Note: Descriptions are shown in the official language in which they were submitted.
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RANDOM LEARNING METHOD (RLM)
BACKGROUND OF THE INVENTION:
For long time and now a days, for learning purposes, people are sitting behind
a desk, with a
computer, and start learning educational items, on a conventional and
sequential basis. But when
they are in move from place to place, every day, millions of hrs of many
people are wasted while
traveling and are in move, only, a few may read news papers or listen to a
music play.
lo The Random Learning Method is a powerful tool helping people to make most
advantages of the
daily dead time wasted, while they are in move from place to place. This
invention is based on the
scientific proves of psychologists and scientists which specify that
subjunctive and randomly
repeated times of learning materials,presenting the subjects to learn, in an
unsequential or random
method, will have strong effect on improving the learning skills of people,
and help them to build-
up strong and long lasting memory power, by reminding them of specific but
randomly selected
learning items specially during free times of the day or night (such as
traveling time durations to
work place or home-or at rest).
Description of RLM:
1 have invented, designed, developed and tested two sample demo programs to
act together
performing Random Learning and Entertainment process. By loading these
programs on a cell
phone hand set i.e: the one which is produced by Sony Ericsson (Model P800)
that has the
capability of using "Symbian" Operating System.
By deploying the invented method programs over handheld and fixed electronic
devices, any user
can randomly play learning programs, from a very wide range of pre-selected
glossaries down
loaded or installed on users of regular electronic device, such as :mobile
phone,MP3 player, palm
PC, pocket PC. Handy game consuls, Laptop and Desktop PCs, or any multi-media
electronic
device, presently available or may be developed or invented in future.
One of the two RLM programs is designed to play all kinds of educational,
training and
entertainment materials. This program randomly selects and operates items of
data, music, text,
video and sound from a Pre-selected glossary and has different controls for
search, and play through
items and setting up of timing intervals. The system is so designed and
programmed to make it very
simple and easy to operate for user.
Before playing of any item, a notification sound and vibration (For
Conditioning Notification and
Parallel Event), helps user to concentrate on playing item, which by randomly
repetition of items of
interest, learning of the subject items will be strong, productive and long
lasting effect in mind.
This is a unique and very interesting method of learning, because the user may
not predict what will
be the next item to be played.
Imagine a student who is using his/her i,pod while heading towards school or
college in the
ao morning, and has pre-loaded a bunch of fresh items planned for learning
during current week as
well as favorite music hits she/he will intervally and randomly hear items
needed to be learned
followed by a very delighting music play.
The 2nd RLM software program works as a "scheduler" for every day activity
plans and reminders,
operating similar to a normal scheduler, but with an advantage of using an
"Special Random
Engine" which in addition to setting reminder time intervals, it also makes
random reminders based
on importance category set-up by user, so that as it reaches to the critical
timing of a series of
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appointments , or work task schedules, the power of memorizing of reminding
the item will be
increased tremendously (This feature is of great importance for active
business people to improve
their habits of remembering important subjects and appointments).
The Application and Advantages. of RLM
-The Random Learning Method can be used through a wide range of different
electronic devices
specially on handhelds such as: Cell Phones, MP3 Players, Pocket PCs, Palm
PCs, Handy Game
Consuls, Personal Organizers, as well as Laptop and Desktop PCs, and any
electronic device of
multi-media available now or may develop and invent in future.
-This invention is a smart way of making valuable times of people, greatly
useful and pleasant for
them, otherwise are almost wasted every day during their lifetime, when they
are in move from
place to place,
-Consider a normal person spends minimum 2 hrs in move during the day. Over
two billion
(2,000,000,000) people in the world are using mobile hand-sets, and so a great
part of almost four
billion hrs (4,000,000,000) of dead time in one day can be transformed by
using such an invention
into increasing people's learning abilities.
-Huge markets could be created for learning program developers and
entertaining programmers all
over the world.
-The learning subjects are unlimited and any item can be learned through and
by RLM. Today
almost all handheld electronic devices are capable of operating and play of
multimedia contents.
Even TV programs will soon could be watched on handheld devices, then, any
thing can be learned
with high interest through Random Learning Method.
-At present time almost all learning software programs are using the classic
method so that the user
shall sit behind a PC and learn through items of software on a sequential
teaching process. The
classic method of learning is in contradictory with to days mobility basis
which is exponentially on
increase day by day. Every day a huge amount of valuable times of people, are
wasted in moving,
traveling from place to place, and nothing except music and games, or reading
news papers are
using by people. My invention provides the mobility feature for learning,
Media and what I am
presenting under the RLM invention is providing the ability for people to
fulfill mobility time gaps
in a very smart way, which is not available at this time. People can take
advantage of learning
randomly played items in addition to randomly listen to their favorite musics,
play a game, or watch
a video play, thus saving and making efficient use of billions of hours of
dead times, which are
personally and commercially valuable.
so -The RLM invention would not effect the development and production of
existing softwares and the
software producing companies would not face any extra burden by producing the
traditional
sequential learning products, they will only need to add RLM (Engine) to their
software.
- Any handheld system, deploying RLM program, will help people learn and
entertain while in
mobility (or at rest), and so the glossary items for learning and entertaining
will be widely produced
and developed, which in its turn, will create large potential of related
techniques and jobs in the
societies ali over the world.
-As most handheld systems have capability for direct connection to internet
(By Wireless
Application Protocol -WAP and other ways), then the sale of glossary items
over internet will make
a large market for this kind of businesses.
- One great advantage of RLM is unpredictability play of glossary items, which
by itself brings a
very pleasant feeling for the user. Imagine that you are sitting in a bus (or
in sub-way) very tired and
suddenly on your handset a soft nice voice announces you of some special
interesting subject and
fantastic music together with a video play showing an Spanish Gypsy music &
dance. Compare this
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95 with the normal and classic sequential learning or entertainment systems
which come to be boring
after awhile, but the youngsters will be very satisfied with RLM at all the
times.
-The learning effect of RLM specially on strengthening and increase of brain
memory power is
highly deep, powerful and long lasting, due to making a person as conditional
thinker/learner. for
example there is no one, that can claim, he/she reminds all of his/her daily
works programs and
1oo schedule at a predefined time. So every one, "who can remember more is the
one,who has good
brain and remembering ability".
105
DETAILED ILLUSTRATIONS OF THE INVENTION
Fig. l Block Diagram: Showing the Random Learning Method Engine basic
components and functions (Block number: 1 to 13)
110 fig.l-1: illustrates the different RLM Glossary Resources [Internet-
Peripheral Glossary
contents-Local Storages].
fig.1- 2: is the Reformatting and binding Selected Glossaries for RLM engine
[Glossary
Bank-Video-Sound-Text ... ]
fi .l- 3: is a sequential time counter, (Operating System Clock) which
includes standard
115 Hour: Minute, format, taken from OS.
fig.1- 4: is a Random Number Generator, with standard Hour: Minute: format.
f g.1=5: shows Adjusting sequence between Random Times by user.
fi .g 1_ 6: if the time numbers of Sequential Counter and Random Number are
equal, then
sends a signal for equalization of sections 3 and 4 to 7.
120 fi~.1- 7: Command for Play of Glossary Item [if A(3)=B(4)].
fi.1- 8: Is the Engine with ability for Play; Stop; Pause; Last; Next, and
capable of opening
Multi-Media formats, such as: Picture, Video, Sound, Text, etc.
fig.1- 9: Showing external commands for controlling the Engine by user, from
GUI or
auxiliary devices, such as: Keyboard, Mouse, Touchpad, etc.
125 fijz.1- 10: Shows the function of Notification by, Sound, Vibration or
other ways for
applying the effect of Conditioning and Randomizing the User.
fig. l - 11: Disables RLM for Idle times (for example sleep time of user).
fg.l- 12: Adjusts the Idle time period by User.
fig.l- 13: Shows GUI (Graphic User Interface), and Audible Interface for Multi-
Media
130 relation with User.
Fig.2-Block Dia r~ am: Describes the RLM Scheduler Flow Chart. (Block number:
14
to 27)
fig.2- 14: Is External Command feature for new task by user from Keyboard,
Mouse,
135 Touchpad, etc.
fig.2- 15: Getting new task time by user (Forced).
fig.2- 16: New task subject title (Forced).
fi .~ 2- 17: New task subject (Forced).
fig.2- 18: Getting Voice Comment for task time and more explanation of task
when it must
140 remind (Optional).
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fig.2- 19: Getting type of task for the user, There are three options:
Appointment; Reminder;
All day event. (Optional, has default).
fig.2- 20: In task time, indicates number of Alarm Repeats to notify the user
(Optional, has
default).
145 fig.2- 21: Shows the sequence of task for information to user, when wants
to inspect own
tasks.
fig.2- 22: Task coloring, painting for task clarification, Maps, Details and
Shapes
(Optional).
fi .~ 2- 23: Getting SMS/MMS and Email, (other technologies in future are
supportable).for
150 sending in task time to a friend or other phones or news groups
(Optional).
fig.2- 24: Shows the Critical Fuzzy Remember Point function by user control.
fi .~ 225: Generating some random time, in time space between Task Time and
Critical
Point of Forget/Remembering (The Critical Point Graph of
forgetting/remembering time is
shown in figs 19,20,21 and 22 under How RLM Works).
155 fig.2- 26: Shows the Engine for running the Tasks and showing suitable
messages in certain
time of tasks, to user.
fig;2- 27: User Graphic and Audible Interface for managing and using the
program.
160
How RLM works (figs.5)
By loading RLM program on a handheld electronic unit, (i.e. cell phone model
P800 of Sony
Ericsson), the GUI (Graphic User Interface) as shown in the following figurers
of program and
165 windows will show how this system is set-up and works:
fig.5: shows the software general environment,
fig.5- A: The Top Bar: (A), Information referring to status such as: Idle time
- stop - play
and file menu.
170 fi . 5B: Up Scrollable bar, for some command to managing program.
fi . 5C: Shows the Picture in this box.
fig.5- D: Shows the text in this box.
fi.~ Down Scrollable bar, for some command to managing program.
175 fr.6: file menu.
fi.7: selection of glossary (download/install) from different sources.
fi .8. changing the visual skin of program.
fig.9: showing up scrollable bar: (B) [as shown in fig.51
= Because handhelds have small space for functions, some of controls such as
Setting - Exit, are
190 located in this bar (B),
fi.10: by clicking, the animated scroll and some controls will show.
fg,11: Show Picture Box: (C) [as shown in fig.5]
You can see a picture or video in relation to selected glossary item.
fig. 12: if you click on the screen, the picture shows as full screen.
185 fig_l3: Text Box: (D) [as shown in fig.5]
You can see here, a text related to subject picture or video, and if click,
the text shows as full screen.
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fg.14: down scrollable bar: (E) [as shown in fig.5]
Controls related to play and search within glossary frames are located here
(fig. 14)
fig.l4- A: Previous item
190 fi.1g 4- B: Play item
f .1g 4- C: Pause
fig. 14- D: Find frame
fig. 14- E: Next item.
fi.g 15: The Find control
195 fig.16: Showing the control and adjustment of the random play time
intervals. (The timing intervals
are set between 1 minute up to 1 hour)
fig.l7: Showing and adjustment of idle time (i.e.: midnight sleeping time)
adjustment.
fi.g 1$: showing type of notification sound and number of vibrations.
200 The following figs. 19 to 27, illustrate the scheduler program parts, with
unique
feature of Fuzzy Adjustment System.
fig. 19, Showing functional keys and display screens for data information,
tasks information etc. as
following descriptions:
fi .l~ 9A: Shows all saved tasks and you can click on each one to see the
details of data
205 information of that task in windows (B) and (C).
fig.19- B: Shows the general information of each task, with different
intensity regarding
reminder time, notification, SMS feature etc. in comparison with other tasks.
fig.19- C: In window (C), you can see the daily task which is manageable, i.e.
adding,
deleting or disabling of the task.
210 fi.1g9=D: Showing the date field which you can move within days of each
week.
fig. 19- E: By clicking in this part, you can move one year forward or
backward.
fig.19- F: This key will move the date, one month forward or backward.
f g.19- G: Shows the current date, Month & Year
fig. 19- H: This key shows the detail calendar with all Days, Months and
Years.
215 fi.g 19- I: This key allows you to add a new task as shown in
figs.20,21,22.
fi.1g 9- J: This key allows you to change the selected task from the list.
fi. Ig 9- K: This key is used to delete a task.
fi P,. 19- L: This window shows the current day of the month.
fig.19- M: The setting menu for changing Skin, font, color of the task (As
shown in fig.27).
220 fig.20: Shows how to add /delete a task and date and Random Play
Confirmation.
fi.g 21: Shows how to add, Voice note, task type, Alarm, Task sequence,
sketching:
Note: "I" in below I,a to I,g is directed from fig. 19- I category.
fi g.21-I, a: Add voice note.
f g.21-I, b: Task Type (Reminder, Appointment, All day events...)
225 fig.21-I, c: Alarm repeats,
fg.21-1, d: Sequence of task (monthly, daily...)
f.2g 1-I, e: Sketching address locations etc...(as in fig.22)
f g.21-I, f: Critical Reminder Point of Task (explaining the Fuzzy effect as
shown in
figs.23,24,25 and 26).
230 fi.g 21-I, g: Shows SMS for sending to every one at task time.
fi .g 22: Shows how to make a simple sketch.
fig.23, 24, 25 and 26: shows the Fuzzy Effect (critical reminder point of
task) by applying Critical
key I,f (as in fig.21).
fig.27: 27: Showing the menu in which the Skin, font and Colors of tasks in
program can be changed.
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Accompanying Drawings:
The objects, advantages, and features of this new invention will become more
apparent from the
290 following accompanying drawings:
Fig.1-Block Dia rg, am: Showing RLM Engine basic components and functions.
(Blocks number I
to 13)
Fig.2-Block Diagram: Showing RLM Scheduler Flow Chart. (Blocks number 14 to
27)
295 Fig.3-Block Diagram: Showing Functions of RLM Core for Handhelds and
Electronic Multi-
Media Players (Search; Visual Effect; Multi-Media Performer; Storage Devices;
Networking;
Settings; Glossary functions; OS Time; Random Time; Calculating Idle Time;
Performing
Commands; OS Messages.)
Fig.4-Block Diagram: RLM Devices and Systems Family:
300 (Featuring: Handy music players; MP3 Players; Walkmans; Mobile & Cell
Phones; Handy
Organizers; I Pods; Pocket & Palm PCs; Handy Game Consuls; Laptop & Desktop
PCs ; Internet
&Web; All kinds of Multi-media devices & Systems).
305
The following figures referring to Random Learning Method Program Demo Sample
of Settings and Functions:
Eg.~L Illustrates the RLM general environment display.
fig.6, fig7 & fig8: Referring to status informations such as: Idle time, Play,
Stop, and from File
310 Menu select the Glossary download, skin change, etc.
fig.9 & fig.10: Illustrates the Control Functions such as: Settings, Exit and
animation display (by
clicking). fi~.11 & fig.12: Showing a picture or video in relation to selected
Glossary.
fi .g 13: Illustrates a text related to a subject item of RLM and if click, it
will be displayed as full
315 screen.
fg.lA: Shows the controls related to Search and Play, such as: previous item,
play item, pause, find
frame, next item.
fi6.15: Illustrates the find control feature.
fi.~ 16, fig.17 & fi.~ 18: Showing the control & adjustment of Random Play
Time Intervals, Idle time
32o and Notification Sound type as well as Vibration setting.
The followingfigures refer to Random Scheduler software environment:
fi .~ 19: Showing controls to produce new Tasks, Management, Changes and
Deleting of existing
Tasks.
325 fig.20, fi .g21, fi .g 22: Showing task control features.
fi.~ 23, fig.24, fig.25 & fi .g 26: Illustrates the Fuzzy Effect Graph of
Critical
Remembering/Forgetting point
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You can also send SMS at specified time to specific person or address, as well
as
330 MMS (maps and details drawings).
Note: "I" in below I,a to I,g is directed fr~om fig.19- I category.
fg.21-I, a: Add voice note
fig.21-I, b: Task Type (Reminder, Appointment, All day event)
335 fig.21-I, c: Alarm repeats
fi g.21-I, d: Sequence of task (Monthly, Daily, ...)
fig.21-I, e: Painting locations, address, Etc (fig.22)
fig.21-I, f: Critical reminding point of task (it does describe by a fuzzy
point same as below fig.23,
24, 25 and 26.
340 fig.21-I, g: SMS for sending to everyone at task time.
fi.g 19-J: By this key, the selected Task from the list can be changed.
fig.19-K: This key is used to delete a Task.
fi.g 19-I,: This key shows the current day of the month.
345 fi .1g 9-M: Is a menu in which the skin, font and the colors of Tasks in
software can be changed (As
shown in fig 27)
More detail about Fig. 19
f.g 19-A: Shows all saved tasks and you can click on each one to see the
details of data information
350 of that task in [B] and [C] windows.
fig_19-B: Shows the general information of each task. In this software
program, each task can have
different intensity regarding reminder time, notification, SMS, etc. in
comparison with other tasks.
fi .19-C: In this window, you can see the daily task and is manageable i.e.
adding or deleting,
enabling or disabling them.
355 fi .1g~9=D: You can move within days of one week in date field.
fi .g19E: By clicking in this area, you can move one year forward or backward.
fig.l9-F: This key will move date, one month forward or backward.
fi .lg 9=G: The current date, month and year show here.
fig.19-H: This key will show you a detail calendar with all days, months and
years.
360 fi .g 19-I: This key allows you to add a new task as per following details
shown in figures: (fig 19,
fig 20, fig 21 and fig 22)
365
370
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