20240054905. SYSTEMS AND METHODS FOR EDUCATION UTILIZING AN AUGMENTED REALITY PLATFORM simplified abstract (Truist Bank)

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SYSTEMS AND METHODS FOR EDUCATION UTILIZING AN AUGMENTED REALITY PLATFORM

Organization Name

Truist Bank

Inventor(s)

Jahlisa Misenheimer of Concord NC (US)

Micah Ryan Tinklepaugh of Charlotte NC (US)

Kelly Griffin of Matthews NC (US)

Gabriel Sheridan of Iron Station NC (US)

SYSTEMS AND METHODS FOR EDUCATION UTILIZING AN AUGMENTED REALITY PLATFORM - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240054905 titled 'SYSTEMS AND METHODS FOR EDUCATION UTILIZING AN AUGMENTED REALITY PLATFORM

Simplified Explanation

The abstract describes a system, computer program product, and method for providing educational material through an integrated augmented reality game (AR game). The AR game is connected to an external system to track gamer activity, goals, and challenges. It includes a graphical user interface to visualize gamer goals, challenges, profile, activity, educational material, gamer remuneration, and a digital remuneration redemption platform. The AR game utilizes the gamer's location and other data to provide digital objects in an AR environment.

  • The system provides educational material through an integrated AR game.
  • The AR game tracks gamer activity, goals, and challenges by connecting to an external system.
  • A graphical user interface visualizes gamer goals, challenges, profile, activity, educational material, gamer remuneration, and a digital remuneration redemption platform.
  • The AR game utilizes the gamer's location and other data to provide digital objects in an AR environment.

Potential applications of this technology:

  • Education: The system can be used to provide educational material in a gamified and interactive manner, enhancing the learning experience.
  • Entertainment: The AR game can be used as a form of entertainment, combining educational content with gameplay.
  • Training: The system can be utilized for training purposes, allowing users to learn and practice skills in a virtual environment.

Problems solved by this technology:

  • Engagement: The integration of educational material into an AR game increases engagement and motivation for learning.
  • Personalization: The system allows gamers to set and track their own goals and challenges, providing a personalized learning experience.
  • Accessibility: The AR game can be accessed from anywhere, allowing users to learn and play at their convenience.

Benefits of this technology:

  • Enhanced learning experience: The combination of educational material and AR gameplay provides an immersive and interactive learning experience.
  • Motivation and engagement: The gamified elements and tracking of goals and challenges motivate gamers to actively participate and progress.
  • Flexibility and convenience: Users can access the AR game and educational material from any location, at any time, making learning more flexible and convenient.


Original Abstract Submitted

a system, computer program product, and method for providing educational material via an integrated augmented reality game (ar game) is provided. the ar game is coupled to an external system to retrieve gamer activity to track gamer goals and challenges. the ar game includes a graphical user interface for visualizing gamer-identified goals and their progress, gamer challenges and their progress, gamer profile, gamer activity, educational material, gamer remuneration, and the digital remuneration redemption platform; as well as an interface where the gamer can add, delete, or update goals and challenges in addition to utilize the digital remuneration redemption platform. the ar game will access the gamer location, location images, and other data to provide digital objects in an ar environment to facilitate the ar game.