Abstract:
Apparatus for aiding learning by a person comprises a cover or shield (1) for concealing from the person a part of the person's body, and a webcam (6) and a screen (10) for visually displaying to the person, during concealment of the concealed body part, images of a part of the person's body not in direct view of the person. The apparatus may be used in the learning of a skill, such as hand-writing. In another embodiment, the shield is a collar worn to conceal part of the wearer's body, and the webcam and screen display the concealed body part in real time to the wearer. This apparatus can be used in many applications, such as to learn sports activities or to correct body image, posture or movement.
Abstract:
An improved keyboard comprises a number of keys superimposed on which is a grid (the KeyGuide) which is used to display on a display such as a VDU screen the actions of each of the keys and each time one of a set of keys is pressed it can change the actions of the other keys. The KeyGuide can represent a single key as an icon or a group of the keys or all of the keys, with each key action being identified by its relative position. By using a PageSelect key the number of keys easily accessed is greatly increased as they will change the actions of most of the other keys and so cause the display to be updated. The KeyGuide can be embossed for easier use and the invention facilitates an approach to programming where an application is broken down into small blocks which have a small number of options or Processes and from which other tasks can be selected as needed and thus it is possible to have control embedded devices.
Abstract:
A game machine for playing a game in which the player contends a displayed character, or enemy in typing skill, and a specific word that the player is prompted to input is not fixed by the character. The game machine comprises control means for executing a program, geometry calculating means for transforming the coordinates of polygons constituting the enemy character, and rendering means for transforming the three-dimensional coordinates created by the geometry calculating means to two-dimensional coordinates and creating a display image. The game machine is characterized in that a word box corresponding to the enemy character is generated in accordance with the program executed and controlled by the control means, and a specific word that the player is prompted to input is displayed in the word box.
Abstract:
A keyboard is disclosed with at least one key (3.3, 7.4, 7.5) that emits several different signals when it is actuated in various ways. As signals are understood all events that lead to the activation/typing of a certain signs in a typewriter or computer. Character may be not only letters and numbers, but also syllables and words, for example.
Abstract:
A device for controlling a sound reproduction transcriber which provides alternate playback intervals and stopped intervals. The playback interval length in words is manually selectable by a secretary or instructor by means of a phrase length selecting means (46). Similarly, the average word reproduction rate is selected by a selector means (60). The device meters the reproduced words during the playback interval with its syllable detecting and counting means (16) and initiates the stopped interval at the first audio pause after the selected number of words have been played back. The required total cycle time is computed in a calculator circuit (70) by effectively dividing the number of words played back during the playback interval by the selected average word reproduction rate. A timer (84), which counts the time elapsed since the playback interval was initiated, has its counted time compared to the computed total cycle time in a time comparator (78) so that the stopped interval is terminated, the circuit is reset and the playback interval is again initiated upon coincidence of the computed time and the elapsed time.
Abstract:
A finger detector (5) is worn on a finger of a player. When a key (3a) on a keyboard (3) is pressed down, a pressure sensor (5a) of the finger detector (5) sends a pressure detection signal to a PC main body (2), and the finger used to press down the key (3a) is detected based on the signal. When it is determined that an improper finger is used to press down the key (3a), a beep sound is generated from a speaker (6).
Abstract:
Educational devices using process-oriented educational methods are disclosed to prepare pre-school children, school children, and teenagers for keyboarding. The devices include sets of gloves and indicia applied to the fingers of the gloves to provide pictorial and alphanumeric representations of the computer keyboard. The visual and tactile memorization of the glove images are complemented by auditory and associative memorization provided by a story-telling educational method. Synergistic use of the gloves in the context of supervised story-telling also trains the pre-school children to develop and practice both lateral and vertical thinking skills (21-32), thus preparing them for coping creatively with the inherent hardware/software limitations of computers. The memorization of the alphanumeric representation of the computer keyboard is reinforced through synergistic use of the gloves in a variety of activities including learning the alphabet, learning word-spelling, and learning languages. To best fit the psychology of teenagers, a set of picture-rings is disclosed to specifically prepare that age-group for keyboarding.
Abstract:
Un dispositif de commande d'un transcripteur de reproduction du son donne des intervalles de reproduction alternes et des intervalles d'arret. La longueur de l'intervalle de reproduction des mots est selectionnable manuellement par une secretaire ou un instructeur a l'aide de moyens de selection de la longueur des phrases (46). De meme la vitesse de reproduction moyenne des mots est selectionnee par un selecteur (60). Le dispositif mesure les mots reproduits pendant l'intervalle de reproduction avec ces moyens compteurs et detecteurs de syllabes (16) et initie l'intervalle d'arret a la premiere pose audio apres reproduction du nombre selectionne de mots. Le temps total du cycle requis est calcule dans un circuit calculateur (70) en divisant le nombre de mots reproduits pendant l'intervalle de reproduction par la vitesse de reproduction des mots moyenne selectionnee. Une horloge (84), qui compte le temps ecoule depuis l'intervalle de reproduction est en marche et son temps compte est compare au temps total du cycle calcule dans un comparateur de temps (78) de maniere a ce que l'intervalle d'arret se termine, le circuit soit remis a zero et l'intervalle de reproduction recommence lorsque le temps calcule coincide avec le temps ecoule.