WO2010045268A2 - Electronic interactive toy - Google Patents
Electronic interactive toy Download PDFInfo
- Publication number
- WO2010045268A2 WO2010045268A2 PCT/US2009/060560 US2009060560W WO2010045268A2 WO 2010045268 A2 WO2010045268 A2 WO 2010045268A2 US 2009060560 W US2009060560 W US 2009060560W WO 2010045268 A2 WO2010045268 A2 WO 2010045268A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- housing
- toy
- item
- section
- display
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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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
- A63H2200/00—Computerized interactive toys, e.g. dolls
Definitions
- the invention provides a hands-on interactive experience for children that is enhanced with an exciting online component.
- the invention also provides a magical toy experience for children that delivers fun, empowers children, creates anticipation and surprise, and encourages nurturing with an exciting companion online experience.
- the interactive toy includes a hidden object inside of an outer housing or shell, which is inaccessible until the child figures out how to handle the toy to unlock the outer housing.
- the hidden object and/or the outer housing can include plush or non-plush, such as figurines or other items.
- the outer housing can be unlocked by learning how to interact with the toy.
- the toy includes unique play patterns that the child is encouraged to "decode" by performing various activities with the toy, such as hugging or other motion detectable actions, a predetermined number of times to advance through several stages. Each successive stage can be different and/or more advanced (e.g., a different combination of activities are needed to advance to the next stage) than a previous stage.
- the hidden object and the outer shell comprise plush.
- the interactive toy known as a Haachi is a colorful, soft and furry plush egg with a lovable, plush creatures inside, waiting to hatch.
- the only way to get the secret animal inside to hatch is to love and nurture by hugging (or other suitable detectable motion) the egg, thereby moving it through various stages of development.
- the child's hugs send the creature through three phases of development that lead to a "surprise.”
- the interactive plush responds to hugs with special sound effects and light reactions as they evolve through the phases.
- the interactive toy is egg-shaped having a wholly plush pouch with lining, no stuffing and a zipper across the upper half.
- the zipper encloses the egg.
- the pull for the zipper has a specialized catch that is secured by a heart-shaped electro-mechanical module.
- the egg has a handle sewn into the interior that can be inverted and exposed when the zipper is opened. This allows the egg to function as a purse-like carrying case for the enclosed animal post-hatch.
- the animal is a plush stuffed creature that includes the heart-shaped electromechanical module. There is an opening in the front of the neck to allow the interface of the electro-mechanical module to be exposed.
- the heart pendant with LEDs shows on the surface of the plush at the neck with the electro-mechanical module and battery pack hidden inside the creature.
- the electro-mechanical module is housed within a heart-shaped pendant.
- This module has three main components: lock mechanism, LED interface, and hug sensing system.
- the module is contained within the animal and an interface is exposed through the front of the animal.
- the exposed interface is in the form of a heart-shaped pendant.
- this heart-shaped pendant In pre-hatch mode, this heart-shaped pendant is exposed on the outside of the egg. In post-hatch mode, the module continues to function as it remains embedded to the front of the animal.
- the lock mechanism is a mechanical device within the pendant that prevents the user from opening the zipper.
- the zipper pull is captured inside of the pendant during production and does not release until a pre-determined sequence of events takes place.
- the LED interface is divided into four sections - three outer sections and an inner section, each containing LEDs.
- Each of the three outer sections has a number (1, 2 or 3) embossed on it as a pre -hatching stage indicator.
- the LEDs light up to indicate the different stages of development in the pre-hatching mode.
- the fourth section is utilized for various light effects but most importantly for the hatching mode. In the post-hatching mode, the lights are used to indicate the level of the animal's health and happiness.
- Each panel encloses a bi-color LED, resulting in over 60 different light combinations.
- the hug sensing system is housed in the heart shaped pendant on the outside of the animal.
- a button indicates to an Application Program (see below for description) that the animal/egg has been hugged.
- the Haachi play experience includes three modes of play: (1) pre-hatch, (2) hatch, and (3) post-hatch.
- pre-hatch there are three phases with respective light and sound reactions being triggered by the number of cumulative hugs given by the child.
- the invention provides a toy comprising a housing; an item supported within the housing, the item including a sound sensor and a motion sensor; and a lock mechanism connected to the housing, the lock mechanism configured to unlock the housing after a predetermined number of actions are detected by one of the sound sensor and the motion sensor and allow the item to be removed from the housing.
- the invention provides an electronic interactive toy comprising a plush, egg-shaped housing having a first opening, a zipper extending along a portion of a perimeter of the egg-shaped housing, a plush character supported within the egg- shaped housing, and an electronics module.
- the plush character includes an outer skin defining an interior cavity and a second opening in communication with the interior cavity.
- the electronics module is supported by the interior cavity of the plush character and includes a first housing having a first portion positioned within the interior cavity of the plush character and a second portion at least partially protruding through the first opening and the second opening, a display connected to the second portion, a second housing positioned within the interior cavity of the plush character and coupled to the first housing, a processor supported by the second housing, a motor supported by the first portion and electrically coupled to the processor, a latch supported by the first portion and coupled to the motor and the zipper, a switch coupled to the processor and operable to activate the display, a software program having instructions executable by the processor to activate the motor to disengage the latch from the zipper after the switch has been activated a predetermined number of times.
- the invention provides an electronic interactive toy comprising a plush housing having a first opening, a zipper extending along a portion of a perimeter of the housing, a plush character supported within the housing, and an electronics module.
- the plush character includes an outer skin defining an interior cavity and a second opening in communication with the interior cavity.
- the electronics module is supported by the interior cavity of the plush character and includes a housing at least partially protruding through the first opening and the second opening, a processor supported by the housing, a motor supported by the housing and electrically coupled to the processor, a latch supported by the housing and coupled to the motor and the zipper, a switch coupled to the processor, a software program having instructions executable by the processor to activate the motor to disengage the latch from the zipper after the switch has been activated a predetermined number of times.
- FIG. 1 is a front perspective view of an electronic interactive toy according to one embodiment of the present invention.
- FIG. 2 is a front perspective view of an item of the electronic interactive toy illustrated in FIG. 1.
- FIG. 3 is a front perspective view of the item illustrated in FIGS. 1-2 and a housing of the electronic interactive toy according to one embodiment of the present invention.
- FIG. 4 is a side view of the electronic interactive toy illustrated in FIG. 1.
- FIG. 5 is a side view of an electronics module supported by the item illustrated in FIGS. 1-2.
- FIG. 6 is a side cross-sectional view of an electronics module supported by the item illustrated in FIGS. 1-2.
- FIG. 7 is an enlarged side view of a portion of the electronic interactive toy.
- FIG. 8 is a front view of a portion of the electronics module.
- FIG. 9 is a schematic diagram of the electronics module.
- FIG. 10 is an exemplary web page associated with the electronic toy illustrated in FIG. 1.
- FIG. 11 is an exemplary web page associated with the electronic toy illustrated in FIG. 1.
- FIG. 12 is an exemplary web page associated with the electronic toy illustrated in FIG. 1.
- FIG. 13 illustrates a plurality of views of a circuit of an electronics module according to an alternative construction of the electronic interactive toy.
- FIG. 14 is an exploded view of an electronics module incorporating the circuit illustrated in FIG. 13.
- FIGS. 15-17 illustrates various steps involved in practicing the alternative construction of the electronic interactive toy shown in FIGS. 13-14.
- FIG. 18 illustrates a plurality of views of operation of a lock system according to an alternative construction of the electronic interactive toy.
- FIGS. 19 -27 illustrate a plurality of view of various alternative constructions of the electronic interactive toy.
- FIG. 28 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
- FIG. 29 illustrates a plurality of views of a portion of the electronic interactive toy illustrated in FIG. 28.
- FIG. 30 is a cross-sectional view of the electronic interactive toy partially illustrated in FIGS. 28-29.
- FIG. 31 is an exploded view of a lock assembly of the electronic interactive toy illustrated in FIGS. 28-30.
- FIG. 32 illustrates a plurality of views of a locked and unlocked configuration of the electronic interactive toy shown in FIGS. 28-31.
- FIG. 33 illustrates a plurality of views of a motor and gearbox assembly of the electronic interactive toy shown in FIGS. 28-32.
- FIG. 34 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
- FIG. 35 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
- FIG. 36 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
- FIGS. 1-3 illustrate an electronic interactive toy 10 according to one embodiment of the present invention.
- the electronic interactive toy 10 includes an item 14 such as a figure, doll, or creature, and a housing 18.
- the item 14 is supported within the housing 18.
- the item 14 and housing 18 can generally comprise a soft and plush material, however, the item 14 and/or housing 18 can comprise other suitable materials, such as plastic, metal, wood or combinations thereof.
- the item 14 and the housing 18 can comprise the same materials, different materials and/or combinations of the same materials.
- the item 14 is generally animal-like, however, the item 14 can replicate or represent other inanimate objects.
- the housing 18 includes a zipper 22 extending along a portion of the perimeter of the housing 18. In one construction, the housing 18 is egg-shaped as illustrated in FIGS. 3-4.
- the item 14 is accessible through an opening 26 of the housing 18 defined when the zipper 22 is opened. The item 14 can be removed from the housing 18 through the opening 26.
- the electronic interactive toy 10 includes an electronics module 30 illustrated in FIGS. 4-7.
- the electronics module 30 is positioned within a cavity 34 of and supported by the item 14.
- the electronics module 30 includes a first housing 38 and a second housing 42.
- the first housing 38 includes a first portion positioned inside of the item 14 and a second portion that protrudes from an aperture in the item 14 to be positioned outside of the item 14.
- the second housing 42 is contained within the item 14. As illustrated, the first housing 38 is oriented at an angle with respect to the second housing 42.
- the first housing 38 can be connected to the second housing 42 with a flexible cord 46, hollow tube, or other suitable connection mechanism. It also is noted that the first housing 38 and the second housing 42 can be connected to one another without an intermediate connection mechanism.
- the first housing 38 is illustrated in more detail in FIG. 8.
- the second portion of the first housing 38 is illustrated as being heart-shaped however, it is noted that the shape of the first housing 38 may be in the form of other suitable shapes and/or may include multiple separate housings.
- the first housing 38 includes a window or display 50 generally segmented into three sections 54, 58, 62. It is noted that the display 50 can include more or fewer sections than illustrated in other constructions.
- Each section 54, 58, 62 includes a light source 66 such as a single color or bi-color LED supported by the first housing 38 and visible on the display 50.
- the light sources 66 are connected to a circuit board 70, which is electrically coupled to a processor 74 supported by the second housing 42 (discussed below).
- the portion of the first housing 38 on the outside of the item 14 also is positioned outside of the toy housing 18 when the zipper 22 is closed.
- the zipper 22 includes a tab 78 having an aperture 82 that is received within a recess 86 of the first housing 38.
- the first housing 38 includes a latch 90 connected to a motor 94, which is electrically coupled to the processor 74 (discussed below). An end of the latch 90 is received through the aperture 82 of the zipper tab 78 to lock the zipper 22 in a closed position.
- the motor 94 controls movement of latch 90 and releases the latch 90 at an appropriate time to disengage the zipper tab 78 from the first housing 38 and to open the zipper 22 to allow the child access to the item 14.
- FIG. 7 illustrates an enlarged side view of the interface between the first housing 38, the toy housing 18, and an exterior surface 98 of the item 14.
- the exterior surface 98 of the item 14 includes an eyelet or aperture 102 tightly coupled to first housing 38.
- the first housing 38 includes a stepped washer 106 to which the exterior surface 98 of the item 14 generally conforms.
- the stepped washer 106 prevents the first housing 38 from falling or being pulled through the aperture 102.
- the portion of the first housing 38 that protrudes through the aperture 102 has a larger perimeter than a perimeter of the aperture 102.
- the toy housing 18 includes an eyelet or aperture 110 fitted around the first housing 38 over the exterior surface 98 of the item 14.
- the second housing 42 supports the processor 74.
- the second housing 42 also includes a data store or memory 114 having computer code and/or a software program for a routine and/or for storing computer code that relates to the operation of the electronic interactive toy 10.
- the memory 114 can be embedded within the processor 74, and/or the memory 114 can be any suitable temporary or permanent information storage device.
- the memory 114 may include one or more of optical, magnetic, or electronic storage media such as optical or magnetic disks, tapes, sticks, and the like. Storage devices such as these may be used alone or in combination to make up the memory 114.
- RAM random access memory
- ROM read only memory
- EPROM erasable programmable memory
- the memory 114 can be internal and/or external to the second housing 42.
- the memory 114 can be or include a cartridge (e.g., in a flash data cartridge), a disk, a tape, or a memory stick. Any suitable amount of storage space may be provided on the memory 114.
- the second housing 42 also includes a power source 118 such as one or more batteries.
- the second housing 42 can include a recess adapted to support the power source 118 and a cover that fits over the power source 118 to enclose the recess.
- the exterior surface 98 of the creature 14 can include an opening for access to the second housing 42 for replacement of the one or more batteries.
- the power source 118 may be a typical hardwired outlet in lieu of or in addition to the one or more batteries.
- the second housing 42 can include an on/off switch.
- the second housing 42 also includes a speaker 122 adapted to output sound waves detectable by the user.
- the second housing 42 includes one or more openings for transmitting the sound waves from the speaker 122 to the user.
- the second housing 42 also includes a "hug sensor" having a switch 126 electrically coupled to the processor 74 and a pad 130 coupled to the switch 126.
- the pad 130 is positioned outside of the second housing 42 and is configured to flex when pressure is applied. When pressure is applied (e.g., a child hugs the creature 14) to the pad 130 by the user, the switch 126 is activated. When the switch 126 is activated, the processor 74 can transmit a signal to the speaker 122 to output sound and/or to the light source circuit board 70 to illuminate one or more of the light sources 66.
- the second housing 42 also includes a motion sensor 134 electrically coupled to the processor 74 and adapted to detect whether the toy 10 is in motion.
- the electronic interactive toy 10 can include one or more ports in the first housing 38 and/or the second housing 42 accessible through an opening in the exterior surface of the creature 14.
- the port is configured to receive an electronic storage media, such as a cartridge or memory stick.
- the port can include appropriate circuitry that allows data from the electronic storage media to be read and/or downloaded.
- the port also can accommodate an external connector that can interface with a computer or other processor to download programs from a an external source (e.g., CD or DVD).
- the connector allows the user to connect to the Internet via the computer to download learning programs, game content, music, movies, pictures, and other suitable media.
- the electronic interactive toy 10 can include wireless technology and associated circuitry for communication to the computer, other external devices, and/or other similar toys 10, and therefore, does not require a hard wired connection.
- the electronic interactive toy 10 is packaged with the item 14 locked inside of the toy housing 18 with the first housing 38 exposed through the toy housing 18.
- the latch 90 is engaged with the aperture 82 of the zipper tab 78.
- the toy 10 is awakened or activated when the power source 118 is applied and/or an on/off switch is activated and the toy 10 is hugged or squeezed, i.e., the switch 126 is activated.
- the processor 74 selects a routine for the toy 10 to follow when the switch 126 is activated.
- one or more light sources 66 can illuminate in the first housing 38 and/or the item 14 can generate a sound output through the speaker 122 to indicate to the user that the toy 10 has been activated.
- the toy 10 moves through three different modes as noted above: (1) pre-hatching, (2) hatching, and (3) post-hatching.
- pre-hatching mode there are three phases.
- the user needs to hug the toy 10 (i.e., activate the switch 126).
- the switch 126 Once in the second phase, the user needs to determine what additional action(s) to perform with the toy 10 based on the toy's response to activation of the switch 126.
- the toy may output crying sounds, giggling sounds, cooing sounds, or other sounds that may give the user a clue as to what additional action(s) to perform.
- the user can rock (e.g., swing back and forth) the toy 10 and/or play (e.g., throw it up in the air, juggle it between the user's hands, or other similar action) with the toy 10.
- the motion sensor 134 detects the motion applied to the toy 10
- the switch 126 detects pressure applied to the toy 10.
- the processor 74 receives a signal from the motion sensor 134 or the switch 126 and compares the signal to the expected response according to the selected routine. If the signal matches the response expected by the routine, the toy 10 can complete the second phase.
- one or more light sources 66 can illuminate (e.g., the second section and/or the first and second sections) in the first housing 38 and/or the item 14 can generate a sound output through the speaker 122 to indicate to the user that the toy 10 has completed the second phase. If the signal does not match the response expected by the routine, the toy 10 remains in the second phase until the user performs the correct action(s) to generate a signal that matches the expected response.
- the user needs to hug the toy 10 (i.e., activate the switch 126).
- the user needs to determine what additional action(s) to perform with the toy 10 based on the toy's response to activation of the switch 126.
- the toy may output crying sounds, giggling sounds, cooing sounds, or other sounds that may give the user a clue as to what additional action(s) to perform.
- the user can rock (e.g., swing back and forth) the toy 10 and/or play (e.g., throw it up in the air, juggle it between the user's hands, or other similar action) with the toy 10.
- the motion sensor 134 detects the motion applied to the toy 10, and the switch 126 detects pressure applied to the toy 10.
- the processor 74 receives a signal from the motion sensor 134 or the switch 126 and compares the signal to the expected response according to the selected routine. If the signal matches the response expected by the routine, the toy 10 can complete the third phase.
- one or more light sources 66 can illuminate (e.g., the third section and/or the first, second, and third sections) in the first housing 38 and/or the creature 14 can generate a sound output through the speaker 122 to indicate to the user that the toy 10 has completed the third phase.
- the toy 10 remains in the third phase until the user performs the correct action(s) to generate a signal that matches the expected response.
- the processor 74 and/or memory 114 includes a plurality of randomized routines, and the required responses for phase two and phase three can be random or the same depending on which routine the processor 74 selects. It is also noted that additional phases can be implemented requiring different types of responses.
- the item 14 is ready for "hatching” and responds with sounds generated by the speaker 122 and/or a randomized light pattern generated by the light sources 66 on the first housing 38.
- the processor 74 transmits a signal to the motor 94 to move the latch 90 to disengage from the opening 82 in the zipper tab 78. The user can then remove the zipper tab 78 from the first housing 38 and unzip the toy housing 18. The item 14 can be removed from the toy housing 18.
- the user can access the Internet and a particular website related to the toy 10 via a computer or other electronic device with Internet capability to view the different stages of growth of the item 14 as the user progresses through each of the phases.
- the user can access a website, which illustrates a sonogram for the item 14 so the child can "see" inside the toy housing 18 at different stages of development of the item 14.
- the user can identify in which stage of development the item 14 is in by matching a color (or other indicator) on the first housing 38 with a color (or other indicator) on the sonogram.
- the user can play games or initiate activities associated with the sonogram and/or different stages of growth on the website as well.
- the toy 10 moves through the following three different modes: (1) pre-hatching, (2) hatching, and (3) post-hatching.
- the pre-hatching mode starts with the "try me” experience at retail.
- the purpose of the "try me” is to communicate that there is something desirable inside the egg waiting to be hatched and to peak the consumer's interest.
- the consumer is able to experience four captivating sounds and light reactions when they squeeze (hug) the toy or, alternatively, press the heart.
- These "try me” responses utilize the existing sound and programming assets in the toy.
- the "try me” cycles through the following four sounds, each accompanied by a unique light reaction: a heartbeat, a coo, a giggle, and the word "mama?”
- the pre-hatching mode continues after the consumer purchases the toy. After purchase, the user removes the "try me” tab and the programming is initiated. After the first hug, the first light on the pendant will begin blinking (e.g., blue light) to indicate that the toy is ready for development stage one (of three) and the "short hug" sound effects plays (e.g., animal sound effects).
- the toy 10 repeats this action until one of two things has occurred to activate stage one:
- the child has hugged the toy 25 times.
- the hug pattern for stage one is learned through unique Haachi songs to help kids learn the rhythm of the pattern (i.e., the song teaches the special hug) and to get more immersed in the whole brand experience.
- the child can sit by the computer to hug along with the song, or can memorize the song and do the special hug away from the computer.
- the first light no longer blinks and is "solid" when the toy is on.
- the toy begins to detect physical hugs.
- the programming inside the toy 10 tracks the number, frequency and duration of each hug. As the programming counts the hugs and discriminates between different lengths of hugs in each stage, the audio output reflects the animal maturing and developing inside the egg. The sequence described continues for the remaining stages. Each of the three stages includes a unique set of audio responses that get added to the previous stage's audio responses so that the child perceives the animal to be continually learning new behaviors throughout its development (e.g., start with a heartbeat in stage one and ultimately progress to babble by stage three).
- stage one at the first hug, a first LED starts blinking and animal sound effects play. This repeats until the child enters the stage one special hug pattern, or the child has hugged the toy 25 times. After completion of 25 hugs or the special hug pattern, the first LED remains lit indicating that toy 10 is in stage one. Sound effects for stage one play depending on the type of hug.
- stage two at the 200 th hug in stage one, the first LED remains lit and a second LED starts blinking and cooing sound effects play. This repeats until the child enters the stage two special hug pattern or the child has hugged the toy 25 times. After completion of 25 hugs or the special hug pattern, the first LED goes off and the second LED remains lit indicating that toy 10 is in stage two. Sound effects for stage two play depending on the type of hug.
- stage three at the 200 th hug in stage two, the second LED remains lit and a third LED starts blinking and babble sound effects play. This repeats until the child enters the stage three special hug pattern or the child has hugged the toy 25 times. After completion of 25 hugs or the special hug pattern, the second LED goes off and the third LED remains lit indicating that toy 10 is in stage three. Sound effects for stage three play depending on the type of hug.
- the hug sensor can detect different types of hugs based on the length of the hug. There are five basic hugs that are a part of the progression of stages and play a variety of sound effects that tie into role play. With each stage, the toy's repertoire of sounds is increased. The chart below shows the sound effects that are added for each stage. Since sound effects are cumulative, in stage two, the sounds from stage one and stage two can be played and in stage three, all sound effects can be played.
- the toy 10 includes special behaviors, such as interactive behaviors that are automatically unlocked if the child successfully goes into the Easter Egg mode and engages the toy 10 to "sing.”
- the special behavior is that the toy 10 starts to cry. If the toy 10 is hugged within 5 seconds of that cry it will say “mama.”
- the special behavior is that the toy says “mama.” If the toy 10 is hugged within 5 seconds of saying "mama,” it will coo.
- stage three the special behavior is that the toy 10 whimpers. If the toy 10 is hugged within 5 seconds of whimpering, it makes a happy sound effect based on the type of animal inside.
- the special behavior is unlocked, it randomly occurs while the child is playing with the toy 10.
- the special behavior can be triggered in the 10 second period after the child has stopped playing with the toy 10, but before the toy has automatically hibernated.
- the child will not be able to unlock the song or special behaviors in the Easter Egg mode for that stage.
- the experience of the physical product can be enhanced with a companion online experience.
- the user After removing the item 14 from the toy housing 18, the user can look for a tag partially sewn into the item and having a code printed thereon.
- the code can be generated by the processor 74 and displayed on the first housing 38 after the item 14 is removed from the toy housing 18.
- the user After the code is obtained, the user can access the Internet to enter an interactive world related to the item 14. The user can communicate with the item 14 through various web pages.
- FIGS. 10-12 illustrate sample web pages in which the user can access and interact after inputting the code found on the item 14.
- the user can interact with other items 14 and can play games and participate in other activities on the web site.
- the user can be greeted by the Haachi Trading Company (HTC) family/family member with an introductory animation that explains how kids should care for their Haachi to make sure it hatches.
- HTC Haachi Trading Company
- the HTC family explains that kids can choose to hatch their Haachi super-fast with the consequence of having an "underdeveloped” Haachi, or they can go through the whole process to get a well-developed Haachi.
- This fasttrack button can appear on the screen after a predetermined period of time (e.g., at least ten minutes) has passed since entering a new stage. If a child opts for the "fasttrack,” option, there can be games/activities to do online while waiting for the predetermined period of time to pass.
- a predetermined period of time e.g., at least ten minutes
- the child can receive a new accessory online that will help them decorate the habitat once the creature hatches. This online experience lasts as long as the child stays engaged with the activity.
- This online experience lasts as long as the child stays engaged with the activity.
- the child can match the stage's unique light pattern on the toy to the light pattern onscreen.
- the child can match the light show on the toy with the light show on the computer screen, and the online interface will change from the "sonogram" to the "hatching chamber” interface.
- the hatching chamber shown on the screen can feature a fun onscreen activity for the child such as preparing a party, as well as multi-media count-down to the actual hatching similar to what occurs in Times Square on New Year's Eve.
- the website can display the final, special hugging pattern that will unlock the egg pouch.
- the zipper will release and the child will be able to open the egg and extract the hatchling within.
- the opening of the zipper will close a switch changing the toy status to "hatched" mode.
- the handles that can be pulled out and the egg can now be used as a carrier for the hatchling.
- the egg can also double as a sleeping bag or an attractive display sack.
- the child can gain access to an online world that builds the narrative of the Haachis.
- the online website can perpetuate mythology, allow the child to communicate with loved ones, inspire collectability, provide creative self-expression, provide user-generated content that grows with the world, provide activities that build a narrative and help the world get richer, and provide offline associated craft ideas, etc.
- children can complete activities that help the Haachi community, such as harvesting more pods, packing them up for shipment, etc.
- Children can also decorate their Haachi' s environment, give out hugs to other Haachis (can be other players or computer-generated Haachis), and nurture their Haachi.
- the website can also give children ideas for activities to do offline with their real Haachis.
- Other activities can include, for example, naming the hatchling, generating a birth announcement, building a scrapbook, creating a story (where it comes from, likes/dislikes, etc.), decorating the habitat (using accessories acquired pre-hatching), building a hug-o-meter (more hugs, more money raised for charity).
- Other activities e.g., to collect points to add more accessories, rooms and experiences
- games for example, related to feeding, bathing, dressing, and playing the Haachi.
- the online experience can change as more characters are purchased. For example, multiple creatures can form tot teams to wreak havoc in the nursery, or individual characters can become unruly when attention is paid to the others. As children play more with their Haachi offline (i.e., hug), their Haachi can acquire or download more sound effects.
- Some of the sound effects in the Haachi can include a heartbeat, enunciation of words such as "Mama,” “Haachi,” and character type, cooing, animal sounds, yawning, snoring, giggling, rustling, eating, burping, wings flapping, babbling, singing, sneezing, hatching, magical music (for Hatching), magical music (for Easter Egg Mode), songs, whimpering, happy sounds, and crying.
- the user (or an adult) can reinsert the zipper tab 78 into the first housing 38 and activate the motor 94 to reengage the latch 90 to reinitiate a new experience.
- the item 14 reacts in a randomized manner each time to provide a unique experience for the child that is different each time.
- FIGS. 13-14 illustrate an alternative housing 38' and electronics module 30'.
- the housing 38' is configured to support the electronics module 30'.
- the electronics module 30' includes a circuit board with a first side and a second side.
- the first side includes a plurality of light sources electrically connected to the circuit board (and a processor) and generally positioned to align with the various sections of the housing 38.
- Each of the light sources can comprise a LED such as a single color or bi-color LED visible through the window or display 50.
- the second side includes a speaker, a power source, a first switch, and a second switch.
- the first switch e.g., a snap and lever switch
- the second switch is electrically connected to the circuit board (and a processor) and is configured to trigger the hatching stage described above.
- FIGS. 15-17 illustrate a process for opening the housing 18' and accessing the item 14'.
- the housing 38' is removable from the housing 18' and the item 14'.
- FIG. 18 illustrates a mechanical lock system configured to be supported by the housing 38'.
- the mechanical lock system is configured to detect pressure (e.g., hugs) applied to the toy 10.
- the mechanical lock system includes fixed- to-zipper head, a zipper catch, a plate, a compression spring, cam gears, a contact switch, and a plurality of arms. Squeezing the toy 10 causes the advancing plate to move forwards and backwards. This action turns the cam and spur gear combo 1/110 of the full revolution. After 110 forward presses, the action arms release the zipper catch and make contact with the contact switch to activate the hatching stage. After the hatching stage is reached, the zipper latch can be disabled to prevent relocking.
- FIGS. 19-27 illustrate alternative constructions of the toy 10 and a lock system. These figures also illustrate various ways to open the housing 18 and access the item 14 after the locking system is unlocked.
- the locking system can include an electronics module as illustrated in FIG. 25.
- the electronics module can include a housing configured to support a circuit board (e.g., with ball in switch or with elastomer switch), a speaker, and a power source.
- the electronics module can include other components and similar functionalities as discussed herein with respect to other constructions of the toy 10.
- FIGS. 28-33 illustrate another alternative construction of the toy 10.
- FIGS. 28-33 illustrate a housing 18' having a first section and a second section removably coupled to the first section.
- the second section includes a plurality of pegs extending from an inner surface and coupled to the first section (through grommets in the first section).
- the second section also includes an anchor catch extending from an inner surface and a lock system.
- the lock system includes a spring, a locking plate having a slide track and a plurality of apertures generally aligned with the plurality of pegs, a plurality of anchors with respective fasteners, and a release pin.
- the lock system further includes a link or cord connected to the release pin and a motor (illustrated in FIG. 33) supported within the item 14'.
- the motor is activated to pull or retract the release pin (which the pin can retract internal to the item 14'), the anchors revert to their original shape thus disengaging themselves from the anchor catch, and thereby releasing the first section from the second section.
- FIGS. 34-36 illustrate additional alternative constructions of the toy 10.
- FIG. 34 illustrates a housing 18' having a first section and a second section removably coupled to the first section.
- the second section includes a handle connected to a link or cord, which is coupled to an arm within an electronics module supported by the item 14'.
- the link includes a fixed length with one end connected to the handle and the other end coupled to the arm.
- a motor supported by the electronics module rotates to move the arm to release or free the link from the arm.
- the handle allows the user to peel away or release the second section from the first section to access the item 14'.
- FIG. 35 illustrates a housing 18' having a plurality of segmented pieces (e.g., petals) with each piece having an aperture (e.g., grommet).
- a lock mechanism includes a pin coupled to the plurality of apertures and a guard, which has a size greater than an area of each of the apertures, coupled to the pin such that when the guard is pulled or released from the pin, the pin pulls through the apertures of all but the top aperture (because the pin is connected to the top aperture) to open the housing 18' and provide access to the item 14'.
- FIG. 36 illustrates a housing 18' having a plurality of apertures arranged around an opening to the housing 18'.
- a lock mechanism includes a first link or a cord weaved through the apertures and coupled around a pin.
- the pin is connected to a second link or cord such that when the second link is pulled (via any one of the methods described herein), the first link unravels from around the pin to open or enlarge the opening and provide access to the item 14'.
- the second link and pin can be pulled into the item 14'.
- the electronic interactive toy 10 can include additional features such as the ability to communicate with another electronic interactive toy 10 through wireless communication such as with infrared technology and/or radiofrequency technology.
- the electronic interactive toy 10 also can be configured to communicate with an external processor such as a computer through a hardwired or a wireless connection with the processor.
- the toy 10 can download information and/or new routines from the external processor.
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Abstract
A hands-on interactive toy and experience for children that is enhanced with an online component. The interactive toy includes an outer housing and a character inside the outer housing. The toy includes an electronics module having a lock mechanism, a LED interface, and a hug sensing system. The character is locked inside of the outer housing until the hug sensing system is properly activated. After the hug sensing system is properly activated, the character is unlocked from the outer housing and becomes accessible to the child user.
Description
ELECTRONIC INTERACTIVE TOY
RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional Patent Application No. 61/104,993, filed on October 13, 2008, the entire contents of which are incorporated herein by reference.
BACKGROUND
[0002] One challenge toy manufacturer' s have in designing new toy products is developing a toy that a child is interested in playing with for more than a short period of time.
SUMMARY
[0003] The invention provides a hands-on interactive experience for children that is enhanced with an exciting online component. The invention also provides a magical toy experience for children that delivers fun, empowers children, creates anticipation and surprise, and encourages nurturing with an exciting companion online experience.
[0004] The interactive toy includes a hidden object inside of an outer housing or shell, which is inaccessible until the child figures out how to handle the toy to unlock the outer housing. The hidden object and/or the outer housing can include plush or non-plush, such as figurines or other items. The outer housing can be unlocked by learning how to interact with the toy. The toy includes unique play patterns that the child is encouraged to "decode" by performing various activities with the toy, such as hugging or other motion detectable actions, a predetermined number of times to advance through several stages. Each successive stage can be different and/or more advanced (e.g., a different combination of activities are needed to advance to the next stage) than a previous stage.
[0005] In one embodiment of the interactive toy, the hidden object and the outer shell comprise plush. In this embodiment, the interactive toy, known as a Haachi is a colorful, soft and furry plush egg with a lovable, plush creatures inside, waiting to hatch. The only way to get the secret animal inside to hatch is to love and nurture by hugging (or other suitable detectable motion) the egg, thereby moving it through various stages of development. The child's hugs
send the creature through three phases of development that lead to a "surprise." The interactive plush responds to hugs with special sound effects and light reactions as they evolve through the phases. Hugs are the key to hatching a creature - as the child hugs the egg, a heart on its body lights up, and the creature responds with many different sounds such as cooing, snoring, giggling, and babbling. The child also can access a website through the Internet to see pre- hatching sonograms, various hatching experiences, and pre/post hatch games.
[0006] In one construction, the interactive toy is egg-shaped having a wholly plush pouch with lining, no stuffing and a zipper across the upper half. The zipper encloses the egg. The pull for the zipper has a specialized catch that is secured by a heart-shaped electro-mechanical module. The egg has a handle sewn into the interior that can be inverted and exposed when the zipper is opened. This allows the egg to function as a purse-like carrying case for the enclosed animal post-hatch.
[0007] The animal is a plush stuffed creature that includes the heart-shaped electromechanical module. There is an opening in the front of the neck to allow the interface of the electro-mechanical module to be exposed. The heart pendant with LEDs shows on the surface of the plush at the neck with the electro-mechanical module and battery pack hidden inside the creature. There is a velcro opening at the bottom or back of the animal that opens to a small lined pouch (lined with white spun poly blend) to access the battery pack to replace batteries.
[0008] The electro-mechanical module is housed within a heart-shaped pendant. This module has three main components: lock mechanism, LED interface, and hug sensing system. The module is contained within the animal and an interface is exposed through the front of the animal. The exposed interface is in the form of a heart-shaped pendant. In pre-hatch mode, this heart-shaped pendant is exposed on the outside of the egg. In post-hatch mode, the module continues to function as it remains embedded to the front of the animal.
[0009] The lock mechanism is a mechanical device within the pendant that prevents the user from opening the zipper. The zipper pull is captured inside of the pendant during production and does not release until a pre-determined sequence of events takes place.
[0010] The LED interface is divided into four sections - three outer sections and an inner section, each containing LEDs. Each of the three outer sections has a number (1, 2 or 3) embossed on it as a pre -hatching stage indicator. The LEDs light up to indicate the different stages of development in the pre-hatching mode. The fourth section is utilized for various light effects but most importantly for the hatching mode. In the post-hatching mode, the lights are used to indicate the level of the animal's health and happiness. Each panel encloses a bi-color LED, resulting in over 60 different light combinations.
[0011] The hug sensing system is housed in the heart shaped pendant on the outside of the animal. A button indicates to an Application Program (see below for description) that the animal/egg has been hugged.
[0012] The Haachi play experience includes three modes of play: (1) pre-hatch, (2) hatch, and (3) post-hatch. In the pre-hatching mode, there are three phases with respective light and sound reactions being triggered by the number of cumulative hugs given by the child.
[0013] While physical toy play is paramount to the experience, there is a companion online experience in each of the three modes. In the pre-hatching mode, the child hugs the plush egg to get special sound and light reactions and to move it through three stages of pre-hatching development. The child can also log on to the Haachi website using an access code and track each of the three pre-hatching phases through a "virtual sonogram." The website provides the child the secret hug pattern that allows them to move from one stage to the next at their own pace. In the hatching mode, once the plush egg has been hugged enough times, sounds and lights indicate that the Haachi is ready to hatch. The child can then go online to activate the hatching experience. The website gives kids the final secret hugging pattern that allows them to unlock the zipper and release the character. In the post-hatching mode, once the animal is hatched, the child can engage and play with a virtual Haachi just like their physical Haachi.
[0014] In one embodiment, the invention provides a toy comprising a housing; an item supported within the housing, the item including a sound sensor and a motion sensor; and a lock mechanism connected to the housing, the lock mechanism configured to unlock the housing after a predetermined number of actions are detected by one of the sound sensor and the motion sensor and allow the item to be removed from the housing.
[0015] In another embodiment, the invention provides an electronic interactive toy comprising a plush, egg-shaped housing having a first opening, a zipper extending along a portion of a perimeter of the egg-shaped housing, a plush character supported within the egg- shaped housing, and an electronics module. The plush character includes an outer skin defining an interior cavity and a second opening in communication with the interior cavity. The electronics module is supported by the interior cavity of the plush character and includes a first housing having a first portion positioned within the interior cavity of the plush character and a second portion at least partially protruding through the first opening and the second opening, a display connected to the second portion, a second housing positioned within the interior cavity of the plush character and coupled to the first housing, a processor supported by the second housing, a motor supported by the first portion and electrically coupled to the processor, a latch supported by the first portion and coupled to the motor and the zipper, a switch coupled to the processor and operable to activate the display, a software program having instructions executable by the processor to activate the motor to disengage the latch from the zipper after the switch has been activated a predetermined number of times.
[0016] In a further embodiment, the invention provides an electronic interactive toy comprising a plush housing having a first opening, a zipper extending along a portion of a perimeter of the housing, a plush character supported within the housing, and an electronics module. The plush character includes an outer skin defining an interior cavity and a second opening in communication with the interior cavity. The electronics module is supported by the interior cavity of the plush character and includes a housing at least partially protruding through the first opening and the second opening, a processor supported by the housing, a motor supported by the housing and electrically coupled to the processor, a latch supported by the housing and coupled to the motor and the zipper, a switch coupled to the processor, a software program having instructions executable by the processor to activate the motor to disengage the latch from the zipper after the switch has been activated a predetermined number of times.
[0017] Other aspects of the invention will become apparent by consideration of the detailed description and accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 is a front perspective view of an electronic interactive toy according to one embodiment of the present invention.
[0019] FIG. 2 is a front perspective view of an item of the electronic interactive toy illustrated in FIG. 1.
[0020] FIG. 3 is a front perspective view of the item illustrated in FIGS. 1-2 and a housing of the electronic interactive toy according to one embodiment of the present invention.
[0021] FIG. 4 is a side view of the electronic interactive toy illustrated in FIG. 1.
[0022] FIG. 5 is a side view of an electronics module supported by the item illustrated in FIGS. 1-2.
[0023] FIG. 6 is a side cross-sectional view of an electronics module supported by the item illustrated in FIGS. 1-2.
[0024] FIG. 7 is an enlarged side view of a portion of the electronic interactive toy.
[0025] FIG. 8 is a front view of a portion of the electronics module.
[0026] FIG. 9 is a schematic diagram of the electronics module.
[0027] FIG. 10 is an exemplary web page associated with the electronic toy illustrated in FIG. 1.
[0028] FIG. 11 is an exemplary web page associated with the electronic toy illustrated in FIG. 1.
[0029] FIG. 12 is an exemplary web page associated with the electronic toy illustrated in FIG. 1.
[0030] FIG. 13 illustrates a plurality of views of a circuit of an electronics module according to an alternative construction of the electronic interactive toy.
[0031] FIG. 14 is an exploded view of an electronics module incorporating the circuit illustrated in FIG. 13.
[0032] FIGS. 15-17 illustrates various steps involved in practicing the alternative construction of the electronic interactive toy shown in FIGS. 13-14.
[0033] FIG. 18 illustrates a plurality of views of operation of a lock system according to an alternative construction of the electronic interactive toy.
[0034] FIGS. 19 -27 illustrate a plurality of view of various alternative constructions of the electronic interactive toy.
[0035] FIG. 28 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
[0036] FIG. 29 illustrates a plurality of views of a portion of the electronic interactive toy illustrated in FIG. 28.
[0037] FIG. 30 is a cross-sectional view of the electronic interactive toy partially illustrated in FIGS. 28-29.
[0038] FIG. 31 is an exploded view of a lock assembly of the electronic interactive toy illustrated in FIGS. 28-30.
[0039] FIG. 32 illustrates a plurality of views of a locked and unlocked configuration of the electronic interactive toy shown in FIGS. 28-31.
[0040] FIG. 33 illustrates a plurality of views of a motor and gearbox assembly of the electronic interactive toy shown in FIGS. 28-32.
[0041] FIG. 34 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
[0042] FIG. 35 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
[0043] FIG. 36 illustrates a plurality of views of an alternative construction of the electronic interactive toy.
DETAILED DESCRIPTION
[0044] Before any embodiments of the invention are explained in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the following drawings. The invention is capable of other embodiments and of being practiced or of being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting. The use of "including," "comprising," or "having" and variations thereof herein is meant to encompass the items listed thereafter and equivalents thereof as well as additional items. Unless specified or limited otherwise, the terms "mounted," "connected," "supported," and "coupled" and variations thereof are used broadly and encompass both direct and indirect mountings, connections, supports, and couplings.
[0045] Although directional references, such as upper, lower, downward, upward, rearward, bottom, front, rear, etc., may be made herein in describing the drawings, these references are made relative to the drawings (as normally viewed) for convenience. These directions are not intended to be taken literally or limit the present invention in any form. In addition, terms such as "first," "second," and "third" are used herein for purposes of description and are not intended to indicate or imply relative importance or significance.
[0046] FIGS. 1-3 illustrate an electronic interactive toy 10 according to one embodiment of the present invention. The electronic interactive toy 10 includes an item 14 such as a figure, doll, or creature, and a housing 18. The item 14 is supported within the housing 18. The item 14 and housing 18 can generally comprise a soft and plush material, however, the item 14 and/or housing 18 can comprise other suitable materials, such as plastic, metal, wood or combinations thereof. The item 14 and the housing 18 can comprise the same materials, different materials and/or combinations of the same materials. As illustrated, the item 14 is generally animal-like, however, the item 14 can replicate or represent other inanimate objects.
[0047] The housing 18 includes a zipper 22 extending along a portion of the perimeter of the housing 18. In one construction, the housing 18 is egg-shaped as illustrated in FIGS. 3-4. The item 14 is accessible through an opening 26 of the housing 18 defined when the zipper 22 is opened. The item 14 can be removed from the housing 18 through the opening 26.
[0048] The electronic interactive toy 10 includes an electronics module 30 illustrated in FIGS. 4-7. The electronics module 30 is positioned within a cavity 34 of and supported by the item 14. The electronics module 30 includes a first housing 38 and a second housing 42. The first housing 38 includes a first portion positioned inside of the item 14 and a second portion that protrudes from an aperture in the item 14 to be positioned outside of the item 14. The second housing 42 is contained within the item 14. As illustrated, the first housing 38 is oriented at an angle with respect to the second housing 42. The first housing 38 can be connected to the second housing 42 with a flexible cord 46, hollow tube, or other suitable connection mechanism. It also is noted that the first housing 38 and the second housing 42 can be connected to one another without an intermediate connection mechanism.
[0049] The first housing 38 is illustrated in more detail in FIG. 8. The second portion of the first housing 38 is illustrated as being heart-shaped however, it is noted that the shape of the first housing 38 may be in the form of other suitable shapes and/or may include multiple separate housings. The first housing 38 includes a window or display 50 generally segmented into three sections 54, 58, 62. It is noted that the display 50 can include more or fewer sections than illustrated in other constructions. Each section 54, 58, 62 includes a light source 66 such as a single color or bi-color LED supported by the first housing 38 and visible on the display 50. The light sources 66 are connected to a circuit board 70, which is electrically coupled to a processor 74 supported by the second housing 42 (discussed below).
[0050] With reference to FIGS. 4 and 6, the portion of the first housing 38 on the outside of the item 14 also is positioned outside of the toy housing 18 when the zipper 22 is closed. The zipper 22 includes a tab 78 having an aperture 82 that is received within a recess 86 of the first housing 38. The first housing 38 includes a latch 90 connected to a motor 94, which is electrically coupled to the processor 74 (discussed below). An end of the latch 90 is received through the aperture 82 of the zipper tab 78 to lock the zipper 22 in a closed position. The motor
94 controls movement of latch 90 and releases the latch 90 at an appropriate time to disengage the zipper tab 78 from the first housing 38 and to open the zipper 22 to allow the child access to the item 14.
[0051] FIG. 7 illustrates an enlarged side view of the interface between the first housing 38, the toy housing 18, and an exterior surface 98 of the item 14. The exterior surface 98 of the item 14 includes an eyelet or aperture 102 tightly coupled to first housing 38. As illustrated in FIG. 7, the first housing 38 includes a stepped washer 106 to which the exterior surface 98 of the item 14 generally conforms. The stepped washer 106 prevents the first housing 38 from falling or being pulled through the aperture 102. Similarly, the portion of the first housing 38 that protrudes through the aperture 102 has a larger perimeter than a perimeter of the aperture 102. The toy housing 18 includes an eyelet or aperture 110 fitted around the first housing 38 over the exterior surface 98 of the item 14.
[0052] With reference to FIG. 6, the second housing 42 supports the processor 74. The second housing 42 also includes a data store or memory 114 having computer code and/or a software program for a routine and/or for storing computer code that relates to the operation of the electronic interactive toy 10. The memory 114 can be embedded within the processor 74, and/or the memory 114 can be any suitable temporary or permanent information storage device. For example, the memory 114 may include one or more of optical, magnetic, or electronic storage media such as optical or magnetic disks, tapes, sticks, and the like. Storage devices such as these may be used alone or in combination to make up the memory 114. Any suitable number of RAM (random access memory), ROM (read only memory) and EPROM (erasable programmable memory) chips may also be included in the memory 114. The memory 114 can be internal and/or external to the second housing 42. In addition, the memory 114 can be or include a cartridge (e.g., in a flash data cartridge), a disk, a tape, or a memory stick. Any suitable amount of storage space may be provided on the memory 114.
[0053] The second housing 42 also includes a power source 118 such as one or more batteries. The second housing 42 can include a recess adapted to support the power source 118 and a cover that fits over the power source 118 to enclose the recess. The exterior surface 98 of the creature 14 can include an opening for access to the second housing 42 for replacement of the
one or more batteries. The power source 118 may be a typical hardwired outlet in lieu of or in addition to the one or more batteries. The second housing 42 can include an on/off switch.
[0054] The second housing 42 also includes a speaker 122 adapted to output sound waves detectable by the user. The second housing 42 includes one or more openings for transmitting the sound waves from the speaker 122 to the user.
[0055] The second housing 42 also includes a "hug sensor" having a switch 126 electrically coupled to the processor 74 and a pad 130 coupled to the switch 126. The pad 130 is positioned outside of the second housing 42 and is configured to flex when pressure is applied. When pressure is applied (e.g., a child hugs the creature 14) to the pad 130 by the user, the switch 126 is activated. When the switch 126 is activated, the processor 74 can transmit a signal to the speaker 122 to output sound and/or to the light source circuit board 70 to illuminate one or more of the light sources 66. The second housing 42 also includes a motion sensor 134 electrically coupled to the processor 74 and adapted to detect whether the toy 10 is in motion.
[0056] Additionally, the electronic interactive toy 10 can include one or more ports in the first housing 38 and/or the second housing 42 accessible through an opening in the exterior surface of the creature 14. The port is configured to receive an electronic storage media, such as a cartridge or memory stick. The port can include appropriate circuitry that allows data from the electronic storage media to be read and/or downloaded. The port also can accommodate an external connector that can interface with a computer or other processor to download programs from a an external source (e.g., CD or DVD). The connector allows the user to connect to the Internet via the computer to download learning programs, game content, music, movies, pictures, and other suitable media. In addition, the electronic interactive toy 10 can include wireless technology and associated circuitry for communication to the computer, other external devices, and/or other similar toys 10, and therefore, does not require a hard wired connection.
[0057] In operation, the electronic interactive toy 10 is packaged with the item 14 locked inside of the toy housing 18 with the first housing 38 exposed through the toy housing 18. In the locked phase, the latch 90 is engaged with the aperture 82 of the zipper tab 78. The toy 10 is awakened or activated when the power source 118 is applied and/or an on/off switch is activated and the toy 10 is hugged or squeezed, i.e., the switch 126 is activated. The processor 74 selects a
routine for the toy 10 to follow when the switch 126 is activated. In addition, one or more light sources 66 can illuminate in the first housing 38 and/or the item 14 can generate a sound output through the speaker 122 to indicate to the user that the toy 10 has been activated.
[0058] In one construction, after activation, the toy 10 moves through three different modes as noted above: (1) pre-hatching, (2) hatching, and (3) post-hatching. In the pre-hatching mode, there are three phases. To progress from the first phase into a second phase, the user needs to hug the toy 10 (i.e., activate the switch 126). Once in the second phase, the user needs to determine what additional action(s) to perform with the toy 10 based on the toy's response to activation of the switch 126. When the switch 126 is activated, the toy may output crying sounds, giggling sounds, cooing sounds, or other sounds that may give the user a clue as to what additional action(s) to perform. For example, the user can rock (e.g., swing back and forth) the toy 10 and/or play (e.g., throw it up in the air, juggle it between the user's hands, or other similar action) with the toy 10. The motion sensor 134 detects the motion applied to the toy 10, and the switch 126 detects pressure applied to the toy 10. The processor 74 receives a signal from the motion sensor 134 or the switch 126 and compares the signal to the expected response according to the selected routine. If the signal matches the response expected by the routine, the toy 10 can complete the second phase. When the second phase is completed, one or more light sources 66 can illuminate (e.g., the second section and/or the first and second sections) in the first housing 38 and/or the item 14 can generate a sound output through the speaker 122 to indicate to the user that the toy 10 has completed the second phase. If the signal does not match the response expected by the routine, the toy 10 remains in the second phase until the user performs the correct action(s) to generate a signal that matches the expected response.
[0059] To progress from the second phase into a third phase, the user needs to hug the toy 10 (i.e., activate the switch 126). Once in the third phase, the user needs to determine what additional action(s) to perform with the toy 10 based on the toy's response to activation of the switch 126. When the switch 126 is activated, the toy may output crying sounds, giggling sounds, cooing sounds, or other sounds that may give the user a clue as to what additional action(s) to perform. For example, the user can rock (e.g., swing back and forth) the toy 10 and/or play (e.g., throw it up in the air, juggle it between the user's hands, or other similar action) with the toy 10. The motion sensor 134 detects the motion applied to the toy 10, and the
switch 126 detects pressure applied to the toy 10. The processor 74 receives a signal from the motion sensor 134 or the switch 126 and compares the signal to the expected response according to the selected routine. If the signal matches the response expected by the routine, the toy 10 can complete the third phase. When the third phase is completed, one or more light sources 66 can illuminate (e.g., the third section and/or the first, second, and third sections) in the first housing 38 and/or the creature 14 can generate a sound output through the speaker 122 to indicate to the user that the toy 10 has completed the third phase. If the signal does not match the response expected by the routine, the toy 10 remains in the third phase until the user performs the correct action(s) to generate a signal that matches the expected response. The processor 74 and/or memory 114 includes a plurality of randomized routines, and the required responses for phase two and phase three can be random or the same depending on which routine the processor 74 selects. It is also noted that additional phases can be implemented requiring different types of responses.
[0060] When the third phase is successfully completed, the item 14 is ready for "hatching" and responds with sounds generated by the speaker 122 and/or a randomized light pattern generated by the light sources 66 on the first housing 38. In addition, the processor 74 transmits a signal to the motor 94 to move the latch 90 to disengage from the opening 82 in the zipper tab 78. The user can then remove the zipper tab 78 from the first housing 38 and unzip the toy housing 18. The item 14 can be removed from the toy housing 18.
[0061] Prior to completion of the third phase, the user can access the Internet and a particular website related to the toy 10 via a computer or other electronic device with Internet capability to view the different stages of growth of the item 14 as the user progresses through each of the phases. For example, the user can access a website, which illustrates a sonogram for the item 14 so the child can "see" inside the toy housing 18 at different stages of development of the item 14. The user can identify in which stage of development the item 14 is in by matching a color (or other indicator) on the first housing 38 with a color (or other indicator) on the sonogram. The user can play games or initiate activities associated with the sonogram and/or different stages of growth on the website as well. The user also can send e-mail communications (e.g., "Hug- Mails") to friends and family to get ideas of ways to nurture his/her egg to a successful hatch.
[0062] In another construction, after activation, the toy 10 moves through the following three different modes: (1) pre-hatching, (2) hatching, and (3) post-hatching. The pre-hatching mode starts with the "try me" experience at retail. The purpose of the "try me" is to communicate that there is something desirable inside the egg waiting to be hatched and to peak the consumer's interest. To achieve this, the consumer is able to experience four charming sounds and light reactions when they squeeze (hug) the toy or, alternatively, press the heart. These "try me" responses utilize the existing sound and programming assets in the toy. The "try me" cycles through the following four sounds, each accompanied by a unique light reaction: a heartbeat, a coo, a giggle, and the word "mama?"
[0063] The pre-hatching mode continues after the consumer purchases the toy. After purchase, the user removes the "try me" tab and the programming is initiated. After the first hug, the first light on the pendant will begin blinking (e.g., blue light) to indicate that the toy is ready for development stage one (of three) and the "short hug" sound effects plays (e.g., animal sound effects). The toy 10 repeats this action until one of two things has occurred to activate stage one:
(1) the child has entered the special stage one hug pattern the child received from the website, or
(2) the child has hugged the toy 25 times. The hug pattern for stage one is learned through unique Haachi songs to help kids learn the rhythm of the pattern (i.e., the song teaches the special hug) and to get more immersed in the whole brand experience. The child can sit by the computer to hug along with the song, or can memorize the song and do the special hug away from the computer.
[0064] After the special hug has been entered or 25 total hugs are reached, the first light no longer blinks and is "solid" when the toy is on. Once in the first stage, the toy begins to detect physical hugs. The programming inside the toy 10 tracks the number, frequency and duration of each hug. As the programming counts the hugs and discriminates between different lengths of hugs in each stage, the audio output reflects the animal maturing and developing inside the egg. The sequence described continues for the remaining stages. Each of the three stages includes a unique set of audio responses that get added to the previous stage's audio responses so that the child perceives the animal to be continually learning new behaviors throughout its development (e.g., start with a heartbeat in stage one and ultimately progress to babble by stage three).
[0065] To summarize the pre-hatching stages, in stage one, at the first hug, a first LED starts blinking and animal sound effects play. This repeats until the child enters the stage one special hug pattern, or the child has hugged the toy 25 times. After completion of 25 hugs or the special hug pattern, the first LED remains lit indicating that toy 10 is in stage one. Sound effects for stage one play depending on the type of hug.
[0066] In stage two, at the 200th hug in stage one, the first LED remains lit and a second LED starts blinking and cooing sound effects play. This repeats until the child enters the stage two special hug pattern or the child has hugged the toy 25 times. After completion of 25 hugs or the special hug pattern, the first LED goes off and the second LED remains lit indicating that toy 10 is in stage two. Sound effects for stage two play depending on the type of hug.
[0067] In stage three, at the 200th hug in stage two, the second LED remains lit and a third LED starts blinking and babble sound effects play. This repeats until the child enters the stage three special hug pattern or the child has hugged the toy 25 times. After completion of 25 hugs or the special hug pattern, the second LED goes off and the third LED remains lit indicating that toy 10 is in stage three. Sound effects for stage three play depending on the type of hug.
[0068] At the 25th hug in stage three, the pendant's center lights up for every hug and cracking sound effects play. The egg is ready for the hatching stage.
[0069] With the three different pre-hatching stages, different kinds of hugs can elicit different sounds. The light patterns can be the same within each stage, other than for special behaviors and the transitions between
[0070] The hug sensor can detect different types of hugs based on the length of the hug. There are five basic hugs that are a part of the progression of stages and play a variety of sound effects that tie into role play. With each stage, the toy's repertoire of sounds is increased. The chart below shows the sound effects that are added for each stage. Since sound effects are cumulative, in stage two, the sounds from stage one and stage two can be played and in stage three, all sound effects can be played.
[0071] There is one extra long hug that puts the unit into a special mode, such as an "Easter Egg" mode. Once the toy 10 is in "Easter Egg" mode it does not react to hugs the way it normally does. The "Easter Egg" mode is entered by giving an 8 second hug. When the "Easter Egg" mode is entered, a magical sound effect plays that signals that the Easter egg mode is active. During Easter Egg mode, the toy 10 waits for the child to enter the same secret hug pattern that allowed them to enter the particular stage. When the child enters the special hug pattern for the particular stage correctly, the toy 10 sings/hums a special song for that stage.
[0072] The toy 10 includes special behaviors, such as interactive behaviors that are automatically unlocked if the child successfully goes into the Easter Egg mode and engages the toy 10 to "sing." In stage one, the special behavior is that the toy 10 starts to cry. If the toy 10 is hugged within 5 seconds of that cry it will say "mama." In stage two, the special behavior is that the toy says "mama." If the toy 10 is hugged within 5 seconds of saying "mama," it will coo. In stage three, the special behavior is that the toy 10 whimpers. If the toy 10 is hugged within 5 seconds of whimpering, it makes a happy sound effect based on the type of animal inside.
[0073] Once the special behavior is unlocked, it randomly occurs while the child is playing with the toy 10. The special behavior can be triggered in the 10 second period after the child has stopped playing with the toy 10, but before the toy has automatically hibernated. In one construction, if the child doesn't go online to get the special stage hug (or learn the special hug from a friend) and use the hug to initiate a stage, the child will not be able to unlock the song or special behaviors in the Easter Egg mode for that stage.
[0074] During the pre-hatching mode, the experience of the physical product can be enhanced with a companion online experience. After removing the item 14 from the toy housing
18, the user can look for a tag partially sewn into the item and having a code printed thereon. Alternatively, the code can be generated by the processor 74 and displayed on the first housing 38 after the item 14 is removed from the toy housing 18. After the code is obtained, the user can access the Internet to enter an interactive world related to the item 14. The user can communicate with the item 14 through various web pages.
[0075] FIGS. 10-12 illustrate sample web pages in which the user can access and interact after inputting the code found on the item 14. The user can interact with other items 14 and can play games and participate in other activities on the web site.
[0076] Once logged onto the website, the user can be greeted by the Haachi Trading Company (HTC) family/family member with an introductory animation that explains how kids should care for their Haachi to make sure it hatches. In that introduction the HTC family explains that kids can choose to hatch their Haachi super-fast with the consequence of having an "underdeveloped" Haachi, or they can go through the whole process to get a well-developed Haachi.
[0077] The user then lands in the hatchery and is prompted to match the visual of the heart online to the light pattern on their toy 10, this puts the user into the correct stage online and the user can now visually track the three different stages of the pre-hatching mode via a "virtual sonogram" on the website. Kids can discover the song and hug pattern needed to enter a new stage with their physical toy. They can play several songs for their Haachi, and the one to which the sonogram reacts the most (moves excitedly) is the one they have to learn to enter the stage. There is also a series of games/activities unlocked for each stage. The website also includes a special "fasttrack" button that allows kids to acquire the next hug pattern before their Haachi has received the necessary hugs in each stage. This fasttrack button can appear on the screen after a predetermined period of time (e.g., at least ten minutes) has passed since entering a new stage. If a child opts for the "fasttrack," option, there can be games/activities to do online while waiting for the predetermined period of time to pass.
[0078] Additionally, at each stage, the child can receive a new accessory online that will help them decorate the habitat once the creature hatches. This online experience lasts as long as the child stays engaged with the activity. Just as there are three pre-hatching stages within the
physical toy, there are three pre -hatching stages of online activity. To access these online stages of development, the child can match the stage's unique light pattern on the toy to the light pattern onscreen.
[0079] In the hatching mode, when the child has hugged the toy 10 at least 425 times for example, they will reach the hatching stage. As indicated above, the sound coming from the toy 10 can signal that the hatching process is to begin, and the LEDs will begin a "light show" type sequence.
[0080] As with previous stages, once the hatching mode is reached, the child can match the light show on the toy with the light show on the computer screen, and the online interface will change from the "sonogram" to the "hatching chamber" interface. The hatching chamber shown on the screen can feature a fun onscreen activity for the child such as preparing a party, as well as multi-media count-down to the actual hatching similar to what occurs in Times Square on New Year's Eve. At the end of an exciting countdown (5...4...3...2...1...), the website can display the final, special hugging pattern that will unlock the egg pouch. When the child hugs the toy 10 using the unlocking pattern, the zipper will release and the child will be able to open the egg and extract the hatchling within. The opening of the zipper will close a switch changing the toy status to "hatched" mode.
[0081] Also, inside the housing are the handles that can be pulled out and the egg can now be used as a carrier for the hatchling. The egg can also double as a sleeping bag or an attractive display sack.
[0082] Online, the child can click on the particular character they got to verify that they have hatched the physical toy, send out email announcements to loved ones, and unlock the online post-hatch world and activities.
[0083] In the post-hatch mode, the child can gain access to an online world that builds the narrative of the Haachis. The online website can perpetuate mythology, allow the child to communicate with loved ones, inspire collectability, provide creative self-expression, provide user-generated content that grows with the world, provide activities that build a narrative and help the world get richer, and provide offline associated craft ideas, etc. For example, in this
play space, children can complete activities that help the Haachi community, such as harvesting more pods, packing them up for shipment, etc. Children can also decorate their Haachi' s environment, give out hugs to other Haachis (can be other players or computer-generated Haachis), and nurture their Haachi. The more hugs that are placed into this world, the more the tree of life grows and the happier the creatures in the Haachi world are. The website can also give children ideas for activities to do offline with their real Haachis. Other activities can include, for example, naming the hatchling, generating a birth announcement, building a scrapbook, creating a story (where it comes from, likes/dislikes, etc.), decorating the habitat (using accessories acquired pre-hatching), building a hug-o-meter (more hugs, more money raised for charity). Other activities (e.g., to collect points to add more accessories, rooms and experiences) can include games, for example, related to feeding, bathing, dressing, and playing the Haachi.
[0084] The online experience can change as more characters are purchased. For example, multiple creatures can form tot teams to wreak havoc in the nursery, or individual characters can become unruly when attention is paid to the others. As children play more with their Haachi offline (i.e., hug), their Haachi can acquire or download more sound effects. Some of the sound effects in the Haachi can include a heartbeat, enunciation of words such as "Mama," "Haachi," and character type, cooing, animal sounds, yawning, snoring, giggling, rustling, eating, burping, wings flapping, babbling, singing, sneezing, hatching, magical music (for Hatching), magical music (for Easter Egg Mode), songs, whimpering, happy sounds, and crying.
[0085] The user (or an adult) can reinsert the zipper tab 78 into the first housing 38 and activate the motor 94 to reengage the latch 90 to reinitiate a new experience. The item 14 reacts in a randomized manner each time to provide a unique experience for the child that is different each time.
[0086] FIGS. 13-14 illustrate an alternative housing 38' and electronics module 30'. The housing 38' is configured to support the electronics module 30'. The electronics module 30' includes a circuit board with a first side and a second side. The first side includes a plurality of light sources electrically connected to the circuit board (and a processor) and generally positioned to align with the various sections of the housing 38. Each of the light sources can
comprise a LED such as a single color or bi-color LED visible through the window or display 50. The second side includes a speaker, a power source, a first switch, and a second switch. The first switch (e.g., a snap and lever switch) is electrically connected to the circuit board (and a processor) and is configured to detect pressure (e.g., to detect hugs) applied to the toy 10. The second switch (e.g., a contact switch) is electrically connected to the circuit board (and a processor) and is configured to trigger the hatching stage described above.
[0087] FIGS. 15-17 illustrate a process for opening the housing 18' and accessing the item 14'. In this alternative construction, the housing 38' is removable from the housing 18' and the item 14'.
[0088] FIG. 18 illustrates a mechanical lock system configured to be supported by the housing 38'. The mechanical lock system is configured to detect pressure (e.g., hugs) applied to the toy 10. The mechanical lock system includes fixed- to-zipper head, a zipper catch, a plate, a compression spring, cam gears, a contact switch, and a plurality of arms. Squeezing the toy 10 causes the advancing plate to move forwards and backwards. This action turns the cam and spur gear combo 1/110 of the full revolution. After 110 forward presses, the action arms release the zipper catch and make contact with the contact switch to activate the hatching stage. After the hatching stage is reached, the zipper latch can be disabled to prevent relocking.
[0089] FIGS. 19-27 illustrate alternative constructions of the toy 10 and a lock system. These figures also illustrate various ways to open the housing 18 and access the item 14 after the locking system is unlocked. The locking system can include an electronics module as illustrated in FIG. 25. The electronics module can include a housing configured to support a circuit board (e.g., with ball in switch or with elastomer switch), a speaker, and a power source. The electronics module can include other components and similar functionalities as discussed herein with respect to other constructions of the toy 10.
[0090] FIGS. 28-33 illustrate another alternative construction of the toy 10. FIGS. 28-33 illustrate a housing 18' having a first section and a second section removably coupled to the first section. The second section includes a plurality of pegs extending from an inner surface and coupled to the first section (through grommets in the first section). The second section also includes an anchor catch extending from an inner surface and a lock system. The lock system
includes a spring, a locking plate having a slide track and a plurality of apertures generally aligned with the plurality of pegs, a plurality of anchors with respective fasteners, and a release pin. In the locked position, the first section is secured to the second section with the first section sandwiched between the pegs and the apertures in the locking plate. The lock system further includes a link or cord connected to the release pin and a motor (illustrated in FIG. 33) supported within the item 14'. To unlock, and after the toy 10 reaches the hatching stage, the motor is activated to pull or retract the release pin (which the pin can retract internal to the item 14'), the anchors revert to their original shape thus disengaging themselves from the anchor catch, and thereby releasing the first section from the second section.
[0091] FIGS. 34-36 illustrate additional alternative constructions of the toy 10. FIG. 34 illustrates a housing 18' having a first section and a second section removably coupled to the first section. The second section includes a handle connected to a link or cord, which is coupled to an arm within an electronics module supported by the item 14'. The link includes a fixed length with one end connected to the handle and the other end coupled to the arm. During the hatching stage, a motor supported by the electronics module rotates to move the arm to release or free the link from the arm. The handle allows the user to peel away or release the second section from the first section to access the item 14'.
[0092] FIG. 35 illustrates a housing 18' having a plurality of segmented pieces (e.g., petals) with each piece having an aperture (e.g., grommet). A lock mechanism includes a pin coupled to the plurality of apertures and a guard, which has a size greater than an area of each of the apertures, coupled to the pin such that when the guard is pulled or released from the pin, the pin pulls through the apertures of all but the top aperture (because the pin is connected to the top aperture) to open the housing 18' and provide access to the item 14'.
[0093] FIG. 36 illustrates a housing 18' having a plurality of apertures arranged around an opening to the housing 18'. A lock mechanism includes a first link or a cord weaved through the apertures and coupled around a pin. The pin is connected to a second link or cord such that when the second link is pulled (via any one of the methods described herein), the first link unravels from around the pin to open or enlarge the opening and provide access to the item 14'. The second link and pin can be pulled into the item 14'.
[0094] The electronic interactive toy 10 can include additional features such as the ability to communicate with another electronic interactive toy 10 through wireless communication such as with infrared technology and/or radiofrequency technology. The electronic interactive toy 10 also can be configured to communicate with an external processor such as a computer through a hardwired or a wireless connection with the processor. The toy 10 can download information and/or new routines from the external processor.
[0095] Various features and advantages of the invention are set forth in the following claims.
Claims
1. A toy comprising: a housing; an item supported within the housing, the item including a sound sensor and a motion sensor; and a lock mechanism connected to the housing, the lock mechanism configured to unlock the housing after a predetermined number of actions are detected by one of the sound sensor and the motion sensor and allow the item to be removed from the housing.
2. The toy of claim 1 wherein the item, after being removed from the housing, is configured to be repositioned within the housing, and wherein the housing is closed.
3. The toy of claim 1 wherein the item, after being removed from the housing, is configured to be repositioned within the housing, and wherein the housing is locked with the lock mechanism.
4. The toy of claim 3 wherein the lock mechanism is configured to unlock the housing after a predetermined number of actions are detected by one of the sound sensor and the motion sensor and allow the item to be removed from the housing a second time.
5. The toy of claim 1 wherein the light sensor further includes a light sensor, and wherein the light sensor is configured to detect when the item is within the housing.
6. An electronic interactive toy comprising: a housing having a first opening; a zipper extending along a portion of a perimeter of the housing; an item supported within the housing, the item having an outer shell defining an interior cavity and a second opening in communication with the interior cavity; and an electronics module supported by the interior cavity of the item, the electronics module including a first housing having a first portion positioned within the interior cavity of the item and a second portion at least partially protruding through the first opening and the second opening, a display connected to the second portion, a second housing positioned within the interior cavity of the item and coupled to the first housing; a processor supported by the second housing; a motor supported by the first portion and electrically coupled to the processor; a latch supported by the first portion and coupled to the motor and the zipper; a switch coupled to the processor and operable to activate the display; a software program having instructions executable by the processor to activate the motor to disengage the latch from the zipper after the switch has been activated a predetermined number of times.
7. The electronic interactive toy of claim 6 wherein the first housing is oriented at an angle with respect to the second housing.
8. The electronic interactive toy of claim 6 wherein the first housing is coupled to the second housing with a flexible conduit.
9. The electronic interactive toy of claim 6 wherein the display includes a plurality of sections, and wherein each section includes a source of light for illuminating the respective section.
10. The electronic interactive toy of claim 9 wherein the source of light includes a bi-colored light emitting diode.
11. The electronic interactive toy of claim 9 wherein a first section of the display illuminates when the switch is first activated.
12. The electronic interactive toy of claim 11 wherein a second section of the display illuminates after the switch is activated a predetermined number of times and after the first section of the display is illuminated.
13. The electronic interactive toy of claim 12 wherein a third section of the display illuminates after the switch is activated a predetermined number of times and after the second section of the display is illuminated.
14. The electronic interactive toy of claim 13 wherein a fourth section of the display illuminates after the switch is activated a predetermined number of times and after the third section of the display is illuminated.
15. The electronic interactive toy of claim 14 wherein the processor transmits an audio signal to the speaker each time the switch is activated after the fourth section of the display is illuminated, and wherein the processor generates a signal to activate the motor to disengage the latch from the zipper.
16. The electronic interactive toy of claim 15 wherein the plush character is removable from the housing after the zipper is opened.
17. The electronic interactive toy of claim 6 further comprising a speaker electrically coupled to the processor and configured to output an audio signal when the switch is activated.
18. The electronic interactive toy of claim 6 further comprising a motion sensor coupled to the second housing and configured to detect when the toy is in motion and to transmit a signal to the processor to activate the display or transmit an audio signal to the speaker.
19. An electronic interactive toy comprising: a plush housing having a first opening; a zipper extending along a portion of a perimeter of the housing; a plush item supported within the housing, the plush item having an outer shell defining an interior cavity and a second opening in communication with the interior cavity; and an electronics module supported by the interior cavity of the plush item, the electronics module including a housing at least partially protruding through the first opening and the second opening, a processor supported by the housing; a motor supported by the housing and electrically coupled to the processor; a latch supported by the housing and coupled to the motor and the zipper; a switch coupled to the processor; a software program having instructions executable by the processor to activate the motor to disengage the latch from the zipper after the switch has been activated a predetermined number of times.
20. The electronic interactive toy of claim 19 further comprising a display connected to the electronics module housing and positioned outside of the plush housing, and wherein the display includes a plurality of sections, and wherein each section includes a source of light for illuminating the respective section.
21. The electronic interactive toy of claim 20 wherein the source of light includes a bi- colored light emitting diode.
22. The electronic interactive toy of claim 20 wherein a first section of the display illuminates when the switch is first activated, and wherein a second section of the display illuminates after the switch is activated a predetermined number of times and after the first section of the display is illuminated, and wherein a third section of the display illuminates after the switch is activated a predetermined number of times and after the second section of the display is illuminated, and wherein a fourth section of the display illuminates after the switch is activated a predetermined number of times and after the third section of the display is illuminated.
23. The electronic interactive toy of claim 22 wherein the processor transmits an audio signal to the speaker each time the switch is activated after the fourth section of the display is illuminated, and wherein the processor generates a signal to activate the motor to disengage the latch from the zipper.
24. The electronic interactive toy of claim 23 wherein the plush character is removable from the housing after the zipper is opened.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US10499308P | 2008-10-13 | 2008-10-13 | |
| US61/104,993 | 2008-10-13 |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| WO2010045268A2 true WO2010045268A2 (en) | 2010-04-22 |
| WO2010045268A3 WO2010045268A3 (en) | 2010-07-29 |
Family
ID=42107185
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/US2009/060560 Ceased WO2010045268A2 (en) | 2008-10-13 | 2009-10-13 | Electronic interactive toy |
Country Status (1)
| Country | Link |
|---|---|
| WO (1) | WO2010045268A2 (en) |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| CN106135460A (en) * | 2010-05-28 | 2016-11-23 | 泰拉瑞亚控股公司 | Comprise the food compositions of tailor-made oil |
| EP3132835A3 (en) * | 2015-10-15 | 2017-07-26 | Spin Master Ltd. | Assembly with object in housing and mechanism to open housing |
| US9757659B2 (en) | 2015-10-15 | 2017-09-12 | Spin Master Ltd. | Assembly with toy character in housing |
| CN109821255A (en) * | 2019-03-26 | 2019-05-31 | 易桂香 | A kind of children's incubation toy |
| EP3679998A1 (en) * | 2019-01-12 | 2020-07-15 | Spin Master Ltd. | Toy assembly with character in housing and mechanism to open housing with tether |
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Family Cites Families (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| DE60140747D1 (en) * | 2000-07-01 | 2010-01-21 | Alexander V Smirnov | INTERACTIVE TOYS |
| KR200319508Y1 (en) * | 2003-03-31 | 2003-07-18 | 김정숙 | Sewing toy with pocket |
| WO2004108217A1 (en) * | 2003-06-06 | 2004-12-16 | Indigo Imagination Ltd | Children's safety apparatus |
| KR100442313B1 (en) * | 2003-08-08 | 2004-07-30 | 주식회사 주안상사 | A toy |
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2009
- 2009-10-13 WO PCT/US2009/060560 patent/WO2010045268A2/en not_active Ceased
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| CN106135460A (en) * | 2010-05-28 | 2016-11-23 | 泰拉瑞亚控股公司 | Comprise the food compositions of tailor-made oil |
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| EP3679998A1 (en) * | 2019-01-12 | 2020-07-15 | Spin Master Ltd. | Toy assembly with character in housing and mechanism to open housing with tether |
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| WO2010045268A3 (en) | 2010-07-29 |
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