20240015020. ACCESSING A VIRTUAL REALITY ENVIRONMENT simplified abstract (Enduvo, Inc.)
Contents
ACCESSING A VIRTUAL REALITY ENVIRONMENT
Organization Name
Inventor(s)
Matthew Bramlet of Peoria IL (US)
Justin Douglas Drawz of Chicago IL (US)
Steven J. Garrou of Wilmette IL (US)
Christine Mancini Varani of Newtown PA (US)
Gary W. Grube of Barrington Hills IL (US)
ACCESSING A VIRTUAL REALITY ENVIRONMENT - A simplified explanation of the abstract
This abstract first appeared for US patent application 20240015020 titled 'ACCESSING A VIRTUAL REALITY ENVIRONMENT
Simplified Explanation
The patent application describes a method for a computing device to interpret a request from a user to access a set of learning objects in a virtual reality environment. The method includes checking if the user has the necessary access rights through a license smart contract associated with a non-fungible token. If access is confirmed, the method generates the virtual reality environment using object representations and outputs it to the user for interactive consumption.
- The method interprets a user's request to access learning objects in a virtual reality environment.
- It checks if the user has the necessary access rights through a license smart contract associated with a non-fungible token.
- If access is confirmed, the method generates the virtual reality environment using object representations.
- The generated virtual reality environment is then outputted to the user for interactive consumption.
Potential applications of this technology:
- Education and training: This technology can be used to create immersive learning experiences in virtual reality environments, allowing users to interact with learning objects in a more engaging and effective way.
- Entertainment: Virtual reality games and experiences can be enhanced by incorporating learning objects and educational content, providing both entertainment and educational value.
- Virtual tours and simulations: This technology can be used to create virtual tours of real-world locations or simulate scenarios for training purposes, offering a realistic and immersive experience.
Problems solved by this technology:
- Limited access to learning objects: This technology provides a method for users to access a set of learning objects in a virtual reality environment, potentially overcoming limitations in physical access or availability.
- Lack of engagement in traditional learning methods: By creating immersive and interactive learning experiences, this technology aims to increase engagement and improve learning outcomes.
Benefits of this technology:
- Enhanced learning experiences: The use of virtual reality environments and interactive learning objects can provide a more immersive and engaging learning experience, potentially improving knowledge retention and understanding.
- Accessible and flexible learning: Users can access learning objects in a virtual reality environment from anywhere, at any time, providing flexibility and accessibility to a wide range of learners.
- Personalized learning: The method can potentially adapt the virtual reality environment and learning objects based on the user's preferences and learning needs, offering a personalized learning experience.
Original Abstract Submitted
a method includes a computing device interpreting a request for a requesting entity to access a set of learning objects pertaining to a common topic represented in a virtual reality environment to produce a set of requested learning object identifiers. the method further includes determining whether a license smart contract for the set of learning objects associated with a non-fungible token of the object distributed ledger affirms access by the requesting entity to the set of learning objects. when access is affirmed, the method further includes generating the virtual reality environment utilizing a group of object representations in accordance with interaction information for at least some of the object representations of the group of object representations. the method further includes outputting the virtual reality environment to the requesting entity for interactive consumption.