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Небесная энциклопедия

Космические корабли и станции, автоматические КА и методы их проектирования, бортовые комплексы управления, системы и средства жизнеобеспечения, особенности технологии производства ракетно-космических систем

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Мониторинг СМИ

Мониторинг СМИ и социальных сетей. Сканирование интернета, новостных сайтов, специализированных контентных площадок на базе мессенджеров. Гибкие настройки фильтров и первоначальных источников.

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Форма поиска

Поддерживает ввод нескольких поисковых фраз (по одной на строку). При поиске обеспечивает поддержку морфологии русского и английского языка
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Применить Всего найдено 1505. Отображено 100.
16-05-2019 дата публикации

Игра "электровикторина"

Номер: RU0000189202U1

Полезная модель относится к играм и предназначена для обучения и развития детей дошкольного и младшего школьного возраста.В игре "Электровикторина", содержащей основание с контактами, соединенными линиями связи в токопроводящие цепи, средство для периодического электрического соединения контактов с блоком питания и средством сигнализации и набор игровых полей со сквозными отверстиями, выполненными с возможностью расположения над контактами при размещении игрового поля на основании, согласно предложенной полезной модели, основание выполнено из тонкого картона плотностью, предпочтительно от 200 г/мдо 240 г/м, ламинированного пленкой с последующей кашировкой его к переплетному картону, токопроводящие цепи выполнены серебросодержащей токопроводящей пастой, например ПСП-2, методом трафаретной печати, основание оснащено средствами фиксации игрового поля, расположенными на боковых и нижней его сторонах, каждое игровое поле в наборе разделено на три функциональные зоны - центральную и боковые, центральная зона предназначена для размещения группы вопросов и содержит хаотично расположенные сквозные отверстия, каждому из которых соответствует вопрос викторины, боковые зоны предназначены для размещения групп ответов, и содержат упорядоченно расположенные по вертикали сквозные отверстия, каждое из которых соответствует ответу на вопрос викторины. На одной стороне основания может быть расположено, по меньшей мере, два средства фиксации игрового поля, средство фиксации игрового поля выполнено вырубкой в виде отогнутого клапана, набор включает не менее восьми игровых полей, каждая токопроводящая цепь имеет в своем составе контакты, относящиеся как к вопросам, так и к ответам в зависимости от используемого в игре игрового поля. РОССИЙСКАЯ ФЕДЕРАЦИЯ (19) RU (11) (13) 189 202 U1 (51) МПК A63F 9/18 (2006.01) ФЕДЕРАЛЬНАЯ СЛУЖБА ПО ИНТЕЛЛЕКТУАЛЬНОЙ СОБСТВЕННОСТИ (12) ОПИСАНИЕ ПОЛЕЗНОЙ МОДЕЛИ К ПАТЕНТУ (52) СПК A63F 9/18 (2018.08) (21)(22) Заявка: 2018123279, 27.06.2018 (24) Дата ...

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18-04-2013 дата публикации

Novelty device for communication between a human being and universal consciousness

Номер: US20130093137A1
Автор: Alexander Shvedov
Принадлежит: Individual

Novelty device for communication between a human being and universal consciousness (Universal Mind) is a mechanical device with a Central body, suspended on several substantially upright supports, so that the Central body can move (swing) in horizontal plane. The upright supports are attached to a stationary frame. A diagram is attached to the same stationary frame. The diagram displays symbols, numbers, pictures and the like. A clear transparent surface with a colored dot indicator is attached to the moving Central body. In communication, the user holds the frame in his or her hands, observes the movements of the dot indicator over the diagram and interprets the dialog.

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06-03-2014 дата публикации

Automated Assessment and Analysis System

Номер: US20140065593A1
Автор: Gannon John, Platt Steven
Принадлежит:

The present invention relates to the field of automated evaluation, assessment and analysis. Disclosed is a method to create and store assignments, automatically analyze student accuracy and ability, and store analysis on individual students for an extended amount of time. This method can reduce the time and effort exerted by teachers in the creation and grading of assignments and more effectively analyzes student progress than any known software. An assessment software, “TEACH-TECH,” combined with a web-based database, “Cloud,” in the novel manner disclosed provides a means for substantially increasing the effectiveness of the educational system. 1. A method of computer grading of an assignment comprising the steps of:selection of an assignment and answer set;distribution of said assignment to one or more students; andsubmission of completed assignment to grading software, said software subsequently analyzing said assignment and storing of results of analysis.2. The method of wherein grading software uses character recognition technology.3. The method of wherein grading software is accessed from a web-based database.4. The method of wherein grading software is installed on a particular computer or set of computers.5. The method of wherein selection of an assignment occurs by creation of a new assignment and answer set.6. The method of wherein creation of said assignment and answer set occurs on a web-based database portal.7. The method of wherein creation of assignment is facilitated by an assignment creation “wizard.”8. The method of wherein selection of an assignment occurs by selecting a previously made assignment.9. The method of wherein previously made assignment is located on a web-based database.10. The method of wherein previously made assignment and answer set is modified from a previously created assignment and answer set.11. The method of wherein the answer set is incorporated into the grading software to allow automated grading.12. The method of wherein ...

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27-03-2014 дата публикации

NON CHANCE-BASED GAME SYSTEM

Номер: US20140087838A1
Принадлежит:

The game system according to the present invention is a non chance-based game system, in which the winner is selected by and among the game participants, and the prize is awarded to the winner by the participants themselves through individual donations, voluntary and of moderate value, and in which a share of the prize may be donated to a charity or nonprofit organization associated with the winner. 1. A non chance-based game system comprising the steps of:(a) allowing the player to register himself or herself by providing personal information, starting phase zero of the game;(b) at a given time, stopping the entrance of new players into the game, ending phase zero of the game, and creating a list of all the players who up until that time were registered during the aforementioned phase zero of the game;(c) starting a new phase, phase zero-point-one, in which new players can play the game by registering themselves;(d) allowing all players, those who entered in phase zero and those who entered in the following phase zero-point-one, to choose by voting—among the people making up the above-mentioned list created by the game in step (b) at the end of phase zero—one player only;(e) making a list of the players who have been voted for and identifying the one who has received the highest number of votes and who will be the “chosen receiver”, that is, the winner of the game in the next phase (phase zero-point-two) of the game;(f) at a given time, ending phase zero-point-one and making a list of all the players who have voted, as in step (d), in the same phase zero-point-one;(g) starting a new phase, phase zero-point-two, in which new players may enter the game in order to play the game by providing personal information;(h) permitting the player to make a donation in monetary form (or by means of any other analogue) to the “chosen receiver,” that is, the person who received the highest number of votes in the voting of the preceding phase as described in step (e);(i) ...

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27-01-2022 дата публикации

Politicsophy

Номер: US20220023748A1
Автор: Burrell Sophia L.
Принадлежит:

Politicsophy is a clever and comical board-game of politics that questions the ideologies of both left and right side of politics in the US with a satirical and historical lens. Blue or left, red or right, both are ideological and comical. The game is strongly satirical, but the historical perspective gives it balance. Notwithstanding, the White house challenges give players the opportunity to campaign for the presidency and make decisions like real events. How much does anyone know about congress and the judiciary system is often evident in the answers provided. Consequently, players will get a history lesson while at the same time ascribe to a friendly competition showing no one wants to lose no matter their ideological differences. 1ELEMENT 1nine pictured presidents marked with their quotes to choose from at start of game;ELEMENT 2depending on the choice of president at start, players go left (blue) or right (red) on the board;ELEMENT 3a question about republicans or democrats on every block (blue, red & white) that must be answered to gain points;ELEMENT 4an option to buy an answer from any player if one gets stumped;ELEMENT 5an option to participate in congress and judiciary playing card challenges;ELEMENT 6an option to participate in four challenges that leads to winning the presidency;ELEMENT 7a Politicsophy Rap which is an opportunity to recite/perform/dramatize sited speeches and slogans;ELEMENT 8eight white blocks on the board are satirical questions that can be politically incorrect/opinionated views;ELEMENT 9all players will be given $150 at start, allowing the opportunity to buy an answer, pay when someone lands on their start/finish block, pay for political favors, pay to support a candidate;ELEMENT 10the winner is deemed a Politicsophy Master;ELEMENT 11titled sets of playing cards, white house cards, congress cards judiciary cards;ELEMENT 12three ways to win the game, completing all white house challenges, finish a complete lap around the board and ...

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25-01-2018 дата публикации

METHOD FOR INDICATING CHARACTERISTIC OF PROBLEM AND PROBLEM SET

Номер: US20180025654A1
Принадлежит:

Method for indicating characteristic of problem set including a plurality of problems is provided. The method comprises a step of determining characteristics of problems, wherein characteristic of each problem included in said problem set is determined by attributes related with each problem and correlations between said attributes; and a step of determining characteristic of problem set, wherein characteristic of problem set is determined as a union of characteristics of all problems included in said problem set, and said characteristic of problem set is determined by attributes related with all problems and correlations between said attributes. 1. Method for indicating characteristic of problem set including a plurality of problems , comprising:a step of determining characteristics of problems, wherein characteristic of each problem included in said problem set is determined by attributes related with each problem and correlations between said attributes; anda step of determining characteristic of problem set, wherein characteristic of problem set is determined as a union of characteristics of all problems included in said problem set, and said characteristic of problem set is determined by attributes related with all problems and correlations between said attributes.2. The method for indicating characteristic of problem set according to claim 1 , further comprising a step of defining a plurality of attributes for expressing characteristics of problems included in said problem set claim 1 , before determining characteristics of said problems claim 1 ,wherein said attributes related with each problem are selected from said defined plurality of attributes as being related with each problem.3. The method for indicating characteristic of problem set according to claim 1 , wherein said step of determining characteristics of each problem comprises:a step of identifying attributes related with each problem; anda step of identifying correlations between identified ...

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10-02-2022 дата публикации

TOOL FOR REHABILITATING LANGUAGE SKILLS

Номер: US20220044587A1
Автор: Webb Ayana
Принадлежит:

Methods of using a tool, comprising a computer implemented system, for improving language skills comprising selecting a language concept and then a word associated with the language concept; asking the patient to answer a question related to the language concept about the first word; scoring the patient's response to the based upon at least one or more of the following: the number of words given, the number of prompts the patient needed to be provided in order to illicit the first response, the amount of time the patient needed to produce the first response; and then moving the word to a first location, that physically represents to the patient the first word score they achieved. 1) A method of using a tool for improving language skills comprising:wherein the tool is a computer implemented system comprising one more computer processors, configured to execute computer code, and computer code configured to run on the one or more computer processors;selecting, using the tool, from at least two semantic concepts, a first language concept to be addressed;visually presenting, using the tool, a graphical representation of a first word card associated with the first language concept to a patient; wherein the first word card has an orientation with respect to being right-side-up with respect to the patient; and presenting the first word card such that it is right-side-up;asking the patient to answer a first question related to the first language concept about the first word card;receiving a spoken patient's first response;scoring the patient's first response to the first question asked with a first word score based upon at least one or more of the following: the number of spoken words given in the first response, the number of prompts the patient needed to be provided in order to elicit the first response, the amount of time the patient needed to produce the first response;wherein the first score is a combination of a base score associated with the number of spoken words and ...

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05-02-2015 дата публикации

METHOD AND DEVICE FOR DETERMINING PERSONALITY AND MOOD

Номер: US20150037780A1
Принадлежит:

The invention relates to a method for determining the personality and current mood of a subject and to a device for carrying out the method and which may be used for selecting themes for use in a spa or beauty treatment. In the method and device themes or words describing mood or personality are each represented by a word and each word is associated with a colour. 1. A method for determining personality and mood of a subject , the method comprising:(ii) supplying to a population sample a list of words and a set of colour samples;(ii) requiring each member of the population sample to choose independently a colour from the set of colour samples to be associated with each word in the list;(iii) identifying colours which are associated by at least 50% of the population sample with a word on the list;(iv) displaying the identified colours to the subject, and requiring the subject to select one or more of the identified colours; and(v) displaying to the subject the word from the list which is associated with each of the one or more selected colours;wherein the word or words displayed to the subject in step (v) are a reflection of the personality and the mood of the subject at the time of carrying out the method.2. A method according to claim 1 , wherein the number of identified colours displayed to the subject is from about 15 to 80.3. (canceled)4. (canceled)5. A method according to claim 1 , wherein steps (iv) and (v) are carried out simultaneously.6. A display device for carrying out steps (iv) and (v) of a method according to .7. A display device according to comprising:a display of a plurality of colours for selection by a user; anda display of one or more words associated with the selected colour;wherein each colour is associated with one or more words and wherein the association of a word with a colour may be determined by:(i) supplying to a population sample a list of words and a set of colour samples;(ii) requiring each member of the population sample to choose ...

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11-02-2016 дата публикации

METHODS AND COMPOSITIONS FOR IMPROVING COGNITIVE FUNCTION

Номер: US20160038463A1
Принадлежит:

This invention relates to methods and compositions for treating cognitive impairment associated with central nervous system (CNS) disorders. In particular, it relates to the use of inhibitors of synaptic vesicle glycoprotein 2A (SV2A), alone or in combination with valproate, in treating cognitive impairment associated with central nervous system (CNS) disorders in a subject in need or at risk thereof, including, without limitation, subjects having or at risk for age-related cognitive impairment. 1. A method for treating cognitive impairment associated with a central nervous system (CNS) disorder in a subject in need or at risk thereof , delaying or slowing the progression of cognitive impairment , or reducing the rate of decline of cognitive function in the subject , the method comprising the step of administering to said subject a therapeutically effective amount of a synaptic vesicle protein 2A (SV2A) inhibitor or a pharmaceutically acceptable salt , hydrate , solvate , polymorph , or prodrug thereof.2. The method of claim 1 , wherein the SV2A inhibitor or the pharmaceutically acceptable salt claim 1 , hydrate claim 1 , solvate claim 1 , polymorph claim 1 , or prodrug thereof is selected from the group of SV2A inhibitors referred to in International Patent Application PCT/US2009/005647; International Patent Application Publications WO2010/144712; WO2010/002869; WO2008/132139; WO2007/065595; WO2006/128693; WO2006/128692; WO2005/054188; WO2004/087658; WO2002/094787; WO2001/062726; U.S. Pat. Nos. 7 claim 1 ,465 claim 1 ,549; 7 claim 1 ,244 claim 1 ,747; 5 claim 1 ,334 claim 1 ,720; 4 claim 1 ,696 claim 1 ,943; 4 claim 1 ,696 claim 1 ,942; U.S. patent application Ser. Nos. 12/580 claim 1 ,464; 61/105 claim 1 ,847; 61/152 claim 1 ,631; and 61/175 claim 1 ,536; U.S. Patent Application Publication Numbers 20090312333; 20090018148; 20080081832; 2006258704; and UK Patent Numbers 1 claim 1 ,039 claim 1 ,113; and 1 claim 1 ,309 claim 1 ,692; or pharmaceutically acceptable ...

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31-01-2019 дата публикации

EDUCATIONAL TOY SYSTEM

Номер: US20190035292A1
Автор: Palmer Clifton
Принадлежит:

An educational toy system includes a plurality of flexible fabric sheets having indicia arranged in combination on at least one surface structured and arranged to promote child recognition and for educational purposes. Each of the flexible fabric sheets comprises a unique color, shape, at least one letter, at least one number, words, symbols or a combination thereof for child recognition and learning. 1. An educational toy system comprising:a plurality of flexible fabric sheets having indicia arranged in combination on at least one surface structured and arranged to promote child recognition and for educational purposes;wherein each of said flexible fabric sheets comprises a recognizable shape, each of said flexible fabric sheets comprising a front-surface and a back-surface and at least one side; andwherein said educational toy system is configured for modular use of said plurality of flexible fabric sheets such that each of said flexible fabric sheets, when strategically placed, can provide a child-based-query to provoke thought to form and relay an answer as to said child-based-query.2. The educational toy system of claim 1 , wherein said flexible fabric sheets comprise said indicia including at least one letter.3. The educational toy system of claim 1 , wherein said flexible fabric sheets comprise said indicia including at least one number.4. The educational toy system of claim 1 , wherein said flexible fabric sheets comprise a unique color for said child recognition and said educational purposes.5. The educational toy system of claim 1 , wherein said flexible fabric sheets comprise a unique shape for said child recognition and said educational purposes.6. The educational toy system of claim 5 , wherein said unique shape is selected from a group consisting of a square claim 5 , a circle claim 5 , an oval claim 5 , a parallelogram claim 5 , a triangle claim 5 , a trapezoid claim 5 , a pentagon claim 5 , a hexagon claim 5 , an octagon claim 5 , and a diamond.7. ...

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30-01-2020 дата публикации

Optical Character Recognition Of Voter Selections For Cast Vote Records

Номер: US20200035054A1
Принадлежит:

An electronic voting system is described that utilizes printed vote records (PVRs) in which a voter's vote selections are recorded in voter readable characters. Optical character recognition (OCR) techniques may then be utilized to scan the PVR to record the voter's selections. The OCR data is then utilized to generate the cast vote record. Thus, the electronic voting system directly interprets the voter selections from the PVR just as the voter sees the data. In this manner “what you see is what you get” printed vote record data is provided for a voter's viewing and that same data is used to generate the cast vote record. 1. A method for electronic voting using printed vote records , comprising:recording a voter's vote selections;generating a printed vote record of the voter's vote selections, the printed vote record containing voter readable text indicating the voter's vote selections;scanning the printed vote record, the scanning including scanning the voter readable text;utilizing optical character recognition (OCR) on the scanned voter readable text to create a data set which identifies the voter's vote selections;generating a cast vote record from the data set so that voter selections in the cast vote record are based on the voter readable text; andproviding encoded data on the printed vote record, the encoded data including information indicative of the voter's vote selections,wherein the encoded data is scanned and utilized to confirm that results of the OCR match the voter's vote selections by comparing data in the encoded data to the data set created by the OCR.2. The method of claim 1 , wherein the data in the encoded data is contained in a bar code.3. The method of claim 2 , wherein the bar code is a one dimensional bar code.4. The method of claim 1 , wherein the bar code is a two dimensional bar code.5. The method of claim 4 , wherein the two dimensional bar code is a QR code bar code.6. The method of claim 1 , utilizing the data set and encoded data to ...

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08-02-2018 дата публикации

SOCIAL ENGINEERING THROUGH GAMIFICATION

Номер: US20180040043A1
Принадлежит:

A simulation module is embedded in a popular video game which simulates the functioning and use of one or more new subsystems. The game is chosen to be one which would possibly implement one of these subsystems in the course of the game. One such new subsystem may be a mobile payment system in which a user can pay for items using his/her smartphone. The simulation module may show a simulated mobile phone and allow the user to operate the simulated smartphone to buy items within the video game, using credits accumulated while playing the video game. The user's operation of the simulation module is monitored by a monitoring module and processed by an analysis module. This may alter the difficulty level of the game or activate or deactivate various simulations of subsystems. 1. A video game training system for subliminally training a user how to operate a new subsystem while playing a video game , comprising:at least one input device adapted to receive input from the user;at least one output device adapted to provide images to the user;memory having a pre-stored modified video game program; an interface module functioning to receive user input through the input device,', 'an operation module functioning to drive the output device to provide images showing video game response on the output device which is a result of the user input;', 'a simulation module that simulates the new subsystem showing at least a part of the new subsystem on the output device and allows the user to interactively provide user input to the new subsystem wherein the simulation module provides responses of the new subsystem through the output devices, thereby causing the user to become familiar with operation of the new subsystem;', "a monitoring module that monitors the user's inputs against predetermined correct inputs to determine how well the user operates the new subsystem;", 'a reporting module which provides feedback through the output device to the user on how closely the user input ...

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16-02-2017 дата публикации

METHODS FOR THE TREATMENT OF PARKINSON'S DISEASE PSYCHOSIS USING PIMAVANSERIN

Номер: US20170042876A1
Принадлежит:

Methods for the treatment of Parkinson's disease psychosis which comprise the administration of pimavanserin. 112-. (canceled)13. A method for reducing caregiver burden during the treatment of Parkinson's disease psychosis patients comprising administering pimavanserin or a pharmaceutically acceptable salt thereof to a Parkinson's disease psychosis patient.14. The method of claim 13 , wherein pimavanserin is a pimavanserin tartrate salt.15. The method of claim 13 , wherein pimavanserin or a pharmaceutically acceptable salt thereof is administered orally.16. The method of claim 13 , wherein pimavanserin claim 13 , or pharmaceutically acceptable salt thereof claim 13 , is administered to the patient in a daily dose of about 40 mg.17. The method of claim 13 , wherein the reduction in caregiver burden is measured on the Caregiver Burden Scale.18. The method of claim 17 , wherein the Caregiver Burden Scale is completed by the patent's attending caregiver.19. The method of claim 17 , wherein the Caregiver Burden Scale is completed by a self-administered 22-item questionnaire. Provided herein are methods for the treatment of Parkinson's disease psychosis (hereafter, “PDP”) which comprise the administration of pimavanserin.Serotonin or 5-hydroxytryptamine (5-HT) plays a significant role in the functioning of the mammalian body. In the central nervous system, 5-HT is an important neurotransmitter and neuromodulator that is implicated in such diverse behaviors and responses as sleeping, eating, locomotion, perceiving pain, learning and memory, sexual behavior, controlling body temperature and blood pressure. In the spinal column, serotonin plays an important role in the control systems of the afferent peripheral nociceptors (Moulignier, 150:3-15, (1994)). Peripheral functions in the cardiovascular, hematological and gastrointestinal systems have also been ascribed to 5-HT. 5-HT has been found to mediate a variety of contractile, secretory, and electrophysiologic effects ...

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19-02-2015 дата публикации

SYSTEM AND METHOD FOR SCORING CONSTRUCTED RESPONSES

Номер: US20150050636A1
Принадлежит: Pacific Metrics Corporation

A computerized system for scoring constructed responses to one or more prompts. The system receives a plurality of constructed responses in an electronic font-based format and separates the plurality of constructed responses into a first group of constructed responses that are scorable by the system and a second group of constructed responses that are not scorable by the system. The constructed responses in the first group are assigned scores based on predetermined rules, and the scores are sent to a score database. In a preferred embodiment, the first group includes constructed responses that do not answer the prompt and constructed responses that match pre-scored responses. The second group of constructed responses are sent by the system to a hand-scorer for manual scoring. 1. A system for scoring constructed responses generated by one or more students in response to one or more prompts , said system comprising a computer with a processor and a memory device storing a set of digital instructions executable by said processor to perform the steps of:receiving a plurality of constructed responses in an electronic font-based format;separating the plurality of constructed responses into a first group of constructed responses that are scorable by the system and a second group of constructed responses that are not scorable by the system;assigning scores to each of the constructed responses in the first group of constructed responses;sending the scores to a score database; andsubmitting the second group of constructed responses to a hand-scoring entity for manual scoring.2. The system of claim 1 , wherein the step of separating the plurality of constructed responses into first and second groups includes identifying constructed responses that do not answer a prompt and wherein the step of assigning scores includes assigning a predetermined score to each constructed response that does not answer a prompt.3. The system of claim 2 , wherein the step of identifying constructed ...

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12-03-2015 дата публикации

Live Action Multi-Track Skills Game

Номер: US20150069710A1
Автор: Spigner David L.
Принадлежит:

A system and method for operation of a game in which teams of players attempt to negotiate through a track of rooms, or several tracts of rooms. Teams attempt to progress through the track by solving problems presented in each room thereby earning access to a following room, until the team completes a track comprising several rooms. A control system is operable to control flow of teams from room to room, and to control presentation of problem solving activities to the teams, and to interpret data from the rooms to assess the performance of the team, and grant access to a following room or to bar access to a following room and/or eject the team from the room to start over on the track. 1. A system for game play comprising:a facility comprising a plurality of rooms accessible by a team of one or more players;access control means for controlling access to each room;means for engaging teams in a problem solving activity in a plurality of rooms and creating signals corresponding to team actions;means for tracking teams;a control system programmed to control the access control means and engaging means to permit access by a team to a first room, then permit access to an additional room to the team upon successful completion of a problem solving activity in the first room, and bar entry to the additional room upon failure of the team to complete the problem solving activity and instead permit egress from the plurality of rooms; andthe control system is programmed to track teams and to configure a problem solving activity in a room based upon the prior performance of each team in at least one room of the track.2. The system of wherein the control system is further programmed to reconfigure a problem solving activity in a room based upon the prior performance of a team in said room.3. The system of wherein the control system is further programmed to reconfigure a problem solving activity in a room based upon the prior performance of a team in a different room.4. The system of ...

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16-03-2017 дата публикации

ENTERTAINMENT INDUSTRY TRIVIA BOARD GAME

Номер: US20170072298A1
Автор: Cleveland William
Принадлежит:

An educational board game in which players advance game pieces from location to location on a map of the United States by correctly answering trivia questions related to cinema, music, concerts, stage plays, movie locations and plots, and the individual artists, performers, directors, composers, etc. who are associated with the performance industry. The locations on the board can be where movies were filmed, where concerts were played, where stage plays were presented, where the actors, directors, musicians, etc, reside or information about their careers and performances, etc. 1a board having a map of the United States;a path that extends through multiple locations on the map;a deck of cards having questions related to the Entertainment industry;each card having a specific question and instructions for moving from one location on the board based on the correctness of the answer.. A board game, comprising: This application is related to, and claims the benefit of, the provisional patent application entitled “MOVIE TRIVIA BOARD GAME”, filed Sep. 16, 2015, bearing U.S. Ser. No. 62/219,603 and naming William Cleveland, the named inventor herein, as sole inventor, the contents of which is specifically incorporated by reference herein in its entirety.Technical FieldThe present invention relates to a board game in which players advance game pieces from location to location on a map of the United States by correctly answering trivia questions related to movies, movie locations, movie plots, and individuals involved in the movie industry. Optionally, the game can be centered on television the music industry, or live theater.BackgroundA variety of games have been developed that are based on trivia questions. Typically, these games use a deck of cards that contain questions. If a user answers the questions correctly, points are earned and the winner is the player with the most points.The prior art has failed to provide a board game that is not only entertaining, but also ...

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18-03-2021 дата публикации

Sliding Reminder Board Apparatus

Номер: US20210082298A1
Автор: Birdsell Dale
Принадлежит:

A sliding reminder board apparatus for reminding and tracking tasks and chores includes a board body and a plurality of tracks coupled to the board body. Each track comprises a top rail and a parallel bottom rail coupled to a board front side and defining a status area therebetween. A plurality of status indicator pairs is coupled to the status area of one of the tracks. Each status indicator pair has an incomplete sign and a complete sign coupled to a left half and a right half of the status area, respectively. Each of a plurality of plastic sleeves is slidably engageable within the tracks to cover either the left half or the right half of the status area. Each of a plurality of task cards is selectively coupled within one of the plastic sleeves and displays a task name to be performed. 1. A sliding reminder board apparatus comprising:a board body, the board body having a board front side, a board back side, a board top side, a board bottom side, a board left side, and a board right side;a plurality of tracks coupled to the board body, each track comprising a top rail and a parallel bottom rail coupled to the board front side, the top rail and the bottom rail defining a status area of the board front side therebetween;a plurality of status indicator pairs coupled to the board body, each status indicator pair being coupled to the status area of one of the tracks, each status indicator pair having an incomplete sign and a complete sign coupled to a left half and a right half of the status area, respectively;a plurality of plastic sleeves, each plastic sleeve having an open sleeve end, each plastic sleeve being slidably engageable within the tracks to cover either the left half or the right half of the status area; anda plurality of task cards, each task card being selectively coupled within one of the plastic sleeves through the open sleeve end, each task card displaying a task name to be performed.2. The sliding reminder board apparatus of further comprising a base ...

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12-03-2020 дата публикации

Attachable and Releasable Puzzle Pieces for Attaching to a Baseplate

Номер: US20200078665A1
Автор: Chazen Margo Sheryl
Принадлежит:

The disclosed puzzle piece is attachable to, and releasable from, a baseplate where the baseplate includes forwardly extending male studs. The puzzle piece has at least one rear-facing engaging mechanism that is attachable to at least one of the forward-facing male studs carried by the baseplate. The puzzle piece has a particular outer shape defined by the outer shaped wall. The provided baseplate-piece(s) unit may be stored with the puzzle pieces engaged to the baseplate, but the puzzle pieces may be later detached for repeat use. 1. A puzzle piece for connecting to a baseplate with multiple male projections , comprising:a front member forming the front portion of said puzzle piece;an outer shaped wall designating the outer shape of the puzzle piece which corresponds to a particular shape; wherein said outer shaped wall comprises a side wall and a side wall bottom edge; and wherein said side wall extends a side wall height downwardly from said top surface to said side wall bottom edge; andat least one rear-facing engaging mechanism comprising a cell wall and a cell wall edge; said cell wall extending a cell wall height downwardly from said front member to said cell wall bottom edge; wherein said cell wall height is greater than said side wall height; wherein said rear-facing engaging mechanism is configured to frictionally engage with at least one of said multiple baseplate male studs.2. The puzzle piece as recited in claim 1 , wherein claim 1 , when said puzzle piece is attached to said baseplate claim 1 , said side wall bottom edge is positioned above said multiple male projections.3. The puzzle piece as recited in claim 1 , wherein said cell wall comprises multiple interior ribs that frictionally engage with one of said multiple baseplate male studs.4. The puzzle piece as recited in claim 1 , wherein said cell wall comprises an inner cylinder configured to frictionally engage with one of said multiple baseplate male studs.5. The puzzle piece as recited in claim ...

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21-03-2019 дата публикации

Method for treating male sexual dysfunction by using underpants comprising far-infrared fibers

Номер: US20190083807A1
Автор: Tien-Show Liang
Принадлежит: Green Energy Nano Tech Co Ltd

Differing from conventional approaches for improving sexual dysfunction of an adult man being commonly carried out by letting the adult man administer a dosage of synthetic drug or a composition of Chinese herbal medicines, the present invention particularly discloses a method for treating male sexual dysfunction by using underpants comprising far-infrared fibers. A variety of clinical data have proved that, after wearing this underpants for 3 months, both the men diagnosed with sexual dysfunction and the men not sure to suffer from sexual dysfunction have an apparent progress on improvements of their erectile ability, erectile quality, ejaculation control ability, and lower urinary tract symptoms (LUTS). Moreover, clinical data have also proved that, despite the fact that a male person wears the underpants provided by the present invention for three months, there is no adverse effect induced by the underpants for causing the physiological condition of the men be abnormal.

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31-03-2016 дата публикации

EDUCATIONAL AND INTERACTIVE STRATEGIC THINKING GAME AND DECK OF CARDS FOR PLAYING SAME

Номер: US20160089593A1
Принадлежит:

An educational and interactive strategic thinking game is shown with a deck of distinct game cards. The deck of distinct game cards includes a distinct first subset having a plurality of symbol game cards and a distinct second subset having a plurality of follower game cards. Each symbol game card has a front face including a plurality of distinct sections including a top section having a first symbol, a bottom section having a second symbol, a right-side section having a third symbol, and a left-side section having a distinct second number in an exemplary range of 1 to 15. The plurality of follower game cards can only be used together with symbol game cards. The deck of distinct game cards can include an illustration card including the instructions of the educational and interactive strategic thinking game displayed thereon. A method of playing an educational and strategic thinking game is provided. 1. A deck of distinct game cards for playing a game , comprising:a distinct first subset of game cards including a plurality of symbol game cards, each symbol game card including a back face and a front face, the front face having a plurality of distinct sections including a top section having a first symbol selected from a first set of distinct identifiable indicia, a bottom section having a second symbol selected from a second set of distinct identifiable indicia, a right-side section having a third symbol selected from a third set of distinct identifiable indicia, each third symbol being associated with at least one first number, and a left-side section having a distinct second number selected from a predetermined range of numbers displayed thereon, each third symbol being associated with a corresponding distinct second number; anda distinct second subset of game cards including a plurality of follower game cards having a distinct identifiable indicia displayed thereon,wherein a comparison of the first symbol displayed on the in play symbol game cards selectively ...

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05-04-2018 дата публикации

Educational and information-based board game

Номер: US20180093167A1
Принадлежит: Individual

A method and apparatus are described to promote understanding and empathy. The apparatus may include a game board apparatus in which multiple players engage and learn information about each other.

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05-04-2018 дата публикации

SIGNAL BEAM ACTIVATED LIQUID RELEASE GAME AND ACTIVITY

Номер: US20180093173A1
Автор: Rudell Elliot A.
Принадлежит:

A game that dispenses water onto a user is described, as well as methods of play and apparatuses for same. In some embodiments, water is dispensed from headgear after receiving a wireless transmission from a transmitter located on a gun, console or other device. 1. A gameset configured to emit a liquid onto a player comprising:headgear configured to be worn on a head of a player and comprising a receiver and a liquid reservoir configured to hold a liquid;a remote device comprising a transmitter configured to transmit a wireless signal to the receiver; andat least one power source configured to power the transmitter and the receiver,wherein, upon reception of the wireless signal from the transmitter, the receiver is configured to cause the headgear to dispense the liquid from the liquid reservoir and onto the player's head.2. The gameset of claim 1 , wherein the headgear comprises a hat and the receiver.3. The gameset of claim 1 , wherein the headgear comprises a helmet comprising a chin strap configured to strap the helmet to a chin of the player.4. The gameset of wherein the remote device is a toy gun comprising a handle and a trigger.5. The gameset of wherein the wireless signal is an infrared signal.6. The gameset of wherein the remote device is a console that further comprises at least one button configured to activate an electronic switch.7. The gameset of wherein the remote device is a mobile phone.8. The gameset of wherein the headgear is further configured to emit lights claim 1 , sounds or combinations thereof in response to the receiver receiving the wireless signal.9. The gameset of wherein the liquid is water.10. The gameset of claim 1 , wherein the receiver and transmitter are transceivers.11. The gameset of wherein the headgear further comprises at least one dispenser configured to dispense the liquid from the liquid reservoir onto the player's head when the receiver receives the wireless signal from the transmitter.12. The gameset of claim 1 , wherein ...

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26-03-2020 дата публикации

New York Subway Board Game

Номер: US20200094129A1
Принадлежит:

A game which is instructive about a city's subway system, the game including a gameboard having a graphical representation of a city subway system, and disc playing pieces each of which represents a train for moving along a route drawn on the diagram, each player receiving six fares at the start of a game, the game also including a deck of instruction cards, a deck of places of interest cards and a pair of dice, the dice serving to determine the extent of the train movements, and the instruction cards giving specific favorable or unfavorable instructions. Also included is a set of tacks, each bearing indicia corresponding to indicia on one of said disc playing pieces. Additionally, included are turn pieces to remind a player of lost turns, up pieces and down pieces to remind the player of the direction of train movement along the board. The game can accommodate up to thirty players. Another version of the game provides a player-board to each player, which eliminates the need for the larger gameboard. The player-board is advantageous while playing the game in close quarters or while traveling in a vehicle. Also, another version of the game provides the game on an actual roll out map. All versions of the game are played the same way. 1. A subway game comprising:a) a game board having therein a playing field which comprises a graphical representation of a subway system and including a plurality of separate subway lines at least some of which have starting and ending stations different from every other line, said subway lines having thereon a number of stations including visually distinguishable stations;b) a plurality of tacks which can be inserted into the game board, each tack having imprinted thereon the specific designation of one of the trains of the actual subway system which travels along a specific restricted route corresponding to the to one of the subway lines;c) a plurality of playing pieces for movement upon said game board, the number of playing pieces ...

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09-06-2022 дата публикации

MULTI-CHALLENGE GAME WITH ACCRUED TIME

Номер: US20220176236A1
Автор: Patterson Alexander
Принадлежит:

A method for a game to be played by a team of players including offering the team of players a first challenge, the team of players having the ability to accrue time in the first challenge, and offering the team of players a final challenge, the time allocated for completing the final challenge including at least any time accrued by the team of players in the first challenge. 118-. (canceled)19. A system , comprising: determine and provide a sequence of challenges prior to a final challenge to a team of players;', 'set a completion time for each of the sequence of challenges;', 'monitor performances of the team of players in each challenge in order to determine an amount of time accrued during the sequence of challenges; and', 'determine and provide the final challenge to the team of players by at least setting the amount of time accrued during the sequence of challenges for completing the final challenge., 'at least one computing device configured to20. The system of claim 19 , wherein the amount of time accrued for each challenge is determined by subtracting an actual completion time by the team of players from the completion time set for each challenge.21. The system of claim 19 , wherein the at least one computing device is configured to set multiple difficulty levels for each challenge and set a number of difficulty levels for the team of players to complete within the completion time for each challenge.22. The system of claim 21 , wherein the amount of time accrued by the team of players during each challenge is determined based at least upon each difficulty level successfully completed beyond the number of difficulty levels by the team of players within the completion time for each challenge.23. The system of claim 21 , wherein the amount of time accrued by the team of players during each challenge is determined based at least upon an amount of time awarded for each difficulty level successfully completed by the team of players within the completion time for ...

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13-05-2021 дата публикации

Standard Method and Apparatus for the Design Process of a Learning Experience Curriculum for Facilitating Learning

Номер: US20210142691A1
Автор: Ferguson Heather L.
Принадлежит:

Standard method of a learning experience curriculum for facilitating learning wherein curriculum is designed executing against a design process ensuring consistency among content. Standard method includes the process of layering content by using systematic learning variations to support knowledge building, practical learning based on real-life issues or experiences where learners gain a skill to close their current knowledge gap employing the Learn/Practice/Assess Protocol in a fail-safe environment to reinforce learning, and adhering to the active/passive content ratio rule to achieve the threshold of learning experience. The apparatus includes learning resources to facilitate learning during the course and post-course devices for evaluation, as well as continued learning and development thereafter. 1. A process of layering content , the method comprising:adopting one or more predefined or predetermined topics, subject areas, content areas, learning areas, or other information as deemed appropriate;utilizing said layering content can be the foundational process upon which practical learning or a curriculum is created;determining appropriate blocks or pieces of information to be presented at a given time, wherein content or subject matter should be divided into digestible or absorbable pieces of information or learning sections;introducing one or more learners to a piece of information based on a topic or subject;imparting small pieces of information or knowledge that should be relevant;educating as to different or new content, concepts, or behaviors as feasible, wherein different or new content, concepts, or behaviors should be fundamental to how people learn or facilitate new learning;enabling learning of a key core concept or key core content if needed;facilitating learning of a subject matter or concept;building upon knowledge learned, wherein one or more learners should understand or comprehend new knowledge before additional information or more complexity is ...

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25-08-2022 дата публикации

BOARD GAME SYSTEM AND METHOD OF PLAYING THE SAME WITH SOCIAL LEISURE AND DRINKING THEME

Номер: US20220266127A1
Автор: Owens Shellreter
Принадлежит:

A method of playing a board game, includes the steps of providing a game board, plastic cups, a pair of player chance devices, three separate decks of player cards, players' markers, assigning a host, establishing an order of players, selecting each player's marker, placing each said marker at the start zone of the game board, rolling a chance device to establishing an order of player's turns, rolling a chance device to establish each player's movement on the board as defined by game rules, combination of numbers and symbols on the chance device, and instructions on the board spaces, performing a set of tasks for continuous clockwise rotational movement from the start zone until the player reaches the end zone without quitting, being terminated, or otherwise disqualified. 1. A method of playing a board game , comprising the steps of:providing a board game having a path-based surface with a path having a start zone and an end zone and intervening spaces in between them, wherein each space has a written instruction thereon;providing at least one plastic 1.5 fluid-ounce (about 44 ml) cups;providing a pair of player chance devices, wherein each chance device in said pair of player chance devices has a symbol for a bottle, a “21”, and a plurality of numbers, each on a different face of said player chance device; said deck of cards labeled “truth” contains a plurality cards wherein each card in said deck of cards labeled “truth” contains one question per card, each card containing an individual and different question from every other card in said plurality of cards in said deck of cards labeled “truth”;', 'said deck of cards labeled “?” contains a plurality cards wherein each card in said deck of cards labeled “?” contains one question per card, each card containing an individual and different question from every other card in said plurality of cards in said deck of cards labeled “truth”; and', 'said deck of cards labeled “dare” contains a plurality cards wherein each ...

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03-05-2018 дата публикации

GAME FOR TEACHING DESIGN THINKING THROUGH THE USE OF CHARACTERS AND ENVIRONMENTS

Номер: US20180122262A1
Автор: Itomlenskis Larissa
Принадлежит:

A design system includes a protocol of rules and a game apparatus. The game apparatus includes paper, cards, or an electronic device. The protocol includes instructions that prompt a user to create characters and environments. Characters may be paired with environments and goals are set for the characters. Obstacles are identified and solutions to the obstacles are created. A visual story is created based on the game. 1. A design system for facilitating generation of a media story , comprising:a card set comprising a character card set and an environment card set,wherein each character card of the character card set comprises a back side and a face side, the face side of each character card comprising prompts that instruct a user to provide character traits, andwherein each environment card of the environment card set comprises a back side and a face side, the face side of each environment card comprising prompts that instruct a user to provide environment traits.2. The design system of claim 1 , further comprising a story map comprising a series of prompts that prompt game actions.3. The design system of claim 2 , wherein the series of prompts include instructing the user to select at least one character card and at least one environment card.4. The design system of claim 3 , wherein the series of prompts include instructing the user to identify the character traits of the selected at least one character.5. The design system of claim 4 , wherein the series of prompts include instructing the user to identify the environment traits of the selected at least one environment.6. The design system of claim 5 , wherein the series of prompts include identifying at least one goal for the at least one character.7. The design system of claim 6 , wherein the series of prompts include identifying at least one obstacle for the at least one character based on the at least one environment or the at least one character.8. The design system of claim 7 , wherein the series of prompts ...

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01-09-2022 дата публикации

EDUCATIONAL GAME BALL

Номер: US20220277658A1
Автор: Bailey Janet
Принадлежит:

The present disclosure provides for a game ball for educational learning related play having a spherical body where the body has a plurality of flat exterior surfaces. The plurality of flat exterior surfaces include a plurality of groupings of three adjacent exterior flat surfaces. Each flat exterior surface of each of the groupings respectively have a flat flexible transparent pouch. Each flat flexible transparent pouch has a first slot opening opposite a second slot opening, and each flat flexible transparent pouch is respectively sized and configured to removably receive and secure an interchangeable educational index card in an installed position. 1. A game ball for educational learning related play , comprising:a spherical body having a plurality of flat exterior surfaces, said plurality of flat exterior surfaces comprising a plurality of groupings of three adjacent exterior flat surfaces, wherein each flat exterior surface of each of said groupings respectively comprises a flat flexible transparent pouch comprising a first slot opening opposite a second slot opening, each flat flexible transparent pouch respectively sized and configured to removably receive and secure an interchangeable educational index card in an installed position, each said interchangeable educational card respectively having educational information displayed on a front surface thereon, such that when the interchangeable educational index card is inserted through the first slot opening of the respective flat flexible transparent pouch into the installed position, said interchangeable educational index card displays educational information on said spherical body through the flat flexible transparent pouch.2. The game ball for educational learning related play of claim 1 , further comprising a plurality of interchangeable educational index cards claim 1 , wherein each interchangeable educational index card of said plurality of educational index cards is respectively disposed within the ...

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28-05-2015 дата публикации

MULTI-PLATFORM TV QUIZ SHOW

Номер: US20150145214A1
Автор: Batok Bekir Sami
Принадлежит:

The invention is related with KeeWordz, which is a quiz show targeting various socio-economic groups with its multi-platform structure and high interaction power and it is characterized by the inclusion of one or more contestants, presenters, computers, giant screens, database centers, websites (e.g., the KeeWordz website), and remote user formulations. Other implementations are also described. 1. A quiz show comprising multiple contestants , a presenter , a computer for each of the contestants and the presenter , a giant screen , a database center , a website , and a remote users formulation.2. The quiz show of claim 1 , wherein 10 contestants and the presenter are present in a studio where the quiz show is filmed.3. The quiz show of claim 1 , wherein the contestants sit at a V-shaped table in a studio claim 1 , comprising a computer for each of the contestants and the presenter.4. The quiz show of claim 1 , wherein the giant screen is disposed behind the presenter claim 1 , displaying questions and performances information on the contestants in a studio where the quiz show is filmed.5. The quiz show of claim 1 , wherein the Website enables contribution by third parties with internet access at a time when the quiz show is aired.6. The quiz show of claim 1 , wherein the computer claim 1 , the giant screen claim 1 , and the website are connected to the database center.7. The quiz show of claim 1 , wherein remote users can compete simultaneously with the contestants in a studio over an internet connection claim 1 , through the website.8. The quiz show of claim 1 , wherein the contestants are prevented from at least one of:activating a key before the presenter finishes reading a question, and searching for an answer until after the presenter starts a countdown timer.9. The quiz show of claim 1 , wherein each of the contestants who gives a wrong answer is given 0 points for that wrong answer.10. The quiz show of claim 1 , further comprising a rule that if none of the ...

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04-06-2015 дата публикации

Song Guessing Card Game

Номер: US20150151195A1
Автор: PETTIGREW, SR. Donald F.
Принадлежит:

A method of playing a card game includes the steps of providing a card deck that includes cards having song titles and clues that enable players to guess the song titles, selecting clue givers for giving clues to players to enable them to guess the songs on the cards, awarding points to players correctly guessing song titles, and completing the game when a player receives a predetermined number of points. In alternative embodiments, the card game method may include the use of a single clue giver and players may be grouped into teams rather than playing as individuals. 1. A method of playing a card game , comprising the steps of:providing a card deck that includes cards having song titles and clues that enable players to guess the song titles;selecting clue givers for giving clues to players to enable them to guess the songs on the cards;awarding points to players correctly guessing song titles; andcompleting the game when a player receives a predetermined number of points.220. The method of claim 1 , wherein the card deck includes a container having a game label claim 1 , musical notes included at the end of the game label claim 1 , curved musical lines claim 1 , and a description of the card game.3. The method of claim 2 , wherein the container includes a back containing instructions that explain how to play the card game and an indention that allows the cards to be more easily removed from the container.4. The method of claim 3 , wherein each card includes claim 3 , on a back side claim 3 , a song title section including a title of a song and a clue section including one or more clues that may be given to players to enable them to guess the title of the song included in the song title section claim 3 , and claim 3 , on the front side claim 3 , a game label claim 3 , musical notes claim 3 , curved musical lines claim 3 , and a description of the card game.5. The method of claim 4 , wherein the clue section includes specific words from the title of the song on a ...

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16-05-2019 дата публикации

MULTIFUNCTION PERIPHERAL ASSISTED OPTICAL MARK RECOGNITION USING DYNAMIC MODEL AND TEMPLATE IDENTIFICATION

Номер: US20190147286A1
Автор: MARKS Mitchell G.
Принадлежит:

A system for multifunction peripheral assisted optical mark recognition uses a scanner to scan at least one printed page to generate a scanned image of the at least one printed page and to optically detect a presence of a visible label on the scanned image. Then, the multifunction peripheral may extract a model identification and a template identification from the visible label, select a template, identifying locations from which image data is to be extracted from the scanned image, select a model, specifically identifying at least two types of acceptable marks within the image data to be extracted from the scanned image, and perform optical mark recognition on the location from which image data is to be extracted identified by the template using the at least two types of acceptable marks identified by the model to extract useful data from the image data. 1. A system for multifunction peripheral assisted optical mark recognition using dynamic model and template identification , comprising: scanning at least one printed page to generate a scanned image of the at least one printed page;', 'optically detecting a presence of a visible label on the scanned image;, 'a scanner for extracting a model identification and a template identification from the visible label;', 'selecting a template based upon the template identification, the template for identifying locations from which image data is to be extracted from the scanned image;', 'selecting a model based upon the model identification, the model specifically identifying at least two types of acceptable marks within the image data to be extracted from the scanned image, the at least two types of acceptable marks defining characteristics of the image data for use in optical mark recognition; and', 'performing optical mark recognition on the location from which image data is to be extracted identified by the template using the at least two types of acceptable marks identified by the model to extract useful data from the ...

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28-08-2014 дата публикации

QUALITY MANAGEMENT SYSTEM AND PROBLEM SOLVING LEARNING ENVIRONMENTS AND DESIGN FOR 21st CENTURY SKILLS

Номер: US20140242565A1
Автор: ABTS Leigh Roy
Принадлежит:

A system for managing course content for a course includes a database configured to store course content. Course content includes problem-solving learning environments and design (PSLED) blocks. An interface is configured to provide information from a PSLED block for a student. An input and output module are configured to receive and send input regarding at least one of the PSLED blocks stored in the database. An evaluation module is configured to evaluate the student based on assessment requirements in at least one of the PSLED blocks stored in the database and based on the assessment data. A mapping module is configured for analyzing and mapping attributes between PSLED blocks stored in the database, the attributes including at least one of equivalency of instructional units, equivalency of standards of learning and practice, equivalency of micro-certificates, and equivalency of micro-credentials. 1. A system for managing course content for a course , comprising:a database configured to store course content, the course content comprising a plurality of problem-solving learning environments and design (PSLED) blocks, wherein each PSLED block is based on at least one of curriculum, instruction, skills, and assessment information;an interface configured to provide information from a PSLED block to a user and configured to receive assessment data for a student;an input module configured to receive input regarding at least one of the PSLED blocks stored in the database;an output module configured to send output regarding at least one of the PSLED blocks stored in the database;an evaluation module configured to evaluate the student based on assessment requirements in at least one of the PSLED blocks stored in the database and based on the assessment data; anda mapping module for analyzing and mapping attributes between PSLED blocks stored in the database, the attributes including at least one of equivalency of instructional units, equivalency of standards of learning ...

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14-05-2020 дата публикации

Optical Character Recognition Of Voter Selections For Cast Vote Records

Номер: US20200151990A1
Принадлежит:

An electronic voting system is described that utilizes printed vote records (PVRs) in which a voter's vote selections are recorded in voter readable characters. Optical character recognition (OCR) techniques may then be utilized to scan the PVR to record the voter's selections. The OCR data is then utilized to generate the cast vote record. Thus, the electronic voting system directly interprets the voter selections from the PVR just as the voter sees the data. In this manner “what you see is what you get” printed vote record data is provided for a voter's viewing and that same data is used to generate the cast vote record. 1. A method for electronic voting using printed vote records , comprising:generating a printed vote record of at least one vote selection of a voter;providing, on the printed vote record, voter readable text indicating the voter's at least one vote selection;providing, on the printed vote record, encoded data, the encoded data indicating the voter's at least one vote selection;electronically scanning the voter readable text on the printed vote record to create a first data set, the first data set indicating the voter's at least one vote selection;electronically scanning the encoded data on the printed vote record to create a second data set, the second data set indicating at least the voter's at least one vote selection;comparing the first data set and the second data set; andproviding a cast vote record indicating the voter's at least one vote selection, an accuracy of the cast vote record confirmed based at least in part on a comparison of the voter's at least one vote selection as indicated by the first data set and the voter's at least one vote selection as indicated by the second data set.2. The method of claim 1 , wherein the encoded data includes at least one bar code.3. The method of claim 2 , wherein the bar code is a one dimensional bar code.4. The method of claim 1 , wherein the bar code is a two dimensional bar code.5. The method of ...

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21-05-2020 дата публикации

WINE CHALLENGE GAME USING WINE CHARMS AS GAME PIECES

Номер: US20200155924A1
Автор: Smith Francine Ruth
Принадлежит:

A party game that incorporates wine charms to identify the reader and answerer of wine-related questions is provided. The identified wine charm is defined by the roll of a game die, and players associated with identified wine charms read and answer wine-related questions in an attempt to amass all of the wine charms. The dual purpose of the wine charms (to identify participants and their wine glasses) enables players to flow between actively playing the game and socializing with others not in the game. 1. A method of incorporating wine glass markers into a party game , comprising:providing a plurality of wine glasses;providing a plurality of wine glass markers comprising at least two different styles of wine glass markers;providing a plurality of challenge questions;operatively associating one of the plurality of wine glass markers to each wine glass;providing an identifying mechanism configured to identify one of the plurality of wine glass markers; (a) operating the identifying mechanism to identify a reader wine glass marker, wherein a reader is defined as possessing the wine glass operatively associated with the reader wine glass marker; and', '(b) operating the identifying mechanism a second time to identify an answering player, wherein the answering player possesses the wine glass operatively associated with the wine glass marker identified by the identifying mechanism the second time,, 'providing the following stepswherein the reader reads one of the plurality of challenge questions, and wherein if the answering player correctly answers said challenge question the answering player operatively associates the reader wine glass marker to the wine glass of the answering player.2. The method of claim 1 , wherein if the answering player incorrectly answers said challenge question the answering player becomes a subsequent reader and step (b) is performed.3. The method of claim 1 , further comprising:wherein if two or more wine glasses are operatively associated with ...

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23-06-2016 дата публикации

Game

Номер: US20160175700A1
Автор: Betty Ricker, Hadi Morshed
Принадлежит: Logan Drive Enterprise LLC

A game kit and a method of playing a game, wherein the game kit includes at least one flexible, closeable, and opaque bag, one or more objects small enough to be placed into the bag, a set of instructions for playing a game, wherein the set of instructions directs that one or more objects be placed into the at least one bag, and that the bag be closed thereafter, and directs one or more players to manipulate the exterior of the bag to guess an identity of one or more objects in the bag without opening the bag. A winner of the game is determined by ascertaining the player with the correct guess or guesses of the identity of the one or more objects in the bag.

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21-06-2018 дата публикации

Method and Apparatus for Teaching and Cognitive Enhancement

Номер: US20180174479A1
Автор: Wesson Kenneth
Принадлежит:

The present invention is a teaching and learning tool built on the principle that the human sense of touch makes a significant contribution in the visualization of objects. Sighted individuals can produce visual images inside the brain (commonly referred to as the “mind's eye”) via the sense of touch, where we use our minds, rather than our eyes, to visualize concrete objects allowing us to “get a picture” of that object. A “brain-sight” apparatus is disclosed that provides a box for containing object manipulatives and/or math manipulatives, two openings for receiving hands of a user, which openings are covered by a veil such that the user cannot see into the box. A user who places his hands into the box and manipulates the object manipulatives and/or math manipulatives in response to a posed problem, and then solves the posed problem in a traditional manner, benefits from cognitive enhancement provided by multi-modal stimulation of the somatosensory cortex and lateral occipital cortex. 1. An apparatus for teaching a student utilizing a tactile modality wherein a lateral occipital cortex of the student is activated via a somatosensory cortex , the apparatus comprising:a plurality of object manipulatives;a box comprising a front face, a right face, a left face, a top face hingedly attached to said box whereby said top face can be raised to allow insertion of said plurality of object manipulatives into said box, a rear face hingedly connected to said box whereby said rear face can be opened to allow the interior of said box to be viewed from the rear by a teacher from behind, and a bottom face, wherein said box is configured with two openings approximately four inches in diameter placed on said front face and a veil affixed to said box and covering said two openings, whereby the interior of said box cannot be viewed by said student through said openings and whereby the student may access the interior of said box by placing his/her hands through said two openings; ...

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02-07-2015 дата публикации

SYSTEMS AND METHODS FOR COMPUTER-ASSISTED GRADING OF PRINTED TESTS

Номер: US20150187219A1
Автор: Sheppard Edward
Принадлежит:

A system and method for computer assistance in the grading of printed tests is described herein. 1. A method for computer assistance in scoring paper tests , comprising:inputting test questions and corresponding test answers into a computer system;storing the inputted test questions and corresponding test answers into a memory of the computer system;formatting the test questions into a document that contains fiducial markers on the same page as the test questions;printing out the test questions on a sheet of paper that includes the fiducial markers and the test questions on the same sheet of paper;receiving the sheet of paper having candidate answers filled out for the test questions;creating a digital image of the sheet of paper having the candidate answers to the test questions;inputting the digital image of the sheet of paper into a memory of the computer system; andcomparing, for each test question, the candidate answers against the stored test answers; andstoring a result of the comparison.2. The method of wherein comparing the candidate answer against the stored test answer further comprises presenting the answers to the test questions on a visual display of the computer system for viewing by a human test grader.3. The method of wherein presenting the answers to the test questions on a visual display of the computer system further comprises:presenting, on the visual display, one test question and its corresponding test answer;presenting, on the visual display, one or more corresponding candidate answers from one or more inputted digital images of received sheets of paper having candidate answers; andreceiving, from the test grader, an indication of the one or more corresponding candidate answers that are correct.4. The method of wherein comparing the candidate answer against the stored test answer is done by the computer system without human involvement.5. The method of wherein inputting the digital image of the sheet of paper further comprises:identifying the ...

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04-06-2020 дата публикации

Server, method of controlling data communication, and storage medium

Номер: US20200177749A1
Автор: Mitsuo Ando
Принадлежит: Individual

A server includes circuitry configured to receive, from a transmission source terminal via a communication network, browser identification information identifying a web browser installed on the transmission source terminal, based on a determination that the transmission source terminal is a mobile terminal and the browser identification information indicates one browser created for the mobile terminal, transmit, to the transmission source terminal being the mobile terminal, a first application storing location information indicating a storing location of a first application, and based on a determination that the transmission source terminal is an image forming apparatus and the browser identification information indicates another browser created for the image forming apparatus, transmit, to the transmission source terminal being the image forming apparatus, a second application storing location information indicating a storing location of a second application.

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16-07-2015 дата публикации

Apparatus and Method for Grading Unstructured Documents Using Automated Field Recognition

Номер: US20150199598A1
Автор: Iams Kenneth W.
Принадлежит:

A machine has a processor and a memory storing instructions executed by the processor to receive a semi-structured work product with question number indicia and answer indicia. Optical recognition techniques are employed to identify the question number indicia and answer indicia. Results are recorded in a database. 1. A machine , comprising:a processor; and receive a semi-structured work product with question number indicia and answer indicia,', 'employ optical recognition techniques to identify the question number indicia and answer indicia, and', 'record results in a database., 'a memory storing instructions executed by the processor to2. The machine of wherein the question number indicia includes a shape surrounding a number or letter.3. The machine of wherein the answer indicia includes a shape surrounding text claim 1 , numbers claim 1 , or other markings.4. The machine of wherein the answer indicia includes one or more symbols associated with text claim 1 , numbers claim 1 , or other markings.5. The machine of wherein the optical recognition techniques evaluate the relative position and proximity of the question number indicia and answer indicia.6. The machine of wherein the relative position and proximity of the question number indicia and answer indicia determine the function of particular indicia.7. The machine of wherein the relative position and proximity of the question number indicia and answer indicia are used to identify plagiarized work.8. The machine of wherein the memory stores instructions executed by the processor to:receive a new semi-structured work product with question number indicia and answer indicia,employ optical recognition techniques to identify the question number indicia and answer indicia, andrecord new results in the database.9. The machine of wherein the optical recognition techniques are selected from optical character recognition claim 1 , intelligent character recognition claim 1 , intelligent word recognition claim 1 , and ...

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18-09-2014 дата публикации

System and methods for creating printouts that may be manipulated by mfd

Номер: US20140281930A1
Автор: Chunyuan Liao, Qiong Liu
Принадлежит: Fuji Xerox Co Ltd

A method for a document authoring tool, the method comprising determining a visual feature distribution of a document. The document is modified by redistributing visual features of the document based on the visual feature distribution to create a modified document. A document template is generated from the modified document.

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13-07-2017 дата публикации

Educational Board Game

Номер: US20170197139A1
Принадлежит:

The present invention provides an educational and entertaining board game for imparting biblical, anthropological, and archaeological knowledge. The board game provides a game board with a landscape, highlighting biblical, anthropological, and archaeological events and facts. The board game also provides a plurality of cards that have various characteristics for engaging the player in a variety of activities during the game. The plurality of cards includes trivia cards, which, when answered correctly, allow a player to advance over a path provided through the landscape on the gameboard, command cards, which confer tasks to perform or privileges on players, and cards providing artifacts, resources, and points, which are collected, shared, or traded during the play to win the game. Various cards of the board game provide different characters and characteristics to the players. 1. An educational and entertaining board game for imparting biblical , archaeological , and anthropological knowledge , the board game comprising:a gameboard that has a landscape printed thereon, said landscape comprising a plurality of tracks. Each of said tracks is comprised of a plurality of spaces, each of said spaces has a color chosen from a set of colors;a dice with a top face, said dice when rolled shows a number on top face of said dice indicating to advance a number of spaces on one of said tracks same as said number on top face of said dice;a plurality of cards, each of said cards has a color chosen from set of colors of said spaces, said colors comprising first color and second color, a card of color matching the color of currently occupied space after advancing on said track is selected from said cards, selected card guides next event of said board game before next rolling of dice, said plurality of cards comprisinga plurality of trivia cards of first color, each of said plurality of trivia cards consisting a front side and a back side, said front side presenting a question, said ...

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20-07-2017 дата публикации

Method and Apparatus for Teaching and Cognitive Enhancement

Номер: US20170206801A1
Автор: Wesson Kenneth
Принадлежит:

The present invention is a teaching and learning tool built on the principle that the human sense of touch makes a significant contribution in the visualization of objects. Sighted individuals can produce visual images inside the brain (commonly referred to as the “mind's eye”) via the sense of touch, where we use our minds, rather than our eyes, to visualize concrete objects allowing us to “get a picture” of that object. A “brain-sight” apparatus is disclosed that provides a box for containing object manipulatives and/or math manipulatives, two openings for receiving hands of a user, which openings are covered by a veil such that the user cannot see into the box. A user who places his hands into the box and manipulates the object manipulatives and/or math manipulatives in response to a posed problem, and then solves the posed problem in a traditional manner, benefits from cognitive enhancement provided by multi-modal stimulation of the somatosensory cortex and lateral occipital cortex. 1. A method teaching a student utilizing a tactile modality , the method comprising:a. showing the student a plurality of object manipulatives;b. placing said plurality of object manipulatives inside a box configured with two openings;c. posing an arithmetic problem to said student;d. placing said student's hands inside said box through said two openings;e. instructing student to verbalize a concept of said arithmetic problem while manually manipulating said plurality of object manipulatives;f. removing said student's hands from said box;g. posing said arithmetic problem; andh. instructing student to write a solution to said arithmetic problem.27. The method of claim further comprising instructing said student to verbalize a solution to said arithmetic problem in step e.37. The method of claim further comprising instructing student to manually manipulate math manipulatives in step e.4. A method of learning utilizing a tactile modality , the method comprising:a. folding a paper into ...

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02-07-2020 дата публикации

APPARATUS AND METHOD FOR EDUCATING CHILDREN

Номер: US20200211405A1
Автор: Everley Heidi
Принадлежит:

A apparatus and method for educating children is presented. The apparatus and method have an object, such as clothing articles, dishware, bedding articles, etc. The word representing the object is chosen and attached to the object, then an animal is selected and attached to the object. The child then must choose the appropriate word for the chosen picture and attach to the object. Thus, the lesson has been completed. 1. An apparatus for teaching children , the apparatus comprising:an object, where the object is to be labeled;an object tag, wherein the object tag being an identifier of the object;a picture, wherein the picture is attachable to the object;a word identifier, wherein the word identifier identifies the picture; andwherein the object tag, the picture and the word identifier are coupled to the object when the object tag has been correctly chosen to identify the object, the picture and the word identifier coupled to the object when the word identifier correctly identifies the picture.2. The apparatus of claim 1 , wherein the object is clothing.3. The apparatus of claim 2 , wherein the clothing is underwear.4. The apparatus of claim 1 , wherein the object is dishware.5. The apparatus of claim 1 , wherein the object is bedding.6. The apparatus of claim 5 , wherein the bedding being sheets.7. The apparatus of claim 1 , wherein the object tag is underwear.8. The apparatus of claim 1 , wherein the object tag is comforter.9. The apparatus of claim 1 , wherein the object tag being a sticker.10. The apparatus of claim 1 , wherein the picture is an animal.11. The apparatus of claim 11 , wherein the picture is duck.12. The apparatus of claim 1 , wherein the picture being a stencil.13. The apparatus of claim 1 , wherein the word identifier is the word “blue”.14. The apparatus of claim 11 , wherein the word identifier is the word “duck”.15. The apparatus of claim 1 , wherein the word identifier being a stamp.16. A method for educating children claim 1 , the method ...

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30-10-2014 дата публикации

APPARATUS AND METHOD FOR TOOLS FOR MATHEMATICS INSTRUCTION

Номер: US20140322681A1
Принадлежит:

In a computer-implemented educational environment, four particular features are provided, which may be used separately or in combination, to drive the instruction of a particular curriculum, e.g. the instruction of fractions. In another implementation, educators and authors may use permutations and combinations of such features to construct in a graphical user interface a progression of interactive elements which help guide a student from visual concepts to procedures, such as equations and formulas. In a particular implementation, by using these features carefully, a curriculum author may design instructional sequences that provide careful, step-by-step sequences that help students progress from understanding the visual concepts, e.g. of fractions, to mastering procedures, e.g. fractions equations. 1. A method for facilitating a user to progress from visual concepts to procedures , said system comprising presenting one or more models in which at least one of a denominator, a numerator, and a whole number, where present, is unlocked, wherein the value of the at least one of a denominator, a numerator, and a whole number can be directly changed by the user, and in which the user changes one or more unlocked values in a presented model to create a correct answer;', 'presenting one or more models in which at least one of a denominator, a numerator, and a whole number, where present, is unlocked and that includes one or more introduced numbers in which at least one of a denominator, a numerator, and a whole number, where present, is locked, wherein the value cannot be directly changed by the user, and in which at least one of a denominator, a numerator, and a whole number, where present, is linked to corresponding values in the one or more models, wherein a change in the one or more models results in a change in a corresponding value in the one or more numbers, and in which the user changes one or more unlocked values in the one or more models to create a correct answer ...

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25-08-2016 дата публикации

EDUCATIONAL BALANCING GAME

Номер: US20160243417A1
Принадлежит:

The application provides for a system and method of playing an educational balancing game. An electronic game spinner is used to select a category to be tested, as well as a specific question within this category. Once the specific question has been selected, potential answers are shown on an electronic game board whereby a user must then use their body to select a circle containing an answer. The game board may also be constructed out of plastic, where the answers are fixed, however, the electronic game spinner scans a code on the game board so that appropriate questions are used with the printed answer selections. 1. A method of playing an educational balancing game , the method comprising the steps of:a. providing, at least one predetermined question/answer set; a bottom surface,', 'wherein said top surface is disposed with a touch-sensitized display, a memory, disposed between said top surface and said bottom surface, a processor, disposed between said top surface and said bottom surface, a wireless transceiver, disposed between said top surface and said bottom surface,', 'a top surface,'}, 'wherein said power source is in electronic communication with said memory, said processor, said wireless transceiver;', 'a power source,'}], 'b. loading, via a prompter said at least one predetermined question/answer set, said prompter comprisingc. displaying, a plurality of question/answer subsets, on said prompter;d. initiating, by a first user, a random selection process;e. selecting, by said memory and said processor, a question/answer subset;f. presenting, said question; [ a bottom surface,', 'wherein said top surface is disposed with at least one touch-sensitized display,', 'a top surface,'}, 'a memory, disposed between said top surface and said bottom surface,', 'a processor, disposed between said top surface and said bottom surface,', 'a wireless transceiver, disposed between said top surface and said bottom surface,', 'wherein said power source is in electronic ...

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26-08-2021 дата публикации

MULTI-MODE SCANNING CAMERA SYSTEM AND METHOD

Номер: US20210266420A1
Принадлежит:

A multi-mode document scanning system includes a scanning bed configured to transport a plurality of documents through a scanning area. A scanning camera is configured to image the documents. At least one illumination bank includes a plurality of illumination elements of at least two different light wavelengths interspersed on at least one illumination bank. An illumination source switching assembly controls at last some elements of one wavelength. A selection process selects a wavelength appropriate to a document to be scanned, and instructs a processor operatively coupled to the illumination source switching assembly to illuminate elements of that wavelength. A multi-mode scanning method of document scanning is also described. 1. A multi-mode document scanning system comprising:a scanning bed configured to transport a plurality of documents through a scanning area;a scanning camera configured to image the documents;at least one illumination bank comprising a plurality of illumination elements of at least two different light wavelengths interspersed on at least one illumination bank;an illumination source switching assembly to control at least some elements of one wavelength; anda selection process to select a wavelength appropriate to a document to be scanned, and instruct a processor operatively coupled to said illumination source switching assembly to illuminate elements of that wavelength.2. The multi-mode document scanning system of claim 1 , wherein said scanning camera comprises a linear scanner.3. The multi-mode document scanning system of claim 2 , wherein said linear scanner comprises a linear RGB CCD scanner.4. The multi-mode document scanning system of claim 3 , wherein said linear RGB CCD scanner comprises separate rows of R detector pixels claim 3 , G detector pixels claim 3 , and B detector pixels.5. The multi-mode document scanning system of claim 4 , wherein said multi-mode document scanning system further includes a delay process to account for a ...

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17-09-2015 дата публикации

EDUCATIONAL AND INFORMATION-BASED BOARD GAME

Номер: US20150258422A1
Принадлежит:

A method and apparatus are described to promote understanding and empathy. The apparatus may include a game board apparatus in which multiple players engage and learn information about each other. 1. A board game apparatus for a number of players , the game designed to promote understanding and empathy among players , the apparatus comprising:a board game having an infinite path, the infinite path subdivided into a plurality of positions, individual positions of the plurality of positions related to one of a plurality of categories;at least two game pieces positionable and movable on the game board;at least two category question sets, each question set comprising an identifier corresponding to one of the plurality of categories and a question about a player and related to the one of the plurality of categories; anda random number generator.2. The board game apparatus of claim 1 , wherein the at least two category question sets comprises at least two card sets claim 1 , each card set corresponding to one of the plurality of categories claim 1 , each card including a category identifier on a first side and a question about a player and related to the one of the plurality of categories on a second side.3. The board game apparatus of claim 2 , further comprising a collection of freebies.4. The board game apparatus of claim 3 , wherein the freebies comprise promotional materials associated with one player.5. The board game apparatus of claim 2 , wherein the second side of the card comprises a focus question in addition to the question about the player.6. The board game apparatus of claim 5 , wherein the question is directed at determining a strength or weakness of the player claim 5 , and the focus question is directed at determining why the player has that strength or weakness.7. The board game apparatus of claim 2 , wherein the path comprises a juncture of more than two directions in which a player may choose to traverse.8. The board game apparatus of claim 7 , wherein ...

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30-08-2018 дата публикации

IMAGE FORMING APPARATUS

Номер: US20180249045A1
Принадлежит: KYOCERA Document Solutions Inc.

An image forming apparatus includes a reading section and an image forming section. The reading section reads a plurality of images formed on a document. The image forming section forms the images on a plurality of sheets. The images include a first image having a first color, and one or more second images having a second color differing from the first color. The sheets include a first sheet and a second sheet differing from the first sheet. The image forming section forms the first image on the first sheet and the second images on the second sheet. 1. An image forming apparatus , comprising:a reading section configured to read a plurality of images formed on a document; andan image forming section configured to form the images on a plurality of sheets, whereinthe images include a first image having a first color, and one or more second images having a second color differing from the first color,the sheets include a first sheet and a second sheet differing from the first sheet, andthe image forming section forms the first image on the first sheet and the second images on the second sheet.2. The image forming apparatus according to claim 1 , whereinthe first image exhibits a fill-in-the-blank worksheet, andthe second images exhibit an answer key for the fill-in-the-blank worksheet.3. The image forming apparatus according to claim 1 , further comprising:a display section configured to display the images;a detector configured to detect a first touch operation on a portion of the images;a color designating section configured to designate a color of the portion of the images when the first touch operation is detected; anda selection section configured to select, from the images, images that have the same color as the designated color, whereinthe image forming section forms the selected images on the second sheet as the second images.4. The image forming apparatus according to claim 3 , whereinthe second sheet is fully transparent or semi-transparent, andthe image forming ...

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22-08-2019 дата публикации

DEVELOPMENT TESTING DEVICE

Номер: US20190259288A1
Автор: Serhiyenko Oleh
Принадлежит:

A device for testing cognitive development of a user; the device includes a housing and a test-member. Further, in a preferred embodiment, the device includes a cover-portion and a plurality of test-blocks. The device is useful for testing the cognitive development of the user by providing a revolving-test member including a plurality of test-displays each having a different development topic for testing. 1. A device for testing cognitive development of a user , the device comprising:a housing including an inner-capacity and an outer-shell, the outer-shell having a substantially open-portion; anda test-member disposed within the inner-capacity of the housing and hingedly-connected to the housing, the test-member including at least two test-displays opposite each other, one of the at least two test-displays including a first development topic and another one of the at least two test-displays including a second development topic, and wherein the test-member is configured to selectively revolve between the at least two test-displays such that the user may view a selected test-display through the substantially open-portion.2. The device of claim 1 , further comprising a cover-portion hingedly-connected to the outer-shell of the housing and configured to selectively cover the substantially open-portion.3. The device of claim 1 , wherein the test-member includes a star shape including at least five-arms.4. The device of claim 1 , further comprising a plurality of test-blocks.5. The device of claim 3 , wherein the at least two test-displays are at least five test-displays.6. The device of claim 5 , wherein each of the five test-displays includes a different development topic.7. The device of claim 4 , wherein the plurality of test-blocks includes a set of first test-blocks including the first development topic and configured for use with the one of the at least two test-displays.8. The device of claim 7 , wherein the plurality of test-blocks further includes a set of ...

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18-12-2014 дата публикации

Educational Board Game with content-based feedback

Номер: US20140367913A1
Принадлежит:

An educational board game has a plurality of segments positioned in a predetermined order and extending from a starting segment to an ending segment. The educational board game also has a plurality of participant identifiers, wherein each participant identifier represents a single individual playing the game. A random number generator selects a value which determines how many segments a participant is allowed to move on his or her turn. A first feedback stack includes cards describing episodes and which may result in an exchange or loss of points. A second feedback stack includes cards with instructions to read out loud educational content. The educational board game further has a third feedback stack with cards containing questions regarding the subject matter of the game. The educational content read during the game includes answers to the questions presented in the third feedback stack. 1. An educational board game comprising:a plurality of segments positioned in a predetermined order between at least one starting segment and at least one ending segment;a plurality of participant identifiers, wherein each participant identifier corresponds to a single individual playing the educational board game;a random number generator, configured to select a numerical value selected from a set of predetermined values, wherein each numerical value in the set has the same probability of being selected;a first stack of feedback cards, wherein each feedback card in said first stack corresponds to a first type of segment and includes first game instructions to read an episodic narrative related to a situation associated with a theme of the educational board game;a second stack of feedback cards, wherein each feedback card in said second stack corresponds to a second type of segment and includes second game instructions to read out loud educational content related to said theme; anda third stack of feedback cards, wherein each feedback card in said third stack corresponds to a ...

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18-12-2014 дата публикации

Game Apparatus to Teach Strong Moral Decision

Номер: US20140367914A1
Автор: YOUNG Ina M.
Принадлежит:

A game apparatus to teach strong moral decision includes a foldable game board that includes a plurality of adjoining path segments. A plurality of colored playing pieces is individually assigned to each team so that each team is able to selectively position the assigned playing piece onto one of the plurality of adjoining path segments. Each team start form a starting segment of the plurality of adjoining path segments, and the first team to reach a winning segment of the plurality of adjoining path segments is recognized as the winning team. The movement of the plurality of colored playing pieces is controlled by a plurality of primary cards and a plurality of secondary cards as each of the plurality of primary cards and each of the plurality of secondary cards respectively relate to a corresponding outcome and a specific outcome within the game apparatus. 1. A game apparatus to teach strong moral decision comprises:a foldable game board;a plurality of colored playing pieces;a plurality of primary cards;a plurality of secondary cards;a timer;a rules-of-play-and-answer book, wherein the rules-of-play-and-answer book includes a plurality of corresponding outcomes;the foldable game board comprises a plurality of adjoining path segments;the plurality of adjoining path segments comprises a starting segment, a plurality of safe landing segments, a plurality of impact landing segments, and a winning segment;each of the plurality of primary cards comprises a printed question, a plurality of printed answers, and a printed card number;each of the plurality of secondary cards comprises a printed specific outcome; andthe plurality of colored playing pieces being selectively positioned onto one of the plurality of adjoining path segments.2. The game apparatus to teach strong moral decision as claimed in comprises:the staring segment and the winning segment being oppositely positioned from each other along the plurality of adjoining path segments;the plurality of safe landing ...

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08-10-2015 дата публикации

VIRTUAL FORENSIC EDUCATIONAL LAB ACTIVITY AND REAL-WORLD KIT

Номер: US20150287333A1
Автор: Stevens John
Принадлежит:

A program for teaching forensic science may include physical devices or an online internet activity simulating a crime scene, preferably a crime scene based on a notable crime that has actually occurred and received some notoriety. A virtual classroom is provided which includes lessons in forensics and quizzes, a virtual lab to study evidence by the user, and an easy-to-use interface for teachers to manage their presentations and monitor the progress of students studying forensic science. 1. An interactive program for studying forensic science techniques , including providing to students materials to represent the scenario of a crime scene , and providing to the same students the forensic tools to examine evidence presented at the crime scene.2. An interactive program for studying forensic science techniques as set forth in claim 1 , the materials to represent the scenario of said crime scene represent a notable crime that has actually occurred.3. An interactive program for studying forensic science techniques as set forth in claim 2 , including an examination to the students to ascertain the knowledge of the crime scene.4. An interactive program for studying forensic science techniques as set forth in claim 1 , including the students gather evidence presented from the crime scene and provide forensic techniques to examine the evidence and record the results.5. An interactive program for studying forensic science techniques as set forth in claim 1 , said program including computer software to simulate the crime scene and having several stations representing actual features of the crime scene claim 1 , and prompt the students at such various stations of the crime scene to use available online tools simulating the collection of evidence at the crime scene.6. An interactive program for studying forensic science techniques as set forth in claim 5 , including software enabling the students to gather evidence virtually presented from the crime scene and provide a virtual ...

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04-10-2018 дата публикации

CHILDREN'S LEARNING GAME

Номер: US20180280788A1
Автор: Bernhard Melissa D.
Принадлежит: PEEK-A-BOO LEARNING, LLC

Present invention is a learning game and apparatus that focuses on improving the mastery of object permanence, language and vocabulary development, humor development, and complex imaginative play abilities in young children. This game and apparatus has many variations to accommodate play by infants, toddlers, preschoolers, and children of varying ages in their language and humor development, and is ideal for young children as no reading is required. The game provide a means to teach infants and young children sign language. Still further, in a particularly certain embodiment the game invention is easily employable by children with developmental disabilities due to the limited need to manipulate playing pieces. The game play allows variations for embodiments of the game to be played with one game leader and one game player, however, there is no limit to the number of players that can play, and children of all ages can play together. 1. A learning game apparatus comprising:A certain game board with a rigid frame and construct that enables multiple game cards to attach or slide into certain card slots;A game board frame with side panels and legs to support a free-standing method of operation for a game;A game board frame constructed of light-weight but rigid material for durable use with children;A game board frame with a handle attached at the top of the frame;A game board frame with a plurality of apertures to allow front and rear views of game cards attached to the game board;A game board frame with white board plaques directly under the front and/or rear apertures to facilitate writing notes or game indicators on a game board;A game board frame with an attached container box to store and hold elements and materials of a game;2. A learning game apparatus as claimed in claim 1 ,Wherein, a game board frame with side panels, legs and an attached container box with hinges of a certain type to allow the legs, side panels and container box to fold onto itself for a flat ...

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27-10-2016 дата публикации

SYSTEM AND METHOD FOR TRAINING EDUCATORS

Номер: US20160314694A1
Принадлежит:

The present invention is generally a system and method for training educators by implementing an interactive goal-focused communication (GFC) protocol, and more specifically, to a system and method of teaching that includes a GFC protocol for interactively engaging students in a type of dialogue that improves student performance. In one embodiment, the invention includes a learning management system (LMS) comprising a computer readable medium for providing a user interface that enables instruction of the GFC protocol between client users. The users of the LMS include mentor-clients and educator-clients, which may access the system to manage or keep track of their progress. 1. A method for training an educator to improve their students' achievement using goal-focused communication (GFC) conversations , comprising the steps of: a first request for a target goal of a second participant,', "a second request for a scale value associated with the second participant's perceived proximity to achieving the target goal, and", 'a third request for a plan of the second participant to achieve the target goal;, 'instructing the educator to observe a presentation of a first GFC conversation between GFC participants, wherein the first GFC conversation includes a first GFC question set initiated by a first participant and comprising ofinstructing the educator to evaluate the first GFC conversation based on predetermined criteria; andinstructing the educator to formulate a second GFC question set for initiating a second GFC conversation with a student of the educator.2. The method of claim 1 , further comprising:receiving feedback from the educator concerning the first GFC conversation between the first and second participants; andauthorizing the educator to conduct the second GFC conversation including the second GFC question set with the student.3. The method of claim 1 , wherein the step of instructing the educator to evaluate the first GFC conversation based on predetermined ...

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24-09-2020 дата публикации

PLATFORM FOR IMPLEMENTING A PERSONALIZED LEARNING SYSTEM

Номер: US20200302811A1
Принадлежит:

A platform can be employed to implement a personalized learning system that is simple to use, streamlined and scalable thereby enabling such systems to be seamlessly implemented in any learning environment. The platform can be implemented in a client-server environment in which a server or servers maintain a number of data structures which can be used to define students, assignments, classes, flashcards, videos, and learning standards definitions, among many others. A number of backend processes, websites, and web APIs can be configured to allow users to access the content of these data structures as well as to create new entries in these data structures to thereby facilitate the implementation of a personalized learning system that incorporates automation and machine learning in a school, workplace or other learning environment. 1. A method , implemented by a server-based platform , for performing a real-time flashcard session in a learning environment , the method comprising:receiving, from a teacher's client device, a selection of a flashcard deck to be used during a flashcard session with students in a class, the flashcard deck comprising a plurality of flashcards, each flashcard being defined in a flashcards database and defining a question and a correct answer;presenting, to the students' client devices, a first question that is defined in a first flashcard of the plurality of flashcards in the flashcard deck;receiving, from each of the students' client devices, an answer to the first question;in response to receiving the students' answers to the first question, creating entries in an outcomes database that associates each student with the first flashcard and that define whether the student answered the first question correctly;querying the outcomes database to retrieve entries that are associated with the first flashcard;generating, from the retrieved entries, a first score representing a number of correct answers that the students in the class provided to ...

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24-09-2020 дата публикации

SEVEN STEPS LEARNING STUDY BOOK OF RUAH EDUCATION AND RUAH LEARNING METHOD USING THEREOF

Номер: US20200302824A1
Автор: Lee Young Suk
Принадлежит:

Disclosed is a seven steps learning study book of Ruah education includes a plurality of volumes having twelve learning themes related attentiveness, positive attitude, joyfulness, caring, gratefulness, obedience, patience, responsibility, self-control, creativity, honesty, wisdom; wherein the each volume of the learning theme divided into ‘open step’, ‘step ’, and ‘step ’, which enables selective learning corresponding to the age of the learner. The each volume of the learning theme includes a first step of Thinking time page a second step of Story time page a third step of Imagine time page a fourth step of Action time page a fifth step of Build-up time page a sixth step of Sharing time page and a seventh step of a Repetitive education page 1. A seven steps learning study book of Ruah education comprising:a plurality of volumes having twelve learning themes related attentiveness, positive attitude, joyfulness, caring, gratefulness, obedience, patience, responsibility, self-control, creativity, honesty, wisdom;{'b': 1', '2, 'wherein the each volume of the learning theme divided into ‘open step’, ‘step ’, and ‘step ’, which enables selective learning corresponding to the age of the learner,'}{'b': 111', '112', '113', '114', '115', '116', '117, 'wherein the each volume of the learning theme includes a first step of Thinking time page , a second step of Story time page , a third step of Imagine time page , a fourth step of Action time page , a fifth step of Build-up time page , a sixth step of Sharing time page , and a seventh step of a Repetitive education page .'}2111. The seven steps learning study book of Ruah education according to claim 1 , wherein the Thinking time page comprises an area where a guidance sentence is described so that the learner may express a definition of the learning theme in songs and motions claim 1 , recognize the definition of the learning theme through plays or games claim 1 , learn meaning and sound of the definition or a main subject ...

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03-10-2019 дата публикации

TOOL FOR REHABILITATING LANGUAGE SKILLS

Номер: US20190304329A1
Автор: Webb Ayana
Принадлежит:

Methods of using a tool for improving language skills comprising selecting a language concept and then a word associated with the language concept; asking the patient to answer a question related to the language concept about the first word; scoring the patient's response to the based upon at least one or more of the following: the number of words given, the number of prompts the patient needed to be provided in order to illicit the first response, the amount of time the patient needed to produce the first response; and then moving the word to a first location, that physically represents to the patient the first word score they achieved. 1) A method of using a tool for improving language skills comprising:selecting, using the tool, from at least two semantic concepts, a first language concept to addressed;visually presenting, using the tool, a first word associated with the first language concept to a patient;asking the patient to answer a first question related to the first language concept about the first word;scoring the patient's first response to the first question asked with a first word score based upon at least one or more of the following: the number of words given in the first response, the number of prompts the patient needed to be provided in order to illicit the first response, the amount of time the patient needed to produce the first response; andmoving the first word to a first location, within the tool, that physically represents to the patient the first word score they achieved.2) The method of further comprising:assigning a first therapeutic session length that allows for the presentation, scoring, and moving of at least the first word and a second word;visually presenting a second word that is one of either associated with the first language concept or associated with a second language concept that is selected from among the two or more semantic concepts;facilitating the patient to say the second word;asking the patient to answer a second ...

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19-11-2015 дата публикации

BOARD GAME

Номер: US20150328536A1
Автор: MacShane Quincy
Принадлежит:

A method for playing a board game. A game board is provided having a path including a plurality of open spaces. Cards are randomly distributed in the open spaces to provide a randomized path. Each card is unique and relates to a set of trivia questions. A plurality of players move around the randomized path. A player landing on one of the cards attempts to answer a new question in the set of trivia questions for that card. If correct, the player takes possession of the card, or advances to the next question for that card. When a final question for the card is correctly answered by one of the players, the card is removed from the game board and placed in permanent possession of that player. A winner is determined from the number of cards in each player's permanent collection.

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01-10-2020 дата публикации

Artificial intelligence (AI) and augmented reality (AR) enhanced personal care devices/apparatuses

Номер: US20200305587A1
Автор: Mazed Sayeeda
Принадлежит:

Personal care devices (or apparatuses) are described to deliver/activate a bioactive compound/botanical compound/biologically active molecule (including a regulatory protein/growth factor) or a mixture of bioactive compounds/botanical compounds/biologically active molecules (including regulatory proteins/growth factors) for growth and protection of hair or rejuvenation and protection of skin, which utilizes nanoencapsulation/nanoemulsion and/or activation/photoactivation. Such devices (or apparatuses) utilize a light low intensity module/x-ray and nanooptical elements/three-dimensionally (3-D) printed micro/nanostructures. Furthermore, the personal care devices (or apparatuses) can be enhanced with an artificial intelligence (AI) algorithm and/or augmented reality (AR) application (app). 2. The apparatus according to claim 1 , wherein the light module activates or photoactivates a bioactive compound claim 1 , or a botanical compound claim 1 , or a biologically active molecule claim 1 , or a liquid for rejuvenation or protection of skin claim 1 , wherein the light module provides an optical dose in the range from 0.5 J/cmto 10 J/cmin 600 nm-700 nm wavelength range claim 1 ,or{'sup': 2', '2, 'an optical dose in the range from 0.5 J/cmto 50 J/cmin 700 nm-2000 nm wavelength range.'}3. The apparatus according to claim 2 , is coupled with an artificial intelligence (AI) algorithm claim 2 , or an artificial neural network (ANN) based algorithm.4. The apparatus according to claim 2 , comprises the artificial intelligence (AI) algorithm claim 2 , or the artificial neural network (ANN) based algorithm chatbot.5. The apparatus according to claim 2 , utilizes a user's selfie and questionnaires as an input data6. The apparatus according to claim 1 , wherein the massaging device for skin comprises a three-dimensionally (3-D) printed artificial skin claim 1 , wherein the three-dimensionally (3-D) printed artificial skin comprises the bioactive compound claim 1 , or the botanical ...

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10-10-2019 дата публикации

EDUCATIONAL GAME

Номер: US20190308091A1
Автор: Pestano Clyde
Принадлежит:

An educational tool is described. It includes a set of question cards relating to at least one strand of at least one subject area, where each card of the set of question cards containing at least one question. The tool further includes a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained. Also disclosed is a method of teaching a subject. 1. An educational tool , comprising:a set of question cards relating to at least one strand of at least one subject area, each card of the set of question cards containing at least one question; anda game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained.2. The educational tool of claim 1 , wherein the at least one strand is at least two strands.3. The educational tool of claim 1 , wherein the at least one subject area is at least two subject areas.4. The educational tool of claim 1 , further comprising a set of swap cards claim 1 , wherein the game board further defines at least one swap trigger claim 1 , each swap trigger of the at least one swap trigger instructing the user to procure a swap card of the set of swap cards.5. The educational tool of claim 1 , further comprising a set of help cards claim 1 , wherein the game board further defines at least one help trigger claim 1 , each help trigger of the at least one help trigger instructing the user to procure a help card of the set of help cards.6. The educational tool of claim 1 , further comprising a set of ...

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10-11-2016 дата публикации

BOARD GAME AND ASSOCIATED AND METHODS

Номер: US20160328989A1
Автор: Jicha Jill S.
Принадлежит:

Exemplary embodiments are directed board games that include a board, a plurality of position markers disposed on the board, and a plurality of cards. The position markers can create a path leading from a starting point to a finish point. Some of the plurality of cards include at least one of issue questions or interview questions to be answered by a player. In some embodiments, the board games include a plurality of food cards, a portion of the food cards being distributed to the player. At least some of the plurality of cards can require the player to create a meal or snack with the food cards distributed to the player. Exemplary embodiments are also directed to methods of playing a game. 1. A board game , comprising:a board,a plurality of position markers disposed on the board, the position markers creating a path leading from a starting point to a finish point, anda plurality of cards,wherein the plurality of cards include at least one of issue questions or interview questions to be answered by a player.2. The board game of claim 1 , wherein the interview questions are employment interview questions.3. The board game of claim 1 , comprising symbols disposed on each of the position markers claim 1 , wherein the symbols are at least one of a first symbol claim 1 , a second symbol claim 1 , or a token symbol.4. The board game of claim 3 , wherein the first symbol corresponds to issue cards of the plurality of cards claim 3 , the issue cards including the issue questions relating to problem solving.5. The board game of claim 3 , wherein the second symbol corresponds to interview cards of the plurality of cards claim 3 , the interview cards including the interview questions relating to interviews.6. The board game of claim 4 , wherein the issue cards include inappropriate work relationship cards.7. The board game of claim 3 , wherein the token symbol corresponds to collection of a token by the player.8. The board game of claim 1 , comprising player pieces for moving ...

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17-11-2016 дата публикации

GAME WITH CLUE BUILDING AND GUESSING

Номер: US20160332069A1
Автор: Ross Edward James
Принадлежит:

A game and a method of playing a guessing game. The method includes: providing a plurality of physical game pieces; communicating a first target answer to a first player; communicating a second target answer to a second player; arranging by the first player at least a first subset of the plurality of game pieces, to form a first visual clue for attempting communicate the first target answer; arranging by the second player at least a second subset of the plurality of game pieces, to form a second visual clue for attempting to communicate the second target answer; guessing, by other than the first player, a first candidate answer based on the first visual clue, the other than the first player including the second player; guessing by other than the second player a second candidate answer based on the second visual clue; and deciding whether the first candidate answer sufficiently matches the first target answer; wherein the steps of arranging to form the first visual clue and arranging to form the second visual clue overlap in time at least partially. 1. A method of playing a guessing game , the method comprising:providing a plurality of game pieces, wherein the game pieces predominantly are non-interlocking and predominantly are two-dimensional solids;communicating a target answer to a first player;arranging by the first player at least a subset of the plurality of game pieces to form a clue, to form a substantially two-dimensional visual clue;guessing, by a second player, a candidate answer based on the clue;deciding whether the candidate answer sufficiently matches the target answer.2. The method according to claim 1 , wherein the plurality of game pieces are substantially of the same planar thickness.3. The method according to claim 1 , wherein the plurality of game pieces are each made of a substantially rigid material.4. The method according to claim 1 , wherein the plurality of game pieces predominantly are geometric shape solids including solids of shapes ...

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15-11-2018 дата публикации

Preparation Assessment System and Method Thereof

Номер: US20180330629A1
Принадлежит:

The present invention provides a preparation assessment system for competitive and non-competitive exams, the system comprising an interface unit configured to receive an input data from a participant, the input data includes answer for a question, a server for storing the input data received from the participant and a pre-determined data, a processor for processing the input data received from the participant and corresponding pre-determined data to generate an optimum result to be displayed on the interface unit in a graphical format, the processor configured to capture each detail of the participant when the input data is received during the test including time taken to answer the question, time taken to complete the test, transit time from one subject to another, transit time from one question to another, and difficulty level of the question, and a connection means connecting the interface unit, the server, and the processor. 2. The preparation assessment system as claimed in claim 1 , wherein the interface unit configured to display the data fetched from the server claim 1 , the fetch data includes details for registering new participant and questions based on the type of test opted by the participant either competitive or non-competitive or combination thereof.3. The preparation assessment system as claimed in claim 1 , wherein the server is configured to store the input data from the participant and data captured by the processor during the test including login credential of the participant claim 1 , participant information detail claim 1 , type of assessment opted by the participant claim 1 , IP address claim 1 , time taken to answer the question claim 1 , time taken to complete the test claim 1 , and transit time from one question to other.46-. (canceled)7. A method for preparation assessment of competitive and non-competitive exams claim 1 , the method comprising the steps of:receiving participant details through an interface unit and creating login ...

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15-10-2020 дата публикации

Interactive Multi-chamber Container

Номер: US20200323370A1
Автор: Connolly Sean Michel
Принадлежит:

A multi-chamber container with an educational function. The multi-chamber container is designed to provide a housing, with a sidewall extending between a bottom wall and a top wall, that can store food or beverage substances therein. The housing includes a primary chamber and at least one secondary chamber. The primary chamber is accessible via a primary opening, while each secondary chamber is individually accessible via a secondary opening. The container provides an educational function in that the primary chamber stores a desired liquid or solid material and the secondary chamber is empty. The primary and secondary openings are Indistinguishable to the consumer until opened from a closed state. The selection of the primary opening corresponds to a correct answer to a question displayed on, or associated with, the container. 1. A multi-chamber container , comprising:a housing defined by a bottom wall with a sidewall extending upward therefrom;the housing including a top wall disposed on the sidewall, opposite of the bottom wall;the housing defining a plurality of chambers;the plurality of chambers comprising of a primary chamber and at least one secondary chamber;the housing defining a primary opening, wherein the primary opening provides access to the primary chamber;the housing defining at least one secondary opening, wherein each secondary opening provides access to a secondary chamber corresponding thereto.2. The multi-chamber container of claim 1 , further comprising:a display disposed on an external surface of the housing;the display consisting of a primary indicia and at least one secondary indicia;a primary identifier placed in a proximate position to the primary opening;at least one secondary identifier additionally being displayed in a proximate position to each secondary opening corresponding to the secondary indicia.3. The multi-chamber container of claim 2 , wherein the display comprises a bar code claim 2 , such that the display claim 2 , the primary ...

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15-10-2020 дата публикации

METHOD FOR VR SICKNESS ASSESSMENT CONSIDERING NEURAL MISMATCH MODEL AND THE APPARATUS THEREOF

Номер: US20200327408A1
Принадлежит:

Disclosed are a virtual reality (VR) sickness assessment method and an apparatus thereof considering a neural mismatch model. The virtual reality (VR) sickness assessment method according to an embodiment includes receiving virtual reality content, and quantitatively evaluating virtual reality sickness for the received virtual reality content using a neural network based on a pre-trained neural mismatch model. The evaluating of the virtual reality sickness may include predicting an expected visual signal for an input visual signal of the virtual reality content based on the neural mismatch model, extracting a neural mismatch feature between the predicted expected visual signal based on the neural mismatch model and an input visual signal for a corresponding frame of the virtual reality content corresponding to the expected visual signal, and evaluating a level of the virtual reality sickness based on the neural mismatch model and the extracted neural mismatch feature. 1. A virtual reality (VR) sickness assessment method , comprising:receiving virtual reality content; andquantitatively evaluating virtual reality sickness for the received virtual reality content using a neural network based on a pre-trained neural mismatch model.2. The virtual reality sickness assessment method of claim 1 , wherein the evaluating of the virtual reality sickness includespredicting an expected visual signal for an input visual signal of the virtual reality content based on the neural mismatch model;extracting a neural mismatch feature between the predicted expected visual signal based on the neural mismatch model and an input visual signal for a corresponding frame of the virtual reality content corresponding to the expected visual signal; andevaluating a level of the virtual reality sickness based on the neural mismatch model and the extracted neural mismatch feature.3. The virtual reality sickness assessment method of claim 2 , wherein the extracting of the neural mismatch feature ...

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30-11-2017 дата публикации

Single-Pass Imaging and Optical Mark Recognition Scanning

Номер: US20170344863A1
Автор: Ort Jonathan, Zajac Joe
Принадлежит:

Performing optical mark recognition (OMR) scanning includes receiving a substrate to be scanned, the substrate having one or more colors visible to a human eye and bearing user-made marks; moving the substrate and a light sensor relative to each other such that the substrate moves past the light sensor a single time; during the relative movement of the substrate, scanning the substrate using multiple colors of light to simultaneously generate both (a) image data representing a visual appearance of the substrate, and (b) OMR data corresponding to respective locations of the user-made marks on the substrate. 1. A method of performing optical mark recognition (OMR) scanning , the method comprising:receiving a substrate to be scanned, the substrate having one or more colors visible to a human eye and bearing user-made marks;moving the substrate and a light sensor relative to each other such that the substrate moves past the light sensor a single time;during the relative movement of the substrate and the light sensor, scanning the substrate using a plurality of colors of light to simultaneously generate both (a) image data representing a visual appearance of the substrate, and (b) OMR data corresponding to respective locations of the user-made marks on the substrate.2. The method of claim 1 , wherein the substrate is scanned using the plurality of colors of light claim 1 , one of which is infrared light claim 1 , upon a determination that the substrate is to be scanned in a manner corresponding to graphite-based user-made marks.3. The method of claim 1 , wherein the substrate is scanned using the plurality of colors of light claim 1 , other than infrared light claim 1 , upon a determination that the substrate is to be scanned in a manner corresponding to non-graphite-based user-made marks.4. The method of claim 3 , wherein the OMR data is generated based on one of the colors of light.5. The method of claim 3 , wherein one of the colors of light is used to generate both ...

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22-10-2020 дата публикации

Optical Character Recognition Of Voter Selections For Cast Vote Records

Номер: US20200334937A1
Принадлежит:

An electronic voting system is described that utilizes printed vote records (PVRs) in which a voter's vote selections are recorded in voter readable characters. Optical character recognition (OCR) techniques may then be utilized to scan the PVR to record the voter's selections. The OCR data is then utilized to generate the cast vote record. Thus, the electronic voting system directly interprets the voter selections from the PVR just as the voter sees the data. In this manner “what you see is what you get” printed vote record data is provided for a voter's viewing and that same data is used to generate the cast vote record. 1. A method for electronic voting using printed vote records , comprising:generating a printed vote record of at least one vote selection of a voter;providing, on the printed vote record, voter readable text indicating the voter's at least one vote selection;providing, on the printed vote record, encoded data, the encoded data indicating the voter's at least one vote selection;electronically scanning the voter readable text on the printed vote record to create a first data set, the first data set indicating at least the voter's at least one vote selection;electronically scanning the encoded data on the printed vote record to create a second data set, the second data set indicating at least the voter's at least one vote selection;comparing the first data set and the second data set; andproviding a cast vote record indicating the voter's at least one vote selection as determined by the first data set.2. The method of claim 1 , wherein the encoded data includes at least one bar code.3. The method of claim 2 , wherein the bar code is a QR code bar code.4. The method of claim 1 , further comprising confirming an integrity of the printed vote record based at least in part on a comparison of the first data set and the second data set5. The method of claim 4 , wherein confirming the integrity of the printed vote record comprises comparing the first data ...

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31-12-2015 дата публикации

IMAGE AND REASONING BASED GAME

Номер: US20150375093A1
Автор: Casey Christine Ann
Принадлежит: Artful Deductions, LLC

Provided herein are various embodiments of question and answer games. The games can be played in a physical or electronic format. Some embodiments of the game employ questions that could not be asked without the image. Some embodiments of the game employ images carefully selected such that they are humorous, either when created or by today's standards. Some embodiments of the game employ customized images. Some embodiments of the game employ more that one images along with the question and also provide one or more images along with the answer. Some embodiments of the game allow for an answer to be deduced from provided clues and/or images. 1. A game comprising: at least one image on a first surface of the card;', 'at least one question on a second surface of the card; and', 'an answer to the question, wherein the answer is on a third surface of the card, wherein the at least one image is considered for determining the correct answer to the at least one question., 'at least one card, wherein at least one of the plurality of cards comprises2. (canceled)3. The game of claim 1 , wherein the card is a virtual card that is displayed on a screen.4. (canceled)5. (canceled)6. (canceled)7. (canceled)8. (canceled)9. (canceled)10. (canceled)11. (canceled)12. (canceled)13. The game of claim 1 , wherein the game is to be played without a board.14. A method of playing a game claim 1 , the method comprising:providing a first question;providing a first image, wherein the first image is considered for deducing a correct answer to the first question;providing a first response to the first question;comparing the first response to the first question to a first answer to the first question; andproviding a point value if the response substantially corresponds to the first answer to the first question.15. The method of claim 14 , wherein the first question is on a first card and the first card is provided claim 14 , thereby providing the first question claim 14 , and wherein the first ...

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26-12-2019 дата публикации

METHOD FOR TREATING MALE SEXUAL DYSFUNCTION BY USING UNDERPANTS COMPRISING FAR-INFRARED FIBERS

Номер: US20190388704A1
Автор: Liang Tien-Show
Принадлежит:

Differing from conventional approaches for improving sexual dysfunction of an adult man being commonly achieved by letting the adult man administer a dosage of synthetic drug or a composition of Chinese herbal medicines, the present invention particularly discloses a method for treating male sexual dysfunction by using underpants comprising far-infrared fibers. Clinical data have proved that, after wearing this underpants for 3 months, both the men diagnosed with sexual dysfunction and the men not sure to suffer from sexual dysfunction have an apparent progress on improvements of their erectile ability, erectile quality, ejaculation control ability, and lower urinary tract symptoms (LUTS). Moreover, clinical data have also proved that, despite the fact that a male person wears the underpants provided by the present invention for three months, there is no adverse effect induced by the underpants for causing the physiological condition of the men be abnormal. 1. A method for treating male sexual dysfunction by using underpants comprising far-infrared fibers , comprising following steps:(1) providing an underpants weaved from a plurality of far-infrared fibers and a plurality of fibers, wherein a crotch portion of the underpants be all constituted by the far-infrared fibers such that the far-infrared fibers have a fiber amount occupying 20-50 percent of a total fiber amount of the underpants; and wherein each of the far-infrared fibers comprises a polymer sheath and far-infrared powders that comprise powdered titanium (Ti) with a first metal weight percent of 11-18 wt %, powdered germanium (Ge) with a second metal weight percent of 0.1-0.2 wt % and powdered zinc (Zn) with a third metal weight percent 0.05-0.15 wt % and is doped in or enclosed by the polymer sheath; and(2) letting adult men diagnosed with sexual dysfunction or not sure to suffer from sexual dysfunction wear the underpants for at least one month.2. The method of claim 1 , wherein the type of the ...

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03-09-2009 дата публикации

Smarty smart sticks

Номер: US20090218768A1
Автор: Rosemarie Maalouf
Принадлежит: Rosemarie Maalouf

The present invention discloses an article of manufacture comprising a game which includes playing media such as sticks or cards. The playing media have a first side with an identifying indicia and a second side with a question and its corresponding answer. The game consists of players collecting sticks for providing correct answers to the questions on the media. The object of the game is to collect the most media in a specified period.

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24-05-2019 дата публикации

Method of processing the results of rapid testing of trainees knowledge

Номер: RU2689208C1

FIELD: computer equipment. SUBSTANCE: invention relates to the field of computer testing technologies for training specialists for various fields of knowledge and specialties. In compliance with proposed method significant words and collocations are selected in prepared responses; forming a matrix of significant words and collocations on the entire set of questions; making replies to standard paper forms; reading text explanations of answers to questions by optical method; reading presence of significant words and collocations in processed text explanations of responses; forming a response matrix; optical method includes determining field brightness by columns of each row of a generated response matrix; is put in accordance with brightness fields by columns of each row of generated response matrix; setting gradation of evaluation in a matrix of significant words and collocations; output the final estimate. EFFECT: partial automation of processing of test results of dissimilar questions, on which it is required to give developed text answers. 1 cl, 3 dwg РОССИЙСКАЯ ФЕДЕРАЦИЯ (19) RU (11) (13) 2 689 208 C1 (51) МПК G09B 3/06 (2006.01) ФЕДЕРАЛЬНАЯ СЛУЖБА ПО ИНТЕЛЛЕКТУАЛЬНОЙ СОБСТВЕННОСТИ (12) ОПИСАНИЕ ИЗОБРЕТЕНИЯ К ПАТЕНТУ (52) СПК G09B 3/06 (2019.02) (21)(22) Заявка: 2018144042, 12.12.2018 (24) Дата начала отсчета срока действия патента: Дата регистрации: 24.05.2019 (45) Опубликовано: 24.05.2019 Бюл. № 15 2 6 8 9 2 0 8 R U (56) Список документов, цитированных в отчете о поиске: RU 2564224 C2, 27.09.2015. RU 2640709 C1, 11.01.2018. RU 2338264 C1, 10.11.2008. RU 2625554 C1, 14.07.2017. US 2016180733 A1, 23.06.2016. RU 2657228 C1, 08.06.2018. RU 138992 U1, 27.03.2014. RU 77716 U1, 27.10.2008. (54) Способ обработки результатов экспресс-тестирования знаний обучаемых (57) Реферат: Изобретение относится к области технологий бумажные бланки; считывают текстовые компьютерного тестирования при обучении и пояснения ответов на вопросы оптическим подготовке специалистов для ...

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14-07-2017 дата публикации

Method of testing and/or polling remote users

Номер: RU2625554C1

Изобретение относится к способам использования сетей передачи данных для проведения тестирования и/или опроса удаленных пользователей. Техническим результатом является повышение достоверности результатов проведения тестирования. Способ включает создание вопросной базы данных с правильными и неправильными вариантами ответов для проведения тестирования и/или опроса удаленных пользователей, отправление удаленными пользователями результатов ответов на вопросы тестирования и/или опроса посредством сетей передачи данных на сервер компании, первоначально устанавливают предельное значение вероятности того, что значения поведенческих параметров двух и/или более удаленных пользователей совпадают, и предельное значение вероятности того, что значения поведенческих параметров одного удаленного пользователя различаются, определяют и передают в базу данных путем запроса через сети передачи данных значения поведенческих параметров удаленных пользователей, полученные в процессе тестирования, анализируют полученные значения параметров взаимодействия и на основе их распределения получают текущее значение вероятности того, что значения поведенческих параметров двух и/или более удаленных пользователей, включая рассматриваемого, совпадают, и текущее значение вероятности того, что значения поведенческих параметров рассматриваемого пользователя отличаются, сравнивают значения текущих вероятностей с предельными значениями, при нахождении текущих вероятностей в допустимых пределах, и если текущие значения вероятностей и меньше предельных значений вероятностей и соответственно, то результаты считаются подлинными. 1 ил., 1 табл. РОССИЙСКАЯ ФЕДЕРАЦИЯ (19) RU (11) (13) 2 625 554 C1 (51) МПК G09B 3/06 (2006.01) ФЕДЕРАЛЬНАЯ СЛУЖБА ПО ИНТЕЛЛЕКТУАЛЬНОЙ СОБСТВЕННОСТИ (12) ФОРМУЛА (21)(22) Заявка: ИЗОБРЕТЕНИЯ К ПАТЕНТУ РОССИЙСКОЙ ФЕДЕРАЦИИ 2016117427, 04.05.2016 (24) Дата начала отсчета срока действия патента: 04.05.2016 (72) Автор(ы): Попков Артём Антонович (RU), Бехер Сергей Алексеевич (RU) 14.07. ...

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27-11-2020 дата публикации

Early education toy

Номер: CN212016697U

本实用新型公开了一种早教玩具,包括:壳体,壳体上设有进球口和出球口,壳体内设有滑道,滑道的一端与进球口相连且另一端与出球口相连;转动件,转动件可枢转地设在壳体的底部;止挡件,止挡件设在壳体内,止挡件至少部分可往复活动地设在出球口内或设在滑道的靠近出球口的一端,以阻挡或释放球体;驱动件,驱动件与转动件和止挡件相连,驱动件用于驱使止挡件活动和驱使转动件相对壳体转动。本实用新型整个玩具的趣味性和娱乐性较强,容易激发儿童的玩耍乐趣。

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02-03-2000 дата публикации

Device for enhancing memory

Номер: KR200174694Y1
Автор: 김호일
Принадлежит: 김경수, 주식회사아티누스

본 고안에 따르면, 다양한 위치와 숫자를 기억하는 기억 학습 및 놀이를 제공하기 위한 기억 학습 및 놀이 도구가 제공된다. According to the present invention, there is provided a memory learning and play tool for providing memory learning and play for memorizing various positions and numbers. 기억 학습 및 놀이 도구는 다수의 조각을 수용할 수 있는 수용공간이 다수개 구비하되 이 수용공간 내부에는 2이상 조각을 수용할 수 있는 단위수용체가 마련된 본체와 식별표지가 있으며 상기 각각의 수용공간을 덮을 수 있는 다수의 덮개와 상기 덮개의 식별표지를 선택하게 하는 식별표지발생장치와 상기 수용공간내에 있는 단위수용체의 갯수 이하의 숫자를 선택하게 하는 숫자발생장치로 구성되다. Memory learning and play equipment is provided with a plurality of storage space for accommodating a plurality of pieces inside the receiving space has a main body and an identification mark is provided with a unit receptor for accommodating two or more pieces, each of the receiving space A plurality of covers that can be covered, an identification label generator for selecting the cover of the cover, and a number generator for selecting a number less than the number of unit receptors in the receiving space. 본 고안을 이용하여, 다양한 놀이를 할 수 있으며 이 놀이를 통하여 재미있게 놀이를 즐기며 기억력을 향상시키고 연상능력을 증진시키는 학습효과도 얻을 수 있다. By using the present invention, it is possible to play a variety of play through this play can enjoy a fun play, improve the memory and associative ability to obtain a learning effect.

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14-03-2018 дата публикации

Method of remodeling of threatened preterm labor

Номер: RU2647227C1

FIELD: medicine. SUBSTANCE: invention relates to medicine, particularly to maieutics and neurology. Side of preferential attitude of placenta is determined by the method of bidimentional ultrasonic scanning and prescribe medicated remodelling with tocolytic drugs. Pregnant women in the third additionally the nature of lateral behavioral profile of asymmetries and the side of preferential attitude of the placenta is determined. In case of their counter-orientation: pregnant women with a right lateral asymmetry profile and a left-sided location of placenta, as well as pregnant women with a left lateral asymmetry profile and a right-sided location of placenta, intravenous drip-feed of tocolytic drugs in conditions of dark therapy is carried out. EFFECT: method allows to reduce the number of premature births and to reduce the perinatal morbidity rate and fetal mortality. 1 cl, 4 ex РОССИЙСКАЯ ФЕДЕРАЦИЯ (19) RU (11) (13) 2 647 227 C1 (51) МПК A61B 8/00 (2006.01) A61B 17/42 (2006.01) G09B 3/02 (2006.01) ФЕДЕРАЛЬНАЯ СЛУЖБА ПО ИНТЕЛЛЕКТУАЛЬНОЙ СОБСТВЕННОСТИ (12) ОПИСАНИЕ ИЗОБРЕТЕНИЯ К ПАТЕНТУ (52) СПК A61B 8/00 (2006.01); A61B 17/42 (2006.01); G09B 3/02 (2006.01) (21)(22) Заявка: 2017117210, 17.05.2017 (24) Дата начала отсчета срока действия патента: Дата регистрации: 14.03.2018 (45) Опубликовано: 14.03.2018 Бюл. № 8 Адрес для переписки: 344022, г. Ростов-на-Дону, пер. Нахичеванский, 29, Патентный отдел НИИАП РостГМУ 2 6 4 7 2 2 7 C 1 (56) Список документов, цитированных в отчете о поиске: RU 20176920 С2, 20.12.2001. RU 2596727 С1, 10.09.2016. RU 2564088 С1, 27.09.2015. СИМУТКИН Г.Г. Хронотерапия аффективных расстройств. Лечащий врач. 2015, N5 [https://www.lvrach.ru/2015/05/ 15436222/] Найдено в сети интернет: 09.12.2017. ПАЛИЕВА Н.В. Стереофункциональные и хронофизиологические механизмы регуляции метаболического гомеостаза в (см. прод.) (54) Способ коррекции угрожающих преждевременных родов (57) Реферат: Изобретение относится к медицине, а именно преимущественного ...

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01-06-1999 дата публикации

Educational training set

Номер: KR100189394B1
Автор: 김창겸
Принадлежит: 김창겸

한 가지 형식의 구조를 가진 한글 및 숫자셈겸용 학습교구로서 유아나 아동이 손가락의 운동으로 스스로 한글을 읽고 숫자셈을 할 수 있는 것이다. It is a learning aid for both Hangeul and Numeric Counting with one type of structure, which allows infants and children to read and count Korean alphabets by finger movement. 열 개의 동일한 꽃잎편(1)이 둘레에 방사상으로 배열된 다각형판(4)으로 구성되며, 각 꽃잎편(1)의 서로 다른 위치에 투시공(2)이 천공되어 있다. 각 꽃잎편(1)의 전면 및 이면과 다각형판(4)상에는 한글낱말이나 그림정답 또는 기본숫자나 숫자셈 정답 등을 배열하고 각 꽃잎편(1)하나 또는 둘을 선택하여 절첩함으로써 투시공(2)안에 정답이 나타나도록 구성한 것이다. 한글이나 숫자셈을 동일한 구조와 원리에 의하여 학습할 수 있고 교사가 다수의 학생을 지도하기가 매우 용이하다. Ten identical petal pieces 1 are composed of polygonal plates 4 arranged radially around, and through-holes 2 are perforated at different positions of each petal piece 1. On the front and back of each petal piece (1) and on the polygonal plate (4) arranged the Hangul word or picture answer or the basic number or the correct number, and each one of the petal piece (1) by folding and selecting the perspective view ( The answer is shown in 2). It is very easy to learn Hangul or numbers by the same structure and principle, and it is very easy for a teacher to teach a large number of students.

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15-03-2000 дата публикации

Tranning Implement For Children

Номер: KR200173154Y1
Автор: 고종택
Принадлежит: 고종택

본 고안의 목적은 문자,숫자에 대하여 특별한 개념과 이해력이 부족한 유아 혹은 어린이 들로 하여금 협응력에 의한 기억력,인지력등의 학습효과를 갖게 함과 동시에 안전성과 내구성을 갖게 한 학습구를 제공함에 있다. The purpose of the present invention is to provide a learning phrase that enables children or children who lack special concepts and comprehension of letters and numbers to have a learning effect such as memory and cognitive ability through coordination, as well as safety and durability. 이러한 본 고안은 일정 크기의 섬유지를 2장이상 맞대어 봉재하여 문자와 숫자 및 그림을 표시하기 위한 표지와 책장을 구성하는 섬유판지들을 결합하여 책 형태의 본체를 형성하고, 그 본체의 섬유판지들의 끼움홈들에 보관되며 본체에 표시된 문자,숫자,그림들의 실물 외관의 형태와 동일하게 만든 카드형 교습편들을 본체와는 별도로 학습 놀이를 할수 있게 한 것에 의해, 어린이 들로 하여금 문자, 그림 및 숫자 등에 대한 기억력과 인지력을 향상시켜 학습효과를 증대되게 함과 아울러 사용시 안전성과 편리성도 갖게 한 특징이 있다. The present invention combines two or more sheets of fibrous paper of a predetermined size to form a book-shaped body by combining a cover and a bookcase for displaying letters, numbers, and pictures to form a book-shaped body, and fitting the fiberboard of the body Card-type tutorials, which are stored in the grooves and made in the shape of the physical appearance of letters, numbers, and pictures displayed on the main body, allow children to learn and play separately from the main body. In addition to improving memory and cognitive ability to increase the learning effect, it also has the characteristics that make it safe and convenient to use.

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12-04-2011 дата публикации

System and method for associating content with an image bearing surface

Номер: US7922099B1
Принадлежит: Leapfrog Enterprises Inc

Systems and methods for associating content with an image bearing surface. In accordance with a first embodiment of the present invention, a method, operable at an electronic interactive device, comprises accessing a first image, e.g., identifying the content, on a surface, wherein the surface comprises an encoded pattern of location information on the surface for providing location information to the electronic interactive device. The method further comprises decoding the first image to associate the location information with second image information, e.g., of the content, of a second image on the surface.

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11-09-2012 дата публикации

Techniques for interactively coupling electronic content with printed media

Номер: US8261967B1
Принадлежит: Leapfrog Enterprises Inc

A technique for interactively coupling electronic content to printed or written content, in accordance with one embodiment of the present invention, includes use of a computing device and a pre-printed control panel. The control panel includes graphic representations overlaid on unique coded patterns. Each unique coded pattern is associated with a particular function or datum. The control panel is used to input an identifier of a written or printed content to the computing device. In response thereto, the computing device interactively delivers the electronic content related to the particular written or printed content.

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21-05-2021 дата публикации

Method of express testing of students' knowledge and processing of its results

Номер: RU2748301C1

FIELD: computer testing technologies.SUBSTANCE: invention relates to the field of computer testing technologies for teaching and training specialists for various branches of knowledge and specialties, as well as when conducting social and psychological surveys. The technical result of the proposed method is to increase the level of automation of the results processing, which will lead to a decrease in the time required for processing test results, and an increase in the security of the presentation of test results while maintaining the possibility of their analysis without the use of additional procedures. The technical result is achieved due to the preliminary preparation of the verification matrix containing QR codes of the answer to the questions, the presentation of answers in the form of set units in that column of specially prepared tables of answers of standard paper forms, the number of which corresponds to the number of the answer to the test question that they chose, the presentation of the answers of the tested students, read by the optical method, in the form of QR codes, from which the response matrix of each test taker is formed, as well as the assignment of a final grade to each test taker based on the results of identifying the correspondence of the QR codes of the response matrix of each test taker with the QR codes of the check matrix.EFFECT: level of test processing automation increased.1 cl, 5 dwg РОССИЙСКАЯ ФЕДЕРАЦИЯ (19) RU (11) (13) 2 748 301 C1 (51) МПК G09B 3/06 (2006.01) ФЕДЕРАЛЬНАЯ СЛУЖБА ПО ИНТЕЛЛЕКТУАЛЬНОЙ СОБСТВЕННОСТИ (12) ОПИСАНИЕ ИЗОБРЕТЕНИЯ К ПАТЕНТУ (52) СПК G09B 3/06 (2021.02) (21)(22) Заявка: 2020122971, 06.07.2020 (24) Дата начала отсчета срока действия патента: Дата регистрации: 21.05.2021 (45) Опубликовано: 21.05.2021 Бюл. № 15 Адрес для переписки: 191025, Санкт-Петербург, ул. Марата, 16, кв. 13, Приходько Т.С. 2 7 4 8 3 0 1 C 1 (56) Список документов, цитированных в отчете о поиске: RU 2689208 C1, 24.05.2019. RU 2564224 C2, ...

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16-05-1967 дата публикации

Electric scoring machine

Номер: US3319359A
Автор: Arthur M Rosenfield
Принадлежит: Individual

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03-01-1985 дата публикации

Processing apparatus

Номер: GB8429502D0
Автор: [UNK]
Принадлежит: Rinaldi M

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03-09-2013 дата публикации

Internet based system and apparatus for paying users to view content and receiving micropayments

Номер: US8527337B1
Принадлежит: Google LLC

An Internet search engine is configured to provide information to a user of the service in ranked order according to demographic profile information about the user provided by the user. Such information might include advertising information and/or search results (e.g., rendered as hyperlinks) to search queries posed by the user. The information may be returned in a ranked order according to reward credits offered by advertisers and/or content providers associated with the advertising information and/or web sites represented by the search results. Such reward credits may be posted to an account maintained by the user upon selection by the user of cursor-selectable objects (e.g., icons, banner ads, hyperlinks, radio buttons, check boxes, etc.) associated with the advertising information and/or search results. Ultimately, the reward credits may be redeemed through the Internet service for cash, Internet content or other value. A process for verifying whether or not an Internet operation (e.g., sending an e-mail message or accessing a web site) is being attempted by a human being or an automated process may be incorporated with the service by using a quiz process that requires user interaction.

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11-11-1993 дата публикации

Teaching aid for foreign language

Номер: CA2134437A1
Автор: Jennifer Krass
Принадлежит: Individual

Apparatus for assisting the learning of a foreign language employs a text in the foreign language printed with an ink which reflects part of the visual spectrum, such as red ink. Superimposed on that foreign language text is a literal translation of the text in a language familiar to the reader, imprinted in an ink which reflects a different portion of the visual spectrum, such as blue ink. A student (14) reads the text (16) using eyeglasses (12) which have lens (18) coated with filters to that the upper portions (20), through which the student normally reads the text, pass light reflected from the foreign language text, rendering it visible to the reader, and block light reflected from the familiar language translation, rendering it invisible to the reader. When the reader requires translation of a section of the foreign language text, the reader's gaze is shifted, in the manner of use of bi-focal glasses (12), to observe the text through the lower sections (22) of the filter, rendering the translation visible.

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24-09-1965 дата публикации

Apparatus in particular for checking human knowledge

Номер: FR1411971A
Автор: Albert Nadaud
Принадлежит:

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05-04-1963 дата публикации

Educational device

Номер: FR1323222A
Автор:
Принадлежит: US Industries Inc

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06-01-2011 дата публикации

Abacus calculation and mental arithmetic assessment system and assessment method using a beads' movement

Номер: KR101006263B1
Автор: 김훈수
Принадлежит: 김훈수

본 발명은 주산암산 평가시스템 및 이를 이용한 평가방법에 관한 것으로, 더욱 상세하게는 연속되는 주판알의 움직임을 포착하여 풀이과정의 정확성 판단, 오류지점 추적, 그리고 이와 관련된 테스트 및 학습정보를 제공할 수 있도록 한 주산암산 평가시스템 및 이를 이용한 평가방법에 관한 것이다. The present invention relates to a juic acid mountain evaluation system and an evaluation method using the same, and more particularly, it is possible to provide a determination of accuracy of a solving process, tracking of an error point, and related test and learning information by capturing a continuous movement of abacus eggs. It is related with the main mountain rock mountain evaluation system and the evaluation method using the same. 본 발명은 주산암산 평가시스템에 있어서, 난이도별 문제를 저장하는 문제저장부와, 상기 문제저장부에 저장된 문제를 운지운주법에 따라 그 풀이과정을 해석하여 저장하는 문제해석부와, 상기 문제저장부에 저장된 문제를 풀이하도록 주판의 이미지를 회원단말기의 화면상에 디스플레이시켜주는 이미지출력부와, 상기 문제저장부에 저장된 문제 중 선택된 문제를 회원이 상기 주판을 이용하여 풀이한 풀이과정과 답을 저장하는 테스트저장부와, 상기 테스트저장부에 저장된 응답데이터와 상기 문제해석부에 저장된 풀이과정 및 정답데이터를 비교하여 오답 여부를 판단한 후 화면상에 출력하는 평가연산부와, 상기 평가연산부에 의해 오답으로 판단된 응답데이터를 저장하는 오답관리부 및 상기 평가연산부에 의해 정답으로 판단된 응답데이터를 저장하는 정답관리부로 이루어지고, 상기 오답관리부에는 오답의 바른 풀이과정을 확인하도록 문제해석부에 저장된 풀이과정을 주판이미지로 디스플레이 시켜 복습하는 풀이과정확인부와, 오답 처리된 문제만을 선택하여 재시험을 치르도록 회원단말기에 디스플레이해주는 재시험관리부를 포함하고, 회원이 선택한 문제를 푸는 경우에는 상기 회원단말기의 화면상에 디스플레이된 주판의 주판알을 드래그 또는 터치하는 방식으로 문제를 풀이하는 것을 특징으로 한다. According to the present invention, in a juic acid arithmetic evaluation system, a problem storage unit for storing a problem for each difficulty level, a problem analysis unit for analyzing and storing a solution stored in the problem storage unit according to a fingering operation method, and storing the problem An image output unit that displays an image of the abacus on the screen of the member terminal to solve the problem stored in the book, and the problem that the member solved the problem selected from the problem stored in the problem storage unit using the abacus and answer A test storage unit for storing the result, the evaluation operation unit for comparing the response data stored in the test storage unit and the solving process and the ...

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06-01-2016 дата публикации

Examination booklet cover

Номер: EP2962862A1
Принадлежит: TRADE FORMS SCOTLAND Ltd

A sheet (42) for use in situations where information of a confidential nature is required to be completed on a form, paper, questionnaire or the like is provided. The sheet of material (42) having a coverable area (54), a foldable portion (46) and first (48) and second linear (60) perforations. The sheet of material (42) can be folded at the first linear perforation (48) such that a first portion (56) of the foldable portion (46) covers the coverable area (54) and a second portion (58) of the foldable portion (46) is adhered to a bonding area (66) adjacent to the coverable area (54). The first (48) and second (60) linear perforations delimit a detachable section (56) of the foldable portion (46) which can be removed after the foldable portion (46) has been adhered to the bonding area (66). A set of anti-tamper perforations (64) is provided in one or both of the second portion (58) of the foldable portion (46) and the bonding area (66).

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30-05-1975 дата публикации

Grammer teaching device for children - has example strips insertable in respective body openings

Номер: FR2250455A5
Автор: [UNK]
Принадлежит: DUGUE OCTAVE

Teaching aid consists of a body presenting at least two housings each having a sign corresponding to the object to be barred, and at least two series of strips presenting one of the examples of the object to be learnt corresponding to the sign of one of the housings and the other examples of the object to be learnt corresponding to the sign of the other housing. Each series of strips is designed to the introduced into one of the corresponding housings, and the housings and/or the strips have stops so that the extremities of each series of strips can only be engaged in the corresponding housing.

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25-07-2013 дата публикации

Method and device for determining personality and mood

Номер: CA2863161A1
Принадлежит: Cosmetic Warriors Ltd

The invention relates to a method for determining the personality and current mood of a subject and to a device for carrying out the method and which may be used for selecting themes for use in a spa or beauty treatment. In the method and device themes or words describing mood or personality are each represented by a word and each word is associated with a colour.

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03-02-1976 дата публикации

Vocabulary playing cards

Номер: US3935651A
Принадлежит: Individual

A deck of vocabulary building playing cards similar to a standard deck of playing cards having suit designations thereon, but including a vocabulary word on each card together with a plurality of definition words, only one of which is the correct definition of the vocabulary word. Each definition word includes a value denomination. The value denomination of each card corresponds to that of the correct definition of the vocabulary word on that card. The deck is adaptable to any standard card game after the value denominations of the cards have been identified by selection of the correct definitions of the vocabulary words.

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02-04-1965 дата публикации

Educational device

Номер: FR1394067A
Автор:
Принадлежит: P H D

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28-11-1957 дата публикации

Educational puzzle

Номер: FR1147658A
Автор: Michel
Принадлежит:

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11-09-1956 дата публикации

Educational road sign board

Номер: FR1122655A
Автор: Marcel Mairal
Принадлежит:

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24-05-1985 дата публикации

COMPUTER FOR THE AUTOMATIC COMPILATION OF REDUCED SYSTEMS FOR PROGNOSTIC GAMES

Номер: FR2555065A1
Автор: [UNK]
Принадлежит: Rinaldi Massimo

L'INVENTION CONCERNE UN ORDINATEUR POUR LA COMPILATION AUTOMATIQUE DE SYSTEMES REDUITS POUR JEUX DE PRONOSTIC. SELON L'INVENTION, CET APPAREIL COMPREND DES MOYENS PHR, PRT PERMETTANT DE PERSONNALISER L'ORDINATEUR PAR L'ENREGISTREMENT DE REDUCTEURS SUR UNE MEMOIRE MORTE CDR, CONTENUE DE PREFERENCE DANS UNE UNITE AMOVIBLE, DES MOYENS PERMETTANT D'EFFECTUER LA COMPILATION DU SYSTEME REDUIT A PARTIR D'UN SYSTEME DE BASE TRANSMIS A LA MACHINE ET EN APPLIQUANT UNE PRESELECTION DES REDUCTEURS CONTENUS DANS LA MEMOIRE MORTE CDS. APPLICATION NOTAMMENT AU TRAITEMENT DE JEUX DE PRONOSTIC DE RESULTATS DE MATCHS DE FOOTBALL, TELS QUE LE "TOTOCALCIO" ITALIEN. THE INVENTION RELATES TO A COMPUTER FOR AUTOMATIC COMPILATION OF REDUCED SYSTEMS FOR PROGNOSIS GAMES. ACCORDING TO THE INVENTION, THIS APPARATUS INCLUDES PHR, PRT MEANS ALLOWING TO PERSONALIZE THE COMPUTER BY RECORDING REDUCERS ON A DEAD MEMORY CDR, PREFERABLY CONTAINED IN A REMOVABLE UNIT, MEANS ALLOWING TO CARRY OUT THE REDUCING SYSTEM FROM A BASIC SYSTEM TRANSMITTED TO THE MACHINE AND BY APPLYING A PRESELECTION OF THE REDUCERS CONTAINED IN THE DEAD MEMORY CDS. APPLICATION IN PARTICULAR TO THE PROCESSING OF GAMES OF PROGNOSIS OF RESULTS OF FOOTBALL MATCHES, SUCH AS ITALIAN "TOTOCALCIO".

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31-12-2003 дата публикации

Wine evaluation and trivia board game

Номер: CA2490521A1
Принадлежит: Individual

A board game (2) incorporating the elements of wine evaluation, wine appreciation and wine trivia. At the beginning, the players taste plurality of wines and record their impressions. During the game players advance along a game board by answering trivia questions relating to wines. Players advance along the game board by answering questions correctly.

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05-05-1967 дата публикации

Apparatus for teaching

Номер: FR1479947A
Автор: Gerald Barry Stillit
Принадлежит:

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12-11-1965 дата публикации

Teaching device

Номер: FR1417753A
Автор: Arnfinn Johansen
Принадлежит:

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14-12-1959 дата публикации

Educational device

Номер: FR1199413A
Принадлежит:

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20-03-2016 дата публикации

METHOD AND DEVICE FOR DETERMINING PERSONAL PROPERTIES AND MOOD

Номер: RU2014133731A

1. Способ определения личностных свойств и настроения субъекта, причем способ содержит:(i) предоставление популяционной группе списка слов и набора образцов цветов;(ii) требование от каждого члена популяционной группы выбрать независимо цвет из набора образцов цветов, подлежащий ассоциированию с каждым словом в списке;(iii) идентификацию цветов, которые, по меньшей мере, 50% популяционной группы ассоциировали со словом в списке;(iv) показ идентифицированных цветов субъекту и требование от субъекта выбрать один или несколько из идентифицированных цветов; и(v) показ субъекту слова из списка, которое ассоциировано с каждым из одного или нескольких выбранных цветов;причем слово или слова, показываемые субъекту на этапе (v), являются отражением личностных свойств и настроения субъекта во время осуществления способа.2. Способ по п. 1, в котором количество идентифицированных цветов, показываемых субъекту, составляет приблизительно от 15 до 80.3. Способ по п. 1 или 2, в котором этапы (iv) и (v) осуществляют одновременно.4. Устройство для показа для осуществления этапов (iv) и (v) способа по любому из пп. 1-3.5. Устройство для показа по п. 4, содержащее:средство для показа множества цветов для выбора пользователем; исредство для показа одного или нескольких слов, ассоциированных с выбранным цветом;причем каждый цвет ассоциирован с одним или несколькими словами, и причем ассоциация слова с цветом может быть определена посредством:(i) предоставления популяционной группе списка слов и набора образцов цветов;(ii) требования от каждого члена популяционной группы выбрать независимо цвет из набора образцов цветов, подлежащий ассоциированию с каждым словом в списке; и(iii) идентификации цветов, которые, РОССИЙСКАЯ ФЕДЕРАЦИЯ (19) RU (11) (51) МПК G06F 19/00 (13) 2014 133 731 A (2011.01) ФЕДЕРАЛЬНАЯ СЛУЖБА ПО ИНТЕЛЛЕКТУАЛЬНОЙ СОБСТВЕННОСТИ (12) ЗАЯВКА НА ИЗОБРЕТЕНИЕ (21)(22) Заявка: 2014133731, 17.01.2013 (71) Заявитель(и): КОСМЕТИК УОРРИОРС ЛИМИТЕД (GB) Приоритет(ы): (30) ...

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