SOCIAL LEARNING USING CONNECTED TOYS

A computer-implemented method for a socially connectable agent. A non-limiting example of the computer-implemented method includes receiving, by a processor, input events. The method includes evaluating and enacting rules, by the processor, based on the received input events, where the rule include...

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Main Authors Seshadri, Padmanabha Venkatagiri, Nitta, Satyanarayana V, Sinha, Aditya K, Neti, Chalapathy, Dey, Prasenjit, Sengupta, Bikram, Kokku, Ravindranath
Format Patent
LanguageEnglish
Published 12.03.2020
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Abstract A computer-implemented method for a socially connectable agent. A non-limiting example of the computer-implemented method includes receiving, by a processor, input events. The method includes evaluating and enacting rules, by the processor, based on the received input events, where the rule include stochastic elements and temporal operators. The method pushes, by the processor, action events that result from the evaluation and enactment of the rules, and initiates, by the processor, action events.
AbstractList A computer-implemented method for a socially connectable agent. A non-limiting example of the computer-implemented method includes receiving, by a processor, input events. The method includes evaluating and enacting rules, by the processor, based on the received input events, where the rule include stochastic elements and temporal operators. The method pushes, by the processor, action events that result from the evaluation and enactment of the rules, and initiates, by the processor, action events.
Author Seshadri, Padmanabha Venkatagiri
Kokku, Ravindranath
Neti, Chalapathy
Sengupta, Bikram
Dey, Prasenjit
Sinha, Aditya K
Nitta, Satyanarayana V
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– fullname: Sengupta, Bikram
– fullname: Kokku, Ravindranath
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Snippet A computer-implemented method for a socially connectable agent. A non-limiting example of the computer-implemented method includes receiving, by a processor,...
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SubjectTerms ADVERTISING
AMUSEMENTS
APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND,DEAF OR MUTE
CALCULATING
COMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
COMPUTING
COUNTING
CRYPTOGRAPHY
DIAGRAMS
DISPLAY
EDUCATION
EDUCATIONAL OR DEMONSTRATION APPLIANCES
GAMES
GLOBES
HUMAN NECESSITIES
PHYSICS
PLANETARIA
SEALS
SPORTS
TOYS, e.g. TOPS, DOLLS, HOOPS, BUILDING BLOCKS
Title SOCIAL LEARNING USING CONNECTED TOYS
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