Interesting Patents | TUESDAY, May 10, 2022
The United States Patent and Trademark Office (USPTO) grants hundreds of new patents every week, showcasing the most exciting developments in technology and innovation.
In this article, we highlight several interesting US patents recently issued by the USPTO.
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US PAT. NO. 1,328,497
|Apple has patented a stereoscopic computer generated reality environment. The system uses the user’s coordinates to determine the representation of the images in the environment. Users can then further control how the images are displayed using their own set of controls for the computer generated reality environment.
“In one embodiment, a method of intermingling stereoscopic and conforming virtual content to a bounded surface is performed at a device that includes one or more processors, non-transitory memory, and one or more displays. The method includes displaying a bounded surface within a native user computer-generated reality (CGR) environment, wherein the bounded surface is displayed based on a first set of world coordinates characterizing the native user CGR environment. The method further includes displaying a first stereoscopic virtual object within a perimeter of a first side of the bounded surface, wherein the first stereoscopic virtual object is displayed in accordance with a second set of world coordinates that is different from the first set of world coordinates characterizing the native user CGR environment.”
PATENT DETAILED DESCRIPTION:
“In previously available computer-generated reality (CGR) experiences, 2D virtual content and stereoscopic (or 3D) virtual content are typically displayed in accordance with one set of world coordinates characterizing a user CGR environment. In turn, the range of display and user interaction possibilities associated with both 2D and stereoscopic virtual content are limited to rendering and displaying the virtual content based on the set of world coordinates characterizing the user CGR environment.”
This patent relates to a system for quick change accessory system for amusement park rides. The connection allows the accessory to be electrically coupled to the vehicle while allowing for easy replacement if the accessory malfunctions. In addition to quickly changing, the secured connection needs to also be strong enough to resist the forces generated by guests on the ride.
“A quick disconnect system for an accessory electrically coupled to a component of an amusement attraction includes a multi-part electrical enclosure including a first side, a second side opposite the first side, a first opening on the first side, and a relief pass through. The multi-part electrical enclosure is configured to: have a first electrical cable coupled to the accessory pass into the multi-part electrical enclosure via the first opening and have a second electrical cable pass into the second side of the multi-part electrical enclosure to enable the first and second cables to be coupled together within the multi-part electrical enclosure. The relief pass through is configured to provide strain relief to both the first electrical cable and the second electrical cable and to prevent disconnection of the accessory from the multi-part electrical enclosure.”
“The present disclosure relates generally to the field of amusement attractions. More specifically, embodiments of the present disclosure relate to the rapid changing of an accessory coupled to a component of an amusement attraction.
This section is intended to introduce the reader to various aspects of art that may be related to various aspects of the present disclosure, which are described below. This discussion is believed to be helpful in providing the reader with background information to facilitate a better understanding of the various aspects of the present disclosure. Accordingly, it should be understood that these statements are to be read in this light, and not as admissions of prior art.
Amusement parks contain a variety of attractions providing unique experiences to each park guest. These attractions may include rides or guest facing areas (e.g., kiosks) where the guests utilize an accessory (e.g., headset, weapon, etc.) electrically coupled to a component of the attraction that enables interaction with the attraction. Occasionally, these accessories may malfunction or break. However, it not desirable to cease or delay the normal operations of the attraction (e.g. ride). Otherwise, the guest experience may be hampered. Thus, there is a need for providing a mechanism for quickly changing out the accessory without ceasing the normal operations of the attraction and hampering the guest experience.”
US PAT. NO. 11,327,777
Microsoft has patented a method of managing electronic device usage based on assignments that are due. With schools issuing more devices to students, associating their screen time usage with outstanding assignments may help students focus on their studies.
“Methods, systems and storage media for limiting access to one or more of devices and applications for a period of time are disclosed. Some examples may include: receiving electronic assignment information indicating that at least one assignment associated with a user is incomplete, identifying a block of time based on the at least one incomplete assignment and assigning a focus time session to the identified block of time, causing at least one of an application or device to become disabled based on a configuration profile applied during the focus time session, receiving an indication that the at least one incomplete assignment associated with the user has been completed and causing the previously disabled at least one of the application or device to become enabled.”
“The use of screen time by children has increased as devices and applications have become more prevalent in society. Not all screen time is created equal however. For example, screen time may be educational in nature and assist with a child’s learning. In addition, screen time may serve as a form of entertainment. Recognizing that screen time may be divided into different types or categories, including but not limited to education and entertainment categories, the use of screen time can be used to motivate children into getting tasks or schoolwork completed. However, it is often difficult to understand how the use of screen time impacts a child’s learning. Moreover, sufficient information is generally not available for a parent or guardian to know when to put education first or when to allow child to use screen time for entertainment purposes.
It is with respect to these and other general considerations that examples have been described. Although relatively specific problems have been discussed, it should be understood that the examples should not be limited to solving the specific problems identified in the background.”