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    • 32. 发明授权
    • Projectile game apparatus with tone producing target
    • 项目生产目标的项目游戏装置
    • US3742642A
    • 1973-07-03
    • US3742642D
    • 1971-06-22
    • ZEGERS TEN HORN H
    • ZEGERS TEN HORN H
    • A63F9/00A63F9/02A63B71/02
    • A63F7/305A63F9/0001A63F9/0204A63F2250/028
    • A projectile target having three planar sheets hinged to form a generally upright screen with the central panel having a plurality of different geometrically shaped through apertures with different tone producing bells mounted therein, and a central puppet threatre opening with draw curtains on the sides. Each of the tone producing means is adapted to be struck by a projectile thrown at them to produce a tone of the musical scale as indicated by the indicia associated therewith, which is different from the ones produced by the other bells, so that a relationship may be established from the from the ones produced by the other bells, so that a relationship may be established between a physical representation, the geometric shape, and a musical tone of the standard scale, the sound of the bell struck. The side sheets have through openings in the shape of human figures for further games and the teaching of geometric relationships. Distances involved with the throwing of a bag or the like projectile at the bells and the abstract relationship of musical scales tones with physical configurations are taught to students or players of the game, particularly blind people.
    • 具有三个平面片的弹丸目标铰链以形成大致垂直的屏幕,其中心面板具有多个不同的几何形状的通孔,其中安装有不同的调音产生铃声,并且在侧面具有带有帷幕的中央木偶威胁开口。 每个音调产生装置适于被投掷在其上的抛射物撞击,以产生与其相关联的标记所指示的音阶的音调,其与由其他铃声产生的标记不同。 从其他铃声中产生的声音建立起来,从而可以在物理表示,几何形状和标准音阶的音调之间建立起一种关系,即响铃的声音。 侧板具有通过人物形状的开口用于进一步的游戏和几何关系的教导。 与钟声投掷一个袋子或类似弹丸相关的距离以及音阶与物理配置的抽象关系被教给游戏的学生或玩家,特别是盲人。
    • 40. 发明申请
    • Game apparatus and method for teaching core replacement behaviors
    • 教学核心替代行为的游戏机器和方法
    • US20100068681A1
    • 2010-03-18
    • US12283737
    • 2008-09-15
    • Cynthia P. Rekort
    • Cynthia P. Rekort
    • G09B19/22A63F3/00
    • A63F3/00A63F9/0001
    • The present invention comprises a game apparatus and method for teaching and providing practice in core replacement behaviors, such as Asking the Question (i.e., Manding), Accepting “No”, Waiting and Sharing, to individuals with behavior challenges, including individuals with special needs. Grounded in principles of Applied Behavioral Analysis, the invention allow a trainer, through discrete trial training in an entertaining game format, to manipulate motivating operations in order to teach in a positive fashion these core replacement behaviors to a player. The method also incorporates the use of other procedural components, such as interspersing easy and difficult tasks and demand fading. Data as to a player's performance and progress in carrying out these core replacement behaviors may be collected and recorded both by trainers with respect to game sessions and by direct care providers in the natural environment.
    • 本发明包括一种游戏装置和方法,用于向具有行为挑战的个人(包括有特殊需求的个人)提出核心替代行为的教学和提供实践,例如提出问题(即登陆),接受“否”,等待和共享 。 基于应用行为分析的原理,本发明允许培训者通过娱乐游戏格式的离散的训练来操纵激励操作,以便以积极的方式教导这些核心替代行为给玩家。 该方法还包括使用其他程序组件,例如散布简单而困难的任务和需求衰落。 关于玩家表现的数据和进行这些核心替代行为的进展可以由培训者在游戏会话和自然环境中由直接护理提供者收集和记录。