The present disclosure relates to interactive electronic toys.
Many interactive electronic toys are known in the art.
WO 03/043709 discloses a toy or game play apparatus or method involving a powered host or master unit which operates interactively with one or more nonself-powered play objects. The host has a preprogrammed microcontroller and an RFID reader/interrogator circuit. Each play object has a RFID tag IC. When the host and a play object are positioned so as to afford RF communication between them, the host sends power to energize the tag IC of the play object. The host recognizes that transmitted data and makes a presentation to the user caused by that transmitted data. Some or even all of the presentation may be the data from the play object.
Nevertheless, it generally remains desirable to provide interactive toys that provide a variety of entertaining play experiences.
It is further generally desirable to provide electronic toys at relatively low costs.
It is further desirable to provide an electronic toy that provides an easy-to-use, yet entertaining and versatile interaction with the electronic toy.
According to one aspect, disclosed herein are embodiments of an electronic toy, comprising:
The control of the behavior of an electronic toy based on a combination of a sensed movement of the electronic toy and a detected marker provides interesting game play while providing an easy-to-use interaction.
The control of the behavior of an electronic toy based on a combination of a sensed movement of the electronic toy and a detected marker further provides interesting game play while keeping manufacturing costs low.
In some embodiments, the processing unit is configured to
Alternatively, the play activity may be started and/or terminated based on a user input to the electronic toy, e.g. by the user pushing a button or activating another user-interface element of the electronic toy, e.g. a touch screen. In some embodiments, the play activity may be terminated by other criteria, e.g. the computed result score reaching a predetermined threshold or an expiry of a timer.
Accordingly, in some embodiments, the electronic toy comprises one or more user-interface elements; and the processing unit is configured to
It will be appreciated that, in some embodiments, the play experience may be started by the user activating a user-interface element and ended by reading a corresponding marker. Alternatively, the play experience may be started by reading a marker and ended by the user activating a user-interface element. Similarly, the start and end of the play activity may be triggered by respective activation of a single user-interface element, e.g. by repeated pressing a button, where the first activation starts the play activity and a second, subsequent activation ends the play activity. Alternatively, the electronic toy may include separate user-interface elements for starting and ending the play activity, respectively.
The electronic toy may be configured to perform different types of play activities, e.g. play activities may include different rules for computing the result score and/or different feedback by the electronic toy. For example, the first marker or the first user-activation may be indicative of a type of play activity; and the computed result score may not only depend on the detected movement and/or the detected markers while the processing unit is in the active play state, but also on the selected type of play activity. Accordingly, the toy system may include different type of markers, e.g. including markers indicative of different play activities. Similarly the computed result score and/or the output presented via the user-interface may depend on the types of markers detected while the electronic toy is in the active play state. To this end the processing unit may be configured to process information about movements detected by the sensor while the processing unit is in the active play state and/or information about detected markers, including information about which types of markers are detected by the reader while the processing unit is in the active play state to compute a result score associated with the play activity influence on the result score. Hence, the same detected movement pattern may have a different effect on the computed result score and/or in the created output by the electronic toy, depending on which type of marker has been detected before, during and/or after the detected movement.
For example, in one type of play activity a high score is computed when many rotations of the electronic toy are recorded between consecutive detections of a third marker. In another type of play activity, a high result score is computed when fast vibrations of the electronic toy are recorded between consecutive detections of a third marker. In yet another type of play activity, a high result score is computed when many different markers and/or a predetermined sequence of different markers is detected within a short period of time.
Accordingly, in some embodiments, the user-perceptible output which is based on the computed result score may further depend on the elapsed time during which the processing unit is in the active play state (i.e. between detecting the first marker and detecting the second marker or between the first and the second user-activation etc.)
In some embodiments, the processing unit is configured to control the user interface responsive to a detected movement and a detected marker, wherein the movement and the marker are detected to have a predetermined temporal relation with each other, such as detected concurrently, within a predetermined time period, in a predetermined sequential order, etc. or a combination thereof. Alternatively or additionally, the computed result score may depend on a detected predetermined temporal relation of the detection of a marker and the detection of a movement with each other, such as detected concurrently, within a predetermined time period, in a predetermined sequential order, etc. or a combination thereof.
The detected movement may include a movement pattern, e.g. a rotation, tilt, vibration and/or the like. The processing unit may process the detected signals from the sensor for detecting movement so as to determine one or more attributes of the movement, such as one or more frequencies of a vibration, an amplitude of a vibration, a speed of movement, an orientation of a rotation, etc. The processing unit may base the control of the user-interface and/or the computed result score on the determined attribute.
The result score may be computed based on input from the reader and from the sensor for detecting movement as the only sensor inputs. It will be appreciated that the computed result score may further depend on elapsed time and other factors, e.g. the current game state, earlier result scores, user input and/or the like.
The user-interface may include a display and/or a loudspeaker, and/or other devices for providing user-perceptible output, in particular visible, audible and/or tactile output.
The reader may be an RFID reader, a camera or other optical sensor for reading QR codes, detecting colors, reading color codes, reading micro-dot patterns and/or the like.
The sensor for detecting movement may be an accelerometer or other suitable device for detecting accelerations, vibrations, and/or other indicators of a movement of the electronic device. In some embodiments, the sensor comprises a multi-axes accelerometer, such as a triaxial accelerometer or a 6-axis accelerometer.
The electronic toy may comprise a housing accommodating the reader, the sensor and the user-interface. For example, the housing may have a shape representing a character.
The electronic toy may be part of a toy system, the toy system including the electronic toy and accessories to the electronic toy, such as clothing, tools, weapons, etc. that can be removable attached to the electronic toy. In some embodiments, the electronic toy may be configured to detect and recognize one or more of the accessories when the accessory is attached to the electronic toy. To this end the accessories may comprise respective markers identifying the electronic toy. Alternatively, the electronic toy may be configured to otherwise detect attachment of an accessory, e.g. by mechanical activation of one or more switches, by electrical contact, by RFID or other contactless technology, etc.
In some embodiments, the electronic toy may be a toy construction element compatible with a toy construction system. In particular, the electronic toy may comprise coupling members configured for detachable attachment to other toy construction elements of the toy construction system. For example, the toy construction system may include accessories that can be detachably attached to the electronic toy by means of said coupling members.
In some embodiments, the toy construction system comprises marker construction elements. The marker construction elements may each comprise coupling members for detachable attachment to other toy construction elements of the toy construction system, and the marker construction elements may be detectable and recognizable by the reader. To this end, and depending on the type of reader, the marker construction elements may include an RFID tag and/or a visually detectable feature such as a QR code, a predetermined color, a color code, a micro-dot pattern, a recognizable insignia, etc. In other embodiments other forms of markers may be used e.g. adhesive stickers or other physical markers that can be attached, preferably in a detachable manner, to a toy construction element.
Hence, the toy construction system may be configured to allow the user to construct one or more toy construction models, each comprising one or more markers, e.g. one or more marker construction elements. The user may thus construct an arena, track or other physical play environment. During game play, the user may move the electronic toy about the thus constructed physical play environment and the electronic toy may detect one or more of the markers, when the electronic toy is brought into sufficient proximity of the markers. The electronic toy may further detect its own movements and provide user-perceptible outputs based on the detected movements and detected markers.
The active play state may be one of a plurality of operational states implemented by the electronic toy. The plurality of operational states may include a stand-by state and one or more active play states, e.g. each corresponding to a different play activity. The plurality of operational states may further include a free-play state in which the processing unit is configured to control the user-interface responsive to detected movements and detected marker, but without computing a result score. In some embodiments, the operational states may include only a single state, e.g. only a free-play state in which no result score is computed but where the electronic provides user-perceptible outputs responsive to detected markers and/or responsive to detected movements. Alternatively, the single state may be an active play state in which a result score is computed. In some embodiments, the operational states may include a free-play state, one or more active play states and, optionally, an energy-conserving state and/or stand-by state. Upon activation of the electronic toy—e.g. upon power-up or upon activation from the energy-conserving state—the electronic toy may initially enter the free-play state or a stand-by state. The electronic toy may then enter an active play state from the free-play state responsive to a trigger event as described herein. Upon completion of an active play-state, the electronic toy may enter the free-play state, a stand-by state or a different state.
The user initiates a play activity by holding the electronic toy in contact or close proximity to a start marker 120 so as to allow the optical reader to detect the start marker. Responsive to detecting the start marker, the electronic toy enters an active play state. In some embodiments, the toy system includes different start markers, each indicative of a respective type of play activity. Alternatively or additionally, different types of play activities may be selected based on other criteria, e.g. a user input to the electronic toy, communication with another electronic toy or with a processing device, based on previously completed play experiences, a progression level of the electronic toy, etc. A progression level may e.g. be stored by the electronic toy and/or by a remote processing device with which the electronic toy is communicatively connected.
Generally, while in the active play state, the electronic toy detects movements of the electronic toy and it detects one or more markers, e.g. toy construction elements having predetermined color(s) or other visual markers, when the electronic toy is brought in proximity of said markers.
When the electronic toy detects a finish marker 140, the electronic toy exits the active play state and computes a result score which depends on the movements and markers that have been detected while the electronic toy was in the active play state. It will be appreciated that the result score may be computed and updated in real time while the electronic toy is in its active play state or it may be computed once the electronic toy has exited the active play state. It will be appreciated that, in some embodiments of the toy system described herein, the electronic toy may be configured to create audible and/or visible feedback responsive to detected movements and/or responsive detected markers, e.g. during the play activity or even when no play activity has been initiated by detecting a start marker, i.e. when the electronic toy is not currently in an active play state. In such an embodiment, the electronic toy may be configured to operate in a free-play state instead. It will further be appreciated that the type of feedback and the rules and conditions for the creation of respective feedback may differ depending on which state the electronic toy is operated in, e.g. which active play state or free-play state.
The computation of the result score may be based on a set of game rules where different types of play activities may have different game rules associated with them. The game rules may thus be stored by the electronic toy and/or by a remote processing device with which the electronic toy is communicatively connected.
The computation of the result score may further depend on one or more other parameters, such as an elapsed time between detection of the start marker and detection of the finish marker, on any recognized accessories attached to the electronic toy and/or the like.
Hence, the score depends on how the user moves the electronic toy about the play environment between the start and finish markers, i.e. on the movements and/or on the detected markers. For example,
Similarly, the computed result score also depends on the type of markers (e.g. on the colors of the toy construction elements from which the physical play environment is constructed) and/or from the relative positions of the markers.
It will be appreciated that the play environment 100 may be in the form of a single coherent toy construction model where all parts of the model are interconnected with a single structure. In other embodiments, the play environment may include multiple separate structures that may be positioned independently of each other. For example,
Generally, in one play activity, detection of one type of marker may cause a result score to be increased by a certain value, e.g. by a predetermined, random or otherwise determined value. For example, the result score may reflect an amount of an in-game currency, e.g. symbolized by virtual coins, stars or other virtual items. Collected coins may be used in the game for achieving in-game advantages, e.g. for obtaining capabilities, unlocking new games, advancing in an existing game, etc.
In some embodiments, a play activity may have a maximum duration associated with it. For example, such duration may be implemented by requiring that the electronic toy detects the marker representing the end of the play activity within a certain period of time after detection of the marker representing the start of the play activity. In some embodiments, detection of one type of marker during the play activity may cause the maximum duration to be extended.
One type of marker may cause an effect of the result score only after repeated detection of said marker during the play activity, or otherwise an effect on the result score that depends on the number of times the marker has been detected during the play activity. For example, one type of marker may represent an enemy which has to be touched multiple times in order to be defeated, e.g. multiple times within a certain period of time. This activation may thus simulate an enemy toy figure that has a simulated health value. When hit (as simulated by the electronic toy detecting a marker attached to the enemy figure), the health value of the enemy is reduced. When the health value reaches a minimum threshold due to repeated “hits”, the result score computed by the processing unit of the electronic toy may be increased.
Yet further examples include markers that have a random or chance effect on the result score. Yet further examples include markers whose effect on the result score depends on the duration of detection, i.e. on how long the electronic toy is in a sufficient proximity to the marker for the marker to be detected.
Yet further examples include markers whose effect on the result score depends on the order in which they are detected or otherwise on the combination of detection of multiple markers. For example, one marker may represent a key where detecting the marker represents the electronic toy picking up a key. Another marker may represent a locked item, e.g. a treasure chest, a door, etc. that can be unlocked when the marker is detected during a play activity, but only after the electronic toy has already detected the marker representing the key during the same play activity.
In some embodiments, e.g. as illustrated in
The toy system further comprises an accessory construction element 120, e.g. in the form of a support platform, which includes a marker 121. When the electronic toy 110 is brought into contact with, or at least into sufficient proximity of, the accessory construction element such that the reader of the electronic toy 110 can detected the marker 121, the electronic toy 110 is configured to enter an activity play mode which depends on the type of the marker 121.
In some embodiments, the accessory construction element may be configured to allow the electronic toy 110 to be brought in loose contact with the accessory construction element 120, e.g. by allowing the electronic toy to stand on top of the accessory construction element. In other embodiments, the accessory construction element and the electronic toy may be configured to provide a certain degree of attachment between the electronic toy and the accessory construction element or otherwise include means for retaining the electronic toy in contact or proximity with the accessory to construction element. For example, the accessory construction element may include a recess shaped and sized to receive the electronic toy. Hence, in such embodiments the electronic toy is at least to some degree prevented from being easily removed from the accessory construction element. Alternatively or additionally, the electronic toy may be retained in contact with the accessory construction element by a magnet or other form of coupling members. In some embodiments, the accessory construction element 120 and the electronic toy 110 may include mutually compatible coupling members, e.g. compatible with the toy construction system, so as to allow the electronic toy to be detachably attached to the accessory construction element. Hence, in this embodiment, the electronic toy with the accessory construction element attached to it may be moved around by a user as a coherent structure.
At the start of a play activity or during an ongoing play activity, the user brings the electronic toy 110 in contact (or at least proximity) to an accessory construction element 120 which includes a marker 121 such that the electronic toy 110 detects the accessory construction element 120 and recognizes the marker of the accessory construction element when the electronic toy is brought into contact with (or proximity of) the accessory construction element. When the electronic toy together with the accessory construction element 120 is moved about the physical play environment, the electronic toy detects the corresponding movement and detects whether the electronic toy remains in contact with (or proximity of) the accessory construction element during the detected movement. The electronic toy provides user-detectable feedback, e.g. audible feedback or visual feedback responsive to the detected movement and to the detection of either continued contact between the electronic toy and the accessory construction element or an interruption of the contact. The latter may occur when the electronic toy falls off the accessory construction element or is otherwise displaced from the accessory construction element as a result of the movement, of an impact resulting from the movement, etc. To this end, the electronic toy may comprise a display 111, a loudspeaker and/or other suitable user-interface. The type of feedback may further depend on the detected marker, i.e. different accessory construction elements (recognizable by different markers) may result in different reactions to the same movements. When the play environment 100 of
In the example of
However, in the example of
Hence, generally, the processing unit of the electronic toy may control its user-interface and/or compute a result score responsive to a detected type of marker, one or more attributes of a detected movement and responsive to a continued detection of said marker during the detected movement.
However, in the example of
However, in the example of
Hence, even though the accelerometer may not be able to detect the difference between sliding down an inclined plane and sliding back and forth on a seesaw, etc. the electronic toy may still react in a different manner when in contact with different accessory construction elements, thus providing a rich variety of play experiences with only few and relatively inexpensive sensors.
In the example of
Hence, the system of
It will be appreciated that in this and other embodiments, detection of the movement may include detection of movement parameters, such as speed, duration, direction, of the movement. The determination of the movement may even include detection of more complicated movement patterns, such as detection of a rotation or reciprocating movement, optionally including detection of a frequency of the reciprocating movement, or a certain sequence of different movements, e.g. of different directions, speed, etc. or of an linear movement followed by an impact, etc. The electronic toy may thus create the feedback and/or the compute a result score responsive not only to a determination that a movement has been detected but also responsive to detected parameters/attributes of the detected movement, e.g. dependent on whether the detected parameters/attributes fulfill one or more criteria, such as one or more predetermined criteria.
In this example, the physical play environment 100 includes a toy construction model including a seesaw 1201 and a ramp 1202 for discharging a ball 1203. In particular, the seesaw is configured to pivot between a first position—illustrated in
The seesaw includes a platform 1204 at its second end. The platform is configured to receive and retain the electronic toy 110. For example, the platform may include a recess for receiving the electronic toy or coupling members to which the electronic toy may be detachably attached. The platform further comprises a marker 121 allowing the electronic toy to detect that it is positioned on the platform of the seesaw.
In operation, the electronic toy is configured to:
Accordingly, the electronic toy may simulate a detection of being hit by the ball without having to actually detect the hit per se.
The electronic toy comprises a number of electronic components which may all be accommodated within the housing. In particular, the electronic toy comprises
The accelerometer 113 may be a multi-axes accelerometer, such as a triaxial accelerometer or a 6-axis accelerometer so as to allow detection of movements in various directions and to at least approximately measure derive attributes of such motion, such as speed, direction, distinguish linear motion, rotational motion, reciprocating motion, impacts, etc.
The reader 112 comprises an optical sensor for detecting visual markers such as color codes or individual colors. Alternatively or additionally, the optical sensor may be configured to detect insignia, QR codes, micro-dot codes or other machine-readable codes or optically detectable and recognizable features. The optical sensor may comprise one or more color sensors, e.g. an array of color sensors. In some embodiments, the optical sensor comprises a camera. In alternative embodiments, the reader may comprise an RFID reader or a different type of readers for reading markers employing other types of detection mechanism.
The user-interface 111 includes a display and an audio output. Alternatively or additionally, the user-interface may include other output devices for providing visual and/or audible and/or tactile output. The user-interface may further comprise one or more input devices allowing a user to provide user input. Such input devices may include physical input devices such as buttons, touch pads etc. or they may be provided as activatable user-interface elements provided by a touch-sensitive display or the like.
The processing unit 115 may include a suitably programmed microprocessor or any other circuit and/or device suitably adapted to perform the data- and/or signal-processing functions described herein. In particular, the processing unit may comprise a general- or special-purpose programmable microprocessor, such as a central processing unit (CPU), a digital signal processing unit (DSP), an application specific integrated circuits (ASIC), a programmable logic arrays (PLA), a field programmable gate array (FPGA), a special purpose electronic circuit, etc., or a combination thereof. The processing unit 115 is configured to receive sensor data from the accelerometer 113 and from the reader 112 and to control the user-interface 111 responsive to the received sensor data. In particular, the processing unit may implement a state machine where the processing unit can operate in an active play state, a stand-by state a free-play state, and/or the like as described herein and to compute result scores of play activities and/or generate user-perceptible outputs based on detected markers and movements.
In the present example, the electronic 110 toy further comprises an accessory detector 116, a memory 114, a communications interface 119 and a battery 117. It will be appreciated, however, that other examples of an electronic toy may be implemented without these components or with only some of them. Similarly, some embodiments of an electronic toy may include alternative or additional components.
The accessory detector 116 may be configured to detect whether one or more accessories are attached to the electronic toy 110, e.g. items of clothing or the like. The accessory detector may include an RFID reader, micro-switches, electrical contacts and/or the like. The processing unit may receive information about attached accessories from the accessory detector and further base the created output on the received information.
The memory 114 may include an EEPROM, a RAM, a solid-state data storage device or another suitable data storage device. The memory may have stored thereon program code to be executed by the processing unit and/or game-related data, such as information on game progression, previous result scores, etc.
The communications interface 119 may be a wired or wireless interface, e.g. using RF communication such as Bluetooth LE or another suitable wireless or wired communications technology allowing the electronic toy to communicate with another electronic toy and/or with an external data processing device such as a tablet computer, a smartphone or the like.
The battery 117 may be a conventional battery, a rechargeable battery or another suitable energy storage device for providing the electronic components of the electronic toy with electric operating power.
In step S1, the electronic toy detects a start marker and enters an active play state.
In step S2, while in the active play state, the electronic toy reads sensor data from the accelerometer and the reader and controls the user-interface responsive to the received sensor data. The electronic toy also maintains a result score that is computed based on the received sensor data.
In step S3, the electronic toy detects a finish marker or receives another trigger causing the electronic toy to exit the active play state. Examples of other triggers include the expiry of a timer indicative of a maximum duration for a play activity.
In step S4, the electronic toy creates an audible and/or visible output indicative the final result score. The electronic toy may further update a progression level or other game data responsive to the result score.
Number | Date | Country | Kind |
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PA201970608 | Sep 2019 | DK | national |
Filing Document | Filing Date | Country | Kind |
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PCT/EP2020/076257 | 9/21/2020 | WO |