1. Field of the Invention
The present invention relates generally to interactive devices, especially a device capable of modifying behavioral patterns of a child.
2. Description of the Related Art
During a child's growth period, the child usually develops various undesirable behavioral patterns, which need to be corrected in time to avoid lasting effects. With the help of appropriate auxiliary tools, some desired results can be achieved in half of the usual amount of time needed. For example, a food-serving tray with gaming capabilities can attract the attention of a child by appealing to his/her curiosity and interest when he/she eats; therefore, the parents of the child can use the food-serving tray to encourage the child to develop proper eating behavior.
According to this conventional food-serving tray, for example, during meal time, when the food on top of the section 102 is consumed, the consumption causes the weight of the food to decrease. When the weight decreases, the part of the cartoon character (i.e. the head) corresponding to the section 102 is then colored. When the food consumption is finished in all sections, the coloring of the entire cartoon character is also then completed. Using a behavior modification game such as the coloring of a cartoon character may give incentives to a child to eat properly.
However, such a conventional food-serving tray with gaming capabilities has several notable shortcomings. One, since a sensor needs to be installed underneath each section in this food-serving tray, the structural complexity and also the cost of manufacturing such a food-serving tray is increased. Two, it is possible that the user could lose interest in the game after a certain time period, because only one kind of game exists on the food-serving tray, and the sections correspond to the specific areas of the cartoon character are always the same. The lost of interest could lessen the effectiveness of the food-serving tray and therefore decrease the effect it would have on the eating behavior of the child.
Moreover, the game in the aforementioned food-serving tray is only programmed to respond to feedback from the sensors. It lacks any intelligence to decipher how the feedback relates to the behavior of the child. For example, if the child misbehaves and deliberately throws food away, then the detected weight still decreases, causing the coloring of the cartoon character. In other words, the child is wrongly encouraged, so to speak, to misbehave even further.
As the foregoing illustrates, what is needed is a way to intelligently modify the behavioral patterns of a child and address at least the problems set forth above.
A method and apparatus for affecting behavioral patterns of a child are disclosed. Specifically, one embodiment of the present invention sets forth a method, which includes the steps of determining a behavioral pattern of a child based on a set of detected data while the child performs acts associated with the behavioral pattern, comparing the behavioral pattern against a first set of expected conditions to generate a comparison result, and generating a reward for the child based on the comparison result, wherein the reward affects the behavioral pattern.
One advantage of the disclosed method and apparatus is the ability to use the behavioral pattern of a child as the input to an application, in which the behavioral pattern can be affected in an intelligent and cost effective manner.
So that the manner in which the above recited features of the present invention can be understood in detail, a more particular description of the invention, briefly summarized above, may be had by reference to embodiments, some of which are illustrated in the appended drawings. It is to be noted, however, that the appended drawings illustrate only typical embodiments of this invention and are therefore not to be considered limiting of its scope, for the invention may admit to other equally effective embodiments.
To further illustrate one embodiment of the present invention, an example using an application providing a competitive and behavior modification game is shown in
When the game begins, a user of the assistive eating device 200 can choose from characters 301˜304 to represent the user. For instance, the child can pick the character 301, and the other users, such as the parents of the child or other children (e.g., from the same household or from another household in another family), can pick from the remaining characters. The game is designed so that it is more fun if there are more participants. Additional details are discussed in subsequent paragraphs.
Initially, the assistive eating device 200 in
In one implementation, whenever the weight of the food in the container 203 decreases, the application, randomly or according to a predetermined sequence, selects a character from the characters 301˜304 shown in
In another implementation, after the assistive eating device 200 has been activated for a period of time, such as 1-2 seconds to allow the sensor 202 to stabilize, if the weight of the food in the container 203 is determined to have decreased during this time period after the activation, then the application randomly or according to a predetermined sequence selects a character from characters 301˜304 and moves the character a step closer to the finish line 305. In the illustrated example in
It should be apparent to a person with ordinary skills in the art to use any external display unit, such as a television and a monitor, as the display unit 206 and couple such an external display unit to the assistive eating device 200 via a wired connection. Alternatively, the display unit of any wireless electronic equipment, such as a personal digital assistant (PDA), a mobile phone, and a laptop, can also serve as the display unit 206 and couple to the assistive eating device 200 through a wireless connection. Some examples of such a wireless connection are, without limitation, Bluetooth and Wi-Fi. If the display unit 206 is placed external to the assistive eating device 200, then the design and structure of the assistive eating device 200 may be simplified, resulting in a reduction in the manufacturing cost of such a device.
Additionally, to maintain a high interest level of the user of the assistive eating device 200, a different game can be selected and played per session. In other words, the memory unit 205 can store and also allow different games to be played back. Also, the games stored in the memory unit 205 can be updated through an external device. Such an external device can be, without limitation, a memory card, a memory stick, and an external hard drive that directly attaches to the assistive eating device 200. Alternatively, this external device is on the Internet and couples to the assistive eating device 200 via a network connection. In yet another embodiment, multiple assistive eating devices are connected through a network, such as the Internet, so that the users of these devices (even at different physical locations) are able to participate, compete, or even communicate with one another in the same game.
It is worth noting that a weight decrease for the food in the container 203 does not necessarily mean the child is eating the food. The child may play with the food, pick up and then put back down the food, or simply throw away food. In one implementation, the application (e.g., the game) is not activated unless the weight decrease is indeed attributed to the child actually eating the food. Thus, using the game described above and shown in
Also, since the sensor 202 is underneath the container 203 in one implementation, if the container 203 ever falls off the assistive eating device 200, then the sensor 202 will not be able to gather the needed information correctly. This causes the application to function improperly, because it lacks any feedback information associated with the weight of the food in the container 203 to process. To prevent such a problem from occurring, in one implementation, the container 203 can be affixed onto the assistive eating device 200. When the container 203 needs to be cleaned, the container can be removed from the assistive eating device 200 and then again affixed onto the device after the cleaning. In addition, because the sensor 202 likely covers a certain sensor area in which it is able to detect weight information, the sensor 202 may pick up false weight information, such as objects that are wrongly placed inside this sensor area or the user's physical touching of the sensor area, and cause the application to operate improperly. To avoid such interference problems, in one implementation, the sensor area of the senor 202 should be no larger than the bottom area of the container 203.
Some examples of the assistive eating device 200 include, without limitation, a food-serving tray or a placemat. The materials suitable for such a placemat, in one implementation, have characteristics such as waterproofing and elasticity so that the placemat can be easily cleaned and carried. The placemat may include a case that houses contain all the electronic parts, and the case fits into this placemat. Also, the placemat can be in a number of different shapes and can also include well-known characters.
Some additional operational details of one embodiment of the assistive eating device 200 are discussed below. One, if a predetermined condition is reached, a character in the game can be randomly selected and moved towards the finish line. Then, the character closest to the finish line is declared the winner. This random selection of a character prevents such a game from having the same character as the winner and thus avoids boring the player of the game. It should be apparent to a person with ordinary skills in the art to recognize that the racing game is only one of many applications that can be operated in the assistive eating device 200. Two, each time the sensor 202 is activated, if the current weight of the food detected by the sensor 202 is smaller than the previous detected weight, then the application may be activated to operate on the assistive eating device 200. Three, a single sensor may be sufficient for the assistive eating device 200, and the display unit 206 may be a part of an external device, which is connected to the assistive eating device 200. In such a configuration, the design and the structure of the assistive eating device 200 is simplified, and the cost of manufacturing the device is also reduced. Lastly, the memory unit 205 is capable of storing multiple applications for the user of the assistive eating device 200 to choose from and as a result making the assistive eating device more interesting to the user.
To encourage certain behavioral development for the child, the behavior modification game 404 processes the behavioral input 402 from the child and issues a reward 408 to the child if a threshold number of expected conditions 406 are met. For example, the parents of the child pre-program the game of a set of expected conditions 406, such as eating all the food from the container 203 within 30 minutes, into the game. If the behavioral input 402 is determined to match the parents' desired behavior (i.e., finishing food within a reasonable amount of time), then the behavior modification game 404 issues the reward 408, such as a positive reward (e.g., advancing the character mentioned above a step closer to the finish line), to the child to encourage the child to continue the behavior. Alternatively, the reward 408 can be a negative reward (e.g. retreating a step away from the finish line or showing tiredness or exhaustiveness for the character) or a neutral award (e.g., keeping the character still) to discourage the child from continuing his or her actions.
To further illustrate how the assistive eating device 500 operates,
In conjunction with
The above description illustrates various embodiments of the present invention along with examples of how aspects of the present invention may be implemented. Some aspects of the present invention may be implemented as a program product for use with a device. The program(s) of the program product define functions of the embodiments (including the methods described herein) and can be contained on a variety of computer-readable storage media. Illustrative computer-readable storage media include, but are not limited to: (i) non-writable storage media (e.g., read-only memory devices within a computer such as CD-ROM disks readable by a CD-ROM drive, flash memory, ROM chips or any type of solid-state non-volatile semiconductor memory) on which information is permanently stored; and (ii) writable storage media (e.g., floppy disks within a diskette drive or hard-disk drive or any type of solid-state random-access semiconductor memory) on which alterable information is stored. The above examples, embodiments, instruction semantics, and drawings should not be deemed to be the only embodiments, and are presented to illustrate the flexibility and advantages of the present invention as defined by the following claims.
Number | Date | Country | Kind |
---|---|---|---|
096116643 | May 2007 | TW | national |