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MODULAR AUGMENTED REALITY-BASED LEARNING SYSTEM

ORDINARY APPLICATION

Published

date

Filed on 11 November 2024

Abstract

A modular augmented reality-based learning system, comprising user-friendly interface within a computing unit, enabling users to learn, explore, and create, a processor linked to this interface processes user-selected options, utilizing pre-fed artificial intelligence protocols to deliver relevant sub-topics and suitable content for learning, an augmented reality analyzer generates an encrypted code for exploration, unlocking immersive audio-visual experiences when scanned, a holographic projector 102 displays virtual images for simulation-like interaction, while an AI-based imaging unit 103 captures real-time facial expressions to detect confusion, prompting simplified guidance as needed, the simulator unit allows users to engage with projected virtual objects, enhancing exploration, the system supports multilingual interaction through a translation protocol, includes a chatbot for real-time queries, and features text-to-speech and speech-to-text converters for enriched audio-visual experiences, users also play games and merge learned content with simulation experiences to create projects, fostering a dynamic educational environment.

Patent Information

Application ID202411086890
Invention FieldCOMPUTER SCIENCE
Date of Application11/11/2024
Publication Number47/2024

Inventors

NameAddressCountryNationality
Deepti Prit KaurDepartment of Electronics and Communication Engineering, Chitkara University Institute of Engineering and Technology, Chitkara University, Chandigarh-Patiala National Highway, Village Jhansla, Rajpura, Punjab - 140401, India.IndiaIndia
Amit KumarDepartment of Electronics and Communication Engineering, Chitkara University Institute of Engineering and Technology, Chitkara University, Chandigarh-Patiala National Highway, Village Jhansla, Rajpura, Punjab - 140401, India.IndiaIndia

Applicants

NameAddressCountryNationality
Chitkara UniversityChandigarh-Patiala National Highway, Village Jhansla, Rajpura, Punjab - 140401, India.IndiaIndia
Chitkara Innovation Incubator FoundationSCO: 160-161, Sector - 9c, Madhya Marg, Chandigarh- 160009, India.IndiaIndia

Specification

Description:FIELD OF THE INVENTION

[0001] The present invention relates to a modular augmented reality-based learning system that is capable of developing a system that empowers users to easily access a wide range of learning options, allowing a customized educational journey in view of ensuring that each user engage with material that resonates with their requirements, thereby enhancing overall learning outcomes.

BACKGROUND OF THE INVENTION

[0002] As education evolves from traditional teaching methods to more modern approaches, the integration of active learning strategies has become essential for fostering student motivation and enhancing the overall learning experience. Active learning emphasizes student participation and engagement, transforming the classroom into a dynamic environment where learners are not passive recipients of information but active participants in their educational journey. Techniques such as group discussions, problem-solving activities, and hands-on projects encourage students to collaborate and engage critically with the material. Additionally, interactive visualizations such as simulations, infographics, and multimedia presentations cater to diverse learning styles, making complex concepts more accessible and stimulating.

[0003] These tools not only promote deeper understanding but also sustain student interest by providing real-world contexts that connect classroom learning to everyday life. Moreover, the emphasis on collaborative learning helps to build essential social skills and fosters a sense of community among students, which significantly enhance motivation. When students feel connected to their peers and invested in their learning environment, they are more likely to take ownership of their education, leading to improved outcomes. Ultimately, the shift towards active learning and interactive strategies reflects a broader understanding of how people learn best through participation, exploration, and collaboration. As educators continue to adapt their methods to include these innovative approaches, they empower students to become lifelong learners, equipped with the skills necessary to thrive in an ever-changing world. By prioritizing engagement and visualization, modern teaching practices not only make learning more enjoyable but also lay a solid foundation for academic success and personal growth.

[0004] Traditional methods of learning, particularly in physical classroom settings, often revolve around teacher-centered instruction, where educators deliver lectures while students passively absorb information. This approach has several drawbacks that hinder effective learning. First, the physical arrangement of classrooms typically encourages a one-way flow of information, limiting opportunities for interaction and engagement among students. As a result, many learners feel disconnected and disinterested, leading to decreased motivation and retention of material. Furthermore, traditional methods often rely heavily on rote memorization, which stifle critical thinking and creativity. Students excel in recalling facts for exams but struggle to apply knowledge in practical, real-world contexts.

[0005] Additionally, this approach tends to favor a uniform teaching style that do not cater to diverse learning needs. For example, visual or hands-on learners find this challenging to grasp concepts presented solely through spoken lectures. The lack of differentiated instruction leaves some students behind, fostering an environment where only a subset of learners thrives. Moreover, the focus on standardized assessments creates undue pressure, prioritizing grades over a genuine understanding of the subject matter. This contributes to anxiety and burnout, further diminishing the overall educational experience. Traditional methods often overlook the importance of social interaction, which is vital for developing communication and collaboration skills. In today's interconnected world, these skills are crucial for success. Thus, while traditional methods have served a purpose, their limitations underscore the need for more interactive, student-centered approaches that promote engagement, critical thinking, and a love for lifelong learning. Transitioning to these methods create a more enriching and inclusive educational environment that better prepares students for future challenges.

[0006] US8731454B2 disclosed herein are e-learning lesson delivery platforms, products, programs, and methods comprising a digital processing device and a program that creates a lesson delivery server, wherein said server comprises: a plurality of learning activities, wherein said activities are organized according to an instructional plan designed to accomplish one or more educational objectives in at least one subject, wherein said plan identifies one or more activities for use in a guided environment and one or more activities for assignment as independent work; a module for displaying and providing access to said one or more activities in a guided environment; a module for assigning said one or more activities as independent work to one or more learners, wherein said module is only accessible by a mentor; and a module for displaying and providing access to activities assigned as independent work, wherein said module is accessible by a mentor or a learner. Although, US'454 discloses about an e-learning lesson delivery platform that organizes learning activities within a structured framework, but this lacks the immersive and interactive capabilities. While the mentioned art provides guided and independent learning activities, the approach remains primarily linear and instructor-driven, limiting real-time engagement and personalized learning experiences. Additionally, the platform does not adapt content based on user emotional responses or confusion in order to provide more detailed learning experience.

[0007] US20060204942A1 discloses about an invention that has an e-learning system provides learning content and interactive learning games to users using computer. The e-learning system includes an authoring system allowing the creation of customized learning content and interactive learning games. A content presentation module presents learning content to users. A data collection module receives user data indicating the user's performance with the interactive games. A user data presentation module analyzes the user data and presents a report including user data. The data presentation module may also present rankings of user data for interactive games. The interactive learning games are designed to reinforce and measure users' understanding of the instructional content provided by the content presentation module. While playing interactive games, access to corresponding instructional material can be enabled to enhance users' retention or disabled to assess users' knowledge. Open games can be used to calibrate user responses to model responses and to aggregate and evaluate users' suggestions. Though, US'942 discloses about an invention that presents an e-learning system with customizable content and interactive games, yet this falls short of the immersive, multi-sensory experience. Moreover, the cited invention includes elements for performance tracking and interactive games, however these features are limited to computer screens and do not leverage the three-dimensional visualization and real-world interaction. Furthermore, the focus on user data analysis and ranking lacks the adaptive learning capabilities driven by AI, which dynamically modifies content based on real-time user feedback and emotional cues.

[0008] Conventionally, many methods are available for providing interactive learning. However, the cited invention exhibits significant limitations in providing an engaging and personalized learning experience. They primarily rely on structured, linear approaches that focus on pre-defined activities and assessments, which restricts real-time interaction and adaptability to individual learner needs. Additionally, neither of the existing systems respond dynamically to user emotions or confusion, thereby missing opportunities for enhancing understanding through customized explanations.

[0009] In order to overcome the aforementioned drawbacks, there exists a need in the art to develop a system that is capable of providing a structured approach to learning but also enhances user engagement through immersive, interactive experiences. The developed system should leverage technologies to create personalized learning pathways that adapt in real-time to individual user needs and emotional responses. By facilitating deeper exploration and interaction with content, the proposed system aims to transform the educational landscape, offering a dynamic learning environment that fosters greater understanding, retention, and practical application of knowledge.

OBJECTS OF THE INVENTION

[0010] The principal object of the present invention is to overcome the disadvantages of the prior art.

[0011] An object of the present invention is to develop a system that is capable of allowing users to easily access and engage with a variety of learning options for facilitating a personalized approach to education.

[0012] Another object of the present invention is to develop a system that is capable of analyzing user-selected learning options and deliver relevant sub-topics, ensuring that content is customized to meet individual learning needs.

[0013] Another object of the present invention is to develop a system that is capable of enhancing the exploratory learning experience with immersive audio-visual experiences, allowing users to engage deeply with the subject matter.

[0014] Another object of the present invention is to develop a system that is capable of facilitating an interactive experience by projecting virtual images, enabling users to manipulate and interact with these projections, thus reinforcing practical learning concepts.

[0015] Another object of the present invention is to develop a system that is capable of monitoring user engagement through real-time analysis of facial expressions, allowing the system to detect confusion or doubt, and to prompt simplified guidance to ensure users fully understand the tasks at hand.

[0016] Another object of the present invention is to develop a system that is capable of enabling users to authenticate and engage with virtual objects through a simulation environment, fostering a hands-on approach to learning and exploration that enhances retention and understanding.

[0017] Yet another object of the present invention is to develop a system that is capable of supporting multilingual interactions within the system, allowing users to choose their preferred language for content delivery, thereby improving comprehension and accessibility for diverse user groups.

[0018] The foregoing and other objects, features, and advantages of the present invention will become readily apparent upon further review of the following detailed description of the preferred embodiment as illustrated in the accompanying drawings.

SUMMARY OF THE INVENTION

[0019] The present invention relates to a modular augmented reality-based learning system that develops an immersive learning environment for captivating users through rich audio-visual experiences and interactive elements, thus aiming to facilitate deep engagement with the subject matter, enabling users to manipulate and explore virtual concepts.

[0020] According to an embodiment of the present invention, a modular augmented reality-based learning system, comprises a user-interface inbuilt in a computing unit, providing access to multiple options tailored to the user's educational needs. The system's processor, linked to this interface, processes the user's selection and utilizes pre-fed artificial intelligence protocols to deliver relevant sub-topics, ensuring that the content is aligned with the user's learning goals. When the user chooses to explore, an augmented reality analyzer generates an encrypted code displayed on a screen, which the user scans to unlock an immersive audio-visual experience. This experience is augmented by a holographic projector that displays virtual images of objects, allowing users to interact with these projections for a simulation-like experience. The system incorporates an AI-based imaging unit that captures real-time images of the user to monitor facial expressions, detecting confusion or doubt; if such expressions are identified, the system prompts simplified guidance to aid understanding.

[0021] According to another embodiment of the present invention, the proposed system further comprises of a simulator unit displays virtual components for users to engage with projected images, further enhancing the exploration experience. The interface supports multi-lingual options, enabling users to interact in their preferred language through a pre-fed translation protocol. A chatbot is integrated, providing real-time assistance by processing user queries and delivering responses in either audio or text form. The system also features text-to-speech and speech-to-text converters to facilitate seamless communication of content, enriching the audio-visual experience. Users engage in games that leverage these capabilities, and they are empowered to merge learned content with their exploration experiences to create projects, thus fostering a dynamic and interactive learning environment. This interconnected functionality ultimately supports comprehensive educational experiences that adapt to individual user needs and preferences.

[0022] While the invention has been described and shown with particular reference to the preferred embodiment, it will be apparent that variations might be possible that would fall within the scope of the present invention.

BRIEF DESCRIPTION OF THE DRAWINGS

[0023] These and other features, aspects, and advantages of the present invention will become better understood with regard to the following description, appended claims, and accompanying drawings where:
Figure 1 illustrates an isometric view of a display panel associated with a modular augmented reality-based learning system; and
Figure 2 illustrates a schematic representation depicting workflow of the proposed system.

DETAILED DESCRIPTION OF THE INVENTION

[0024] The following description includes the preferred best mode of one embodiment of the present invention. It will be clear from this description of the invention that the invention is not limited to these illustrated embodiments but that the invention also includes a variety of modifications and embodiments thereto. Therefore, the present description should be seen as illustrative and not limiting. While the invention is susceptible to various modifications and alternative constructions, it should be understood, that there is no intention to limit the invention to the specific form disclosed, but, on the contrary, the invention is to cover all modifications, alternative constructions, and equivalents falling within the spirit and scope of the invention as defined in the claims.

[0025] In any embodiment described herein, the open-ended terms "comprising," "comprises," and the like (which are synonymous with "including," "having" and "characterized by") may be replaced by the respective partially closed phrases "consisting essentially of," consists essentially of," and the like or the respective closed phrases "consisting of," "consists of, the like.

[0026] As used herein, the singular forms "a," "an," and "the" designate both the singular and the plural, unless expressly stated to designate the singular only.

[0027] The present invention relates to a modular augmented reality-based learning system that focuses on supporting multilingual interactions, enabling users to select their preferred language for content deliver by improving accessibility and understanding for diverse user groups, the system aims to create an inclusive learning environment that meets the needs of all users.

[0028] Referring to Figure 1 and 2, an isometric view of a display panel associated with a modular augmented reality-based learning system and a schematic representation depicting workflow of the proposed system are illustrated, respectively, comprising a display panel 101 associated with the system, a holographic projector 102 installed on the display panel 101and an artificial intelligence-based imaging unit 103 installed on the display panel 101.

[0029] The system disclosed herein includes a user interface embedded within a computing unit serves as the primary gateway for users to engage with the educational content and functionalities offered by the system. This interface is developed to be user-friendly, ensuring that learners of all ages and backgrounds navigate the system with ease. Upon accessing the interface, users are greeted with a visually appealing layout that clearly presents multiple options customized to their specific learning goals, including pathways to learn, explore, and create.

[0030] The "learn" option is structured to provide users with access to a wealth of educational materials, encompassing a wide range of subjects and topics. When users select this option, they are guided through a series of curated sub-topics, each developed to enhance their understanding of the subject matter. The interface employs intuitive navigation tools, such as dropdown menus, tabs, and search functionalities, allowing users to quickly find content that aligns with their interests or educational needs. This flexibility in learning empowers users to take control of their educational journey, enabling them to focus on areas where they seek more knowledge or clarification.

[0031] In addition to the learning component, the interface offers an "explore" option, which is particularly engaging for users who prefer hands-on experiences and interactive learning. When users choose to explore, they are directed to activities that allow them to engage with augmented reality elements, simulations, or practical exercises that bring theoretical concepts to life. This experiential approach not only makes learning more dynamic but also helps reinforce knowledge retention by allowing users to see and interact with the material in a virtual space. The interface present visual prompts or guides to enhance this exploration, ensuring that users remain oriented and supported throughout their activities.

[0032] The "create" option is another feature of the user interface, encouraging users to apply what they have learned in innovative and creative ways. This section is developed to facilitate project-based learning, where users merge their acquired knowledge with imaginative exploration. Users create presentations, design projects, or develop new concepts based on the information they have gathered. The interface provides tools and templates that assist users in organizing their thoughts and materials, making the creation process both structured and flexible. This fosters critical thinking and problem-solving skills, as users are challenged to synthesize information and present it in a meaningful way.

[0033] A processor is linked to the user interface that is developed to intelligently process user selections and deliver customized educational experiences. When the user selects a learning option, the processor springs into action, utilizing pre-fed artificial intelligence protocols to analyze the user's choice. This evaluates the user's preferences and needs, subsequently generating multiple relevant sub-topics that align closely with the selected area of study. This ensures that users are not presented with a one-size-fits-all approach; rather, user receive customized content that enhances their understanding and addresses their specific learning requirements. By precisely identifying and curating sub-topics, the processor empowers users to delve deeper into areas of interest, facilitating a more engaging and effective learning process.

[0034] In addition to its content-fetching capabilities, the processor is equipped with text-to-speech and speech-to-text converter protocols. These features are developed to enhance the audio-visual experience of the user, making learning more accessible and interactive. When users interact with textual content, the text-to-speech functionality converts written information into audio format, allowing users to listen to the material rather than read it. This is particularly beneficial for auditory learners and is advantageous for users with reading difficulties or visual impairments. Conversely, the speech-to-text feature enables users to articulate their thoughts or questions verbally, which the processor then transcribes into written text. This dual functionality enriches the learning experience by providing multiple avenues for content consumption and interaction, catering to diverse learning preferences.

[0035] The processor has the capabilities for offering multilingual support. The user interface allows individuals to select their preferred language for interaction, ensuring inclusivity and accessibility for users from various linguistic backgrounds. Once a language is selected, the processor activates a pre-fed multilingual protocol that efficiently translates the fetched content into the specified language. This not only enhances comprehension but also fosters a more comfortable learning environment for users, allowing them to engage with the material in a language they are fluent in. This is especially important in multicultural educational settings, where learners face language barriers that could hinder their ability to fully engage with the content.

[0036] By integrating these functionalities such as customized content delivery, audio-visual enhancements through text-to-speech and speech-to-text protocols, and multilingual support, the processor aids in transforming the learning experience. This ensures that users are not only informed but also actively engaged, enabling them to interact with the content in a manner that suits their individual learning styles. This comprehensive approach to user interaction and content delivery enhances the overall effectiveness of the learning system, making education more accessible, inclusive, and enjoyable for all users.

[0037] An augmented reality (AR) based analyzer module integrated within the processor serves as a powerful tool for enhancing user engagement through immersive experiences. When the user selects a sub-topic for exploration, this module processes the chosen content and generates an encrypted code, known as an AR marker, which is displayed on the system's display panel 101. This AR marker acts as a gateway to a richer, interactive learning experience by allowing users to scan the displayed code with their device, triggering a corresponding audio-visual experience related to the selected topic.

[0038] For example, consider the user who is interested in exploring the historical monument of the Taj Mahal in India. Upon selecting the "explore" option related to this iconic structure, the AR analyzer processes relevant sub-topics, such as the history of the Taj Mahal, its architectural significance, and the story behind its construction. The module then generates an AR marker that represents this specific content. When the user scans this code with their device, it activates the augmented reality experience that overlays digital information onto their environment.

[0039] As the user scans the AR marker, they see a 3D hologram of the Taj Mahal appear in their surroundings, complete with intricate details of its marble façade and surrounding gardens. The system provides a narrated tour, offering insights into the monument's history, including the love story of Emperor Shah Jahan and his wife Mumtaz Mahal, for whom the Taj Mahal was built as a mausoleum. Users interact with various parts of the hologram, learning about the architectural techniques used to construct the dome, the symbolism of the gardens, and the significance of the calligraphy adorning its walls.

[0040] The AR experience include historical re-enactments or animations that depict the construction process, allowing users to visualize the immense effort and artistry involved in creating this UNESCO World Heritage Site. Users witness craftsmen at work, learn about the materials used, and understand the cultural context of the era in which the Taj Mahal was built. This immersive approach not only enhances the educational experience but also makes learning more engaging and memorable. By bringing historical content to life, the augmented reality analyzer fosters a deeper understanding of the subject matter, allowing users to connect with India's rich heritage in a way that traditional methods do not achieve. The ability to interact with a virtual representation of the Taj Mahal provides a unique opportunity for exploration, encouraging users to delve deeper into their interests and sparking curiosity about Indian history.

[0041] The AR marker facilitates a hands-on learning experience that appeals to various learning styles. Visual learners benefit from the 3D representations, while auditory learners gain from the narrated content. Kinesthetic learners engage with the interactive elements, making the learning experience dynamic and multifaceted. Ultimately, the augmented reality-based analyzer module transforms the act of exploring historical monuments like the Taj Mahal from passive observation into an active, immersive experience that captivates users and enriches their understanding of India's architectural and cultural legacy.

[0042] A holographic projector 102 is integrated on the display panel 101 for transforming the way users engage with educational content, creating a highly immersive and interactive learning environment. This is actuated by the processor and is capable of projecting multiple virtual images of objects into the user's physical space. When users select a specific activity, whether it be learning about historical artifacts, scientific principles, or engineering concepts, the holographic projector 102 brings these elements to life by rendering them as three-dimensional holograms that appear to float in front of the user.

[0043] For example, if the user is exploring the anatomy of the human body, the holographic projector 102 displays life-sized, rotating 3D models of organs, systems, and cellular structures. As the user interacts with these projections, they manipulate the images, zooming in for a closer look at intricate details or rotating the models to view them from different angles. This simulation-like experience allows users to visualize complex information in a way that static images or text do not achieve, fostering a deeper understanding of the subject matter. The intuitive nature of interacting with holograms engages users more effectively, making learning not only informative but also enjoyable.

[0044] The holographic projector 102 enhances collaborative learning opportunities. Multiple users engage with the projected images simultaneously, allowing for group discussions and collaborative projects. For example, in the classroom setting, students studying architectural design visualize and manipulate a 3D model of a famous building, discussing its structural elements and design features in real-time. This shared experience cultivates teamwork and enhances communication skills, essential components of effective learning.

[0045] In addition to the interactive experiences provided by the holographic projector 102, the system allows users to merge the content they have learned with the simulation experiences they have explored. If the user has been studying the principles of physics while simultaneously interacting with holographic models of physical phenomena such as gravitational forces or kinetic energy, they synthesize this knowledge to create projects that demonstrate their understanding. For example, the student is able to design a project that involves creating a virtual roller coaster, applying concepts of physics like acceleration and momentum while using the holographic projections to visualize their design.

[0046] The merging of learned content and simulated experiences opens up a wealth of creative possibilities. Users create presentations, educational models, or even virtual experiments that showcase their newfound knowledge in practical, real-world contexts. This project-based learning approach not only reinforces understanding but also encourages critical thinking and problem-solving skills. Users are challenged to apply what they have learned, think creatively about how to present their ideas, and utilize the holographic technology to bring their projects to life.

[0047] An artificial intelligence-based imaging unit 103 is configured on the display panel 101 that significantly enhances user engagement and understanding by providing real-time feedback based on the user's facial expressions. The imaging unit 103 employs protocols to capture and process multiple images of the user as they interact with the system. By analyzing these images, the imaging unit 103 identify various emotional cues, particularly focusing on expressions that indicate confusion or doubt. This capability is crucial in a learning environment, as this allows the system to respond dynamically to the user's state of understanding.

[0048] When the user engages with the content, whether they are exploring complex scientific theories, historical events, or technical concepts, the imaging unit 103 continuously monitors their facial expressions. For example, if the student is studying a challenging topic in mathematics, the unit detect furrowed brows, frowns, or other signs of confusion. Recognizing these non-verbal cues is essential as this allows the system to understand when the learner is struggling to grasp the material being presented. Upon detecting such expressions, the microcontroller is prompted to take action and generate and display simplified information or alternative explanations developed to clarify the topic, ensuring that the user receives immediate support customized to their needs.

[0049] This feedback is particularly beneficial in maintaining an effective learning flow. Instead of the user becoming frustrated and disengaging due to difficulty understanding the material, the system provides timely assistance, facilitating a smoother educational experience. For example, if the imaging unit 103 identifies that the user is confused about the concept of energy transfer in physics, this prompt the system to show a simplified diagram or a relatable analogy that makes the concept more accessible. This adaptive learning approach fosters a sense of support and encouragement, as users feel reassured that they are not alone in their learning journey.

[0050] The artificial intelligence-based imaging unit 103 contributes to the personalization of the educational experience. By continuously learning from user interactions, the system refines its understanding of individual users' emotional responses over time. This means that this becomes more adept at recognizing specific expressions associated with each user's unique learning challenges. Such personalization enhances the overall effectiveness of the educational experience, as users are more likely to engage with content that feels customized to their specific needs and learning styles.

[0051] A simulator unit is integrated with the processor for providing users with an interactive and hands-on learning experience. The simulator unit is configured to work seamlessly with the processor, enabling to display various components that users engage with in virtual environments. When users select an exploration option, the simulator unit allows them to interact with virtual objects, thereby simulating real-world activities and scenarios. This not only enhances comprehension but also reinforces practical skills through experiential learning.

[0052] For example, consider the user who is learning about electronics and specifically wishes to explore the functionality of an Arduino microcontroller and its associated components. Upon selecting the exploration option, the simulator unit displays a virtual representation of an Arduino board alongside various electronic components such as resistors, LEDs, and sensors. The user then engages with these components in a simulated environment, allowing them to drag and drop virtual components onto the Arduino board, connect wires, and create circuits just as user do in a physical setup.

[0053] As the user interacts with the projected virtual images, the imaging unit 103 works in conjunction with the processor to authenticate the activities performed. For example, if the user connects the LED to a specified pin on the Arduino board, the system recognizes this action and provides real-time feedback. If the user correctly sets up the circuit, the display shows a message confirming that the connection is valid and that the LED is expected to light up once the appropriate code is uploaded. Conversely, if the user attempts to connect components incorrectly or in a way that does not align with standard circuit design principles, the system detect this misstep. In such cases, the simulator unit prompt a suggestion, such as a visual guide or textual instruction, guiding the user on how to correct their connections or providing alternative configurations for achieving the desired outcome.

[0054] This interactive and feedback-driven process not only helps users gain a clearer understanding of electronic concepts but also allows them to experiment without the risk of damaging physical components or making costly errors. The simulated environment encourages creativity and exploration, as users try various configurations and see the outcomes in real time. User experiment with different resistances, observe how altering values affects circuit performance, or even run simulations of code that control the behavior of the connected components.

[0055] Moreover, the simulator unit empowers users to deepen their learning by integrating theory with practice. For example, once a user successfully completes the circuit with the Arduino and lights up an LED, the system prompts the user to write a simple piece of code to control the LED's blinking pattern. The simulator unit then allow the user to upload this code to the virtual Arduino, and user see the LED respond accordingly. This connection between coding and hardware interaction not only solidifies the user's understanding of electronics but also cultivates problem-solving skills as they troubleshoot and refine their projects (as illustrated in fig.1).

[0056] A chatbot is seamlessly linked to the user interface, providing a user-friendly platform for learners to input queries related to user's studies or explorations. By leveraging natural language processing and artificial intelligence, the chatbot understand and interpret user questions, delivering accurate and relevant responses in either audio or textual form. This capability fosters an interactive learning environment where users feel supported and empowered to seek clarification or further information at any point in their learning journey.

[0057] One of the primary benefits of this chatbot functionality is its ability to provide immediate assistance, which is particularly valuable in a self-paced learning context. For example, if the user is exploring a complex topic such as the principles of electromagnetism and encounters difficulties understanding how electromagnetic fields work, user directly engage with the chatbot by typing or speaking their question. The chatbot recognize phrases related to electromagnetic theory, such as "What is the right-hand rule?" or "How does a magnetic field interact with a current-carrying wire?" Upon receiving the query, the chatbot processes the information using its pre-fed knowledge base, which includes definitions, explanations, and examples.

[0058] In response to the user's question about the right-hand rule, the chatbot provide a concise explanation, detailing how this is used to determine the direction of the magnetic field in relation to the direction of current flow. This also present a visual representation of the concept, demonstrating how to apply the rule in a practical scenario, such as analyzing the behavior of a loop of wire in a magnetic field. This multi-modal response combining audio explanations with visual aids ensures that the user receives comprehensive support customized to their learning style.

[0059] The chatbot engage in follow-up questions, encouraging users to delve deeper into the topic. For example, after explaining the right-hand rule, the chatbot ask if the user like to learn about its applications in real-world situations, such as in electric motors or generators. This interactive dialogue not only reinforces the user's understanding but also fosters a sense of curiosity and encourages exploratory learning, prompting users to seek out more information and engage with the material on a deeper level. The availability of the chatbot also alleviates the pressure on educators or facilitators in traditional learning environments, as this address frequently asked questions and common misunderstandings autonomously. This allows instructors to focus their efforts on more complex queries or personalized guidance for individual students, enhancing the overall efficiency of the educational experience.

[0060] The user provides a dynamic and engaging way for users to interact with educational content, making learning more enjoyable and effective. By incorporating games into the learning experience, the system not only enhances user motivation but also facilitates deeper understanding through interactive play. Games within this system are developed to reinforce concepts and skills relevant to the topics being explored. For example, consider the scenario in which the user is learning about the principles of physics, specifically focusing on motion and force. The system presents a game where users control a virtual object, such as a ball or a rocket, and navigate it through various challenges that require applying the concepts of speed, acceleration, and gravity. As users manipulate the virtual object, user make decisions based on their understanding of the physics principles at play. For example, to successfully launch a rocket into orbit, the user calculates the correct angle and thrust needed to overcome gravitational forces, thereby applying their theoretical knowledge in a practical, simulated environment.

[0061] This approach to learning encourages experimentation and problem-solving. As users play, they receive immediate feedback on their actions, allowing them to adjust their strategies in real-time. If they fail to achieve the desired outcome, such as launching the rocket successfully, user analyze what went wrong and try again, reinforcing their understanding of the underlying principles through trial and error. This iterative process not only solidifies knowledge but also cultivates a growth mindset, as learners recognize that failure is a valuable part of the learning journey.

[0062] Moreover, the enhanced audio-visual experience provided by the augmented reality further immerses users in the learning process. The use of rich graphics, sound effects, and interactive elements makes the educational content more vivid and memorable. For instance, when the user successfully launches their rocket, they witness a spectacular visual representation of the launch sequence, complete with realistic physics simulations and accompanying sound effects that mimic a real rocket launch. Such immersive experiences significantly enhance memory retention, as users are more likely to remember concepts associated with engaging and emotionally resonant experiences.

[0063] Additionally, the competitive aspect of gaming foster collaboration and social interaction among learners. Users is able to compete with peers or work together to solve challenges, creating a sense of community and shared purpose. For example, in a multiplayer physics challenge, users collaborate to build a structure that withstands simulated environmental conditions, learning about engineering principles while working as a team. This not only enhances their understanding of the subject matter but also develops essential soft skills, such as communication and teamwork.

[0064] The present invention works best in the following manner, where the system operates through the user-friendly interface that allows users to select various learning options such as learning, exploring, or creating. Upon selection, the system's processor aids artificial intelligence protocols to present relevant sub-topics, fetching customized content for the user's chosen area. If the user opts to explore, the augmented reality analyzer generates the encrypted code displayed on the display panel 101, which the user scans to initiate the immersive audio-visual experience. This is complemented by the holographic projector 102 that displays virtual images, enabling the user to interact with simulated objects. The AI-based imaging unit 103 captures real-time facial expressions, identifying confusion and prompting simplified guidance if needed. Users also engage with the simulator unit that allows them to fit virtual components, enhancing their exploration experience. The interface supports multilingual options, and the linked chatbot answers queries in audio or text format. Text-to-speech and speech-to-text functionalities further enrich the experience. Users are able to play games and merge learned content with simulation experiences to create projects, making the learning process dynamic and interactive.

[0065] Although the field of the invention has been described herein with limited reference to specific embodiments, this description is not meant to be construed in a limiting sense. Various modifications of the disclosed embodiments, as well as alternate embodiments of the invention, will become apparent to persons skilled in the art upon reference to the description of the invention. , Claims:1) A modular augmented reality-based learning system, comprising:

i) a user-interface inbuilt in a computing unit that is accessed by a user for learning purpose, wherein said interface facilitates said user with multiple options relevant to learn, explore and create;

ii) a processor linked with said interface for processing said user selected option, in accordance to which said processor provides multiple relevant sub-topics to said user to precisely understand requirements of said user, wherein an artificial intelligence-based protocols are pre-fed in said processor that are implemented for fetching suitable content related to said user-selected sub-topic, in case said user-selected option corresponds to learning;

iii) an augmented reality based analyzer module inbuilt with said processor for processing said user-selected sub-topic in view of generating an encrypted code which is displayed on a display panel 101 associated with said system, wherein said user is required to scan said displayed code for attaining an audio-visual experience of said user-desired activity, in case said user-selected option corresponds to explore;

iv) a holographic projector 102 installed on said display panel 101 that is actuated by said processor for projecting multiple virtual images of objects to be utilized in performing said user-desired activity in front of said user, wherein said user is required to access said projected images for attaining a simulation-like experience of said user-desired activity;

v) an artificial intelligence-based imaging unit 103 installed on said display panel 101 for capturing and processing multiple real time images of said user for fetching real time facial expressions of said user to detect any confused/doubtful expression of said user and in case confused/doubtful expression is detected, said microcontroller prompts a simplified data to said user in order to ensure complete understanding of performing of said activity in an appropriate manner; and

vi) a simulator unit configured with said processor for displaying multiple components to be simulated on said virtual images that are accessed by said user for fitting or engaging said components with said projected virtual objects in view of attaining a simulation experience of performing said activity, in case said user-selected option corresponds to explore, wherein said imaging unit 103 in sync with said processor authenticates activity performed by said user, based on which a suggested in prompted over said display panel 101 for guiding said user to perform said activity in an appropriate manner.

2) The system as claimed in claim 1, wherein said interface also allows said user to select said user-preferred language in which said user wants to interact, in accordance to which said processor implements a multi-lingual protocol pre-fed in said processor to convert said fetched content into said user-specified language.

3) The system as claimed in claim 1, wherein a chatbot is linked with said interface that allows said user to input any queries on said chatbot which is processed to provide a suitable answer for said query in audio or textual form.

4) The system as claimed in claim 1, wherein a text-to-speech and speech-to-text converter protocols are pre-fed in said processor for converting textual content into audio content, and audio content into textual content for facilitating enhanced audio-visual experience of said user.

5) The system as claimed in claim 1, wherein said user is also capable of playing games by attaining an enhanced audio-visual experience.

6) The system as claimed in claim 1, wherein said user is capable of merging said fetched learned content and explored simulation experience to prepare or create a project, in case said user-selected option corresponds to create.

Documents

NameDate
202411086890-COMPLETE SPECIFICATION [11-11-2024(online)].pdf11/11/2024
202411086890-DECLARATION OF INVENTORSHIP (FORM 5) [11-11-2024(online)].pdf11/11/2024
202411086890-DRAWINGS [11-11-2024(online)].pdf11/11/2024
202411086890-EDUCATIONAL INSTITUTION(S) [11-11-2024(online)].pdf11/11/2024
202411086890-EVIDENCE FOR REGISTRATION UNDER SSI [11-11-2024(online)].pdf11/11/2024
202411086890-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [11-11-2024(online)].pdf11/11/2024
202411086890-FIGURE OF ABSTRACT [11-11-2024(online)].pdf11/11/2024
202411086890-FORM 1 [11-11-2024(online)].pdf11/11/2024
202411086890-FORM 18 [11-11-2024(online)].pdf11/11/2024
202411086890-FORM FOR SMALL ENTITY(FORM-28) [11-11-2024(online)].pdf11/11/2024
202411086890-FORM FOR STARTUP [11-11-2024(online)].pdf11/11/2024
202411086890-FORM-9 [11-11-2024(online)].pdf11/11/2024
202411086890-POWER OF AUTHORITY [11-11-2024(online)].pdf11/11/2024
202411086890-PROOF OF RIGHT [11-11-2024(online)].pdf11/11/2024
202411086890-REQUEST FOR EARLY PUBLICATION(FORM-9) [11-11-2024(online)].pdf11/11/2024
202411086890-REQUEST FOR EXAMINATION (FORM-18) [11-11-2024(online)].pdf11/11/2024

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