SYSTEM AND METHOD FOR ENABLING A USER TO IMPROVE ON BEHAVIORAL TRAITS THAT ARE REQUIRED FOR ACHIEVING SUCCESS
First Claim
1. A system for enabling a user to improve on behavioral traits that are required for achieving success, the system comprising an activity module configured to:
- receive input indicating the desire to improve on behavioral traits among but not limited to creativity, ability to network, open-mindedness, passion and ability to take risk;
enable the user to engage in one or more activities in a virtual environment, wherein the one or more activities affect a wiring of the brain, whose symptom is at least one behavioral trait among creativity, ability to network, open-mindedness, passion and ability to take risk;
enable the user to engage in one or more mind actions, wherein the mind actions affect the wiring of the brain, whose symptom is the behavioral trait among creativity, ability to network, open-mindedness, passion and ability to take risk, wherein engagement in the mind actions is enabled after the user has at least participated in the activities performed in the virtual environment; and
provide automated instructions to the user to engage in at least one real-world activity, wherein the one activity is performed in a real-world environment, wherein the activity affects the wiring of the brain, wherein the activity is performed upon participating in the mind action to a desired extent.
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Accused Products
Abstract
A system for enabling a user to improve on behavioral traits that are required for achieving success is provided. The system includes an activity module, which enables the user to engage in activities in a virtual environment, wherein the activities affect wirings of the brain, whose symptom is at least one positive behavioral trait that is required for success. The activity module enables the user to engage in mind actions, wherein the mind actions affect the wirings of the brain, whose symptom is the behavioral trait required for success. The activity module provides automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity affects the wirings of the brain, wherein the activity is performed upon participating in the mind action to a desired extent.
18 Citations
22 Claims
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1. A system for enabling a user to improve on behavioral traits that are required for achieving success, the system comprising an activity module configured to:
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receive input indicating the desire to improve on behavioral traits among but not limited to creativity, ability to network, open-mindedness, passion and ability to take risk; enable the user to engage in one or more activities in a virtual environment, wherein the one or more activities affect a wiring of the brain, whose symptom is at least one behavioral trait among creativity, ability to network, open-mindedness, passion and ability to take risk; enable the user to engage in one or more mind actions, wherein the mind actions affect the wiring of the brain, whose symptom is the behavioral trait among creativity, ability to network, open-mindedness, passion and ability to take risk, wherein engagement in the mind actions is enabled after the user has at least participated in the activities performed in the virtual environment; and provide automated instructions to the user to engage in at least one real-world activity, wherein the one activity is performed in a real-world environment, wherein the activity affects the wiring of the brain, wherein the activity is performed upon participating in the mind action to a desired extent. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18)
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19. A method for enabling a user to improve on behavioral traits that are required for achieving success, the method comprising:
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enabling the user to engage in one or more activity in a virtual environment, wherein the one or more activities affect one or more rewiring of the brain, whose symptom is a behavioral trait required for achieving success; enabling the user to engage in at least one or more mind actions, wherein the mind actions affect the one or more rewiring of the brain, whose symptom is a behavioral trait required for achieving success, wherein engagement in the mind actions is enabled after the user has at least participated in the activities in the virtual world; providing automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity affects the one or more rewiring of the brain. - View Dependent Claims (20, 21)
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22. A system for enabling a user to improve on behavioral traits that are required for achieving success, the system comprising an activity module configured to:
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receive input indicating the desire to improve on behavioral traits among creativity, ability to network, open-mindedness, passion and ability to take risk; if the input indicates the desire to improve on creativity, then; enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first wiring of the brain resulting in creativity, to increase the ability of users to associate diverse concepts by matching their shared properties; enable the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second wiring of the brain resulting in creativity, to increase the ability to associate a purpose with diverse concepts by matching their shared properties; enable the user to engage in at least a mind action, wherein the mind action affects the first rewiring of the brain, wherein engagement in the mind action is enabled after the user has at least participated in the first activity performed in the virtual environment; and provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity is directed to rewire the first and the second wiring of the brain resulting in creativity; if the input indicates the desire to improve on ability to network, then; enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first wiring of the brain, resulting in ability to network, to increase focus on exploring others'"'"' perspectives and lives rather than the benefits they would receive; enable the user to engage in at least a second activity in a virtual environment, wherein the second activity is directed to rewire a second wiring of the brain, resulting in ability to network, to increase focus on the benefits to the other party rather than the efforts involved in maintaining a relationship; enable the user to engage in at least a first mind action, wherein the first mind action affects the first rewiring of the brain, wherein engagement in the first mind action is enabled after the user has at least participated in the first activity performed in the virtual environment; enable the user to engage in at least a second mind action, wherein the second mind action affects the second rewiring of the brain, wherein engagement in the second mind action is enabled after the user has at least participated in the second activity performed in the virtual environment; and provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity is directed to rewire the first and the second wirings of the brain; if the input indicates the desire to improve on open-mindedness, then; enable the user to engage in at least one activity in a virtual environment, wherein the activity is directed to rewire a wiring of the brain resulting in open-mindedness, to enable users to accept any information that conflicts with their pre-existing ideas/concepts; enable the user to engage in at least a mind action, wherein the mind action affects the rewiring of the brain, wherein engagement in the mind action is enabled after the user has at least participated in the activity performed in the virtual environment; provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity is directed to rewire the wiring of the brain, whose symptom is open-mindedness; if the input indicates the desire to improve on passion, then; enable the user to engage in at least a one activity in a virtual environment, wherein the activity is directed to rewire a wiring of the brain, resulting in passion, to enable users to focus on the positives of the journey rather than the outcome; enable the user to engage in at least a mind action, wherein the mind action affects the wiring of the brain, wherein engagement in the mind action is enabled after the user has at least participated in the activity performed in the virtual environment; provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity is directed to rewire the wiring of the brain, wherein the activity is performed in a real-world environment; and if the input indicates the desire to improve on ability to take risk, then; enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first wiring of the brain, resulting in ability to take risk, to increase ability to de amplify the disadvantages of an action in an uncertain situation; enable the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second wiring of the brain, resulting in ability to take risk, to increase ability to weigh between the benefits and disadvantages of an action in an uncertain situation; enable the user to engage in at least a first mind action, wherein the first mind action affects the first wiring of the brain, wherein engagement in the first mind action is enabled after the user has at least participated in the first activity performed in the virtual environment; enable the user to engage in at least a second mind action, wherein the second mind action affects the second wiring of the brain, wherein engagement in the second mind action is enabled after the user has at least participated in the second activity performed in the virtual environment; and provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real-world environment, wherein the activity is directed to rewire the first and second wirings of the brain.
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Specification