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INFOTAINMENT
This IntellectualWare is for the ubiquitous market of consumers who are living in the connected world of news, media, culture, ecommerce, and entertainment. Our technology makes enjoying infotainment, manipulating reality, and interacting in a virtual world more seamless and convenient than ever before. Examples of our patented technology include:

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Activity monitor:  An activity monitor incorporated into our eyewear can recognize and read different types of user’s movements. In a virtual or augmented reality experience, these movements can be used to determine what to display for the user. For example, if the user is walking toward another person, our eyewear can remind her of the person, so she is prepared when they meet. With an activity monitor incorporated into our eyewear, the user’s movements can easily be read to enhance her experience and simplify her interactions.

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Interactive Preference selection:  Life is full of choices and our eyewear could help the user decide. For example, a display at our eyewear provides her a virtual world with options, which could depend on her interests and past history. An interactive preference indicator at the eyewear allows the user to provide her preference in an interactive manner. The user can make her selections as easily as tapping a touch sensitive surface on the eyewear or issuing a natural-language voice command. To illustrate, if the user is shopping for a red riding jacket, our eyewear can search for her, present visual images of her in such a jacket in the virtual world, and give her options of other accessories. She could interact with the eyewear to complete her look.

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Information access through voice recognition:  Our eyewear can provide additional information to the user based on images she is currently looking at, such as where the image was taken, by whom, and information about whom or what is pictured. Using voice recognition, our eyewear can recognize and efficiently respond to natural-language commands and inquiries issued in the user’s voice about the images. The user can conveniently complete tasks or find new information without disrupting her virtual or augmented reality experience. Voice recognition allows the user to enhance her world by streamlining her tasks.

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Location-driven information:  If a user is wearing our eyewear, the information she gets from the eyewear can be based on her location. If she is in a museum with our eyewear, our eyewear can provide information regarding the various paintings, artwork and displays she sees at all four walls, down at the floor and up at the ceiling, as she walks around enjoying the ambience. Our eyewear can explain wild plants to the user during her hike. If the user is shopping in a retail store, the eyewear can display information on the products in her immediate vicinity. She can seamlessly search and access information by natural language or a gentle swipe, while remaining immersed in her world of augmented reality. Such intuitive interactions supported by an unobtrusive display enhance the world around her in a natural and fluid manner.

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Camera with pictures linked to audio:  Our solution doesn’t stop at providing information on images. The user can also annotate her images, such as linking a celebratory song to a picture of a person blowing out birthday candles. Our eyewear enables users to save precious memories anytime, anywhere, without the need to take out a separate camera. Instead, the video and audio capabilities they require are built right into their eyewear. Using touch-sensitive input, images can be captured and enhanced with minimal obstruction, and can be uploaded to be shared.

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Integrated cell phone and media player:  Our patented eyewear can include a built-in cell phone and media player, with inconspicuous and non-obstructive speakers, such as bone-conducting speakers, positioned for optimum listening. This allows users to have hands-free phone conversations or listen to music. The speakers could further be adjusted based on the user’s hearing profile. For example, higher frequencies or lower frequencies could be enhanced depending on the needs of the user. When the user receives a call while wearing the eyewear, for example while watching a movie on the eyewear, she would be alerted of the incoming call. It would then be up to her to take the call, or dismiss it until a more appropriate time.
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