Patent 8784113
Derivative works
Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.
Active provider: Google · gemini-2.5-flash
Derivative works
Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.
Defensive Disclosure: US Patent 8784113 - Open and Interactive E-learning System and Method
This defensive disclosure document outlines various derivative works and technical variations of US patent 8784113, "Open and interactive e-learning system and method." The purpose of this disclosure is to expand the existing body of prior art, making incremental improvements by competitors in the e-learning domain obvious or non-novel, thereby strengthening the public domain. This document focuses on generating novel technical disclosures stemming from the core inventive concepts of Claims 1 and 5 (as derived from the available truncated text and description).
Derivative Variations for Core Claims
Derivatives for Claim 1: E-learning Delivery System
1.1. Material & Component Substitution: Decentralized Content and Serverless Licensing
- Enabling Description: The network-side content delivery network (CDN) is substituted with a decentralized content distribution network (DCDN) utilizing peer-to-peer protocols such as IPFS (InterPlanetary File System) or BitTorrent for storing and retrieving e-learning content. Content chunks are hashed and distributed across a multitude of participant nodes. The licensing/reporting server functionalities (license verification, status aggregation, location designator provision) are implemented as a collection of serverless functions (e.g., AWS Lambda, Google Cloud Functions, Azure Functions) operating on a cloud-native platform, triggered by HTTP requests. The proxy, executing on the client-side, is adapted to resolve content identifiers (CIDs for IPFS) and request signed access tokens from the serverless licensing functions, rather than static URLs from a monolithic server. Player components are loaded dynamically based on content metadata.
graph TD
A[Client-side Computing Device] --> B{Browser}
B -- Request Access --> C[SESAMESEED Proxy (Client-side)]
C -- Request License Verification (Serverless Invocation) --> D[Serverless Licensing Function]
D -- Verify License --> E[Decentralized License Store]
D -- If Valid: Provide Signed Access Token + Content CID --> C
C -- Instruct Browser (Token + CID) --> B
B -- Request Content (CID + Token) --> F[DCDN (IPFS/BitTorrent)]
F -- Deliver Content Chunks --> B
B -- Render/Interact --> A
C -- Report Status (Serverless Invocation) --> G[Serverless Reporting Function]
G -- Aggregate Status --> D
G -- Update LMS --> H[Client-side LMS]
1.2. Operational Parameter Expansion: Sub-Millisecond Latency Immersive VR Training System
- Enabling Description: The e-learning system is optimized for real-time, sub-millisecond latency interactive virtual reality (VR) training, supporting hundreds of concurrent learners in a shared virtual space. The licensing/reporting server and content player operate on edge computing nodes geographically co-located with learner groups to minimize network hops. The content delivery network utilizes ultra-low latency streaming protocols (e.g., WebRTC, optimized UDP-based protocols) for volumetric video and interactive 3D model delivery, rather than traditional HTTP/progressive download. The proxy on the client-side is a thin client embedded within the VR headset's runtime environment, configured to pre-fetch and cache anticipated content segments based on predictive learner behavior models, and report granular pose, gaze, and interaction data to the licensing/reporting server at >100Hz frequency for highly detailed performance assessment.
sequenceDiagram
participant L as Learner (VR Headset)
participant P as SESAMESEED Proxy (VR Client)
participant LS as Edge Licensing/Reporting Server
participant CDN as Ultra-Low Latency CDN (Edge)
participant VRP as VR Content Player (Edge)
L->>P: Launch VR Course
P->>LS: Request License Verification (User ID, Course ID)
LS->>LS: Verify License (Local Cache/Fast DB)
LS-->>P: If Valid: Signed VR Content Stream URL + Parameters
P->>VRP: Instruct VR Player to Load (URL)
VRP->>CDN: Request VR Content Stream (Volumetric Video, 3D Models)
CDN-->>VRP: Deliver VR Content Stream (sub-ms)
VRP-->>L: Render Immersive VR Experience
L-->>VRP: Real-time Interaction (Pose, Gaze, Input)
VRP->>P: Stream Interaction Data
P->>LS: Report Granular Status Updates (>100Hz)
LS->>LMS: Push Aggregate Status
1.3. Cross-Domain Application: Industrial Robotics Training System for Manufacturing
- Enabling Description: This system delivers e-learning content for operating and maintaining complex industrial robots on a manufacturing floor. The "user" is a robotics technician, and the "content" includes interactive 3D schematics, diagnostic simulations, and procedural video guides for specific robot models (e.g., KUKA, FANUC). The proxy is a dedicated module within the Human-Machine Interface (HMI) panel of the robot or a ruggedized tablet. The licensing/reporting server grants access based on technician certification levels and specific robot serial numbers, preventing unauthorized access to sensitive maintenance procedures. Status reporting includes successful completion of simulated repairs, time taken for diagnostic steps, and adherence to safety protocols.
flowchart TD
subgraph Client-side (Manufacturing Floor)
HMI[Robot HMI Panel / Rugged Tablet] --> P_MAN[SESAMESEED Proxy (HMI Module)]
P_MAN --> L_MAN[LMS (Local HMI/Plant Server)]
end
subgraph Network-side (Cloud/Datacenter)
LS_MAN[Licensing/Reporting Server (Industrial)]
CDN_MAN[CDN (Industrial Content)]
CP_MAN[Content Player (Industrial Spec)]
end
HMI -- Launch Training --> P_MAN
P_MAN -- Request Authorization (Tech ID, Robot SN) --> LS_MAN
LS_MAN -- Verify License (Certification, Robot Access) --> LS_MAN
LS_MAN -- Access Granted (Player URL, Params) --> P_MAN
P_MAN -- Instruct HMI Browser --> HMI
HMI -- Load CP_MAN --> CP_MAN
CP_MAN -- Request Industrial Content (3D Schematics, Sims) --> CDN_MAN
CDN_MAN -- Deliver Content --> HMI
HMI -- Technician Interacts --> CP_MAN
CP_MAN -- Report Status (Simulation Progress, Time on Task) --> P_MAN
P_MAN -- Relay Status --> L_MAN
P_MAN -- Report Status to Network --> LS_MAN
1.4. Integration with Emerging Tech: AI-Driven Adaptive Learning System with Blockchain Licensing
- Enabling Description: The system integrates AI-driven adaptive learning algorithms to personalize content delivery and pace. The licensing/reporting server includes an AI module that analyzes learner performance data (from the proxy status reports) and dynamically adjusts the "location designator" parameters to retrieve content segments from the CDN tailored to the learner's proficiency and learning style. For instance, if a learner struggles, the AI might direct the player to a remedial module; if proficient, to advanced content. Licensing is managed via a blockchain (e.g., Ethereum smart contracts). A license is a non-fungible token (NFT) or a specific smart contract state, verifiable by the licensing/reporting server. The proxy is equipped with a blockchain wallet light client to attest to content access and status reports directly on the blockchain, creating an immutable record of learning achievements and license usage.
sequenceDiagram
participant L as Learner
participant P as SESAMESEED Proxy (Client)
participant BL as Blockchain Ledger (e.g., Ethereum)
participant LS as Licensing/Reporting Server (with AI Module)
participant CDN as Content Delivery Network
participant CP as Content Player
L->>P: Request Adaptive Course
P->>LS: Request License Verification (via BL Wallet)
LS->>BL: Verify License NFT/Smart Contract State
BL-->>LS: License Status (Valid/Invalid)
LS->>LS: Analyze Learner Data (from past P reports)
LS-->>P: Adaptive Location Designator (Player URL + AI-determined Content Params)
P->>CP: Instruct Browser to Load CP (with Params)
CP->>CDN: Request Content (AI-determined path)
CDN-->>CP: Deliver Tailored Content
CP-->>L: Display/Interact
L->>CP: User Interaction/Progress
CP->>P: Status Update
P->>LS: Report Status to LS
P->>BL: Log Learning Event/License Usage (Transaction)
LS->>LS: Update Learner Model (AI)
1.5. The "Inverse" / Failure Mode: Offline-First Limited Functionality E-learning Cache
- Enabling Description: This derivative focuses on an "offline-first" mode for environments with unreliable internet connectivity. The SESAMESEED proxy, when initially configured, can pre-fetch a limited, essential subset of content for a specific course (e.g., critical safety procedures, core concepts) and store it in a local, encrypted cache on the client-side computing device. The licensing/reporting server, upon verifying a license, provides a time-limited cryptographic key allowing the proxy to decrypt and access this cached content even without an active internet connection. In this "limited-functionality" mode, the proxy records learner interaction status locally. Once connectivity is re-established, the proxy automatically synchronizes these cached status updates with the network-side licensing/reporting server and the client-side LMS. If content is accessed offline beyond the key's validity or after a remote license revocation, the proxy will enter a "read-only" or "restricted access" mode, displaying only high-level outlines or warning messages.
stateDiagram-v2
state "Online Operation" as Online
state "Offline Cache Initialization" as InitCache
state "Limited Functionality (Offline)" as Offline
state "Connection Re-established" as Reconnect
state "Restricted Access / Locked" as Locked
[*] --> Online: System Start
Online --> InitCache: Initial Content Request + Stable Connection
InitCache --> Offline: Cache Content + Obtain Offline Key
Offline --> Reconnect: Connectivity Detected
Reconnect --> Online: Sync Status Data
Online --> Offline: Network Disruption
Offline --> Locked: Offline Key Expired OR License Revoked
Online --> Locked: License Revocation
Locked --> Online: New License Purchased / Key Renewed
Derivatives for Claim 5: Method for Delivering E-learning Content (Truncated)
Given the truncation of Claim 5, I will infer the method includes: receiving a request, configuring a proxy with license information, verifying the license, accessing a content player, and reporting status. The derivatives below will adapt the previous system-level ideas to these method steps.
5.1. Method for Decentralized Content Access with Serverless Orchestration
- Enabling Description: The method involves: (a) receiving a request from an LMS for access to e-learning content, wherein the content resides on a decentralized content distribution network (DCDN) identified by a content identifier (CID); (b) configuring a SESAMESEED proxy with a cryptographic signature mechanism and a license containing a DCDN content resolver; (c) the proxy requesting a short-lived, signed access token from a serverless licensing function, the request including the user's decentralized identity and the content CID; (d) the serverless licensing function verifying the user's entitlement against a decentralized license store; (e) if verified, the serverless function issuing a signed access token and the CID to the proxy; (f) the proxy instructing the browser to load a content player and providing the player with the token and CID; (g) the content player retrieving content chunks from the DCDN using the CID and token; and (h) the proxy reporting interaction status updates to a serverless reporting function, which then updates the LMS.
sequenceDiagram
participant LMS as User LMS
participant P as SESAMESEED Proxy
participant SLR as Serverless Licensing/Reporting
participant DCDS as Decentralized Content & Data Store
participant B as Browser
participant CP as Content Player
LMS->>P: Request Course (CID)
P->>SLR: Request Signed Access Token (User DID, CID)
SLR->>DCDS: Verify User Entitlement / License
DCDS-->>SLR: Entitlement Status
SLR-->>P: If Valid: Signed Token + CID
P->>B: Instruct Browser to Load CP (Token, CID)
B->>CP: Load Content Player
CP->>DCDS: Request Content Chunks (CID, Token)
DCDS-->>CP: Stream Content
CP->>B: Render Content
B->>CP: User Interaction
CP->>P: Status Update
P->>SLR: Report Interaction Status
SLR->>DCDS: Store Status Data
SLR->>LMS: Push Aggregate Status Update
5.2. Method for Real-time Edge-based VR Training with Biofeedback
- Enabling Description: A method for delivering e-learning content comprising: (a) an LMS receiving a request for an immersive VR training module; (b) configuring a SESAMESEED proxy embedded in a VR headset's runtime with a license enabling access to edge-hosted VR content streams; (c) the proxy, in response to the request, establishing a low-latency connection to a nearby edge licensing/reporting server; (d) the edge server verifying the learner's license and providing parameters for an ultra-low latency VR content player and dynamic content streams from an edge CDN; (e) the proxy instructing the VR headset's rendering engine to initialize the VR player and begin streaming volumetric data and interactive elements; (f) during interaction, the proxy collecting real-time biofeedback data (e.g., heart rate, galvanic skin response) from integrated headset sensors; (g) the proxy continuously reporting granular VR interaction and biofeedback status to the edge licensing/reporting server for performance analytics and adaptive content adjustment; and (h) the edge server aggregating and periodically pushing summarized status to the LMS.
flowchart TD
A[LMS Receives VR Request] --> B{Configure VR Proxy (Headset)}
B --> C[Proxy Connects to Edge LS]
C --> D{Edge LS Verifies License}
D -- Valid --> E[Edge LS Provides VR Player Params + Stream Info]
E --> F[Proxy Instructs VR Headset to Load Player]
F --> G[VR Player Streams Content from Edge CDN]
G --> H[Learner Interacts in VR]
H --> I[Proxy Collects VR Interaction & Biofeedback]
I --> J[Proxy Reports Status to Edge LS]
J --> K[Edge LS Aggregates & Pushes to LMS]
5.3. Method for Adaptive Skill-Tree Progress Tracking with AI
- Enabling Description: A method for delivering e-learning content comprising: (a) receiving an e-learning course request from an LMS; (b) configuring a SESAMESEED proxy with a license linked to a dynamic "skill-tree" model for the requested content; (c) the proxy requesting authorization from a licensing/reporting server that includes an AI-driven adaptive learning engine; (d) the server verifying the license and, based on the learner's historical performance data (managed by the AI engine), generating a personalized content path (location designator) and initial skill-tree state; (e) the proxy instructing the browser to load a content player according to the personalized path; (f) the learner interacting with content, generating progress events; (g) the proxy continuously reporting granular progress events (e.g., correct answers, time on task for specific sub-skills) to the AI engine; (h) the AI engine dynamically updating the learner's skill-tree, potentially re-evaluating and modifying subsequent content paths, and storing aggregated skill progression in the licensing/reporting server for the LMS.
stateDiagram-v2
state "Course Request" as Request
state "Proxy Configuration" as ProxyConfig
state "License & AI Path Generation" as AIPath
state "Content Delivery & Interaction" as Interaction
state "Progress Reporting" as Reporting
state "Skill Tree Update & Path Re-evaluation" as AIUpdate
[*] --> Request: LMS Receives Request
Request --> ProxyConfig: Configure Proxy (Skill-Tree License)
ProxyConfig --> AIPath: Proxy Requests Auth (to AI Engine)
AIPath --> Interaction: AI Generates Path, Proxy Loads Player
Interaction --> Reporting: Learner Interacts
Reporting --> AIUpdate: Proxy Reports Progress
AIUpdate --> Interaction: AI Re-evaluates, Updates Path
AIUpdate --> [*]: Course Complete / End Session
Combination Prior Art Scenarios
Here are three combination prior art scenarios where the concepts of US8784113 can be combined with existing open-source standards to make further innovations obvious:
1. Combination with Moodle LMS and Nginx Reverse Proxy
- Scenario: An e-learning system as described in US8784113 (Claim 1) is implemented where the Learning Management System (LMS) is the open-source Moodle platform. The proprietary content delivery network (CDN) functionality, particularly the "single domain using a reverse-proxy server configuration" aspect (as described in the patent), is realized using Nginx as an open-source reverse proxy. The SESAMESEED proxy (24) interacts with the Moodle LMS via its standard SCORM/AICC API, and Nginx is configured to serve content from various upstream origin servers (e.g., dedicated storage nodes) under a unified domain, providing the CDN abstraction. The technical implementation of the proxy's communication with the LMS, player, and licensing server, as detailed in the patent, would be made obvious by combining the known capabilities of Moodle's extensible architecture and Nginx's flexible reverse proxy configurations for content delivery.
2. Combination with SCORM Cloud (Rustici Software) and OpenSSL
- Scenario: The e-learning delivery system (Claim 1) is combined with the widely available Rustici SCORM Cloud service (which itself uses SCORM and AICC standards, explicitly mentioned as suitable players in the patent). The security schemes provided by CDNs, including "time-based access, signing/hashing of URL parameters with a shared key," are implemented using cryptographic functions from the OpenSSL library. Specifically, the licensing/reporting server (14) generates time-limited, signed URLs for content access using HMAC (Hash-based Message Authentication Code) derived from a shared key and timestamps, as enabled by OpenSSL. The proxy (24) and OPENSESAME player (18) verify these signatures using OpenSSL's functions before accessing content from the CDN. The integration of OpenSSL's standard cryptographic primitives for URL signing and verification with SCORM Cloud's runtime environment (as a content player) would render specific implementations of the patent's security features obvious.
3. Combination with Hyperledger Fabric for License Management and IPFS for Content Storage
- Scenario: The method for delivering e-learning standard-compliant content (Claim 5) is enhanced by utilizing Hyperledger Fabric as the underlying blockchain for managing and verifying licenses, and IPFS (InterPlanetary File System) for decentralized content storage. The step of "configuring a proxy with license" would involve the proxy generating a transaction on Hyperledger Fabric to record a learner's enrollment or license purchase, with the licensing/reporting server as an endorsing peer. License verification (by the licensing/reporting server) would involve querying the Hyperledger Fabric ledger for the learner's current license state. The content residing on a CDN is replaced by content addressed via IPFS Content Identifiers (CIDs). The content player then retrieves content directly from the IPFS network using these CIDs. The status updates reported by the proxy are immutably recorded as transactions on the Hyperledger Fabric blockchain, providing a transparent and verifiable record of course completion and scores. This combination makes explicit the integration of decentralized ledger technology for license management and distributed file systems for content delivery with the patent's proxy-based e-learning delivery model.
Generated 5/29/2026, 6:02:57 AM