Plug and play features are popular for use in toys and gaming devices enjoyed by children since they do not require user installation of device drivers. Such features allow for simplification of systems so that young users may more easily operate such systems. Young users also enjoy imitating adult activities, such as through film making and editing.
Toys incorporating recording or video editing are found in U.S. Pat. Nos. 5,481,257, 6,264,521, 6,547,624, 6,692,329, 6,733,360, 6,752,720, and 6,811,492 and U.S. Patent Application Publication No. 2005/0020359, the disclosures of which are incorporated herein by reference.
Toys incorporating accessories, such as backpacks, are found in U.S. Pat. Nos. 5,073,140 and 5,147,237 and International Publication Nos. WO/012285 and WO/0156676, the disclosures of which are incorporated herein by reference.
The present disclosure relates generally to a toy system configured for video recording and editing. More specifically, it relates to a toy which can record video from the point-of-view (POV) of the toy, and the resulting video may be edited.
The advantages of the present invention will be understood more readily after a consideration of the drawings and the Detailed Description.
Point-of-view recording devices allow a user to see the environment and action through the “eyes” of a toy.
Recording device 14 may be mounted to or embedded within any suitable toy, including, but not limited to, an action figure, vehicle, or attachable accessory, such as may be configured to mount to toys, furniture, users, pets, and the like. For example, the recording device may be configured to resemble an article of clothing, toy accessory, vehicle accessory, and the like. The toy may take the form of an action
In the exemplary toy of
The toy system 110 includes a playback module 116 as well. In this embodiment, the playback module 116 includes a base portion 130 with a recessed area 132 and a connection port 134. The recessed area 132 is configured to receive a portion of the toy vehicle 120 to facilitate the coupling of the toy vehicle 120 to the connection port 134. In this embodiment, the base portion 130 is configured so that the toy vehicle 120 can be “parked” on the base portion 130 to facilitate playback of a video. The connection port 134 may be a standard plug-type connection that is electrically connected to an electronic system in the playback module 116 and that can be connected to the toy vehicle 120. The electronic system includes a controller or processor, a memory unit, and software and programming. Connected to the electronic system is a communication link 150, which in this embodiment is a cable 152 and a set of standard audio/visual jacks 154. The communication link 150 is configured to be plugged into any device that has connections that is configured to receive the jacks 154.
Referring to
Additional exemplary toys including recording devices are shown in
Recording device 14 may be any suitable device configured to record video of a toy, such as a solid state camera with a memory chip. The camera may include a plurality of buttons or other suitable controllers to stop and start recording, record still images, change recording modes, and the like. The camera may include a microphone to record audio during play with the toy and/or filter out ambient sounds. As shown in
Referring to
The recording device may be coupled to playback module 16 for viewing and/or editing of the recorded video. Playback module 16 may be an easy to use device, such as a plug and play device with standard audio and video input jacks. The toy system enables a user to record POV movies with an easy to use playback by making use of devices with standard audio/video (AV) input jacks. Therefore users may quickly create simple movies or mini clips with the instant gratification of easy playback on any video device, such as a television or computer monitor. The playback module can be referred to as a video module as well. In one embodiment, the playback module is configured to plug into any standard audio/visual input. The action figure is adapted to be connected to the playback module for playback of any recorded materials.
The recording device and/or playback module may be configured for wireless transmission. For example, the recording device may be coupled with a remote control vehicle and configured to provide wireless transmission of a recorded video to the playback module and/or a display device, such as a television or computer monitor. Similarly, the playback module may be configured for wireless transmission of video to a display device. The recording device and/or playback module may be wirelessly controlled, such as by a suitable remote control.
The toy system may be configured to apply audio and video overlays to recorded video, such as automated “in camera effects” or direct user visual inputs, including, but not limited to, car crashes, weapon fire, night vision effects, caption balloons, and other overlay graphics and/or sounds. The toy system captures up close video action and applies automated “in camera effects” or direct user visual inputs, such as those identified above. These editing features, further referred to as assets 30, may include visual overlays, as shown in
Referring to
The toy system may include several different operational modes, such as recording modes 28, that determine the type of assets that are available during editing and/or recording. For example, a user may actuate a sensor on the recording device to indicate that the user wishes to begin a flight sequence. Editing of the subsequent video clip will therefore trigger access to one or more assets related to flying.
The assets may be recorded by a user at another time or provided to a user in the form of an electronic library. The libraries may be themed, such as to match a type of toy, a season of the year, a location, or the recording mode 28 chosen by the user when the video was recorded. The library may include additional video clips from commercial movies or cartoons related to toy 12 or 112 that may be incorporated into the video recorded by the user. In some versions of the toy system, users have complete access to all available libraries, such as through a menu system. In other versions of the toy systems, users must earn access to each library or a portion thereof. For example, the recorded movie may be incorporated into a game in which players earn points for use of the library assets. In such a system, a game may require specific use of the assets. A rating system may assign points to a user, such as based on the length of the assembled video, the quantity of editing assets used, and the like. Points may allow a user to purchase or win additional toy system features, such as special editing assets.
A microphone may be available, either as part of the recording device or playback module. Microphone input may be recorded to add additional sound effects to an existing movie clip or the library for future use. The microphone input may be altered to imitate various voices.
Toys 12 and 112 may include instant gratification effects, such as lights and sound that are activated during traditional play with the toy. For example, various features of the toys may light up in response to sensors, such as pressure sensors mounted in the toys, or while recording devices 14 and 114 are activated.
Toys 12 and 112 may include sensors, such as switches, to activate features that may trigger activation of assets 30. For example, a user may activate a switch that indicates the toy is firing a weapon. The resulting movie may include a video overlay and suitable sound effects for a variety of weapons. Sensors may also be activated by interaction with other devices. For example, a user may have two or more toys that interact, such as by firing weapons at each other. The toy with the recording device may include a light or sound sensor that is activated upon receiving a signal from the other toy to indicate the toy has been fired upon. A corresponding movie overlay could then be added upon playback.
Playback modules 16 and 116 may include various controllers. For example, the playback module may include a directional pad (D-pad) that includes a button for each direction in which a user may move through various menu options or across a video screen. Referring to
Referring to
The video may be automatically uploaded to an editing and/or viewing device, such as through a USB connection or wireless transmission. A timeline may be shown on the bottom of the viewing screen to assist in the editing process. Any combination of editing controls may be provided as is suitable for the experience level or age of a user.
In one configuration, the playback module may be configured to connect to a computer. In such a configuration, a user may edit the recording using the computer or transfer the created movies to the computer, such as to email them to friends. Users may exchange individual assets or entire libraries with one another.
The toy system may be fabricated from any suitable material, or combination of materials, such as plastic, foamed plastic, wood, cardboard, pressed paper, metal, or the like. A suitable material may be selected to provide a desirable combination of weight, strength, durability, cost, manufacturability, appearance, safety, and the like.
In the exemplary version of toy system 10 shown in FIGS. 1A and 3-12, the recording device may be mounted in or on a toy action
In the exemplary version of toy system 110 shown in
In an exemplary toy system including an action
As described above, a POV action camera provides a means or way to create simple movies (mini-clips) and the ease of an “instant gratification” of playback. An action figure, vehicle or “attachable accessory” is outfitted with a solid state camera and “memory” chip to provide the user with a POV experience as if the user is “seeing all the action through the eyes of your toys.” These elements are combined with the ability to plug in and playback on any device with audio/video input jacks or other type of connection. This arrangement provides an alternative to play with a computer and facilitates such play with a user interface.
In one implementation, a user can take a vehicle outfitted with the POV device, hit record, and push the vehicle over a ramp into a stack of cups. The vehicle can tumble and come to a rest. The user can subsequently take the vehicle and plug it into its car port which is hooked up to a visual display device, such as a television or TV, with a connection, such as audio and video jacks. When the user presses a play button, the user can see the action as it was viewed from the vehicle, such as through the windshield of the vehicle. In one embodiment, the toy vehicle is configured to recognize or sense that the vehicle is rolling and engine sounds can be generated and heard. As the vehicle crashes through the cups, a graphic video overlay, such as an overlay of a windshield cracking, can be displayed. While the vehicle is tumbling, the toy system can generate corresponding audible outputs, such as crashing sounds. When the vehicle finally comes to rest, there could be more playback graphics to simulate a crunched hood with steam coming out of the front of the vehicle.
In some implementations, other features can be added to the toy or toy system to provide the user with AV input control and to allow the toy to interact with other external accessories. Some of the features are described below.
One exemplary feature is that simple edit controls could be used to try out and incorporate into a movie. A user can interact with a control element, such as a D-pad, to call up menus of graphic overlay effects or sound effects clips. After selecting an effect, the user can press a play button on the current movie clip, and “punch in” or insert real time the particular effect. In addition, a sound detecting device, such as a microphone, could be provided to pick up ambient sounds, real time voice over or external “punched in” vocals and/or sound effects while editing a mini-clip or video.
The toy system includes an electronic control system with several sensors or switches that are configured to provide inputs based on the play with the toy. In one implementation, a user can activate the various sensors or switches to provide inputs. In another implementation, the toy can “self activate” play back effects based on what the toy detects. In this implementation, in order to “self activate” play back effects, the toy incorporates “detectors” to determine what the toy is doing. For example, the detectors or sensors can be configured to determine many types of play activities, including but not limited to, whether the toy vehicle is rolling or moving, whether the action figure received a punch from another figure, and whether a toy plane is taking an aggressive turn or doing a loop. The toy could include switches that are activated on the device while recording is occurring to enhance play, such as lowering a targeting visor on an action figure that would let you see an animated graphic overlay of a heads up display in the playback of the video. If the user is flying a plane and a switch is activated (such as a switch that is associated with activating a toy's afterburners), a visual output showing a fuel gauge going down on screen can be displayed during playback.
In some embodiments, play could also be extended by the POV action cam interacting with other external devices. For example, a toy figure can be manipulated so that it is firing a laser at a toy figure with the POV device (via a pin point LED or a white light source). The POV device is configured to read or detect that light is coming in and could produce the desired playback effect to support that action taken upon it. In some embodiments, a speaker and/or visual output devices, such as LEDs, could be built-in into the POV action cam device to provide a user with some instant gratification indication that there are enhanced effects occurring for playback.
In one embodiment, the camera module may include some primary features, including a camera with a minimum 30 fps refresh rate, a solid state built in memory, an audio/video output source, and playback controls (such as record, play, fast forward, rewind, stop, and pause). A camera module may also include secondary features, including real time AV edit controls (audio punch in/audition or on-screen graphic punch in), a microphone for external audio input, a piezo element, such as a piezoelectric switch, that can be used as impact sensor, one or more sensors that can provide multi-plane motion detection, infrared (IR) and or light detection, a speaker, and/or LEDs.
In one implementation, an exemplary toy system includes an action figure having a digital camera and a plug-n-play television module to view recorded movie clips. The POV system allows a user to see what an action figure sees when the user plays with the figure. With the POV system, a user can make quick movies from the action figure's point-of-view and add visual and/or audible effects. A user can play with the action figure, plug the camera into a TV module, edit the recorded material, and display the result to others. A user can make funny videos and play cool mini-games with the footage that is shot and recorded from the toy figure's point-of-view. As shown in
In one embodiment, the camera can be mounted onto the back of an action figure with a fitted backpack for that figure. The camera is a basic imager, with a power supply and either an embedded memory or a secure digital card memory solution. The camera also has a standard lens and can be used as a regular digital video camera if the user wishes.
In one embodiment, the TV or playback module contains all the editing capabilities, logic, software, and other components and elements needed to edit and play with the captured footage. The playback module can be a plug-n-play device that is not used for capturing the footage, and can be left by and/or coupled to a visual display device, such as a TV, when capturing video with a recording device. The camera, whether formed with or separate from a vehicle or figure, can be plugged into the playback module to upload the video for editing. In one embodiment, the playback module is a joystick-like device to simplify the editing, and can be used to play the mini-games.
In one embodiment, the interface for the POV is configured to be simple and intuitive for young children to use. The video uploads on its own when the camera is plugged in to the playback module, and editing can begin right after the camera is plugged in. When editing the videos, the user sees a typical editing timeline at the bottom of the screen. The timeline allows the user to place and control all the different effects. The user can choose one of the title screens to place at the beginning of their video. The user can also add still overlays to their video, sound overlays, and moving overlays. The user can choose the placement of the effects and move them if desired by using the timeline. The playback module can have a menu and buttons to allow the user to scroll through effects menus with ease.
In one embodiment, there are three modes of real-time effects that are available while capturing video: a fight mode, a flight mode, and a vehicle mode. When the camera is in the fight mode, the camera captures video with no overlay. When in the flight mode, the recording unit captures video and instantly overlays clouds and flying effects to simulate the figure flying through the air. When in the vehicle mode, the unit will capture video and overlay a cockpit scene to simulate that the video was captured while a figure was driving the vehicle.
In one embodiment, some real time effects and mini-games can occur when the video is played with in the free-sky mode. In the free-sky mode, the user can use the joystick to shoot and perform certain real time effects while watching a video. The user can also choose to play one of three different mini-games on top of the video that has been recorded as the video is played. In one embodiment, in the free-sky mode, a few of the high scores, such as three, for each mini-game is saved in memory for later reference.
The toy system has a minimal loading time and as a result, enables children to experience instant pay-off and return by being able to watch their creation very quickly on a television. Children will be able to store a limited amount of their creations in the unit for later replays. In one implementation, children may use an upgraded video card on their computer and connect the playback module to their computer and capture the created video clips. The created video clips can be saved and stored for distribution, such as by emailing.
As previously discussed, a toy system may include video editing capability. Accordingly, the toy system can be used as a video comic creator for a character, and in particular, based on the point of view of the character.
An exemplary user interface or on-screen flow outline is described. After a user has captured video clips and the camera has been connected to or plugged into a television or playback module, the playback module can be connected to a visual display device, such as a television, and powered.
An exemplary opening sequence that can be used with a toy system is now described. At the start of this sequence, it is dusk and a Batman figure starts running and jumps off a high skyscraper. The figure then does a free dive, a cape pops out, and the figure falls at a super fast rate of speed. The Batman figure starts to level off into a dark alley and the screen slowly fades to black, revealing the Batman logo. The Batman logo can morph or animate into a POV system logo opening screen in an action-packed dramatic way. The opening sequence ends at a POV main screen. In this implementation, all shots or images are stop motion shots using the Batman figure that is provided with the POV toy system. Various structures, including a city landscape, a skyscraper roof, and an alley set can be constructed for the creation of an opening sequence.
In one embodiment, the main screen of the POV system is where the play starts. Users can choose from three options at this screen: (1) create video comic, (2) manage comics, and (3) assets. The option choices are displayed on the screen and one can be selected by a user by using a joystick (by moving it up or down) and then pressing any of the buttons to provide an input. In the background, behind the choices and on-screen details, a scene of a Batman action figure jumping into the Batmobile and speeding away can be viewed by users.
The particular mode of operation selected by a user will depend on what a user would like to accomplish. For example, if a user would like to create a video comic with new video footage that has just been shot, or just play with the video footage in a free play mode, then the user can select the “Create Video Comic” option. If the user would like to view, edit, and/or delete video comics that the user has already created and saved, or manage files stored in the memory of the camera, then the user can choose the “Manage Comics” option. If the user would like to view the asset library/unlocked items, the Help section, or view the high scores from the mini-games, then the user may choose the “Assets” option at the main screen.
In one embodiment, at the Create Video Comic screen, users are presented with two options. One option is “Create Video Comic” and the other option is “Free Play.” Users must choose one of the options to continue play. In the background, behind the choices and on-screen cache details, users will see another scene of a Batman action figure jumping out of the Batmobile as it drifts to a stop, and after Batman does a dramatic, acrobatic flip sequence towards some enemies in the shadows, the screen fades to black.
After the user selects the “Create Video Comic” section from the Create Video Comic screen, the user will be brought or directed to a new page that shows icons representing the footage in the camera's memory. The recorded video clips can be stored or archived and arranged in any manner. In one implementation, each video clip can be labeled by the mode in which it was shot (such as a Batman mode, a Batwing mode, or a Batmobile mode) and the number in which it is, if more than one video was taken in that mode. As a result, users may see a list such as Batman.1, Batman.2, Batwing.1, Batmobile.1, Batmobile.2, etc. In other embodiments, the names of the stored files can vary.
Users can select the video they would like to use to create their comics. Users can navigate through a list of video clips with a D-pad or other manipulatable device, and use any button to select the video with which to begin. If the video was shot in Batman mode, then the video that is stored is just the raw video that was recorded. If the video was shot in Batwing mode, then clouds and flying atmosphere effects are already overlaid on the video so that it looks as if the video was taken while flying. If the video was shot in Batmobile mode, then a cockpit and windscreen effect is overlaid on the video so that it looks as if the video was shot from the perspective of a person or character driving the Batmobile. Once users pick a clip, the play begins.
Creating a video comic with the video that was selected is intuitive and begins with a title screen. After a video has been selected to create a video comic, the next screen will ask the user to pick a title image for their comic from a selection of video comic covers shown on the screen. This title image is an image that will be shown for a short period of time, such as three seconds, at the beginning of the video comic that is being created. Users can navigate and select picture with TV or playback module controls. After a title screen is selected, the user can begin adding sounds, images, and video overlays to the selected video.
When the video starts running, it begins with the three seconds of title screen that was selected by the user. After the title screen section, overlays, such as the visual overlays described above, can be added. In one implementation, users can add overlays with playback module controls. In one embodiment, on the playback module is a D-pad and three overlay buttons. The overlay buttons can be for: (1) a sound byte, (2) a still image, and (3) a video image. An overlay can be added while the video is running by pressing a corresponding sound, still, or video overlay button. Once an overlay button is pressed, the catalog of those overlay assets will be shown. Referring to
While the video is running, there is a timeline bar 410 displayed at the bottom of the screen (see
As the video plays, users can start adding overlays. After an overlay is selected and added, the video will resume from the beginning of the last overlay that has been selected. Users can fill the entire timeline with overlays if desired. Sound overlays and still overlays can be added in the same time zone or area within the clip being created. In one embodiment, video overlays have their own sound byte associated with them, so sounds may not be layered with some video overlays. Users can rewind their video to the beginning of the video and watch the video as it develops. The users can add more overlays to their video after they repeatedly watch the video, fine-tuning their creation. The users can also use the timeline 410 to edit their video.
If a user has added an overlay to a video clip, and the user would like to remove the overlay, or move the location of an overlay, the user can press down on the D-pad and the user can edit the comic on the timeline 410. Users can press an actuator or button on the left or right to navigate in a corresponding direction from overlay to overlay along the timeline 410. Users can choose an overlay, and delete it, or move its position forward or backwards along the timeline 410. In one embodiment, users can then press up to return to the original video edit mode. Users can rewind and view the changes they have made on the timeline 410, and even add more overlays if they desire.
After the user is satisfied with the overlays and the way in which the video comic appears, the user may click finish and obtain a rating on the video comic from a simulated character, such as Commissioner Gordon. In one embodiment, Commissioner Gordon gives a rating to each video that is created. The rating can be based on any type of factor or factors. In one implementation, the longer the comic video is as well as the more assets that are used, the higher the rating of the video clip will be. In one implementation, the ratings can be used by a user to earn Gotham points. Gotham points can be later used or redeemed in the Assets section to acquire new assets to be used in editing this or other videos. The higher the rating received by user, the more Gotham points are earned by the user. Gotham points can be saved into the user's Assets section after each new comic receives a rating.
In one implementation, for the first video comics created, users will only have limited assets that the users can utilize with the videos that have been recorded. For example, initially, users may have only Bruce Wayne assets with which the users can add and edit their video. Assets are defined as image, sound, and video overlays that can be used to create comics and other visual outputs. After the user has created some video comics that have received ratings as described above, the user can go into the Assets section and purchase or acquire new assets using the points that have been received. In one embodiment, these new assets or overlays may be related to adversaries, Batman, Bat equipment, and special effects. Users can earn additional Gotham points to acquire all assets. These purchased assets are saved in the user's library (memory associated with the user's playback module), and will be available for later use.
In one embodiment, there may be hidden or secret assets in addition to those generally available to the users. For example, there may be three secret assets that can be earned or achieved. In one implementation, the secret assets can only be found after a single video comic is made or created that uses every asset that is then available, after all of the assets have all been purchased. This achievement using the POV toy system results in the reward for the user of three special assets that are available for later use by the user. In one embodiment, the secret assets can be three different sidekick assets, and after they have been earned, the user will have the full library of overlays for use.
After the newly created video comic has been rated and Gotham points earned, the user can save the created video comic for later playback. Users can hit or select the menu button to return to the main screen. However, first a prompt will appear and ask the user if the user would like to save the created video comic. If a user selects no, the created video comic will be deleted, and the user will be directed back to the main menu. If a user selects yes, the video comic is saved in the unit in a conventional memory unit, and can be named in any manner. For example, the saved filed can be named using the date it was created and the rating that it received. The video comics can be accessed later through the Manage Comics section.
If the toy system unit's memory is full when a user selects the Create Video Comic section, a window prompt appears telling the user that memory is full, and then the unit will directly go to the Manage Comics section, where all video comics are stored. At this point, the user can select the Edit Comics section, and then either the “delete selected” option or the “delete all” option.
Once a video clip has been used to make a video comic that gets saved into the Manage Comics section, the video clip is automatically deleted from the camera. If the camera becomes full when the user is filming or recording, the user must plug or connect the camera to a playback module, go to the Manage Comics section, and choose the Camera section. At this point, the user can choose and delete movie clips directly from the memory of the camera.
Now the “Free Path” option is described. This option is chosen if a user wants to play with the recorded footage, rather than create a carefully scripted video comic. Once the Free Play option is selected, the user can select from a list that shows icons representing the footage that is stored in the camera's memory. The user can choose one of the stored clips with which to play.
In one implementation, the user may be asked to choose three different real time effects from a list of available effects. Some effects may include, but are not limited to, Bat Bombs, explosions, Batarangs, missiles, lasers, trapping nets, and shooting discs, etc. Once three effects are chosen by the user, each of the selected effects is assigned to one of the three buttons on the playback module. As the video plays, users can hit or actuate the buttons on the D-pad to launch effects in real time, effectively shooting and exploding items in the video. Users can also use the D-pad to move the effects around, or to shoot around the screen. In other implementations, users may select any number of effects that can subsequently be added to a video clip.
Now the “Mini-Game” mode of operation is described. Once all the effects have been selected and utilized by the user, the user will earn and open the Mini-Games section. Once the Mini-Game section has been unlocked, it will always be accessible for the user from the Free Play menu. In one embodiment, three different mini-games may be played on top of captured footage. A user may select the video clip that the user wants to play on top of, and that footage will be looped as the mini-game is played. Once the video clip has been selected, the user can then select one of the games to play. The mini-games involve simple overlaid graphics games. In the first game, for example, the Joker character can pop out in one of six locations on screen, and users will have a short time to highlight his location and fire at him. As the game progresses, the Joker moves faster and is trickier and more difficult to predict. The top three mini-game high scores from each game, are saved and accessible for viewing in the Options menu.
Now the “Manage Comics” screen is described. At the Manage Comics screen, users are presented with three options: (1) View Comics, (2) Edit Comics, and (3) Camera. A user must select one of the options to continue play. In the background, behind the choices and on-screen details, users will see another scene of a Batman action figure jumping into the Batwing, and the Batwing taking off and blasting away out of the frame as it fades to black.
Now the “View Comics” section is described. A user may choose the “View Comics” section when the user wants to watch or show someone else a video comic that they created. A list of all of the created and saved video comics appears and the user can pick and watch one or more comics as many times as desired. The users can also select any of the functionalities of play all, repeat, or repeat all when controlling the playback of a recorded video.
Now the “Edit Comics” section is described. A user may choose the “Edit Comics” section when the user wants to make changes to a video comic the user has created, or to delete one or more saved comics from memory. A user can choose a created and saved comic from memory and the user can then either edit or delete the clip. If a user chooses to delete a video, the selected video comic will be removed from memory. If a user chooses “Edit Video Comic,” the user is presented with the chance to rework overlays and the timeline, just as in the “Create Comic” mode. The user will then be prompted to rewrite/save the newly edited video comic to the unit's memory.
Now the “Camera” section is described. A user may choose the “Camera” section if the user would like to manually delete video clips and raw footage from the camera and in particular, the memory of the camera. If a user needs the memory for new footage, or simply does not want to keep the video that has been shot, the user may access the “Camera” section to delete files from camera. A list of video clips on the camera is displayed to the user or users, and they can delete one or more files using delete selected, or delete all functionalities.
Now the “Assets” section or screen is described. In one embodiment, at the “Assets” screen, a user is presented with three options: (1) Asset Library/Unlocked Items, (2) Help Section, and (3) Mini-Game High Scores. The user must choose one of the three options to continue play. In the background, behind the choices and on-screen details, the user will see another scene of a Batman action figure jumping out of the Batwing after it just landed, the Batman figure quickly throws some Batarangs at the viewer as screen fades to black.
First the Asset Library/Unlocked Items option is described. The Asset Library displays all of the assets available to the user, including but not limited to, the Bruce Wayne overlays, the Adversary overlays, the Batman overlays, the special Sidekick overlays, all of the real-time weapons from the Free Play mode, and the three mini-games from the Free Play mode. The assets that the user has not unlocked yet will be unavailable and will appear shadowed out, but still visible. The Asset Library screen may also be configured to show a bar graph representing units of Gotham points available to the user to purchase any locked assets. A user can navigate through the available assets and select particular assets for purchase, with the proper amount of Gotham points. Purchased assets can be shown in full color, while locked items remain shadowed out until purchased. In other embodiments, other indicators or visual indicia may be used to designate whether an asset has been acquired and is accessible.
Next the “Help” section is described. The Help section is where users go when they are confused about something in the product or the user are having difficulty. The Help section contains explanations as to how to perform different functions using the toy system. For example, the Help section may contain information on how to create and save video comics properly, how to best edit and add overlays, and how to unlock unavailable assets. In addition, there may be a “Shooting Tips” section for optimum filming. The Shooting Tips section can provide users with tips on how to minimize shaking when filming, how to use lighting better, and how to set up a basic scene. In other embodiments, additional tips and directions may be provided.
As previously mentioned, high scores for the mini-games of the toy system may be stored. In one implementation, the top three highest scores for each of the three mini-games can be viewed from this section.
Referring to
In this embodiment, the recording device 510 can include a controller or processor and software operating thereon. The device 510 includes a power source 518, such as batteries or other cells, a memory unit 520, which can be removable or integral, and an output generating system 522. The output generating system 522 may include visual output devices and/or audible output devices. The recording device 510 can include an audible recording device 514, such as a microphone, and a visual recording device 516, such a camera, that captures single or still shots and continuous shots. The recording device 510 includes a communication port 524 that is configured to allow the recording device 510 to communicate with the playback module 540. In one embodiment, the toy 530 is configured so that the input devices 534 are located within the toy 530. In an alternative embodiment, the input devices 534 may be contained within or coupled to the recording device 510, which is also coupled to the toy 530.
In this embodiment, the playback module 540 can include a controller 542 with a memory unit 550 and a power source 552. The playback module 540 includes controls or actuators 546, such as buttons or switches, that can be manipulated by a user to control the operations of the playback module 540. The module 540 can include a communication port 544 that is configured to communicate, either wirelessly or in connection with, the communication port 524 of the recording device 510. The playback module 540 also includes a communication link 548, which can be a cable, a wireless, or other type of connection, that is configured for communication with a communication link 562 of a visual display device 560, such as a television. Thus, a user can play with the toy 530, record audio and/or visual events with the recording device 510, couple the recording device 540 to the playback module 540 to edit the recorded content and to play the content on the visual display device 560.
While the invention has been shown and described in detail and with reference to the foregoing operational principles and embodiments, it will be apparent to one skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope of the invention. Thus, it is intended that the present invention covers the modifications and variations of this invention provided they come within the scope of the appended claims and their equivalents.
This application claims priority to U.S. Provisional Patent Application Ser. No. 60/852,483, entitled “Toy Having Point-of-View Video Recording and Editing,” filed Oct. 17, 2006, Attorney Docket No. MAT 3Z098P, the disclosure of which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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60852483 | Oct 2006 | US |