Yoga Cube

TR202511824U3Pending Publication Date: 2026-06-22BİLGESU ÇETİN
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Patent Information

Application Number
TR202511824U
Authority / Receiving Office
TR · TR
Patent Type
Utility models
Current Assignee / Owner
Filing Date
2025-08-20
Publication Date
2026-06-22
Estimated Expiration
2035-08-20
Patent Text Reader

Abstract

YOGAQUBE This invention improves children's bodily awareness, emotional regulation, and motor skills. physical and digital content designed to support its development YogaQube is a modular learning system that brings together different elements in a gamified structure. This system includes wooden cubes and storybooks specifically designed for various age groups. Digital videos, breathing exercises, and meditation content engage children's multiple senses. It aims to activate their systems simultaneously. Each cube carries a QR code or similar digital marker along with a character figure and a number; In this way, the child's physical play experience is supported by digital guidance. The system is age-appropriate. It is offered at three separate content levels specific to each age group: 4-6, 6-9, and 9-11 years old. This structure, children experience a pedagogical development process that deepens with the content as they get older. provides. The invention also enables AI-powered animations, character-based storylines, and interactive elements. It has a future-proof digital infrastructure with elements such as mobile application integration. Through this system, children identify with and play through the figure-story-movement trilogy. They learn through this method and experience a journey of awareness supported by technological tools.
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Description

1 TARIFF YOGAQUB 1. TECHNICAL FIELD This invention helps children develop bodily awareness, emotional regulation, attention span, and motor skills. Physical 5, structured with age-appropriate pedagogical themes that support coordination skills. and multi-channel learning that combines digital content in a modular, gamified way. It relates to the system. The invention addresses the individual learning needs of both preschool and elementary school children. responsive; working in an integrated manner with figure-story-movement integrity, multi-sensory, As a manageable and pedagogically based system, supported by educational tools and digital content, 10 It falls under the technical field of learning systems. 2. STATE OF KNOWLEDGE OF THE ART Today, increasing children's body awareness and emotional regulation skills... various training tools to support and encourage motor development These tools are generally used in digital applications, printed materials, storybooks, etc. or offered as activities led by an instructor. However, these methods mostly single-channel (visual only, audio only, or textual only) content It is insufficient and does not fully meet the child's need for multisensory learning. Additionally, systems based on digital screens lack tactile experience and have limited physical participation. remains. 20 Within existing systems, pedagogically age-adapted physical and digital content. Multisensory learning based on character identification, integrated with gamification. modular and directional learning systems that activate the system simultaneously This is not the case. Furthermore, the figure-story-action triad is not encountered simultaneously in known systems. 25 a widespread structure that provides digital infrastructure that can be integrated with artificial intelligence over time. It is not encountered as such. 2.1 Novelty Elements of the Invention This invention supports the holistic physical, mental and emotional development of children; 30 that integrates physical and digital content within a modular and gamified system It offers an innovative structure. The innovative elements of the system are summarized below: 2 • Physical-Digital Integration: Character figures located on each of the wooden-surfaced cubes and The accompanying QR codes allow the child to interact both through physical contact and digitally. It allows access to guided content on the platform. • Character-Story-Yoga-Breath Integration: Each movement represents a character, a short story, and breath. 35 It gains meaning through exercise. This structure allows the child to establish both emotional and physical connections. It allows them to increase their inner awareness by developing identification with the character. • Multisensory Learning Structure: The system incorporates visual, auditory, and kinesthetic learning pathways simultaneously. It is structured in a way that activates the child instantly. The child learns not only to move, but also to listen, observe, They experience connection and self-expression within the same experience. 40 • QR Code-Based Updatable Platform: QR codes on every surface guide children through yoga, It directs users to breathwork or meditation content. This structure allows the content to be accessed digitally. It ensures that it is updatable, sustainable, and measurable. • Gamified Approach to Decision-Making and Motor Planning Development: Character Cube Throwing the number cube together with the number cube allows the child to randomly choose positions and timings. This 45 It develops structure, decision-making, adaptability, and motor planning skills. • Age-Appropriate, Deepening Modularity: Each cube offers content tailored to ages 4–6, 6–9, and 9–11. Seven With the cube series, the system consists of a total of 21 modules, offering a learning experience that deepens with age. It provides the journey. • Sound and Space-Based Awareness Structures: 50 QR-guided structures designed for 6-9 year olds. The content incorporates crystal bowl sounds to support synesthetic awareness and focus. Additionally, the "checker piece" metaphor illustrates children's pre-action mental intentions. A visual area is created that provides the configurations. • Social-Emotional and Mindfulness-Focused Dimension: The system helps children recognize and express emotions, Supporting empathy and self-regulation skills; age-appropriate structured mindfulness 55 It offers a fundamental learning approach. • Cultural and Linguistic Adaptability: QR code content is multilingual and culturally adaptable. It can be structured in this way. • Expandable Ecosystem Potential: The system includes sensory toys, sensory elements... 60 supportive items such as regulation / integration toys, children's yoga mats, and thematic agendas. It is designed to be integrated with educational materials. 3 For these reasons, the YogaQube system is not only a product that stands out from its competitors; it is also a new category in the fields of child health, educational technologies and play-based learning It is a defining pedagogical innovation. 3. PURPOSE OF THE INVENTION 65 This system takes a multidimensional approach to the physical, mental, and emotional development of children; Gamified learning where physical and digital content are integrated on a pedagogical basis. It is a tool. YogaQube Cubes feature character figures that attract children's attention, and are age-appropriate. with structured stories, guided yoga-breathing content, and interactive game flows It aims to activate learning channels simultaneously. 70 The system is structured with three different content models according to children's developmental levels: • A simplified, QR code-free story and action sequence is offered for the 4-6 age group. Cube Their surfaces feature only character figures and the simple yoga poses they represent. Parents Through guided reading, coloring, free expression, and emotional value maps, children develop body-emotional skills. awareness is supported. 75 • For the 6-9 age group, QR codes are included in the cubes and stories. Each QR code leads to guided yoga-breathing exercises. It provides access to the videos. The asanas are synchronized with the sounds of crystal bowls. It is structured; these sounds create body-voice resonance, synesthetic awareness, and focus in the child. It also supports children's mental intention-setting. Neuroaesthetics is a visual field. The same QR code appears both on the cube surface and in the storybook, 80 It creates a physical-digital continuum. • Content for the 9-11 age group includes principles of yoga philosophy (yama, niyama, etc.), guided meditations, breathing techniques (kapalabhati (fire breath), nadi shodhana (alternating nostril breathing)) This level is deepened with (etc.) and focus exercises. It develops regulation, philosophical thinking, and conscious emotion control skills. 85 The system is based on the child identifying with the character and imitating the figure. This structure is mirrored. It supports the development of both bodily awareness and empathy through neuron activation. Common to all three age groups, children randomly roll character and number cubes like dice. It creates surface combinations. The character cube determines pose selection, while the number cube determines the repetition duration. or determines the breathing cycle. This structure involves gamified decision-making and motor planning 90 It provides skills. The system consists of 7 different thematic cubes, each specifically designed for three age groups. Thus... A modular, in-depth, and sustainable awareness training program consisting of a total of 21 modules. presents. 4 QR codes are connected to a central platform and the content can be updated pedagogically, in 95 different versions. It is adaptable to various languages ​​and cultures. The YogaQube system adapts to children's developmental pace and individual rhythm. It offers a customizable learning journey. Sustainable, gradual, and suitable for ages 4–11. It creates a holistic body-mind development package. 4. DESCRIPTION OF FIGURES 100 Figure 1.1: Three-sided perspective drawing of the character cube. Figure 1.2: Three-sided perspective drawing of the character cube. Figure 2: Explanation of the technical drawing of the character cube. Figure 3: 6-face unfolding of the Character Cube. Figure 4.1: Detail of the thematic figure and its QR code on one surface of the Character Cube. 105 (Example: giraffe) Figure 4.2: Attached to Appendix 2, containing the same thematic figures as the cube, and these thematic Our e-book, in which we wrote the story of the figures, is titled "Leo the Forest Cat: In Pursuit of Smiles". Schematic representation of the QR code found on a sample page ("Meeting Zizu the Giraffe"). (It's the same as the QR code on the giraffe figure in the cube.) 110 Figure 4.3: As a usage example, the QR code on one surface of the character cube. Diagram showing how to teach. Figure 4.4: As an example of use, our e-book in Appendix 2 - “Leo the Forest Cat and the Smile” A diagram showing how to scan the QR code found on one of the pages of "In Pursuit". Figure 5.1: Perspective drawing of the number cube with 3 faces. 115 Figure 5.2: Three-sided perspective drawing of the number cube. Figure 6: Explanation of the technical drawing of the number cube. Figure 7: Unfolding of the 6 faces of the number cube. Figure 8: Moment of using the cubes in a gamified way (example: cat, 2) 5. EXPLANATION OF REFERENCES IN FIGURES 120  Figure 1.1: Three-sided perspective drawing of the character cube.  Figure 1.2: Three-sided perspective drawing of the character cube.  Figure 2: Explanation of the technical drawing of the character cube. 1: Wooden cube body 2: Thematic character figure applied with UV digital printing (e.g., giraffe) 125 3: QR code applied using UV digital printing. 4: Number applied using UV digital printing. 5: Rounded corner design for child safety. 6: Natural transparent varnish that protects the wooden surface. 7: Surface design that shares the same theme as the character figure in the story 130 8: Gamified usage moment: The child rolls both cubes (character cube and number cube) on the dice An interactive application that starts with throwing a ball and landing on a random surface. For example, a child When you roll the character cube, a "cat figure" appears on top, and when you roll the number cube, a "2" appears on top (breath (number of cycles) income. In this case, the child scans the QR code or performs the movements sufficiently. If they've experienced it, even without instruction, they can perform the cat stretch yoga pose for 135 breaths over 2 breath cycles. They can do it. The game can be played individually or in a group. Children take turns throwing the cube. They experience different combinations. 9: Digital content associated with QR code (Meeting Zizu the Giraffe - Elongated Da Pose) (video link)  Figure 3: 6-face unfolding of the Character Cube 140  Figure 3: 6-face unfolding of the Character Cube.  Figure 4.1: Thematic figure and its QR code on one surface of the Character Cube. detail (example: giraffe)  Figure 4.2: Attached to Appendix 2, containing the same thematic figures as the cube, and this Our e-book, in which we wrote the story of the thematic figures - "Forest Cat Leo 145" "In Pursuit of Smiles" - a sample page ("Meeting Zizu the Giraffe") Schematic representation of the QR code found.  Figure 4.3: As a usage example, a QR code on one surface of the character cube. the reading of the code and the demonstration of the child's interactive participation in the relevant content in the video. diagram 150  Figure 4.4: As an example of use, our e-book in Appendix 2 - “Leo the Forest Cat” Scanning the QR code found on one of the pages of "In Pursuit of Smiles" and Diagram showing the child's interactive participation in the relevant content in the video.  Figure 5.1: Three-sided perspective drawing of the number cube. 6  Figure 5.2: Three-sided perspective drawing of the number cube 155  Figure 6: Explanation of the technical drawing of the number cube. 1: Wooden cube body 4: Number 5: Rounded corner design for child safety. 6: Natural transparent varnish that protects the wood surface 160  Figure 7: The 6-face unfolding of the number cube.  Figure 8: Gamified Use of Cubes (example: cat, 2) 6. EXPLANATION OF THE INVENTION YogaQube Cubes are 6x6x6 cm in size and made from beech wood. (Figure 1.1) The wood material used complies with MSDS (Material Safety Data Sheet) and TDS (Technical Data Sheet) 165. and has FSC (Forest Stewardship Council) certification. Alternatively, compressed cork, environmentally friendly materials such as foam, rubber, silicone, bamboo blend, composite or bio-based materials. It can also be produced with materials that are environmentally friendly and meet sensory needs. Material selection depends on age group, It can be adapted according to sensory profiles and sustainability goals. The system consists of two wooden cubes: a character cube and a number cube. (Figures 1.1 and 170) (Figure 5.1) Each surface of the character cube features character figures connected to the original story, and QR codes associated with the figures are included. (Figure 2) Each character represents a specific emotional theme (e.g. (courage, patience, self-awareness) are represented. QR codes guide children who identify with the character. It directs users to yoga poses, breathing exercises, or meditation content. This structure, It activates mirror neurons, which work by the child imitating the movement they see. 175 The same QR code is available on both the character cube and the storybook (Appendix 1: 4-6 Years Old Storybook Forest). Morning with his cat Leo: A Surprise Meeting) takes place simultaneously. Thus, the child, While reading the physical story, you can simultaneously interact with digital content. This structure is achieved with a single QR code. It's a multi-stage process, starting with an introduction to the story, progressing to breathing exercises, and then to a yoga pose. It provides a learning chain. (Figure 8) This structure enhances attention span, learning depth, and content integrity. increases. The number cube consists of surfaces containing the numbers 1 through 6. (Figure 5.1) This cube is used in yoga. Determines how many repetitions of the movement or breathing exercise to be done. Number cube with character cube. They have the same manufacturing specifications and do not contain a QR code. (Figure 6) Used in both cubes 7 The images were applied using EN71-3 certified UV digital printing technique. Rounded corners, 185 cm. The structure, coated with water-based varnish, is suitable for children's health. The YogaQube system consists of seven pairs of concepts structured from easy to difficult. Each cube The set includes a unique storybook, age-appropriate figures, and movement-breathing combinations. Designed for children aged 4–11, this structure features age-appropriate character complexity, pose duration, and It is graded in terms of difficulty of movement. 190 The guide booklets accompanying the system provide pedagogical guidance for parents and educators. It includes sample questions and application strategies. Cubes, individually or in groups, can be used like dice. It can be used by throwing it around. This gamified structure helps children with decision-making, motor planning, and It supports adaptability skills to unexpected situations. The sounds of crystal bowls and the chessboard metaphor are used in content specifically designed for the 6-9 age group. as elements of focus and awareness that strengthen the child's mental readiness within the system It is integrated. The crystal bowl provides synesthetic stimuli to the parasympathetic nerve by delivering sounds. While supporting this system, the checker piece symbolizes the child's pre-action selection and intention process. This The visual and auditory structure neuroaesthetically integrates mental focus with bodily intention. YogaQube expands its interactive training universe, which begins with figures, to 200 digital content linked via QR codes. It expands. Interactive cards, mascots, t-shirts, agendas, and animation series with the same theme. It can be integrated with components such as these. This structure provides children with a long-term, multi-layered and It offers a sustainable awareness ecosystem. The system is not limited to yoga exercises; it also includes dance, stretching, postural awareness, balance, different physical 205 such as coordination, calming rituals and sensory integration activities It can also be extended to applications. QR content can be used individually or with an instructor. It is structured in this way. The unique letter Q, pastel tones, and surface stability of the figures support the product's brand identity. It is designed to increase retention in the child's memory and enhance the continuity of the user experience. 7. INDUSTRIAL APPLICABILITY OF THE INVENTION 210 The YogaQube system offers industry a high level of integration between physical production and digital content. It offers a high level of applicability. Wooden-bodied cubes, CNC milling and laser cutting technologies. They can be produced in series. Thematic character figures and QR codes can be printed using UV digital printing technology. EN71-3 certified paints, suitable for children's health, are applied to surfaces with high precision. 8 The entire production process complies with MSDS (Material Safety Data Sheet), TDS (Technical Data Sheet) and FSC 215 standards. It can be carried out using sustainable materials certified by the Forest Stewardship Council. Thanks to its modular structure, the system can be scaled up to an industrial scale. There are a total of 7 concepts. The cube-based structure contains 21 items, each with three contents suitable for age groups 4–6, 6–9, and 9–11. It can be transformed into different modules. This structure includes figures, stories, poses, and 220 different options that vary according to age. It facilitates the systematic production of digital content and its gradual presentation to the user. The digital platform, integrated with QR codes, operates connected to a central content server. Each QR code, videos including guided yoga poses, breathing exercises, meditations, and storytelling It provides access. This content can be easily updated and offered in multiple languages, reaching 225 It gains suitability for the global market. Digital content, with limited and directed screen time. It is structured to hold. YogaQube cubes are used in the educational toy sector as well as in preschools, primary schools, Montessori and Waldorf systems, children's yoga centers, child development and 230 as supplementary learning material in various institutional settings related to education It is available for use. It can also be preferred by families for individual use. It is structured. The product not only consists of basic cubes; it can also be developed into 235 more depending on the brand. agendas, character mascots, t-shirts, themed comics, stickers, digital animation series, with complementary merchandise such as wearable products and sensory regulation toys It can be expanded in a licensed manner. This means YogaQube is not just a product; it's a multimedia and... A building block of a multi-sensory-based, pedagogically and commercially sustainable brand ecosystem. It becomes. 240

Claims

9 REQUESTS Claim 1: The invention is a pedagogical system structured specifically for children, tailored to their age groups. It is a learning system; its characteristic feature is that it consists of cubes, and the cubes are preferably 6x6x6 cm. natural or synthetic materials of similar dimensions or measurements, suitable for children's health. It is produced from materials (e.g., wood, cork, foam, composite, etc.). 5 Claim 2: The cubes defined in Claim 1 have the characteristic of representing a pedagogical theme on each of their surfaces. a marker that directs to digital content with character / icon figures (e.g., QR code) (code, NFC tag, AR marker) are present. Claim 3: Digital content as described in Claim 2, characterized by the fact that markers are only used for yoga poses. No, breathing exercises, body awareness exercises, sensory integration practices, 10 various types of content such as guided meditations and attention-focus based activities It is about providing guidance. Claim 4: Digital content from Claim 2, with the feature that the system also includes storybooks, guided tours, video content, audio guides, educational materials, sensory regulation products, games along with complementary products such as cards, children's yoga mats, themed planners and clothing, 15 Interactive content that can be included on a digital mobile application platform, gamified content. It is supported by evaluation and feedback modules, and all these structures are interconnected. in an integrated way to create a holistic, brand-specific learning environment It is characterized by its structure and design. Claim 5: The system described in Claim 2, where each cube has a thematic character / symbol figure. through which it is associated with an emotional, physical or mental theme and related the direction marker points to digital content compatible with this theme (e.g., breathing exercises, The story scene is characterized by its direction (yoga pose). Claim 6: The pedagogical learning system defined in Claim 2, characterized by each series being for three-year-olds. It offers structured content specifically tailored to the group (e.g., 4–6, 6–9, 9–11). 25 Claim 7: Content structured specifically for age groups according to Claim 6, and featuring the same characteristics. Stories adapted to different developmental levels of the figure, movement descriptions, and It provides pedagogical depth by presenting it with practical suggestions. Claim 8: These are cubes defined in Claim 1, and their property allows users to create character and number cubes. Like rolling dice, the action, duration, or story depends on the randomly generated combination of surfaces. 30 It includes a gamified selection system that allows the player to determine their section. Claim 9: A marker according to Claim 2, whose characteristic is that of markers on surfaces (QR code, (NFC, etc.) guided yoga-breathing videos, animated instructions, audio stories access to digital content such as narratives or mini-games that open within the mobile application It is to make it possible. 35 Claim 10: The cube as defined in Claim 1, whose characteristic is that its surface prints are UV digital printing or also implemented with similar fixed printing technologies, having rounded edges, and physical It offers safety and aesthetics. Claim 11: Storybooks as defined in Claim 4, each containing an original story. The book uses age-appropriate language, character figures, and movements and breathing specific to those characters. It is supported by its content. Claim 12: Digital content as defined in Claim 2, featuring crystal bowl sounds, breathwork. appealing to multiple senses through rhythms, sound effects embedded in the story, and directional intonations. by integrating sound elements into digital content, body-voice resonance and synesthetic 45 The goal is to raise awareness. Claim 13: Character figures as defined in Claim 5, each character figure having the characteristic of being identical. synchronized use of physical books, digital videos, and applications over time thanks to identification, repetition and mirror neuron activation in the child, motor learning It is to be supported. 50 Claim 14: A pedagogical learning system as defined in Claim 3, characterized by its guided nature. The content includes open-ended questions for children, alternative pose suggestions, and emotional support. Personalized learning experience through notification options or symbolic tasks. It is to present. Claim 15: The pedagogical learning system defined in Claim 3, characterized by guided video 55 In addition to the content, the digital application includes a mobile dice rolling simulation and progress. an interactive digital environment with components such as tracking and parent / teacher feedback screens is to provide support. Claim 16: A pedagogical learning system as defined in Claim 3, characterized by the use of markers. The accessed digital content can be translated into different languages, accents, or symbolic systems, sub-60 Thanks to its ability to be printed or visually customized, it is culturally significant. Its adaptability. 11 Claim 17: According to Claim 1, it is a cube, and its characteristic feature is that it is manufactured from environmentally friendly materials, carbon Keeping the footprint low, ensuring physical and digital structures are long-lasting and upgradeable. It offers a sustainable learning experience thanks to this. 65 Claim 18: A system according to Claim 1, characterized by its character figures and pedagogical themes. Based on this, AI-powered short animated films, guided meditation videos, or this allows for the production of thematic mini-story content and its distribution on digital platforms or mobile devices. It has an expandable digital infrastructure that allows it to be delivered through the application. That is. 70 Claim 19: Books as defined in Claim 4, characterized as storybooks, character books, and It is the interaction of directional markers. Claim 20: This is the work system described in Claim 18, characterized by the physical work performed by the child. depending on the choices (for example, choosing a figure and rolling a number like with dice) to the relevant story scene, 75 with a modular “learning engine” structure that guides towards action and digital content It is the fact that. Claim 21: A system according to Claim 1, characterized by physical-digital integration over time. developing technologies (for example, augmented reality, AI voice guidance, body (motion recognition algorithms, etc.) have an infrastructure that can be updated in a compatible manner. That is. 80