Lesson Package Assembly for Adaptive AR Learning Content
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing educational systems lack the ability to effectively integrate real-world environments and interactive learning experiences, limiting the engagement and comprehension of learners.
Innovation Solution
A computing system that utilizes environment sensor modules to capture real-world data, combines it with modeled environments and instructor inputs to create immersive learning experiences, and executes these experiences using augmented reality overlays, allowing learners to interact with virtual environments and assess comprehension through interactive prompts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional educational systems are used, then system simplicity is maintained, but learner engagement and comprehension are limited
Solution Approach 1:
The patent combines multiple educational components (video content, interactive prompts, real-world environment sensors, and augmented reality overlays) into a unified lesson package that integrates seamlessly across devices. This merging enables immersive learning experiences while maintaining system coherence through centralized package management.
Solution Approach 2:
The lesson package structure is designed to be universally applicable across multiple devices and learning contexts. The same package can be delivered via video players, mobile devices, or augmented reality systems, allowing the educational content to adapt to different platforms without requiring separate development for each device type.
2Adaptability or versatility
If recorded lectures with built-in feedback prompts are used, then basic interactivity is provided, but real-world environment integration is lacking
Solution Approach 1:
The patent introduces environment sensor modules as intermediaries that bridge the gap between the physical real-world environment and the digital educational content. These sensors capture environmental data (light, sound, motion) and feed it into the lesson package, enabling the system to adapt educational content based on the learner's physical context without requiring direct complex integration between all system components.
3Productivity
If immersive learning experiences are created using multiple components, then learner engagement improves, but system complexity increases
Solution Approach 1:
The educational system is segmented into distinct, independently developable components (video content modules, interactive prompt modules, sensor integration modules, augmented reality modules) that are then assembled into lesson packages. This segmentation allows each component to be optimized separately while maintaining overall system functionality, reducing the complexity burden of creating immersive learning experiences.
Solution Approach 2:
Lesson packages are prepared and configured in advance with all necessary components (content, prompts, environmental adaptations) assembled before delivery to learners. This preliminary action allows complex immersive learning experiences to be pre-tested and validated, reducing the complexity of real-time system coordination during actual learning sessions.
Data Source
AI summary
A method for execution by a computing entity for creating first and second learning objects for an assembly topic based on learning assessment results associated with previous interactive consumption by a previous learning entity. The method further includes rendering an illustrative asset for the learning objects to produce a set of illustrative asset video frames. The method further includes including a common subset of the illustrative asset video frames along with unique remaining portions of descriptive asset video frames in the learning objects. The method further includes outputting the descriptive asset video frames to facilitate interactive consumption by a present learning entity. The method further includes determining learning assessment results associated with the interactive consumption by the present learning entity.


