The invention relates generally to the field of connected toys. More specifically, the invention is directed to a connected kitchen toy device having unique technical features that provides the user a tactual experience of a real kitchen.
Physical toys containing electronic components are, traditionally named ‘electronic toys’ and are commonly seen in the average household of the 21st century. In the last few years, a new trend seems to be emerging, of connecting these electronic toys to software applications and/or to the internet. This trend is generally named the “Internet of things” and describes the general tendency to connect various consumer products to the internet and to a user's smart devices (for more details: http://en.wikipedia.org/wiki/Internet_of_Things).
In the past several years, there have been many developments in the field of connected toys, and many connected toys are seen around. WO/2013/024470 of the same inventors, incorporated herein by reference, discloses a connected multifunctional toy system for providing a user a learning experience, entertaining experience, and a social experience. The connection of toys to software programs, to websites and/or servers, allows the toys to become “smarter” and more dynamic. Another example of a connected toy is the Furby toy from Hasbro that connects to the web indirectly (http://www.hasbro.com/furby/en_US/#panel_talk). This toy can connect to tablets and smartphones through encoded sound frequencies. The connection allows the user to feed his Furby toy with different dishes, record a video of them playing together and the like. Other examples for connected toys are various products by Apptoyz (http://www.apptoyz.com/shop/), which were designed to work with tablets and smartphones. These products include a plastic toy and a suitable application to match the plastic toy. The product line includes AppGear (a simple plastic car wheel which is used as a case for smartphones and tablets), AppCopter (RC helicopter controlled by smartphones and tablets), AppBlaster (a simple plastic gun which controls the smartphone mechanically by an arm that taps the screen every time the user pulls the trigger), AppQuiz, with the same mechanical solution (an arm taps the screen every time the user pushes the answer buttons), and the like. The key characteristic of these products is a very simple connection (and sometimes only mechanical) between the toy and the software App.
Kitchen toys are well known in the art. These kitchens give children a fun experience of playing pretend with a toy, usually designed as close to reality as possible to give the child a miniature experience of “mommy's kitchen”. Two popular companies that provide such non connected kitchens are Smoby Toys™ (http://www.smoby.com/en/roleplay/kitchen/kitchens.html) and by Kidskraft™ (http://www.kidkraft.com/toys-and-playsets/kitchens). Some of the companies create toy brands with real kitchen brands, such as Tefal™ toy kitchens. These toys give a nice playing experience to the child, but they lack the feeling of objects morphing their shape and colour, as happens in real kitchens during the cooking/baking process. For example, an egg which morphs into an omelette, vegetables morphing into soup, pizza with melting cheese, water changing colour upon making a cup of tea, and the like. All of these things happen only in the child's imagination. In addition, the creation of recipes and the educational value of the unconnected kitchens is very limited, as the child only uses his imagination in order to play the game, without further instructions about healthy food, how dishes are really created, and without any guidance or encouragement for accurate actions that are made.
Concurrently, a wide variety of cooking, baking and drink making software games for children have emerged in recent years, all emphasizing these sides of play. Examples of kitchen games and cooking interactivity can be found for example in Google appstore, Apple App store, and others such as Toca Boca™ (http://tocaboca.com/app/toca-kitchen-2/). These apps allow young players to experience cooking in a very vivid way, for example by watching a tomato being roasted on the grill and observing as it changes its colour and shape to that of a roasted tomato. The child may boil water and see the bubbles coming up, bake, and fry and even put things in the microwave, all in a virtual manner with his fingers playing on the screen of the smart device or by using a computer mouse. In addition, a few characters appear on screen to give culinary feedback of the cooking, and give negative feedback if the food is not tasty (for example: burnt).
Another example is the cooking mama games by Majesco™ (http://www.cookingmamaus.com/), in which the app instructs the players how to cook specific dishes, and gives them points on their performance in preparing the dish. The app software is further operable with PlayStation™ and Wii™. In the Wii version, the player may make some physical activity to operate the game, for example: chop vegetables with the Wii remote and flip a pan with the Wii remote. However, in both of examples, as well as in other cooking application games, the game lacks the fun and experience of playing with physical toys, and more specifically, the experience of playing with a physical kitchen that resembles “mommy's kitchen”. In addition, it lacks the experience of putting these ingredients in some tangible space (in a pot, on the stove, in the oven), which provide the child with a more realistic experience of play.
Another example of a kitchen toy that may be relevant to the field of the invention is described in http://www.plumproducts.com/plum-snowdrop-interactive-wooden-play-kitchen.html. In this example, the physical experience is very limited and the child doesn't get any response for activities he performs in the kitchen.
In contrast to the prior art kitchens described above, the connected toy kitchen provided herein provides the child a unique experience of play and unique simulation of cooking in a real kitchen. The invention is directed to a connected toy kitchen comprising novel technical and electrical features that allows the player to simulate a real cooking experience and combine physical experience with a virtual one.
The subject matter disclosed herein is directed to a connected kitchen toy device configured to allow a player to imitate cooking in a real kitchen, wherein an action performed by the player on the kitchen toy device is identified by and creates a simultaneous reaction on a smart device connected to said kitchen toy and/or on the kitchen toy device itself. The kitchen toy device comprises at least one input element and one output element, and a communication module for allowing bi-directional communication between the kitchen toy and the smart device. The action performed by the player on the kitchen toy device is identified by at least one input element positioned on the kitchen toy and/or on the smart device, wherein the action results in creation of at least one output reaction on either one of said kitchen toy device, smart device, or on both.
The action may be performed on at least one playing item positioned on the kitchen toy device or held in its vicinity, wherein the action performed by the player and the at least one playing item are both identified and displayed on the smart device and further create a reaction on either one of the kitchen toy device, the playing item, the smart device, and combinations thereof.
A playing item in accordance with the present invention is an object that comprises at least an identification element configured to allow its recognition by identification means positioned on the kitchen toy device, and wherein upon identification of said playing item it is displayed on said smart device screen. A playing item may further comprise output elements such as but not limited to, LED, buzzer, mechanical elements that allows movement of parts thereof. A detailed discerption of playing items and their characters are provided below.
The subject matter described herein is directed to a connected toy kitchen having a unique hardware implemented inside the toy, which allows it to connect to smart devices, and to simulate a real experience of cooking. The connected toy kitchen device further allows a bidirectional connection between the physical toy and the smart device in a unique, sophisticated, and dynamic manner, and to combine teaching with entertainment in a fun and amusing way. In the following description the terms “player” and “child” are used interchangeably and both describes the user that plays with the toy kitchen. It should be clear that although the description generally refers to a single player, more than one player may play with the connected toy kitchen of the invention simultaneously, wherein the players may be two or more children, or children and adults, such as a parent and at least one child.
In accordance with variations of the invention, the connected kitchen toy comprises input/output elements (hereinafter denoted: “I/O elements”), such as, but not limited to, buttons, LEDs, potentiometers, piezoelectric sensors, touch sensors, smell sensors, light sensor, buzzer, speaker, microphone, and various identification sensors available in the market.
Identification of play items and actions performed by the player on the kitchen toy device and/or on the play items may be obtained by using known technologies such as but not limited to: RFID, NFC, capacitive sensors, hotspots, ultrasonic triangulation based sensors, sensors based on energy harvesting, weight sensors, photo-sensors, color sensors, a camera, and combination thereof of two or more of the above sensing technologies. The identification sensors may be implemented in several areas in the kitchen: under the stove, under a shelf in the oven, within the toy microwave, within the toy sink and the like, according to the structure of the kitchen toy and the accompanying playing items. Upon placing each of the identified playing items, a signal is sent to the smart device, and the playing item is identified.
The connected kitchen toy device of the invention may contain various identification acceptable technologies. Some non-limiting examples of such technologies are: RFID, NFC, hotspots, gated button, color sensing, QR and barcode, image recognition, and Hall Effect sensor.
The smart device on its end comprises a dedicated software application configured to connect to the kitchen toy, so as to allow the child a unique and innovative playing pattern with dynamic and reach contents and simulation of real actions performed by the player.
The connected kitchen toy device comprises various electrical components and electronic circuits, including, without limitation, a communication module that functionally allows it to become an electrical connected toy having ability to connect with smart devices, namely, electronic devices that have the ability to receive and transmit data to and from the kitchen toy device, and further to playing items as will be described in details below, either by a wired connection or by wireless communication methods known in the art (such as but not limited to Bluetooth, BLE, and Wi-Fi). The smart device comprises a dedicated software application (app) installed on it.
In accordance with the invention, the connected kitchen toy and smart device are configured to identify various playing items as described in details with reference to the figures. The identifiable playing items preferably comprise at least one tag that allows its recognition. In accordance with implementation of the invention, the identifiable playing items differ from each other in a manner that some of the items may contain identifying means that allows their recognition by the kitchen toy and the smart device, while others may further comprise sensor/s configured to allow recognition of the specific usage of the item in real time and imaging of the actions of the player with the specific playing item on the smart device. In some variations, the app may instruct the player to perform an action with the playing item, for example, to instruct the child to turn on the stove (e.g., press a button on the physical toy), or to cease an action that the child is doing with the playing item, such as an instruction to take a cake out of an oven. The application may further wait for a feedback from input sensors that an action did occur as instructed (e.g., the cake identification tag is no longer identified by the identification in the oven), and produce an appropriate reaction. The reaction can be a direct response, coming from the smart device itself, such as a visual response on the smart device's screen (e.g. animation, illustration, motion picture and the like), and/or an audio response (e.g. positive sound effect, background sounds, music and the like). Additionally or alternatively, the smart device may send a feedback back to the kitchen toy device, and then the kitchen toy itself may produce an appropriate reaction by output elements that are implemented in the toy, such as visual output sensors (LEDS, light bulb, screens and the like), audio sensors (such as speakers, buzzers and the like), odor response (such as a scent diffuser), and a mechanical output that create a movement of the playing item upon instructions received from the smart device and/or the kitchen toy device.
The I/O elements that are implemented inside the kitchen toy device may send signals to the dedicated application, or they may send internal signals and produce response inside the toy itself; for example, upon pressing on a button in the kitchen, it may provoke a LED to light up on the kitchen toy device in a direct channel. The button may also provoke a response on the smart device, or provoke a response on the physical toy in an indirect channel, as described above such as sending a feedback to the app that the button was pressed, which it turn operates the LED in a specific blinking pattern. The indirect channel may allow a more complex reaction to happen in the output sensors; the application may control the output and execute a variety of responses corresponding to different sequences of actions. For example, if the fire button was pressed before the pot was placed on the stove; the app may present a different feedback than in an alternative situation, in which the fire button was pressed after the pot was placed. This variety of reactions of the I/O elements may contribute to the game in different ways, and introduce new ways of play.
The kitchen toy device comprises at least one type of identification sensors and preferably, a mixture of various types of identification sensors, configured to allow identification of identifiable playing items (peripheral accessories), such as, but not limited to, kitchen tools, food products and food ingredients, and electrical home use appliances for the kitchen. The electrical appliances may be an integral part of the toy kitchen device or separated therefrom. For example, a toaster may be a separated playing item or may be attached to the kitchen toy device. The kitchen toy device comprises hardware, which is connected to the I/O elements, and more specifically, but not limited to, to the identification sensors, thus allowing identification of the playing items when they are placed in certain locations of the kitchen toy (e.g., get into the identification zone of the identification sensors). In some embodiments, the electronic appliances may be fixated to a certain spot in the kitchen, thus an integral part of the main unit, while in others it may be reversible and the player may connect and detach the playing item to the kitchen, for example by attaching it to a hotspot. Some non-limiting examples of playing items suitable for the kitchen toy device are: a pot, a frying pan, a stiffing spoon, various type of vegetables and fruits either sliced or as a whole, with the shell or without it, milk box, milk bottle, cheese, slices of cheese, water bottle, fish, meat, spices such as salt, pepper, oregano, pizza mixture, bread, cakes, sugar, tea bag, cookies, chocolate, cacao powder, candies, and any food product and food ingredient available in the market. The playing items may also be: a microwave, blender, toaster, toaster oven, coffee machine, juice machine, electric kettle, cupcake toaster, and any other electrical home appliance toy for the kitchen. The electrical home appliance toys may be integral parts of the kitchen toy or it may be purchased separately as part of an accessory set as demonstrated in the figures. In both cases, the connected kitchen toy device is configured to identify the electrical machine that is positioned on it, and the food items which are placed in it. In some embodiments, the electric machine by itself may further comprise additional independent capabilities to identify ingredients that are inserted into it. It some of these cases, the electrical machine toy preferably comprises another processing unit, which allows it to function as a stand-alone toy, and communicate with the smart device directly. For example, the microwave, the toaster, the coffee machine and the like are all identifiable playing items with further capabilities to identify each item that is inserted into them or positioned on them. In other embodiments, the electrical appliance may be used as a simple identified toy item, which is identified among all other items in a certain area in the kitchen.
As mentioned above, the connected kitchen toy device of the invention may include RFID reader, NFC reader as well as other identifiers mentioned above that allow identification of more than one playing item simultaneously. In such scenarios, the playing experience creates an authentic feeling of a real kitchen to the child, and gives the child a more realistic experience of pretend play.
The dedicated application in the smart device may further include a presentation of the identified accessories and an illustration of the kitchen, and may be used, but not limited to, giving real-time feedback to the player of his actions with the toy and playing items. The software application may further be used for demonstrating recipes to the player, and allowing him/her to follow the recipe's steps in order to get to a certain result. It may further include educational games, providing facts about food ingredients, knowledge about healthy cooking and give challenges to the player to cook different recipes and to identify different ingredients according to their color, vitamins, calories, chemical structure and the like. The software application may further include a creation mode to allow the player to create different recipes with the elements he has in his hands, using different identification areas of the kitchen toy device. It may further allow users to share their creation online, and get new recipes from others. The new recipes can be “played” on the kitchen toy device, thus creating a new way of play with the physical toy.
In some embodiments, the kitchen toy may include, but is not limited to: an identifier in the stove, an identifier in the oven, potentiometers to set the stove and the oven's temperature, LEDs to simulate indication of operating mode, for example, in the oven, in the stove, in the tap, and in the kettle.
The player may put a pot on the stove, the pot is identified by the software application (hereinafter: “app”) and the app may show a reflection of the pot being placed on a virtual stove. Then, the user may pour water from a water bottle above the pot and this action will be imaged on the smart device's screen, and the pot in the application will start to fill with water. As long as the water is above the pot, the virtual pot will keep filling, until the water overflows and the user might need to empty the pot and start over. This example demonstrates how the kitchen toy device may use time evaluation in order to enrich the play pattern; the toy may constantly send data to the smart device, updating the app about input, output, and the current state on the kitchen toy device and the playing items in use. Additionally, it demonstrates the ability of the app to analyze a series of actions, and not just a single action, which may result in a different dish each time a player changes his actions. A dish may be burnt if the oven potentiometer was set on a temperature too high, and a soup may become a sauce if the player will not put enough water in the dish. These kind of complex responses make the connected kitchen toy seem “more real”, compared to prior art kitchen toys, and as such, simulate a close to reality cooking experience, in which every action results in a different outcome.
The app may further change the appearance of products in their virtual appearance on the smart device, thus helping to enrich the imagination of the child while playing with the connected kitchen toy of the invention, which may further contribute to the genuine experience of the connected kitchen toy device. For example, putting water and a tomato inside the pot and stirring, may change color and become a red tomato soup in the application. A cheese in the oven may change form and melt, and an onion on a frying pan may change its color from white to brown. These changes are not possible in any of the physical toys known in the art, and the combination of the physical toy with the app provides the child an experience of real cooking. This experience may be empowered by combining sounds of cooking like, boiling sounds, frying sound, water flow sound, mechanical sounds to simulate operation of the electrical appliances, operation indicating lights in the electrical toy devices such as oven, kettle, microwave, stove, and the like; and by further using odor sensors that enhance the coking experience. For obtaining these enhancing effects, the kitchen toy may further include other I/O element, such as buttons, LEDs, potentiometer and the like as mentioned in the above and as will be demonstrated with reference to the figures hereinbelow.
In some implementations of the invention, the I/O elements are configured to enhance the child playing experience in different manners. For example, LEDs may be turned on as positioning indicators to indicate where to put the identifiable playing item. Alternatively, they may be used as part of the game, for example, simulating the light inside the oven, the fire on the stove or blue light simulating water in the tap. Buttons may be used for different operations in the kitchen toy, for example to turn on the micro, to open the stove, to open the tap or operate the kettle. The buttons may further be used for identification of an action; for example, they can be implemented inside a toaster, thus will be pushed only when a toast is placed in the toaster, indicating to the app that a toast was placed. Potentiometers may be used for example to reflect the flame intensity of the fire heads on the stove, and further to reflect the intensity of the water flow in the tap and further to set time. LEDS may be used to simulate cold/hot water by changing the color according to a potentiometer position. A speaker may be used for producing kitchen sounds as mentioned above (e.g. frying and cooking noises), a buzzer may be used as part of a timer of the oven or the microwave. All these I/O elements are configured and operable to enrich and enhance the game options and the playing experience with the kitchen toy device.
The smart device may further give challenges to the player, to follow a recipe or to guess the ingredients of a certain dish presented on screen. The dedicated application may further include multi-player games, which allow more than one player to play on the same kitchen and, for example, to compete with each other on time of baking or accuracy of recipe. They can also cooperate to make a three dish dinner, and take positions near the oven and the stove. The players can create recipes and give them as challenges to each other.
The multiplayer social game may also occur through the web, when each of the players is playing with his own physical toy, and the connected toy transfers the data to the dedicated application, which in turn transfers the data to a central server. In this way, each player can make a move on his toy in his own house, and get a response through the web from another player in another place in the world. Thus, the kitchen toy becomes a cooking console, which allows different children to simulate cooking with their physical toys, share ideas and creative thoughts about cooking, and challenge each other in complex recipes.
The subject matter disclosed herein is directed to a connected kitchen toy device configured to allow a player to imitate cooking in a real kitchen, wherein an action performed by said player on said kitchen toy device is identified by and produces a simultaneous reaction on a smart device connected to said kitchen toy and/or on the kitchen toy device, wherein said kitchen toy device comprises at least one input element and one output element, and a communication module for allowing bi-directional communication between said kitchen toy and said smart device. The action performed by the player is identified by at least one input element positioned on said kitchen toy and/or on said smart device, wherein said action results in producing of at least one output reaction on either one of said kitchen toy device, smart device, or on both. Also, the action may be performed by the player on at least one playing item positioned on said kitchen toy device or held in its vicinity, and wherein the action performed by the player and the at least one playing item are both identified and displayed on said smart device and further produce a reaction on either one of the kitchen toy device, the playing item, the smart device, and combinations thereof.
In accordance with the present invention, the playing item comprises at least one identification element configured to allow its recognition by identification means positioned on said kitchen toy device, and wherein upon identification of said playing item, it is displayed on said smart device screen. The playing item may further comprise at least one output element. The playing item and the action performed on/with it by the player may be identified by a camera. In a specific implementation of the invention, the playing item is identified by RFID technology. The playing item may be but are not limited to, home use electrical appliance, vegetables, fruits, milk products, meat products, kitchen tools, eating tools, cooking and baking ingredients and tools, and baking products. The action performed by the player may be a series of actions directed to preparation of a dish or a drink.
Various input elements may be used for implementing the invention including without limitation: buttons, potentiometers, touch sensors, light sensor, color sensors, hall-effect sensors, audio sensors, odor sensors, motion sensors and temperature sensors. Identification of actions and items may be obtained by using identification acceptable technologies consisting such as RFID, NFC, capacitive sensors, hotspots, ultrasonic triangulation based sensors, sensors based on energy harvesting, weight sensors, photo-sensors, color sensors, gated buttons and a camera.
The reaction obtained may be a virtual reaction displayed on said smart device or a physical reaction produced by said kitchen toy device, or both. The reaction may be produced by the output elements and contains at least one of an audio output, a visual output, an odor output, and a mechanical output. The audio output may be for example, a buzzer, a speaker, and a sound produced by the smart device, and said visual output is selected from: a light, a LED, an animation, a picture, an illustration displayed on the smart device or a dedicated screen on said kitchen toy device.
In some embodiment, the connected kitchen toy device comprises at least one of: a toy sink configured to light up at least one LED simulating water flow upon performance of an action by said player, a toy stove with at least one flame head configured to light up at least one LED simulating fire, wherein a virtual sink with a water flow and/or a virtual stove with a flame are simultaneously displayed on said smart device's screen. The water flow intensity and/or the flame intensity are modified according to the position of a sensor set by said player, wherein a virtual illustration reflecting the real-time intensity of said flow/flame intensity is displayed on said smart device. The sensor in use in such embodiment is preferable a potentiometer. The flow/flame intensity may be modified by the player on said smart device and the data is delivered via said communication module to the kitchen toy device to thereby create a corresponding change in real time on said kitchen toy device.
In some embodiments of the invention, at least one output element is configured to be operated by the smart device to perform a physical reaction on said kitchen toy and/or playing item. The output element may either one of but not limited to, buttons, LEDs, potentiometers, piezoelectric sensors, touch sensors, smell sensors, light sensor, buzzer, speaker, microphone, and identification sensors.
The communication module allows simultaneous transmission and receipt of data from some identifiable playing items to the smart device and/or to said kitchen toy device.
The playing item may further comprise hardware and a motion sensor configured to allow identification of movements performed by the player with said playing item. Such playing item may be, without limitation, a cutlery, cooking and stiffing spoons, cooking utensils, and serving utensils.
The smart device comprises dedicated software configured to analyze different states according to data obtained from said input elements, and to output a reaction according to a specific identified state.
The connected kitchen toy device of the invention may be incorporated into a doll house toy. In such embodiment, one of the playing items may be a doll. In an alternative implementation of the invention, a doll house toy may comprise a connected kitchen toy device as described herein.
Reference is now made to the figures:
Kitchen toy device 100 may further comprise a working surface 160 with a towel 145 hung on the side of the working surface, and optionally, one or more electrical appliances such as a toaster 172, a kettle 174, and a mixer 176. Other electrical toy devices simulating devices that are usually used in a real kitchen such as microwave, refrigerator, coffee machine, ice cream maker, bread baker, blender, and the like may also be used with the present invention and included in the scope of the present invention. Towel 145 may be hung on the kitchen surface in various places and by various means including, without limitation, magnets, Velcro and hooks. In the example illustrated in
Each of the above mentioned areas may include various types of sensors as mentioned above and identification means, and thus when playing items are placed in these areas, they are recognized and may appear on the smart device's screen. A detailed description of the inner structural components of the connected kitchen toy device of the invention is provided with reference to
The application game on the smart device 180 may direct the player to move from one area to another, for example, to wash vegetables in the sink and then to put the vegetables in a baking dish and to cook them in the oven or to put them in a pot with water and to cook them on the stove. The game may further instruct the player to operate more than one area simultaneously according to the playing level and the child age, for example, to bake the pie base in the oven, while preparing the vegetable stuffing on the stove, thus creating a more complex dish and new challenges to the player.
Each area of kitchen toy device 100 may contain I/O elements, such as but not limited to, buttons, sensors, LEDs, speaker and buzzer as mentioned above and will be described with reference to some of the other figures. All of these may further be connected to the smart device and may be activated by the smart device or by the player according to the type of the I/O element in use.
The I/O components may contribute to the activity in a specific area of the kitchen toy device 100, or to the activity on the kitchen toy as a whole. Kitchen toy device 100 may further include a weight sensor to allow the user to weigh the ingredients as in a real kitchen (not shown). Alternatively, the weight sensor may be implemented as a toy weight appliance to be used as additional identifiable playing item.
A further play pattern with kitchen toy device 100 may include recording of new invented recipes and sharing it with friends and parents. The child may record himself through the smart device, or by pressing a physical button on kitchen toy device 100 (not shown). The child's voice, as well as his activity with the playing items in the kitchen toy device, may be documented and recorded into a video, for example, if the child puts a toast in the toaster while saying: “let's make toasts for my soup”, then the app records his actions and the matching animation, i.e. a toast being inserted into the toaster and getting browner, along with his voice are recorded. Thus, the player may create a recorded video of his actions while preparing the dish. The video may be saved on the smart device, and further may be shared with friends. This play pattern can also be used as a way to remember how specific dishes were made, and optionally to create a library of cooking videos of the child, similar to popular television cooking shows, where the child is the star of the show. Children may further send recipe challenges to each other, after creating new complicated dishes, challenging other users to prepare them in a certain amount of steps and to a certain degree of accuracy. They can also time their achievements, asking other players to break their record and make the dishes faster.
For simplifying the description, in the following description of the sets of identifiable playing items, the tags are not shown.
The child, for example, that wants to make a pizza may prepare one with the ingredients of the pizza set. The child may take the toy pizza and put it in the toy oven. The pizza is recognized by at least one identification component placed inside the oven as mentioned above. The dedicated app may then present the unbaked pizza getting browner and browner in the oven, and may show a timer for the optimal baking time. A similar time may be displayed on the toy oven display. The child may further use a potentiometer on the control panel above the oven, to set the temperature according to instructions he receives from the app and the temperature value may be displayed on the smart device's screen or on the oven display area, or on both. When the player closes the oven's door, a LED inside the oven may light up, and the smart device may shut the light on the screen off when the time is over to teach the child that it is time to take the pizza out of the oven. Additionally or alternatively, LEDs inside the oven may be turned on to imitate operation mode of the oven. Additionally or alternatively, when the time is over, a sound of a ringing bell may be produced, for example, the smart device may send instructions to a speaker positioned on kitchen toy 100 when the time is over. Optionally, a voice from the smart device may further be heard saying, for example, “Your pizza is ready”. In some embodiments of the invention, a button located on the side of the oven may become mechanically pressed by the oven's door when is the door is being closed, thus once the player opens the oven to take out the pizza, the app may get a signal that the button was released.
As illustrated above with reference to
The kitchen toy for doll 500 may be a part of a connected doll house (not shown) that is functionally structured and operated in a similar concept as the connected toy kitchen of the invention with the relevant changes. For example, the doll house may simulate an apartment with a kitchen, a bedroom, and a walk-in closet, while all rooms comprises sensors and I/O elements. The playing items in each room are different according to the nature of the room, and the dedicated app is further capable of recognizing the specific room that the doll is located in a certain time point. The bedroom may contain, for example, a dressing table with identifiable makeup articles such as lipsticks in various colors, eye shadows, blush, eyeliner and the like and the actions and movements made by the player may be displayed and recorded by the smart device. The child may learn to stretch accurate lines, to adjust between different colors and to make decisions. In the walk-in closet, the child may learn to dress the doll correctly and to distinguish between under-side of the cloth and front side, to match colors, and to learn the order of dressing (i.e. underwear, cloths and tops).
In the specific example illustrated in
It should be clear that the description of the embodiments and attached Figures set forth in this specification serves only for a better understanding of the invention, without limiting its scope. It should also be clear that a person skilled in the art, after reading the present specification could make adjustments or amendments to the attached Figures and above described embodiments that would still be covered by the present invention.
Filing Document | Filing Date | Country | Kind |
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PCT/IL2015/050141 | 2/6/2015 | WO | 00 |
Number | Date | Country | |
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61936352 | Feb 2014 | US | |
61937858 | Feb 2014 | US |