18243324. CREATION OF OPTIMAL WORKING, LEARNING, AND RESTING ENVIRONMENTS ON ELECTRONIC DEVICES simplified abstract (Apple Inc.)

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CREATION OF OPTIMAL WORKING, LEARNING, AND RESTING ENVIRONMENTS ON ELECTRONIC DEVICES

Organization Name

Apple Inc.

Inventor(s)

Izzet B. Yildiz of Sunnyvale CA (US)

Mary A. Pyc of Campbell CA (US)

Ronald J. Guglielmone, Jr. of Redwood City CA (US)

Sterling R. Crispin of Santa Cruz CA (US)

Mikaela D. Estep of Sunnyvale CA (US)

Grant H. Mulliken of Los Gatos CA (US)

CREATION OF OPTIMAL WORKING, LEARNING, AND RESTING ENVIRONMENTS ON ELECTRONIC DEVICES - A simplified explanation of the abstract

This abstract first appeared for US patent application 18243324 titled 'CREATION OF OPTIMAL WORKING, LEARNING, AND RESTING ENVIRONMENTS ON ELECTRONIC DEVICES

Simplified Explanation

The patent application describes a computer-generated reality (CGR) environment that can adapt to a user's cognitive state during an activity. Here are the key points:

  • The technology creates a virtual environment where a user can engage in various activities.
  • The user's cognitive state (e.g., working, learning, resting) is determined by analyzing data from their body, such as facial expressions, hand movements, and physiological data.
  • Based on the user's cognitive state, the CGR environment is updated with a surrounding environment that promotes and enhances the user's cognitive state for the specific activity.

Potential applications of this technology:

  • Education and training: The CGR environment can be used to create immersive learning experiences tailored to the user's cognitive state, enhancing their engagement and knowledge retention.
  • Productivity and work: By adapting the virtual environment to match the user's cognitive state, it can help improve focus, creativity, and overall productivity during work-related tasks.
  • Mental health and relaxation: The technology can be utilized to create calming and stress-relieving virtual environments, aiding in relaxation and mental well-being.

Problems solved by this technology:

  • Lack of personalization: Traditional virtual environments do not consider the user's cognitive state, leading to a one-size-fits-all experience. This technology solves this problem by adapting the environment to match the user's needs.
  • Engagement and immersion: By creating an environment that aligns with the user's cognitive state, it enhances their engagement and immersion in the virtual experience, making it more effective and enjoyable.

Benefits of this technology:

  • Improved user experience: Users can have a more personalized and engaging experience in the CGR environment, leading to better outcomes in learning, work, and relaxation.
  • Enhanced productivity and well-being: By tailoring the environment to the user's cognitive state, the technology can help improve focus, creativity, and mental well-being.
  • Adaptive learning and training: The technology enables adaptive learning experiences that can cater to the user's cognitive state, optimizing knowledge acquisition and retention.


Original Abstract Submitted

Some implementations disclosed herein present a computer-generated reality (CGR) environment in which a user participates in an activity, identify a cognitive state of the user (e.g., working, learning, resting, etc.) based on data regarding the user's body (e.g., facial expressions, hand movements, physiological data, etc.), and update the environment with a surrounding environment that promotes a cognitive state of the user for the activity.