Not applicable.
Embodiments of the invention are defined by the claims below, not this summary. A high-level overview of various aspects of the invention are provided here for that reason, to provide an overview of the disclosure, and to introduce a selection of concepts that are further described in the Detailed-Description section below. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in isolation to determine the scope of the claimed subject matter.
In brief and at a high level, this disclosure describes, among other things, systems and methods for assembling a story, which then may be played for a user, such as a child. In particular, an embodiment of the invention is directed to an audio or audio-visual story-telling system with functionality for seamlessly creating an entertaining, “customized” audio (or audio-visual) story for a user, using a variety of subject matter chosen by the user. In some embodiments, the system, which may be embodied as a child's toy, allows the user, such as a child, to select the subjects, themes, or other attributes of a story by arranging visual cues with images (including video or animated images) thereon to make up the parts of the story. In some embodiments, the visual cues can take the form of blocks, pucks, disks, icons, cards, or other physical or virtual “components” which can be used for specifying themes, subjects, characters, plots, roles, or other story attributes or elements. Once selected or arranged, the user pushes play and the toy reads or plays a custom story to the user that includes their selected subjects and themes, in an embodiment.
In one embodiment of the present invention, a method for assembling a story is provided. The method uses the information specified by the user (such as an arrangement of blocks or pucks identifying story elements or attributes provided by a child) to assemble a story in a seamless manner. The method further includes assembling the story such that segments of the story (such as pre-recorded sound or video clips) corresponding to the user-provided information are incorporated in an apparently seamless manner. In particular, in one embodiment, the interaction of the various story elements corresponding to the information specified by the user (such as the arrangement of blocks or pucks identifying story elements or attributes provided by a child) is consistent such that sound effects, pronouns, narration and other components of the story appropriately reference characters, plot lines, settings, or other story features. Thus the assembled story, though assembled based on the user-provided information, seems as though it were a continuous story, and not pieced together from separate clips.
Illustrative embodiments of the invention are described in detail below with reference to the attached drawing figures, and wherein:
The subject matter of the present invention is described with specificity herein to meet statutory requirements. However, the description itself is not intended to limit the scope of this patent. Rather, the inventor has contemplated that the claimed subject matter might also be embodied in other ways, to include different steps or combinations of steps similar to the ones described in this document, in conjunction with other present or future technologies. Moreover, although the term “step” may be used herein to connote different elements of methods employed, the term should not be interpreted as implying any particular order among or between various steps herein disclosed unless and except when the order of individual steps is explicitly described.
As one skilled in the art will appreciate, embodiments of our invention may be embodied as, among other things: a method, system, or set of instructions embodied on one or more computer-readable media. Accordingly, the embodiments may take the form of a hardware embodiment, a software embodiment, or an embodiment combining software and hardware. In one embodiment, the invention takes the form of a computer-program product that includes computer-usable instructions embodied on one or more computer-readable media.
Computer-readable media include any media readable by a computing device, database, a switch, and various other network devices. By way of example, and not limitation, computer-readable media comprise media implemented in any method or technology for storing information, including computer-storage media and communications media. Communication media typically embodies computer-readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave or other transport mechanism and includes any information delivery media. The term “modulated data signal” means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer-readable instructions, data structures, program modules or other data representations. Computer storage media examples include, but are not limited to information-delivery media, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile discs (DVD), holographic media or other optical disc storage, magnetic cassettes, magnetic tape, magnetic disk storage, other magnetic storage devices, computer hardware storage devices, and other storage devices. These technologies can store data momentarily, temporarily, or permanently.
Embodiments of the invention are directed to methods, systems, and computer-readable media for assembling a story, such as a child's bedtime story, which then may be played back to the user, such as a child. In particular and at a high level, an embodiment of the invention is directed to an audio or audio-visual story-telling system with functionality for seamlessly creating an entertaining, “customized” audio (or audio-visual) story for a user, using a variety of subject matter chosen by the user. In some embodiments, the system receives story information cues from a user, such as a child. For example only and not by limitation the received information could comprise story subjects, themes, plots, characters, adversaries, props, story elements or other attributes of a story. In some embodiments, information in the form of audio, video, or text information is also received from the user and used to further customize the assembled story. Based on the received information, an embodiment of the story assembler device determines appropriate story segments and logically assembles the segments into a story.
In some embodiments, the story information cues are provided by way of visual cues specified (or provided) by the user. For example only and not as a limitation, such visual cues can take the form of blocks, pucks, disks, icons, cards, or other physical or virtual objects which can be used for specifying themes, subjects, characters, plots, roles, or other story attributes or elements. Thus in one example embodiment, a user selects or arranges one or more blocks, wherein the face of each block has a visual cue (such as an image or word) thereon, and wherein each block corresponds to an element of the story, such as one of a main character, sidekick, adversary, plot, setting, theme, or other story attribute. (Thus a 6-sided block for a main character story element might have 6 different main characters.) In an embodiment, once selected or arranged, a story is assembled based on the information cues provided, the story including the themes, subjects, characters, plots, roles, or other story attributes or elements selected by the user. When the user pushes a play button, the story assembler reads or plays the custom story to the user, in an embodiment.
A further aspect of some embodiments of the story assembler is that the story elements selected by the user (e.g., the subjects, themes, characters, or other story attributes, which may be provided by way of the user's selecting and/or arranging of blocks with visual cues) do not represent merely “fill-in-the-blanks” for the story structure. Rather, these user-selections may impact the story in a variety of ways, such as the connecting phrases between story segments, the selection of pronouns, the sound effects or background music, and even amplifying quotes or catch-phrases from the characters in the story. Thus the assembled (or “rendered”) story is consistent (appears seamless) based on the specific user-selections or user-provided information.
As used herein the term “story block” or “block,” in the context of the story assembler, refers to any physical or virtual “object” or component which can be used to specify or represent a story element such as character(s), plot(s), setting(s), object(s) or prop(s), event(s), user or character interaction(s), activity, or similar element of a story. A “block” may be embodied as physical or virtual object such as for example only and not by way of limitation, a six-sided cube, puck, disk, card(s), token, or configurable-object, or object which can be used to designate a specific story element (e.g., main character). Various example embodiments of “blocks” are illustratively provided in connection to
With reference to
Assembler device 101 comprises a physical housing 105, which holds together or protects various components of assembler device 101. Assembler device 101 also comprises one or more blocks 150 usable for specifying story elements (e.g., main character, plot, setting, theme, sidekick, adversary, objects or props, or other story attributes) and are further discussed in connection to
Assembler device 101 further comprises a button 160 or other suitable user-interface component for which a user may control features of assembler 101, such as playing back the story. For example, after arranging blocks 150, a child presses button 160 and hears the story. In some embodiments, button 160 may take the form of a graphical user interface, such as a touch screen display, a mouse and display, or sensor for receiving hand/motion gesture or voice-command information. Some embodiments of assembler 101 do not include button 160 and instead proceed to playback the assembled story once story-cue information has been provided (e.g., once the blocks have been selected and arranged in receptacle 120).
Some embodiments of assembler device 101 (shown in
In some embodiments, the memory cartridge is associated with a set of blocks 150. For example, a set of blocks could be associated with a movie, such as Disney's Toy Story, wherein one block is for specifying a main character of the story based on a selected block-face (e.g., Woody, Buzz, etc.), one block specifies a setting, one block specifies an object or prop for the story, etc. The associated Toy Story memory cartridge 180 would thus include story segments (which could include narrations, images, text, video and/or sound effects, for example) corresponding to the characters, settings, etc. of Toy Story. It is further contemplated that sets of blocks and a memory cartridge 180 may be bundled and sold as story expansion sets, such as illustratively shown in
In some embodiments of assembler 101, story logic and data are stored on the story assembler device 101, rather than on a removable memory cartridge 180, and memory cartridge 180 takes the form of a card, token, or other physical or virtual device (such as a drop-down menu or similar user-interface) usable by the story assembler for referencing a particular set of computer information for assembling a story. For example, instead of memory cartridge 180, a user may select a “story” by browsing a user interface and making a selection such as via clicking on an icon or menu, providing a code, inserting a coded card or token, or scanning in a printed barcode or image. In such embodiments, story assembler 101 receives story logic and data by accessing memory (including online, downloading, or cloud-based memory), which corresponds to the user selection or provided code, token, barcode, etc.
Some embodiments of assembler 101 further include a graphical user-interface 190, which may take the form of an electronic or computer display. In some embodiments, the assembled story is played back using interface 190, and may include audio, video, or graphics that are presented to the user via interface 190. In an embodiment, graphical user interface 190 comprises a tablet computing device. For example,
Turning now to
Some embodiments of the present invention may be described in the general context of computer code or machine-usable instructions, including computer-executable instructions such as program components, being executed by a computer or other machine, such as a personal data assistant or other handheld device. Generally, program components including routines, programs, objects, components, data structures, and the like refer to code that performs particular tasks, or implements particular abstract data types. Some embodiments of the present invention may be practiced in a variety of system configurations, including handheld devices, consumer electronics, general-purpose computers, specialty computing devices, etc. Embodiments of the invention may also be practiced in distributed computing environments where tasks are performed by remote-processing devices that are linked through a communications network.
With continued reference to
Memory 1012 includes computer storage media in the form of volatile and/or nonvolatile memory. The memory may be removable, nonremovable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical-disc drives, etc. Computing environment 1000 includes one or more processors that read data from various entities such as memory 1012 or I/O components 1020. Presentation component(s) 1016 present data indications to a user or other device. Exemplary presentation components include a display device, speaker, printing component, vibrating component, etc. Illustrative I/O components include buttons, a microphone, joystick, game pad, touch interface, satellite dish, scanner, printer, wireless device, etc., and may be built in or external.
Block-information identification component(s) 1018 (“identification components 1018”) comprises hardware and/or software components for determining block-information such as by determining block identification, orientation and/or position information. In an embodiment, block-information identification component(s) 1018 may be implemented at appropriate abstraction layer(s) such as the operating system layer, application layer, hardware layer, etc., of the computing system(s). Alternatively, or in addition, the functionality of block-information identification component(s) 1018 can be performed, at least in part, by one or more hardware logic components. For example, and without limitation, illustrative types of hardware logic components that can be used include Field-programmable Gate Arrays (FPGAs), Application-Specific Integrated Circuits (ASICs), Application-Specific Standard Products (ASSPs), System-On-a-Chip systems (SOCs), Complex Programmable Logic Devices (CPLDs), etc.
By way of example and not limitation, an embodiment of block-information identification component(s) 1018 determines that a particular block 150 is in receptacle 120 and further determines the orientation of the particular block 150, such as which side of the block is the top and facing out to the user. For example, a user places the main character block into receptacle 120 such that the character Woody from Toy Story, is shown on the top side of the block, indicating that the user desires to hear a story wherein Woody is the main character. (Thus, story cue information includes Woody as main character.)
In this manner, block information (including orientation information that can be used to determine that the Woody side is the top surface of the main character block positioned in receptacle 120) is determined and provided via bus 1010 to other components of story assembler 101. Continuing this example, story assembler 101 can determine via processor component 1014, the story cue information (Woody as main character) based on the block information determined by identification components 1018, thereby enabling the story cue information to be used for assembling a story. An example of using blocks for story assembly is discussed in connection to
In an embodiment, block information comprises information usable for identifying a particular block, which can be used to differentiate one block, such as a main character block type, from another block type, such as a settings block type, or a plot block type. In one embodiment, this takes the form of an identifier, which may be either common among block types for each story set (For example, the main characters block for the Toy Story block set has the same identifier as the main characters block for the Cars block set. By sharing block identifiers in this manner, the number of identifiers needed is reduced.) or unique to each block. For example, the identifier for the main characters block for Toy Story is unique and not shared by the main characters block for Cars. This requires more identifiers, but enables embodiments of story assembler 101 that may assemble stories using characters (and corresponding story segments) from different story sets, such as a story about Woody in the setting from Cars. The identifier may take the form of an identifying image, pattern, color, or code, printed on, embedded in, or associated with the block, such as via camera or RFID, a weight, size, shape, or physical arrangement of holes, depressions, protrusions, bumps, block-edges, 3D surface pattern, materials, or any features that can be used to distinguish one block from another block. In embodiments of blocks as pucks or disks usable on a tablet computing device, patterns of raised bumps or conductive pads may be used as an identifier of a particular block type, such as main character or setting, and further to identify a specific block attribute such as Princess Merida from the Disney movie Brave, as shown in
Embodiments of identification component 1018 may take the form of any technology usable for determining block identification, orientation, and/or position information. By way of example only and not limitation, an embodiment of component 1018 comprises one or more RFID, MFID, sensors such as optical (e.g., bar code reader or camera), electrical, magnetic chemical, or mechanical/physical sensors. In one embodiment mechanical “fingers” are used to “read” depressions and elevations to surfaces (block edges or faces) for identifying block information. In these embodiments, the “fingers” operate analogously to the way the tumblers match a key in a lock. In one embodiment, electrical resistance, capacitance, or magnetic fields are used to identify block information. In another embodiment, block location and/or orientation technology, such as gyroscopic components, communicate identification, orientation and/or position information to assembler device 101. In some embodiments, a block includes a communication component such as Bluetooth communication for communicating with assembly device 101 and/or with other blocks.
In an embodiment, block information is determined using a touch-screen enabled device, such as an iPad or tablet computer running an app, and blocks (such as pucks or disks) having patterns of raised bumps or conductive pads that are spatially arranged so as to communicate a pattern of contact points onto the touch surface. In such a way, specific blocks can be identified based on this “touch pattern.” An example of this embodiment is provided in
In another embodiment block information is determined using an optical sensor such as a camera. For example, in the embodiment depicted in
Turning now to
With reference to
In some embodiments, sets of blocks correspond to a set of stories centered around a particular movie, theme, or attribute, such as Toy Story or Cars. In these embodiments, each set of blocks can include a main character block (or subset of main character pucks), settings block (or subset of settings pucks), and other block types. In some embodiments, the sets of blocks may be associated with a particular memory cartridge 180, and may be color coded to indicate that the blocks are intended to be used with a particular memory cartridge. Additional sets of blocks (and in some embodiments, an accompanying memory cartridge) can be sold as expansions story sets, such as shown in
In an embodiment, blocks (or settings in tablet-based embodiments) can specify user provided content to be incorporated into the assembled story. For example, a block can be customized to read the child's name or show the child's picture, and incorporate the child into the assembled story. In an embodiment, such a feature can be facilitated by prompting the user to provide information such as making sound effects, or taking a picture. For example, in advance of assembling the story, in some embodiments, user-supplied story segments (such as sound effects, pictures or video) may be received from the user (such as via prompting) and incorporated into the story. In embodiments, this user-supplied information can be provided in advance or real-time, as the story is being played. For example, the first time a particular sound effect is played, the user is prompted to make the sound effect and the user's sound is recorded. Thereafter in the story, each time the sound is repeated, the recording of the user's sound is played. An example of a story incorporating user-supplied content is illustratively provided in
Turning now to
With reference to
[Music playing] “One sunshiny morning, Woody heard an odd noise coming from under the bed in Andy's room. He went to find out what it was, only to discover Rex starring at a busted up ray gun. [Sound effect from Rex about the broken ray gun.] Woody decided to help Rex repair the ray gun, and ran off to find just the right tools. But then something horrendously horrible happened! Emperor Zurg jumped out and snatched them away for some sinister scheme. [Sound effect from Emperor Zurg.] Without a moment to loose, Woody stepped forward and began a dorky dance for Zurg. [Sound effect from woody.] With Zurg sufficiently distracted, Woody grabbed the tools and raced back under the bed where Rex waited. Together they were able to fix up the ray gun until it was once again perfect play worthy.”
In some embodiments, as described in connection to
Returning to the example of
[Music playing] “One rainy afternoon, Jessie heard an odd noise coming from under the bed in Andy's room. She went to find out what it was, only to discover Wheezy staring at a cracked up skateboard. [Sound effect from Wheezy.] Jessie decided to help Wheezy repair the skateboard and ran off to find the right tools. But then disaster struck! Lots-O' jumped out and greedily grabbed them for himself. [Sound effect from Lots-O'.] Without a moment to loose, Jessie darted out and began to spin Lots-O' round and round. [Sound effect from Jessie.] While Lots-O' was busy being dizzy, Jessie grabbed the tools and raced back under the bed where Wheezy waited. Together they were able to fix up the skateboard until it was once again totally toy-riffic!”
In embodiments, the stories are rendered (based on the configuration of the blocks) in a manner that is seamless to the listener. In other words, the connecting phrases between story segments, such as the selection of pronouns, the sound effects or background music, and amplifying quotes or catch-phrases from the characters in the story, are internally consistent, and specific to the configuration of blocks. For example, if the lead character has changed from Woody to Jessie, then pronouns are changed to be consistent. Thus, “He went to find out what it was,” becomes “She went to find out what it was,” as shown in the above examples.
Turning now to
In embodiments, the story skeleton is determined based on the story elements specified by the block information determined in step 410. In some embodiments, a set of story skeletons corresponding to the block information is first determined, and then a story skeleton is randomly or pseudo-randomly determined from that set. In an embodiment, the selection process is a least used or least recently used skeleton, in order to minimize repeating story skeletons. An example story skeleton is illustratively provided and discussed in connection to
At a step 430, story segments are determined. Story segments include, by way of example only and not limitation, pieces or narration (including narration with pronouns), sound effects, character expression images, plot developments, text, video or audio clips. Story segments may be assembled or logically “stitched” together to make a story. In an embodiment, based on logic specified by the story skeleton, story segments are determined. In some embodiments, story segments are also determined based on the story skeleton and block information determined at step 410. In embodiments, story segments are specified by logic in a story skeleton or logic in a database of record entries for the story elements (e.g. main characters, setting, etc.) indicated by block information. In some embodiments, the story segments are accessed from memory 1012 or memory cartridge 180. In some embodiments, a story segment is embodied as a shorter story skeleton and includes logic and slots for filling with additional story segments (as shown in the example segment 3 of
At a step 440, transitioning story segments are determined. Transitioning segments include segments that connect story segments determined in step 430 in order to render the story internally consistent or “seamless” For example, where block information 410 indicates that Woody is the story element for the main character, and a narration segments, sound effects, or other story segments for Woody are determined at step 430, then at step 440, appropriate transitioning segments are determined to transition or seamlessly stitch together the segments determined in step 430. Thus for the example of Woody discussed in connection to
At a step 450, the story is assembled. In an embodiment, the determined segments are associated or logically connected in series based on the information specified by the story skeleton and/or block information. In an embodiment, logical pointers are used in a table to indicate the order or timing of the various story segments (including sound effects and video clips) to be played back in order to create the story. In an embodiment, after arranging the blocks (or pucks on a tablet surface), the story is assembled at step 450. The assembled story may be played back for the user, such as upon the user pressing button 160.
With reference to
Turning now to
With reference to
In the example embodiment of
In an embodiment, story data associated with story elements, such as the segments for the main character Woody, including sound effects, video clips, narrations about Woody, and other segments of Woody can include a set of transitioning segments associated with that element. By way of example and not limitation, the segment “and then Woody said” is a transitioning segment associated with the story element specifying the main character as Woody. For each story element (e.g., setting, character, object, plot, etc.) there exists a set of such transitioning segments associated with the element for use by the story skeleton logic for assembling a seamless story, in an embodiment. Further, in some embodiments, the transitioning segments include logic for which story elements or other segments they are compatible with or not compatible with. For example, transitioning segment 6, associated with Woody can be used in Plot 2 but not Plot 6.
Turning to
Many variations can be made to the illustrated embodiments of the present invention without departing from the scope of the present invention. Such modifications are within the scope of the present invention. For example, although depicted as resembling a book in one embodiment, the story assembler may take on other forms, such as illustratively described in
From the foregoing it will be seen that this invention is one well adapted to attain all ends and objects hereinabove set forth together with the other advantages, which are clear following the complete disclosure above and which are inherent to the methods and apparatuses described herein. It will be understood that certain features and subcombinations are of utility and may be employed without reference to other features and subcombinations. This is contemplated by and is within the scope of the invention.
Since many possible embodiments may be made of the invention without departing from the scope thereof, it is to be understood that all matter herein set forth or shown in the accompanying drawings is to be interpreted as illustrative of applications of the principles of this invention, and not in a limiting sense.
This application claims the benefit of U.S. Provisional Application No. 61/903,342, titled “System and Method for Story Assembly,” filed Nov. 12, 2013, which is hereby expressly incorporated by reference in its entirety.
Number | Date | Country | |
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61903342 | Nov 2013 | US |