordingly. The module provides visual representations of the data, making it easy for educators to understand the insights at a glance.
[00015] In an embodiment, the feedback loop refines and enhances the VR experiences based on student performance data and direct feedback. Students can provide real-time feedback during their VR experiences through voice or text-based mechanisms. This feedback, along with the insights derived from the analytics module, is used to continually improve the VR content and tailor it to student needs.
[00016] In an embodiment, to foster a global community of practice, the system also features a collaboration toolset. This enables educators across the globe to share, modify, and improve upon VR educational content collaboratively. As such, educators can learn from each other's successes and challenges, accelerating the evolution of VR teaching methods.
[00017] In summary, the present invention represents a significant advancement in the field of educational technology. By enabling educators to create, students to engage with, and administrators to evaluate VR-based learning experiences, the system removes barriers to VR adoption in education. It transforms VR from a novel gadget into a powerful, flexible, and effective learning tool.
Brief Description of the Drawings
[00018] 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:
[00019] FIG. 1 represents a system for utilizing virtual reality (VR) as a learning tool in education, according to some embodiments of the present disclosure.
[00020] FIG. 2 shows an exemplary detailed schematic flow diagram of a method for utilizing virtual reality (VR) as a learning tool in education, according to some embodiments of the present disclosure.
Detailed Description
[00021] 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.
[00022] 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.
[00023] 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.
[00024] Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
[00025] The present invention relates to the use of virtual reality (VR) in educational settings. It involves a comprehensive system for creating, engaging with, and evaluating VR-based learning experiences, designed to enhance the teaching and learning process and improve educational outcomes.
[00026] Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
[00027] In recent times, the educational landscape has witnessed revolutionary advances due to digital innovation. Among the most compelling of these innovations is Virtual Reality (VR), a technology that envelops users in a digitally simulated environment, allowing them to interact in ways previously imagined only in the realm of science fiction. Leveraging this technology, the present invention offers a holistic approach to embedding VR within educational paradigms, seeking not just to impart knowledge but to shape immersive experiences that deepen comprehension, foster engagement, and catalyze learning breakthroughs.
[00028] FIG. 1 represents a system 100 for utilizing virtual reality (VR) as a learning tool in education, according to some embodiments of the present disclosure. The system 100 comprises a VR content creation module 102, a student interaction module 104, an analytics module 106 and a feedback loop 108.
[00029] In an embodiment, the system 100 comprises the VR content creation module. Recognizing that educators possess subject matter expertise but may lack the technical prowess to navigate sophisticated VR development tools, this module has been meticulously crafted. It offers a suite of user-friendly tools, allowing educators to seamlessly craft immersive educational scenarios. For instance, a history teacher aiming to transport students to Ancient Egypt can, with a few intuitive clicks and drags, select pyramids, deserts, and even character avatars resembling pharaohs or commoners. This isn't merely about recreating historical backdrops; it's about facilitating experiential learning where students can 'walk' through the annals of time, absorbing details in their richness and context.
[00030] In an embodiment, supporting this creation module is a vast library of pre-designed virtual assets and environments. From cellular structures for biology classes to artistic masterpieces for art history lessons, this digital repository accelerates the content creation process. Educators can also import their own materials or third-party resources, ensuring that the VR experiences they design are both authentic and tailored to their curriculum.
[00031] In an embodiment, once this content is designed and deployed, the student interaction module comes into play. Modern education emphasizes collaborative learning, recognizing that peer interactions can cement understanding and foster deeper insights. With this in mind, the module not only permits individual exploration but also multi-user functionality. Students can team up, working together in these virtual scenarios. Imagine a physics lesson where students collaboratively construct a simple machine in VR, discussing each component's role as they virtually piece them together. Or a literature class where students re-enact scenes from Shakespeare, virtually 'stepping into the shoes' of iconic characters.
[00032] However, as with any educational tool, the crux lies not just in deployment but in assessment. How does one gauge the efficacy of these VR sessions? Enter the analytics module. Beyond the passive observation of students, this module meticulously captures myriad data points — from the paths students take within the VR environment to their interaction frequency with various objects. For example, if a student revisits a particular section of a VR lesson repeatedly, it might indicate either a keen interest in the topic or perhaps a struggle to understand it.
[00033] In an embodiment, by employing machine learning algorithms, it not only deciphers past behaviors but can also predict future learning patterns. If a student struggled with a particular concept in one VR session, the system might recommend supplementary VR materials or alternative approaches to fortify understanding in subsequent lessons.
[00034] All these insights, while invaluable, remain abstract without effective presentation. The system addresses this through a comprehensive reporting interface within the analytics module. Educators, administrators, and even students themselves can access visual representations — graphs, heat maps, and more — that depict engagement levels, areas of struggle, and moments of epiphany.
[00035] In an embodiment, the final piece in this intricate jigsaw is the feedback loop. Education is an ever-evolving field, and for tools to remain relevant, they must be adaptive. Post their VR experiences, students can share feedback, either through text or voice. Did they find the virtual recreation of the Renaissance period accurate? Was the VR module on the water cycle engaging enough? Such feedback, amalgamated with insights from the analytics module, loops back into the system, guiding educators as they refine, modify, and enhance subsequent VR experiences.
[00036] Mrs. Robinson, a geology teacher, aims to introduce her students to the wonders of Earth's layers. Using the VR content creation module, she designs a journey to the Earth's core. Her students, donning VR headsets, traverse through the crust, mantle, outer core, and finally, the inner core, visually experiencing the change in materials, temperatures, and pressures. Throughout this journey, the student interaction module ensures that they can discuss observations with peers in real-time, fostering collaborative insights. As they navigate this immersive landscape, the analytics module silently observes, noting areas where students spend the most time, sections they revisit, and parts they may skip. Post the session, Mrs. Robinson accesses the analytics dashboard. She observes that many students revisited the mantle section multiple times, possibly indicating confusion. Armed with this insight and direct feedback from students who found the mantle's explanation slightly convoluted, she refines the VR module, enhancing clarity for future batches.
[00037] In an embodiment, the system includes a VR content creation module equipped with templates and tools tailored to various subjects, empowering educators to effortlessly craft discipline-specific VR experiences. This module streamlines the process of creating educational VR content by providing pre-designed templates and intuitive tools that align with the unique requirements of different subjects. Educators can leverage these resources to develop engaging and immersive VR lessons, simulations, and experiences that cater to the specific learning objectives and concepts of each subject.
[00038] In an embodiment, the system's student interaction module incorporates multi-user functionality, enabling multiple students to actively participate in a shared VR educational experience simultaneously. This capability fosters collaborative learning within the virtual environment, allowing students to engage with the content, interact with each other, and work together on collaborative projects or simulations. By supporting multi-user interactions, the system promotes social learning and encourages students to learn from one another in the VR setting, enhancing the overall educational experience.
[00039] In an embodiment, the system's analytics module leverages machine learning algorithms to predict individual student learning patterns and dynamically adapt the VR content accordingly. By analyzing data from students' interactions within the VR environment, the system can identify individual learning preferences, strengths, and areas for improvement. Based on these insights, the system tailors the VR content to match each student's learning style, optimizing the effectiveness of the educational experience and supporting personalized learning pathways.
[00040] In an embodiment, the system includes a device compatibility layer to ensure that the VR educational experiences are accessible across a range of VR hardware devices. This compatibility layer allows students and educators to engage with the VR content using different VR headsets and platforms, promoting inclusivity and accommodating various technological preferences. By ensuring compatibility with multiple VR devices, the system maximizes the reach and impact of the VR educational experiences.
[00041] In an embodiment, the system integrates a feedback loop that offers real-time voice or text-based feedback mechanisms, enabling students to provide instantaneous feedback during their VR experiences. This feature allows students to express their thoughts, ask questions, and share their insights directly within the VR environment. Educators can use this real-time feedback to gauge student understanding, address misconceptions, and adapt the VR content in real-time, fostering a more interactive and responsive learning experience.
[00042] In an embodiment, the system comprises a collaboration toolset that enables educators globally to share, modify, and improve upon VR educational content collaboratively. This toolset facilitates a collaborative community of educators, where they can exchange ideas, share best practices, and collaboratively develop and enhance VR educational resources. By encouraging collaboration, the system promotes continuous improvement and innovation in VR-based teaching practices, benefiting educators and students worldwide.
[00043] In an embodiment, the system's analytics module provides visual representations of student interactions within the VR environment, mapping areas of high engagement and areas of difficulty. Through visualizations such as heatmaps, charts, and graphs, educators gain insights into students' behaviors, interactions, and progress during the VR experiences. This visual data representation helps educators identify patterns and trends, allowing them to make data-driven decisions to improve the VR content and optimize the learning process.
[00044] In an embodiment, the VR content creation module encompasses a library of pre-designed virtual assets and environments, facilitating the rapid creation of VR lessons. Educators can leverage this library to select from a wide range of pre-built virtual assets, including 3D models, interactive elements, and virtual environments, to create immersive and engaging VR lessons without starting from scratch. This resource-rich library streamlines the content creation process, saving time and effort while ensuring high-quality VR educational experiences for students.
[00045] FIG. 2 illustrates a method 200 for enhancing education using virtual reality (VR), in accordance with an embodiment. The method 200 is a systematic approach that leverages VR technology to create immersive and interactive educational experiences. The method 200 consists of the following steps. The step 202 involves designing immersive educational content using a VR content creation module. Educators, instructional designers, or content creators utilize this module to craft virtual lessons, simulations, or experiences that align with specific learning objectives and curriculum requirements. The VR content creation module provides tools and templates to build 3D environments, interactive elements, educational scenarios, and other engaging components that enhance the learning experience. At step 204, once the educational content is created using the VR content creation module, the next step is to engage students with the designed content through a VR platform. Students use VR headsets or devices to access the virtual learning environment, immersing themselves in the educational experiences. The VR platform provides a seamless interface for students to navigate and interact within the virtual space, making learning more interactive, experiential, and captivating. At step 206, during the VR educational experiences, the system collects data on student interactions within the virtual environment. This data includes information on students' movements, gaze tracking, interactions with virtual objects, engagement time, and performance in various tasks or assessments. The VR platform records these interactions and generates valuable insights into how students engage with the educational content, what aspects capture their attention, and areas where they might encounter challenges. The step 208 involves utilizing the data collected from student interactions within the VR environment to adapt and refine the VR content. The system analyzes the data to derive insights into students' learning patterns, preferences, and areas of interest or difficulty. This data-driven approach helps educators identify strengths and weaknesses in the VR content and instructional design. Additionally, the method incorporates direct student feedback obtained through real-time voice or text-based mechanisms within the VR platform. This feedback enables students to express their thoughts, ask questions, and share their experiences, further guiding the refinement process.
[00046] 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.
[00047] The term “memory,” as used herein relates to a volatile or persistent medium, such as a magnetic disk, or optical disk, in which a computer can store data or software for any duration. Optionally, the memory is non-volatile mass storage such as physical storage media. Furthermore, a single memory may encompass and in a scenario wherein computing system is distributed, the processing, memory and/or storage capability may be distributed as well.
[00048] Throughout the present disclosure, the term ‘server’ relates to a structure and/or module that include programmable and/or non-programmable components configured to store, process and/or share information. Optionally, the server includes any arrangement of physical or virtual computational entities capable of enhancing information to perform various computational tasks.
[00049] Throughout the present disclosure, the term “network” relates to an arrangement of interconnected programmable and/or non-programmable components that are configured to facilitate data communication between one or more electronic devices and/or databases, whether available or known at the time of filing or as later developed. Furthermore, the network may include, but is not limited to, one or more peer-to-peer network, a hybrid peer-to-peer network, local area networks (LANs), radio access networks (RANs), metropolitan area networks (MANS), wide area networks (WANs), all or a portion of a public network such as the global computer network known as the Internet, a private network, a cellular network and any other communication system or systems at one or more locations.
[00050] Throughout the present disclosure, the term “process”* relates to any collection or set of instructions executable by a computer or other digital system so as to configure the computer or the digital system to perform a task that is the intent of the process.
[00051] Throughout the present disclosure, the term ‘Artificial intelligence (AI)’ as used herein relates to any mechanism or computationally intelligent system that combines knowledge, techniques, and methodologies for controlling a bot or other element within a computing environment. Furthermore, the artificial intelligence (AI) is configured to apply knowledge and that can adapt it-self and learn to do better in changing environments. Additionally, employing any computationally intelligent technique, the artificial intelligence (AI) is operable to adapt to unknown or changing environment for better performance. The artificial intelligence (AI) includes fuzzy logic engines, decision-making engines, preset targeting accuracy levels, and/or programmatically intelligent software.

Claims
I/We Claim:
Claim 1:
A system for utilizing virtual reality (VR) as a learning tool in education, comprising:
a VR content creation module allowing educators to design immersive educational experiences;
a student interaction module enabling students to engage with the VR content;
an analytics module capturing and analyzing student interaction data to determine learning outcomes; and
a feedback loop to refine and enhance the VR educational experiences based on student performance and feedback.
Claim 2:
The system of Claim 1, wherein the VR content creation module includes templates and tools tailored to various subjects, enabling educators to easily craft discipline-specific VR experiences.
Claim 3:
The system of Claim 1, wherein the student interaction module offers multi-user functionality, allowing multiple students to simultaneously participate in a shared VR educational experience.
Claim 4:
The system of Claim 1, wherein the analytics module employs machine learning algorithms to predict individual student learning patterns and adapt the VR content accordingly.
Claim 5:
The system of Claim 1, further comprising a device compatibility layer, ensuring that the VR educational experiences are accessible across a range of VR hardware devices.
Claim 6:
The system of Claim 1, wherein the feedback loop includes real-time voice or text-based feedback mechanisms, allowing students to provide instantaneous feedback during their VR experiences.
Claim 7:
The system of Claim 1, further comprising a collaboration toolset, enabling educators globally to share, modify, and improve upon VR educational content collaboratively.
Claim 8:
The system of Claim 1, wherein the analytics module provides visual representations of student interactions within the VR environment, mapping areas of high engagement and areas of difficulty.
Claim 9:
The system of Claim 1, wherein the VR content creation module includes a library of pre-designed virtual assets and environments, facilitating the rapid creation of VR lessons.
Claim 10:
A method for enhancing education using virtual reality, comprising the steps of:
designing immersive educational content using a VR content creation module;
engaging students with the designed content through a VR platform;
collecting and analyzing data on student interactions within the VR environment; and
adapting and refining the VR content based on derived insights and direct student feedback.

VIRTUAL REALITY AS A LEARNING TOOL IN EDUCATION
Abstract
The present invention provides a system for utilizing virtual reality (VR) as a learning tool in education. The system comprises a VR content creation module, a student interaction module, an analytics module, and a feedback loop. The VR content creation module enables educators to design immersive educational experiences tailored to various subjects. The student interaction module allows multiple students to engage with the VR content simultaneously, fostering a collaborative learning environment. The analytics module captures and analyzes student interaction data to assess the impact of VR experiences on learning outcomes. The feedback loop refines and enhances the VR experiences based on student performance data and feedback. The invention thereby transforms VR's use in education, making it more accessible, engaging, and effective.
, Claims:Claims
I/We Claim:
Claim 1:
A system for utilizing virtual reality (VR) as a learning tool in education, comprising:
a VR content creation module allowing educators to design immersive educational experiences;
a student interaction module enabling students to engage with the VR content;
an analytics module capturing and analyzing student interaction data to determine learning outcomes; and
a feedback loop to refine and enhance the VR educational experiences based on student performance and feedback.
Claim 2:
The system of Claim 1, wherein the VR content creation module includes templates and tools tailored to various subjects, enabling educators to easily craft discipline-specific VR experiences.
Claim 3:
The system of Claim 1, wherein the student interaction module offers multi-user functionality, allowing multiple students to simultaneously participate in a shared VR educational experience.
Claim 4:
The system of Claim 1, wherein the analytics module employs machine learning algorithms to predict individual student learning patterns and adapt the VR content accordingly.
Claim 5:
The system of Claim 1, further comprising a device compatibility layer, ensuring that the VR educational experiences are accessible across a range of VR hardware devices.
Claim 6:
The system of Claim 1, wherein the feedback loop includes real-time voice or text-based feedback mechanisms, allowing students to provide instantaneous feedback during their VR experiences.
Claim 7:
The system of Claim 1, further comprising a collaboration toolset, enabling educators globally to share, modify, and improve upon VR educational content collaboratively.
Claim 8:
The system of Claim 1, wherein the analytics module provides visual representations of student interactions within the VR environment, mapping areas of high engagement and areas of difficulty.
Claim 9:
The system of Claim 1, wherein the VR content creation module includes a library of pre-designed virtual assets and environments, facilitating the rapid creation of VR lessons.
Claim 10:
A method for enhancing education using virtual reality, comprising the steps of:
designing immersive educational content using a VR content creation module;
engaging students with the designed content through a VR platform;
collecting and analyzing data on student interactions within the VR environment; and
adapting and refining the VR content based on derived insights and direct student feedback.

Documents

Application Documents

# Name Date
1 202311057395-REQUEST FOR EARLY PUBLICATION(FORM-9) [27-08-2023(online)].pdf 2023-08-27
2 202311057395-POWER OF AUTHORITY [27-08-2023(online)].pdf 2023-08-27
3 202311057395-OTHERS [27-08-2023(online)].pdf 2023-08-27
4 202311057395-FORM-9 [27-08-2023(online)].pdf 2023-08-27
5 202311057395-FORM FOR SMALL ENTITY(FORM-28) [27-08-2023(online)].pdf 2023-08-27
6 202311057395-FORM 1 [27-08-2023(online)].pdf 2023-08-27
7 202311057395-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [27-08-2023(online)].pdf 2023-08-27
8 202311057395-EDUCATIONAL INSTITUTION(S) [27-08-2023(online)].pdf 2023-08-27
9 202311057395-DRAWINGS [27-08-2023(online)].pdf 2023-08-27
10 202311057395-DECLARATION OF INVENTORSHIP (FORM 5) [27-08-2023(online)].pdf 2023-08-27
11 202311057395-COMPLETE SPECIFICATION [27-08-2023(online)].pdf 2023-08-27