Computer Assisted Memory Training Method Utilising A Variety of Memory Recall
Techniques
Field of Invention
The present invention relates to memory training methods and particularly to computer assisted memory-training methods for remembering and recalling information.
Background of the Invention
Memorising and recalling lists of items or words has always been a problem for most people. While many can remember, some parts of a list of items after reading it, most cannot remember the whole list. Even for those who can, often cannot remember the entire list in the correct sequence. Most also cannot retain that information for a significant period of time.
In prior art, increasing memory retention has been accomplished through associating new information with established knowledge. Word association is a popular technique used by many to memorise a list of items.
Some mnemonic techniques have been utilised that coordinate consonant sounds with numbers to create the basis for word association. For example, "The Memory Book" by Harry Lorayne and Jerry Lucas discloses a "memory graph" to help a person remember locations as well as other information, based on letter/number combinations often used to help pinpoint a location on a map. Letters can be arranged down the left side of a map and numbers across the top to establish a letter/number combination. The memorisation of the locations can be enhanced by creating a word to represent each location with a word beginning with the letter on the left side of the map with the next consonant following representing the number associated across the top of the map with all vowels ignored.
While there are memory aids to help in memorising, they are often limited in their use to a particular set of information. For instance, a word association can be particularly good for memorising a list of numbers, but perform poorly when used to memorise a poem. The numbers/letters combination described above is good for memorising geographical locations but is of little use to a person who wants to memorise the names of the last 4 Prime Ministers.
Among the drawbacks of current techniques are:
1. Users can arrange the information with the locations in their mind. However, when recalling the information, it might get mixed and confused.
2. Users would not be able to arrange the location that they have seen or locations that they are familiar.
3. Users cannot visualise virtual or imaginary locations.
4. Users cannot determine the period to do revision as to avoid losing the information they have memorised.
5. Each technique is good only for a specific type of information. In order to memorise various types of information, the memory learner must learn and practice various techniques, which can be time consuming and impractical.
With widespread use of computer technology, it is now possible to offer memory learners new ways to learn and practice various memory techniques in a simple manner that helps to vastly improve the effectiveness of their training.
Summary of the invention
The invention is a computer-assisted memory training system that utilises different memory recall techniques to form an effective technique for memorising various information items such as lists, numbers, words etc. Depending on the nature of the information items to be memorised, different combinations techniques are used. The different techniques used by this system are linking, using peg words, location and word substitution.
Using combinations of the above four memory training techniques, virtually any type of information can be easily memorised. The memory-training system, comprising a personal computer and application software help train users to be proficient in the memory recall techniques describe above.
It is the object of the invention to:
1. Help users utilise locations they know or had seen before or to use virtual locations to memorised information.
2. Arrange information to help users to memorise the information in sequence.
3. Help users do revision of information they need to memorise periodically and in a systematic way to avoid losing it.
4. Provide memory exercises to refresh and retain their information.
Brief Description of the Drawings
Figure 1 depicts the main menu for the application.
Figure 2 depicts the block diagram for peg word module.
Figure 3 shows the flowchart for creating new peg words.
Figure 4 is a flowchart illustrating the operation of reviewing the peg words in the peg word module.
Figure 5 is a flowchart illustrating the operation of the exercise portion in the peg word module.
Figure 6 depicts the block diagram of the application portion of the peg word module.
Figure 7 shows the flowchart for the linking peg words to information items.
Figure 8 shows the block diagram of the Location module.
Figure 9 & 10 depicts the flowchart for creating new items in the location module.
Figure 11 is the flowchart for reviewing items in the location module.
Figure 12 illustrates the exercise portion of the location module.
Figure 13 shows the main menu for Brain Sport module.
Figure 14 show the Speed Cards flowchart.
Figure 15 shows the Speed Cards answer screen.
Figure 16 shows the block diagram for Random numbers exercises.
Figure 17 shows the Speed Numbers flowchart.
Figure 18 shows the programs steps to display the answer to the user.
Figure 19 & 20 show the Spoken Numbers flowchart.
Detailed description of the invention
The system comprises of computer application software that utilises four different memory recall techniques to help users memorise virtually any type of information. The four memory recall techniques used are:
1) Linking
In the linking technique, the user tries to link a list of items sequentially by using a short and simple visual image. A few simple rules need to be followed to use this technique effectively: a) The visual image should be illogical, funny or extraordinary to enhance memory retention. The user can exaggerate the size of a physical item, visualise an illogical image or visualise a funny image, b) The image should be action oriented. Avoid visualising 2 items next to each other. c) The user should add sound, colour and smell to the image to help in better memorising the situation. d) The user should avoid transforming one item into another. e) Avoid adding unrelated items into the image. An example is a list of 10 items below to be memorised. a. Apple f. Pencil b. Bicycle g. Jeans c. Pistol h. Jackie Chan d. Clock i. Cow
e. Dictionary j. Hand phone
With conventional technique, the user would need to read the list several times before try to remember all the items. Using the linking method, all the items can be linked sequentially using a series of images. a. An apple is riding a bicycle. 5 b. The bicycle is holding a pistol. c. The pistol shoots a clock. d. A clock is reading a dictionary. e. A dictionary is writing with a pencil. ' f. A pencil wearing jeans. 0 g. A pair of jeans kicking Jackie Chan, h. Jackie Chan riding a cow. i. A cow talking on a hand phone. With the linking technique, the user will be able to memorise all the items on the list faster, easier and for a longer period. In addition, if the user forgets an image, he/she can recall the 5 sequence backward to remember to missing image.
2) Peg Word
Peg word is a technique for preparing memory hooks in the mind. By having these hooks ready, it is easier to link items to those hooks. Items to be memorised are linked to ready peg 0 words. The difference between the peg word technique and the linking technique describe above is the user always has a ready list of memory hooks that never change. Peg words can be created from thing the user already knows such as numbers or alphabets. We don't use numbers or alphabets as they are because they are normally processed by the left brain. By changing them into pictures, the information is processed by the right brain instead, which facilitated memory recall.
There are a few methods to create peg words from numbers and alphabets. 3 simple methods are listed below, a. Shape Peg A peg can be created from numbers and alphabets by utilising their shape. Hence;
1 = candle, cane or stick
2 = duck
3 = sea horse and so on.
b. Rhyme Peg
Besides shape, peg words can also be created by rhyming the numbers and alphabets. Hence; One = Bun Two = Shoe and so forth.
c. Major System Peg
Besides using shape and rhyme, peg words can also be created by giving them a specific sound. Thus; l = t,d
2 = n
3 = m
4 = r and so forth.
With the sound attributes given, a peg word can be created by combining the sounds. Thus; l = Tie
2 = Noah
3 = Me
4 = Row and so forth. Once the peg words have been memorised, it is easy to remember items by linking them to the peg words. Using the example above; a. Apple f. Pencil b. Bicycle g- Jeans c. Pistol h. Jackie Chan d. Clock i. Cow e. Dictionary j- Hand phone
Using the peg word images we link them to the items we want to remember. Hence, the user can visualise the following images; a. An apple wearing a tie. b. Noah riding a bicycle c. Me holding a pistol and so forth. With existing peg words, it is much easier for the user to find 'hooks' in his/her mind to link items. To use a metaphor, peg words are like clothes hangers, the hangers don't change but
the clothes we hang on the hangers can always be changed. So, the items to be memorised are like clothes that always change.
3) Location Location is another technique to segment the mind. It utilises the fact that we can better memorise things that we have seen. Locations are places that we are familiar with. The user associates the items he/she wants to memorise with a familiar location.
4) Word substitution The word substitution technique works by substituting the actual word with a trigger word to construct a better term to memorise. Abstract or intangible words do not conjure any images in the mind, therefore they are difficult to memorise. The basic idea is to construct a word that will be tangible, so that it can be pictured in the mind, in place of the original, intangible word. For example; Country: Bulgaria -> Bull
The substitute word does not necessarily have to sound exactly like the original word, but obviously if it sounds closer to the original word, the better will be the recall ability. Substitute words can be of any language, so long as the user is familiar with the word.
By combining the above memory recall techniques, all kinds of information items can be easily memorised. The list below details some examples of the application of this technique.
1. To memorise a long set of random numbers or binary digits (peg word and location).
2. To memorise a list of items in sequence and at random (peg word and word substitute)
3. To memorise names of countries, cities, places of a given map (linking and word substitution)
4. To memorise and understand Braille system (peg word and linking)
5. To memorise and understand Morse code (peg word and linking) 6. To memorise contents of a dictionary and provide specific information on a given page (peg word, location and word substitution)
7. To memorise historical dates and events (linking and peg word)
8. To memorise playing cards in sequence and randomly (peg word and location)
9. To memorise a poem (linking, location and word substitution)
It is recognized that in order for a person to be proficient in all these techniques, constant practice is necessary. By using computer application software, practising these techniques is no longer a chore nor does the student have to be in the presence of an instructor to do so.
Memory Training System
The memory training application comprises a main menu as shown in Fig 1. Depending on their requirement, users can select one of the displayed choices. Linking (110) allows the user to add, review or revise his/her personal links. Peg word (120) allows the user to add, review or revise his/her personal peg word system. Loci (130) is the location technique option that allows the user to add, review or revise his/her personal location pegs. Word substitute (140) allows the user to add, review or revise his/her personal word substitutes. Brain sport (150) is the exercise portion of the system that allows the user to practise various techniques he/she has learned. Exit (160) exits the application.
Upon selection, the appropriate module will be executed. All the memory technique modules have similar program flow, so only a couple will be explained to indicate the workings of the program. In this case the peg word and loci modules will be explained in detail. The main Peg word menu (200) in Figure 2 contains four main choices, i.e., New (210), Review (220), Exercise (230) and Application (240). The other option returns to the main menu (250). New (210) allows the user to add new peg words to the database. Besides the built in peg words, the application allows users to make their own peg words. This option allows users the freedom to choose pegs they can easily remember.
From the flowchart in Figure 3, once a user inputs a peg word (310), the program searches for a matching picture in its database (320), if a match is found, it is displayed (330), otherwise a list of pictures is displayed (340). The user then selects a picture he/she wants to be associated with the peg word. The association is saved in an Info file (350).
The Review (220) option allows the user to review his/her peg words. In Figure 4, the user is prompted to enter a file for review (410). Once a file has been selected, the program opens the file and displays the peg words and associated pictures (420). The user can review the list and make changes. The program saves any changes made. In order to use the peg word system effectively, constant practice is necessary, so that peg words come to mind immediately when needed. The practitioner should not consciously have to think which peg
word represents what number. The Exercise (230) menu helps the user to practice his/her peg words. Figure 5 shows how it is done. The user is prompted to open a previously saved peg word file (Info file) (510). Once the file has been opened, the program displays a list of pictures. The user is prompted to enter the corresponding peg words. The program matches the answer to its database and displays a True/False result (520). If the answer is wrong three consecutive times, the program displays the right answer automatically (530).
The Application menu allows the user to link peg words to information items. The user can create new links, review existing links or revise them, as shown in Figs.6 and 7.
Loci (130) provides similar functions as the peg word (120) option, but is used for the location technique. Referring to Fig. 8, as with the peg word option, New (810), Review (820) and Exercise (830) options are available. In New, the user can enter his/her own locations. As shown in Fig.9, the menu asks for a main (910) and a sub (920) location. It could be 'House' for the main location and 'Kitchen' as the sub location. What is important is the user is familiar with the entered location and can visualise its contents. Subsequently, each item in the location can be linked to an information item to be remembered. For instance, 'Kettle' can be linked to 'Apple' in the previous example. After entering each item, the application searches for a matching picture from its database (930). If a match is found, it is shown to the user (940), otherwise the user is prompted to choose a picture from a list (950). The user enters more items and when done, saves the file (Fig.10, 1010). In the Review section shown in Fig.l 1, once the Info file is opened (1110), the program displays a list of items in the sub location and linked information items. The user is free to make any changes to the list.
The Exercise option shown in Fig.12 allows the user to exercise or revise the entered information. Once the chosen file has been loaded (1210), the program displays a list of items and the user must attempt to enter the correctly linked information item. The program searches its database to check if a correct match is entered. It displays the result as a True/False condition (1220). If the user's attempts are wrong three consecutive times, the program displays the correct linked information item (1230).
The word substitute and linking module have similar flow to the above-described modules. Their workings will not be further elaborated here.
Brain sport is the exercise portion of the system. It allows the user to practice various combination techniques they have learnt. Figure 13 shows the available options; namely Playing Cards (1310), Random Number (1320) and Random Words (1330). The Playing Cards (1310) option is further sub divided into two individual exercises; i.e. Speed Cards and Manual/Time Cards.
Speed Cards tests the ability of the user to memorise a deck or decks of playing cards (1 deck = 52 playing cards). Under the Speed Cards option in Figure 14, the user must enter number of decks to memorise (1410), peg format (1420), time to flip a deck of cards (1430) and the number of times to repeat flipping the deck(s) (1440). Once the exercise is started, the program displays eight playing cards on the screen at a time, flipping through the entire deck according to choices entered earlier. After flipping the deck the required number of times, an answer screen in Figure 15 is shown. The user is required to enter the cards in the order they were previously shown. The program checks if the entered answers are in accordance to the sequence of displayed cards shown earlier. A True/False (1510) response is shown beside each answer. An overall score is tallied, which can be used to show progress of a student's skills.
In Manual/Time cards, the same information used in Speed cards in entered, except time to flip a deck of cards. The program uses this information to display a screen of cards, but the user controls flipping of the deck. The program keeps track of elapsed time for the user to finish flipping the deck. As with Speed Card, the answer screen is shown and the user is required to enter the correct card sequence. The system replies with a True/False response beside each answer and a final score is tallied at the end of the exercise.
Random Numbers is another exercise under Brain Sport menu. Five different exercises are grouped under this menu, Speed Numbers (1610), Manual/Time Numbers (1620), Speed Binary Numbers (1630), Manual/Time Binary Numbers (1640) and Spoken Numbers (1650), as shown in Figure 16. In Speed Numbers (1610), the user is required to memorise a list of randomly generated numbers. The number length (1710), peg format (1720), time to display the entire sequence (1730) and number of repeats (1740) is set by the user. The user has a choice of whether to automatically display the numbers or to manually advance through each number (1750). This is shown in Figure 17. Once the exercise is started, the application displays randomly generated numbers in accordance with the selected peg format. The
numbers are displayed in groups of ten numbers each. Upon finishing the required number of repeats, the answer screen is displayed. Figure 18 shows the sequence of steps. The user is then required to enter the correct sequence of numbers, in groups of ten numbers, as it was previously displayed. The system checks the answers and displays a True/False indicator beside each respective answer box.
Manual/Time Numbers follow the same format as Speed Numbers, except time to display the numbers is not entered. Instead, the system measures the time taken for the user to manually view the displayed numbers. The answer screen and procedure is the same with Speed Numbers.
Speed Binary Numbers and Manual/Time Binary Numbers follow the same procedure as for Speed Numbers and Manual/Time Numbers, the only difference being binary digits are displayed instead of normal numbers. In Spoken Numbers, a random series of numbers is outputted through the computer's speaker. The user must hear and remember the series of number correctly. Number length, delay between each number spoken number and number of time to repeat is predetermined by the user. Figures 19 and 20 shows the flow. The answer screen is the same as previous screens and the same procedure applies.
Random Words (1330) menu choice consists of Speed Words and Manual/Time words. Speed Words menu is similar to Speed Numbers, the difference being words instead of numbers is display. Manual/Time Words is also similar to Manual/Time Numbers menu. Same procedure applies in using them.
Although the method of the present invention has been discussed with specific examples, it is not intended that such specific examples be limitations upon the scope of the invention except insofar as set forth in the following claims.