US20110021109A1 - Toy and companion avatar on portable electronic device - Google Patents
Toy and companion avatar on portable electronic device Download PDFInfo
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- US20110021109A1 US20110021109A1 US12/506,958 US50695809A US2011021109A1 US 20110021109 A1 US20110021109 A1 US 20110021109A1 US 50695809 A US50695809 A US 50695809A US 2011021109 A1 US2011021109 A1 US 2011021109A1
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- 238000000034 method Methods 0.000 claims description 8
- 238000004590 computer program Methods 0.000 claims description 4
- 238000006243 chemical reaction Methods 0.000 claims 1
- 230000004044 response Effects 0.000 description 12
- 238000010586 diagram Methods 0.000 description 5
- 230000003993 interaction Effects 0.000 description 4
- 238000004891 communication Methods 0.000 description 3
- 230000002452 interceptive effect Effects 0.000 description 3
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- 230000002093 peripheral effect Effects 0.000 description 2
- 238000009987 spinning Methods 0.000 description 2
- 241000905358 Actaea pachypoda Species 0.000 description 1
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- 239000003086 colorant Substances 0.000 description 1
- 238000005336 cracking Methods 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H3/00—Dolls
- A63H3/28—Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H13/00—Toy figures with self-moving parts, with or without movement of the toy as a whole
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H2200/00—Computerized interactive toys, e.g. dolls
Definitions
- 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.
- 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.
- 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.
- FIG. 1 is a diagram representing a toy and a software application program accessory in a companion play apparatus embodiment of the present invention
- FIG. 2 is a functional block diagram of some electronics that could be used to implement a companion play apparatus embodiment of the present invention
- FIG. 4 is a flowchart diagram of a method embodiment of the present invention for extending the play experience of a toy to a digital play experience on a personal electronics device;
- FIG. 1 represents a companion play apparatus embodiment of the present invention, and is referred to herein by the general reference numeral 100 .
- Play apparatus 100 includes a toy 102 and a software application 104 that installs on a personal electronic device 106 .
- Such personal electronic device 106 is similar to an Apple, Inc., iPOD or iPHONE, and includes at least a touch-sensitive display screen 107 , and a speaker, and accelerometer inside (not shown).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 .
- An age-appropriate downloadable personality script s a response for when a user touches the ear of toy 102 or 202 , or avatar 108 or 266 .
- 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.
- FIG. 3 represents a personality module embodiment of the present invention, and is referred to herein by the general reference numeral 300 .
- the personality module 300 could be used in the toys or personal electronic devices of FIGS. 1-2 .
- Personality module 300 has a personality program 302 implemented as software stored in a memory device, or as firmware in a non-volatile memory. It provides program instructions for a microcomputer or microcontroller unit (shown in FIG. 2 ).
- a script dispatch unit 304 decides which of several scripts 306 - 311 to run given the mix of input events presented at inputs 312 - 316 .
- the inputs 312 - 316 provide for various sensory inputs like touch, sight, hearing, temperature, pressure, balance, body orientation, etc.
- a script can include rolling a doll's eyes, speaking a particular phrase, reacting in a characteristic way, moving a limb, playing music, etc.
- the sequence, choices, and manner of these scripts 306 - 311 instills a personality, of sorts, in the toy or avatar being played with by the user.
- An output control 320 provides peripheral access to one or more of several outputs 321 - 324 . These outputs include speakers, motors to drive limbs, lights, etc.
- FIG. 4 illustrates a method for extending the play experience of a toy to a digital play experience on a personal electronics device, and is referred to herein by the general reference numeral 400 .
- Method 400 includes a step 402 for displaying an avatar of the toy on the personal electronics device.
- a step 404 includes animating the avatar to respond to touch screen inputs and accelerometer measurements taken within the personal electronics device.
- a step 406 further includes animating the avatar to respond to touch sensors and accelerometer measurements taken within the toy.
- a step 408 instills a personality in the toy or avatar by steering inputs from the sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to selected personalities.
- a step 410 speaks words or sounds music through a speaker that depend on which touch sensors and accelerometer measurements taken within the toy or personal electronics device were processed.
- a step 412 moves the body limbs of the toy with motors or the cartoon limbs of the avatar in animation that depend on which touch sensors and accelerometer measurements taken within the toy or personal electronics device were processed.
- FIG. 5 represents a software application accessory for extending the play experience of a toy (e.g., 102 , 202 ) to a digital play experience on a personal electronics device (e.g., 106 , 250 ) with a touch screen (e.g., 107 , 272 ), speaker (e.g., 208 , 276 ), and accelerometer (e.g., 218 , 274 ), and is referred to herein by general reference numeral 500 .
- the software application accessory 500 is provided as a computer memory device (e.g., 104 , 240 ) or file for execution on a host processor (e.g., 262 ) having input and output peripherals.
- the software application accessory 500 includes a personality module 502 downloadable as executable computer program code to a personal electronics device.
- a set of scripts 504 compiled from computer program code is included in the personality module 502 to direct how an avatar (e.g., 108 , 266 ) animated on the touch screen should specifically respond to particular touch screen inputs and the accelerometer, and what sounds should be output to the speaker.
- the avatar, a dialog, and an environment produced on the personal electronics device are caused to display a characteristic tie to the toy by mirroring the toy through its appearance.
- a program 506 for forwarding into executable memory provides for animating the avatar to respond to touch sensors and accelerometer measurements taken within the toy.
- Another program 508 for forwarding into memory provides for instilling a personality in the toy or avatar by steering inputs from the sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to selected personalities.
- a further program 510 for forwarding to memory provides for speaking words or sounding music through a speaker that depend on which touch sensors and accelerometer measurements taken within the toy or personal electronics device were processed.
- a still further program 512 in memory provides for moving the body limbs of the toy with motors, or the cartoon limbs of the avatar in animation, that depend on which touch sensors and accelerometer-measurements taken within the toy or personal electronics device were processed.
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Abstract
A toy and software application accessory extends the distinguishing play experience of a particular 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.
Description
- 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.
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FIG. 1 is a diagram representing a toy and a software application program accessory in a companion play apparatus embodiment of the present invention; -
FIG. 2 is a functional block diagram of some electronics that could be used to implement a companion play apparatus embodiment of the present invention; -
FIG. 3 is a functional block diagram of a personality module embodiment of the present invention; -
FIG. 4 is a flowchart diagram of a method embodiment of the present invention for extending the play experience of a toy to a digital play experience on a personal electronics device; and -
FIG. 5 is a diagram of a software application accessory embodiment of the present invention for extending the play experience of a toy to a digital play experience on a personal electronics device with a touch screen, speaker, and accelerometer. -
FIG. 1 represents a companion play apparatus embodiment of the present invention, and is referred to herein by thegeneral reference numeral 100. Playapparatus 100 includes atoy 102 and asoftware application 104 that installs on a personalelectronic device 106. Such personalelectronic device 106 is similar to an Apple, Inc., iPOD or iPHONE, and includes at least a touch-sensitive display screen 107, and a speaker, and accelerometer inside (not shown). - The
software application 104 creates anavatar 108 on a touch-sensitive display screen 107 that resembles and mimics the appearance and stance of thetoy 102. The result is intended to produce an intelligent, interactive, fun, and educational toy where movements of thetoy 102 are reflected by thetoy avatar 108 on touch-sensitive display screen 107, and finger movements on the touch-sensitive display screen 107 are reflected by thetoy avatar 108 and thetoy 102. Thetoy 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 betweentoy 102 and personalelectronic 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 personalelectronic device 106 are used to create a companion play experience that is similar to that experienced by the user with thetoy 102 alone.Software application 104 is therefore executable on personalelectronic device 106 in the absence oftoy 102. -
FIG. 2 represents the electronics necessary to implement a companion play apparatus embodiment of the present invention, referred to herein by thegeneral reference number 200. It comprises atoy 202, puzzle, or game, with a microcontroller unit (MCU) 204, amicrophone 206, aspeaker 208,motor drivers 210,camera 212, touch sensors 214,pressure sensor 216, and anaccelerometer 218. Thecamera 212 can provide for facial recognition of the users. Theaccelerometer 218 detects when and howtoy 202 is being moved and positioned. Microphone 206 andspeaker 208 can provide for conversations with the user, or just simple responses to noises and sound making. - 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 thespeaker 208 andmotor drivers 210 when particular inputs and combinations are sensed, e.g., by microphone 206 andaccelerometer 218. Apersonalities program 224 selects particular scripts to play and colors them to create an identifiable personality recognizable by the user. For example, speech output atspeaker 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, Bluetoothdevice 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 apersonal electronics device 250 and communicates on awireless link 252 withtoy 202. - The
personal electronics device 250 further comprises ahost 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 anavatar 266 andscripts 268 on top of abasic toy program 270. Avatar 266 is essentially a cartoon oftoy 202 generated by executing computer program code. A touch-sensitive display screen 272 displays animations of theavatar 266 and allows manipulations of how it appears together with an accelerometer 274. Aspeaker 276 outputs game play speech, music, and supporting sounds directed by thescripts 268 and personalities 264. Amicrophone 278 can be used for voice commands and recognition of the user by thetoy 202 andavatar 266. Such recognition could cause one of thescripts 268 to run that would say the user's name, e.g., throughspeaker 276. - An interaction between the user and the toy's
avatar 266 on thetouchscreen 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, rotatingpersonal 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 thattoy avatar 266 responds and entertains the user. Toyavatar 266 can also respond to what's happening totoy 202 if the software application program 240 andtoy 202 are operating near one another simultaneously andwireless 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 andscripts 268 reacts by moving the arm oftoy 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 movestoy 202 or the personalelectronic device 106. Software application program 240 downloaded to personalities program 264 andscripts 268 recognizes the move, and responds with an animation of the same move on thedisplay 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 personalelectronic 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 personalelectronic 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 personalelectronic device 106. - One example of an age-appropriate downloadable personality scripts a response for when a user touches the ear of
102 or 202, ortoy 108 or 266. If the user is a toddler, theavatar toy 202 and/or personalelectronic 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 222, 224, 268, and 270, that are likely to be enjoyed by users include, music and dancing, comedy, wise-cracking, impersonations, etc.scripts -
FIG. 3 represents a personality module embodiment of the present invention, and is referred to herein by thegeneral reference numeral 300. Thepersonality module 300 could be used in the toys or personal electronic devices ofFIGS. 1-2 .Personality module 300 has a personality program 302 implemented as software stored in a memory device, or as firmware in a non-volatile memory. It provides program instructions for a microcomputer or microcontroller unit (shown inFIG. 2 ). Ascript dispatch unit 304 decides which of several scripts 306-311 to run given the mix of input events presented at inputs 312-316. The inputs 312-316 provide for various sensory inputs like touch, sight, hearing, temperature, pressure, balance, body orientation, etc. A script can include rolling a doll's eyes, speaking a particular phrase, reacting in a characteristic way, moving a limb, playing music, etc. The sequence, choices, and manner of these scripts 306-311 instills a personality, of sorts, in the toy or avatar being played with by the user. Anoutput control 320 provides peripheral access to one or more of several outputs 321-324. These outputs include speakers, motors to drive limbs, lights, etc. -
FIG. 4 illustrates a method for extending the play experience of a toy to a digital play experience on a personal electronics device, and is referred to herein by thegeneral reference numeral 400.Method 400 includes astep 402 for displaying an avatar of the toy on the personal electronics device. Astep 404 includes animating the avatar to respond to touch screen inputs and accelerometer measurements taken within the personal electronics device. Astep 406 further includes animating the avatar to respond to touch sensors and accelerometer measurements taken within the toy. Astep 408 instills a personality in the toy or avatar by steering inputs from the sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to selected personalities. Astep 410 speaks words or sounds music through a speaker that depend on which touch sensors and accelerometer measurements taken within the toy or personal electronics device were processed. Astep 412 moves the body limbs of the toy with motors or the cartoon limbs of the avatar in animation that depend on which touch sensors and accelerometer measurements taken within the toy or personal electronics device were processed. -
FIG. 5 represents a software application accessory for extending the play experience of a toy (e.g., 102, 202) to a digital play experience on a personal electronics device (e.g., 106, 250) with a touch screen (e.g., 107, 272), speaker (e.g., 208, 276), and accelerometer (e.g., 218, 274), and is referred to herein bygeneral reference numeral 500. Thesoftware application accessory 500 is provided as a computer memory device (e.g., 104, 240) or file for execution on a host processor (e.g., 262) having input and output peripherals. Thesoftware application accessory 500 includes apersonality module 502 downloadable as executable computer program code to a personal electronics device. A set ofscripts 504 compiled from computer program code is included in thepersonality module 502 to direct how an avatar (e.g., 108, 266) animated on the touch screen should specifically respond to particular touch screen inputs and the accelerometer, and what sounds should be output to the speaker. Furthermore, the avatar, a dialog, and an environment produced on the personal electronics device are caused to display a characteristic tie to the toy by mirroring the toy through its appearance. Aprogram 506 for forwarding into executable memory provides for animating the avatar to respond to touch sensors and accelerometer measurements taken within the toy. Anotherprogram 508 for forwarding into memory provides for instilling a personality in the toy or avatar by steering inputs from the sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to selected personalities. Afurther program 510 for forwarding to memory provides for speaking words or sounding music through a speaker that depend on which touch sensors and accelerometer measurements taken within the toy or personal electronics device were processed. A stillfurther program 512 in memory provides for moving the body limbs of the toy with motors, or the cartoon limbs of the avatar in animation, that depend on which touch sensors and accelerometer-measurements taken within the toy or personal electronics device were processed. - 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.
Claims (14)
1. A companion play apparatus, comprising:
a toy with a personality expressed by its appearance, movements, reactions to stimulus, and speech;
a matching software application accessory for extending a distinguishing play experience of the toy to a digital play experience on a personal electronic device with an accelerometer, speaker, and a touch-sensitive display screen, wherein a digital play experience or video game presents avatars, dialog, and backgrounds that accessorize the toy on the electronic device;
wireless connectivity providing for the toy and/or the electronic device to download updates, modifications, and enhancements to a basic program;
wherein, other personalities can be downloaded to change toy play experience, and to extend the play life of the toy by generating different play experiences.
2. The companion play apparatus of claim 1 , further comprising:
a personality accessory kit that includes a new personality, clothes, props, and other matching accessories to augment the toy and said digital play experience.
3. The companion play apparatus of claim 1 , further comprising:
wireless connectivity providing for the toy and/or the electronic device to interactively play with other users having similar toys.
4. The companion play apparatus of claim 1 , further comprising:
an applications program for instilling a personality in said toy or avatar by steering inputs from said sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to recognizable personalities.
5. A method for extending the play experience of a toy to a digital play experience on a personal electronics device, comprising:
displaying an avatar of said toy on said personal electronics device;
animating said avatar to respond to touch screen inputs and accelerometer measurements taken within said personal electronics device.
6. The method of claim 5 , further comprising:
animating said avatar to respond to touch sensors and accelerometer measurements taken within said toy.
7. The method of claim 5 , further comprising:
instilling a personality in said toy or avatar by steering inputs from said sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to selected personalities.
8. The method of claim 5 , further comprising:
speaking words or sounding music through a speaker that depend on which touch sensors and accelerometer measurements taken within said toy or personal electronics device were processed.
9. The method of claim 5 , further comprising:
moving the body limbs of said toy with motors or the cartoon limbs of said avatar in animation that depend on which touch sensors and accelerometer measurements taken within said toy or personal electronics device were processed.
10. A software application accessory for extending the play experience of a toy to a digital play experience on a personal electronics device with a touch screen, speaker, and accelerometer, comprising:
a personality module for downloading as executable computer program code to a personal electronics device; and
a set of scripts included in the personality module that direct how an avatar animated on said touch screen should specifically respond to particular touch screen inputs and said accelerometer, and what sounds should be output to said speaker;
wherein, said avatar, a dialog, and an environment produced on said personal electronics device display a characteristic tie to said toy by mirroring said toy.
11. The software application accessory of claim 10 , further comprising:
a program in a memory for animating said avatar to respond to touch sensors and accelerometer measurements taken within said toy.
12. The software application accessory of claim 10 , further comprising:
a program in a memory for instilling a personality in said toy or avatar by steering inputs from said sensors, accelerometer measurements, and other sensing devices to execute particular scripts characteristic in their output controls to selected personalities.
13. The software application accessory of claim 10 , further comprising:
a program in a memory for speaking words or sounding music through a speaker that depend on which touch sensors and accelerometer measurements taken within said toy or personal electronics device were processed.
14. The software application accessory of claim 10 , further comprising:
a program in a memory for moving the body limbs of said toy with motors or the cartoon limbs of said avatar in animation that depend on which touch sensors and accelerometer measurements taken within said toy or personal electronics device were processed.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US12/506,958 US20110021109A1 (en) | 2009-07-21 | 2009-07-21 | Toy and companion avatar on portable electronic device |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US12/506,958 US20110021109A1 (en) | 2009-07-21 | 2009-07-21 | Toy and companion avatar on portable electronic device |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| US20110021109A1 true US20110021109A1 (en) | 2011-01-27 |
Family
ID=43497733
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US12/506,958 Abandoned US20110021109A1 (en) | 2009-07-21 | 2009-07-21 | Toy and companion avatar on portable electronic device |
Country Status (1)
| Country | Link |
|---|---|
| US (1) | US20110021109A1 (en) |
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| AS | Assignment |
Owner name: BOREI CORPORATION, CALIFORNIA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:LE, KHANH M.;HOLMES, DAVID M.;CAMPBELL, PAUL P.;AND OTHERS;REEL/FRAME:022985/0740 Effective date: 20090717 |
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| STCB | Information on status: application discontinuation |
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