G09B5/065

Computer-implemented interfaces for identifying and revealing selected objects from video

A computer-implemented visual interface for identifying and revealing objects from video-based media provides visual cues to enable users to interact with video-based media. Objects in videos are inferred and identified based upon automatic interpretations of the video and/or audio that is associated with the video. The automatic interpretations may be performed by a computer-implemented neural network. The computer-implemented visual interface is integrated with the video to enable users to interact with the identified objects. User interactions with the visual interface may be through either touch or non-touch means. Information is delivered to users that is based upon the identified objects, including in augmented or virtual reality-based form, responsive to user interactions with the computer-implemented visual interface.

Cleanup support system, cleanup support method, and recording medium

A cleanup support system that supports a cleanup behavior includes: a first obtaining unit configured to obtain first information indicating a level of interest of a target person in cleanup; a second obtaining unit configured to obtain second information indicating a level of achievement of the cleanup performed by the target person; a determination unit configured to determine a content of control corresponding to the first information obtained and the second information obtained, with reference to a rule which associates the level of interest in the cleanup and the level of achievement of the cleanup with a content of control performed on a device; and a control unit configured to control the device according to the content of control determined.

LEARNING SYSTEM THAT AUTOMATICALLY CONVERTS ENTERTAINMENT SCREEN TIME INTO LEARNING TIME
20230042641 · 2023-02-09 ·

Children are spending an enormous amount of time on computer screens without receiving any educational benefit for doing so. The present invention advantageously Automatically Converts children's entertainment screen time into learning screen time. This is referred to as Auto-Conversion of Entertainment Screen Time into Learning Time. A novel Continuous Engagement Method During Learning keeps the learner engaged in academic functioning (where engagement would otherwise be continuously declining). The present invention solves a critical problem for special learners (e.g., those with ADHD, autism, dyslexia, or memory impairment) who have a high affinity for screen time and cannot access traditional reading instruction. An Artificial Intelligence (AI) architecture is used to customize the type of instruction the learner receives based upon academic progress and to customize delivery of the instruction itself by closely monitoring the learner's emotional mood state and sustained attention.

Goal management system and non-transitory computer-readable storage medium storing goal management program

A goal management system receives input of a qualitative first goal related to a body of a user (step S111), identifies a quantitative second goal related to the body of the user from the first goal thus received (step S112 to step S117), and presents the second goal thus identified (step S118). The first goal is converted into the quantitative goal for at least one of a plurality of feature amounts related to the body, thereby identifying the second goal including at least one goal obtained by such conversion. The first goal is converted into the quantitative goal for each feature amount corresponding to a meaning obtained by linguistic analysis. When there are a plurality of meanings obtained by linguistic analysis of the first goal, the first goal is converted into the quantitative goal for each feature amount on the basis of a range of each feature amount per meaning. This makes it possible to indicate a quantitative goal related to the body without receiving input of a goal that is a quantitative numerical value related to the body.

Interactive training tool for use in vocal training

An interactive system and method for development of the voice, preferably for singing. The system and methods provide and utilize an animated, interactive, preferably 3D, visual character for illustrating the various human physiological components involved in producing vocals, and how best to strengthen and train such components to prevent injury. The system and methods are designed to visually replicate how the human body, and more specifically the internal organs for voice, interact and synchronize muscular movements that are involved in abdominal support, release of air control, and neural stimulation, in unison with Larynx mobility and gravity.

DATA MINING, INFLUENCING VIEWER SELECTIONS, AND USER INTERFACES
20180008894 · 2018-01-11 ·

A narrative includes a number of serially connected narrative segments combined by a director or editor in a defined sequence to tell a story. A number of different narrative segments are available to the director or editor. A content delivery editor provides editors and directors with the ability to augment a narrative with additional narrative segments that provide alternate perspectives, views, or insights to the consumer. Such allows conveyance of the same narrative to the consumer using a number of plots or perspectives. Branch points in the narrative provide the consumer the opportunity to follow a storyline they find interesting. Each consumer follows a “personalized” path through the narrative. The director or editor may influence selection at branch points by providing priming stimuli prior to presentation of a prompt to select a branch and by optionally providing target stimuli during presentation of the prompt to select a branch.

Driving analysis and instruction device

A racing coach device stores a first path of travel along a racetrack over a first time period and a second path of travel along the racetrack over a second time period. The racing coach device identifies, for each of a plurality of geolocations along the racetrack, one of the first path of travel or the second path of travel that is associated with a shorter duration of time over which the user traversed a segment of the path of travel associated with each of the plurality of geolocations. The device determines an optimal path of travel along the racetrack based on the identified first and second path of travel for each segment of the path of travel at each of the plurality of geolocations that results in a calculated lap time to traverse the racetrack that is less than the first time period and the second time period.

METHOD AND SYSTEM FOR RECOMMENDING MULTIMEDIA SEGMENTS IN MULTIMEDIA CONTENT FOR ANNOTATION

The disclosed embodiments illustrate methods for recommending multimedia segments in multimedia content associated with online educational courses for annotation via a user interface. The method includes extracting one or more features associated with the multimedia content, wherein a feature of the one or more features corresponds to at least a requirement of an exemplary instance. The method further includes selecting a set of multimedia segments from one or more multimedia segments in the multimedia content, based on historical data that corresponds to interaction of one or more users with the multimedia content and the extracted one or more features associated with the multimedia content. Further, the method includes recommending the selected set of multimedia segments in the multimedia content through the user interface displayed on the user-computing device associated with a user, wherein the user annotates the recommended set of multimedia segments in the multimedia content.

GENERATING A VIRTUAL REALITY LEARNING ENVIRONMENT

A method executed by a computing device includes generating a virtual reality environment by detecting an illustrative asset common to first and second sets of assets. The method further includes rendering a three-dimensional (3-D) model of the illustrative asset and the first set of assets to produce 3-D frames of a first descriptive asset for issuance to a another computing device using an illustration approach. The method further includes rendering the three-dimensional (3-D) model of the illustrative asset and the second set of assets to produce 3-D frames of a second descriptive asset for issuance to the other computing device using an updated illustration approach.

Importing and analyzing external data using a virtual reality welding system

A real-time virtual reality welding system including a programmable processor-based subsystem, a spatial tracker operatively connected to the programmable processor-based subsystem, at least one mock welding tool capable of being spatially tracked by the spatial tracker, and at least one display device operatively connected to the programmable processor-based subsystem. The system is capable of simulating, in virtual reality space, a weld puddle having real-time molten metal fluidity and heat dissipation characteristics. The system is further capable of importing data into the virtual reality welding system and analyzing the data to characterize a student welder's progress and to provide training.