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EDUCATIVE GAMING FOR MENTALLY DISABLED CHILDREN

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EDUCATIVE GAMING FOR MENTALLY DISABLED CHILDREN

ORDINARY APPLICATION

Published

date

Filed on 13 November 2024

Abstract

EDUCATIVE GAMING FOR MENTALLY CHALLENGED CHILDREN ABSTRACT: Our proposed solution is based on an engaging gamified platform through which special students can access their desired education. This gamified educative platform directly focuses on children with mental disability and speech impairment problems. Our proposed project works as a reinforcement way for mentally disabled children to learn their day-to-day routines and improve their cognitive skills. Real-time analysis of the problem and the necessary solution for the problem is implemented in our project Our project mainly focuses on the special schools that are actively taking care of mentally disabled children and their improvement in lives ” Our project is also very efficient, feasible, and user-friendly, with complete guidelines for the parents and guardians of special children. The strategy for overcoming this problem is to create awareness about it among society and the parents who are taking care of special children and to provide access to education and vocational training for mentally disabled children. The key feature of our proposed solution is a Game-based educative platform using the Unreal engine. TTS (text-to-speech) &SST (spaced repetitive technology)-based speech therapy assistance. Al-assisted technology & machine learning technology based on IQ (Intelligence Quotient) and Emotional Quotient) graphs. Augmented reality technology-based engaging learning modules. Day-to-day life routine activities with Augmented reality and Al technology

Patent Information

Application ID202441087491
Invention FieldPHYSICS
Date of Application13/11/2024
Publication Number47/2024

Inventors

NameAddressCountryNationality
SRI SAI RAM INSTITUTE OF TECHNOLOGYSri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
SARAVANAN.DDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
SUDHAN.PDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
VIKASH NAVEEN.ADepartment of information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
KARTHICK BALA.SDepartment of information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
NITHEESHWARAN.BDepartment of Cyber Security, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
JEEVIKA.SDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
Mrs.MLJRUGA RADHA DEVI.DDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia

Applicants

NameAddressCountryNationality
SRI SAI RAM INSTITUTE OF TECHNOLOGYSri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
SARAVANAN.DDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
SUDHAN.PDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
VIKASH NAVEEN.ADepartment of information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
KARTHICK BALA.SDepartment of information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
NITHEESHWARAN.BDepartment of Cyber Security, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
JEEVIKA.SDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia
Mrs.MLJRUGA RADHA DEVI.DDepartment of Information Technology, Sri Sai Ram Institute of Technology, Sai Leo Nagar, West Tambaram, Chennai, Tamil Nadu, India, Pin code-600044.IndiaIndia

Specification

FORM 2
THE PATENTS ACT, 1970
(39 of 1970)
COMPLETE SPECIFICATION
(See section 10 and rule 13)

1. TITLE OF THE INVENTION - EDUCATIVE GAMING FOR MENTALLY CHALLENGED CHILDREN

2. APPLICANT(S)
(a) NAME: SRI SAI RAM INSTITUTE OF TECHNOLOGY
„(b)-NA-T-IQNALI-T-Y:----- INDIAN---------------------------------
(c) ADDRESS: Sri Sai Ram Institute of Technology,
Sai Leo Nagar, West Tambaram,
Chennai - 600044
(a)NAME: SARAVANAN.D
(b)NATIONALITY: INDIAN
(c)ADDRESS: Department of Information Technology.
Sri Sai Ram Institute of Technology,
Sai Leo Nagar, West Tambaram,
Chennai-600044.
a) NAME: SUDHAN.P
b) NATIONALITY: INDIAN
c) ADDRESS: Department of Information Technology.
Sri Sai Ram Institute of technology,
Sai Leo Nagar, West Tambaram,
Chennai-600044.
a) NAME: VIKASH NAVEEN.A ' '
b) NATIONALITY: INDIAN
c) ADDRESS: Department of Information Technology,
Sri Sai Ram Institute of'Technology
Sai Leo Nagar, West Tambaram,
Chennai-600044.
a) NAME: KARTHICK BALA.S
b) NATIONALITY: INDIAN
C) ADDRESS: Department of Information Technology
Sri Sai Ram Institute of Techno logy
Sai Leo Nagar, West Tambaram.
Chennai-600044.

a) NAME: N1THEESHWARAN.B
b) NATIONALITY: INDIAN
c) ADDRESS: Department of Information Technology
Sri Sai Ram Institute of Technology Sai Leo Nagar. West Tambaram. Chennai-600044.
a) NAME: JEEVIKA.S
b) NATIONALITY: INDIAN
c) ADDRESS: Department of Information Technology
Sri Sai Ram Institute of Technology Sai Leo Nagar, West Tambaram. Chennai-600044.
a) NAME: Mrs. MURUGA RADHA DEVI . D
b) NATIONALITY: INDIAN
c) ADDRESS: Department of Information Technology
Sri Sai Ram Institute of Technology
Sai Leo Nagar, West Tambaram, Chennai-600044.

3. PREAMBLE TO THE DESCRITION
PROVISIONAL
The following specification describes invention.
COMPLETE
The following specification particularly describes the invention and the manner in which it is to be performed
4. DESCRIPTION (Description shall start from next page) Annexed along with this form.
5. CLAIMS (not applicable for provisional specification. Claims should start with the preamble - "I/We claim" on separate page) Annexed along with this form.
6. DATE AND SIGNATURE (to be given on the last page of specification) Given at the end of specifications.
7. ABSTRACT OF THE INVENTION (to be given along with complete specification on the separate page)
Given at the end of specifications.
Note:
*Repeat boxes in case of more than one entry
*To be signed by the applicant(s)or the authorized registered patent agent
*Name of the applicant should be given in full, family name in the beginning
*Complete address of the applicant should be given stating with postal index no. / code, state and country
*Strike out the column which is/arc not applicable

EDUCATIVE GAMING FOR MENTALLY CHALLENGED CHILDREN
13-$ov-2024/136166/202441087491/Form 2(Title Page)
FIELD OF INVENTION
Our proposed project is related to game development and innovative educator methodology. This project aims to help special children with menial disabilities improve their standard of life by improving their moral and ethical behavior. Our proposed project consists of integrated Artificial Intelligence-Assisted learning. Speech Therapy with Voice sensors, Intelligence, and Emotional Quotient tracking with Machine learning, and developing a holistic experience for the end users by creating a daily routine for specialized children.

BACKGROUND OF INVENTION
Mentally challenged children face a lot of challenges in their lives and to fit in our society as a normal one
The major problems they encounter are:
They have limited access to primary education and learning. They usually have a communication barrier and they can't express their needs properly. They usually don't know enough about their day-to-day routines and what to do next. The monthly medications and counseling costs for their speech therapy are too high. The awareness about the problem among the parents is deficient. The motivation for the development of this project was to create awareness about the importance of education for mentally challenged children to encourage them in the field of academics and to improve their lives by creating an engaging education platform.

SUMMARY
Our proposed project consists of many innovative techniques and essential technology for providing'a quality education for menially challenged children and improving the standards of their lives. The core concept of our project is to develop an engaging gaming platform with the help of the gaming software Unreal engine which consists of many futuristic adaptable and customizable features for creating our designs and templates for the gaming platform. Text-to- speech therapy works based on repetitive and spaced understanding of students' listening and speaking skills as it is integrated with artificial intelligence for real-time monitoring and customizable learning it creates a holistic experience for the end user to use for their improvement. The machine learning-based tracking of Intelligence quotient and emotional quotient works on the predictive algorithms for finding the levels of understanding of the language by the student and their speaking and listening skills arc the key parameters for measuring their IQ levels. These are some of the working of our proposed project which will tester the motivation of the students and their parents in society.

OBJECTIVES
Real-time analysis of the problem and the necessary solution for the problem is implemented in our project

Our project mainly focuses on the special schools that are actively taking care of mentally disabled children and their improvement in lives

Our project is also very efficient, feasible, and user-friendly, with complete guidelines for the parents and guardians ofspecial children. The strategy for overcoming this problem is to create awareness about it among society and the parents who are taking care of special children and to provide access to education and vocational training for mentally disabled children.

• Efficient access to. education for specialized children through our Engaging Gaming platform
• Improving the standard of specialized children's lives by enhancing their
communication skills, andcogjnitiveand basic real-time application skills.
• Creating an innovative approach to the specialized students so that they will not rely on others entirely for their day-to-day needs
• It creates a proper everyday schedule and routines in the lives of specialized children.
• Al-assisted technology in learning helps the students with their customized and repetitive learning process.

BRIEF DESCRIPTION OF THE DRAWING
Fig 1: The Outlook of the Gaming Platform
Our proposed project entirely relies on the gaming platform which is entirely designed and customized in Unreal Engine the gaming software that uses the Virtual Blueprint Script for the creation of the arena, land, templates, characters, attributes, etc.

Fig 2: The Introduction of the Main Character for Specialized Children
Our gameplay starts with the introduction of the Main characters in the game. After the establishment of the main character the arena, the attributes and'the character abilities is displayed in the game and the main character's name can be customized according to the end user.

Fig 3: The Introduction of the other characters in the gameplay
The game consists of other revolving characters such as the parents and the sibling of the main character as a family. The levels of the game relate to the conditions and the circumstances happening to the specialized children in real life and our proposed game teaches lots of moral values with the subsequent levels to the children.

Fig 4: JText to Speech Therapy
The innovative Text to Speech Therapy is the most important part of our gameplay as it fosters and motivates the specialized children to improve their communication skills by repetitive pronunciation of the particular words or phrases which is given as input by the end user. Every level in the Speech therapy process involves the assessment the examination of the children's learning and the improvement of their communication skills.

Fig 5: Levels in Text-to-Speech Therapy
Every level focuses on the improvement in vocabulary and pronunciation skills of the specialized children.

Fig 6: Introduction to the Educative part of Gameplay
It is the homepage of the gameplay for navigating to the key features in the next slide in the process of the gameplay.

Fig 7: Key Features of The Education
The key features of the educative part of the gameplay consist of Machine learning intelligence and emotional quotient tracking, routines for Mentally challenged children
Text-to-speech therapy. AI-assisted learning. These Key features help the end users to navigate for their required needs and improvement in their upskilling process.

Fig 8: Routines for specialized children
Routines for teaching the children include Fresh up, Time to Take Food, Cognitive activities, Listening Activity. Music and Speech therapy, and at the end sleep.

Fig 9: AI-Assisted Customized Learning
The Learning involves visually illustrated stories with moral values, visually illustrated sessions for teaching the daily routines, for improving their logical thinking, and improving their cognitive skills it includes Spaced repetition and customized Learning.

Fig 10: Text to Speech Therapy
It involves spaced repetition levels and an Al-integrated platform to examine the pronunciation skills of the specialized children, it consists of the voice sensors for correcting the errors made by the children during the training sessions

Fig 11: Machine Learning-based IQ and EQ tracking
It involves the two graphs based on the Intelligence and Emotional Quotient of the specialized children during the training sessions and for calculating the overall progress in the development stage of the specialized children

Fig 12: Flowchart of the project
Our proposed project consists of many innovative features which can be visualized by our flowchart which consists of every feature and aspect of our project.

DETAILED DESCRIPTION OF THE INVENTION
Our proposed solution is based on an engaging gamified platform through which special students can access their desired education.
This gamified educative platform directly focuses on children with mental disability and speech impairment problems. Our proposed project works as a reinforcement way for mentally disabled children to learn their day-to-day routines and improve their cognitive skills.

The key features of our proposed solution are:
1. Game-based educative platform using Unreal engine
2. TTS (text-to-speech) &SST (spaced repetitive techno logy)-based speech therapy assistance.
3. Al-assisted technology & machine learning technology-based IQ (Intelligence Quotient) and Emotional Quotient) graphs

4. Augmented reality technology-based engaging learning modules

Day-to-day life routine activities with Augmented reality and Al technology

Potential impact on the target audience:
Our proposed project fosters the internal motivation of mentally disabled children and their respective parents.

Our projects improve the standards of education for mentally disabled children

Our proposed project focuses on the behavioral, cognitive, moral, and ethical values of the menially disabled children
Benefits and social impact:

Our proposed project improves the lives of mentally disabled children and it encourages their respective parents to get some relief

Our project creates a positive impact in society in the area of quality education and it creates a revolution.

WORKFLOW
Our proposed project is.an engaging gaming platform through which quality education is
accessible to mentally challenged students. As the Mentally challenged students have less attention span in concentrating on any one task for not more than one hour our project acts as a reinforcement project for the students with mental disabilities.

The workflow begins with the display of the user interface which consists of the introduction of the Gaming module and proceeds to the next slide which consists of the key features of the gameplay such as learning routines, machine learning-based intelligence quotient, and emotional quotient tracking. Text-to-Speech technology-based speech.
therapy and Artificial intelligence assisted technology based customized learning for the
standard improvement of the students.

The key feature of learning daily basis routines consists of waking up in the morning, freshening up, having breakfast, yoga, and meditation, listening and some cognitive activity sessions, musical therapy sessions, and sleeping sessions.

The second Key feature of Text-to-Speech therapy consists of the integration of voice sensors and the integration of modules for accessing an inbuilt artificial intelligence voice for instructing the students based on their pronunciation for their regular practice and for
their improvement in speaking skills every aspect ofTTS technology consists of level based assessment for examining the student capability of listening and repeating the phrase or the sentence again till they master that given inputs.

The Third key feature of Tracking Intelligence and Emotional Quotient based on Machine learning is an important aspect of our project as it tracks the mood swings of the student throughout an entire day and it projects the tracking as a graph for their improvement in the levels of intelligence and mastering of the Emotions.

The Fourth Key feature of Artificial Intelligence customized learning makes the end user for their interactive learning and their clarification doubts and for the rectification of errors by receiving the feedbacks from the end user. It uses the principle of Spaced repetition and holistic learning to train the students again and again till they master that particular concept or the topic that they had chosen.

THE GAMING EXPERIENCE
The Gameplay consists of interesting characters and levels revolving the real-time and reaL
life-based scenarios, arenas, and situations and it creates a learning for the children to learn
moral values and how to behave with people by connecting with the main character in the
gameplay that travels throughout the game. The game usually consists of a visually represented and logical thinking wav in which it motivates the students to survive in society with a better mindset.

The Gameplay also teaches the students about the daily routines which makes the students
independent at some point with the regular practice of the task. For every stage and level
of the game, it tries to improve the behavior and the skills in the student capabilities.

CLAIMS
We Claim,
Claim [l]: Our proposed project-creates a revolution in the education system as it creates an efficient and accessible education system for Mentally disabled children through innovative gameplay experience.

Claim [2]: Our proposed project involves innovative technology called text- to-speech technology for providing speech therapy for mentally disabled children to improve their communication skills

Claim [3]: Our proposed project consists of machine learning-based intelligence and Emotional Quotient tracking which-will improve the standard of life of the students

Claim [4]: As the medication cost and the speech therapy cost for consulting the mentally disabled student are very high our proposed project ensures that it will reduce and cut down the cost of these expenses.

Claim [5]: Our proposed project consists of Artificial assisted customized learning for mentally disabled children along with

visually illustrated moral valued stories and logical thinking stories which will create a positive impact in society

Dr. K. PALANI KUMAR,
PRINCIPAL,
SRI SAIRAM INSTITUTE OF TECHNOLOGY.

Documents

NameDate
202441087491-Form 1-131124.pdf18/11/2024
202441087491-Form 2(Title Page)-131124.pdf18/11/2024
202441087491-Form 3-131124.pdf18/11/2024
202441087491-Form 5-131124.pdf18/11/2024
202441087491-Form 9-131124.pdf18/11/2024

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