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    • 1. 发明授权
    • Method and apparatus for cognitive training of humans using adaptive timing of exercises
    • 使用适应性运动时间的人的认知训练的方法和装置
    • US06261101B1
    • 2001-07-17
    • US09400643
    • 1999-09-21
    • Angela Jane BenitzWilliam M. Jenkins
    • Angela Jane BenitzWilliam M. Jenkins
    • G09B100
    • G09B19/06G09B21/00G10L2021/0575
    • An apparatus and method for training the cognitive and memory systems in a subject is provided. The apparatus and method incorporates a number of different games to be played by the subject. The games artificially process selected portions of language elements, called phonemes, so they will be more easily distinguished by the subject, and gradually improves the subject's neurological processing and memory of the elements through repetitive stimulation. The programs continually monitor a subject's ability to distinguish the processed language elements, and adaptively configures the programs to challenge and reward the subject by altering the degree of processing. That is, the subject advances through a number of different processing or skill levels as their ability to distinguish between language elements improves. The subject's progress through the processing levels is recorded to allow an adaptive timing mechanism to optimize game play time for each of the games. As the subject advances through the processing levels in a particular game, the amount of game play time for that game is reduced. This insures that the subject spends the most time with those games s/he finds most difficult, and the least time with those games s/he has mastered.
    • 提供了一种用于训练受试者中的认知和记忆系统的装置和方法。 该装置和方法包含若干不同的游戏要由主体玩。 这些游戏人为地处理所选择的语言元素部分,称为音素,因此它们将被更容易地被主题区分开,并通过重复刺激逐渐改善受试者的神经学处理和元素的记忆。 程序不断监视被摄体区分已处理语言元素的能力,并通过改变处理程度自适应地配置程序来挑战和奖励主题。 也就是说,该主题通过多种不同的处理或技能水平进行,因为他们区分语言元素的能力得到改善。 记录主体在处理级别上的进度,以允许自适应定时机制来优化每个游戏的游戏时间。 当主题通过特定游戏中的处理级别进行时,该游戏的游戏播放时间量减少。 这确保了这个主题在他/他发现最困难的游戏中花费最多的时间,他/他已经掌握了最少的时间。
    • 2. 发明授权
    • Method and apparatus for reporting progress of a subject using audio/visual adaptive training stimulii
    • 使用音频/视觉适应训练刺激报告主体进展的方法和装置
    • US06290504B1
    • 2001-09-18
    • US09415885
    • 1999-10-08
    • Angela Jane BenitzElizabeth H. BudraWilliam M. JenkinsJohn J. Montgomery
    • Angela Jane BenitzElizabeth H. BudraWilliam M. JenkinsJohn J. Montgomery
    • G09B1904
    • G09B5/04G06Q20/204G09B5/065G09B5/14G09B19/04G09B21/00G09B21/009
    • An apparatus and method on a computing device for training of auditory and graphical discrimination in humans is provided. The method and apparatus provides a number of stimulus sets, each stimulus set having a number of different phonemes. Speech processing is used to provide multiple levels of emphasis and or stretching for enhancing a subject's ability to discriminate between similarly sounding phonemes. The processing is applied to phonemes and presented to the human as a trial. As a subject correctly identifies phonemes in the stimulus sets, the amount of processing applied to the phonemes is reduced, ultimately to the level of normal speech. A performance feedback mechanism is provided to allow the human to obtain a summary of his/her success over the stimulus sets, at the different processing levels. More detailed feedback is also provided indicating specific processing levels achieved for each of the stimulus sets. Selection buttons are provided on a graphical interface to allow the human to hear a stimulus set at his beginning processing level, and at his currently obtained processing level.
    • 提供了一种用于训练人体中听觉和图形辨别的计算设备上的装置和方法。 该方法和装置提供多个刺激组,每个刺激组具有多个不同的音素。 语音处理用于提供多个重点和/或拉伸程度,以增强受试者辨别相似的声音音素的能力。 该处理被应用于音素并作为试验呈递给人类。 作为主体正确地识别刺激组中的音素,施加到音素的处理量减少,最终降低到正常语音的水平。 提供了一种绩效反馈机制,以允许人们在不同的处理级别获得他/她在刺激组上的成功的总结。 还提供了更详细的反馈意见,指出针对每个刺激组实现的具体处理水平。 在图形界面上提供选择按钮,以允许人们在他的开始处理级别和他当前获得的处理级别上听到一个刺激设置。
    • 3. 发明授权
    • Simulated play of interactive multimedia applications for error detection
    • 用于错误检测的交互式多媒体应用的模拟播放
    • US6067638A
    • 2000-05-23
    • US64795
    • 1998-04-22
    • Angela Jane BenitzSeiken Nakama
    • Angela Jane BenitzSeiken Nakama
    • G06F11/34G06F11/36G06F11/00
    • G06F11/3668G06F11/3461
    • An interactive multimedia application executes in a debug mode in which previously recorded user events are retrieved from memory and emulated in sequence. Each user event is represented by a record which specifies a particular classification of user event. Accordingly, a user event satisfying the particular classification is emulated. The debug manager emulates a user event of the particular category by retrieving the classification criteria from the interactive module, forming an event message representing an event satisfying the criteria for the particular classification, and sending the event message to the interactive module. Accordingly, the interactive module receives an event message which could have come from either the debug manager or the user interface module. As such, the particular computer instructions executed by the interactive module in response to the event are the same regardless of whether the event is emulated. In the debug mode, the user can start and stop recording of user events and can start playback of previously recorded user events. Such is particularly useful in testing interactive multimedia applications. For example, very long streams of user events can be generated and allowed to control execution of an interactive multimedia application for extended periods of time.
    • 交互式多媒体应用程序在调试模式下执行,其中从存储器中检索先前记录的用户事件并依次进行仿真。 每个用户事件由指定用户事件的特定分类的记录表示。 因此,模拟满足特定分类的用户事件。 调试管理器通过从交互式模块检索分类标准来模拟特定类别的用户事件,形成表示满足特定分类标准的事件的事件消息,以及将事件消息发送到交互模块。 因此,交互式模块接收可能来自调试管理器或用户接口模块的事件消息。 这样,交互式模块响应于该事件执行的特定计算机指令是相同的,而不管该事件是否被仿真。 在调试模式下,用户可以开始和停止用户事件的记录,并可以开始播放先前记录的用户事件。 这在测试交互式多媒体应用中特别有用。 例如,可以生成非常长的用户事件流,并且允许它们长时间地控制交互式多媒体应用的执行。
    • 4. 发明授权
    • Simulated play of interactive multimedia applications for error detection
    • 用于错误检测的交互式多媒体应用的模拟播放
    • US06113645A
    • 2000-09-05
    • US64895
    • 1998-04-22
    • Angela Jane BenitzSeiken Nakama
    • Angela Jane BenitzSeiken Nakama
    • G06F11/26G06F11/34G06F11/36G06F13/10
    • G06F11/3664G06F11/261G06F11/3414G06F2201/86
    • An interactive multimedia application executes in a debug mode in which a tester can specify a particular classification of user event and a user event satisfying the particular classification is emulated. For example, classifications can include correct and incorrect responses. To emulate a correct response, an interactive module of the interactive multimedia application determines correct criteria and provides those criteria to a debug manager upon request. In addition, characterization of user events is performed by a user interface module which communicates user events in the form of event messages to the interactive module. The debug manager emulates a user event of the particular category by retrieving the classification criteria from the interactive module, forming an event message representing an event satisfying the criteria for the particular classification, and sending the event message to the interactive module. Accordingly, the interactive module receives an event message which could have come from either the debug manager or the user interface module. As such, the particular computer instructions executed by the interactive module in response to the event are the same regardless of whether the event is emulated.
    • 交互式多媒体应用程序在调试模式下执行,其中测试者可以指定用户事件的特定分类,并且模拟满足特定分类的用户事件。 例如,分类可以包括正确和不正确的响应。 为了模拟正确的响应,交互式多媒体应用程序的交互模块确定正确的标准,并根据请求将这些标准提供给调试管理器。 此外,用户事件的表征由用户界面模块执行,该用户界面模块以事件消息的形式将用户事件传送到交互式模块。 调试管理器通过从交互模块检索分类标准来模拟特定类别的用户事件,形成表示满足特定分类标准的事件的事件消息,以及将事件消息发送到交互模块。 因此,交互式模块接收可能来自调试管理器或用户接口模块的事件消息。 这样,交互式模块响应于该事件执行的特定计算机指令是相同的,而不管该事件是否被仿真。