The present invention relates generally to an interactive system. More particularly the present invention concerns a system, apparatus, and methods for interactive play.
Interactive toys have become increasingly popular in recent times. Children enjoy playing with toys that communicate or respond to different selections or prompts from the player.
For example, U.S. Pat. No. 6,663,393 (Ghaly), U.S. Pat. No. 5,607,336 (Lebensfeld et al.), U.S. Pat. No. 6,648,719 (Chan) and U.S. Pat. No. 6,585,556 (Smirnov) all disclose toys, dolls or action figures who act or respond based on some activation by the user, or by the surrounding events.
Embodiments of the present invention provide an entertainment system, methods and computer software product. An exemplary embodiment of a provided entertainment system includes at least one hand held game controller with a touch screen and a number of accelerometers. The accelerometers indicating the movement of the hand held game controller. The controllers are configured with wireless communications transceivers allowing them to communicate to a base station. The system further includes a base station that communicates with the hand held controllers. The base station is further configured with a connector suitable for connection to an accessory box and a second connector suitable for connection to a computing device. The entertainment system optionally includes an accessory box with a connecter sufficient for connecting the accessory box to the base station. In some embodiments, the accessory box is configured to allow additional functionality to be imparted to game play. The entertainment system further includes an online game portal hosted on a server on the network. One embodiment provides a method of interactive play. In this embodiment a signal is communicated from at least one hand held game controller to a base station. Like the above embodiment, the hand held controllers contain touch screens and accelerometers. In this embodiment, the base station additionally receives a communications signal from an accessory box. The base station communicates a command to a computing device that is connected to a server over a network. The computing device sends commands, and other information to the server. The server communicates signals back to the computing device which enable game play on the computing device.
Another exemplary embodiment of the present invention provides a computer software product. The software product is in the form of a computer readable medium. The medium contains processor executable instructions that, when executed by a processor configure a computing apparatus to receive a first communications signal from a base station. This first communications signal includes information received from at least one hand held game controller. The game controller, like the above controllers include a touch screen interface and a number of accelerometers. The configuration additionally includes a configuration to send a second communications signal to a server on a network, the server hosting an online game portal and to receive a third communications signal from the server on the network which enables game play on the computing device, the game play related to a game on the online game portal.
Various embodiments of the present invention taught herein are illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings, in which:
It will be recognized that some or all of the Figures are schematic representations for purposes of illustration and do not necessarily depict the actual relative sizes or locations of the elements shown. The Figures are provided for the purpose of illustrating one or more embodiments of the invention with the explicit understanding that they will not be used to limit the scope or the meaning of the claims.
In the following paragraphs, the present invention will be described in detail by way of example with reference to the attached drawings. While this invention is capable of embodiment in many different forms, there is shown in the drawings and will herein be described in detail specific embodiments, with the understanding that the present disclosure is to be considered as an example of the principles of the invention and not intended to limit the invention to the specific embodiments shown and described. That is, throughout this description, the embodiments and examples shown should be considered as exemplars, rather than as limitations on the present invention. Descriptions of well known components, methods and/or processing techniques are omitted so as to not unnecessarily obscure the invention. As used herein, the “present invention” refers to any one of the embodiments of the invention described herein, and any equivalents. Furthermore, reference to various feature(s) of the “present invention” throughout this document does not mean that all claimed embodiments or methods must include the referenced feature(s).
As used herein, the term “doll” is not limited solely to a fashion doll or play doll, but encompasses figurines, action figures, toy animals, plush toys, miniature animals, or any miniaturized or toy version of any living creature.
Embodiments of the present invention provide an interactive toy system which allows the user to enact real-life activities of a doll, animal, action-figure or similar creature. More specifically, the present invention provides a toy system 20 which provides for interactive play between the system 20 and the user. The user can select different play programs which will program the doll or toy with certain emotions, responses or characters, and which will allow or direct the user to enact selected real-life activities for the doll or toy.
According to one embodiment of the present invention, the doll or toy merely functions as an object that is used by the player to enact selected real-life activities, and does not communicate or interact with the player. According to this embodiment, the player communicates solely with a base unit or doll station, which provides instructions or messages to the player regarding how the real-life activities are to be enacted. The player then utilizes the doll or toy to carry out the enactment. In this embodiment, the doll or toy may communicate interactively with the base unit or doll station, but will not communicate directly with the player.
The storage device 26 can have a housing 28 that houses any conventional and well-known medium that includes a memory 30 (see
In addition, the storage device 26 can be coupled to a personal computer (“PC”) (see
In one embodiment, doll station 24 is adapted to hold a doll 22 during use. Referring to
In one embodiment, memory 58 is used to store some or all of the programs. In this embodiment, memory 30 on storage device 26 is used primarily for storing data that can be utilized to control or change the operation parameters of the programs stored in the memory 58. Referring to
In a further embodiment, speaker 38 emits sounds to provide vocal instructions and music. Speaker 38 and display screen 36 are both controlled by processor 56. Control pad 60 and buttons 62 are additionally coupled to processor 56 and may provide control signals to processor 56. One feature of this embodiment is that it allows a player to control the operation of the interactive play system 20 by interacting with control pad 60 and buttons 62. For example, the player can press selected buttons 62, or control pad 60, to select desired play modes or features, or to perform any of the play functions described herein below.
Another embodiment is illustrated by referring back to
In one embodiment, rear wall 42 extends from the top rear portion of base 40, and is slightly curved to define a background wall for doll 22. An optional window 68 is provided, in some embodiments, in rear wall 42 for ornamental or functional (e.g., provide access) purposes. In further embodiments, antenna 70 is provided in the rear wall 42 (see
Roof 44 is optional, and can be attached to the top of rear wall 42 to provide a cover or shade for doll 22 when doll 22 is positioned inside the doll station 24. In some embodiments, a handle (not shown) is provided on top of roof 44 to provide a mechanism for a user to carry a doll station 24.
In some embodiments, illustrated in
Another embodiment is illustrated in
In one embodiment, when doll 22 is placed inside interior space 50 of base 40, antennas 70 and 80 are capable of communicating with each other. In one non-limiting embodiment of the present invention, antennas 70 and 80 are selected to be used with short-range communication technologies that can only communicate wireless signals over a short distance. The use of such short-range communication technologies ensures that the doll 22 is positioned in, or in close proximity to, base 40 before that particular doll 22 can be the subject of the activity. One feature of this embodiments is that the use of short range communication technology allows base 40 to interact with multiple types of doll 22 when each is in communication range of base 40. In embodiments where longer range communication technologies are used in a multi-doll interactive play system 20, antenna 70 at base 40 can be receiving signals from multiple dolls 22.
Next, the characteristics of the doll 22 are transferred to the processor 56 at doll station 24 (see step 102 below) and processor 56 can identify doll 22. In addition, as described below, the user can select a desired application by selecting one of a variety of storage devices 26.
Even though the flow of the present invention is described as including the use of a menu displaying various selections of programs, it is also possible to provide each storage device 26 with only one selection, so that a menu would be unnecessary.
A variety of different programs can be provided for selection by the player. Many of these programs are adapted to allow the player to enact real-life activities for doll 22, as if doll 22 were alive and going through the normal daily activities of a living doll. These programs can be based on any of the following: (i) the characteristics of doll 22 that have been downloaded from memory 78 on chip 72, (ii) the nature of the environment portrayed by doll station 24, and (iii) the programs and/or theme of the selected storage device 26. These programs can also be independent of any of these parameters, and any of these parameters can be used together or independent of each other. It is the provision and selection of these parameters that allow the player to be able to enact the real-life activities of doll 22. The following are a few non-limiting examples of programs (enacting activities) that can be stored in memory 30 and/or 58 and/or 78 for play on doll station 24.
Processor 56 causes speaker 38 to emit an instruction, such as “I'm cold, please put a jacket on me”. The player then goes to his/her doll accessories, takes a doll jacket and dresses doll 22 with a jacket.
Processor 56 causes speaker 38 to emit an instruction, such as “I would like to go to the beach”. The player then takes doll 22 out of base 40 and takes doll 22 to another doll station 24 that represents a beach environment, and inserts doll 22 into base 40 of the beach doll station 24. The steps outlined in
Processor 56 causes the speaker 38 to emit an instruction, such as “I would like to play with a friend”. The player then takes a different (second) doll 22 and places it adjacent the doll station 24 so that the two dolls 22 can supposedly play with each other. The steps outlined in
Processor 56 causes display screen 36 to display a colorful message, accompanied by music from speaker 38. This performance can reflect the identity of doll 22. For example, if doll 22 is intended to be a happy doll, display screen 36 can be caused to display bright and colorful images, and speaker 38 can broadcast cheerful music. On the other hand, if doll 22 is intended to be an evil doll, display screen 36 can be caused to display malicious or dark images, and speaker 38 can broadcast somber music. These performances can be used to reflect the attitude, character, emotions or mood of doll 22.
In one non-limiting embodiment, the accessories that accompany doll 22 can be provided with electronic chips similar to chip 72 that allow for the accessory to communicate with doll station 24. For example,
Alternatively, a program from any of the memories 30, 58, 78, or 178 can cause speaker 38 or display screen 36 to emit an instruction, such as “Please give me my hair brush”. The player then takes hair brush 132 and places it in the doll's hand. The electronic chip 172 on hair brush 132 would communicate with processor 56 (via antennas 70 and 180) to identify hair brush 132. If the player inadvertently places the wrong accessory (e.g., hat 130) on doll 22, processor 56 can cause speaker 38 and/or display screen 36 to emit a message informing the player that the wrong accessory has been chosen.
Other play activities involving these accessories can include games and challenges. For example, a program from any of the memories 30, 58, 78, or 178 can cause speaker 38 and/or display screen 36 to guide a user through a first activity (e.g., a game or challenge) where the user can accumulate points for use in a second or subsequent activity (e.g., a shopping spree). For example, the user can accumulate points by correctly answering certain questions, successfully navigating a maze or other obstacle(s), or designing new fashion outfits. The program then guides the user through a shopping spree where the user can visit any number of shops selling these accessories, and purchase any desired accessories using the points accumulated from the first activity. For example, if a user has accumulated fifty points, the user can allocate these fifty points for use in purchasing different accessories from different shops, with each accessory having a different point requirement for purchase. As the user purchases these accessories, the user can physically dress doll 22 with the tangible embodiment of the accessory (e.g., the blouse 138) while interactive play system 20 checks to ensure that blouse 138 being worn by doll 22 corresponds to blouse 138 that had been purchased.
The processor 56 causes speaker 38 to emit an instruction, such as “I want to dance”. The player then takes doll 22 out of base 40 and plays with doll 22, pretending that doll 22 is dancing. During this time, speaker 38 can be broadcasting dance music, and display screen 36 can be displaying bright lights and other images.
The processor 56 can recognize and store information relating to the programs selected by the player, play patterns of the player, or anything related to the use and play of interactive play system 20. This information can be transferred to memory 30 in storage device 26 via ports 34 and 32. The player can select such recognition and storage functions by manipulating buttons 62 and/or control pad 60. The information in memory 30 can then be transferred by storage device 26 to a PC where the information can be analyzed, processed and stored for any desired purpose.
Memory 58 can contain programs that include diaries, directories and calendars so that the user can input important dates, addresses, and entries for either the user or doll 22. A user can access these diaries, directories and calendars via front panel 48, or base unit 24c described below.
The interactive play system 20c can operate in the same manner as interactive play system 20, as described above. Specifically, interactive play system 20c allows a player to enact real-life activities of doll 22c, such as the activities described in Examples 1, 4, 5, 6, 7 and 9 above. The interactive play system 20c can also implement the flowchart of
Between the interactive play systems 20 and 20c, the interactive play system 20c may be better suited for use with a single doll 22c, so that base unit 24c does not need to distinguish between signals received from a plurality of dolls 22c that are positioned in close-enough proximity to the base unit 24c. On the other hand, interactive play system 20 may be better suited to use with a plurality of dolls 22 because the short-range communications technology used in some embodiments of interactive play system 20 allow doll station 24 to distinguish between different dolls 22.
In some embodiments, the accessories used with doll 22c can also include patches of conductive ink. For example, in
The principles of the present invention are not limited to action figures and fashion dolls only.
In addition, as best shown in
The teddy bear 22d in
In some embodiments, the wireless connection via the antennas 80d and 180d, is replaced by, electrical contacts 77d and 177d which are provided on teddy bear 22d and accessory (e.g., shirt 138d), respectively. Referring to
In some embodiments, interactive play system 20d is modified to include a Personal Computer (“PC”) and a PC monitor 210. The antenna 70d on the station 24d can communicate signals with antenna 212 on the PC or other computer, and the images displayed on screen 38d can be replicated on monitor 210. The PC can even be used to store programs, and to transfer programs to station 24d for execution thereat.
The principles in
The doll systems shown and described in connection with
One difference between the interactive play system 20h and the interactive play systems 20, 20c is in the communication modes between the respective components. In some embodiments of the interactive play system 20h, the base 40h does not have the front panel 48 (which is now incorporated into the base unit 24h), but the base 40h includes the electrical components illustrated in
The interactive play system 20h operates in the following manner according to one non-limiting embodiment of the present invention. The doll 22h communicates with the base station via antenna 80h at doll 22h and antenna 70h at the rear wall 42h. The controller 92h in base 40h receives these communications from antenna 70h, and then communicates with base unit 24h via the infrared transmitter 90h and the infrared receiver 96h to the processor 56h.
The provision of an antenna 97h at the storage device 26h provides another alternative form of communication. If the base station is misplaced, omitted, or not used, doll 22h can still communicate with station 24h. Specifically, doll 22h can communicate with storage device 26h via antenna 80h at doll 22h and antenna 97h at storage device 26h. The processor 99h in storage device 26h receives these communications from antenna 97h, and then communicates with station 24h via ports 32h and 34h.
The interactive play system 20h can operate in the same manner as the interactive play systems 20 and 20c, as described above. Specifically, interactive play system 20h also allows a player to enact real-life activities of doll 22h, such as the activities described in Examples 1, 4, 5, 6 and 7 above. In some embodiments, interactive play system 20h implements the functionality illustrated in flowchart of
The principles in FIGS. 11 and 13-14 can be further extended to provide an interactive constructional or building system.
In some embodiments, station 24f includes all of the elements of the station 24, including a battery 66f, a processor 56f, a memory 58f, a display screen 36f, a speaker 38f, a control pad 60f, a control button 62f and a port 34f that can be the same as the corresponding elements in
In one embodiment, the station 24f includes software that is adapted to recognize the various pieces 130f, 132f, 134f, etc. In addition, each different storage device 26f can include software for guiding a player in constructing a particular object. For example, memory 30f in a specific storage device 26f can contain software for guiding the player in constructing a dinosaur, and memory 30f in another storage device 26f can contain software for guiding the player in constructing a bird. Alternatively, storage device 26f can be omitted, and memory 58f in station 24f can store the different software that can be selected by the player for guiding the player in constructing the different objects.
One possible use of the interactive play system 20f is illustrated in the flowchart of
The interactive play system 20f can be used to generate a variety of different activities. According to a second activity, memory 30f in storage device 26f or memory 58f in base unit 24f can store software and a database relating to the construction of different objects. This activity allows the player to initiate the construction and then gives the player choices as to what object(s) the player can assemble based on the start initiated by the player. Thus, this activity is more creative and interactive in nature. For example, in a first step, the player connects a piece (e.g., arm 132f) to any coupling (e.g., 70f) in station 24f. Then, in the next block, the software will determine the different objects that can be constructed based on the initial first connection, and will display the options to the player on display screen 36f, including instructions for assembling each option. The player can continue to connect additional pieces, and as each additional piece is connected, the software will update its identification of the connected pieces from its database, and cause display screen 36f at station 24f to display new and updated options for the player. This process continues until an object is completely assembled, and even at that point, the player can continue to connect additional pieces, while the software will continue to search its database for possible new objects that can be built. This activity allows the player to engage in either (i) a challenging and creative interactive building game where the player attempts to outwit the interactive play system 20f in building an object, or (ii) an instructional interactive game where the interactive play system 20f can guide the player in building one of many different objects.
As a non-limiting example, even though the present invention illustrates the use of antennas to facilitate communication between doll station 24 and doll 22 and accessories, it is also possible to use wires and other known electrical couplings to facilitate such communication. Also, the wired communication between ports 32 and 34 can be replaced by wireless communication utilizing separate antennas at the locations of ports 32 and 34.
In other embodiments of an interactive play system 20, full-size clothing and accessories may interact with interactive play system 20. As used herein the term full-size refers to non-toy sized accessories. For example, clothing and carried articles, such as a backpack, that are designed for use by a person playing with interactive play system 20. Further, in some embodiments, these full-size items provide an interactive experience to a user that is independent of interactive play system 20.
The storage device 1026 can have a housing 1028 that houses any conventional and well-known medium that includes a memory 1030 (see
In addition, storage device 1026 can be coupled to a personal computer (“PC”) (see
In an exemplary embodiment, the electronics (see
In addition, an antenna 1070 can be provided in housing 1048, with antenna 1070 coupled to the electronics shown in
Even though the term “hand held” is used to describe the unit 1024, the unit 1024 can be hand held, or can be a main unit that is secured to any stationary or larger object, such as the dashboard of an automobile, a cabinet or piece of furniture, the wall of a building, etc. As described herein, the unit 1024 is essentially a control unit.
The clothing 1022 is provided with a chip 1072 that allows for clothing 1022 to communicate with hand held unit 1024. For example,
In various embodiments, an electronic device 1085 can be attached to the clothing 1022, and electrically coupled to controller 1082. The electronic device 1085 can be a sensing device (e.g., a temperature sensor for measuring temperature, a CCD sensor for capturing images), or a speaker, or a display screen, among others.
The clothing 1022 can also include patches of conductive ink that are well-known in the art. For example, in
Some embodiments of the interactive system 1020 operate in the following general manner. The clothing 1022 communicates with unit 1024 via antennas 1080 and 1070. The processor 1056 in unit 1024 receives these communications from antenna 1070, and then displays images at display screen 1036 and/or broadcasts sounds or music at speaker 1038 that are dependent upon the data being communicated by clothing 1022 to unit 1024. The communication can be initiated by either controller 1082 or processor 1056, with initiating controller 1082 or processor 1056 directing a communication signal to be sent via antennas 1070, 1080 to other of processor 1056 or controller 1082. Any of the conventional communication protocols can be used to facilitate the initiation of the communication, and the continued communication between, processor 1056 and controller 1082.
The storage device 1026 can provide another alternative form of communication. In this embodiment, storage device 1026b further includes an antenna 1097b and communication electronics that are coupled to processor 1099b inside storage device 1026b, as best shown in
The following are some examples illustrating how the interactive clothing system 1020 can be used.
The electronic device 1085 can be a camera which takes photographs when actuated by a switch (not shown) provided on clothing 1022 and electrically coupled to the camera. The captured image(s) can then be transmitted (via the antennas 1080 and 1070) to the processor 1056 to be displayed by display screen 1036. The captured image(s) can be stored in memory 1078, or transferred to memories 1058 and/or 1030. This camera can be a hidden camera that appears to be a badge or accessory that is part of the clothing item 1022, and be suited for use in police or investigative work. The camera can even be positioned on the rear of a shirt or trouser so that the user can hold the unit 1024 as he/she is walking so that he/she can see if anyone is following him/her without turning the head. If used in this manner, the camera can operate as a safety device.
In one embodiment the electronic device 1085 is a thermometer which measures the temperature of the environment. The measured temperature(s) can be stored in memory 1078, and/or transmitted (via the antennas 1080 and 1070) to the processor 1056 to be displayed by the display screen 1036 or broadcast by the speaker 1038. In one application, the program in memory 1058 that is executed by the processor 1056 will only broadcast or display a temperature only if the temperature exceeds or falls below a certain threshold. Thus, in this application, the system 1020 will be used as a warning or notification device that notifies the user of a potentially dangerous situation. For example, a mountain-climber might wear a jacket having chip 1072, with electronic device 1085 measuring the temperature, wind chill, wind speed or other environmental condition, and then issuing a warning at the unit 1024 if a particular condition exceeds or falls below a certain threshold. The captured environmental condition can even be stored in memory 1078, or transferred to memories 1058 and/or 1030.
The interactive system 1020 can be used to match the colors or styles of different items of clothing 1022, or to locate items of misplaced clothing. In this Example, electronic device 1085 on clothing 1022 can be a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to hand held unit 1024 via antennas 1070 and 1080.
For example, a clothing line can provide electronic chips 1072 in all of its clothing 1022 sold to customers. Each item of clothing 1022 has a chip 1072, with memory 1078 in chip 1072 pre-programmed to contain information about that particular item of clothing 1022 and that line of clothing. For example, a designer can pre-program certain desired matches (e.g., a particular top with a particular skirt or a particular pair of shoes), and certain undesirable matches, into memory 1058 at unit 1024 or even in memory 1030 at storage device 1026. When a user puts on two or more items of clothing 1022 from the same line, controller 1082 in chip 1072 at the items of clothing 1022 will communicate their identities to processor 1056 at unit 1024 (via the antennas 1080 and 1070), and processor 1056 will determine whether the selected clothing items are a desirable match, and communicate to the user via speaker 1038 or display screen 1036.
The user can also use this system to locate misplaced clothing 1022. For example, the identities of all clothing items having a chip 1072 can be stored in memory 1058 or memory 1030. If the user cannot find a particular item of clothing 1022, the user can use control pad 1060 and control buttons 1062 on unit 1024 to instruct the processor 1056 to locate clothing 1022. The processor 1056 would then communicate with controller 1082 (via the antennas 1070 and 1080) on the particular clothing 1022, and controller 1082 would cause a speaker (i.e., an electronic device 1085) to emit beeps or other sounds so that the user can be led to the location of the clothing 1022.
In one embodiment the system can be used as a single user game. In this embodiment, clothing 1022 can contain a number of touch pads provided in different colors (i.e., as an electronic device 1085), and a game can be stored in any of memories 1030, 1058 and 1078. The unit 1024 can broadcast instructions via its display screen 1036 or its speaker 1038, such as “touch the red patch” or “touch the green patch”, and the user will attempt to touch the correct touch pad, earning points for each successful touch. The electronic device 1085 on clothing 1022 can also include a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to the hand held unit 1024 via antennas 1070 and 1080.
The same game can be modified to be more educational, for example, by providing touch pads on different parts of a long-sleeve shirt. The unit 1024 can broadcast instructions via its display screen 1036 or its speaker 1038, such as “touch your shoulder”, or “touch your chest” or “touch your back”, and the child will attempt to touch a correct touch pad that is located at the correct body area, earning points for each successful touch. This game can be effective in teaching toddlers their body parts.
In another embodiment the interactive system 1020 can be used as a multi-user game. A game can be stored in either memory 1030 or memory 1058. A first player wears clothing 1022, and a second player controls the unit 1024. The first player can attempt to run around in an irregular (or regular) manner, and the first player's movement will be displayed on display screen 1036 (via communication through antennas 1080, 1070 and processor 1056). Many different games can be played based on tracking the movement of the first player. For example, the second player can manipulate control buttons 1062 and control pad 1060 in an attempt to catch the image of the first player on display screen 1036. As another example, the game can be a version of a “hide-and-seek” game where the second player cannot see where the first player is, but can track the location of the first player on display screen 1036. These games can be extended to more than two players, where two or more players, each wearing a different clothing 1022, can be moving around and being tracked by a separate player who manipulates the unit 1024. The electronic device 1085 on clothing 1022 can also include a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to hand held unit 1024 via antennas 1070 and 1080.
In this embodiment, the system 1020 can be used in lieu of security tags on merchandise. Each merchandise can contain a chip 1072, and when a purchaser pays for clothing 1022, the cashier utilizes a main unit 1024 to identify the clothing 1022 that is being purchased, which will disable an alarm (e.g., the electronic device 85). If a thief removes clothing 1022 from the store without disabling the alarm, then the alarm will activate when the thief passes the security zone.
For example, interactive system 1020 can be used as part of a real-time virtual simulation system where the user U wears shoe 1022a and goes on a walk or a jog. As the user U walks, the sensor detects the speed of the walking or jogging motion, and communicates with unit 1024 to display images on the display screen 1036 correlating to the motion. The images can depict the user walking through a scenic forest, or a hiking trail, or other virtual scene. The speed through which the user is shown navigating through the scene will depend upon the speed of the motion of shoe 1022a. The speaker 1038 can be used to broadcast soothing and relaxing music relating to the activity or scene.
As another example, the system can be used to detect environmental characteristics associated with the ground. In this example, the user U wears the shoe 1022a and the sensor detects the temperature or other environmental characteristic, which is then communicated to unit 1024 where it can be displayed on display screen 1036 or broadcast via speaker 1038.
As yet another example, the system can be used to simulate a dance performance. In this example, the user U wears shoe 1022a and begins a dance routine. As the user U dances, the sensor detects the dancing motion, and communicates with unit 1024 to display images on the display screen 36 correlating to the dancing motion. The images can depict the user doing his/her dance routine, while the speaker 1038 can be used to broadcast music that accompanies the selected dance.
In all the above embodiments and Examples, processor 1056 can also recognize and store information relating to the programs selected by the player, play patterns of the player, or anything related to the use and play of the system 1020. This information can be transferred to memory 1030 in storage device 1026 via ports 1034 and 1032. The player can select such recognition and storage functions by manipulating control buttons 1062 and/or control pad 1060. The information in memory 1030 can then be transferred by storage device 1026 to a PC where the information can be analyzed, processed and stored for any desired purpose.
The system 1020 can even be modified to include a PC and a PC monitor. The antenna 1070 on unit 1024 can communicate signals with an antenna on the PC or other computer, and the images displayed on the screen 1038 can be replicated on the monitor. The PC can even be used to store programs, and to transfer programs to the unit 1024 for execution thereat.
As a further example, the PC can be used to connect to the Internet for communicating with other units 1024 at distant locations. For example, some of the activities described hereinabove for interactive system 1020 can be controlled by a user at a distant or remote location. One example is the multi-user game described in Example 5 above. The second player can be in a remote or distant location with the signals being communicated from clothing 1022 worn by the first player to unit 1024 located near the first player, and then from unit 1024 to a PC which then transmits these signals via the Internet to a PC where the second player is located.
Various provided embodiments utilize communication technologies and networks. When embodiments refer to communications via antennas one of ordinary skill will understand that there are communications transceivers coupled to the antennas. As is known in the art, networks can be classified in a number of ways. A network may be classified by the range supported by the underlying technology. For example, some network technologies are designed to provide communication across significant ranges. The Public Switched Telephone Network (PSTN) is a network with almost global reach. Significant portions of the PSTN comprise a wired infrastructure. Portions of the PSTN comprise optical fiber media. Other portions of the PSTN infrastructure may include microwave or radio frequency links communicating across a wireless medium. Wireless and cellular telephone networks interface to the PSTN.
The development of cellular networks has evolved over time. Initially, cellular networks only supported voice traffic. More recently, data technologies have been enabled across these networks. One of the earlier cellular based data technologies was General Packet Radio Service (GPRS). GPRS is packet based wireless communication service that provides data communication services in the 50 to 100 Kilobit per second (Kbps) speed range. The GPRS standard is based on the Global System for Mobile (GSM) standard and compliments existing services such as circuit switched cellular phone connections and the Short Message Service (SMS). As used herein, the terms circuit switched and packet switched refer to types of network connections. Circuit switched connections are typically dedicated connections between users during the entirety of the communication. Packet switched refers to a connection in which packets are routed across a network based on destination and source addresses of the packets.
Other cellular based data technologies exist and others are currently under development, Enhanced Data GSM Environment (EDGE) is a faster data transfer technology capable of data rates up to almost 400 Kbps. Like GPRS, EDGE is based on the GSM standard and uses the GSM Time Division Multiple Access (TDMA) frame structure. Cellular or mobile based data technologies continue to evolve. The High Speed Downlink Packet Access (HDSPA) is one of the next steps in the evolution of the Universal Mobile Telecommunications Service (UMTS). The goal of UMTS is to provide up to 2 Megabits per second (Mbps) to the user which will allow the transmission of text, video, voice multi-media and other services. Other Third Generation (3G) cellular efforts are additionally based on the GSM architecture. The CDMA2000 based data services include Evolution Data Optimized (EV-DO) and 1×-EVDO may additionally be employed to practice aspects of the present invention. (CDMA2000 is a registered trademark of the Telecommunications Industry Association).
Other types of data networks, may or may not interface with voice networks. These networks may have essentially global ranges, such as the Internet. These networks may include wireless metropolitan area network technologies such as the technology currently referred to as WiMax. Metropolitan area networks may include wired or optical media as well as a wireless medium. Local area networks may be wired, typically employing twisted-pair wired media, or wireless. Wireless local area networks (WLANs) may include networks employing wireless technologies like Direct Sequence Spread Spectrum (DSSS) or Orthogonal Frequency Division Multiplexing (OFDM). These two wireless technologies are currently the basis for well known WLAN technologies commonly referred to as WiFi or 802.11a, b, g, and n.
Wireless networks may additionally be classified as Wireless Personal Area Networks (WPAN). Typically in WPAN technologies the data rates can be quite significant but the ranges may be limited to under 20 meters. One example of WPAN technology includes a frequency hopping spread spectrum technology, such as the technology currently known as BLUETOOTH (BLUETOOTH is a registered trademark of the Bluetooth Special Interest Group). Other WPAN technologies that are currently under development include Ultra-Wideband, which currently is being implemented as an impulse technology, a DSS technology, and a frequency hopping OFDM technology. Still further short range wireless technologies include RFID.
Some provided embodiments employ low range communication technologies. These low range technologies may include the WPAN technologies mentioned above or may comprise other low data rate, low range communication transceivers.
Networks may be additionally, classified by structure. In client-server networks such as the one illustrated in
An embodiment of an interactive play system is illustrated in
In one embodiment, base station 2180 comprises a wireless communications transceiver and associated antenna. Base station 2180 is configured to communicate across a wireless medium to a plurality of interactive devices 2190. These interactive devices may include interactive dolls, accessories, hand held devices, articles of clothing, and other interactive toys. Further, base station 2180 may communicate information received from interactive devices 2190 to server 2020 across network 2010. As illustrated server 2020 may include a database 2160. In alternate embodiments (not shown), database 2160 may reside on other electronic devices on network 2010.
The flow of data and functionality provided by various embodiments is illustrated in
Flow continues to block 2100 where the server 2020 sends a validation message to base station 2180 across network 2010. Once receiving an appropriate validation message from the server base station 2180 sends a validation message to interactive toy 2190 in block 2110. Flow continues to block 2121 where functionality is enabled on interactive toy 2190.
In various embodiments, the wireless communication comprises transmitting and receiving a wireless communications signal. As is known in the art, this wireless communication signal could take many forms. Exemplary forms include: a wireless local area network signal, a wireless personal area network signal, a wireless metropolitan area network signal, an orthogonal frequency division multiplexed wireless signal, a direct sequence spread spectrum wireless signal, a frequency hopped spread spectrum wireless signal, and an impulse wireless signal. Further, base station 2180 may comprise a number of devices, exemplary devices include: a computer, a personal computer, an electronic device, a portable electronic device, a laptop computer, a desktop computer, a personal digital assistant, and a hand held electronic device.
In block 2150, an enabling message is sent from server 2020 to base station 2180. In one embodiment, this enabling message contains a code or other authentication mechanism that allows additional functionality resident on an interactive toy 2190 to be enabled. In other embodiments, this enabling message contains additional data and in some instances software that when executed by an interactive toy 2190 impart new functionality to the interactive toy 2190. In block 2160 new interactive toy 2190 functionality is enabled. The enablement of new functionality, in some embodiments, is accomplished by unlocking new functionality at a base station 2180 where the new functionality may be stored on a storage medium suitable for use in an interactive toy 2190. As discussed above, various storage media are known and may be used to practice the current invention. Exemplary storage media include a removable storage medium, a CD, a DVD and a memory module.
In another embodiment, base station 2180 communicates the data and potentially new software to the interactive toy 2190 through the wireless communication technology. In this embodiment, the data and software imparting the new functionality may be stored in the internal memory of the interactive toy 2190. TAs is known in the art, this internal memory may be in the form of removable memory, non-removable memory, ROM, or RAM.
One feature of this embodiment, is as a user interacts and plays with interactive toy 2190, additional functionality is imparted the system. For example, a user may play with an interactive doll 22 in a manner described above, and accrue accomplishment points. The user may then put on an article of interactive clothing, such as shoes, and an interactive backpack. When the user approaches another interactive toy 2190 user, the interactive toys may “recognize” each other and allow the users to interact. When the users return to their respective base station 2180, the points accrued from the interaction are “uploaded” to server 2020 across network 2010. Once the accomplishment points reach a predetermined level, additional functionality is imparted to the interactive toys 2190. In this manner, the user is encouraged to find and interact with other users of the interactive toy system, and rewarded when the interaction occurs.
An embodiment of a base station 2180 is illustrated in
In one embodiment, storage media 2250 contains a set of machine executable instructions that, when executed by processor 2210 configure base station 2180 to function as described in the flow charts illustrated in
Another embodiment of an interactive play system includes a hand held electronic device and an interactive doll 22. In this embodiment, the hand held electronic device may be configured to allow a user to play a video game. The doll may be a doll as described above but further comprises a plurality of controls such as buttons or knobs. The controls are used to configure the doll into various positions. For example, interacting with a knob may cause the doll to twist, while interaction with another control, such as a button, may cause the doll to spin or duck. Each control is associated with a unique action. In this embodiment, actions taken in the video game may be supplemented by movements by the doll. For example, a user may be playing an action video game where the character in the video game is involved in a fight scene. In a situation where the video character needs to dodge or spin to avoid an action within the game, the user may pause the game, and interact with a control on the doll. This action repositions the doll and the character in the video game.
In this embodiment, the control action selected by the user indicates a unique action. Data related to this unique action is communicated via wireless communication to the hand held electronic device. When the hand held electronic device receives the data, the game-play is adapted according to this data. In another embodiment, the system includes the base station, once the user interacts with a control, the doll communicates the interaction to the base station which communicates the action to the hand held device and the character in the game responds accordingly.
Hand held controllers 2270 further include a communications transceiver allowing for communication with base station 2280 in a wireless format. Exemplary communications transceivers that may be used to practice embodiments of the present invention include but are not limited to optical transceivers, radio frequency transceivers, infrared transceivers, BLUETOOTH transceivers (BLUETOOTH is a trademark of the Bluetooth Special Interest Group), RFID transceivers, frequency hopping radio frequency transceivers, and ultra wideband transceiver. Hand held controllers 2270 additionally include a plurality of accelerometers, such as orientation accelerometers, motion accelerometers, and acceleration accelerometers which provide data related to the position and movement of hand held controllers 2270.
Base station 2280 includes a like communications transceiver to enable communications with hand held controllers 2270. Base station 2280 additionally includes a first connector 2320 sufficient to connect base station 2280 to computing apparatus 2280 (shown here as a monitor). In some embodiments, base station 2280 additionally includes a second connector 2320 sufficient to connect base station 2280 to accessory box 2330. Accessory box 2330 likewise includes connector 2320, and associated electronics enabling communications with base station 2280. Exemplary connectors include but are not limited to Universal Serial Bus connectors, FireWire connectors, twisted pair connectors, phone line connectors, and wired medium connectors.
In some embodiments (not shown), connectors 2320 are connected to additional communications components such as antennas, optical emitters, and optical detectors. In these embodiments, base station 2280 includes an additional communications transceiver such as an optical transceiver, a radio frequency transceiver, an infrared transceiver, a Bluetooth transceiver, a RFID transceiver, a frequency hopping radio frequency transceiver, and an ultra wideband transceiver enabling wireless communications between accessory box 2330, base station 2280 and computing apparatus 2290.
In an exemplary embodiment, base station 2280 is configured to route data and commands from and between computing device 2290, hand held controllers 2270, and accessory box 2330. As mere exemplars, this routing may take the form of receiving communications signals from the hand held devices 2270 and forwarding the data contained within these signals to computing device 2290. In other embodiments, the routing may provide for receiving data from accessory box 2330 and sending data to computing device 2290. The routed data may include but is not limited to data from at least one of the plurality of accelerometers, and data from the touch screen interface and data from accessory box enabling additional functionality to the entertainment system. In another embodiment, hand held controllers 2270 contain a battery recharging port 2340. A similar recharging port 2340 is provided on base station 2280 allowing for the recharge of the hand held controllers' batteries when not in use.
One feature of this embodiment is that the computing device is in communication with a server on the network. The server hosts a game portal which stores information related to the games, information related to users, and in some embodiments, access information. When a user desires to play a specific game, the computing device may determine from the accessory box if the user is allowed to access the specific game. Once the computing device retrieves information on which games a user can access it sends this data to the online game portal. On the server the access data is verified and access is granted to the particular game the user desires to play.
Another feature of various embodiments is illustrated in
One further feature is illustrated in
Thus, it is seen that an entertainment system, methods and computer software product are provided. One skilled in the art will appreciate that the present invention can be practiced by other than the above-described embodiments, which are presented in this description for purposes of illustration and not of limitation. The specification and drawings are not intended to limit the exclusionary scope of this patent document. It is noted that various equivalents for the particular embodiments discussed in this description may practice the invention as well. That is, while the present invention has been described in conjunction with specific embodiments, it is evident that many alternatives, modifications, permutations and variations will become apparent to those of ordinary skill in the art in light of the foregoing description. Accordingly, it is intended that the present invention embrace all such alternatives, modifications and variations as fall within the scope of the appended claims. The fact that a product, process or method exhibits differences from one or more of the above-described exemplary embodiments does not mean that the product or process is outside the scope (literal scope and/or other legally-recognized scope) of the following claims.
This application is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/828,124, filed Jul. 25, 2007, which is a continuation-in-part of U.S. patent application Ser. No. 11/726,454, filed Mar. 22, 2007, which is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/540,369, filed Sep. 29, 2006, which is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/368,300, filed Mar. 3, 2006, which is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/255,852, filed Oct. 21, 2005. Priority is claimed to these applications and they are incorporated by reference in their entirety.
Number | Date | Country | |
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Parent | 11957001 | Dec 2007 | US |
Child | 14832842 | US |
Number | Date | Country | |
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Parent | 11828124 | Jul 2007 | US |
Child | 11957001 | US | |
Parent | 11726454 | Mar 2007 | US |
Child | 11828124 | US | |
Parent | 11540369 | Sep 2006 | US |
Child | 11726454 | US | |
Parent | 11368300 | Mar 2006 | US |
Child | 11540369 | US | |
Parent | 11255852 | Oct 2005 | US |
Child | 11368300 | US |