G09B1/325

LEARNING WITH SMART BLOCKS

A smart block control method, system, and computer program product, include capturing an intent of using one or more smart blocks and a domain of the smart blocks, determining an order of each of the smart blocks relative to each other, calculating an accuracy of a determined order of the smart blocks compared with the intent, and outputting an instruction via the one or more the smart blocks, in response to said calculating the accuracy of the determined order of the smart blocks compared with the predetermined order of the smart blocks.

System for individualized data education
12131659 · 2024-10-29 ·

A system is described. A computing processor is configured to: represent recorded data capable of being consciously experienced by a user through a sensory form as an indexed sequence and maintain the indexed sequence; provide the recorded data to the user in the sensory form while the user is being monitored for a plurality of points in the indexed sequence at which electrical neural signals as evoked by the user in reaction to the providing of the recorded data, are captured; pair the signals with portions of the recorded data corresponding to the plurality of points at which the signals were evoked and reorganize the recorded data as categorized by the signals; measure and analyze the signals to identify one or more physiologic responses that fall below the levels of self-awareness and cognitive awareness; and inform the user of the one or more physiologic responses.

Audio demonstration kit
09997081 · 2018-06-12 · ·

An audio demonstration kit encourages understanding of audio concepts by enabling children to construct and study speaker performance. In a particular example, the audio demonstration kit includes a paper speaker and instructions. The paper speaker includes a backplate, a suspension, and a diaphragm cut from a single sheet of paper. The demonstration kit may feature an amplifier that is configurable to accommodate various hardware additions as a child is ready for more progressively challenging construction. For example, the amplifier of an example allows single and dual mode operation, as well as drives a rotary motor and is coordinated with a strobe light. The amplifier of an example is synchronized with the strobe light and a moveable platform to create the impression of that jiggling figures attached to the table are dancing. Interfaces with smart phone, recording, and other technologies further enhances and encourages the learning experience.

Audio demonstration kit
09984583 · 2018-05-29 · ·

An audio demonstration kit encourages understanding of audio concepts by enabling children to construct and study speaker performance. In a particular embodiment, the audio demonstration kit includes a paper speaker and instructions. The paper speaker includes a backplate, a suspension, and a diaphragm cut from a single sheet of paper. The demonstration kit may feature an amplifier that is configurable to accommodate various hardware additions as a child is ready for more progressively challenging construction. For example, the amplifier of an embodiment allows single and dual mode operation, as well as drives a rotary motor and is coordinated with a strobe light. The amplifier of an embodiment is synchronized with the strobe light and a moveable platform to create the impression of that jiggling figures attached to the table are dancing. Interfaces with smart phone, recording, and other technologies further enhances and encourages the learning experience.

Screenless smart learning toy and system

A screenless smart toy device may be a block made of natural or wooden material and may include a transparent or semi-transparent panel allowing one or more LEDs, from within the smart toy device, to be visible when illuminated. The smart toy device may read RFID values from various objects, such as tiles having objects depicted thereupon and RFID tags embedded within, and play different sounds and/or illuminate its LEDs with different colors based on the RFID tag that was read. The smart toy device may operate in a variety of modes, such as in a play/explore mode, quiz mode, definition mode, etc. The smart toy device may be configured into different modes and/or language settings by use of a mode card or separate application.

Medicament Delivery Device

The present invention relates to a medicament delivery device comprising a housing (60), which housing is arranged to accommodate a medicament container (62); a drive unit (86) operably arranged to act on said medicament container (62) for expelling a dose of medicament; an activation unit (74) operably connected to said drive unit for activating said drive unit (86); said drive unit (86) comprising an actuation element (84) arranged movable inside the housing (60) from an initial position prior to activation, to a displaced position after activation; at least a first NFC-chip (170, 172) comprising specific information arranged on said actuation element; at least one shielding element (174) arranged to said housing, such as to shield said at least first NFC-chip (170, 172) from being read by an NFC-chip reader when said actuation element (84) is either in the initial position or in the displaced position. The present invention also comprises a communication system in which said medicament delivery device is a part.

INFORMATION PROVIDER SYSTEM

The present invention relates to an information provider system having a sheet material comprises printed visual information of a product and at least one NFC-tag arranged to said material, wherein said at least one NFC-tag is arranged with a chip containing specific information related to said product and an antenna. At least one switch operably connectable to said NFC-tag is also included such that when said switch is connected to said NFC-tag, an NFC-enabled smart device arranged adjacent said NFC-tag is activated, whereby said smart device provides further information to a user regarding the specific information of the NFC-tag.

Three dimensional aid for teaching and illustrating exemplary thinking and problem solving

The invention provides a three-dimensional apparatus for problem solving, learning and presentation for modeling, teaching and illustrating exemplary problem solving or thinking. Some embodiments provide a puzzle-like form. Another preferred embodiment of the present invention provides for the building of a problem or topic or situation specific or custom learning or problem solving or investigatory or presentation aid. Embodiments of the invention may also incorporate or use electronic, digital, electro-mechanical, mechanical, electric or other devices, processors, controllers, or mechanisms, or input or output to or from such or similar elements, and wired or wireless or other networks or interfaces.

BLOCK TOY
20170095746 · 2017-04-06 ·

The present invention relates to a block toy. Provided is a technology in which a block toy includes a finishing block or a control block together with general blocks having their own information so that a user can freely define a completion step, can express completion, and can check configuration information during a process of combining and arranging the blocks, and thus the technology is effective in understanding a structure, a principal and a concept for language or operation learning, the acquisition of knowledge or information, or the like. Furthermore, principal components, such as a memory device, a control device, a speaker, a screen, a power source, a communication module and a recording module, are provided, and thus the configurations of combinations of general blocks can be checked and notification of the configurations can be provided using only a small number of blocks, thereby considerably reducing manufacturing costs.

Self-moving educational toy
12260772 · 2025-03-25 · ·

An educational toy (1) includes a self-moving vehicle (10) adapted to move and steer freely on a two-dimensional surface (2) such as a table leaf. A tangible, three-dimensional marker (20) includes at least one RFID tag (21) is used to wirelessly trigger a specific action of the vehicle (10), e.g. turn 90 degrees right, when the vehicle (10) enters a readout range of the marker (20). The marker (20) can be placed freely on the surface (2) and cannot be overrun by the vehicle (10). Thus, the vehicle (10) is instructed to perform a certain action, e.g. take a 90 degrees left turn, using the marker (20). Then, the vehicle (10) moves forward until a next marker (20) is found from which the vehicle (10) receives its next instruction. This enables the educational toy (1) to teach programming during play, which reduces the risk that a user will lose interest.