Abstract: Assistive bots, such as computer-generated avatars that do not correspond to real world persons, provide automated instructional capabilities through the use of artificial intelligence to real world users seeking information in extended reality (XR) environments, like students learning in XR environments.
Abstract: A method for receiving a control input from a user in an extended reality (XR) environment by detecting a pointing by a user in the XR environment to a body part and displaying one or more of a menu, activity or object in response to detecting the pointing at the body part by the XR system.
Abstract: A method for changing the linear arrangement of a plurality of information boards in an extended reality environment to appear to surround or partially surround a user to make viewing and interaction with the boards easier.
Abstract: Assistive bots, such as computer-generated avatars that do not correspond to real world persons, provide automated instructional capabilities through the use of artificial intelligence to real world users seeking information in extended reality (XR) environments, like students learning in XR environments.
Abstract: A method for changing the linear arrangement of a plurality of information boards in an extended reality environment to appear to surround or partially surround a user to make viewing and interaction with the boards easier.
Abstract: A method for displaying a virtual interface to a user in an extended reality environment based on detecting a physical height of the user and adjusting the appearance of the virtual interface displayed to the user in the extended reality environment based on the user's height.
Abstract: A user creates and changes appearance of a digital object in extended reality environments by voice commands in conjunction pointing input and retrieving a representation of the digital object for display at a location point pointed to by the user with an artificial intelligence process communicating with a database of images or with image-generating software.
Abstract: Systems and methods for aligning and recognizing text in extended reality environments include determining a plane and aligning text on that plane in the extended reality environment to provide for text recognition and interactivity of the recognized text.
Abstract: A system and associated methods facilitate administration of assessments within an extended reality learning environment. Assessment recordings captured during administration of an assessment module to a first user are used for providing feedback information to the first user from a second user that can view the first user's interactions with the assessment module.
Abstract: A method to deter cheating by a user engaging in an examination activity in an extended reality (XR) environment includes restricting or providing access to disallowed or allowable applications, files and tools during an examination activity. The restriction or access to application, files and tools in the XR environment during the examination activity may be controlled on a question-by-question basis.
Abstract: An anti-cheating method in virtual reality environments includes detecting from outside light entering a virtual reality device when a user is attempting to look outside a virtual reality device during an educational testing activity.
Abstract: A method of displaying a second interactive control interface with a 3-dimensional icon that activates at least one of a software application, setting and a menu item in a virtual reality environment from detecting that the user is using a hand to interact with a first interactive control interface in the virtual reality environment where the 3-dimensional icon was changed from appearing as a 2-dimensional icon in the first interactive control interface.
Abstract: A system and associated methods facilitate administration of assessments within an extended reality learning environment. Assessment recordings captured during administration can be used for grading and professional development purposes, and can also serve to enable students to “enter” assessment recordings during future study sessions to aid in understanding of educational concepts. The system further facilitates collaborative learning through review sessions that can use the assessment recordings to provide and record feedback to further improve learning outcomes.
Abstract: An anti-cheating method in virtual reality environments includes detecting when a user's eyes are attempting to look outside a virtual reality device during an educational testing activity and activating an external camera of the virtual reality device to record video of the real-world environment of the user to determine whether the user attempted to cheat.
Abstract: Systems and methods for displaying virtual versions of physical objects held or worn by the user in real world to that user in an extended reality environment by capturing at least a portion of an image of the physical object and comparing to types of objects stored in a database.
Abstract: A method for detecting cheating by a first user engaging in an examination activity in an extended reality (XR) environment includes creating an audiovisual recording while the first user is engaged in the examination activity in the XR environment and displaying an interactive version of the recording to a second user to review for possible cheating by the first user during the examination activity.
Abstract: Users create, change, duplicate, move and define interactions and relationships for digital objects in extended reality environments by voice commands in conjunction with hand or control input pointing and/or gesturing.
Abstract: An object in 3D extended reality (XR), such as a virtual reality (VR) environment, is dynamically labelled based on the viewpoint of a main camera for a user. The dynamically labelled object can be rotated or walked around with labels of information dynamically being generated around visible points of interest that are referenced to the user in an organized and non-overlapping manner.
Abstract: A method for a user in a virtual reality environment to select an icon by virtually pressing the icon with the user's finger and displaying the icon as being pushed like a button in a real world environment when launching or activating a software application, setting or menu item represented by the icon.