Patent classifications
A63F9/18
Quiz Game Processing Method and System
A quiz game processing method and system thereof includes the following steps. Receive a quiz game order releasing request information sent by a first party terminal and release a quiz game order according to the quiz game order releasing request information. The quiz game order releasing request information includes a first quiz game content, a first hash value of a computation operation result obtained by a specified first operation performed on a random value, and a second hash value of the random number. Receive a quiz game request information sent by one or more second party terminals in response to the quiz game order. Trigger a quiz game smart contract. The quiz game request information includes a second quiz game content. Monitor, by the quiz game smart contract, whether the first party terminal releases a random value within a predetermined period of time and generate a quiz game result according to a monitoring result. By locking the random value, it is guaranteed that before the random value is released, no one other than the one held the random value knows the first quiz game content so as to avoid collusion and collateral cheating.
VIRTUAL EDUCATIONAL EXPERIENCE WITH 3D SOUND SPATIALIZATION
The present invention discloses a multiple-choice-question based quiz platform facilitating the generation, development, delivery, and management of educational tests with interactive participation by students in terms of visual and audio guidance. The system utilizes 3D virtual sound spatialization and the movement and orientation of a mobile computing device to enhance the learning experience of users. Each quiz question and answer choice is associated with a certain orientation of the mobile device and a 3D virtual sound of a certain direction. By completing quizzes in this immersive 3D virtual sound environment, the user enhances his or her learning experience by making learning fun, and enhances his or her memory and retention of the learning content.
MEMORY PUZZLE SYSTEM
Systems and methods for generating a memory puzzle are provided. In one aspect, a memory puzzle system receives a selection of puzzle parameters via a first user interface. The memory puzzle system can obtain a plurality of media files associated with the puzzle parameters, and determine an order in which to play the plurality of media files. The memory puzzle system can also generate user interface data that, when rendered, causes a client system to display a second user interface that plays the plurality of media files in the determined order. The memory puzzle system can obtain thumbnails associated with the plurality of media files that are displayed in the second user interface after playback of the plurality of media files is complete. The memory puzzle system can receive an ordered selection of the thumbnails, and generate a score based at least partly on the ordered selection of the thumbnails.
MEMORY PUZZLE SYSTEM
Systems and methods for generating a memory puzzle are provided. In one aspect, a memory puzzle system receives a selection of puzzle parameters via a first user interface. The memory puzzle system can obtain a plurality of media files associated with the puzzle parameters, and determine an order in which to play the plurality of media files. The memory puzzle system can also generate user interface data that, when rendered, causes a client system to display a second user interface that plays the plurality of media files in the determined order. The memory puzzle system can obtain thumbnails associated with the plurality of media files that are displayed in the second user interface after playback of the plurality of media files is complete. The memory puzzle system can receive an ordered selection of the thumbnails, and generate a score based at least partly on the ordered selection of the thumbnails.
Method and system for altering level of difficulty of computer games and learning programs
A computer implemented method for helping a user of computer game and learning programs to perceive a correct answer to a question presented by the programs. These computer game and learning programs (Set A programs) are modified by a computer program of this invention that accepts exactly one token string to be a correct answer (Set ESP program). Answer related output information in a Set A program is modified by the Set ESP program to provide a cue (hint) to a user to increase or decrease the ability of a user to perceive a correct answer. When a user enters an answer a guard requirement in the Set ESP program is satisfied and a guarded subfunction in the Set ESP program is executed if the user's answer is correct. Cues for answers can be visual (with or without eye-tracking), audible, and haptic and can be presented subliminally.
Method and system for altering level of difficulty of computer games and learning programs
A computer implemented method for helping a user of computer game and learning programs to perceive a correct answer to a question presented by the programs. These computer game and learning programs (Set A programs) are modified by a computer program of this invention that accepts exactly one token string to be a correct answer (Set ESP program). Answer related output information in a Set A program is modified by the Set ESP program to provide a cue (hint) to a user to increase or decrease the ability of a user to perceive a correct answer. When a user enters an answer a guard requirement in the Set ESP program is satisfied and a guarded subfunction in the Set ESP program is executed if the user's answer is correct. Cues for answers can be visual (with or without eye-tracking), audible, and haptic and can be presented subliminally.
PHYSICAL-EVENT-BASED, RANDOM-NUMBER-GENERATION-AND-USE APPARATUS AND METHOD
Unpredictable action of a physical device provides a truly random number from a smart top, including a spinner, preferably self-centering, such as a segment of a sphere. A housing containing a CPU and memory device is made to rotate in a plane parallel to a supporting surface, that plane containing the maximum moment of inertia of the apparatus. A central axis, located or self-locating, near a center of mass of the apparatus provides a contact point (pointed or not), shaped to reduce a moment arm of friction acting on the device when spinning on a rigid surface. Executables (programs) track rotation about the central axis, outputting a corresponding random number to other executables using it to control a meaningful outcome. One embodiment may be implemented in a smart phone equipped with a self-centering spinner.
SET OF I CHING STICKS AND METHOD OF USING THE SAME
A set of I Ching sticks and method of using the same to convey information to a user based on various indicia and groupings of indicia disposed on the sides and ends of each of the I Ching sticks.
Method and apparatus for obtaining unique signatures for a space through compressed imaging and semi-repeated movements
Described is a system and method for generating a unique signature for a space. During operation, the system causes a mobile platform to make one or more passes through the space along a repeatable path. While moving through the space, the system captures an image of the space around the mobile platform. A filter is applied to the image to generate vertical bins, the vertical bins being one-dimensional vectors of the space around the mobile platform. The one-dimensional vectors are combined over time to create a two-dimensional trace, with the two-dimensional trace being a unique signature for the space.
Memory puzzle system
Systems and methods for generating a memory puzzle are provided. In one aspect, a memory puzzle system receives a selection of puzzle parameters via a first user interface. The memory puzzle system can obtain a plurality of media files associated with the puzzle parameters, and determine an order in which to play the plurality of media files. The memory puzzle system can also generate user interface data that, when rendered, causes a client system to display a second user interface that plays the plurality of media files in the determined order. The memory puzzle system can obtain thumbnails associated with the plurality of media files that are displayed in the second user interface after playback of the plurality of media files is complete. The memory puzzle system can receive an ordered selection of the thumbnails, and generate a score based at least partly on the ordered selection of the thumbnails.