1. Field of the Invention
The present invention relates to toys, and in particular to toys with two-way wireless communications with personal portable electronic devices like iPODs and iPHONEs that are able to display a companion avatar of the toy and to return touch screen and accelerometer measurements back to the toy for action.
2. Description of the Prior Art
Toys can be far more interesting to play with if they are able to interact with children and adults. One key to enabling interaction is to equip a toy with sensors that can detect when and how the toy is being touched. A touch on the toys hand, if a doll, can be interpreted differently than pressure applied to the foot. A touch on the head of a toy dog could be sensed and interpreted as a pat, and an appropriate response of the toy dog would be to wag its tail.
Mass produced products like toys are highly sensitive to component costs. So a practical electronics package and software application accessory for a toy would need to be very inexpensive to manufacture.
Briefly, a toy and software application accessory embodiment of the present invention extends the play experience of a physical toy to a digital play experience on personal digital assistant, personal navigation device, or other electronic device like an iPod or iPhone with an accelerometer, speaker, and a touch-sensitive display screen. The software application accessory creates a digital play experience or video game on the electronic device that presents avatars, dialog, and backgrounds that convincingly accessorize the physical toy. Wireless connectivity to a PC and the Internet allows the toy or the electronic device to download updates, modifications, and enhancements to its basic program. New personalities can be downloaded that change the toy play experience, and extend the play life of the toy by introducing new and creative play experiences. A personality accessory kit includes the new personalities, clothes, props, and other matching accessories.
These and other objects and advantages of the present invention will no doubt become obvious to those of ordinary skill in the art after having read the following detailed description of the preferred embodiments that are illustrated in the various drawing figures.
The software application 104 creates an avatar 108 on a touch-sensitive display screen 107 that resembles and mimics the appearance and stance of the toy 102. The result is intended to produce an intelligent, interactive, fun, and educational toy where movements of the toy 102 are reflected by the toy avatar 108 on touch-sensitive display screen 107, and finger movements on the touch-sensitive display screen 107 are reflected by the toy avatar 108 and the toy 102. The toy 102 will, of course, have physical limitations on what it can do and how it can respond, and the toy avatar too will have display limitations imposed on it by the touch-sensitive display screen 107. A satisfactory play experience can be had by an attempt by them at an approximation.
A wireless communications link 110 operates between toy 102 and personal electronic device 106. Such can be based on infrared devices for child-to-child play under one meter distant, Bluetooth devices for group play under five meters apart, radio frequency devices for multi-group play in different rooms twenty meters apart, and Wi-Fi devices for Web play over the Internet at multiple locations. Further connection and interaction with MP3 audio players, smart-phones, digital still cameras (DSCs), personal navigation devices (PNDs), digital photo frames, etc., is also preferred.
In an alternative embodiment of the present invention, the accelerometer, touch screen display 107, and speakers of the personal electronic device 106 are used to create a companion play experience that is similar to that experienced by the user with the toy 102 alone. Software application 104 is therefore executable on personal electronic device 106 in the absence of toy 102.
A basic program 220 is executed by MCU 204 and is stored in non-volatile memory. A number of scripts 222 modify or direct the responses sent to the outputs like the speaker 208 and motor drivers 210 when particular inputs and combinations are sensed, e.g., by microphone 206 and accelerometer 218. A personalities program 224 selects particular scripts to play and colors them to create an identifiable personality recognizable by the user. For example, speech output at speaker 208 can be flavored with regional accents, attitudes, exhilarations, and made to sound like a man, woman, boy, or girl.
A kit of play accessories 226 can enhance the user's play experience by including special clothes for a doll, props, books, music, video, game software, etc.
External communication and control is provided by at least one of an infrared (IR) device 230, Bluetooth device 232, radio frequency (RF) transceiver 234, and Wi-Fi (IEEE 802.11) transceiver 236. The play accessories 226 can further include an applications program 240 that executes on a personal electronics device 250 and communicates on a wireless link 252 with toy 202.
The personal electronics device 250 further comprises a host processor 262 for mobile telephone, navigation, netbook, music player, smartphone, digital camera, and other primary uses. A personalities program 264 in a file or memory device is downloaded by applications program 240 and provides an avatar 266 and scripts 268 on top of a basic toy program 270. Avatar 266 is essentially a cartoon of toy 202 generated by executing computer program code. A touch-sensitive display screen 272 displays animations of the avatar 266 and allows manipulations of how it appears together with an accelerometer 274. A speaker 276 outputs game play speech, music, and supporting sounds directed by the scripts 268 and personalities 264. A microphone 278 can be used for voice commands and recognition of the user by the toy 202 and avatar 266. Such recognition could cause one of the scripts 268 to run that would say the user's name, e.g., through speaker 276.
An interaction between the user and the toy's avatar 266 on the touchscreen 272 is erected for an engaging entertainment experience. Various moves and interactions can be initiated by touching the touch-sensitive display screen 272 at particular places and ways. For example, by sliding a finger around, rotating personal electronics device 250, spinning it, flipping it over, etc. Such user inputs provoke specific responses controlled by software application program 240, e.g., sounds, music, speech, animation, images, etc. Touching the touch-sensitive display screen 272 is one way that toy avatar 266 responds and entertains the user. Toy avatar 266 can also respond to what's happening to toy 202 if the software application program 240 and toy 202 are operating near one another simultaneously and wireless link 252 is established.
In one example of play, when a user puts a finger on the arm of toy avatar 266 on the touch-sensitive display screen 272, and slides the finger up and down, application program 240 downloaded to personalities program 264 and scripts 268 reacts by moving the arm of toy avatar 266 in the same direction, e.g., speaking out “Weeeee . . . up down, up down”. It may also generate accompanying sounds, music or speech according to a script, which is an engineered suite of moves and verbal responses. Appendix A represents one such a script written in computer programming C-code. Each type of stimulus received generally plays out with a pre-programmed response.
The accelerometers 218 and 274 detect when a user moves toy 202 or the personal electronic device 106. Software application program 240 downloaded to personalities program 264 and scripts 268 recognizes the move, and responds with an animation of the same move on the display screen 272 and a speaker output of, e.g., “Oooohh, I like it. Spin me!”.
Software application program 240 can be updated, modified or enhanced by replacements with software changes that re-program the toy 202 and/or the personal electronic device 250 with new or modified play experiences, games, and personalities. For example, play accessories made available on-line, or sold in memory cards or discs, can be downloaded to modify application program 240 in personal electronic device 106. These install new toy play experience personalities and games which can be selected to suit the child's age group, gender, favorites, preferences, season of the year, etc.
Each software application program 240 instills play experiences similar to those provided by the companion toy 202. Software application program 240 selectively scripts interactive fighting, wrestling, dancing, karaoke, nurturing, and many other experiences in response to input stimuli. For example, wrestling and fighting scripts include body slam, pile driver, helicopter, and back-flip moves in response to measurements from accelerometer 274. Nurturing experiences include horsey ride-on-knee, piggyback ride, tickle, etc.
In general, the moves and interactive experience are initiated by user actions detected by the various inputs, e.g., manipulating the touch screen particular ways, rotating the personal electronic device 106, spinning it, flipping it over, etc. The character of the inputs and their combinations causes specific responses from the device which can be sound, music, speech, images, or a combination of these. Touching the device in specific places in ways generates responses that are intended to be entertaining to the user, matching the responses from the physical toy if the application and the physical toy are running in tandem, or just mimicking the responses of the physical toy if the application runs alone on personal electronic device 106.
One example of an age-appropriate downloadable personality scripts a response for when a user touches the ear of toy 102 or 202, or avatar 108 or 266. If the user is a toddler, the toy 202 and/or personal electronic device 106 would be scripted to speak, “that's my ear”. But if the user is a 4-6 yr-old, the output would be to speak, “tell me a secret”. And, for a 6-8 yr-old user, “let's listen to music”. An 8-10 yr-old user could hear, “let's call a friend”. A 10-12 yr-old could be asked, “want to hear a joke?”. Personalities and scripts 222, 224, 268, and 270, that are likely to be enjoyed by users include, music and dancing, comedy, wise-cracking, impersonations, etc.
Although the present invention has been described in terms of the presently preferred embodiments, it is to be understood that the disclosure is not to be interpreted as limiting. Various alterations and modifications will no doubt become apparent to those skilled in the art after having read the above disclosure. Accordingly, it is intended that the appended claims be interpreted as covering all alterations and modifications as fall within the “true” spirit and scope of the invention.